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
コード例 #1
0
        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);
        }
コード例 #2
0
 /// <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);
 }