inColors | 每顶点颜色。 |
设置网格的每顶点颜色。
Unity 采用与所提供的数据相匹配的格式,在内部存储网格数据。例如,如果传递 Color32 数组,
则 Unity 会将每种颜色存储在 4 个字节中(低精度,0..1 范围);而如果传递 Color 数组,则 Unity 会将
每种颜色存储在 16 个字节中(每个颜色通道完整 32 位浮点值)。
If you use a List
, Unity copies the values. If you change the List
, the Mesh colors won't change unless you call Mesh.SetColors
again.
另请参阅:colors、colors32 属性。
inColors | 每顶点颜色。 |
start | 要从输入数组采用的第一个元素的索引。 |
length | 要从输入数组采用的元素数。 |
flags | 控制函数行为的标志,请参阅 MeshUpdateFlags。 |
使用输入数组的一部分设置网格的每顶点颜色。
此方法的行为方式如同调用 SetColors,所使用的数组为整个数组的一个切片(从 start
索引开始,长度为给定 length
)。生成的网格具有 length
数量的顶点。
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