7 public Vector2Int
tilePos =
new Vector2Int(0, -1);
15 int num = ((p.tile > 0f) ? 1 : (-1));
16 float num2 = p.tile + ((float)
tilePos.x + (
float)tilePos.y * meshPass.
pmesh.
tiling.x) * (
float)num;
19 meshBatch.
colors[meshPass.
idx] = p.color - 1572864f;
25 meshBatch.
matrices[meshPass.
idx].m03 = p.x + offset.x * (float)num;
37 meshBatch.
tiles[meshPass.
idx] = num2;
41 meshBatch.
colors[meshPass.
idx] = p.color - 1572864f;
47 meshBatch.
matrices[meshPass.
idx].m03 = p.x + offset.x * (float)num +
addPos.x * (
float)num;
61 meshBatch.
matrices[meshPass.
idx].m03 = p.x + offset.x * (float)num;
63 meshBatch.
matrices[meshPass.
idx].m23 = p.z + offset.z - 0.01f;
72 meshBatch.
tiles[meshPass.
idx] = num2;
75 meshBatch.
matrices[meshPass.
idx].m03 = p.x + offset.x * (float)num +
addPos.x * (
float)num;
List< MeshBatch > batches
override void Draw(RenderParam p)
override bool ForceAltHeldPosition
static SubPassData Current