void FixedUpdate() { fft_window = window; if (Buffers.Allocated()) { FFT.FixedUpdate(); SetFFTUniforms(); } }
public static void Allocate() { if (Buffers.Allocated()) { for (int i = 0; i < Materials.material.Length; i++) { Materials.display.SetTexture("_RenderTarget" + i.ToString(), Buffers.render_texture[i]); } } }