Refactor material shaders generator to use modular features as extensions
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@@ -396,6 +396,9 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
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int32 srv = 0;
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switch (baseLayer->Domain)
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{
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case MaterialDomain::Surface:
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srv = 2; // Skinning Bones + Prev Bones
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break;
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case MaterialDomain::Decal:
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srv = 1; // Depth buffer
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break;
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@@ -467,10 +470,7 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
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switch (materialInfo.Domain)
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{
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case MaterialDomain::Surface:
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if (materialInfo.BlendMode == MaterialBlendMode::Opaque)
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path /= TEXT("SurfaceDeferred.shader");
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else
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path /= TEXT("SurfaceForward.shader");
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path /= TEXT("Surface.shader");
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break;
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case MaterialDomain::PostProcess:
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path /= TEXT("PostProcess.shader");
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