material | @param material Используемый Material. |
bounds | The bounding volume surrounding the instances you intend to draw. |
topology | Topology of the procedural geometry. |
instanceCount | Instance count to render. |
vertexCount | Vertex count to render. |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
properties | @param properties Дополнительное свойство материала. Данное свойство применяется на материале непосредственно до рисования меша. Для получения дополнительной информации смотрите MaterialPropertyBlock. |
castShadows | Determines whether the mesh can cast shadows. |
receiveShadows | Determines whether the mesh can receive shadows. |
layer | @param layer Используемый Слой. |
Draws procedural geometry on the GPU.
DrawProcedural does a draw call on the GPU, without any vertex or index buffers.
This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.
There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.
See Also: Graphics.DrawProceduralIndirect, SystemInfo.supportsInstancing.
material | @param material Используемый Material. |
bounds | The bounding volume surrounding the instances you intend to draw. |
topology | Topology of the procedural geometry. |
indexBuffer | Index buffer used to submit vertices to the GPU. |
instanceCount | Instance count to render. |
indexCount | Index count to render. |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
properties | @param properties Дополнительное свойство материала. Данное свойство применяется на материале непосредственно до рисования меша. Для получения дополнительной информации смотрите MaterialPropertyBlock. |
castShadows | Determines whether the mesh can cast shadows. |
receiveShadows | Determines whether the mesh can receive shadows. |
layer | @param layer Используемый Слой. |
Draws procedural geometry on the GPU.
DrawProcedural does a draw call on the GPU, without a vertex buffer.
This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.
There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.
See Also: Graphics.DrawProceduralIndirect, SystemInfo.supportsInstancing.