Version: 2022.3

CommandBuffer.DrawMeshInstancedIndirect

切换到手册
public void DrawMeshInstancedIndirect (Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties);
public void DrawMeshInstancedIndirect (Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset);
public void DrawMeshInstancedIndirect (Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs);
public void DrawMeshInstancedIndirect (Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties);
public void DrawMeshInstancedIndirect (Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset);
public void DrawMeshInstancedIndirect (Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs);

参数

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。
properties Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock.
bufferWithArgs GPU 缓冲区包含相应的参数,指示要绘制此网格的实例数。
argsOffset 缓冲区中的字节偏移,绘制参数起始位置。

描述

添加“通过间接实例化绘制网格”命令。