@@ -132,19 +132,19 @@ public void BeginContextRendering(List<Camera> cameras, MaterialPropertyBlock pr
132132 // If a skirting range is required
133133 if ( m_skirtingSize > m_size )
134134 {
135- using ( ListPool < Matrix4x4 > . Get ( out var skirtingMatrices ) )
136- {
137- var offsetMatrix = Matrix4x4 . Translate ( m_currentGridCenter ) ;
138- skirtingMatrices . Add ( offsetMatrix * Matrix4x4 . LookAt ( Vector3 . zero , new Vector3 ( 0f , 0f , 1f ) , Vector3 . up ) ) ;
139- skirtingMatrices . Add ( offsetMatrix * Matrix4x4 . LookAt ( Vector3 . zero , new Vector3 ( 1f , 0f , 0f ) , Vector3 . up ) ) ;
140- skirtingMatrices . Add ( offsetMatrix * Matrix4x4 . LookAt ( Vector3 . zero , new Vector3 ( 0f , 0f , - 1f ) , Vector3 . up ) ) ;
141- skirtingMatrices . Add ( offsetMatrix * Matrix4x4 . LookAt ( Vector3 . zero , new Vector3 ( - 1f , 0f , 0f ) , Vector3 . up ) ) ;
142- foreach ( var matrix in skirtingMatrices )
143- {
144- // These are drawn with DrawMesh so that they can cull individually and be depth sorted correctly
145- Graphics . DrawMesh ( m_skirtingMesh , matrix , Material , gameObject . layer , camera , 0 , propertyBlock , ShadowCastingMode . Off , false , null , LightProbeUsage . Off ) ;
146- }
147- }
135+ var rp = new RenderParams ( Material ) ;
136+ rp . camera = camera ;
137+ rp . matProps = propertyBlock ;
138+ rp . shadowCastingMode = ShadowCastingMode . Off ;
139+ rp . layer = gameObject . layer ;
140+ rp . receiveShadows = false ;
141+ rp . lightProbeUsage = LightProbeUsage . Off ;
142+
143+ //Updated Graphics.DrawMesh to newer Graphics.RenderMesh. Graphics.DrawMesh is obsolete per the Unity documentation
144+ Graphics . RenderMesh ( rp , m_skirtingMesh , 0 , Matrix4x4 . TRS ( m_currentGridCenter , Quaternion . Euler ( 0f , 0f , 0f ) , Vector3 . one ) ) ;
145+ Graphics . RenderMesh ( rp , m_skirtingMesh , 0 , Matrix4x4 . TRS ( m_currentGridCenter , Quaternion . Euler ( 0f , 90f , 0f ) , Vector3 . one ) ) ;
146+ Graphics . RenderMesh ( rp , m_skirtingMesh , 0 , Matrix4x4 . TRS ( m_currentGridCenter , Quaternion . Euler ( 0f , 180f , 0f ) , Vector3 . one ) ) ;
147+ Graphics . RenderMesh ( rp , m_skirtingMesh , 0 , Matrix4x4 . TRS ( m_currentGridCenter , Quaternion . Euler ( 0f , 270f , 0f ) , Vector3 . one ) ) ;
148148 }
149149 }
150150 }
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