Optimization and tweaks
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@@ -311,7 +311,12 @@ Asset::LoadResult Material::load()
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{
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// Load material (load shader from cache, load params, setup pipeline stuff)
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MemoryReadStream shaderCacheStream(shaderCache.Data.Get(), shaderCache.Data.Length());
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_materialShader = MaterialShader::Create(GetPath(), shaderCacheStream, _shaderHeader.Material.Info);
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#if GPU_ENABLE_RESOURCE_NAMING
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const StringView name(GetPath());
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#else
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const StringView name;
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#endif
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_materialShader = MaterialShader::Create(name, shaderCacheStream, _shaderHeader.Material.Info);
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if (_materialShader == nullptr)
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{
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LOG(Warning, "Cannot load material.");
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@@ -483,7 +488,7 @@ BytesContainer Material::LoadSurface(bool createDefaultIfMissing)
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}
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}
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LOG(Warning, "Material \'{0}\' surface data is missing.", GetPath());
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LOG(Warning, "Material \'{0}\' surface data is missing.", ToString());
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#if COMPILE_WITH_MATERIAL_GRAPH
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