Version: 2022.2

CommandBuffer.DrawMeshInstancedProcedural

切换到手册
public void DrawMeshInstancedProcedural (Mesh mesh, int submeshIndex, Material material, int shaderPass, int count, MaterialPropertyBlock properties);

参数

mesh 要绘制的 Mesh
submeshIndex Which subset of the mesh to draw. This only applies to meshes that are composed of several materials.
material 要使用的 Material
shaderPass 要使用着色器的哪个通道,或选择 -1,表示渲染所有通道。
count 要绘制的实例数。
properties Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock.

描述

添加“通过实例化绘制网格”命令。

Draw a mesh using Procedural Instancing. This is similar to Graphics.DrawMeshInstancedIndirect, except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer. If Material.enableInstancing is false, the command logs an error and skips rendering each time the command is executed; the command does not immediately fail and throw an exception.

InvalidOperationException will be thrown if the current platform doesn't support this API (for example, if GPU instancing is not available). See SystemInfo.supportsInstancing.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961