private void RunLoadGeometryToBuffer(SceneParser sceneParser, ref CommandBuffer commands, ref ComputeBuffer triangleDataBuffer) { PipelineMaterialToBuffer.MaterialsToBuffer(sceneParser.GetMaterials(), ref commands); LoadBufferWithTriangles(sceneParser, triangleDataBuffer: ref triangleDataBuffer); }
private void RunLoadMaterialToBuffer(SceneParseResult sceneParseResult, ref ComputeShader mainShader) { SceneTextureCollection sceneTexture = new SceneTextureCollection(); PipelineMaterialToBuffer.MaterialsToBuffer(sceneParseResult.Materials, ref mainShader, ref sceneTexture); PipelineMaterialToBuffer.LoadTextureToBuffer(sceneTexture, ref mainShader); }
private void RunLoadMaterialToBuffer(List <ComputeBuffer> computeShadersForMaterials, SceneParseResult sceneParseResult, ref ComputeShader mainShader) { sceneParseResult.ClearAllMaterials(); PipelineMaterialToBuffer.MaterialsToBuffer(computeShadersForMaterials, sceneParseResult, ref mainShader); PipelineMaterialToBuffer.LoadTextureToBuffer(sceneParseResult, ref mainShader); }