public ShadowResources(VRPAsset asset)
 {
     helper_ = new GameObject("");
     helper_.SetActive(false);
     helper_.hideFlags         = HideFlags.DontSave | HideFlags.HideInHierarchy;
     helper                    = helper_.AddComponent <Camera>();
     helper.orthographic       = true;
     helper.nearClipPlane      = 0f;
     helper.enabled            = false;
     m_asset                   = asset;
     m_DirShadowArray          = new VRenderTextureArray("dir_shadow_array", RenderTextureFormat.ARGB64, true, false, true);
     m_PointShadowArray        = new VRenderTextureArray("point_shadow_array", RenderTextureFormat.RG32, true, false, true);
     m_shadowcascade_matrix_vp = new VComputeBuffer(Marshal.SizeOf(typeof(ShadowCascadeMatrix)));
     m_pointLightMatrix        = new VComputeBuffer(Marshal.SizeOf(typeof(ShadowCascadeMatrix)));
 }
 public LightResources()
 {
     lightBuffer    = new VComputeBuffer(Marshal.SizeOf(typeof(LightStruct)));
     lightBuffer_GI = new VComputeBuffer(Marshal.SizeOf(typeof(LightStruct)));
 }