Version: 2019.3
LanguageEnglish
  • C#

CommandBuffer.DrawProcedural

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

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

Parameters

matrixTransformation matrix to use.
materialMaterial to use.
shaderPassWhich pass of the shader to use (or -1 for all passes).
topologyTopology of the procedural geometry.
vertexCountVertex count to render.
instanceCountInstance count to render.
propertiesAdditional material properties to apply just before rendering. See MaterialPropertyBlock.

Description

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.

See Also: 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);

Parameters

matrixTransformation matrix to use.
materialMaterial to use.
shaderPassWhich pass of the shader to use (or -1 for all passes).
topologyTopology of the procedural geometry.
indexCountIndex count to render.
instanceCountInstance count to render.
indexBufferThe index buffer used to submit vertices to the GPU.
propertiesAdditional material properties to apply just before rendering. See MaterialPropertyBlock.

Description

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.

See Also: DrawProceduralIndirect, MaterialPropertyBlock, Graphics.DrawProcedural.