CommandBuffer.DrawMeshInstancedIndirect
public void DrawMeshInstancedIndirect(Mesh mesh,
int submeshIndex,
Material material,
int shaderPass,
ComputeBuffer bufferWithArgs,
int argsOffset,
MaterialPropertyBlock properties);
public void DrawMeshInstancedIndirect(Mesh mesh,
int submeshIndex,
Material material,
int shaderPass,
ComputeBuffer bufferWithArgs,
int argsOffset);
public void DrawMeshInstancedIndirect(Mesh mesh,
int submeshIndex,
Material material,
int shaderPass,
ComputeBuffer bufferWithArgs);
Parameters
| mesh | The Mesh to draw. | |
| submeshIndex | Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. | |
| material | Material to use. | |
| shaderPass | Which pass of the shader to use, or -1 which renders all passes. | |
| properties | Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. | |
| bufferWithArgs | The GPU buffer containing the arguments for how many instances of this mesh to draw. | |
| argsOffset | The byte offset into the buffer, where the draw arguments start. |
Description 描述
Add a "draw mesh with indirect instancing" command.