Version: 2022.3
LanguageEnglish
  • C#

Graphics.RenderPrimitivesIndexed

Suggest a change

Success!

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

Submission failed

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

Cancel

Declaration

public static void RenderPrimitivesIndexed(ref RenderParams rparams, MeshTopology topology, GraphicsBuffer indexBuffer, int indexCount, int startIndex = 0, int instanceCount = 1);

Parameters

rparams The parameters Unity uses to render the primitives.
topology Primitive topology (for example, triangles or lines).
indexBuffer The index buffer for the rendered primitives.
indexCount The number of indices per instance.
startIndex The first index in the indexBuffer.
instanceCount The number of instances to render.

Description

Renders indexed primitives with GPU instancing and a custom shader.

Renders a given number of instances and primitives that have specific topology. This method requires custom shaders to fetch or calculate vertex data using the SV_VertexID semantic, which is set with values in the indexBuffer. To access instance ID use SV_InstanceID semantic.

Additional resources: RenderPrimitives.

The following example renders 10 instances of a Mesh using RenderPrimitivesIndexed. The associated Material must use the below custom shader:

using UnityEngine;

public class ExampleClass : MonoBehaviour { public Material material; public Mesh mesh;

GraphicsBuffer meshTriangles; GraphicsBuffer meshPositions;

void Start() { // note: remember to check "Read/Write" on the mesh asset to get access to the geometry data meshTriangles = new GraphicsBuffer(GraphicsBuffer.Target.Structured, mesh.triangles.Length, sizeof(int)); meshTriangles.SetData(mesh.triangles); meshPositions = new GraphicsBuffer(GraphicsBuffer.Target.Structured, mesh.vertices.Length, 3 * sizeof(float)); meshPositions.SetData(mesh.vertices); }

void OnDestroy() { meshTriangles?.Dispose(); meshTriangles = null; meshPositions?.Dispose(); meshPositions = null; }

void Update() { RenderParams rp = new RenderParams(material); rp.worldBounds = new Bounds(Vector3.zero, 10000*Vector3.one); // use tighter bounds rp.matProps = new MaterialPropertyBlock(); rp.matProps.SetBuffer("_Positions", meshPositions); rp.matProps.SetInt("_BaseVertexIndex", (int)mesh.GetBaseVertex(0)); rp.matProps.SetMatrix("_ObjectToWorld", Matrix4x4.Translate(new Vector3(-4.5f, 0, 0))); rp.matProps.SetFloat("_NumInstances", 10.0f); Graphics.RenderPrimitivesIndexed(rp, MeshTopology.Triangles, meshTriangles, meshTriangles.count, (int)mesh.GetIndexStart(0), 10); } }

Use the following example shader with the above C# example code:

          Shader "ExampleShader"
{
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

#include "UnityCG.cginc"

struct v2f { float4 pos : SV_POSITION; float4 color : COLOR0; };

StructuredBuffer<float3> _Positions; uniform uint _BaseVertexIndex; uniform float4x4 _ObjectToWorld; uniform float _NumInstances;

v2f vert(uint vertexID: SV_VertexID, uint instanceID : SV_InstanceID) { v2f o; float3 pos = _Positions[vertexID + _BaseVertexIndex]; float4 wpos = mul(_ObjectToWorld, float4(pos + float3(instanceID, 0, 0), 1.0f)); o.pos = mul(UNITY_MATRIX_VP, wpos); o.color = float4(instanceID / _NumInstances, 0.0f, 0.0f, 0.0f); return o; }

float4 frag(v2f i) : SV_Target { return i.color; } ENDCG } } }