public static void SetWireFrameRendering(GameObject modelObject) { List <SkinnedMeshRenderer> compoSMR = CommonRender3DRT.GetCompoSMR(modelObject); if (compoSMR != null) { foreach (SkinnedMeshRenderer skinMesh in compoSMR) { CutsceneCommon.SetSubMeshRendering(skinMesh, MeshTopology.Lines); } } }
public static void ResetRendering(GameObject modelObject) { List <SkinnedMeshRenderer> compoSMR = CommonRender3DRT.GetCompoSMR(modelObject); if (compoSMR != null) { for (int i = 0; i < compoSMR.Count; i++) { CutsceneCommon.SetSubMeshRendering(compoSMR[i], MeshTopology.Triangles); } } }
public static List <Material[]> SetWireFrameRendering(GameObject modelObject, Material wireFrameMaterial) { List <Material[]> list = new List <Material[]>(); List <SkinnedMeshRenderer> compoSMR = CommonRender3DRT.GetCompoSMR(modelObject); if (compoSMR != null) { foreach (SkinnedMeshRenderer skinnedMeshRenderer in compoSMR) { list.Add(skinnedMeshRenderer.materials); Material[] array = new Material[skinnedMeshRenderer.materials.Length]; for (int i = 0; i < array.Length; i++) { array[i] = wireFrameMaterial; } skinnedMeshRenderer.materials = array; CutsceneCommon.SetSubMeshRendering(skinnedMeshRenderer, MeshTopology.Lines); } } return(list); }