public void _INTERNAL_SetDynamicOcclusionCallback(string shaderKeyword, MaterialModifier.Callback cb) { m_INTERNAL_DynamicOcclusionMode_Runtime = cb != null; if (m_BeamGeom) { m_BeamGeom.SetDynamicOcclusionCallback(shaderKeyword, cb); } }
public void SetDynamicOcclusionCallback(string shaderKeyword, MaterialModifier.Callback cb) { m_MaterialModifierCallback = cb; if (m_CustomMaterial) { m_CustomMaterial.SetKeywordEnabled(shaderKeyword, cb != null); if (cb != null) { cb(this); } } else { UpdateMaterialAndBounds(); } }