Version: 2020.3
言語: 日本語
public static void DrawProceduralNow (MeshTopology topology, int vertexCount, int instanceCount);

パラメーター

topology プロシージャルジオメトリのトポロジー
vertexCount 描画する頂点数
instanceCount レンダリングするインスタンス数

説明

Draws procedural geometry on the GPU.

DrawProceduralNow does a draw call on the GPU, without any vertex or index buffers. This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

Note that this call executes immediately, similar to Graphics.DrawMeshNow. It uses the currently set render target, transformation matrices and shader pass.

There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.

See Also: Graphics.DrawProceduralIndirectNow, SystemInfo.supportsInstancing.


public static void DrawProceduralNow (MeshTopology topology, GraphicsBuffer indexBuffer, int indexCount, int instanceCount);

パラメーター

topology プロシージャルジオメトリのトポロジー
indexCount Index count to render.
instanceCount レンダリングするインスタンス数
indexBuffer Index buffer used to submit vertices to the GPU.

説明

Draws procedural geometry on the GPU.

DrawProceduralNow does a draw call on the GPU, without a vertex buffer. This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

Note that this call executes immediately, similar to Graphics.DrawMeshNow. It uses the currently set render target, transformation matrices and shader pass.

There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.

See Also: Graphics.DrawProceduralIndirectNow, 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