material | 使用する Material |
bounds | The 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 |
instanceCount | レンダリングするインスタンス数 |
vertexCount | 描画する頂点数 |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
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。 |
castShadows | Determines whether the mesh can cast shadows. |
receiveShadows | Determines whether the mesh can receive shadows. |
layer | 使用する Layer |
Draws procedural geometry on the GPU.
DrawProcedural does a draw call on the GPU, without any vertex or index buffers.
This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.
There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.
See Also: Graphics.DrawProceduralIndirect, SystemInfo.supportsInstancing.
material | 使用する Material |
bounds | The 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 |
indexBuffer | Index buffer used to submit vertices to the GPU. |
instanceCount | レンダリングするインスタンス数 |
indexCount | Index count to render. |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
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。 |
castShadows | Determines whether the mesh can cast shadows. |
receiveShadows | Determines whether the mesh can receive shadows. |
layer | 使用する Layer |
Draws procedural geometry on the GPU.
DrawProcedural does a draw call on the GPU, without a vertex buffer.
This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.
There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.
See Also: Graphics.DrawProceduralIndirect, SystemInfo.supportsInstancing.