material | 使用する Material |
bounds | The bounding volume surrounding the instances you intend to draw. |
topology | プロシージャルジオメトリのトポロジー |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
bufferWithArgs | Draw Arguments のバッファ |
argsOffset | Draw argument があるバッファのバイトオフセット |
properties | このメッシュを描画する前にマテリアルに適用するマテリアルプロパティーを追加します。 MaterialPropertyBlock を参照してください。 |
castShadows | Determines whether the mesh can cast shadows. |
receiveShadows | Determines whether the mesh can receive shadows. |
layer | 使用する Layer |
Draws procedural geometry on the GPU.
This function is now obsolete. For non-indexed rendering, use RenderPrimitivesIndirect instead.
For indexed rendering, use RenderPrimitivesIndexedIndirect.
This function only works on platforms that support compute shaders.
DrawProceduralIndirect は任意の頂点やインデックスのバッファーなしで GPU に Draw 呼び出しを行います。
The amount of geometry to draw is read from a ComputeBuffer. Typical use case is generating an arbitrary amount of data from a ComputeShader and then rendering that, without requiring a readback to the CPU.
This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.
Buffer with arguments, bufferWithArgs
, has to have four integer numbers at given argsOffset
offset:
vertex count per instance, instance count, start vertex location, and start instance location.
This maps to Direct3D11 DrawInstancedIndirect and equivalent functions on other graphics APIs. On OpenGL versions before 4.2 and all OpenGL ES versions that support indirect draw, the last argument is reserved and therefore must be zero.
There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProceduralIndirect.
See Also: Graphics.RenderPrimitivesIndirect, Graphics.RenderPrimitivesIndexedIndirect, Graphics.DrawProcedural, ComputeBuffer.CopyCount, SystemInfo.supportsComputeShaders.
material | 使用する Material |
bounds | The bounding volume surrounding the instances you intend to draw. |
topology | プロシージャルジオメトリのトポロジー |
indexBuffer | Index buffer used to submit vertices to the GPU. |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
bufferWithArgs | Draw Arguments のバッファ |
argsOffset | Draw argument があるバッファのバイトオフセット |
properties | このメッシュを描画する前にマテリアルに適用するマテリアルプロパティーを追加します。 MaterialPropertyBlock を参照してください。 |
castShadows | Determines whether the mesh can cast shadows. |
receiveShadows | Determines whether the mesh can receive shadows. |
layer | 使用する Layer |
Draws procedural geometry on the GPU.
DrawProceduralIndirect does a draw call on the GPU, without a vertex buffer.
The amount of geometry to draw is read from a ComputeBuffer. Typical use case is generating an arbitrary amount of data from a ComputeShader and then rendering that, without requiring a readback to the CPU.
This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.
Buffer with arguments, bufferWithArgs
, has to have five integer numbers at given argsOffset
offset:
index count per instance, instance count, start index location, base vertex location, and start instance location.
This maps to Direct3D11 DrawIndexedInstancedIndirect and equivalent functions on other graphics APIs. On OpenGL versions before 4.2 and all OpenGL ES versions that support indirect draw, the last argument is reserved and therefore must be zero.
There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProceduralIndirect.
See Also: Graphics.DrawProcedural, ComputeBuffer.CopyCount, SystemInfo.supportsComputeShaders.