mesh | 要绘制的 Mesh。 |
submeshIndex | 要绘制网格的哪个子集。这只适用于由若干种材质构成的网格。 |
material | 要使用的 Material。 |
bounds | 围绕要绘制的实例的包围体。 |
count | 要绘制的实例数。 |
properties | 要应用的其他材质属性。请参阅 MaterialPropertyBlock。 |
castShadows | 网格是否应投射阴影? |
receiveShadows | 网格是否应接受阴影? |
layer | 要使用的 Layer。 |
camera | 如果为 /null/(默认值),将在所有摄像机中绘制网格。否则,仅在给定摄像机中绘制网格。 |
lightProbeUsage | 实例的 LightProbeUsage。 |
使用 GPU 实例化可多次绘制同一网格。 这与 Graphics.DrawMeshInstancedIndirect 相似,区别是当从脚本中了解实例数量时,使用此方法可直接提供数量,而不是通过 ComputeBuffer。
要使用光照探针渲染实例,请通过 MaterialPropertyBlock 提供光照探针数据,并使用 LightProbeUsage.CustomProvided 指定 /lightProbeUsage/。有关详细信息,请参阅 LightProbes.CalculateInterpolatedLightAndOcclusionProbes。
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