public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [UnityEngine.Internal.DefaultValue("true")] bool receiveShadows)
{
Internal_DrawMeshMatrixArguments internal_DrawMeshMatrixArguments = default(Internal_DrawMeshMatrixArguments);
internal_DrawMeshMatrixArguments.matrix = matrix;
internal_DrawMeshMatrixArguments.layer = layer;
internal_DrawMeshMatrixArguments.submeshIndex = submeshIndex;
internal_DrawMeshMatrixArguments.castShadows = (int)castShadows;
internal_DrawMeshMatrixArguments.receiveShadows = ((!receiveShadows) ? 0 : 1);
Graphics.Internal_DrawMeshMatrix(ref internal_DrawMeshMatrixArguments, properties, material, mesh, camera);
}