private void Ripple() { positions = solutionManager.GetPositions(); for (int i = 0; i < solutionManager.GetAtoms().Count; i++) { centers[i] = new Vector4(positions[i].x, positions[i].y / 14f, 1f - ((positions[i].z + 10f) / -22f), 0f); } Shader.SetGlobalVectorArray("centerss", centers); Shader.SetGlobalInt("nAtoms", solutionManager.GetAtoms().Count); }