private static MyMergeInstancingShaderBundle GetMergeInstancing(MyStringId pass, MyShaderUnifiedFlags flags = MyShaderUnifiedFlags.NONE) { MyMergeInstancingShaderBundle ret = new MyMergeInstancingShaderBundle(); flags |= MyShaderUnifiedFlags.USE_MERGE_INSTANCING; ret.MultiInstance = MyMaterialShaders.Get(STANDARD_MATERIAL, pass, MyVertexLayouts.Empty, flags, MyFileTextureEnum.UNSPECIFIED); ret.SingleInstance = MyMaterialShaders.Get(STANDARD_MATERIAL, pass, MyVertexLayouts.Empty, flags | MyShaderUnifiedFlags.USE_SINGLE_INSTANCE, MyFileTextureEnum.UNSPECIFIED); return(ret); }
private static MyMergeInstancingShaderBundle GetMergeInstancing(string pass, MyShaderUnifiedFlags flags = MyShaderUnifiedFlags.NONE) { MyMergeInstancingShaderBundle ret = new MyMergeInstancingShaderBundle(); flags |= MyShaderUnifiedFlags.USE_MERGE_INSTANCING; var passId = MyStringId.GetOrCompute(pass); ret.MultiInstance = MyMaterialShaders.Get(STANDARD_MATERIAL, passId, MyVertexLayouts.Empty, flags); ret.SingleInstance = MyMaterialShaders.Get(STANDARD_MATERIAL, passId, MyVertexLayouts.Empty, flags | MyShaderUnifiedFlags.USE_SINGLE_INSTANCE); return(ret); }
private static MyMergeInstancingShaderBundle GetMergeInstancing(string pass, MyShaderUnifiedFlags flags = MyShaderUnifiedFlags.NONE) { MyMergeInstancingShaderBundle ret = new MyMergeInstancingShaderBundle(); flags |= MyShaderUnifiedFlags.USE_MERGE_INSTANCING; var passId = MyStringId.GetOrCompute(pass); ret.MultiInstance = MyMaterialShaders.Get(STANDARD_MATERIAL, passId, MyVertexLayouts.Empty, flags); ret.SingleInstance = MyMaterialShaders.Get(STANDARD_MATERIAL, passId, MyVertexLayouts.Empty, flags | MyShaderUnifiedFlags.USE_SINGLE_INSTANCE); return ret; }
private static MyMergeInstancingShaderBundle GetMergeInstancing(MyStringId pass, MyShaderUnifiedFlags flags = MyShaderUnifiedFlags.NONE) { MyMergeInstancingShaderBundle ret = new MyMergeInstancingShaderBundle(); flags |= MyShaderUnifiedFlags.USE_MERGE_INSTANCING; ret.MultiInstance = MyMaterialShaders.Get(STANDARD_MATERIAL, pass, MyVertexLayouts.Empty, flags, MyFileTextureEnum.UNSPECIFIED); ret.SingleInstance = MyMaterialShaders.Get(STANDARD_MATERIAL, pass, MyVertexLayouts.Empty, flags | MyShaderUnifiedFlags.USE_SINGLE_INSTANCE, MyFileTextureEnum.UNSPECIFIED); return ret; }