Version: 2019.1

Graphics

class in UnityEngine

マニュアルに切り替える

説明

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。

Static 変数

activeColorBuffer現在アクティブなカラーバッファ(読み取り専用)
activeColorGamutReturns 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)
activeTierGraphics 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。

Static 関数

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。
ClearRandomWriteTargetsClear random write targets for Shader Model 4.5 level pixel shaders.
ConvertTextureThis 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
CreateGPUFenceThis functionality is deprecated, and should no longer be used. Please use Graphics.Graphics.
DrawMeshメッシュを描画する
DrawMeshInstancedDraw the same mesh multiple times using GPU instancing.
DrawMeshInstancedIndirectDraw the same mesh multiple times using GPU instancing.
DrawMeshNowすぐにメッシュを描画する
DrawProceduralDraws procedural geometry on the GPU.
DrawProceduralIndirectDraws 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。
ExecuteCommandBufferAsyncExecutes 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.
SetRandomWriteTargetSet 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。
WaitOnGPUFenceThis functionality is deprecated, and should no longer be used. Please use Graphics.Graphics.