mesh | 要绘制的 Mesh。 |
submeshIndex | Which subset of the mesh to draw. This only applies to meshes that are composed of several materials. |
material | 要使用的 Material。 |
shaderPass | 要使用着色器的哪个通道,或选择 -1,表示渲染所有通道。 |
count | 要绘制的实例数。 |
properties | Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock. |
添加“通过实例化绘制网格”命令。
Draw a mesh using Procedural 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.
If Material.enableInstancing is false, the command logs an error and skips rendering each time the command is executed; the command does not immediately fail and throw an exception.
InvalidOperationException will be thrown if the current platform doesn't support this API (for example, if GPU instancing is not available). See SystemInfo.supportsInstancing.
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