material | 要使用的 Material。 |
bounds | 围绕要绘制的实例的包围体。 |
topology | 程序化几何体的拓扑。 |
vertexCount | 要渲染的顶点数。 |
instanceCount | 要渲染的实例数。 |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
properties | 在绘制此网格之前应用于材质的其他材质属性。请参阅 MaterialPropertyBlock。 |
castShadows | 确定网格是否可以投射阴影。 |
receiveShadows | 确定网格是否可以接受阴影。 |
layer | 要使用的 Layer。 |
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.
DrawProcedural 在 GPU 上执行绘制调用,没有任何顶点或索引缓冲区。
主要适用于 Shader Model 4.5 级别的硬件,其中着色器可以从 ComputeBuffer 缓冲区读取任意数据。
CommandBuffers 中也有类似的功能,请参阅 CommandBuffer.DrawProcedural。
For non-indexed rendering:
public static void DrawProcedural(Material material, Bounds bounds, MeshTopology topology, int vertexCount, int instanceCount = 1, Camera camera = null, MaterialPropertyBlock properties = null, ShadowCastingMode castShadows = ShadowCastingMode.On, bool receiveShadows = true, int layer = 0)
For indexed rendering (takes GraphicsBuffer indexBuffer):
public static void DrawProcedural(Material material, Bounds bounds, MeshTopology topology, GraphicsBuffer indexBuffer, int indexCount, int instanceCount = 1, Camera camera = null, MaterialPropertyBlock properties = null, ShadowCastingMode castShadows = ShadowCastingMode.On, bool receiveShadows = true, int layer = 0)
See Also: Graphics.RenderPrimitives, Graphics.RenderPrimitivesIndexed, Graphics.DrawProceduralIndirect, SystemInfo.supportsInstancing.
material | 要使用的 Material。 |
bounds | 围绕要绘制的实例的包围体。 |
topology | 程序化几何体的拓扑。 |
indexBuffer | 用于将顶点提交到 GPU 的索引缓冲区。 |
instanceCount | 要渲染的实例数。 |
indexCount | 要渲染的索引数量。 |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
properties | 在绘制此网格之前应用于材质的其他材质属性。请参阅 MaterialPropertyBlock。 |
castShadows | 确定网格是否可以投射阴影。 |
receiveShadows | 确定网格是否可以接受阴影。 |
layer | 要使用的 Layer。 |
Draws procedural geometry on the GPU, with an index buffer.
Use the GraphicsBuffer.Target.Index target flag to create an index buffer.
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