AddBatch | Create a draw command batch that shares a single set of metadata values and a single GraphicsBuffer. |
Dispose | Deletes a group. |
GetRegisteredMaterial | Returns the previously registered Material associated with this MaterialID. |
GetRegisteredMesh | Returns the previously registered Mesh associated with this MeshID. |
GetThreadedBatchContext | Get the thread-safe API for interacting with a BatchRendererGroup from Burst jobs. |
RegisterMaterial | Registers a Material in BatchRendererGroup and returns its BatchMaterialID. Each registration of a specific Material increases its number of owners by 1. |
RegisterMesh | Registers a mesh in BatchRendererGroup and returns its BatchMeshID. Each registration of a specific mesh increases its number of owners by 1. |
RemoveBatch | Delete a batch that was previously created with AddBatch. |
SetBatchBuffer | Change the GraphicsBuffer associated with the given batch. |
SetEnabledViewTypes | Set the combination of BatchCullingViewType for which this BatchRendererGroup should receive an OnPerformCulling callback. |
SetErrorMaterial | Set the error material for the BatchRendererGroup. This material will be used internally by Unity to render the draw commands referring to erroneous shaders. You can also pass 'null' to this method to unset the material. |
SetGlobalBounds | Set the bounds of the BatchRendererGroup. The bounds should encapsulate the render bounds of every object rendered with this BatchRendererGroup. Unity uses these bounds internally for culling. |
SetLoadingMaterial | Set the loading material for the BatchRendererGroup. |
SetPickingMaterial | Set the material that Unity uses to render object picking data using the draw commands in the Scene view. |
UnregisterMaterial | Unregister the Material ID associated with BatchRendererGroup. Each deregistration of a specific Material reduces its number of owners by 1. |
UnregisterMesh | Unregister the mesh ID associated with BatchRendererGroup. Each deregistration of a specific mesh reduces its number of owners by 1. |