Version: 2019.4
public static void DrawProceduralIndirect (Material material, Bounds bounds, MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset, Camera camera, MaterialPropertyBlock properties, Rendering.ShadowCastingMode castShadows, bool receiveShadows, int layer);

パラメーター

material使用する Material
boundsThe bounding volume surrounding the instances you intend to draw.
topologyプロシージャルジオメトリのトポロジー
camera特定のカメラで描画する場合のみ、設定します。デフォルトは null で、すべてのカメラで描画されます
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
propertiesこのメッシュを描画する前にマテリアルに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。
castShadowsDetermines whether the mesh can cast shadows.
receiveShadowsDetermines whether the mesh can receive shadows.
layer使用する Layer

説明

Draws procedural geometry on the GPU.

DrawProceduralIndirect does 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 an arbitrary amount of data from a ComputeShader and then rendering that, without requiring a readback to the CPU.

This is mainly 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, and start instance location. This 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.

There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProceduralIndirect.

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


public static void DrawProceduralIndirect (Material material, Bounds bounds, MeshTopology topology, GraphicsBuffer indexBuffer, ComputeBuffer bufferWithArgs, int argsOffset, Camera camera, MaterialPropertyBlock properties, Rendering.ShadowCastingMode castShadows, bool receiveShadows, int layer);

パラメーター

material使用する Material
boundsThe bounding volume surrounding the instances you intend to draw.
topologyプロシージャルジオメトリのトポロジー
indexBufferIndex buffer used to submit vertices to the GPU.
camera特定のカメラで描画する場合のみ、設定します。デフォルトは null で、すべてのカメラで描画されます
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
propertiesこのメッシュを描画する前にマテリアルに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。
castShadowsDetermines whether the mesh can cast shadows.
receiveShadowsDetermines whether the mesh can receive shadows.
layer使用する Layer

説明

Draws procedural geometry on the GPU.

DrawProceduralIndirect does a draw call on the GPU, without a vertex buffer. The amount of geometry to draw is read from a ComputeBuffer. Typical use case is generating an arbitrary amount of data from a ComputeShader and then rendering that, without requiring a readback to the CPU.

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

Buffer with arguments, bufferWithArgs, has to have five integer numbers at given argsOffset offset: index count per instance, instance count, start index location, base vertex location, and start instance location. This maps to Direct3D11 DrawIndexedInstancedIndirect 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.

There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProceduralIndirect.

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