Implementing basic asset serialization
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@@ -25,7 +25,7 @@ private:
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DEFINE_REF(DepthPrepassMeshProcessor)
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struct DepthPrepassData
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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 DepthPrepass : public RenderPass<DepthPrepassData>
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