void FFluidSimVorticityShader::UnbindBuffers(FRHICommandList& RHICmdList)
{
	FComputeShaderRHIParamRef ComputeShaderRHI = GetComputeShader();

	if (VelocityIn.IsBound())
		RHICmdList.SetShaderResourceViewParameter(ComputeShaderRHI, VelocityIn.GetBaseIndex(), FShaderResourceViewRHIRef());
	if (VorticityOut.IsBound())
		RHICmdList.SetUAVParameter(ComputeShaderRHI, VorticityOut.GetBaseIndex(), FUnorderedAccessViewRHIRef());
}
void FComputeGlobalShader::UnsetUAV(FRHICommandList& CommandList)
{
	if (ShaderResourceParam.IsBound())
	{
		CommandList.SetUAVParameter(GetComputeShader(), ShaderResourceParam.GetBaseIndex(), FUnorderedAccessViewRHIRef());
	}
}