Интерфейс, предоставляющий прямой доступ к функциям рисования Unity.
Это высокоуровневый доступ к функциям оптимизированного рисования мешей Unity.
activeColorBuffer | Активный в настоящий момент буфер цвета (Read Only). |
activeColorGamut | Returns the currently active color gamut. |
activeDepthBuffer | Активный в настоящий момент буфер глубины (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. |
minOpenGLESVersion | The minimum OpenGL ES version. The value is specified in PlayerSettings. |
preserveFramebufferAlpha | True when rendering over native UI is enabled in Player Settings (readonly). |
Blit | Копирует текстуру-источник в текстуру, предназначенную для рендеринга. |
BlitMultiTap | Копирует текстуру-источник в конечную текстуру для многоэтапного шейдера. |
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. |
CreateAsyncGraphicsFence | Shortcut for calling Graphics.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronization as the first parameter. |
CreateGraphicsFence | Creates 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 | Рисует меш. |
DrawMeshInstanced | Draws the same mesh multiple times using GPU instancing. |
DrawMeshInstancedIndirect | Draws the same mesh multiple times using GPU instancing. |
DrawMeshInstancedProcedural | 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 | Немедленно рисует меш. |
DrawProcedural | Draws procedural geometry on the GPU. |
DrawProceduralIndirect | Draws procedural geometry on the GPU. |
DrawProceduralIndirectNow | Draws procedural geometry on the GPU. |
DrawProceduralNow | Draws procedural geometry on the GPU. |
DrawTexture | Рисует текстуру в координатах экрана. |
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 | Устанавливает текущую цель рендера (цель рендера - то, куда производится рендеринг). |
WaitOnAsyncGraphicsFence | Instructs the GPU's processing of the graphics queue to wait until the given GraphicsFence is passed. |