Slide 16
Slide 16 text
DrawProcedural
● https://docs.unity3d.com/ja/current/ScriptReference/Rendering.Comm
andBuffer.DrawProcedural.html
● メッシュ不要
● 頂点のつなぎ方と数だけで大抵の描画ができるAPI
● GraphicsBufferでIndexのバッファを送ることで自由なつなぎ方も出来る
void DrawProcedural (GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass,
MeshTopology topology, int indexCount, int instanceCount, MaterialPropertyBlock properties);