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Unity Engine


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.

topology

Primitive topology (for example, triangles or lines).

indexBuffer

The index buffer for the rendered primitives.

indexCount

The number of indices per instance.

startIndex

The first index in the
indexBuffer
.

instanceCount

The 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
SV_VertexID
semantic, which is set with values in the
indexBuffer
. To access instance ID use
SV_InstanceID
semantic.
Additional Resources: Graphics.RenderPrimitives.
The following example renders 10 instances of a Mesh using
RenderPrimitivesIndexed
. The associated Material must use the below custom shader:
using 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 } }}