public override void Bind() { set.BindPrimaryForm("_VertBuffer", Hair); set.BindForm("_BaseBuffer", Base); collision.BindPrimaryForm("_VertBuffer", Hair); collision.BindForm("_BaseBuffer", Base); constraint0.BindInt("_Pass", 0); constraint0.BindFloat("_HairLength", () => Hair.length); constraint0.BindPrimaryForm("_VertBuffer", Hair); constraint0.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); constraint1.BindInt("_Pass", 1); constraint1.BindFloat("_HairLength", () => Hair.length); constraint1.BindPrimaryForm("_VertBuffer", Hair); constraint1.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); set.BindFloat("_HairLength", () => Hair.length); set.BindFloat("_HairVariance", () => Hair.variance); set.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); // Don't need to bind for all of them ( constraints ) because same shader collision.BindFloat("_HairLength", () => Hair.length); collision.BindFloat("_HairVariance", () => Hair.variance); collision.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); collision.BindFloats("_Transform", () => this.transformArray); data.BindCameraData(collision); }
public override void Bind() { // Binding all the neccesary values for our gooey body // Remember that we can also use 'binders' in conjunction // to do the binding for us gooeyTransfer.BindPrimaryForm("_VertBuffer", gooeyVerts); gooeyTransfer.BindForm("_SkeletonBuffer", baseVerts); gooeyTransfer.BindFloat("_Dampening", () => dampening); gooeyTransfer.BindFloat("_DisformerForce", () => disformForce); gooeyTransfer.BindFloat("_Force", () => force); // Binding all the neccesary values for out particle simulation anchorTransfer.BindPrimaryForm("_ParticleBuffer", particles); anchorTransfer.BindForm("_VertBuffer", gooeyVerts); anchorTransfer.BindFloat("_OutAmount", () => particlesOutAmount); anchorTransfer.BindFloat("_Force", () => particlesFollowForce); anchorTransfer.BindFloat("_Dampening", () => particlesFollowDampening); //Binding all values for the particle transfer ( in order to make quads! ) particleBodyTransfer.BindPrimaryForm("_VertBuffer", particleTransferVerts); particleBodyTransfer.BindForm("_SkeletonBuffer", particles); particleBodyTransfer.BindFloat("_Radius", () => particleRadius); data.BindCameraData(particleBodyTransfer); }
public override void Bind() { // print("hmmmss"); transfer.BindPrimaryForm("_VertBuffer", verts); transfer.BindForm("_SkeletonBuffer", skeleton); TrailRibbonVerts v = (TrailRibbonVerts)verts; transfer.BindInt("_RibbonLength", () => v.length); TrailParticles s = (TrailParticles)skeleton; transfer.BindInt("_NumVertsPerHair", () => s.particlesPerTrail); //parallel.BindPrimaryForm("_ParticleBuffer" , particles); //parallel.BindForm("_VertBuffer" , verts ); // //parallel.BindInt( "_RibbonLength" , () => v.length ); //parallel.BindInt( "_NumVertsPerHair" , () => v.length ); data.BindCameraData(transfer); //parallel.BindFloat( "_Radius" , () => this.radius ); transfer.BindFloat("_Radius", () => this.radius); }
public override void Bind() { life.BindInt("_CurrentStep", () => currentStep); life.BindFloat("_PercentageDone", () => percentageDone); life.BindMatrix("_Transform", () => transform.localToWorldMatrix); life.BindMatrix("_InverseTransform", () => transform.worldToLocalMatrix); life.BindForm("_VertBuffer", mesh.verts); life.BindForm("_TriBuffer", mesh.triangles); life.BindVector3("_Center", () => ((Form3D)form).center); life.BindVector3("_Dimensions", () => ((Form3D)form).dimensions); life.BindVector3("_Extents", () => ((Form3D)form).extents); finalLife.BindPrimaryForm("_VolumeBuffer", form); finalLife.BindInt("_CurrentStep", () => currentStep); finalLife.BindFloat("_PercentageDone", () => percentageDone); finalLife.BindMatrix("_Transform", () => transform.localToWorldMatrix); finalLife.BindMatrix("_InverseTransform", () => transform.worldToLocalMatrix); finalLife.BindVector3("_Center", () => ((Form3D)form).center); finalLife.BindVector3("_Dimensions", () => ((Form3D)form).dimensions); finalLife.BindVector3("_Extents", () => ((Form3D)form).extents); }
public override void _Bind() { transfer.BindPrimaryForm("_VertBuffer", verts); transfer.BindForm("_SkeletonBuffer", skeleton); data.BindCameraData(transfer); transfer.BindFloat("_Radius", () => this.radius); transfer.BindMatrix("_Transform", () => transform.localToWorldMatrix); Bind(); }
public override void _Bind() { transfer.BindPrimaryForm("_VertBuffer", verts); transfer.BindForm("_SkeletonBuffer", skeleton); data.BindCameraData(transfer); transfer.BindFloat("_Radius", () => this.radius); transfer.BindFloats("_TransformBase", () => this.transformArray); Bind(); }
public override void Bind() { life.BindPrimaryForm("_ParticleBuffer", particles); life.BindForm("_VertBuffer", verts); life.BindVector3("_Velocity", () => this.velocity); life.BindForm("_TransformBuffer", transformBuffer); life.BindFloat("_CurlStrength", () => _CurlStrength); life.BindFloat("_CurlSize", () => _CurlSize); life.BindFloat("_CurlSpeed", () => _CurlSpeed); life.BindFloat("_ReturnStrength", () => _ReturnStrength); life.BindFloat("_Dampening", () => _Dampening); triLocation.BindPrimaryForm("_ParticleBuffer", particles); triLocation.BindForm("_VertBuffer", verts); resolve.BindPrimaryForm("_ParticleBuffer", particles); resolve.BindFloat("_ResolveReduceAmount", () => _ResolveReduceAmount); }
public override void Bind() { set.BindPrimaryForm("_VertBuffer", Hair); set.BindForm("_BaseBuffer", Base); collision.BindPrimaryForm("_VertBuffer", Hair); collision.BindForm("_BaseBuffer", Base); constraint.BindFloat("_HairLength", () => Hair.length); constraint.BindPrimaryForm("_VertBuffer", Hair); constraint.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); set.BindFloat("_HairLength", () => Hair.length); set.BindFloat("_HairVariance", () => Hair.variance); set.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); // Don't need to bind for all of them ( constraints ) because same shader collision.BindFloat("_HairLength", () => Hair.length); collision.BindFloat("_HairVariance", () => Hair.variance); collision.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); collision.BindMatrix("_Transform", () => transform.localToWorldMatrix); data.BindCameraData(collision); }