Refactor material shaders generator to use modular features as extensions
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@@ -155,23 +155,30 @@ bool LightmapFeature::Bind(MaterialShader::BindParameters& params, byte*& cb, in
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#if USE_EDITOR
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void ForwardShadingFeature::Generate(GeneratorData& data)
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{
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data.Template = TEXT("Features/ForwardShading.hlsl");
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data.ConstantsSize = sizeof(Data);
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data.ResourcesCount = SRVs;
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}
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void TessellationFeature::Generate(GeneratorData& data)
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{
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data.Template = TEXT("Tessellation.hlsl");
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data.Template = TEXT("Features/Tessellation.hlsl");
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data.ConstantsSize = 0;
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data.ResourcesCount = 0;
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}
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void LightmapFeature::Generate(GeneratorData& data)
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{
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data.Template = TEXT("Lightmap.hlsl");
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data.Template = TEXT("Features/Lightmap.hlsl");
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data.ConstantsSize = sizeof(Data);
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data.ResourcesCount = SRVs;
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}
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void DistortionFeature::Generate(GeneratorData& data)
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{
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data.Template = TEXT("Distortion.hlsl");
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data.Template = TEXT("Features/Distortion.hlsl");
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data.ConstantsSize = 0;
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data.ResourcesCount = 0;
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}
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