public override void ModifyMesh(Mesh m)
        {
            vh.Clear();
            vh.Add(m);
            int   start = 0, count = 0;
            float depth = m_DepthDistance / m_Samples;

            for (int i = m_Samples; i-- > 0;)
            {
                start = i == m_Samples - 2 ? 0 : count;
                count = vh.currentVertCount;
                if (count + (count - start) >= 65000)
                {
                    break;
                }
                ApplyShadowZeroAlloc(vh, m_Color, start, count, depth * (m_Positive ? -1 : 1) * (i + 1), i == m_Samples - 1);
            }
            vh.Add(m);
            vh.FillMesh(m);
        }
Example #2
0
 protected void Push2Mesh(Mesh m)
 {
     vertex.FillMesh(m);
 }
Example #3
0
 protected void Push2Mesh(Mesh m)
 {
     vertex.FillMesh(m, calculateNormal);
 }