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.
CloseFor 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.
Closetopology | Topology of the procedural geometry. |
vertexCount | Vertex count to render. |
instanceCount | Instance count to render. |
Draws procedural geometry on the GPU.
DrawProceduralNow does a draw call on the GPU, without any vertex or index buffers.
This is mainly useful on Shader Model 4.5 level hardware where shaders can read
arbitrary data from ComputeBuffer buffers.
Note that this call executes immediately, similar to Graphics.DrawMeshNow. It uses the currently set render target, transformation matrices and shader pass.
There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.
See Also: Graphics.DrawProceduralIndirectNow, SystemInfo.supportsInstancing.
topology | Topology of the procedural geometry. |
indexCount | Index count to render. |
instanceCount | Instance count to render. |
indexBuffer | Index buffer used to submit vertices to the GPU. |
Draws procedural geometry on the GPU.
DrawProceduralNow does a draw call on the GPU, without a vertex buffer.
This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.
Note that this call executes immediately, similar to Graphics.DrawMeshNow. It uses the currently set render target, transformation matrices and shader pass.
There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.
See Also: Graphics.DrawProceduralIndirectNow, SystemInfo.supportsInstancing.