Version: 2020.3


class in UnityEngine



Unity の描画機能の Raw インターフェースです。

最適化されたメッシュを描画する Unity の高度な機能です。

Static 変数

activeColorGamutReturns the currently active color gamut.
activeTierThe GraphicsTier for the current device.
minOpenGLESVersionThe minimum OpenGL ES version. The value is specified in PlayerSettings.
preserveFramebufferAlphaTrue when rendering over native UI is enabled in Player Settings (readonly).

Static 関数

ClearRandomWriteTargetsClear random write targets for Shader Model 4.5 level pixel shaders.
ConvertTextureThis function provides an efficient way to convert between textures of different formats and dimensions. The destination texture format should be uncompressed and correspond to a supported RenderTextureFormat.
CreateAsyncGraphicsFenceShortcut for calling Graphics.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter.
CreateGraphicsFenceCreates a GraphicsFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU.
DrawMeshInstancedDraws the same mesh multiple times using GPU instancing.
DrawMeshInstancedIndirectDraws the same mesh multiple times using GPU instancing.
DrawMeshInstancedProceduralDraws the same mesh multiple times using GPU 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.
DrawProceduralDraws procedural geometry on the GPU.
DrawProceduralIndirectDraws procedural geometry on the GPU.
DrawProceduralIndirectNowDraws procedural geometry on the GPU.
DrawProceduralNowDraws procedural geometry on the GPU.
ExecuteCommandBufferAsyncExecutes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed.
SetRandomWriteTargetSet random write target for Shader Model 4.5 level pixel shaders.
WaitOnAsyncGraphicsFenceInstructs the GPU's processing of the graphics queue to wait until the given GraphicsFence is passed.