
using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine.Profiling;
using Unity.Profiling;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Experimental.Rendering;

// NOTE  NOTE  NOTE  NOTE  NOTE  NOTE  NOTE  NOTE  NOTE
//
// This file is automatically generated by reflection on the UnityEngine.Rendering.CommandBuffer type.
// If you changed the command buffer and want to expose the changes here please open and SRP project
// "Edit/Rendering/Generate Core CommandBuffers" menu option.
// This will generate the new command buffer C# files in the project root.
//
// Note that while automated,this doesn't mean you won't have to think. Please consider any new methods on the command
// buffer if they are safe to be executed on the async compute queue or not, if they can be executed inside a
// native render pass or not,... and add the function to the appropriate lists in CommandBufferGenerator.cs in the
// com.unity.render-pipelines.core\Editor\CommandBuffers\CommandBufferGenerator\CommandBufferGenerator.cs.
// If you are unsure please ask the RenderGraph package owners for advise.
//
// Once generated, review the generated file and move the approved files into:
// <unity root>\Packages\com.unity.render-pipelines.core\Runtime\CommandBuffers\
//
// NOTE  NOTE  NOTE  NOTE  NOTE  NOTE  NOTE  NOTE  NOTE
namespace UnityEngine.Rendering
{

    /// <summary>
    /// A command buffer that is used with a rasterization render graph pass.
    /// </summary>
    public class RasterCommandBuffer : BaseCommandBuffer, IRasterCommandBuffer
    {
        // RasterCommandBuffer is not created by users. The render graph creates them and passes them to the execute callback of the graph pass.
        internal RasterCommandBuffer(CommandBuffer wrapped, RenderGraphPass executingPass, bool isAsync) : base(wrapped, executingPass, isAsync) { }

        /// <summary>Wraps [SetInvertCulling](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetInvertCulling.html) on a CommandBuffer.</summary>
        /// <param name="invertCulling">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetInvertCulling.html)</param>
        public void SetInvertCulling(bool invertCulling)  {  m_WrappedCommandBuffer.SetInvertCulling(invertCulling); }

        /// <summary>Wraps [SetViewport](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetViewport.html) on a CommandBuffer.</summary>
        /// <param name="pixelRect">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetViewport.html)</param>
        public void SetViewport(Rect pixelRect)  {  m_WrappedCommandBuffer.SetViewport(pixelRect); }

        /// <summary>Wraps [EnableScissorRect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EnableScissorRect.html) on a CommandBuffer.</summary>
        /// <param name="scissor">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EnableScissorRect.html)</param>
        public void EnableScissorRect(Rect scissor)  {  m_WrappedCommandBuffer.EnableScissorRect(scissor); }

        /// <summary>Wraps [DisableScissorRect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DisableScissorRect.html) on a CommandBuffer.</summary>

        public void DisableScissorRect()  {  m_WrappedCommandBuffer.DisableScissorRect(); }

        /// <summary>Wraps [ClearRenderTarget](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html) on a CommandBuffer.</summary>
        /// <param name="clearDepth">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        /// <param name="clearColor">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        /// <param name="backgroundColor">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        public void ClearRenderTarget(bool clearDepth, bool clearColor, Color backgroundColor)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.ClearRenderTarget(clearDepth, clearColor, backgroundColor); }

        /// <summary>Wraps [ClearRenderTarget](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html) on a CommandBuffer.</summary>
        /// <param name="clearDepth">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        /// <param name="clearColor">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        /// <param name="backgroundColor">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        /// <param name="depth">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        public void ClearRenderTarget(bool clearDepth, bool clearColor, Color backgroundColor, float depth)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.ClearRenderTarget(clearDepth, clearColor, backgroundColor, depth); }

        /// <summary>Wraps [ClearRenderTarget](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html) on a CommandBuffer.</summary>
        /// <param name="clearDepth">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        /// <param name="clearColor">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        /// <param name="backgroundColor">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        /// <param name="depth">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        /// <param name="stencil">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        public void ClearRenderTarget(bool clearDepth, bool clearColor, Color backgroundColor, float depth, uint stencil)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.ClearRenderTarget(clearDepth, clearColor, backgroundColor, depth, stencil); }

        /// <summary>Wraps [ClearRenderTarget](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html) on a CommandBuffer.</summary>
        /// <param name="clearFlags">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        /// <param name="backgroundColor">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        /// <param name="depth">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        /// <param name="stencil">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        public void ClearRenderTarget(RTClearFlags clearFlags, Color backgroundColor, float depth, uint stencil)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.ClearRenderTarget(clearFlags, backgroundColor, depth, stencil); }

        /// <summary>Wraps [ClearRenderTarget](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html) on a CommandBuffer.</summary>
        /// <param name="clearFlags">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        /// <param name="backgroundColors">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        /// <param name="depth">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        /// <param name="stencil">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ClearRenderTarget.html)</param>
        public void ClearRenderTarget(RTClearFlags clearFlags, Color[] backgroundColors, float depth, uint stencil)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.ClearRenderTarget(clearFlags, backgroundColors, depth, stencil); }

        /// <summary>Wraps [SetGlobalFloat](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloat.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloat.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloat.html)</param>
        public void SetGlobalFloat(int nameID, float value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalFloat(nameID, value); }

        /// <summary>Wraps [SetGlobalInt](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalInt.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalInt.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalInt.html)</param>
        public void SetGlobalInt(int nameID, int value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalInt(nameID, value); }

