bind method
Binds this material's render-pass state, uniforms, and textures.
The base implementation enables back-face culling with clockwise
winding on the Y-down rasterizer (accepting model-space CCW front faces).
Subclasses must call super.bind and then bind any per-material uniforms
and textures expected by their fragment shader. lighting carries the
IBL EnvironmentMap (and its intensity) plus the analytic lights and
shadow resources that materials shade against.
Implementation
void bind(
gpu.RenderPass pass,
TransientWriter transientsBuffer,
Lighting lighting,
) {
pass.setCullMode(renderCullMode);
pass.setWindingOrder(gpu.WindingOrder.clockwise);
}