Unity - Scripting API: Graphics.DrawProcedural
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Parameters
| material | Material to use. |
| bounds | The bounding volume surrounding the instances you intend to draw. |
| topology | Topology of the procedural geometry. |
| instanceCount | Instance count to render. |
| vertexCount | Vertex count to render. |
| camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
| properties | Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. |
| castShadows | Determines whether the mesh can cast shadows. |
| receiveShadows | Determines whether the mesh can receive shadows. |
| layer | Layer to use. |
Description
Draws procedural geometry on the GPU.
Declaration
public static void DrawProcedural(Material material, Bounds bounds, MeshTopology topology, GraphicsBuffer indexBuffer, int indexCount, int instanceCount, Camera camera, MaterialPropertyBlock properties, Rendering.ShadowCastingMode castShadows, bool receiveShadows, int layer);
Parameters
| material | Material to use. |
| bounds | The bounding volume surrounding the instances you intend to draw. |
| topology | Topology of the procedural geometry. |
| indexBuffer | Index buffer used to submit vertices to the GPU. |
| instanceCount | Instance count to render. |
| indexCount | Index count to render. |
| camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given Camera only. |
| properties | Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. |
| castShadows | Determines whether the mesh can cast shadows. |
| receiveShadows | Determines whether the mesh can receive shadows. |
| layer | Layer to use. |
Description
Draws procedural geometry on the GPU, with an index buffer.