void LateUpdate() { if (isValid() == false) { return; } renderPatchesBuffer = null; float startTime = Time.time; quadTree.Process(out renderPatchesBuffer); Setting.matTerrain.SetFloat(Shader.PropertyToID("offsetLOD"), Setting.QuadTree.OffsetLOD); Debug.LogFormat("四元樹處理時間 : {0} ms", Time.time - startTime); perlin.Apply(Setting.matTerrain); if (GpuDrivenRenderPassFeature.Instance != null) { GpuDrivenRenderPassFeature.Instance.RegisterTerrain(this); } }