public void RenderMOCInstances(NativeArray <IntPtr> mocBurstIntrinsicsPtrArray_, OcclusionSettingsSystem.MOCOcclusionMode mocOcclusionMode_, JobHandle renderDependency) #endif { m_CurrentOcclusionDraw++; if (m_CurrentOcclusionDraw == m_WantedOcclusionDraw && m_DebugRenderMode != DebugRenderMode.None) { Profiler.BeginSample("Debug RenderMOCInstances"); //Sync point is needed as the RenderMOCInstances is called from the main thread renderDependency.Complete(); #if UNITY_MOC_NATIVE_AVAILABLE m_MocNativePtrArray = mocNativePtrArray_; #endif m_BurstIntrinsicsPtrArray = mocBurstIntrinsicsPtrArray_; m_MocOcclusionMode = mocOcclusionMode_; RenderDepthBoundTexture(); Profiler.EndSample(); } }
public void RenderMOCInstances(NativeArray <IntPtr> mocNativePtrArray_, NativeArray <IntPtr> mocBurstIntrinsicsPtrArray_, OcclusionSettingsSystem.MOCOcclusionMode mocOcclusionMode_, JobHandle renderDependency)