DrawMeshInstancedIndirect
Add a "draw mesh with indirect instancing" command.
Read time 4 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine.Rendering
- Assembly: UnityEngine.CoreModule
DrawMeshInstancedIndirect(Mesh, int, Material, int, ComputeBuffer, int, MaterialPropertyBlock)
Add a "draw mesh with indirect instancing" command.
public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)
Parameters
Which subset of the mesh to draw. This only applies to meshes that are composed of several materials.
Which pass of the shader to use, or -1 which renders all passes.
The GPU buffer containing the arguments for how many instances of this mesh to draw.
The byte offset into the buffer, where the draw arguments start.
Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock.
Remarks
Additional Resources: CommandBuffer.DrawMesh, Graphics.DrawMeshInstancedIndirect, MaterialPropertyBlock.
DrawMeshInstancedIndirect(Mesh, int, Material, int, ComputeBuffer, int)
Add a "draw mesh with indirect instancing" command.
public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset)
Parameters
Which subset of the mesh to draw. This only applies to meshes that are composed of several materials.
Which pass of the shader to use, or -1 which renders all passes.
The GPU buffer containing the arguments for how many instances of this mesh to draw.
The byte offset into the buffer, where the draw arguments start.
Remarks
Additional Resources: CommandBuffer.DrawMesh, Graphics.DrawMeshInstancedIndirect, MaterialPropertyBlock.
DrawMeshInstancedIndirect(Mesh, int, Material, int, ComputeBuffer)
Add a "draw mesh with indirect instancing" command.
public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs)
Parameters
Which subset of the mesh to draw. This only applies to meshes that are composed of several materials.
Which pass of the shader to use, or -1 which renders all passes.
The GPU buffer containing the arguments for how many instances of this mesh to draw.
Remarks
Additional Resources: CommandBuffer.DrawMesh, Graphics.DrawMeshInstancedIndirect, MaterialPropertyBlock.
DrawMeshInstancedIndirect(Mesh, int, Material, int, GraphicsBuffer, int, MaterialPropertyBlock)
Add a "draw mesh with indirect instancing" command.
public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)
Parameters
Which subset of the mesh to draw. This only applies to meshes that are composed of several materials.
Which pass of the shader to use, or -1 which renders all passes.
The GPU buffer containing the arguments for how many instances of this mesh to draw.
The byte offset into the buffer, where the draw arguments start.
Additional Material properties to apply onto the Material just before this Mesh is drawn. See MaterialPropertyBlock.
Remarks
Additional Resources: CommandBuffer.DrawMesh, Graphics.DrawMeshInstancedIndirect, MaterialPropertyBlock.
DrawMeshInstancedIndirect(Mesh, int, Material, int, GraphicsBuffer, int)
Add a "draw mesh with indirect instancing" command.
public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset)
Parameters
Which subset of the mesh to draw. This only applies to meshes that are composed of several materials.
Which pass of the shader to use, or -1 which renders all passes.
The GPU buffer containing the arguments for how many instances of this mesh to draw.
The byte offset into the buffer, where the draw arguments start.
Remarks
Additional Resources: CommandBuffer.DrawMesh, Graphics.DrawMeshInstancedIndirect, MaterialPropertyBlock.
DrawMeshInstancedIndirect(Mesh, int, Material, int, GraphicsBuffer)
Add a "draw mesh with indirect instancing" command.
public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs)
Parameters
Which subset of the mesh to draw. This only applies to meshes that are composed of several materials.
Which pass of the shader to use, or -1 which renders all passes.
The GPU buffer containing the arguments for how many instances of this mesh to draw.
Remarks
Additional Resources: CommandBuffer.DrawMesh, Graphics.DrawMeshInstancedIndirect, MaterialPropertyBlock.