public void AddUIVertexTriangleStream(List<UIVertex> verts) { if (verts != null) { CanvasRenderer.SplitUIVertexStreams(verts, this.m_Positions, this.m_Colors, this.m_Uv0S, this.m_Uv1S, this.m_Normals, this.m_Tangents, this.m_Indices); } }
public override void ModifyMesh(VertexHelper vh) { if (!IsActive()) { return; } List<UIVertex> verts = new List<UIVertex>(); vh.GetUIVertexStream(verts); if (verts == null || verts.Count == 0) { return; } int start; int end = 0; for (float i = 0; i <= Mathf.PI * 2; i += Mathf.PI / (float)mDivideAmoumt) { start = end; end = verts.Count; ApplyShadow(verts, effectColor, start, end, effectDistance.x * Mathf.Cos(i), effectDistance.y * Mathf.Sin(i)); } vh.Clear(); vh.AddUIVertexTriangleStream(verts); }