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Unity Engine


DrawMeshInstanced

Adds a "draw mesh with instancing" command. The mesh will be just drawn once, it won't be per-pixel lit and will not cast or receive realtime shadows. The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected. InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing.
Read time 3 minutesLast updated 5 days ago

Definition

DrawMeshInstanced(Mesh, int, Material, int, Matrix4x4[], int, MaterialPropertyBlock)

Adds a "draw mesh with instancing" command.
The mesh will be just drawn once, it won't be per-pixel lit and will not cast or receive realtime shadows.
The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected.
InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing.
public void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, Matrix4x4[] matrices, int count, MaterialPropertyBlock properties)

Parameters

mesh

The Mesh to draw.

submeshIndex

Which subset of the mesh to draw. This only applies to meshes that are composed of several materials.

material

Material to use.

shaderPass

Which pass of the shader to use, or -1 which renders all passes.

matrices

The array of object transformation matrices.

count

The number of instances to be drawn.

Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock.

Remarks

DrawMeshInstanced(Mesh, int, Material, int, Matrix4x4[], int)

Adds a "draw mesh with instancing" command.
The mesh will be just drawn once, it won't be per-pixel lit and will not cast or receive realtime shadows.
The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected.
InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing.
public void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, Matrix4x4[] matrices, int count)

Parameters

mesh

The Mesh to draw.

submeshIndex

Which subset of the mesh to draw. This only applies to meshes that are composed of several materials.

material

Material to use.

shaderPass

Which pass of the shader to use, or -1 which renders all passes.

matrices

The array of object transformation matrices.

count

The number of instances to be drawn.

Remarks

DrawMeshInstanced(Mesh, int, Material, int, Matrix4x4[])

Adds a "draw mesh with instancing" command.
The mesh will be just drawn once, it won't be per-pixel lit and will not cast or receive realtime shadows.
The command will not immediately fail and throw an exception if Material.enableInstancing is false, but it will log an error and skips rendering each time the command is being executed if such a condition is detected.
InvalidOperationException will be thrown if the current platform doesn't support this API (i.e. if GPU instancing is not available). See SystemInfo.supportsInstancing.
public void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, Matrix4x4[] matrices)

Parameters

mesh

The Mesh to draw.

submeshIndex

Which subset of the mesh to draw. This only applies to meshes that are composed of several materials.

material

Material to use.

shaderPass

Which pass of the shader to use, or -1 which renders all passes.

matrices

The array of object transformation matrices.

Remarks