Version: 2021.3
public static void DrawMeshNow (Mesh mesh, Vector3 position, Quaternion rotation);
public static void DrawMeshNow (Mesh mesh, Vector3 position, Quaternion rotation, int materialIndex);
public static void DrawMeshNow (Mesh mesh, Matrix4x4 matrix);
public static void DrawMeshNow (Mesh mesh, Matrix4x4 matrix, int materialIndex);

参数

mesh 要绘制的 Mesh
position 网格的位置。
rotation 网格的旋转。
matrix The transformation matrix of the mesh (combines position, rotation and other transformations).
materialIndex 要绘制的网格子集。

描述

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)。

The mesh will be just drawn once, it won't be per-pixel lit and will not cast or receive real-time shadows. If you want full integration with lighting and shadowing, use Graphics.DrawMesh instead.

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); } }

另请参阅:Graphics.DrawMeshMaterial.SetPass