RasterCommandBuffer
class in UnityEngine.Rendering · Unity.RenderPipelines.Core.Runtime
Not in Unity's public API, or in an assembly the coverage doesn't count.
In Tassix
The draws a render graph pass makes, recorded: the engine runs them (full-screen and mesh draws with a material and its property block).
Properties 1
string name { get; set; }Methods 7
void ClearRenderTarget(bool clearDepth, bool clearColor, Color backgroundColor)void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock? properties)void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int submeshIndex, int shaderPass)void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int submeshIndex)void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material)void DrawProcedural(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount, int instanceCount, MaterialPropertyBlock? properties)void DrawProcedural(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount, int instanceCount)void DrawProcedural(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount)A procedural draw (full-screen triangles), the property block copied as Unity copies it.
void SetGlobalFloat(int nameID, float value)void SetGlobalInt(int nameID, int value)void SetGlobalTexture(int nameID, Texture value)void SetGlobalVector(int nameID, Vector4 value)