struct in UnityEngine.Rendering
/
Implemented in:UnityEngine.CoreModule
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.
CloseFor 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.
CloseRepresents a procedural draw command for a BatchRendererGroup.
This type of draw command has a reference to a material, but all vertex data is fetched procedurally by the shader.
baseVertex | Base vertex |
batchID | The batch ID that this draw command uses. Determines the metadata values that are available to a shader. |
elementCount | Number of elements (indices or vertices) to draw |
flags | Specifies rendering options for the draw command. |
indexBufferHandle | Handle of an index buffer to use for indexed drawing. |
indexOffsetBytes | Offset into the index buffer where indices will be read from, when issuing indexed draws. |
lightmapIndex | The index of the baked lightmap used in this draw command. If lightmap texture arrays are enabled, this value is always -1 (0xFFFF). |
materialID | Identifies which Material to use to render the instances in this draw command. |
sortingPosition | Together with BatchDrawCommand.flags, this specifies how to depth sort the instances in this draw command. |
splitVisibilityMask | Indicates which splits that the draw command is visible in. |
topology | The primitive topology to use when executing the draw command. |
visibleCount | The number of instances to draw with this draw command. This must be a value greater than 1. |
visibleOffset | The index of the element in BatchCullingOutputDrawCommands.visibleInstances that matches the first instance in this draw command. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.