public override void Bind() { set.BindPrimaryForm("_VertBuffer", Points); set.BindForm("_ConnectionBuffer", Connections); force.BindPrimaryForm("_VertBuffer", Points); force.BindForm("_ConnectionBuffer", Connections); constraint.BindPrimaryForm("_VertBuffer", Points); constraint.BindForm("_ConnectionBuffer", Connections); resolve.BindPrimaryForm("_VertBuffer", Points); resolve.BindForm("_ConnectionBuffer", Connections); pass.BindPrimaryForm("_VertBuffer", Points); pass.BindForm("_ConnectionBuffer", Connections); force.BindFloats("_Transform", () => this.transformArray); constraint.BindFloats("_Transform", () => this.transformArray); resolve.BindFloats("_Transform", () => this.transformArray); set.BindFloats("_Transform", () => this.transformArray); pass.BindFloats("_Transform", () => this.transformArray); data.BindCameraData(force); data.BindRayData(force); data.BindPlayerData(force); }
public override void Bind() { set.BindPrimaryForm("_VertBuffer", Hair); set.BindForm("_BaseBuffer", Base); collision.BindPrimaryForm("_VertBuffer", Hair); collision.BindForm("_BaseBuffer", Base); constraint0.BindInt("_Pass", 0); constraint0.BindPrimaryForm("_VertBuffer", Hair); constraint0.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); constraint1.BindInt("_Pass", 1); constraint1.BindPrimaryForm("_VertBuffer", Hair); constraint1.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); set.BindFloat("_HairLength", () => Hair.length); set.BindFloat("_HairVariance", () => Hair.variance); set.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); // Don't need to bind for all of them ( constraints ) because same shader collision.BindFloat("_HairLength", () => Hair.length); collision.BindFloat("_HairVariance", () => Hair.variance); collision.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); collision.BindFloats("_Transform", () => this.transformArray); data.BindCameraData(collision); }
public override void Bind() { set.BindPrimaryForm("_VertBuffer", Hair); set.BindForm("_BaseBuffer", Base); force.BindInt("_HairsPerVert", () => (int)Hair.countMultiplier); force.BindPrimaryForm("_VertBuffer", Hair); force.BindForm("_BaseBuffer", Base); force.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); force.BindInt("_HairsPerVert", () => (int)Hair.countMultiplier); constraint.BindPrimaryForm("_VertBuffer", Hair); constraint.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); resolve.BindPrimaryForm("_VertBuffer", Hair); resolve.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); pass.BindPrimaryForm("_VertBuffer", Hair); pass.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); set.BindFloat("_HairLength", () => Hair.length); set.BindFloat("_HairVariance", () => Hair.variance); set.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); // Don't need to bind for all of them ( constraints ) because same shader force.BindFloat("_HairLength", () => Hair.length); force.BindFloat("_HairVariance", () => Hair.variance); force.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); force.BindFloats("_Transform", () => this.transformArray); data.BindCameraData(force); }