public void Draw(CommandBuffer buf, float weight, int isTransition, int lodIdx) { HasWaves = false; _gerstner.UpdateBatch(this, _batchIndex); if (HasWaves && weight > 0f) { PropertyWrapperMaterial mat = GetMaterial(isTransition); mat.SetFloat(RegisterLodDataInputBase.sp_Weight, weight); buf.DrawRenderer(_rend, mat.material); } }