파라미터
bounds
The bounding volume surrounding the instances you intend to draw.
topology
Topology of the procedural geometry.
instanceCount
Instance count to render.
vertexCount
Vertex count to render.
camera
If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only.
properties
Additional material properties to apply onto material just before this mesh will be drawn. See
MaterialPropertyBlock.
castShadows
Determines whether the mesh can cast shadows.
receiveShadows
Determines whether the mesh can receive shadows.
설명
Draws procedural geometry on the GPU.
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);
파라미터
bounds
The bounding volume surrounding the instances you intend to draw.
topology
Topology of the procedural geometry.
indexBuffer
Index buffer used to submit vertices to the GPU.
instanceCount
Instance count to render.
indexCount
Index count to render.
camera
If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only.
properties
Additional material properties to apply onto material just before this mesh will be drawn. See
MaterialPropertyBlock.
castShadows
Determines whether the mesh can cast shadows.
receiveShadows
Determines whether the mesh can receive shadows.
설명
Draws procedural geometry on the GPU, with an index buffer.