# IndirectArguments

> GraphicsBuffer can be used as an indirect argument buffer for indirect draws and dispatches.

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
IndirectArguments = 256
```

### Remarks

Indirect arguments buffers are used for [Graphics.RenderPrimitivesIndirect](/engine/6000.6/script-reference/unityengine/graphics/renderprimitivesindirect.md), [ComputeShader.DispatchIndirect](/engine/6000.6/script-reference/unityengine/computeshader/dispatchindirect.md), [RayTracingShader.DispatchIndirect](/engine/6000.6/script-reference/unityengine/rendering/raytracingshader/dispatchindirect.md) or [Graphics.RenderMeshIndirect](/engine/6000.6/script-reference/unityengine/graphics/rendermeshindirect.md).

The buffer size must be a minimum of 12 bytes. The underlying DirectX 11 unordered access view format will be R32\_UINT, and shader resource view format will be R32 typeless.

Additional Resources: [GraphicsBuffer](/engine/6000.6/script-reference/unityengine/graphicsbuffer.md), [ComputeShader](/engine/6000.6/script-reference/unityengine/computeshader.md), [Material.SetBuffer](/engine/6000.6/script-reference/unityengine/material/setbuffer.md), [GraphicsBuffer.CopyCount](/engine/6000.6/script-reference/unityengine/graphicsbuffer/copycount.md).
