Legacy Documentation: Version 4.6(go to latest)
Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Graphics.DrawProcedural

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

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function DrawProcedural(topology: MeshTopology, vertexCount: int, instanceCount: int = 1): void;
public static void DrawProcedural(MeshTopology topology, int vertexCount, int instanceCount = 1);
public static def DrawProcedural(topology as MeshTopology, vertexCount as int, instanceCount as int = 1) as void

Description

Draws a fully procedural geometry on the GPU.

DrawProcedural does a draw call on the GPU, without any vertex or index buffers. This is only useful on DirectX 11 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

Note that this call executes immediately, similar to Graphics.DrawMeshNow. It uses currently set render target, transformation matrices and currently set shader pass.

See Also: Graphics.DrawProceduralIndirect, SystemInfo.supportsInstancing.