material | Material to use. |
bounds | The bounding volume surrounding the instances you intend to draw. |
topology | Topology of the procedural geometry. |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
bufferWithArgs | Buffer with draw arguments. |
argsOffset | Byte offset where in the buffer the draw arguments are. |
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.
This function is now obsolete. For non-indexed rendering, use RenderPrimitivesIndirect instead.
For indexed rendering, use RenderPrimitivesIndexedIndirect.
This function only works on platforms that support compute shaders.
DrawProceduralIndirect does a draw call on the GPU, without any vertex or index buffers.
The amount of geometry to draw is read from a ComputeBuffer. Typical use case is generating an arbitrary amount of data from a ComputeShader and then rendering that, without requiring a readback to the CPU.
This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.
Buffer with arguments, bufferWithArgs
, has to have four integer numbers at given argsOffset
offset:
vertex count per instance, instance count, start vertex location, and start instance location.
This maps to Direct3D11 DrawInstancedIndirect and equivalent functions on other graphics APIs. On OpenGL versions before 4.2 and all OpenGL ES versions that support indirect draw, the last argument is reserved and therefore must be zero.
There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProceduralIndirect.
See Also: Graphics.RenderPrimitivesIndirect, Graphics.RenderPrimitivesIndexedIndirect, Graphics.DrawProcedural, ComputeBuffer.CopyCount, SystemInfo.supportsComputeShaders.
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. |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
bufferWithArgs | Buffer with draw arguments. |
argsOffset | Byte offset where in the buffer the draw arguments are. |
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.
DrawProceduralIndirect does a draw call on the GPU, without a vertex buffer.
The amount of geometry to draw is read from a ComputeBuffer. Typical use case is generating an arbitrary amount of data from a ComputeShader and then rendering that, without requiring a readback to the CPU.
This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.
Buffer with arguments, bufferWithArgs
, has to have five integer numbers at given argsOffset
offset:
index count per instance, instance count, start index location, base vertex location, and start instance location.
This maps to Direct3D11 DrawIndexedInstancedIndirect and equivalent functions on other graphics APIs. On OpenGL versions before 4.2 and all OpenGL ES versions that support indirect draw, the last argument is reserved and therefore must be zero.
There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProceduralIndirect.
See Also: Graphics.DrawProcedural, ComputeBuffer.CopyCount, SystemInfo.supportsComputeShaders.
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