CommandBuffer.DrawMeshInstancedProcedural

public void DrawMeshInstancedProcedural(Mesh mesh, int submeshIndex, Material material, int shaderPass, int count, MaterialPropertyBlock properties);

Parameters

mesh The Mesh to draw.
submeshIndex Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
material Material to use.
shaderPass Which pass of the shader to use, or -1 which renders all passes.
count The number of instances to be drawn.
properties Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.

Description

Add a "draw mesh with instancing" command.

Draw a mesh using Procedural Instancing. This is similar to Graphics.DrawMeshInstancedIndirect, except when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer. The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected.

InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing.

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