This version of Unity is unsupported.

CommandBuffer.DrawMeshInstancedIndirect

Declaration

public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties);

Declaration

public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset);

Declaration

public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs);

Declaration

public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties);

Declaration

public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset);

Declaration

public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs);

Parameters

mesh The Mesh to draw.
submeshIndex Which subset of the mesh to draw. This only applies 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.
properties Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock.
bufferWithArgs The GPU buffer containing the arguments for how many instances of this mesh to draw.
argsOffset The byte offset into the buffer, where the draw arguments start.

Description

Add a "draw mesh with indirect instancing" command.