        /// <summary>Wraps [SetGlobalInteger](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalInteger.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalInteger.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalInteger.html)</param>
        public void SetGlobalInteger(int nameID, int value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalInteger(nameID, value); }

        /// <summary>Wraps [SetGlobalVector](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVector.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVector.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVector.html)</param>
        public void SetGlobalVector(int nameID, Vector4 value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalVector(nameID, value); }

        /// <summary>Wraps [SetGlobalColor](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalColor.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalColor.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalColor.html)</param>
        public void SetGlobalColor(int nameID, Color value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalColor(nameID, value); }

        /// <summary>Wraps [SetGlobalMatrix](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrix.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrix.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrix.html)</param>
        public void SetGlobalMatrix(int nameID, Matrix4x4 value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalMatrix(nameID, value); }

        /// <summary>Wraps [EnableShaderKeyword](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EnableShaderKeyword.html) on a CommandBuffer.</summary>
        /// <param name="keyword">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EnableShaderKeyword.html)</param>
        public void EnableShaderKeyword(string keyword)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.EnableShaderKeyword(keyword); }

        /// <summary>Wraps [EnableKeyword](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EnableKeyword.html) on a CommandBuffer.</summary>
        /// <param name="keyword">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EnableKeyword.html)</param>
        public void EnableKeyword(in GlobalKeyword keyword)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.EnableKeyword(keyword); }

        /// <summary>Wraps [EnableKeyword](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EnableKeyword.html) on a CommandBuffer.</summary>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EnableKeyword.html)</param>
        /// <param name="keyword">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EnableKeyword.html)</param>
        public void EnableKeyword(Material material, in LocalKeyword keyword)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.EnableKeyword(material, keyword); }

        /// <summary>Wraps [EnableKeyword](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EnableKeyword.html) on a CommandBuffer.</summary>
        /// <param name="computeShader">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EnableKeyword.html)</param>
        /// <param name="keyword">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EnableKeyword.html)</param>
        public void EnableKeyword(ComputeShader computeShader, in LocalKeyword keyword)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.EnableKeyword(computeShader, keyword); }

        /// <summary>Wraps [EnableKeyword](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EnableKeyword.html) on a CommandBuffer.</summary>
        /// <param name="rayTracingShader">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EnableKeyword.html)</param>
        /// <param name="keyword">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EnableKeyword.html)</param>
        public void EnableKeyword(RayTracingShader rayTracingShader, in LocalKeyword keyword)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.EnableKeyword(rayTracingShader, keyword); }

        /// <summary>Wraps [DisableShaderKeyword](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DisableShaderKeyword.html) on a CommandBuffer.</summary>
        /// <param name="keyword">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DisableShaderKeyword.html)</param>
        public void DisableShaderKeyword(string keyword)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.DisableShaderKeyword(keyword); }

        /// <summary>Wraps [DisableKeyword](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DisableKeyword.html) on a CommandBuffer.</summary>
        /// <param name="keyword">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DisableKeyword.html)</param>
        public void DisableKeyword(in GlobalKeyword keyword)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.DisableKeyword(keyword); }

        /// <summary>Wraps [DisableKeyword](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DisableKeyword.html) on a CommandBuffer.</summary>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DisableKeyword.html)</param>
        /// <param name="keyword">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DisableKeyword.html)</param>
        public void DisableKeyword(Material material, in LocalKeyword keyword)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.DisableKeyword(material, keyword); }

        /// <summary>Wraps [DisableKeyword](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DisableKeyword.html) on a CommandBuffer.</summary>
        /// <param name="computeShader">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DisableKeyword.html)</param>
        /// <param name="keyword">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DisableKeyword.html)</param>
        public void DisableKeyword(ComputeShader computeShader, in LocalKeyword keyword)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.DisableKeyword(computeShader, keyword); }

        /// <summary>Wraps [DisableKeyword](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DisableKeyword.html) on a CommandBuffer.</summary>
        /// <param name="rayTracingShader">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DisableKeyword.html)</param>
        /// <param name="keyword">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DisableKeyword.html)</param>
        public void DisableKeyword(RayTracingShader rayTracingShader, in LocalKeyword keyword)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.DisableKeyword(rayTracingShader, keyword); }

        /// <summary>Wraps [SetKeyword](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetKeyword.html) on a CommandBuffer.</summary>
        /// <param name="keyword">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetKeyword.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetKeyword.html)</param>
        public void SetKeyword(in GlobalKeyword keyword, bool value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetKeyword(keyword, value); }

        /// <summary>Wraps [SetKeyword](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetKeyword.html) on a CommandBuffer.</summary>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetKeyword.html)</param>
        /// <param name="keyword">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetKeyword.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetKeyword.html)</param>
        public void SetKeyword(Material material, in LocalKeyword keyword, bool value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetKeyword(material, keyword, value); }

        /// <summary>Wraps [SetKeyword](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetKeyword.html) on a CommandBuffer.</summary>
        /// <param name="computeShader">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetKeyword.html)</param>
        /// <param name="keyword">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetKeyword.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetKeyword.html)</param>
        public void SetKeyword(ComputeShader computeShader, in LocalKeyword keyword, bool value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetKeyword(computeShader, keyword, value); }

        /// <summary>Wraps [SetKeyword](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetKeyword.html) on a CommandBuffer.</summary>
        /// <param name="rayTracingShader">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetKeyword.html)</param>
        /// <param name="keyword">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetKeyword.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetKeyword.html)</param>
        public void SetKeyword(RayTracingShader rayTracingShader, in LocalKeyword keyword, bool value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetKeyword(rayTracingShader, keyword, value); }

