Version: 2022.1
言語: 日本語

Graphics

class in UnityEngine

マニュアルに切り替える

説明

Unity の描画機能の Raw インターフェースです。

最適化されたメッシュを描画する Unity の高度な機能です。

Static 変数

activeColorBuffer現在アクティブなカラーバッファ(読み取り専用)
activeColorGamutReturns the currently active color gamut.
activeDepthBuffer現在アクティブな深度/ステンシルバッファ(読み取り専用)
activeTierThe GraphicsTier for the current device.
minOpenGLESVersionThe minimum OpenGL ES version. The value is specified in PlayerSettings.
preserveFramebufferAlphaTrue when rendering over native UI is enabled in Player Settings (readonly).

Static 関数

Blit元のテクスチャをシェーダーでレンダリングするテクスチャへコピーします。
BlitMultiTapマルチタップシェーダーの元のテクスチャをコピー先にコピーします。
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.
CopyBufferCopies the contents of one GraphicsBuffer into another.
CopyTextureテクスチャコンテンツをコピーする
CreateAsyncGraphicsFenceShortcut for calling Graphics.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter.
CreateGraphicsFenceCreates a GraphicsFence 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メッシュを描画する
DrawMeshInstancedDraws the same mesh multiple times using GPU instancing.
DrawMeshInstancedIndirectThis function is now obsolete. Use Graphics.RenderMeshIndirect instead. Draws the same mesh multiple times using GPU instancing.
DrawMeshInstancedProceduralThis function is now obsolete. Use Graphics.RenderMeshPrimitives instead. Draws the same mesh multiple times using GPU instancing. This is similar to Graphics.DrawMeshInstancedIndirect, except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer.
DrawMeshNowすぐにメッシュを描画する
DrawProceduralThis function is now obsolete. For non-indexed rendering, use Graphics.RenderPrimitives instead. For indexed rendering, use Graphics.RenderPrimitivesIndexed. Draws procedural geometry on the GPU.
DrawProceduralIndirectDraws procedural geometry on the GPU.
DrawProceduralIndirectNowDraws procedural geometry on the GPU.
DrawProceduralNowDraws procedural geometry on the GPU.
DrawTexture設定した座標にテクスチャを描画する
ExecuteCommandBufferコマンドバッファーを実行します。
ExecuteCommandBufferAsyncExecutes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed.
RenderMeshRenders a mesh with given rendering parameters.
RenderMeshIndirectRenders multiple instances of a mesh using GPU instancing and rendering command arguments from commandBuffer.
RenderMeshInstancedRenders multiple instances of a mesh using GPU instancing.
RenderMeshPrimitivesRenders multiple instances of a Mesh using GPU instancing and a custom shader.
RenderPrimitivesRenders non-indexed primitives with GPU instancing and a custom shader.
RenderPrimitivesIndexedRenders indexed primitives with GPU instancing and a custom shader.
RenderPrimitivesIndexedIndirectRenders indexed primitives with GPU instancing and a custom shader with rendering command arguments from commandBuffer.
RenderPrimitivesIndirectRenders primitives with GPU instancing and a custom shader using rendering command arguments from commandBuffer.
SetRandomWriteTargetSet random write target for Shader Model 4.5 level pixel shaders.
SetRenderTargetレンダーターゲットを設定します。
WaitOnAsyncGraphicsFenceInstructs the GPU's processing of the graphics queue to wait until the given GraphicsFence is passed.