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Unity - Scripting API: Graphics.DrawProceduralNow
Version: Unity 6.5 (6000.5)
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    Graphics.DrawProceduralNow

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    Declaration

    public static void DrawProceduralNow(MeshTopology topology, int vertexCount, int instanceCount);

    Parameters

    Parameter Description
    topology Topology of the procedural geometry.
    vertexCount Vertex count to render.
    instanceCount Instance count to render.

    Description

    Draws procedural geometry on the GPU.

    DrawProceduralNow does a draw call on the GPU, without any vertex or index buffers. If the shader requires vertex buffers, one of the following occurs depending on platform: - If the vertex buffer is declared but the compiler can optimize it away, the normal DrawProcedural call occurs. - If the compiler is not able to optimize the vertex buffer declaration away, the draw call will be converted into a normal mesh drawing call with emulated vertex buffers injected.

    The latter option has performance overhead so it is recommended not to declare vertex inputs in shaders when using DrawProceduralNow. This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

    Note that this call executes immediately, similar to Graphics.DrawMeshNow. It uses the currently set render target, transformation matrices and shader pass.

    There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.

    Additional resources: Graphics.DrawProceduralIndirectNow, SystemInfo.supportsInstancing.


    Declaration

    public static void DrawProceduralNow(MeshTopology topology, GraphicsBuffer indexBuffer, int indexCount, int instanceCount);

    Parameters

    Parameter Description
    topology Topology of the procedural geometry.
    indexCount Index count to render.
    instanceCount Instance count to render.
    indexBuffer Index buffer used to submit vertices to the GPU.

    Description

    Draws procedural geometry on the GPU.

    DrawProceduralNow does a draw call on the GPU, without a vertex buffer. This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

    Note that this call executes immediately, similar to Graphics.DrawMeshNow. It uses the currently set render target, transformation matrices and shader pass.

    There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProcedural.

    Additional resources: Graphics.DrawProceduralIndirectNow, SystemInfo.supportsInstancing.


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