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 | Graphics Tier classification for current device. この値を変更すると、その後に読み込まれるシェーダーすべてが影響されます。最初は、この値は使用しているハードウェアから自動検出されます。 |
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 |
CreateGPUFence | This functionality is deprecated, and should no longer be used. Please use Graphics.Graphics. |
DrawMesh | メッシュを描画する |
DrawMeshInstanced | Draw the same mesh multiple times using GPU instancing. |
DrawMeshInstancedIndirect | Draw the same mesh multiple times using GPU instancing. |
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. |
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.It is required that all of the commands within the command buffer be of a type suitable for execution on the async compute queues. If the buffer contains any commands that are not appropriate then an error will be logged and displayed in the editor window. Specifically the following commands are permitted in a CommandBuffer intended for async execution:CommandBuffer.BeginSampleCommandBuffer.CopyCounterValueCommandBuffer.CopyTextureCommandBuffer.CreateGPUFenceCommandBuffer.DisableShaderKeywordCommandBuffer.DispatchComputeCommandBuffer.EnableShaderKeywordCommandBuffer.EndSampleCommandBuffer.GetTemporaryRTCommandBuffer.GetTemporaryRTArrayCommandBuffer.IssuePluginEventCommandBuffer.ReleaseTemporaryRTCommandBuffer.SetComputeBufferParamCommandBuffer.SetComputeFloatParamCommandBuffer.SetComputeFloatParamsCommandBuffer.SetComputeIntParamCommandBuffer.SetComputeIntParamsCommandBuffer.SetComputeMatrixArrayParamCommandBuffer.SetComputeMatrixParamCommandBuffer.SetComputeTextureParamCommandBuffer.SetComputeVectorParamCommandBuffer.SetComputeVectorArrayParamCommandBuffer.SetGlobalBufferCommandBuffer.SetGlobalColorCommandBuffer.SetGlobalFloatCommandBuffer.SetGlobalFloatArrayCommandBuffer.SetGlobalIntCommandBuffer.SetGlobalMatrixCommandBuffer.SetGlobalMatrixArrayCommandBuffer.SetGlobalTextureCommandBuffer.SetGlobalVectorCommandBuffer.SetGlobalVectorArrayCommandBuffer.WaitOnGPUFenceAll of the commands within the buffer are guaranteed to be executed on the same queue. If the target platform does not support async compute queues then the work is dispatched on the graphics queue. |
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。 |
WaitOnGPUFence | This functionality is deprecated, and should no longer be used. Please use Graphics.Graphics. |