Version: 2017.4
public void DrawProceduralIndirect (Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset= 0, MaterialPropertyBlock properties= null);


shaderPass使用するシェーダーのパス (あるいはすべてに -1 を渡します。)
propertiesレンダリングの前にだけ適用するマテリアルプロパティーを追加します。 MaterialPropertyBlock を参照してください。
bufferWithArgsDraw Arguments のバッファ
argsOffsetDraw argument があるバッファのバイトオフセット


"draw procedural geometry" コマンドを追加。

When the command buffer executes, this will do a draw call on the GPU, without any vertex or index buffers. The amount of geometry to draw is read from a ComputeBuffer. Typical use case is generating arbitrary amount of data from a ComputeShader and then rendering that, without requiring a readback to the CPU.

This is only useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

Buffer with arguments, bufferWithArgs, has to have four integer numbers at given argsOffset offset: vertex count per instance, instance count, start vertex location, start instance location. This very much maps to Direct3D11 DrawInstancedIndirect and equivalent functions on other graphics APIs. On OpenGL versions before 4.2 and all OpenGL ES versions that support indirect draw, the last argument is reserved and therefore must be zero.

頂点シェーダーで、通常、いくつかのバッファからデータをフェッチするのに SV_VertexID や SV_InstanceID の入力変数を使用します。

See Also: DrawProcedural, MaterialPropertyBlock, Graphics.DrawProceduralIndirect, ComputeBuffer.CopyCount, SystemInfo.supportsComputeShaders.