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, [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); }