Here are the examples of the csharp api UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh, UnityEngine.Matrix4x4) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.
4 Examples
19
View Source File : DepthOfFieldDeprecated.cs
License : Apache License 2.0
Project Creator : activey
License : Apache License 2.0
Project Creator : activey
void AddBokeh ( RenderTexture bokehInfo, RenderTexture tempTex, RenderTexture finalTarget) {
if (bokehMaterial) {
var meshes = Quads.GetMeshes (tempTex.width, tempTex.height); // quads: exchanging more triangles with less overdraw
RenderTexture.active = tempTex;
GL.Clear (false, true, new Color (0.0f, 0.0f, 0.0f, 0.0f));
GL.PushMatrix ();
GL.LoadIdenreplacedy ();
// point filter mode is important, otherwise we get bokeh shape & size artefacts
bokehInfo.filterMode = FilterMode.Point;
float arW = (bokehInfo.width * 1.0f) / (bokehInfo.height * 1.0f);
float sc = 2.0f / (1.0f * bokehInfo.width);
sc += bokehScale * maxBlurSpread * BOKEH_EXTRA_BLUR * oneOverBaseSize;
bokehMaterial.SetTexture ("_Source", bokehInfo);
bokehMaterial.SetTexture ("_MainTex", bokehTexture);
bokehMaterial.SetVector ("_ArScale",new Vector4 (sc, sc * arW, 0.5f, 0.5f * arW));
bokehMaterial.SetFloat ("_Intensity", bokehIntensity);
bokehMaterial.SetPreplaced (0);
foreach(Mesh m in meshes)
if (m) Graphics.DrawMeshNow (m, Matrix4x4.idenreplacedy);
GL.PopMatrix ();
Graphics.Blit (tempTex, finalTarget, dofMaterial, 8);
// important to set back as we sample from this later on
bokehInfo.filterMode = FilterMode.Bilinear;
}
}
19
View Source File : SleekRenderPostProcess.cs
License : GNU General Public License v3.0
Project Creator : Cytoid
License : GNU General Public License v3.0
Project Creator : Cytoid
private void DrawFullscreenQuad(Texture source, Material material, int materialPreplaced = 0)
{
material.SetTexture(Uniforms._MainTex, source);
material.SetPreplaced(materialPreplaced);
Graphics.DrawMeshNow(_fullscreenQuadMesh, Matrix4x4.idenreplacedy);
}
19
View Source File : NoiseAndGrain.cs
License : MIT License
Project Creator : GlaireDaggers
License : MIT License
Project Creator : GlaireDaggers
static void DrawNoiseQuadGrid(RenderTexture source, RenderTexture dest, Material fxMaterial, Texture2D noise, Mesh mesh, int preplacedNr)
{
RenderTexture.active = dest;
fxMaterial.SetTexture("_MainTex", source);
GL.PushMatrix();
GL.LoadOrtho();
fxMaterial.SetPreplaced(preplacedNr);
BuildMesh(mesh, source, noise);
// Reset camera to origin
Transform cam = Camera.main.transform;
Vector3 camPos = cam.position;
Quaternion camRot = cam.rotation;
cam.position = Vector3.zero;
cam.rotation = Quaternion.idenreplacedy;
// Render mesh
Graphics.DrawMeshNow(mesh, Matrix4x4.idenreplacedy);
// Restore camera
cam.position = camPos;
cam.rotation = camRot;
GL.PopMatrix();
}
19
View Source File : RetainedGizmos.cs
License : MIT License
Project Creator : XINCGer
License : MIT License
Project Creator : XINCGer
public void FinalizeDraw () {
RemoveUnusedMeshes(meshes);
var cam = Camera.current;
var planes = GeometryUtility.CalculateFrustumPlanes(cam);
// Silently do nothing if the materials are not set
if (surfaceMaterial == null || lineMaterial == null) return;
Profiler.BeginSample("Draw Retained Gizmos");
// First surfaces, then lines
for (int matIndex = 0; matIndex <= 1; matIndex++) {
var mat = matIndex == 0 ? surfaceMaterial : lineMaterial;
for (int preplaced = 0; preplaced < mat.preplacedCount; preplaced++) {
mat.SetPreplaced(preplaced);
for (int i = 0; i < meshes.Count; i++) {
if (meshes[i].lines == (mat == lineMaterial) && GeometryUtility.TestPlanesAABB(planes, meshes[i].mesh.bounds)) {
Graphics.DrawMeshNow(meshes[i].mesh, Matrix4x4.idenreplacedy);
}
}
}
}
usedHashes.Clear();
Profiler.EndSample();
}