mesh | 要绘制的 Mesh。 |
submeshIndex | 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。 |
bounds | 围绕要绘制的实例的包围体。 |
count | 要绘制的实例数。 |
properties | 要应用的其他材质属性。请参阅 MaterialPropertyBlock。 |
castShadows | Determines whether the Meshes should cast shadows. |
receiveShadows | Determines whether the Meshes should receive shadows. |
layer | 要使用的 Layer。 |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given Camera only. |
lightProbeUsage | 实例的 LightProbeUsage。 |
This function is now obsolete. Use Graphics.RenderMeshPrimitives instead. Draws the same mesh multiple times using GPU instancing. This is similar to Graphics.DrawMeshInstancedIndirect, except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer.
To render the instances with light probes, provide the light probe data via the MaterialPropertyBlock and specify lightProbeUsage
with LightProbeUsage.CustomProvided. Check LightProbes.CalculateInterpolatedLightAndOcclusionProbes for the details. See Also: Graphics.RenderMeshPrimitives.
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