private void InitializeComputeShader(Chunk c, Vector3 hPoint, float density) { Modifier.HitPoint = hPoint; Modifier.Force = density; Modifier.Range = Range; pointsBuffer.SetData(c.Points); Vector3 centre = world.CentreFromCoord(c.coord); Modifier.Generate(pointsBuffer, world.numPointsPerAxis, world.boundsSize, worldBounds, centre, world.offset, pointSpacing); pointsBuffer.GetData(c.Points); c.InvokeUpdate(); }