RenderPrimitivesIndexed(in RenderParams, MeshTopology, GraphicsBuffer, int, int, int)
Renders indexed primitives with GPU instancing and a custom shader.
Read time 2 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
RenderPrimitivesIndexed(RenderParams, MeshTopology, GraphicsBuffer, int, int, int)
public static void RenderPrimitivesIndexed(in RenderParams rparams, MeshTopology topology, GraphicsBuffer indexBuffer, int indexCount, int startIndex = 0, int instanceCount = 1)
Parameters
The parameters Unity uses to render the primitives.
Primitive topology (for example, triangles or lines).
The index buffer for the rendered primitives.
The number of indices per instance.
The first index in the .
indexBufferThe number of instances to render.
Remarks
Renders a given number of instances and primitives that have specific topology. This method requires custom shaders to fetch or calculate vertex data using the semantic, which is set with values in the . To access instance ID use semantic.
SV_VertexIDindexBufferSV_InstanceIDAdditional Resources: Graphics.RenderPrimitives.
The following example renders 10 instances of a Mesh using . The associated Material must use the below custom shader:
RenderPrimitivesIndexedusing UnityEngine;public class ExampleClass : MonoBehaviour{ public Material material; public Mesh mesh; GraphicsBuffer meshTriangles; GraphicsBuffer meshPositions; void Start() { // note: remember to check "Read/Write" on the mesh asset to get access to the geometry data meshTriangles = new GraphicsBuffer(GraphicsBuffer.Target.Structured, mesh.triangles.Length, sizeof(int)); meshTriangles.SetData(mesh.triangles); meshPositions = new GraphicsBuffer(GraphicsBuffer.Target.Structured, mesh.vertices.Length, 3 * sizeof(float)); meshPositions.SetData(mesh.vertices); } void OnDestroy() { meshTriangles?.Dispose(); meshTriangles = null; meshPositions?.Dispose(); meshPositions = null; } void Update() { RenderParams rp = new RenderParams(material); rp.worldBounds = new Bounds(Vector3.zero, 10000*Vector3.one); // use tighter bounds rp.matProps = new MaterialPropertyBlock(); rp.matProps.SetBuffer("_Positions", meshPositions); rp.matProps.SetInt("_BaseVertexIndex", (int)mesh.GetBaseVertex(0)); rp.matProps.SetMatrix("_ObjectToWorld", Matrix4x4.Translate(new Vector3(-4.5f, 0, 0))); rp.matProps.SetFloat("_NumInstances", 10.0f); Graphics.RenderPrimitivesIndexed(rp, MeshTopology.Triangles, meshTriangles, meshTriangles.count, (int)mesh.GetIndexStart(0), 10); }}
Use the following example shader with the above C# example code:
Shader "ExampleShader"{ SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float4 color : COLOR0; }; StructuredBuffer<float3> _Positions; uniform uint _BaseVertexIndex; uniform float4x4 _ObjectToWorld; uniform float _NumInstances; v2f vert(uint vertexID: SV_VertexID, uint instanceID : SV_InstanceID) { v2f o; float3 pos = _Positions[vertexID + _BaseVertexIndex]; float4 wpos = mul(_ObjectToWorld, float4(pos + float3(instanceID, 0, 0), 1.0f)); o.pos = mul(UNITY_MATRIX_VP, wpos); o.color = float4(instanceID / _NumInstances, 0.0f, 0.0f, 0.0f); return o; } float4 frag(v2f i) : SV_Target { return i.color; } ENDCG } }}