Select your preferred scripting language. All code snippets will be displayed in this language.
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.Close
For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.Close
|matrix||Transformation matrix to use.|
|material||Material to use.|
|shaderPass||Which pass of the shader to use (or -1 for all passes).|
|topology||Topology of the procedural geometry.|
|vertexCount||Vertex count to render.|
|instanceCount||Instance count to render.|
|properties||Additional material properties to apply just before rendering. See MaterialPropertyBlock.|
Add a "draw procedural geometry" command.
When the command buffer executes, this will do a draw call on the GPU, without any vertex or index buffers. This is only useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.
In the vertex shader, you'd typically use SV_VertexID and SV_InstanceID input variables to fetch data from some buffers.
See Also: DrawProceduralIndirect, MaterialPropertyBlock, Graphics.DrawProcedural.
Did you find this page useful? Please give it a rating: