void ProcessedMaterial::_initRenderPassDataStateBlocks()
{
   for (U32 pass = 0; pass < mPasses.size(); pass++)
      _initRenderStateStateBlocks( mPasses[pass] );
}
void ProcessedCustomMaterial::_initPassStateBlocks()
{
   AssertFatal(mHasSetStageData, "State data must be set before initializing state block!");
   ShaderRenderPassData* rpd = _getRPD(0);
   _initRenderStateStateBlocks( rpd );
}