protected virtual void BindData(IPropertyWrapper properties, Texture applyData, bool blendOut, ref LodTransform.RenderData[] renderData, bool sourceLod = false) { if (applyData) { properties.SetTexture(GetParamIdSampler(sourceLod), applyData); } var lt = OceanRenderer.Instance._lodTransform; for (int lodIdx = 0; lodIdx < OceanRenderer.Instance.CurrentLodCount; lodIdx++) { // NOTE: gets zeroed by unity, see https://www.alanzucconi.com/2016/10/24/arrays-shaders-unity-5-4/ _BindData_paramIdPosScales[lodIdx] = new Vector4( renderData[lodIdx]._posSnapped.x, renderData[lodIdx]._posSnapped.z, OceanRenderer.Instance.CalcLodScale(lodIdx), 0f); _BindData_paramIdOceans[lodIdx] = new Vector4(renderData[lodIdx]._texelWidth, renderData[lodIdx]._textureRes, 1f, 1f / renderData[lodIdx]._textureRes); } // Duplicate the last element as the shader accesses element {slice index + 1] in a few situations. This way going // off the end of this parameter is the same as going off the end of the texture array with our clamped sampler. _BindData_paramIdPosScales[OceanRenderer.Instance.CurrentLodCount] = _BindData_paramIdPosScales[OceanRenderer.Instance.CurrentLodCount - 1]; _BindData_paramIdOceans[OceanRenderer.Instance.CurrentLodCount] = _BindData_paramIdOceans[OceanRenderer.Instance.CurrentLodCount - 1]; properties.SetVectorArray(LodTransform.ParamIdPosScale(sourceLod), _BindData_paramIdPosScales); properties.SetVectorArray(LodTransform.ParamIdOcean(sourceLod), _BindData_paramIdOceans); }
protected virtual void BindData(int lodIdx, int shapeSlot, IPropertyWrapper properties, Texture applyData, bool blendOut, ref LodTransform.RenderData renderData) { if (applyData) { properties.SetTexture(GetParamIdSampler(shapeSlot), applyData); } var lt = OceanRenderer.Instance._lods[lodIdx]; properties.SetVector(LodTransform.ParamIdPosScale(shapeSlot), new Vector3(renderData._posSnapped.x, renderData._posSnapped.z, lt.transform.lossyScale.x)); properties.SetVector(LodTransform.ParamIdOcean(shapeSlot), new Vector4(renderData._texelWidth, renderData._textureRes, 1f, 1f / renderData._textureRes)); }
protected virtual void BindData(IPropertyWrapper properties, Texture applyData, bool blendOut, ref LodTransform.RenderData[] renderData, bool sourceLod = false) { if (applyData) { properties.SetTexture(GetParamIdSampler(sourceLod), applyData); } var lt = OceanRenderer.Instance._lodTransform; for (int lodIdx = 0; lodIdx < OceanRenderer.Instance.CurrentLodCount; lodIdx++) { // NOTE: gets zeroed by unity, see https://www.alanzucconi.com/2016/10/24/arrays-shaders-unity-5-4/ _BindData_paramIdPosScales[lodIdx] = new Vector4(renderData[lodIdx]._posSnapped.x, renderData[lodIdx]._posSnapped.z, lt.GetLodTransform(lodIdx).lossyScale.x, 0); _BindData_paramIdOceans[lodIdx] = new Vector4(renderData[lodIdx]._texelWidth, renderData[lodIdx]._textureRes, 1f, 1f / renderData[lodIdx]._textureRes); } properties.SetVectorArray(LodTransform.ParamIdPosScale(sourceLod), _BindData_paramIdPosScales); properties.SetVectorArray(LodTransform.ParamIdOcean(sourceLod), _BindData_paramIdOceans); }