void FillSpectrumData(ref IFFTOceanInitConfig param)
 {
     param.SpectrumParam.Resolution    = Resolution;
     param.SpectrumParam.Size          = (Resolution - 1) * UnitSize;
     param.SpectrumParam.Wind          = Wind;
     param.SpectrumParam.Amplitude     = Amplitude;
     param.SpectrumParam.ComputeShader = SpectrumShader;
 }
    void FillIFFTData(ref IFFTOceanInitConfig param)
    {
        param.IFFTParam.Size          = Resolution;
        param.IFFTParam.Length        = (Resolution - 1) * UnitSize;
        param.IFFTParam.ComputeShader = IFFTShader;

        param.IFFTParam.BufferFlyLutTex = AssetDatabase.LoadAssetAtPath(UICommonData.IFFTOceanLutTexPath, typeof(RenderTexture)) as RenderTexture;
        param.IFFTParam.JacobScale      = Scale.x;
    }
    void FillObjData(GameObject obj)
    {
        IFFTOceanInitConfig init_param = ScriptableObject.CreateInstance <IFFTOceanInitConfig>();

        //填充相关数据
        FillSpectrumData(ref init_param);
        FillIFFTData(ref init_param);
        FillMaterialData(ref init_param);
        obj.GetComponent <FFTOceanMonoComponent>().InitData(init_param);

        //保存成配置
        CommonUtil.SaveAsset(init_param, UICommonData.IFFTOceanInitConfig);
    }
 void FillMaterialData(ref IFFTOceanInitConfig param)
 {
     param.OceanMatParam.HorizonScale  = Scale.x;
     param.OceanMatParam.VerticalScale = Scale.y;
 }