Graphics.DrawProceduralIndirect

매뉴얼로 전환
public static void DrawProceduralIndirect (MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset= 0);

파라미터

material Material to use.
boundsThe bounding volume surrounding the instances you intend to draw.
topologyTopology of the procedural geometry.
cameraIf null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.
bufferWithArgsBuffer with draw arguments.
argsOffsetByte offset where in the buffer the draw arguments are.
propertiesAdditional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
castShadowsDetermines whether the mesh can cast shadows.
receiveShadowsDetermines whether the mesh can receive shadows.
layer Layer to use.

설명

Draws procedural geometry on the GPU.

DrawProceduralIndirect does a draw call on the GPU, without any vertex or index buffers. The amount of geometry to draw is read from a ComputeBuffer. Typical use case is generating an arbitrary amount of data from a ComputeShader and then rendering that, without requiring a readback to the CPU.

This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

Buffer with arguments, bufferWithArgs, has to have four integer numbers at given argsOffset offset: vertex count per instance, instance count, start vertex location, and start instance location. This maps to Direct3D11 DrawInstancedIndirect and equivalent functions on other graphics APIs. On OpenGL versions before 4.2 and all OpenGL ES versions that support indirect draw, the last argument is reserved and therefore must be zero.

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

See Also: Graphics.DrawProcedural, ComputeBuffer.CopyCount, SystemInfo.supportsComputeShaders.


파라미터

material Material to use.
boundsThe bounding volume surrounding the instances you intend to draw.
topologyTopology of the procedural geometry.
indexBufferIndex buffer used to submit vertices to the GPU.
cameraIf null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.
bufferWithArgsBuffer with draw arguments.
argsOffsetByte offset where in the buffer the draw arguments are.
propertiesAdditional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
castShadowsDetermines whether the mesh can cast shadows.
receiveShadowsDetermines whether the mesh can receive shadows.
layer Layer to use.

설명

Draws procedural geometry on the GPU.

DrawProceduralIndirect does a draw call on the GPU, without a vertex buffer. The amount of geometry to draw is read from a ComputeBuffer. Typical use case is generating an arbitrary amount of data from a ComputeShader and then rendering that, without requiring a readback to the CPU.

This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

Buffer with arguments, bufferWithArgs, has to have five integer numbers at given argsOffset offset: index count per instance, instance count, start index location, base vertex location, and start instance location. This maps to Direct3D11 DrawIndexedInstancedIndirect and equivalent functions on other graphics APIs. On OpenGL versions before 4.2 and all OpenGL ES versions that support indirect draw, the last argument is reserved and therefore must be zero.

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

See Also: Graphics.DrawProcedural, ComputeBuffer.CopyCount, SystemInfo.supportsComputeShaders.

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