Version: 2022.3
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public static void DrawMeshInstancedProcedural(Mesh mesh, int submeshIndex, Material material, Bounds bounds, int count, MaterialPropertyBlock properties, Rendering.ShadowCastingMode castShadows, bool receiveShadows, int layer, Camera camera, Rendering.LightProbeUsage lightProbeUsage, LightProbeProxyVolume lightProbeProxyVolume);


mesh The Mesh to draw.
submeshIndex Which subset of the mesh to draw. This applies only to meshes that are composed of several materials.
material Material to use.
bounds The bounding volume surrounding the instances you intend to draw.
count The number of instances to be drawn.
properties Additional material properties to apply. See MaterialPropertyBlock.
castShadows Determines whether the Meshes should cast shadows.
receiveShadows Determines whether the Meshes should receive shadows.
layer Layer to use.
camera If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only.
lightProbeUsage LightProbeUsage for the instances.


This function is now obsolete. Use Graphics.RenderMeshPrimitives instead. Draws the same mesh multiple times using GPU instancing. This is similar to Graphics.DrawMeshInstancedIndirect, except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer.

To render the instances with light probes, provide the light probe data via the MaterialPropertyBlock and specify lightProbeUsage with LightProbeUsage.CustomProvided. Check LightProbes.CalculateInterpolatedLightAndOcclusionProbes for the details. See Also: Graphics.RenderMeshPrimitives.