commandBuffer | 指定要执行的命令缓冲区。 |
调度自定义图形命令缓冲区的执行。
在 ScriptableRenderContext.ExecuteCommandBuffer 调用过程中,ScriptableRenderContext 会将 commandBuffer 参数注册到自己要执行的命令内部列表中。
这些命令(包括存储在自定义 commandBuffer 中的命令)的实际执行发生在 ScriptableRenderContext.Submit 期间。
如果绘制调用取决于在 CommandBuffer 中指定的管线的状态,请确保在其他 ScriptableRenderContext 方法(如 DrawRenderers、DrawShadows)之前调用 ExecuteCommandBuffer。
以下代码示例说明按错误顺序提交命令的情况;接下来说明行为符合预期的情况:
using UnityEngine; using UnityEngine.Rendering;
internal class ExecuteCommandBufferExample { // TODO: replace with actual settings ScriptableRenderContext scriptableRenderContext; DrawingSettings drawingSettings; CullingResults cullingResults = new CullingResults(); FilteringSettings filteringSettings = new FilteringSettings();
Matrix4x4 myViewMatrix = Matrix4x4.Scale(new Vector3(2f, 2f, 2f));
public void DrawRenderersExampleIncorrect() { CommandBuffer myCommandBuffer = new CommandBuffer();
myCommandBuffer.SetViewMatrix(myViewMatrix);
scriptableRenderContext.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings); // NO! When scriptableRenderContext submits the DrawRenderers command, it will not know about myViewMatrix :(
scriptableRenderContext.ExecuteCommandBuffer(myCommandBuffer); myCommandBuffer.Clear(); }
public void DrawRenderersExampleBetter() { CommandBuffer myCommandBuffer = new CommandBuffer();
myCommandBuffer.SetViewMatrix(myViewMatrix);
scriptableRenderContext.ExecuteCommandBuffer(myCommandBuffer); myCommandBuffer.Clear();
scriptableRenderContext.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings); // OK! During next scriptableRenderContext.Submit() call, scriptableRenderContext will set myViewMatrix *before* drawing the renderers. } }
另请参阅:CommandBuffer。
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.