private INTERNAL_CALL_DrawProcedural ( |
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self | ||
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); }