public static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, 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_DrawMeshTRArguments internal_DrawMeshTRArguments = default(Internal_DrawMeshTRArguments); internal_DrawMeshTRArguments.position = position; internal_DrawMeshTRArguments.rotation = rotation; internal_DrawMeshTRArguments.layer = layer; internal_DrawMeshTRArguments.submeshIndex = submeshIndex; internal_DrawMeshTRArguments.castShadows = (int)castShadows; internal_DrawMeshTRArguments.receiveShadows = ((!receiveShadows) ? 0 : 1); internal_DrawMeshTRArguments.reflectionProbeAnchorInstanceID = ((!(probeAnchor != null)) ? 0 : probeAnchor.GetInstanceID()); Graphics.Internal_DrawMeshTR(ref internal_DrawMeshTRArguments, properties, material, mesh, camera); }
public static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [DefaultValue("true")] bool receiveShadows, [DefaultValue("null")] Transform probeAnchor) { Internal_DrawMeshTRArguments arguments = default(Internal_DrawMeshTRArguments); arguments.position = position; arguments.rotation = rotation; arguments.layer = layer; arguments.submeshIndex = submeshIndex; arguments.castShadows = (int)castShadows; arguments.receiveShadows = (receiveShadows ? 1 : 0); arguments.reflectionProbeAnchorInstanceID = ((probeAnchor != null) ? probeAnchor.GetInstanceID() : 0); Internal_DrawMeshTR(ref arguments, properties, material, mesh, camera); }
public static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [DefaultValue("true")] bool receiveShadows, [DefaultValue("null")] Transform probeAnchor) { Internal_DrawMeshTRArguments arguments = new Internal_DrawMeshTRArguments { position = position, rotation = rotation, layer = layer, submeshIndex = submeshIndex, castShadows = (int)castShadows, receiveShadows = !receiveShadows ? 0 : 1, reflectionProbeAnchorInstanceID = (probeAnchor == null) ? 0 : probeAnchor.GetInstanceID() }; Internal_DrawMeshTR(ref arguments, properties, material, mesh, camera); }
private static extern void Internal_DrawMeshTR(ref Internal_DrawMeshTRArguments arguments, MaterialPropertyBlock properties, Material material, Mesh mesh, Camera camera);
public static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, 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_DrawMeshTRArguments arguments = new Internal_DrawMeshTRArguments { position = position, rotation = rotation, layer = layer, submeshIndex = submeshIndex, castShadows = (int) castShadows, receiveShadows = !receiveShadows ? 0 : 1, reflectionProbeAnchorInstanceID = (probeAnchor == null) ? 0 : probeAnchor.GetInstanceID() }; Internal_DrawMeshTR(ref arguments, properties, material, mesh, camera); }
private static extern void Internal_DrawMeshTR(ref Internal_DrawMeshTRArguments arguments, MaterialPropertyBlock properties, Material material, Mesh mesh, Camera camera);
private static void Internal_DrawMeshTR(ref Internal_DrawMeshTRArguments arguments, MaterialPropertyBlock properties, Material material, Mesh mesh, Camera camera) { throw new NotImplementedException("なにこれ"); }