mesh | The Mesh to draw. |
position | Position of the mesh. |
rotation | Rotation of the mesh. |
matrix | Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. |
materialIndex | Subset of the mesh to draw. |
Draw a mesh immediately.
This function will draw a given mesh immediately. Currently set shader and
material (see Material.SetPass) will be used.
The mesh will be just drawn once,
it won't be per-pixel lit and will not cast or receive realtime shadows. If you want
full integration with lighting and shadowing, use Graphics.DrawMesh instead.
#pragma strict // Attach this script to a Camera public var mesh; public var mat; public function OnPostRender() { // set first shader pass of the material mat.SetPass(0); // draw mesh at the origin Graphics.DrawMeshNow(mesh, Vector3.zero, Quaternion.identity); }
using UnityEngine; using System.Collections;
// Attach this script to a Camera public class ExampleClass : MonoBehaviour { public Mesh mesh; public Material mat; public void OnPostRender() { // set first shader pass of the material mat.SetPass(0); // draw mesh at the origin Graphics.DrawMeshNow(mesh, Vector3.zero, Quaternion.identity); } }
See Also: Graphics.DrawMesh, Material.SetPass.