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Boing Reactor Field Sampler ​

A sampler reads from a Boing Reactor Field and applies the field's influence to a target. This is how individual objects (or mesh vertices) cheaply pick up the field's reaction without each owning a full reactor.

Two variants ship with the kit:

  • CPU Sampler (BoingReactorFieldCPUSampler) — a component that samples on the CPU and writes the result to the object's transform. Use when the field is set to Hardware Mode = CPU.
  • GPU Sampler (BoingReactorFieldGPUSampler) — a component that wires the field as shader resources so a vertex shader can sample it per object or per vertex. Use when the field is set to Hardware Mode = GPU. Suited to instanced meshes and dense vertex counts.

GPU Sampling ​

The object's material must use a vertex shader that calls one of the helpers Boing Kit provides:

  • ApplyBoingReactorFieldPerObject — one sample per object (cheap, uniform deformation).
  • ApplyBoingReactorFieldPerVertex — one sample per vertex (fine-grained deformation).

The kit ships example HLSL shaders (built-in pipeline) that already wire these in. For custom vertex shaders, see the Example Custom Shader files in the Warped Teapots example.

URP and HDRP ​

For shader graphs, use the shader subgraph under Shader/ — it wraps the same helpers in node form so you can drop it into your URP/HDRP graphs. The built-in render pipeline uses the HLSL include path; the SRP variants use the subgraph.