I’m using CustomMaterial where i’m able to pass array of vectors as uniforms (e.g.
setFloatArray3) or even manage UBOs (
bindUniformBlock/Buffer) in the effect of the Material (
this.onBindObservable.add(() => this.updateUniforms(this.getEffect()));) to its ShaderParts (
this.Fragment_Before_FragColor, etc…) and finally access it in the vertex/fragment shader.
This material also uses a CustomProceduralTexture as its diffuseTexture but in there I can only pass an array of floats using
this.setFloats and that can only be 1024 floats long, which is really not enough for my use case.
So my question is, does CustomProceduralTexture has some method similar to the ones in CustomMaterial’s effect or some other mechanism how I can pass large arrays of data to its fragment shader?
Thank you in advance!