new()
lodCount:Int
radius:Float
subPartsCount:Int
ENABLE_COUNT_BUFFER:Bool
ENABLE_CULLING:Bool
ENABLE_DISTANCE_CLIPPING:Bool
ENABLE_LOD:Bool
commandBuffer:Buffer
countBuffer:Buffer
frustum:Buffer
instanceCount:Int
instanceData:Buffer
maxDistance:Float
subPartsInfos:Buffer
@:value(0)read onlypriority:Int = 0
setPriority(v:Int):Void
Shader priority should only be changed before the shader is added to a material.
toString():String