INTERNAL_CALL_DrawProcedural() private method

private INTERNAL_CALL_DrawProcedural ( CommandBuffer self, Matrix4x4 &matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties ) : void
self CommandBuffer
matrix Matrix4x4
material Material
shaderPass int
topology MeshTopology
vertexCount int
instanceCount int
properties MaterialPropertyBlock
return void
        public void DrawProcedural(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount)
        {
            MaterialPropertyBlock properties = (MaterialPropertyBlock)null;
            int instanceCount = 1;

            CommandBuffer.INTERNAL_CALL_DrawProcedural(this, ref matrix, material, shaderPass, topology, vertexCount, instanceCount, properties);
        }
 /// <summary>
 ///   <para>Add a "draw procedural geometry" command.</para>
 /// </summary>
 /// <param name="matrix">Transformation matrix to use.</param>
 /// <param name="material">Material to use.</param>
 /// <param name="shaderPass">Which pass of the shader to use (or -1 for all passes).</param>
 /// <param name="topology">Topology of the procedural geometry.</param>
 /// <param name="vertexCount">Vertex count to render.</param>
 /// <param name="instanceCount">Instance count to render.</param>
 /// <param name="properties">Additional material properties to apply just before rendering. See MaterialPropertyBlock.</param>
 public void DrawProcedural(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount, [DefaultValue("1")] int instanceCount, [DefaultValue("null")] MaterialPropertyBlock properties)
 {
     CommandBuffer.INTERNAL_CALL_DrawProcedural(this, ref matrix, material, shaderPass, topology, vertexCount, instanceCount, properties);
 }