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Unity Engine


DrawProceduralNow

Draws procedural geometry on the GPU.
Read time 2 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

DrawProceduralNow(MeshTopology, int, int)

Draws procedural geometry on the GPU.
public static void DrawProceduralNow(MeshTopology topology, int vertexCount, int instanceCount = 1)

Parameters

topology

Topology of the procedural geometry.

vertexCount

Vertex count to render.

instanceCount

Instance count to render.

Remarks

DrawProceduralNow does a draw call on the GPU, without any vertex or index buffers. If the shader requires vertex buffers, one of the following occurs depending on platform:
  • If the vertex buffer is declared but the compiler can optimize it away, the normal DrawProcedural call occurs.
  • If the compiler is not able to optimize the vertex buffer declaration away, the draw call will be converted into a normal mesh drawing call with emulated vertex buffers injected.
The latter option has performance overhead so it is recommended not to declare vertex inputs in shaders when using DrawProceduralNow. This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.
Note that this call executes immediately, similar to Graphics.DrawMeshNow. It uses the currently set render target, transformation matrices and shader pass.
There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.

DrawProceduralNow(MeshTopology, GraphicsBuffer, int, int)

Draws procedural geometry on the GPU.
public static void DrawProceduralNow(MeshTopology topology, GraphicsBuffer indexBuffer, int indexCount, int instanceCount = 1)

Parameters

topology

Topology of the procedural geometry.

indexBuffer

Index buffer used to submit vertices to the GPU.

indexCount

Index count to render.

instanceCount

Instance count to render.

Remarks

DrawProceduralNow 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.
Note that this call executes immediately, similar to Graphics.DrawMeshNow. It uses the currently set render target, transformation matrices and shader pass.
There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.