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 | Graphics Tier classification for current device. Changing this value affects any subsequently loaded shaders. Initially this value is auto-detected from the hardware in use. |
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. |
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 | Draw the same mesh multiple times using GPU instancing. |
DrawMeshInstancedIndirect | Draw the same mesh multiple times using GPU instancing. |
DrawMeshNow | Draw a mesh immediately. |
DrawProcedural | 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.It is required that all of the commands within the command buffer be of a type suitable for execution on the async compute queues. If the buffer contains any commands that are not appropriate then an error will be logged and displayed in the editor window. Specifically the following commands are permitted in a CommandBuffer intended for async execution:CommandBuffer.BeginSampleCommandBuffer.CopyCounterValueCommandBuffer.CopyTextureCommandBuffer.CreateGPUFenceCommandBuffer.DisableShaderKeywordCommandBuffer.DispatchComputeCommandBuffer.EnableShaderKeywordCommandBuffer.EndSampleCommandBuffer.GetTemporaryRTCommandBuffer.GetTemporaryRTArrayCommandBuffer.IssuePluginEventCommandBuffer.ReleaseTemporaryRTCommandBuffer.SetComputeBufferParamCommandBuffer.SetComputeFloatParamCommandBuffer.SetComputeFloatParamsCommandBuffer.SetComputeIntParamCommandBuffer.SetComputeIntParamsCommandBuffer.SetComputeMatrixArrayParamCommandBuffer.SetComputeMatrixParamCommandBuffer.SetComputeTextureParamCommandBuffer.SetComputeVectorParamCommandBuffer.SetComputeVectorArrayParamCommandBuffer.SetGlobalBufferCommandBuffer.SetGlobalColorCommandBuffer.SetGlobalFloatCommandBuffer.SetGlobalFloatArrayCommandBuffer.SetGlobalIntCommandBuffer.SetGlobalMatrixCommandBuffer.SetGlobalMatrixArrayCommandBuffer.SetGlobalTextureCommandBuffer.SetGlobalVectorCommandBuffer.SetGlobalVectorArrayCommandBuffer.WaitOnGPUFenceAll of the commands within the buffer are guaranteed to be executed on the same queue. If the target platform does not support async compute queues then the work is dispatched on the graphics queue. |
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. |
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