Version: 2020.1
言語: 日本語
public void ExecuteCommandBuffer (Rendering.CommandBuffer commandBuffer);

パラメーター

commandBuffer Specifies the Command Buffer to execute.

説明

Schedules the execution of a custom graphics Command Buffer.

During the call to ScriptableRenderContext.ExecuteCommandBuffer, ScriptableRenderContext registers the commandBuffer parameter into its own internal list of commands to execute. The actual execution of these commands (including the commands stored in the custom commandBuffer) happens during ScriptableRenderContext.Submit.

Make sure that you call ExecuteCommandBuffer before other ScriptableRenderContext methods (such as DrawRenderers, DrawShadows) if your draw calls depend on a state of the pipeline that you specify in a CommandBuffer. The code sample below illustrates a case when commands are submitted in an incorrect order ; followed by a case that behaves as expected:

using UnityEngine;
using UnityEngine.Rendering;

internal class ExecuteCommandBufferExample { // TODO: replace with actual settings ScriptableRenderContext scriptableRenderContext; DrawingSettings drawingSettings; CullingResults cullingResults = new CullingResults(); FilteringSettings filteringSettings = new FilteringSettings();

Matrix4x4 myViewMatrix = Matrix4x4.Scale(new Vector3(2f, 2f, 2f));

public void DrawRenderersExampleIncorrect() { CommandBuffer myCommandBuffer = new CommandBuffer();

myCommandBuffer.SetViewMatrix(myViewMatrix);

scriptableRenderContext.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings); // NO! When scriptableRenderContext submits the DrawRenderers command, it will not know about myViewMatrix :(

scriptableRenderContext.ExecuteCommandBuffer(myCommandBuffer); myCommandBuffer.Clear(); }

public void DrawRenderersExampleBetter() { CommandBuffer myCommandBuffer = new CommandBuffer();

myCommandBuffer.SetViewMatrix(myViewMatrix);

scriptableRenderContext.ExecuteCommandBuffer(myCommandBuffer); myCommandBuffer.Clear();

scriptableRenderContext.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings); // OK! During next scriptableRenderContext.Submit() call, scriptableRenderContext will set myViewMatrix *before* drawing the renderers. } }

関連項目: CommandBuffer.

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