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。
activeColorBuffer | 現在アクティブなカラーバッファ(読み取り専用) |
activeColorGamut | Returns the currently active color gamut. |
activeDepthBuffer | 現在アクティブな深度/ステンシルバッファ(読み取り専用) |
activeTier | The GraphicsTier classification for the current device. Changing this value affects any subsequently loaded shaders. Initially Unity auto-detects this value from the hardware in use. Graphics Tiers are only available in the Built-in Render Pipeline. |
minOpenGLESVersion | The minimum OpenGL ES version. The value is specified in PlayerSettings. |
preserveFramebufferAlpha | True when rendering over native UI is enabled in Player Settings (readonly). |
Blit | 元のテクスチャをシェーダーでレンダリングするテクスチャへコピーします。 |
BlitMultiTap | マルチタップシェーダーの元のテクスチャをコピー先にコピーします。 |
ClearRandomWriteTargets | Clear random write targets for Shader Model 4.5 level pixel shaders. |
ConvertTexture | This 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. |
CopyTexture | テクスチャコンテンツをコピーする |
CreateAsyncGraphicsFence | Shortcut for calling Graphics.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter. |
CreateGraphicsFence | Creates 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. |
DrawMesh | メッシュを描画する |
DrawMeshInstanced | Draws the same mesh multiple times using GPU instancing. |
DrawMeshInstancedIndirect | Draws the same mesh multiple times using GPU instancing. |
DrawMeshInstancedProcedural | Draws 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. |
DrawMeshNow | すぐにメッシュを描画する |
DrawProcedural | Draws procedural geometry on the GPU. |
DrawProceduralIndirect | Draws procedural geometry on the GPU. |
DrawProceduralIndirectNow | Draws procedural geometry on the GPU. |
DrawProceduralNow | Draws procedural geometry on the GPU. |
DrawTexture | 設定した座標にテクスチャを描画する |
ExecuteCommandBuffer | コマンドバッファーを実行します。 |
ExecuteCommandBufferAsync | Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed. |
SetRandomWriteTarget | Set random write target for Shader Model 4.5 level pixel shaders. |
SetRenderTarget | レンダーターゲットを設定します。 |
WaitOnAsyncGraphicsFence | Instructs the GPU's processing of the graphics queue to wait until the given GraphicsFence is passed. |