private void RenderGrid() { // MeshTopology.Lines doesn't give nice pixel perfect grid so we have to have separate codepath with MeshTopology.Quads specially for palette window here if (m_GridMesh == null && grid.cellLayout == GridLayout.CellLayout.Rectangle) { m_GridMesh = GridEditorUtility.GenerateCachedGridMesh(grid, k_GridColor, 1f / LocalToScreenRatio(), paddedBoundsInt, MeshTopology.Quads); } GridEditorUtility.DrawGridGizmo(grid, grid.transform, k_GridColor, ref m_GridMesh, ref m_GridMaterial); }
private static void DrawGrid(GridLayout gridLayout) { int gridHash = GenerateHash(gridLayout, sceneViewGridComponentGizmo.Color); if (s_LastGridProxyHash != gridHash) { FlushCachedGridProxy(); s_LastGridProxyHash = gridHash; } GridEditorUtility.DrawGridGizmo(gridLayout, gridLayout.transform, sceneViewGridComponentGizmo.Color, ref s_GridProxyMesh, ref s_GridProxyMaterial); }