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
@override
void bind(
gpu.RenderPass pass,
TransientWriter transientsBuffer,
Lighting lighting,
) {
final prepared = _prepared
..name = name
..depthBias = depthBias
..lodFade = lodFade
..lightListOffset = lightListOffset
..lightListCount = lightListCount;
prepared.bind(pass, transientsBuffer, lighting);
}