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() { transfer.BindPrimaryForm("_VertBuffer", verts); transfer.BindForm("_SkeletonBuffer", skeleton); data.BindCameraData(transfer); transfer.BindFloat("_Radius", () => this.radius); transfer.BindFloats("_TransformBase", () => this.transformArray); Bind(); }