Version: 2019.1

Graphics

class in UnityEngine

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Description

Интерфейс, предоставляющий прямой доступ к функциям рисования Unity.

Это высокоуровневый доступ к функциям оптимизированного рисования мешей Unity.

Static Variables

activeColorBufferАктивный в настоящий момент буфер цвета (Read Only).
activeColorGamutReturns the currently active color gamut.
activeDepthBufferАктивный в настоящий момент буфер глубины (Read Only).
activeTierGraphics Tier classification for current device. Changing this value affects any subsequently loaded shaders. Initially this value is auto-detected from the hardware in use.

Static Functions

BlitКопирует текстуру-источник в текстуру, предназначенную для рендеринга.
BlitMultiTapКопирует текстуру-источник в конечную текстуру для многоэтапного шейдера.
ClearRandomWriteTargetsClear random write targets for Shader Model 4.5 level pixel shaders.
ConvertTextureThis 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.
CopyTextureCopy texture contents.
CreateGPUFenceThis functionality is deprecated, and should no longer be used. Please use Graphics.Graphics.
DrawMeshРисует меш.
DrawMeshInstancedDraw the same mesh multiple times using GPU instancing.
DrawMeshInstancedIndirectDraw the same mesh multiple times using GPU instancing.
DrawMeshNowНемедленно рисует меш.
DrawProceduralDraws procedural geometry on the GPU.
DrawProceduralIndirectDraws procedural geometry on the GPU.
DrawTextureРисует текстуру в координатах экрана.
ExecuteCommandBufferExecute a command buffer.
ExecuteCommandBufferAsyncExecutes 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.DisableShaderKeywordCommandBuffer.DispatchComputeCommandBuffer.EnableShaderKeywordCommandBuffer.EndSampleCommandBuffer.GetTemporaryRTCommandBuffer.GetTemporaryRTArrayCommandBuffer.IssuePluginEventCommandBuffer.ReleaseTemporaryRTCommandBuffer.SetComputeBufferParamCommandBuffer.SetComputeFloatParamCommandBuffer.SetComputeFloatParamsCommandBuffer.SetComputeIntParamCommandBuffer.SetComputeIntParamsCommandBuffer.SetComputeMatrixArrayParamCommandBuffer.SetComputeMatrixParamCommandBuffer.SetComputeTextureParamCommandBuffer.SetComputeVectorParamCommandBuffer.SetComputeVectorArrayParamCommandBuffer.SetGlobalBufferCommandBuffer.SetGlobalColorCommandBuffer.SetGlobalFloatCommandBuffer.SetGlobalFloatArrayCommandBuffer.SetGlobalIntCommandBuffer.SetGlobalMatrixCommandBuffer.SetGlobalMatrixArrayCommandBuffer.SetGlobalTextureCommandBuffer.SetGlobalVectorCommandBuffer.SetGlobalVectorArrayCommandBuffer.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.
SetRandomWriteTargetSet random write target for Shader Model 4.5 level pixel shaders.
SetRenderTargetУстанавливает текущую цель рендера (цель рендера - то, куда производится рендеринг).
WaitOnGPUFenceThis functionality is deprecated, and should no longer be used. Please use Graphics.Graphics.