Интерфейс, предоставляющий прямой доступ к функциям рисования Unity.
Это высокоуровневый доступ к функциям оптимизированного рисования мешей Unity.
activeColorBuffer | Активный в настоящий момент буфер цвета (Read Only). |
activeColorGamut | Returns the currently active color gamut. |
activeDepthBuffer | Активный в настоящий момент буфер глубины (Read Only). |
activeTier | Graphics Tier classification for current device. Changing this value affects any subsequently loaded shaders. Initially this value is auto-detected from the hardware in use. |
Blit | Копирует текстуру-источник в текстуру, предназначенную для рендеринга. |
BlitMultiTap | Копирует текстуру-источник в конечную текстуру для многоэтапного шейдера. |
ClearRandomWriteTargets | Clear random write targets for Shader Model 4.5 level pixel shaders. |
ConvertTexture | This 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 | Copy texture contents. |
CreateGPUFence | Creates a GPUFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU. |
DrawMesh | Рисует меш. |
DrawMeshInstanced | Draw the same mesh multiple times using GPU instancing. |
DrawMeshInstancedIndirect | Draw the same mesh multiple times using GPU instancing. |
DrawMeshNow | Немедленно рисует меш. |
DrawProcedural | Рисует полностью процедурную геометрию на GPU. |
DrawProceduralIndirect | Рисует полностью процедурную геометрию на GPU. |
DrawTexture | Рисует текстуру в координатах экрана. |
ExecuteCommandBuffer | Execute a command buffer. |
ExecuteCommandBufferAsync | Executes 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.DispatchComputeCommandBuffer.EndSampleCommandBuffer.IssuePluginEventCommandBuffer.SetComputeBufferParamCommandBuffer.SetComputeFloatParamCommandBuffer.SetComputeFloatParamsCommandBuffer.SetComputeTextureParamCommandBuffer.SetComputeVectorParamCommandBuffer.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. |
SetRandomWriteTarget | Set random write target for Shader Model 4.5 level pixel shaders. |
SetRenderTarget | Устанавливает текущую цель рендера (цель рендера - то, куда производится рендеринг). |
WaitOnGPUFence | Instructs the GPU's processing of the graphics queue to wait until the given GPUFence is passed. |