属性应位于此顶点缓冲区流中。
Unity 支持多达 4 个顶点流,但大多数网格为所有属性使用一个流。默认值为 0。
For a mesh to be compatible with a SkinnedMeshRenderer, it must have multiple vertex streams: one for deformed data (positions, normals, tangents), one for static data (colors and texture coordinates), and one for skinning data (blend weights and blend indices).
另请参阅:Mesh.SetVertexBufferParams。