        /// <summary>Wraps [SetViewProjectionMatrices](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetViewProjectionMatrices.html) on a CommandBuffer.</summary>
        /// <param name="view">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetViewProjectionMatrices.html)</param>
        /// <param name="proj">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetViewProjectionMatrices.html)</param>
        public void SetViewProjectionMatrices(Matrix4x4 view, Matrix4x4 proj)  {  m_WrappedCommandBuffer.SetViewProjectionMatrices(view, proj); }

        /// <summary>Wraps [SetGlobalDepthBias](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalDepthBias.html) on a CommandBuffer.</summary>
        /// <param name="bias">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalDepthBias.html)</param>
        /// <param name="slopeBias">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalDepthBias.html)</param>
        public void SetGlobalDepthBias(float bias, float slopeBias)  {  m_WrappedCommandBuffer.SetGlobalDepthBias(bias, slopeBias); }

        /// <summary>Wraps [SetGlobalFloatArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloatArray.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloatArray.html)</param>
        /// <param name="values">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloatArray.html)</param>
        public void SetGlobalFloatArray(int nameID, float[] values)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalFloatArray(nameID, values); }

        /// <summary>Wraps [SetGlobalVectorArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVectorArray.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVectorArray.html)</param>
        /// <param name="values">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVectorArray.html)</param>
        public void SetGlobalVectorArray(int nameID, Vector4[] values)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalVectorArray(nameID, values); }

        /// <summary>Wraps [SetGlobalMatrixArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrixArray.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrixArray.html)</param>
        /// <param name="values">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrixArray.html)</param>
        public void SetGlobalMatrixArray(int nameID, Matrix4x4[] values)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalMatrixArray(nameID, values); }

        /// <summary>Wraps [SetLateLatchProjectionMatrices](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetLateLatchProjectionMatrices.html) on a CommandBuffer.</summary>
        /// <param name="projectionMat">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetLateLatchProjectionMatrices.html)</param>
        public void SetLateLatchProjectionMatrices(Matrix4x4[] projectionMat)  {  m_WrappedCommandBuffer.SetLateLatchProjectionMatrices(projectionMat); }

        /// <summary>Wraps [MarkLateLatchMatrixShaderPropertyID](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.MarkLateLatchMatrixShaderPropertyID.html) on a CommandBuffer.</summary>
        /// <param name="matrixPropertyType">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.MarkLateLatchMatrixShaderPropertyID.html)</param>
        /// <param name="shaderPropertyID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.MarkLateLatchMatrixShaderPropertyID.html)</param>
        public void MarkLateLatchMatrixShaderPropertyID(CameraLateLatchMatrixType matrixPropertyType, int shaderPropertyID)  {  m_WrappedCommandBuffer.MarkLateLatchMatrixShaderPropertyID(matrixPropertyType, shaderPropertyID); }

        /// <summary>Wraps [UnmarkLateLatchMatrix](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.UnmarkLateLatchMatrix.html) on a CommandBuffer.</summary>
        /// <param name="matrixPropertyType">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.UnmarkLateLatchMatrix.html)</param>
        public void UnmarkLateLatchMatrix(CameraLateLatchMatrixType matrixPropertyType)  {  m_WrappedCommandBuffer.UnmarkLateLatchMatrix(matrixPropertyType); }

        /// <summary>Wraps [BeginSample](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.BeginSample.html) on a CommandBuffer.</summary>
        /// <param name="name">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.BeginSample.html)</param>
        public void BeginSample(string name)  {  m_WrappedCommandBuffer.BeginSample(name); }

        /// <summary>Wraps [EndSample](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EndSample.html) on a CommandBuffer.</summary>
        /// <param name="name">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EndSample.html)</param>
        public void EndSample(string name)  {  m_WrappedCommandBuffer.EndSample(name); }

        /// <summary>Wraps [BeginSample](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.BeginSample.html) on a CommandBuffer.</summary>
        /// <param name="sampler">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.BeginSample.html)</param>
        public void BeginSample(CustomSampler sampler)  {  m_WrappedCommandBuffer.BeginSample(sampler); }

        /// <summary>Wraps [EndSample](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EndSample.html) on a CommandBuffer.</summary>
        /// <param name="sampler">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EndSample.html)</param>
        public void EndSample(CustomSampler sampler)  {  m_WrappedCommandBuffer.EndSample(sampler); }

        /// <summary>Wraps [BeginSample](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.BeginSample.html) on a CommandBuffer.</summary>
        /// <param name="marker">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.BeginSample.html)</param>
        public void BeginSample(ProfilerMarker marker)  {  m_WrappedCommandBuffer.BeginSample(marker); }

        /// <summary>Wraps [EndSample](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EndSample.html) on a CommandBuffer.</summary>
        /// <param name="marker">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.EndSample.html)</param>
        public void EndSample(ProfilerMarker marker)  {  m_WrappedCommandBuffer.EndSample(marker); }

        /// <summary>Wraps [IncrementUpdateCount](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IncrementUpdateCount.html) on a CommandBuffer.</summary>
        /// <param name="dest">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IncrementUpdateCount.html)</param>
        public void IncrementUpdateCount(RenderTargetIdentifier dest)  {  m_WrappedCommandBuffer.IncrementUpdateCount(dest); }

        /// <summary>Wraps [SetInstanceMultiplier](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetInstanceMultiplier.html) on a CommandBuffer.</summary>
        /// <param name="multiplier">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetInstanceMultiplier.html)</param>
        public void SetInstanceMultiplier(uint multiplier)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetInstanceMultiplier(multiplier); }

