示例#1
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        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);
        }
示例#2
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        public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [DefaultValue("true")] bool receiveShadows, [DefaultValue("null")] Transform probeAnchor)
        {
            Internal_DrawMeshMatrixArguments arguments = default(Internal_DrawMeshMatrixArguments);

            arguments.matrix         = matrix;
            arguments.layer          = layer;
            arguments.submeshIndex   = submeshIndex;
            arguments.castShadows    = (int)castShadows;
            arguments.receiveShadows = (receiveShadows ? 1 : 0);
            arguments.reflectionProbeAnchorInstanceID = ((probeAnchor != null) ? probeAnchor.GetInstanceID() : 0);
            Internal_DrawMeshMatrix(ref arguments, properties, material, mesh, camera);
        }
示例#3
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        public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows, Transform probeAnchor)
        {
            Internal_DrawMeshMatrixArguments arguments = new Internal_DrawMeshMatrixArguments {
                matrix         = matrix,
                layer          = layer,
                submeshIndex   = submeshIndex,
                castShadows    = (int)castShadows,
                receiveShadows = !receiveShadows ? 0 : 1,
                reflectionProbeAnchorInstanceID = (probeAnchor == null) ? 0 : probeAnchor.GetInstanceID()
            };

            Internal_DrawMeshMatrix(ref arguments, properties, material, mesh, camera);
        }
示例#4
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        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);
        }
示例#5
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        private static void DrawMeshImpl(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows, Transform probeAnchor, bool useLightProbes)
        {
            Internal_DrawMeshMatrixArguments arguments = default(Internal_DrawMeshMatrixArguments);

            arguments.layer          = layer;
            arguments.submeshIndex   = submeshIndex;
            arguments.matrix         = matrix;
            arguments.castShadows    = (int)castShadows;
            arguments.receiveShadows = (receiveShadows ? 1 : 0);
            arguments.reflectionProbeAnchorInstanceID = ((probeAnchor != null) ? probeAnchor.GetInstanceID() : 0);
            arguments.useLightProbes = useLightProbes;
            Internal_DrawMeshMatrix(ref arguments, properties, material, mesh, camera);
        }
示例#6
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        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 arguments = new Internal_DrawMeshMatrixArguments {
                matrix         = matrix,
                layer          = layer,
                submeshIndex   = submeshIndex,
                castShadows    = (int)castShadows,
                receiveShadows = !receiveShadows ? 0 : 1,
                reflectionProbeAnchorInstanceID = (probeAnchor == null) ? 0 : probeAnchor.GetInstanceID(),
                useLightProbes = useLightProbes
            };

            Internal_DrawMeshMatrix(ref arguments, properties, material, mesh, camera);
        }
示例#7
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 private static extern void Internal_DrawMeshMatrix(ref Internal_DrawMeshMatrixArguments arguments, MaterialPropertyBlock properties, Material material, Mesh mesh, Camera camera);
示例#8
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 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)
 {
     Internal_DrawMeshMatrixArguments arguments = new Internal_DrawMeshMatrixArguments {
         matrix = matrix,
         layer = layer,
         submeshIndex = submeshIndex,
         castShadows = (int) castShadows,
         receiveShadows = !receiveShadows ? 0 : 1,
         reflectionProbeAnchorInstanceID = (probeAnchor == null) ? 0 : probeAnchor.GetInstanceID()
     };
     Internal_DrawMeshMatrix(ref arguments, properties, material, mesh, camera);
 }
示例#9
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 private static extern void Internal_DrawMeshMatrix(ref Internal_DrawMeshMatrixArguments arguments, MaterialPropertyBlock properties, Material material, Mesh mesh, Camera camera);
示例#10
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 private static void Internal_DrawMeshMatrix(ref Internal_DrawMeshMatrixArguments arguments, MaterialPropertyBlock properties, Material material, Mesh mesh, Camera camera)
 {
     throw new NotImplementedException("なにこれ");
 }