Raw interface to Unity's drawing functions.
This is the high-level shortcut into the optimized mesh drawing functionality of Unity.
| Property | Description |
|---|---|
| activeColorBuffer | Currently active color buffer (Read Only). |
| activeColorGamut | Returns the currently active color gamut. |
| activeDepthBuffer | Currently active depth/stencil buffer (Read Only). |
| activeTier | The GraphicsTier for the current device. |
| minOpenGLESVersion | The minimum OpenGL ES version. The value is specified in PlayerSettings. |
| preserveFramebufferAlpha | True when rendering over native UI is enabled in Player Settings (readonly). |
| Method | Description |
|---|---|
| Blit | Uses a shader to copy the pixel data from a texture into a render target. |
| BlitMultiTap | Copies source texture into destination, for multi-tap shader. |
| ClearRandomWriteTargets | Unset random write targets for Shader Model 4.5 level pixel shaders. |
| ConvertTexture | Copies the pixel data from one texture, converts the data into a different format, and copies it into another texture. |
| CopyBuffer | Copies the contents of one GraphicsBuffer into another. |
| CopyTexture | Copies pixel data from one texture to another. |
| CreateAsyncGraphicsFence | Shortcut for calling Graphics.CreateGraphicsFence with Rendering.GraphicsFenceType.AsyncQueueSynchronisation as the first parameter. |
| CreateGraphicsFence | Creates a GraphicsFence. |
| DrawMesh | Draw a mesh. |
| DrawMeshInstanced | Draws the same mesh multiple times using GPU instancing. |
| DrawMeshInstancedIndirect | This function is now obsolete. Use Graphics.RenderMeshIndirect instead. Draws the same mesh multiple times using GPU instancing. |
| DrawMeshInstancedProcedural | This function is now obsolete. Use Graphics.RenderMeshPrimitives instead. Draws the same mesh multiple times using GPU instancing. |
| DrawMeshNow | Draw a mesh immediately. |
| DrawProcedural | This function is now obsolete. For non-indexed rendering, use Graphics.RenderPrimitives instead. For indexed rendering, use Graphics.RenderPrimitivesIndexed. Draws procedural geometry on the GPU. |
| DrawProceduralIndirect | Draws procedural geometry on the GPU. |
| DrawProceduralIndirectNow | Draws procedural geometry on the GPU. |
| DrawProceduralNow | Draws procedural geometry on the GPU. |
| DrawTexture | Draw a texture in screen coordinates. |
| ExecuteCommandBuffer | Execute a command buffer. |
| ExecuteCommandBufferAsync | Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed. |
| RenderMesh | Renders a mesh with given rendering parameters. |
| RenderMeshIndirect | Renders multiple instances of a mesh using GPU instancing and rendering command arguments from argsBuffer. |
| RenderMeshInstanced | Renders multiple instances of a mesh using GPU instancing. |
| RenderMeshPrimitives | Renders multiple instances of a Mesh using GPU instancing and a custom shader. |
| RenderPrimitives | Renders non-indexed primitives with GPU instancing and a custom shader. |
| RenderPrimitivesIndexed | Renders indexed primitives with GPU instancing and a custom shader. |
| RenderPrimitivesIndexedIndirect | Renders indexed primitives with GPU instancing and a custom shader with rendering command arguments from commandBuffer. |
| RenderPrimitivesIndirect | Renders primitives with GPU instancing and a custom shader using rendering command arguments from argsBuffer. |
| RenderSprite | Renders a sprite with the provided rendering parameters and sprite parameters. |
| RenderSpriteInstanced | Renders multiple instances of a sprite using GPU instancing. |
| SetRandomWriteTarget | Set random write target for Shader Model 4.5 level pixel shaders. |
| SetRenderTarget | Sets current render target. |
| WaitOnAsyncGraphicsFence | Instructs the GPU to pause processing of the queue until it passes through the GraphicsFence fence. |