        /// <summary>Wraps [SetFoveatedRenderingMode](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetFoveatedRenderingMode.html) on a CommandBuffer.</summary>
        /// <param name="foveatedRenderingMode">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetFoveatedRenderingMode.html)</param>
        public void SetFoveatedRenderingMode(FoveatedRenderingMode foveatedRenderingMode)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetFoveatedRenderingMode(foveatedRenderingMode); }

        /// <summary>Wraps [SetWireframe](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetWireframe.html) on a CommandBuffer.</summary>
        /// <param name="enable">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetWireframe.html)</param>
        public void SetWireframe(bool enable)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetWireframe(enable); }

        /// <summary>Wraps [ConfigureFoveatedRendering](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ConfigureFoveatedRendering.html) on a CommandBuffer.</summary>
        /// <param name="platformData">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.ConfigureFoveatedRendering.html)</param>
        public void ConfigureFoveatedRendering(IntPtr platformData)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.ConfigureFoveatedRendering(platformData); }

        /// <summary>Wraps [SetupCameraProperties](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetupCameraProperties.html) on a CommandBuffer.</summary>
        /// <param name="camera">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetupCameraProperties.html)</param>
        public void SetupCameraProperties(Camera camera)  {  m_WrappedCommandBuffer.SetupCameraProperties(camera); }

        /// <summary>Wraps [InvokeOnRenderObjectCallbacks](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.InvokeOnRenderObjectCallbacks.html) on a CommandBuffer.</summary>

        public void InvokeOnRenderObjectCallbacks()  {  m_WrappedCommandBuffer.InvokeOnRenderObjectCallbacks(); }

        /// <summary>Wraps [SetShadingRateFragmentSize](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetShadingRateFragmentSize.html) on a CommandBuffer.</summary>
        /// <param name="shadingRateFragmentSize">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetShadingRateFragmentSize.html)</param>
        public void SetShadingRateFragmentSize(ShadingRateFragmentSize shadingRateFragmentSize)  {  m_WrappedCommandBuffer.SetShadingRateFragmentSize(shadingRateFragmentSize); }

        /// <summary>Wraps [SetShadingRateCombiner](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetShadingRateCombiner.html) on a CommandBuffer.</summary>
        /// <param name="stage">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetShadingRateCombiner.html)</param>
        /// <param name="combiner">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetShadingRateCombiner.html)</param>
        public void SetShadingRateCombiner(ShadingRateCombinerStage stage, ShadingRateCombiner combiner)  {  m_WrappedCommandBuffer.SetShadingRateCombiner(stage, combiner); }

        /// <summary>Wraps [DrawMesh](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html) on a CommandBuffer.</summary>
        /// <param name="mesh">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        /// <param name="submeshIndex">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        /// <param name="properties">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        public void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock properties)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawMesh(mesh, matrix, material, submeshIndex, shaderPass, properties); }

        /// <summary>Wraps [DrawMesh](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html) on a CommandBuffer.</summary>
        /// <param name="mesh">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        /// <param name="submeshIndex">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        public void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int submeshIndex, int shaderPass)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawMesh(mesh, matrix, material, submeshIndex, shaderPass); }

        /// <summary>Wraps [DrawMesh](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html) on a CommandBuffer.</summary>
        /// <param name="mesh">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        /// <param name="submeshIndex">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        public void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int submeshIndex)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawMesh(mesh, matrix, material, submeshIndex); }

        /// <summary>Wraps [DrawMesh](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html) on a CommandBuffer.</summary>
        /// <param name="mesh">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMesh.html)</param>
        public void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawMesh(mesh, matrix, material); }

        /// <summary>Wraps [DrawMultipleMeshes](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMultipleMeshes.html) on a CommandBuffer.</summary>
        /// <param name="matrices">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMultipleMeshes.html)</param>
        /// <param name="meshes">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMultipleMeshes.html)</param>
        /// <param name="subsetIndices">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMultipleMeshes.html)</param>
        /// <param name="count">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMultipleMeshes.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMultipleMeshes.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMultipleMeshes.html)</param>
        /// <param name="properties">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMultipleMeshes.html)</param>
        public void DrawMultipleMeshes(Matrix4x4[] matrices, Mesh[] meshes, int[] subsetIndices, int count, Material material, int shaderPass, MaterialPropertyBlock properties)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawMultipleMeshes(matrices, meshes, subsetIndices, count, material, shaderPass, properties); }

        /// <summary>Wraps [DrawRenderer](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawRenderer.html) on a CommandBuffer.</summary>
        /// <param name="renderer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawRenderer.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawRenderer.html)</param>
        /// <param name="submeshIndex">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawRenderer.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawRenderer.html)</param>
        public void DrawRenderer(Renderer renderer, Material material, int submeshIndex, int shaderPass)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawRenderer(renderer, material, submeshIndex, shaderPass); }

        /// <summary>Wraps [DrawRenderer](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawRenderer.html) on a CommandBuffer.</summary>
        /// <param name="renderer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawRenderer.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawRenderer.html)</param>
        /// <param name="submeshIndex">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawRenderer.html)</param>
        public void DrawRenderer(Renderer renderer, Material material, int submeshIndex)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawRenderer(renderer, material, submeshIndex); }

        /// <summary>Wraps [DrawRenderer](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawRenderer.html) on a CommandBuffer.</summary>
        /// <param name="renderer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawRenderer.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawRenderer.html)</param>
        public void DrawRenderer(Renderer renderer, Material material)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawRenderer(renderer, material); }

