var chunks = material.chunks.
chunks.transformVS = " my custom code here "…
When i activate batching for a particular thing with this.app.batcher.generate()
… my chunks.transformVS
custom code no longer runs.
Why?
Yikes:
Looks like BatchManager has it’s own this
instance of transformVS that was preinitializrd and stuck to the default pc.shaderChunks version!!.. bleh… but all it does is prepends #DEFINEs for bone limits and DYNaMIC batch flags to the existing chunk , so why not this should be done by prepending the bone/dynamic flags to any existing custom material.chunks.chunkName ( if available ) during batch creation, and not be stuck to default replacement? Looks like I got to do some heavy method replacements/overhauling to pc.BatchManager.
I also find that storing a this.shaaderRefeence is pointless anyway if it can be accessible globally from pc.shaderChunks.etc, anyway.