matrix | 使用するトランスフォーム(変換)マトリックス |
material | 使用するマテリアル |
shaderPass | 使用するシェーダーのパス (あるいはすべてに -1 を渡します。) |
topology | プロシージャルジオメトリのトポロジー |
vertexCount | 描画する頂点数 |
instanceCount | レンダリングするインスタンス数 |
properties | レンダリングの前にだけ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。 |
"draw procedural geometry" コマンドを追加。
When the command buffer executes, this will do 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.
In the vertex shader, you'd typically use the SV_VertexID and SV_InstanceID input variables to fetch data from some buffers.
See Also: DrawProceduralIndirect, MaterialPropertyBlock, Graphics.DrawProcedural.
matrix | 使用するトランスフォーム(変換)マトリックス |
material | 使用するマテリアル |
shaderPass | 使用するシェーダーのパス (あるいはすべてに -1 を渡します。) |
topology | プロシージャルジオメトリのトポロジー |
indexCount | Index count to render. |
instanceCount | レンダリングするインスタンス数 |
indexBuffer | The index buffer used to submit vertices to the GPU. |
properties | レンダリングの前にだけ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。 |
"draw procedural geometry" コマンドを追加。
When the command buffer executes, this will do 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.
In the vertex shader, you'd typically use the SV_VertexID and SV_InstanceID input variables to fetch data from some buffers.
See Also: DrawProceduralIndirect, MaterialPropertyBlock, Graphics.DrawProcedural.
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