        /// <summary>Wraps [DrawRendererList](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawRendererList.html) on a CommandBuffer.</summary>
        /// <param name="rendererList">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawRendererList.html)</param>
        public void DrawRendererList(RendererList rendererList)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawRendererList(rendererList); }

        /// <summary>Wraps [DrawProcedural](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html) on a CommandBuffer.</summary>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="vertexCount">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="instanceCount">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="properties">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        public void DrawProcedural(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProcedural(matrix, material, shaderPass, topology, vertexCount, instanceCount, properties); }

        /// <summary>Wraps [DrawProcedural](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html) on a CommandBuffer.</summary>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="vertexCount">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="instanceCount">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        public void DrawProcedural(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount, int instanceCount)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProcedural(matrix, material, shaderPass, topology, vertexCount, instanceCount); }

        /// <summary>Wraps [DrawProcedural](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html) on a CommandBuffer.</summary>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="vertexCount">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        public void DrawProcedural(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProcedural(matrix, material, shaderPass, topology, vertexCount); }

        /// <summary>Wraps [DrawProcedural](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html) on a CommandBuffer.</summary>
        /// <param name="indexBuffer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="indexCount">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="instanceCount">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="properties">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        public void DrawProcedural(GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int indexCount, int instanceCount, MaterialPropertyBlock properties)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProcedural(indexBuffer, matrix, material, shaderPass, topology, indexCount, instanceCount, properties); }

        /// <summary>Wraps [DrawProcedural](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html) on a CommandBuffer.</summary>
        /// <param name="indexBuffer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="indexCount">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="instanceCount">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        public void DrawProcedural(GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int indexCount, int instanceCount)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProcedural(indexBuffer, matrix, material, shaderPass, topology, indexCount, instanceCount); }

        /// <summary>Wraps [DrawProcedural](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html) on a CommandBuffer.</summary>
        /// <param name="indexBuffer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        /// <param name="indexCount">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html)</param>
        public void DrawProcedural(GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int indexCount)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProcedural(indexBuffer, matrix, material, shaderPass, topology, indexCount); }

        /// <summary>Wraps [DrawProceduralIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html) on a CommandBuffer.</summary>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="argsOffset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="properties">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        public void DrawProceduralIndirect(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProceduralIndirect(matrix, material, shaderPass, topology, bufferWithArgs, argsOffset, properties); }

        /// <summary>Wraps [DrawProceduralIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html) on a CommandBuffer.</summary>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="argsOffset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        public void DrawProceduralIndirect(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProceduralIndirect(matrix, material, shaderPass, topology, bufferWithArgs, argsOffset); }

        /// <summary>Wraps [DrawProceduralIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html) on a CommandBuffer.</summary>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        public void DrawProceduralIndirect(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProceduralIndirect(matrix, material, shaderPass, topology, bufferWithArgs); }

        /// <summary>Wraps [DrawProceduralIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html) on a CommandBuffer.</summary>
        /// <param name="indexBuffer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="argsOffset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="properties">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        public void DrawProceduralIndirect(GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProceduralIndirect(indexBuffer, matrix, material, shaderPass, topology, bufferWithArgs, argsOffset, properties); }

        /// <summary>Wraps [DrawProceduralIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html) on a CommandBuffer.</summary>
        /// <param name="indexBuffer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="argsOffset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        public void DrawProceduralIndirect(GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProceduralIndirect(indexBuffer, matrix, material, shaderPass, topology, bufferWithArgs, argsOffset); }

        /// <summary>Wraps [DrawProceduralIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html) on a CommandBuffer.</summary>
        /// <param name="indexBuffer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        public void DrawProceduralIndirect(GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProceduralIndirect(indexBuffer, matrix, material, shaderPass, topology, bufferWithArgs); }

        /// <summary>Wraps [DrawProceduralIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html) on a CommandBuffer.</summary>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="argsOffset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="properties">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        public void DrawProceduralIndirect(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProceduralIndirect(matrix, material, shaderPass, topology, bufferWithArgs, argsOffset, properties); }

        /// <summary>Wraps [DrawProceduralIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html) on a CommandBuffer.</summary>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="argsOffset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        public void DrawProceduralIndirect(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, GraphicsBuffer bufferWithArgs, int argsOffset)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProceduralIndirect(matrix, material, shaderPass, topology, bufferWithArgs, argsOffset); }

        /// <summary>Wraps [DrawProceduralIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html) on a CommandBuffer.</summary>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        public void DrawProceduralIndirect(Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, GraphicsBuffer bufferWithArgs)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProceduralIndirect(matrix, material, shaderPass, topology, bufferWithArgs); }

        /// <summary>Wraps [DrawProceduralIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html) on a CommandBuffer.</summary>
        /// <param name="indexBuffer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="argsOffset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="properties">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        public void DrawProceduralIndirect(GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProceduralIndirect(indexBuffer, matrix, material, shaderPass, topology, bufferWithArgs, argsOffset, properties); }

        /// <summary>Wraps [DrawProceduralIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html) on a CommandBuffer.</summary>
        /// <param name="indexBuffer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="argsOffset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        public void DrawProceduralIndirect(GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, GraphicsBuffer bufferWithArgs, int argsOffset)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProceduralIndirect(indexBuffer, matrix, material, shaderPass, topology, bufferWithArgs, argsOffset); }

