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MaterialBuffer.MaterialBuffer

void MaterialBuffer(int registerSlot)

Create a new global MaterialBuffer bound to the register slot id. All shaders will have access to the data provided via this instance’s Set.

   
int registerSlot Valid values are 3-16. This is the register id that this data will be bound to. In HLSL, you’ll see the slot id for ‘3’ indicated like this : register(b3)
void MaterialBuffer()

Create a new global MaterialBuffer that can be bound to a register slot id via Renderer.SetGlobalBuffer. All shaders will have access to the data provided via this instance’s Set.




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