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@@ -13,7 +13,7 @@
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LODPreviewMaterialShader::LODPreviewMaterialShader()
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{
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_material = Content::LoadAsyncInternal<Material>(TEXT("Editor/DebugMaterials/Single Color Surface"));
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_material = Content::LoadAsyncInternal<Material>(TEXT("Editor/DebugMaterials/SingleColor/Surface"));
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}
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const MaterialInfo& LODPreviewMaterialShader::GetInfo() const
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@@ -88,11 +88,11 @@ MaterialComplexityMaterialShader::MaterialComplexityMaterialShader()
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// Initialize material wrappers table with separate materials for each material domain type and shader configuration
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#define INIT_WRAPPER(i, domain, asset) _wrappers[i].Domain = MaterialDomain::domain; _wrappers[i].MaterialAsset = Content::LoadAsyncInternal<Material>(TEXT(asset))
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INIT_WRAPPER(0, Surface, "Editor/DebugMaterials/Single Color Surface");
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INIT_WRAPPER(1, Surface, "Editor/DebugMaterials/Single Color Surface Additive");
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INIT_WRAPPER(2, Terrain, "Editor/DebugMaterials/Single Color Terrain");
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INIT_WRAPPER(3, Particle, "Editor/DebugMaterials/Single Color Particle");
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INIT_WRAPPER(4, Decal, "Editor/DebugMaterials/Single Color Decal");
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INIT_WRAPPER(0, Surface, "Editor/DebugMaterials/SingleColor/Surface");
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INIT_WRAPPER(1, Surface, "Editor/DebugMaterials/SingleColor/SurfaceAdditive");
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INIT_WRAPPER(2, Terrain, "Editor/DebugMaterials/SingleColor/Terrain");
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INIT_WRAPPER(3, Particle, "Editor/DebugMaterials/SingleColor/Particle");
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INIT_WRAPPER(4, Decal, "Editor/DebugMaterials/SingleColor/Decal");
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// TODO: deformable splines rendering cost for complexity
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// TODO: volumetric fog particles rendering cost for complexity
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#undef INIT_WRAPPER
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