mesh | 要绘制的 Mesh。 |
subMeshIndex | 指定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。 |
layer | 要使用的 Layer。 |
castShadows | 网格是否投射阴影。 |
receiveShadows | 网格是否接收阴影。 |
invertCulling | 指定是 (true) 否 (false) 反转背面剔除。该标志可“翻转”所有已渲染对象的剔除模式。主要用例:渲染镜子、水等的反射。因为对用于渲染反射的虚拟摄像机进行了镜像,所以必须反转剔除顺序。可以看到 Effects 标准包中的 Water 脚本是怎样编写的。 |
bounds | 要使用的 Bounds。应指定所有实例的组合边界。 |
instanceCount | 要绘制的实例的数量。 |
customProps | 要应用的其他材质属性。请参阅 MaterialPropertyBlock。 |
associatedSceneObject | 当选取批次渲染的对象时要选择的 GameObject。 |
sceneCullingMask | 通常用于基于场景的剔除的其他剔除遮罩。另请参阅:EditorSceneManager.GetSceneCullingMask。 |
renderingLayerMask | Rendering layer this batch lives on. See Also: Renderer.renderingLayerMask. |
int BatchedRendererGroup 中的批次的索引。
向组添加一个新批次。
每个对应于新绘制调用的批次。只要批次未删除并且组未处置,则该命令持久有效,不需要每帧都调用。 返回批次在组中的索引。
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