Version: 2019.4
public void DrawProceduralIndirect (Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties);
public void DrawProceduralIndirect (Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset);
public void DrawProceduralIndirect (Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs);

パラメーター

matrix使用するトランスフォーム(変換)マトリックス
material使用するマテリアル
shaderPass使用するシェーダーのパス (あるいはすべてに -1 を渡します。)
topologyプロシージャルジオメトリのトポロジー
propertiesレンダリングの前にだけ適用するマテリアルプロパティーを追加します。 MaterialPropertyBlock を参照してください。
bufferWithArgsDraw Arguments のバッファ
argsOffsetDraw argument があるバッファのバイトオフセット

説明

"draw procedural geometry" コマンドを追加。

When the command buffer executes, this will do a draw call on the GPU, without any vertex or index buffers. The amount of geometry to draw is read from a ComputeBuffer. Typical use case is generating an arbitrary amount of data from a ComputeShader and then rendering that, without requiring a readback to the CPU.

This is only useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

Buffer with arguments, bufferWithArgs, has to have four integer numbers at given argsOffset offset: vertex count per instance, instance count, start vertex location, and start instance location. This maps to Direct3D11 DrawInstancedIndirect and equivalent functions on other graphics APIs. On OpenGL versions before 4.2 and all OpenGL ES versions that support indirect draw, the last argument is reserved and therefore must be zero.

頂点シェーダーで、通常、いくつかのバッファからデータをフェッチするのに SV_VertexID や SV_InstanceID の入力変数を使用します。

See Also: DrawProcedural, MaterialPropertyBlock, Graphics.DrawProceduralIndirect, ComputeBuffer.CopyCount, SystemInfo.supportsComputeShaders.


public void DrawProceduralIndirect (GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties);
public void DrawProceduralIndirect (GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset);
public void DrawProceduralIndirect (GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs);

パラメーター

indexBufferIndex buffer used to submit vertices to the GPU.
matrix使用するトランスフォーム(変換)マトリックス
material使用するマテリアル
shaderPass使用するシェーダーのパス (あるいはすべてに -1 を渡します。)
topologyプロシージャルジオメトリのトポロジー
bufferWithArgsDraw Arguments のバッファ
argsOffsetDraw argument があるバッファのバイトオフセット
propertiesレンダリングの前にだけ適用するマテリアルプロパティーを追加します。 MaterialPropertyBlock を参照してください。

説明

"draw procedural geometry" コマンドを追加。

When the command buffer executes, this will do a draw call on the GPU, without a vertex buffer. The amount of geometry to draw is read from a ComputeBuffer. Typical use case is generating an arbitrary amount of data from a ComputeShader and then rendering that, without requiring a readback to the CPU.

This is only useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

Buffer with arguments, bufferWithArgs, has to have five integer numbers at given argsOffset offset: index count per instance, instance count, start index location, base vertex location, and start instance location. This maps to Direct3D11 DrawIndexedInstancedIndirect and equivalent functions on other graphics APIs. On OpenGL versions before 4.2 and all OpenGL ES versions that support indirect draw, the last argument is reserved and therefore must be zero.

頂点シェーダーで、通常、いくつかのバッファからデータをフェッチするのに SV_VertexID や SV_InstanceID の入力変数を使用します。

See Also: DrawProcedural, MaterialPropertyBlock, Graphics.DrawProceduralIndirect, ComputeBuffer.CopyCount, SystemInfo.supportsComputeShaders.

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