private void drawOverrideEyeMat(CommandBuffer buf, OverrideEye eyeObj, int pass) { if (eyeObj.Mr != null) { MeshFilter _mf = eyeObj.GetComponent <MeshFilter>(); for (int _i = 0; _i < _mf.sharedMesh.subMeshCount; ++_i) { buf.DrawMesh(_mf.sharedMesh, eyeObj.gameObject.transform.localToWorldMatrix, this.m_overrideEyeMat, _i, pass); } } else if (eyeObj.SkinMr != null) { for (int _i = 0; _i < eyeObj.SkinMr.sharedMesh.subMeshCount; ++_i) { buf.DrawRenderer(eyeObj.SkinMr, this.m_overrideEyeMat, _i, pass); } } }
private void drawSlefMat(CommandBuffer buf, OverrideEye eyeObj, int pass) { if (eyeObj.Mr != null) { MeshFilter _mf = eyeObj.GetComponent <MeshFilter>(); for (int _i = 0; _i < _mf.sharedMesh.subMeshCount; ++_i) { buf.DrawMesh(_mf.sharedMesh, eyeObj.gameObject.transform.localToWorldMatrix, eyeObj.Materials[_i], _i, pass); } } else if (eyeObj.SkinMr != null) { for (int _i = 0; _i < eyeObj.SkinMr.sharedMesh.subMeshCount; ++_i) { eyeObj.Materials[_i].EnableKeyword("DIRLIGHTMAP_OFF"); eyeObj.Materials[_i].EnableKeyword("DYNAMICLIGHTMAP_OFF"); buf.DrawRenderer(eyeObj.SkinMr, eyeObj.Materials[_i], _i, pass); } } }
public void Remove(OverrideEye eyeObj) { this.m_eyeObjs.Remove(eyeObj); this.Sort(); }
private void drawOverrideEyeMat(CommandBuffer buf, OverrideEye eyeObj, int pass) { if(eyeObj.Mr != null) { MeshFilter _mf = eyeObj.GetComponent<MeshFilter>(); for(int _i = 0; _i < _mf.sharedMesh.subMeshCount; ++_i) { buf.DrawMesh(_mf.sharedMesh, eyeObj.gameObject.transform.localToWorldMatrix, this.m_overrideEyeMat, _i, pass); } } else if(eyeObj.SkinMr != null) { for(int _i = 0; _i < eyeObj.SkinMr.sharedMesh.subMeshCount; ++_i) { buf.DrawRenderer(eyeObj.SkinMr, this.m_overrideEyeMat, _i, pass); } } }
private void drawSlefMat(CommandBuffer buf, OverrideEye eyeObj, int pass) { if(eyeObj.Mr != null) { MeshFilter _mf = eyeObj.GetComponent<MeshFilter>(); for(int _i = 0; _i < _mf.sharedMesh.subMeshCount; ++_i) { buf.DrawMesh(_mf.sharedMesh, eyeObj.gameObject.transform.localToWorldMatrix, eyeObj.Materials[_i], _i, pass); } } else if(eyeObj.SkinMr != null) { for(int _i = 0; _i < eyeObj.SkinMr.sharedMesh.subMeshCount; ++_i) { eyeObj.Materials[_i].EnableKeyword("DIRLIGHTMAP_OFF"); eyeObj.Materials[_i].EnableKeyword("DYNAMICLIGHTMAP_OFF"); buf.DrawRenderer(eyeObj.SkinMr, eyeObj.Materials[_i], _i, pass); } } }