Legacy Documentation: Version 5.5
LanguageEnglish
  • C#
  • JS

Script language

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

CommandBuffer.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

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

public function DrawProcedural(matrix: Matrix4x4, material: Material, shaderPass: int, topology: MeshTopology, vertexCount: int, instanceCount: int = 1, properties: MaterialPropertyBlock = null): void;
public void DrawProcedural(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount, int instanceCount = 1, MaterialPropertyBlock properties = null);

Parameters

matrix Transformation matrix to use.
material Material to use.
shaderPass Which pass of the shader to use (or -1 for all passes).
topology Topology of the procedural geometry.
vertexCount Vertex count to render.
instanceCount Instance count to render.
properties Additional material properties to apply just before rendering. See MaterialPropertyBlock.

Description

Add a "draw procedural geometry" command.

When the command buffer executes, this will do 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.

In the vertex shader, you'd typically use SV_VertexID and SV_InstanceID input variables to fetch data from some buffers.

See Also: DrawProceduralIndirect, MaterialPropertyBlock, Graphics.DrawProcedural.