void UpdateVertexBuffer() { var job = new VertexUpdateJob { seed = _randomSeed, extent = _extent, noiseFrequency = _noiseFrequency, noiseOffset = _noiseAnimation * Time.time, noiseAmplitude = _noiseAmplitude, buffer = _vertexBuffer }; job.Schedule((int)_triangleCount, 64).Complete(); }
NativeArray <Vertex> CreateVertexArray() { var vertexArray = new NativeArray <Vertex>( _resolution.x * _resolution.y, Allocator.TempJob, NativeArrayOptions.UninitializedMemory ); var job = new VertexUpdateJob { rotation = Time.time * 0.3f, resolution = _resolution, radius = _radius, depth = _depth, noiseRepeat = _noiseRepeat, noiseAmp = _noiseAmplitude, noiseRot = Time.time * _noiseAnimation, buffer = vertexArray }; job.Schedule(vertexArray.Length, 64).Complete(); return(vertexArray); }