Graphics.DrawProceduralIndirect

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public static void DrawProceduralIndirect (MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset= 0);

Parameters

material要使用的 Material
bounds围绕要绘制的实例的包围体。
topology程序化几何体的拓扑。
camera如果为 /null/(默认值),将在所有摄像机中绘制网格。否则,仅在给定摄像机中渲染网格。
bufferWithArgs具有绘制参数的缓冲区。
argsOffset缓冲区中的字节偏移,绘制参数所在位置。
properties在绘制此网格之前应用于材质的其他材质属性。请参阅 MaterialPropertyBlock
castShadows网格是否应投射阴影?
receiveShadows网格是否应接受阴影?
layer要使用的 Layer

Description

Draws procedural geometry on the GPU.

DrawProceduralIndirect does a draw call on the GPU, without any vertex or index buffers. 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.

另请参阅:Graphics.DrawProceduralComputeBuffer.CopyCountSystemInfo.supportsComputeShaders


Parameters

material要使用的 Material
bounds围绕要绘制的实例的包围体。
topology程序化几何体的拓扑。
indexBufferIndex buffer used to submit vertices to the GPU.
camera如果为 /null/(默认值),将在所有摄像机中绘制网格。否则,仅在给定摄像机中渲染网格。
bufferWithArgs具有绘制参数的缓冲区。
argsOffset缓冲区中的字节偏移,绘制参数所在位置。
properties在绘制此网格之前应用于材质的其他材质属性。请参阅 MaterialPropertyBlock
castShadows网格是否应投射阴影?
receiveShadows网格是否应接受阴影?
layer要使用的 Layer

Description

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.

另请参阅:Graphics.DrawProceduralComputeBuffer.CopyCountSystemInfo.supportsComputeShaders