        /// <summary>Wraps [DrawProceduralIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html) on a CommandBuffer.</summary>
        /// <param name="indexBuffer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="matrix">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="topology">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProceduralIndirect.html)</param>
        public void DrawProceduralIndirect(GraphicsBuffer indexBuffer, Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, GraphicsBuffer bufferWithArgs)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawProceduralIndirect(indexBuffer, matrix, material, shaderPass, topology, bufferWithArgs); }

        /// <summary>Wraps [DrawMeshInstanced](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html) on a CommandBuffer.</summary>
        /// <param name="mesh">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        /// <param name="submeshIndex">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        /// <param name="matrices">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        /// <param name="count">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        /// <param name="properties">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        public void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, Matrix4x4[] matrices, int count, MaterialPropertyBlock properties)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawMeshInstanced(mesh, submeshIndex, material, shaderPass, matrices, count, properties); }

        /// <summary>Wraps [DrawMeshInstanced](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html) on a CommandBuffer.</summary>
        /// <param name="mesh">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        /// <param name="submeshIndex">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        /// <param name="matrices">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        /// <param name="count">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        public void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, Matrix4x4[] matrices, int count)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawMeshInstanced(mesh, submeshIndex, material, shaderPass, matrices, count); }

        /// <summary>Wraps [DrawMeshInstanced](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html) on a CommandBuffer.</summary>
        /// <param name="mesh">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        /// <param name="submeshIndex">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        /// <param name="matrices">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstanced.html)</param>
        public void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, Matrix4x4[] matrices)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawMeshInstanced(mesh, submeshIndex, material, shaderPass, matrices); }

        /// <summary>Wraps [DrawMeshInstancedProcedural](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedProcedural.html) on a CommandBuffer.</summary>
        /// <param name="mesh">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedProcedural.html)</param>
        /// <param name="submeshIndex">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedProcedural.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedProcedural.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedProcedural.html)</param>
        /// <param name="count">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedProcedural.html)</param>
        /// <param name="properties">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedProcedural.html)</param>
        public void DrawMeshInstancedProcedural(Mesh mesh, int submeshIndex, Material material, int shaderPass, int count, MaterialPropertyBlock properties)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawMeshInstancedProcedural(mesh, submeshIndex, material, shaderPass, count, properties); }

        /// <summary>Wraps [DrawMeshInstancedIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html) on a CommandBuffer.</summary>
        /// <param name="mesh">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="submeshIndex">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="argsOffset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="properties">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawMeshInstancedIndirect(mesh, submeshIndex, material, shaderPass, bufferWithArgs, argsOffset, properties); }

        /// <summary>Wraps [DrawMeshInstancedIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html) on a CommandBuffer.</summary>
        /// <param name="mesh">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="submeshIndex">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="argsOffset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawMeshInstancedIndirect(mesh, submeshIndex, material, shaderPass, bufferWithArgs, argsOffset); }

        /// <summary>Wraps [DrawMeshInstancedIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html) on a CommandBuffer.</summary>
        /// <param name="mesh">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="submeshIndex">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawMeshInstancedIndirect(mesh, submeshIndex, material, shaderPass, bufferWithArgs); }

        /// <summary>Wraps [DrawMeshInstancedIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html) on a CommandBuffer.</summary>
        /// <param name="mesh">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="submeshIndex">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="argsOffset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="properties">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawMeshInstancedIndirect(mesh, submeshIndex, material, shaderPass, bufferWithArgs, argsOffset, properties); }

        /// <summary>Wraps [DrawMeshInstancedIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html) on a CommandBuffer.</summary>
        /// <param name="mesh">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="submeshIndex">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="argsOffset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawMeshInstancedIndirect(mesh, submeshIndex, material, shaderPass, bufferWithArgs, argsOffset); }

        /// <summary>Wraps [DrawMeshInstancedIndirect](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html) on a CommandBuffer.</summary>
        /// <param name="mesh">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="submeshIndex">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="material">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="shaderPass">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        /// <param name="bufferWithArgs">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawMeshInstancedIndirect.html)</param>
        public void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawMeshInstancedIndirect(mesh, submeshIndex, material, shaderPass, bufferWithArgs); }

        /// <summary>Wraps [DrawOcclusionMesh](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawOcclusionMesh.html) on a CommandBuffer.</summary>
        /// <param name="normalizedCamViewport">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawOcclusionMesh.html)</param>
        public void DrawOcclusionMesh(RectInt normalizedCamViewport)  { ThrowIfRasterNotAllowed();  m_WrappedCommandBuffer.DrawOcclusionMesh(normalizedCamViewport); }

        /// <summary>Wraps [SetGlobalFloat](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloat.html) on a CommandBuffer.</summary>
        /// <param name="name">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloat.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloat.html)</param>
        public void SetGlobalFloat(string name, float value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalFloat(name, value); }

        /// <summary>Wraps [SetGlobalInt](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalInt.html) on a CommandBuffer.</summary>
        /// <param name="name">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalInt.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalInt.html)</param>
        public void SetGlobalInt(string name, int value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalInt(name, value); }

        /// <summary>Wraps [SetGlobalInteger](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalInteger.html) on a CommandBuffer.</summary>
        /// <param name="name">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalInteger.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalInteger.html)</param>
        public void SetGlobalInteger(string name, int value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalInteger(name, value); }

        /// <summary>Wraps [SetGlobalVector](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVector.html) on a CommandBuffer.</summary>
        /// <param name="name">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVector.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVector.html)</param>
        public void SetGlobalVector(string name, Vector4 value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalVector(name, value); }

