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/// Register render, which is combination of Material + set of StructuredBuffer property names in shader.
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/// Every entity with <see cref="SpriteRenderID"/> component with ID value equal to passed ID, will be rendered by registered render.
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/// Entity without instanced property component from passed properties will be rendered with uninitialized values (please, initialize entities carefully, because render with uninitialized values can lead to strange visual results).
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/// Though you can use <b><see cref="NSPRITES_PROPERTY_FALLBACK_ENABLE"/></b> directive to enable fallback values, so any chunk without property component will pass default values.
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/// <param name="id">ID of <see cref="SpriteRenderID"/>.<see cref="SpriteRenderID.id"/>. All entities with the same SCD will be updated by registering render archetype. Client should manage uniqueness (or not) of ids by himself.</param>
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/// <param name="material"><see cref="Material"/> which will be used to render sprites.</param>
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/// <param name="materialPropertyBlock"><see cref="MaterialPropertyBlock"/> you can pass if you want to do some extra overriding by yourself.</param>
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/// <param name="propertyDataSet">IDs of StructuredBuffer properties in shader AND <see cref="PropertyUpdateMode"/> for each property.</param>
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