|matrix||Transformation matrix to use.|
|material||Material to use.|
|shaderPass||Which pass of the shader to use (or -1 for all passes).|
|topology||Topology of the procedural geometry.|
|vertexCount||Vertex count to render.|
|instanceCount||Instance count to render.|
|properties||Additional material properties to apply just before rendering. See MaterialPropertyBlock.|
Add a "draw procedural geometry" command.
When the command buffer executes, this will do a draw call on the GPU, without any vertex or index buffers. This is only useful on DirectX 11 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.
In the vertex shader, you'd typically use SV_VertexID and SV_InstanceID input variables to fetch data from some buffers.
See Also: DrawProceduralIndirect, MaterialPropertyBlock, Graphics.DrawProcedural.