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Graphics.DrawProcedural

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public static void DrawProcedural(Material material, Bounds bounds, MeshTopology topology, int vertexCount, int instanceCount, Camera camera, MaterialPropertyBlock properties, Rendering.ShadowCastingMode castShadows, bool receiveShadows, int layer);

Parameters

material Material to use.
boundsThe bounding volume surrounding the instances you intend to draw.
topologyTopology of the procedural geometry.
instanceCountInstance count to render.
vertexCountVertex count to render.
cameraIf null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.
propertiesAdditional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
castShadowsDetermines whether the mesh can cast shadows.
receiveShadowsDetermines whether the mesh can receive shadows.
layer Layer to use.

Description

Draws procedural geometry on the GPU.

DrawProcedural does a draw call on the GPU, without any vertex or index buffers. This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.

See Also: Graphics.DrawProceduralIndirect, SystemInfo.supportsInstancing.


public static void DrawProcedural(Material material, Bounds bounds, MeshTopology topology, GraphicsBuffer indexBuffer, int indexCount, int instanceCount, Camera camera, MaterialPropertyBlock properties, Rendering.ShadowCastingMode castShadows, bool receiveShadows, int layer);

Parameters

material Material to use.
boundsThe bounding volume surrounding the instances you intend to draw.
topologyTopology of the procedural geometry.
indexBufferIndex buffer used to submit vertices to the GPU.
instanceCountInstance count to render.
indexCountIndex count to render.
cameraIf null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only.
propertiesAdditional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock.
castShadowsDetermines whether the mesh can cast shadows.
receiveShadowsDetermines whether the mesh can receive shadows.
layer Layer to use.

Description

Draws procedural geometry on the GPU.

DrawProcedural does a draw call on the GPU, without a vertex buffer. This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.

See Also: Graphics.DrawProceduralIndirect, SystemInfo.supportsInstancing.

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