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|mesh||The Mesh to draw.|
|subMeshIndex||Specifies which subset of the mesh to draw. This applies only to meshes that are composed of several materials.|
|material||Material to use.|
|layer||Layer to use.|
|castShadows||Whether the meshes cast shadows.|
|receiveShadows||Whether the meshes receive shadows.|
|invertCulling||Specify whether to invert the backface culling (true) or not (false). This flag can "flip" the culling mode of all rendered objects. Major use case: rendering reflections for mirrors, water etc. Since virtual camera for rendering the reflection is mirrored, the culling order has to be inverted. You can see how the Water script in Effects standard package does that.|
|bounds||Bounds to use. Should specify the combined bounds of all the instances.|
|instanceCount||The number of instances to draw.|
|customProps||Additional material properties to apply. See MaterialPropertyBlock.|
|associatedSceneObject||The GameObject to select when you pick an object that the batch renders.|
|sceneCullingMask||Additional culling mask usually used for scene based culling. See Also: EditorSceneManager.GetSceneCullingMask.|
|renderingLayerMask||Rendering layer this batch lives on. See Also: Renderer.renderingLayerMask.|
int The batch's index in the BatchedRendererGroup.
Adds a new batch to the group.
Each batch corresponds to a new draw call. As long as the batch is not removed and the group is not disposed of, the command is persistent and doesn't need to be called every frame. Returns the batch's index within the group.