Version: 2022.3
言語: 日本語
public void DrawMeshInstanced (Mesh mesh, int submeshIndex, Material material, int shaderPass, Matrix4x4[] matrices, int count, MaterialPropertyBlock properties);
public void DrawMeshInstanced (Mesh mesh, int submeshIndex, Material material, int shaderPass, Matrix4x4[] matrices, int count);
public void DrawMeshInstanced (Mesh mesh, int submeshIndex, Material material, int shaderPass, Matrix4x4[] matrices);

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.
matrices The array of object transformation matrices.
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

Adds a "draw mesh with instancing" command.

The mesh will be just drawn once, it won't be per-pixel lit and will not cast or receive realtime shadows.

The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected.

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