material | 使用する Material |
bounds | The bounding volume surrounding the instances you intend to draw. |
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 |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
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。 |
castShadows | Determines whether the mesh can cast shadows. |
receiveShadows | Determines whether the mesh can receive shadows. |
layer | 使用する Layer |
This function is now obsolete. For non-indexed rendering, use Graphics.RenderPrimitives instead. For indexed rendering, use Graphics.RenderPrimitivesIndexed. Draws procedural geometry on the GPU.
DrawProcedural 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.
There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.
For non-indexed rendering:
public static void DrawProcedural(Material material, Bounds bounds, MeshTopology topology, int vertexCount, int instanceCount = 1, Camera camera = null, MaterialPropertyBlock properties = null, ShadowCastingMode castShadows = ShadowCastingMode.On, bool receiveShadows = true, int layer = 0)
For indexed rendering (takes GraphicsBuffer indexBuffer):
public static void DrawProcedural(Material material, Bounds bounds, MeshTopology topology, GraphicsBuffer indexBuffer, int indexCount, int instanceCount = 1, Camera camera = null, MaterialPropertyBlock properties = null, ShadowCastingMode castShadows = ShadowCastingMode.On, bool receiveShadows = true, int layer = 0)
See Also: Graphics.RenderPrimitives, Graphics.RenderPrimitivesIndexed, Graphics.DrawProceduralIndirect, SystemInfo.supportsInstancing.
material | 使用する Material |
bounds | The bounding volume surrounding the instances you intend to draw. |
topology | プロシージャルジオメトリのトポロジー |
indexBuffer | Index buffer used to submit vertices to the GPU. |
instanceCount | レンダリングするインスタンス数 |
indexCount | Index count to render. |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
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。 |
castShadows | Determines whether the mesh can cast shadows. |
receiveShadows | Determines whether the mesh can receive shadows. |
layer | 使用する Layer |
Draws procedural geometry on the GPU, with an index buffer.
Use the GraphicsBuffer.Target.Index target flag to create an index buffer.