public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [UnityEngine.Internal.DefaultValue("true")] bool receiveShadows) { Internal_DrawMeshMatrixArguments internal_DrawMeshMatrixArguments = default(Internal_DrawMeshMatrixArguments); internal_DrawMeshMatrixArguments.matrix = matrix; internal_DrawMeshMatrixArguments.layer = layer; internal_DrawMeshMatrixArguments.submeshIndex = submeshIndex; internal_DrawMeshMatrixArguments.castShadows = (int)castShadows; internal_DrawMeshMatrixArguments.receiveShadows = ((!receiveShadows) ? 0 : 1); Graphics.Internal_DrawMeshMatrix(ref internal_DrawMeshMatrixArguments, properties, material, mesh, camera); }
public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [DefaultValue("true")] bool receiveShadows, [DefaultValue("null")] Transform probeAnchor) { Internal_DrawMeshMatrixArguments arguments = default(Internal_DrawMeshMatrixArguments); arguments.matrix = matrix; arguments.layer = layer; arguments.submeshIndex = submeshIndex; arguments.castShadows = (int)castShadows; arguments.receiveShadows = (receiveShadows ? 1 : 0); arguments.reflectionProbeAnchorInstanceID = ((probeAnchor != null) ? probeAnchor.GetInstanceID() : 0); Internal_DrawMeshMatrix(ref arguments, properties, material, mesh, camera); }
public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows, Transform probeAnchor) { Internal_DrawMeshMatrixArguments arguments = new Internal_DrawMeshMatrixArguments { matrix = matrix, layer = layer, submeshIndex = submeshIndex, castShadows = (int)castShadows, receiveShadows = !receiveShadows ? 0 : 1, reflectionProbeAnchorInstanceID = (probeAnchor == null) ? 0 : probeAnchor.GetInstanceID() }; Internal_DrawMeshMatrix(ref arguments, properties, material, mesh, camera); }
public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [UnityEngine.Internal.DefaultValue("true")] bool receiveShadows, [UnityEngine.Internal.DefaultValue("null")] Transform probeAnchor, [UnityEngine.Internal.DefaultValue("true")] bool useLightProbes) { Internal_DrawMeshMatrixArguments internal_DrawMeshMatrixArguments = default(Internal_DrawMeshMatrixArguments); internal_DrawMeshMatrixArguments.matrix = matrix; internal_DrawMeshMatrixArguments.layer = layer; internal_DrawMeshMatrixArguments.submeshIndex = submeshIndex; internal_DrawMeshMatrixArguments.castShadows = (int)castShadows; internal_DrawMeshMatrixArguments.receiveShadows = ((!receiveShadows) ? 0 : 1); internal_DrawMeshMatrixArguments.reflectionProbeAnchorInstanceID = ((!(probeAnchor != null)) ? 0 : probeAnchor.GetInstanceID()); internal_DrawMeshMatrixArguments.useLightProbes = useLightProbes; Graphics.Internal_DrawMeshMatrix(ref internal_DrawMeshMatrixArguments, properties, material, mesh, camera); }
private static void DrawMeshImpl(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows, Transform probeAnchor, bool useLightProbes) { Internal_DrawMeshMatrixArguments arguments = default(Internal_DrawMeshMatrixArguments); arguments.layer = layer; arguments.submeshIndex = submeshIndex; arguments.matrix = matrix; arguments.castShadows = (int)castShadows; arguments.receiveShadows = (receiveShadows ? 1 : 0); arguments.reflectionProbeAnchorInstanceID = ((probeAnchor != null) ? probeAnchor.GetInstanceID() : 0); arguments.useLightProbes = useLightProbes; Internal_DrawMeshMatrix(ref arguments, properties, material, mesh, camera); }
public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [UnityEngine.Internal.DefaultValue("true")] bool receiveShadows, [UnityEngine.Internal.DefaultValue("null")] Transform probeAnchor, [UnityEngine.Internal.DefaultValue("true")] bool useLightProbes) { Internal_DrawMeshMatrixArguments arguments = new Internal_DrawMeshMatrixArguments { matrix = matrix, layer = layer, submeshIndex = submeshIndex, castShadows = (int)castShadows, receiveShadows = !receiveShadows ? 0 : 1, reflectionProbeAnchorInstanceID = (probeAnchor == null) ? 0 : probeAnchor.GetInstanceID(), useLightProbes = useLightProbes }; Internal_DrawMeshMatrix(ref arguments, properties, material, mesh, camera); }
private static extern void Internal_DrawMeshMatrix(ref Internal_DrawMeshMatrixArguments arguments, MaterialPropertyBlock properties, Material material, Mesh mesh, Camera camera);
public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [UnityEngine.Internal.DefaultValue("true")] bool receiveShadows, [UnityEngine.Internal.DefaultValue("null")] Transform probeAnchor) { Internal_DrawMeshMatrixArguments arguments = new Internal_DrawMeshMatrixArguments { matrix = matrix, layer = layer, submeshIndex = submeshIndex, castShadows = (int) castShadows, receiveShadows = !receiveShadows ? 0 : 1, reflectionProbeAnchorInstanceID = (probeAnchor == null) ? 0 : probeAnchor.GetInstanceID() }; Internal_DrawMeshMatrix(ref arguments, properties, material, mesh, camera); }
private static void Internal_DrawMeshMatrix(ref Internal_DrawMeshMatrixArguments arguments, MaterialPropertyBlock properties, Material material, Mesh mesh, Camera camera) { throw new NotImplementedException("なにこれ"); }