Implementing basic asset serialization
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@@ -28,7 +28,7 @@ DEFINE_REF(BasePassMeshProcessor)
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DECLARE_REF(CameraActor)
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struct BasePassData
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{
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Array<StaticMeshBatch> staticDrawList;
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Array<MeshBatch> staticDrawList;
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Gfx::PStructuredBuffer sceneDataBuffer;
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};
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class BasePass : public RenderPass<BasePassData>
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