Version: 2021.2
言語: 日本語

CommandBuffer.DrawMeshInstancedProcedural

マニュアルに切り替える
public void DrawMeshInstancedProcedural (Mesh mesh, int submeshIndex, Material material, int shaderPass, int count, MaterialPropertyBlock properties);

パラメーター

mesh 描画する Mesh
submeshIndex Which subset of the mesh to draw. This only applies to meshes that are composed of several materials.
material 使用する Material
shaderPass Which pass of the shader to use, or -1 which renders all passes.
count The number of instances to be drawn.
properties Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock.

説明

Add a "draw mesh with instancing" command.

Draw a mesh using Procedural 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. If Material.enableInstancing is false, the command logs an error and skips rendering each time the command is executed; the command does not immediately fail and throw an exception.

InvalidOperationException will be thrown if the current platform doesn't support this API (for example, if GPU instancing is not available). See SystemInfo.supportsInstancing.