# DrawMeshUnlit *in [Lib.mesh.draw](README.md)* Draws incoming geometry and meshnodes without any shading and according to the desired settings. An interactive tutorial for the complete TiXL render pipeline can be found at [HowToDrawThings]. The most commonly used render methods are [Drawmesh], [DrawMeshUnlit], [DrawMeshHatched], and [DrawMeshAtPoints]. They can then be combined with [SetMaterial], [SetFog], [SetPointLight], and many others to create the look of scenes. ## Input Parameters | Name (Relevancy & Type) | Description | |---|---| | **Mesh** (MeshBuffers Required) | Input for Incoming Mesh Geometry | | **Color** (Vector4) | Defines the shading color of the mesh.
If a [SetMaterial] is used it will be ignored. | | **BlendMode** (Int32) | Selects the Blendmode. | | **FillMode** (Int32) | — | | **Culling** (CullMode) | Defines the transparency of the surfaces.
None: All surfaces are "bothsided" or always visible from all sides
Front: The normals are flipped (frontside is transparent / backside visible)
Back: Default (Frontside is visible / backside is invisible) | | **EnableZTest** (Boolean) | This defines whether the mesh covers itself or is covered by or covers other meshes. | | **EnableZWrite** (Boolean) | This defines whether the mesh covers itself or is covered by or covers other meshes. | | **Texture** (Texture2D Relevant) | Texture Input from [LoadImage]. | | **UseCubeMap** (Boolean) | Toggles whether a Cubemap with [SetEnvironment] is used. | | **AlphaCutOff** (Single) | This value controls transparency if a texture containing an alpha channel is used. | | **BlurLevel** (Single) | Defines how intensely the used texture is blurred. | | **TextureWrap** (TextureAddressMode) | — | | **UseVertexColor** (Boolean) | — | ## Outputs | Name | Type | |---|---| | **Output** | T3.Core.DataTypes.Command |