Push the current camera state into the global material manager:
drawing-buffer size, orthographic flag, near-cull margin, pixel ratio.
No FOV / frustum height: every shader derives its projection terms
from the projection matrix three binds per draw.
Always ensures the bounds cache is populated (so the materials
see a consistent near-cull margin) and uses the supplied
pre-allocated Vector2 to avoid per-call allocation.
Push the current camera state into the global material manager: drawing-buffer size, orthographic flag, near-cull margin, pixel ratio. No FOV / frustum height: every shader derives its projection terms from the projection matrix three binds per draw.
Always ensures the bounds cache is populated (so the materials see a consistent near-cull margin) and uses the supplied pre-allocated Vector2 to avoid per-call allocation.