Version: 2020.1
言語: 日本語

CommandBuffer.DrawMeshInstancedProcedural

マニュアルに切り替える
public void DrawMeshInstancedProcedural (Mesh mesh, int submeshIndex, Material material, int shaderPass, int count, MaterialPropertyBlock properties);

パラメーター

mesh 描画する Mesh
submeshIndex 描画するメッシュのサブセット。これはいくつかのマテリアルで構成されるメッシュにのみ適用されます。
material 使用する Material
shaderPass Which pass of the shader to use, or -1 which renders all passes.
count The number of instances to be drawn.
properties このメッシュを描画する前にマテリアルに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

Add a "draw mesh with instancing" command.

Draw a mesh using Procedural Instancing. This is similar to Graphics.DrawMeshInstancedIndirect, except when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer. The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected.

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

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