        /// <summary>Wraps [SetGlobalColor](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalColor.html) on a CommandBuffer.</summary>
        /// <param name="name">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalColor.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalColor.html)</param>
        public void SetGlobalColor(string name, Color value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalColor(name, value); }

        /// <summary>Wraps [SetGlobalMatrix](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrix.html) on a CommandBuffer.</summary>
        /// <param name="name">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrix.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrix.html)</param>
        public void SetGlobalMatrix(string name, Matrix4x4 value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalMatrix(name, value); }

        /// <summary>Wraps [SetGlobalFloatArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloatArray.html) on a CommandBuffer.</summary>
        /// <param name="propertyName">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloatArray.html)</param>
        /// <param name="values">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloatArray.html)</param>
        public void SetGlobalFloatArray(string propertyName, List<float> values)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalFloatArray(propertyName, values); }

        /// <summary>Wraps [SetGlobalFloatArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloatArray.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloatArray.html)</param>
        /// <param name="values">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloatArray.html)</param>
        public void SetGlobalFloatArray(int nameID, List<float> values)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalFloatArray(nameID, values); }

        /// <summary>Wraps [SetGlobalFloatArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloatArray.html) on a CommandBuffer.</summary>
        /// <param name="propertyName">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloatArray.html)</param>
        /// <param name="values">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalFloatArray.html)</param>
        public void SetGlobalFloatArray(string propertyName, float[] values)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalFloatArray(propertyName, values); }

        /// <summary>Wraps [SetGlobalVectorArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVectorArray.html) on a CommandBuffer.</summary>
        /// <param name="propertyName">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVectorArray.html)</param>
        /// <param name="values">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVectorArray.html)</param>
        public void SetGlobalVectorArray(string propertyName, List<Vector4> values)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalVectorArray(propertyName, values); }

        /// <summary>Wraps [SetGlobalVectorArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVectorArray.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVectorArray.html)</param>
        /// <param name="values">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVectorArray.html)</param>
        public void SetGlobalVectorArray(int nameID, List<Vector4> values)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalVectorArray(nameID, values); }

        /// <summary>Wraps [SetGlobalVectorArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVectorArray.html) on a CommandBuffer.</summary>
        /// <param name="propertyName">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVectorArray.html)</param>
        /// <param name="values">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalVectorArray.html)</param>
        public void SetGlobalVectorArray(string propertyName, Vector4[] values)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalVectorArray(propertyName, values); }

        /// <summary>Wraps [SetGlobalMatrixArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrixArray.html) on a CommandBuffer.</summary>
        /// <param name="propertyName">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrixArray.html)</param>
        /// <param name="values">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrixArray.html)</param>
        public void SetGlobalMatrixArray(string propertyName, List<Matrix4x4> values)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalMatrixArray(propertyName, values); }

        /// <summary>Wraps [SetGlobalMatrixArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrixArray.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrixArray.html)</param>
        /// <param name="values">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrixArray.html)</param>
        public void SetGlobalMatrixArray(int nameID, List<Matrix4x4> values)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalMatrixArray(nameID, values); }

        /// <summary>Wraps [SetGlobalMatrixArray](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrixArray.html) on a CommandBuffer.</summary>
        /// <param name="propertyName">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrixArray.html)</param>
        /// <param name="values">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalMatrixArray.html)</param>
        public void SetGlobalMatrixArray(string propertyName, Matrix4x4[] values)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalMatrixArray(propertyName, values); }

        /// <summary>Wraps [SetGlobalTexture](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalTexture.html) on a CommandBuffer.</summary>
        /// <param name="name">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalTexture.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalTexture.html)</param>
        public void SetGlobalTexture(string name, TextureHandle value)  { ThrowIfGlobalStateNotAllowed(); ValidateTextureHandle(value);  m_WrappedCommandBuffer.SetGlobalTexture(name, value); }

        /// <summary>Wraps [SetGlobalTexture](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalTexture.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalTexture.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalTexture.html)</param>
        public void SetGlobalTexture(int nameID, TextureHandle value)  { ThrowIfGlobalStateNotAllowed(); ValidateTextureHandle(value);  m_WrappedCommandBuffer.SetGlobalTexture(nameID, value); }

        /// <summary>Wraps [SetGlobalTexture](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalTexture.html) on a CommandBuffer.</summary>
        /// <param name="name">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalTexture.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalTexture.html)</param>
        /// <param name="element">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalTexture.html)</param>
        public void SetGlobalTexture(string name, TextureHandle value, RenderTextureSubElement element)  { ThrowIfGlobalStateNotAllowed(); ValidateTextureHandle(value);  m_WrappedCommandBuffer.SetGlobalTexture(name, value, element); }

        /// <summary>Wraps [SetGlobalTexture](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalTexture.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalTexture.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalTexture.html)</param>
        /// <param name="element">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalTexture.html)</param>
        public void SetGlobalTexture(int nameID, TextureHandle value, RenderTextureSubElement element)  { ThrowIfGlobalStateNotAllowed(); ValidateTextureHandle(value);  m_WrappedCommandBuffer.SetGlobalTexture(nameID, value, element); }

        /// <summary>Wraps [SetGlobalBuffer](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalBuffer.html) on a CommandBuffer.</summary>
        /// <param name="name">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalBuffer.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalBuffer.html)</param>
        public void SetGlobalBuffer(string name, ComputeBuffer value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalBuffer(name, value); }

        /// <summary>Wraps [SetGlobalBuffer](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalBuffer.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalBuffer.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalBuffer.html)</param>
        public void SetGlobalBuffer(int nameID, ComputeBuffer value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalBuffer(nameID, value); }

