Version: 2023.1
言語: 日本語
public void DrawMeshInstancedIndirect (Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties);
public void DrawMeshInstancedIndirect (Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset);
public void DrawMeshInstancedIndirect (Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs);
public void DrawMeshInstancedIndirect (Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties);
public void DrawMeshInstancedIndirect (Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset);
public void DrawMeshInstancedIndirect (Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs);

パラメーター

mesh 描画する Mesh
submeshIndex Which subset of the mesh to draw. This only applies to meshes that are composed of several materials.
material 使用する Material
shaderPass Which pass of the shader to use, or -1 which renders all passes.
properties Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock.
bufferWithArgs The GPU buffer containing the arguments for how many instances of this mesh to draw.
argsOffset The byte offset into the buffer, where the draw arguments start.

説明

Add a "draw mesh with indirect instancing" command.

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