public static void DrawFlareOverlay(Graphic overlay, Vector3 drawPos, GraphicData_Blinker props, float alpha = 1f, float scaleZ = 1f) { var color = new Color(props.blinkerColor.r, props.blinkerColor.g, props.blinkerColor.b, props.blinkerColor.a * alpha); var flareMat = overlay.MatSingle; var material = MaterialPool.MatFrom(new MaterialRequest((Texture2D)flareMat.mainTexture, flareMat.shader, color)); var matrix = Matrix4x4.TRS(drawPos + Altitudes.AltIncVect + props.blinkerOffset, Quaternion.identity, new Vector3(props.blinkerScale.x, props.blinkerScale.y, props.blinkerScale.z * scaleZ)); Graphics.DrawMesh(MeshPool.plane10, matrix, material, 0); }