Raw interface to Unity's drawing functions.
This is the high-level shortcut into the optimized mesh drawing functionality of Unity.
activeColorBuffer | Currently active color buffer (Read Only). |
activeColorGamut | Returns the currently active color gamut. |
activeDepthBuffer | Currently active depth/stencil buffer (Read Only). |
activeTier | The GraphicsTier for the current device. |
minOpenGLESVersion | The minimum OpenGL ES version. The value is specified in PlayerSettings. |
preserveFramebufferAlpha | True when rendering over native UI is enabled in Player Settings (readonly). |
Blit | Copies source texture into destination render texture with a shader. |
BlitMultiTap | Copies source texture into destination, for multi-tap shader. |
ClearRandomWriteTargets | Clear random write targets for Shader Model 4.5 level pixel shaders. |
ConvertTexture | This function provides an efficient way to convert between textures of different formats and dimensions. The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat. |
CopyBuffer | Copies the contents of one GraphicsBuffer into another. |
CopyTexture | Copy texture contents. |
CreateAsyncGraphicsFence | Shortcut for calling Graphics.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter. |
CreateGraphicsFence | Creates a GraphicsFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU. |
DrawMesh | Draw a mesh. |
DrawMeshInstanced | Draws the same mesh multiple times using GPU instancing. |
DrawMeshInstancedIndirect | This function is now obsolete. Use Graphics.RenderMeshIndirect instead. Draws the same mesh multiple times using GPU instancing. |
DrawMeshInstancedProcedural | This function is now obsolete. Use Graphics.RenderMeshPrimitives instead. Draws the same mesh multiple times using GPU instancing. This is similar to Graphics.DrawMeshInstancedIndirect, except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer. |
DrawMeshNow | Draw a mesh immediately. |
DrawProcedural | 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. |
DrawProceduralIndirect | Draws procedural geometry on the GPU. |
DrawProceduralIndirectNow | Draws procedural geometry on the GPU. |
DrawProceduralNow | Draws procedural geometry on the GPU. |
DrawTexture | Draw a texture in screen coordinates. |
ExecuteCommandBuffer | Execute a command buffer. |
ExecuteCommandBufferAsync | Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed. |
RenderMesh | Renders a mesh with given rendering parameters. |
RenderMeshIndirect | Renders multiple instances of a mesh using GPU instancing and rendering command arguments from commandBuffer. |
RenderMeshInstanced | Renders multiple instances of a mesh using GPU instancing. |
RenderMeshPrimitives | Renders multiple instances of a Mesh using GPU instancing and a custom shader. |
RenderPrimitives | Renders non-indexed primitives with GPU instancing and a custom shader. |
RenderPrimitivesIndexed | Renders indexed primitives with GPU instancing and a custom shader. |
RenderPrimitivesIndexedIndirect | Renders indexed primitives with GPU instancing and a custom shader with rendering command arguments from commandBuffer. |
RenderPrimitivesIndirect | Renders primitives with GPU instancing and a custom shader using rendering command arguments from commandBuffer. |
SetRandomWriteTarget | Set random write target for Shader Model 4.5 level pixel shaders. |
SetRenderTarget | Sets current render target. |
WaitOnAsyncGraphicsFence | Instructs the GPU's processing of the graphics queue to wait until the given GraphicsFence is passed. |