mesh | 要绘制的 Mesh。 |
position | 网格的位置。 |
rotation | 网格的旋转。 |
matrix | 网格的变换矩阵(组合了位置、旋转和其他变换)。注意,如果矩阵包含负缩放,网格将无法正确显示。 |
materialIndex | 要绘制的网格子集。 |
立即绘制一个网格。
该函数将立即绘制给定的网格。将使用当前设置的着色器和
材质(请参阅 Material.SetPass)。
网格将只绘制一次,
它没有每像素光照,也不投射或接受实时阴影。如果您希望
完全集成光照和阴影,请改为使用 Graphics.DrawMesh。
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); } }
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