Refactor material shaders generator to use modular features as extensions
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@@ -187,6 +187,11 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
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if (materialInfo.BlendMode == MaterialBlendMode::Opaque)
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ADD_FEATURE(LightmapFeature);
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break;
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case MaterialDomain::Terrain:
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if (materialInfo.TessellationMode != TessellationMethod::None)
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ADD_FEATURE(TessellationFeature);
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ADD_FEATURE(LightmapFeature);
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break;
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default:
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break;
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}
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@@ -387,7 +392,7 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
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srv = 1;
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break;
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case MaterialDomain::Terrain:
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srv = 6;
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srv = 3; // Heightmap + 2 splatmaps
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break;
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case MaterialDomain::Particle:
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srv = 5;
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