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。 |
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); } }