material | Material to use. |
bounds | The bounding volume surrounding the instances you intend to draw. |
topology | Topology of the procedural geometry. |
instanceCount | Instance count to render. |
vertexCount | Vertex count to render. |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
properties | Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. |
castShadows | Determines whether the mesh can cast shadows. |
receiveShadows | Determines whether the mesh can receive shadows. |
layer | Layer to use. |
Draws procedural geometry on the GPU.
DrawProcedural does 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.
There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.
See Also: Graphics.DrawProceduralIndirect, SystemInfo.supportsInstancing.
material | Material to use. |
bounds | The bounding volume surrounding the instances you intend to draw. |
topology | Topology of the procedural geometry. |
indexBuffer | Index buffer used to submit vertices to the GPU. |
instanceCount | Instance count to render. |
indexCount | Index count to render. |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
properties | Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. |
castShadows | Determines whether the mesh can cast shadows. |
receiveShadows | Determines whether the mesh can receive shadows. |
layer | Layer to use. |
Draws procedural geometry on the GPU, with an index buffer.
Use the GraphicsBuffer.Target.Index target flag to create an index buffer.