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); }
public void Clear() { vertex.Clear(); }