Unity 绘图函数的原始接口。
这是访问 Unity 经过优化的网格绘图功能的高级快捷方式。
activeColorBuffer | 当前激活的颜色缓冲区。(只读) |
activeColorGamut | 返回当前激活的色域。 |
activeDepthBuffer | 当前激活的深度/模板缓冲区。(只读) |
activeTier | 当前设备的 Graphics Tier 分类。 更改该值会影响到任何后续加载的着色器。最初,该值是从正在使用的硬件自动检测的。 |
Blit | 使用着色器将源纹理复制到目标渲染纹理。 |
BlitMultiTap | 将源纹理复制到目标,用于多点着色器。 |
ClearRandomWriteTargets | 为 Shader Model 4.5 级别的像素着色器清除随机写入目标。 |
ConvertTexture | 该函数提供了在不同格式和尺寸的纹理之间进行转换的有效方式。 目标纹理格式应处于未压缩状态,并且与支持的 RenderTextureFormat 相对应。 |
CopyTexture | 复制纹理内容。 |
CreateGPUFence | 创建一个 GPUFence,该栅栏的传递时机是此调用前 GPU 中完成的最后一个 Blit、Clear、Draw、Dispatch 或 Texture Copy 命令之后。 |
DrawMesh | 绘制一个网格。 |
DrawMeshInstanced | 使用 GPU 实例化多次绘制同一网格。 |
DrawMeshInstancedIndirect | 使用 GPU 实例化多次绘制同一网格。 |
DrawMeshNow | 立即绘制一个网格。 |
DrawProcedural | 在 GPU 上绘制一个完全程序化的几何形状。 |
DrawProceduralIndirect | 在 GPU 上绘制一个完全程序化的几何形状。 |
DrawTexture | 在屏幕坐标系中绘制纹理。 |
ExecuteCommandBuffer | 执行命令缓冲区。 |
ExecuteCommandBufferAsync | 对基于传入的 ComputeQueueType 参数选择的异步计算队列执行命令缓冲区。要求命令缓冲区中的所有命令都为适合在异步计算队列上执行的类型。如果缓冲区包含任何不合适的命令,则系统会记录错误并在 Editor 窗口中显示。具体来说,将异步执行的 CommandBuffer 可以包含以下命令:CommandBuffer.BeginSampleCommandBuffer.CopyCounterValueCommandBuffer.CopyTextureCommandBuffer.CreateGPUFenceCommandBuffer.DispatchComputeCommandBuffer.EndSampleCommandBuffer.IssuePluginEventCommandBuffer.SetComputeBufferParamCommandBuffer.SetComputeFloatParamCommandBuffer.SetComputeFloatParamsCommandBuffer.SetComputeTextureParamCommandBuffer.SetComputeVectorParamCommandBuffer.WaitOnGPUFence系统保证缓冲区中的所有命令都在同一队列上执行。如果目标平台不支持异步计算队列,则将工作分发到图形队列。 |
SetRandomWriteTarget | 为 Shader Model 4.5 级别的像素着色器设置随机写入目标。 |
SetRenderTarget | 设置当前渲染目标。 |
WaitOnGPUFence | 指示 GPU 图形队列处理等待传递给定的 GPUFence。 |
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