using Unity.Entities; using Unity.Mathematics; using Unity.Rendering; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// namespace Rukhanka { // Just a copy of EG SkinMatrix public struct SkinMatrix: IBufferElementData { public float3x4 Value; } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Just a copy of EG BlendShapeWeight public struct BlendShapeWeight : IBufferElementData { public float Value; } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #if RUKHANKA_ENABLE_DEFORMATION_MOTION_VECTORS [MaterialProperty("_DeformationParamsForMotionVectors")] public struct DeformedMeshIndex: IComponentData { public uint4 Value; } #else [MaterialProperty("_DeformedMeshIndex")] public struct DeformedMeshIndex: IComponentData { public uint Value; } #endif }