mesh | 描画する Mesh |
submeshIndex | 描画するメッシュのサブセット。これはいくつかのマテリアルで構成されるメッシュにのみ適用されます。 |
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 | このメッシュを描画する前にマテリアルに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。 |
Add a "draw mesh with instancing" command.
Draw a mesh using Procedural Instancing. This is similar to Graphics.DrawMeshInstancedIndirect, except when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer.
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.