/* * The transfer buffers take the particle buffer * and assign the positions of the verts for * every particle! * * The particles (whose movements are defined by physics etc. ) * are in particleBuffer * * The verts we assign for the FINAL MESH are in buffer ( a TransferVertBuffer ) * The tris we assign * */ public override void GetBuffer() { if (buffer == null) { buffer = GetComponent <TransferVertBuffer>(); } if (triBuffer == null) { triBuffer = GetComponent <TransferTriBuffer>(); } material.SetBuffer("_transferBuffer", buffer._buffer); // renderer.material.SetBuffer("_transferBuffer", buffer._buffer); }
/* * The transfer buffers take the particle buffer * and assign the positions of the verts for * every particle! * * The particles (whose movements are defined by physics etc. ) * are in particleBuffer * * The verts we assign for the FINAL MESH are in buffer ( a TransferVertBuffer ) * The tris we assign * */ public override void GetBuffer() { if (buffer == null) { buffer = GetComponent <TransferVertBuffer>(); } if (triBuffer == null) { triBuffer = GetComponent <TransferTriBuffer>(); } material.SetBuffer("_transferBuffer", buffer._buffer); material.SetInt("_Whateva", 1); }