matrix | 要使用的变换矩阵。 |
material | 要使用的材质。 |
shaderPass | 要使用着色器的哪个通道(或选择 -1,表示所有通道)。 |
topology | 程序化几何体的拓扑。 |
vertexCount | 要渲染的顶点数。 |
instanceCount | 要渲染的实例数。 |
properties | 在渲染之前应用的其他材质属性。请参阅 MaterialPropertyBlock。 |
添加“绘制程序化几何体”命令。
When the command buffer executes, this will do 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.
In the vertex shader, you'd typically use the SV_VertexID and SV_InstanceID input variables to fetch data from some buffers.
另请参阅:DrawProceduralIndirect、MaterialPropertyBlock、Graphics.DrawProcedural。
matrix | 要使用的变换矩阵。 |
material | 要使用的材质。 |
shaderPass | 要使用着色器的哪个通道(或选择 -1,表示所有通道)。 |
topology | 程序化几何体的拓扑。 |
indexCount | Index count to render. |
instanceCount | 要渲染的实例数。 |
indexBuffer | The index buffer used to submit vertices to the GPU. |
properties | 在渲染之前应用的其他材质属性。请参阅 MaterialPropertyBlock。 |
添加“绘制程序化几何体”命令。
When the command buffer executes, this will do 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.
In the vertex shader, you'd typically use the SV_VertexID and SV_InstanceID input variables to fetch data from some buffers.
另请参阅:DrawProceduralIndirect、MaterialPropertyBlock、Graphics.DrawProcedural。