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); }