Raw interface to Unity's drawing functions.
This is the high-level shortcut into the optimized mesh drawing functionality of Unity.
activeColorBuffer | Currently active color buffer (Read Only). |
activeColorGamut | Returns the currently active color gamut. |
activeDepthBuffer | Currently active depth/stencil buffer (Read Only). |
activeTier | Graphics Tier classification for current device. Changing this value affects any subsequently loaded shaders. Initially this value is auto-detected from the hardware in use. |
Blit | Copies source texture into destination render texture with a shader. |
BlitMultiTap | Copies source texture into destination, for multi-tap shader. |
ClearRandomWriteTargets | Clear random write targets for Shader Model 4.5 level pixel shaders. |
ConvertTexture | This 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. |
CopyTexture | Copy texture contents. |
CreateGPUFence | This functionality is deprecated, and should no longer be used. Please use Graphics.Graphics. |
DrawMesh | Draw a mesh. |
DrawMeshInstanced | Draw the same mesh multiple times using GPU instancing. |
DrawMeshInstancedIndirect | Draw the same mesh multiple times using GPU instancing. |
DrawMeshNow | Draw a mesh immediately. |
DrawProcedural | Draws procedural geometry on the GPU. |
DrawProceduralIndirect | Draws procedural geometry on the GPU. |
DrawTexture | Draw a texture in screen coordinates. |
ExecuteCommandBuffer | Execute a command buffer. |
ExecuteCommandBufferAsync | Executes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed. |
SetRandomWriteTarget | Set random write target for Shader Model 4.5 level pixel shaders. |
SetRenderTarget | Sets current render target. |
WaitOnGPUFence | This functionality is deprecated, and should no longer be used. Please use Graphics.Graphics. |
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