        /// <summary>Wraps [SetGlobalBuffer](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalBuffer.html) on a CommandBuffer.</summary>
        /// <param name="name">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalBuffer.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalBuffer.html)</param>
        public void SetGlobalBuffer(string name, GraphicsBuffer value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalBuffer(name, value); }

        /// <summary>Wraps [SetGlobalBuffer](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalBuffer.html) on a CommandBuffer.</summary>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalBuffer.html)</param>
        /// <param name="value">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalBuffer.html)</param>
        public void SetGlobalBuffer(int nameID, GraphicsBuffer value)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalBuffer(nameID, value); }

        /// <summary>Wraps [SetGlobalConstantBuffer](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html) on a CommandBuffer.</summary>
        /// <param name="buffer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        /// <param name="offset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        /// <param name="size">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        public void SetGlobalConstantBuffer(ComputeBuffer buffer, int nameID, int offset, int size)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalConstantBuffer(buffer, nameID, offset, size); }

        /// <summary>Wraps [SetGlobalConstantBuffer](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html) on a CommandBuffer.</summary>
        /// <param name="buffer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        /// <param name="name">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        /// <param name="offset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        /// <param name="size">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        public void SetGlobalConstantBuffer(ComputeBuffer buffer, string name, int offset, int size)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalConstantBuffer(buffer, name, offset, size); }

        /// <summary>Wraps [SetGlobalConstantBuffer](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html) on a CommandBuffer.</summary>
        /// <param name="buffer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        /// <param name="nameID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        /// <param name="offset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        /// <param name="size">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        public void SetGlobalConstantBuffer(GraphicsBuffer buffer, int nameID, int offset, int size)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalConstantBuffer(buffer, nameID, offset, size); }

        /// <summary>Wraps [SetGlobalConstantBuffer](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html) on a CommandBuffer.</summary>
        /// <param name="buffer">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        /// <param name="name">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        /// <param name="offset">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        /// <param name="size">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetGlobalConstantBuffer.html)</param>
        public void SetGlobalConstantBuffer(GraphicsBuffer buffer, string name, int offset, int size)  { ThrowIfGlobalStateNotAllowed();  m_WrappedCommandBuffer.SetGlobalConstantBuffer(buffer, name, offset, size); }

        /// <summary>Wraps [SetShadowSamplingMode](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetShadowSamplingMode.html) on a CommandBuffer.</summary>
        /// <param name="shadowmap">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetShadowSamplingMode.html)</param>
        /// <param name="mode">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetShadowSamplingMode.html)</param>
        public void SetShadowSamplingMode(RenderTargetIdentifier shadowmap, ShadowSamplingMode mode)  {  m_WrappedCommandBuffer.SetShadowSamplingMode(shadowmap, mode); }

        /// <summary>Wraps [SetSinglePassStereo](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetSinglePassStereo.html) on a CommandBuffer.</summary>
        /// <param name="mode">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetSinglePassStereo.html)</param>
        public void SetSinglePassStereo(SinglePassStereoMode mode)  {  m_WrappedCommandBuffer.SetSinglePassStereo(mode); }

        /// <summary>Wraps [IssuePluginEvent](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginEvent.html) on a CommandBuffer.</summary>
        /// <param name="callback">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginEvent.html)</param>
        /// <param name="eventID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginEvent.html)</param>
        public void IssuePluginEvent(IntPtr callback, int eventID)  {  m_WrappedCommandBuffer.IssuePluginEvent(callback, eventID); }

        /// <summary>Wraps [IssuePluginEventAndData](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginEventAndData.html) on a CommandBuffer.</summary>
        /// <param name="callback">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginEventAndData.html)</param>
        /// <param name="eventID">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginEventAndData.html)</param>
        /// <param name="data">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginEventAndData.html)</param>
        public void IssuePluginEventAndData(IntPtr callback, int eventID, IntPtr data)  {  m_WrappedCommandBuffer.IssuePluginEventAndData(callback, eventID, data); }

        /// <summary>Wraps [IssuePluginCustomBlit](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginCustomBlit.html) on a CommandBuffer.</summary>
        /// <param name="callback">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginCustomBlit.html)</param>
        /// <param name="command">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginCustomBlit.html)</param>
        /// <param name="source">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginCustomBlit.html)</param>
        /// <param name="dest">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginCustomBlit.html)</param>
        /// <param name="commandParam">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginCustomBlit.html)</param>
        /// <param name="commandFlags">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginCustomBlit.html)</param>
        public void IssuePluginCustomBlit(IntPtr callback, uint command, RenderTargetIdentifier source, RenderTargetIdentifier dest, uint commandParam, uint commandFlags)  {  m_WrappedCommandBuffer.IssuePluginCustomBlit(callback, command, source, dest, commandParam, commandFlags); }

        /// <summary>Wraps [IssuePluginCustomTextureUpdateV2](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginCustomTextureUpdateV2.html) on a CommandBuffer.</summary>
        /// <param name="callback">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginCustomTextureUpdateV2.html)</param>
        /// <param name="targetTexture">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginCustomTextureUpdateV2.html)</param>
        /// <param name="userData">[See CommandBuffer documentation](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.IssuePluginCustomTextureUpdateV2.html)</param>
        public void IssuePluginCustomTextureUpdateV2(IntPtr callback, Texture targetTexture, uint userData)  {  m_WrappedCommandBuffer.IssuePluginCustomTextureUpdateV2(callback, targetTexture, userData); }

    }
}
