void LoadTexture(VirtualTextureLoader.LoadingHandler handler, int2 startIndex, int size)
        {
            int texElement;

            //Could Debug lefted pool
            //Debug.Log(vt.LeftedTextureElement);
            if (!vt.LoadNewTexture(startIndex, size, out texElement))
            {
                Debug.LogError("Terrain Virtual Texture Pool Not Enough!");
                return;
            }
            textureBuffer.SetDataPtr((uint *)handler.allBytes, MASK_RESOLUTION * MASK_RESOLUTION / 4);
            shader.SetBuffer(2, ShaderIDs._TextureBuffer, textureBuffer);
            shader.SetTexture(2, ShaderIDs._MainTex, mask);
            shader.SetInt(ShaderIDs._Count, MASK_RESOLUTION);
            shader.Dispatch(2, MASK_RESOLUTION / 8, MASK_RESOLUTION / 8, 1);

            textureShader.SetTexture(0, ShaderIDs._SourceTex, mask);
            textureShader.SetTexture(0, ShaderIDs._MainTex, albedoTex);
            textureShader.SetTexture(0, ShaderIDs._BumpMap, normalTex);
            textureShader.SetTexture(0, ShaderIDs._SMMap, smTex);
            textureShader.SetVector(ShaderIDs._TextureSize, float4(MASK_RESOLUTION, 1f / COLOR_RESOLUTION, size, 1));

            textureShader.SetTexture(0, ShaderIDs._VirtualMainTex, vt.GetTexture(1));
            textureShader.SetTexture(0, ShaderIDs._VirtualBumpMap, vt.GetTexture(2));
            textureShader.SetTexture(0, ShaderIDs._VirtualSMO, vt.GetTexture(3));
            textureShader.SetInt(ShaderIDs._OffsetIndex, texElement);
            shader.SetInt(ShaderIDs._OffsetIndex, texElement);

            const int disp = COLOR_RESOLUTION / 8;

            textureShader.Dispatch(0, disp, disp, 1);
            textureBuffer.SetDataPtr((uint *)(MASK_RESOLUTION * MASK_RESOLUTION + handler.allBytes), HEIGHT_RESOLUTION * HEIGHT_RESOLUTION / 2);
            shader.SetBuffer(3, ShaderIDs._TextureBuffer, textureBuffer);
            shader.SetTexture(3, ShaderIDs._VirtualHeightmap, vt.GetTexture(0));
            shader.SetInt(ShaderIDs._Count, HEIGHT_RESOLUTION);
            shader.Dispatch(3, HEIGHT_RESOLUTION / 8, HEIGHT_RESOLUTION / 8, 1);
        }
 static bool GetComplete(ref VirtualTextureLoader.LoadingHandler handler)
 {
     return(*handler.isComplete);
 }