Version: 2023.2
언어: 한국어
public void DrawProcedural (Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount, int instanceCount= 1, MaterialPropertyBlock properties= null);

파라미터

matrix Transformation matrix to use.
material Material to use.
shaderPass Which pass of the shader to use (or -1 for all passes).
topology Topology of the procedural geometry.
vertexCount Vertex count to render.
instanceCount Instance count to render.
properties Additional material properties to apply just before rendering. See MaterialPropertyBlock.

설명

Add a "draw procedural geometry" command.

When the command buffer executes, this will do 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.

In the vertex shader, you'd typically use the SV_VertexID and SV_InstanceID input variables to fetch data from some buffers.

Note that the draw call will not have any lighting related shader data (light colors, directions, shadows, light and reflection probes etc.) set up. If the shader used by the material uses any lighting related variables, the results are undefined.

Additional resources: DrawProceduralIndirect, MaterialPropertyBlock, Graphics.DrawProcedural.


public void DrawProcedural (GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int indexCount, int instanceCount, MaterialPropertyBlock properties);
public void DrawProcedural (GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int indexCount, int instanceCount);
public void DrawProcedural (GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int indexCount);

파라미터

matrix Transformation matrix to use.
material Material to use.
shaderPass Which pass of the shader to use (or -1 for all passes).
topology Topology of the procedural geometry.
indexCount Index count to render.
instanceCount Instance count to render.
indexBuffer The index buffer used to submit vertices to the GPU.
properties Additional material properties to apply just before rendering. See MaterialPropertyBlock.

설명

Add a "draw procedural geometry" command.

When the command buffer executes, this will do a draw call on the GPU, without a vertex buffer. This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

In the vertex shader, you'd typically use the SV_VertexID and SV_InstanceID input variables to fetch data from some buffers.

Additional resources: DrawProceduralIndirect, MaterialPropertyBlock, Graphics.DrawProcedural.