mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Interact with Materials from scripts
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@@ -0,0 +1,5 @@
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{
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Effect = 7757902626263730438,
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Textures = [],
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Constants = []
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}
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@@ -0,0 +1,13 @@
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{
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AssetLoader = null,
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Config = null,
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Importer = "MaterialImporter",
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ImporterConfig = null,
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Processor = null,
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ProcessorConfig = null,
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Exporter = null,
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ExporterConfig = {
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_compression = .None
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},
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AssetHandle = 14657247797693923776
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}
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@@ -0,0 +1,5 @@
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{
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Effect = 2172704887168568810,
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Textures = [],
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Constants = []
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}
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@@ -0,0 +1,13 @@
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{
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AssetLoader = null,
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Config = null,
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Importer = "MaterialImporter",
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ImporterConfig = null,
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Processor = null,
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ProcessorConfig = null,
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Exporter = null,
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ExporterConfig = {
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_compression = .None
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},
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AssetHandle = 15110879072477854834
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}
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@@ -187,11 +187,12 @@ class TextureViewer
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Width = 100,
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Height = 100,
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ColorTargetDescriptions = TargetDescription[](
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.(.R8G8B8A8_UNorm, clearColor: .Color(ColorRGBA.Pink)),
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.(.R32_UInt)
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.(.R8G8B8A8_UNorm, clearColor: .Color(ColorRGBA.Pink), ownDebugName: new $"Color"),
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.(.R32_UInt, ownDebugName: new $"Enity ID (Unused)")
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),
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DepthTargetDescription = .(.D24_UNorm_S8_UInt)
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DepthTargetDescription = .(.D24_UNorm_S8_UInt, ownDebugName: new $"Depth Stencil")
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});
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_targets.[Friend]Identifier = "Asset Viewer";
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}
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float2 _position;
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@@ -342,11 +342,12 @@ namespace GlitchyEditor
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Width = 100,
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Height = 100,
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ColorTargetDescriptions = TargetDescription[](
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.(.R16G16B16A16_Float),
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.(.R32_UInt)
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.(.R16G16B16A16_Float, ownDebugName: new String("HDR Color")),
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.(.R32_UInt, ownDebugName: new String("EntityID"))
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),
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DepthTargetDescription = .(.D24_UNorm_S8_UInt)
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});
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_cameraTarget.[Friend]Identifier = "Camera Target";
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_editorViewportTarget = new RenderTargetGroup(.()
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{
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@@ -355,6 +356,7 @@ namespace GlitchyEditor
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ColorTargetDescriptions = TargetDescription[](
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.(.R8G8B8A8_UNorm))
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});
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_editorViewportTarget.[Friend]Identifier = "Editor Viewport Target";
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_gameViewportTarget = new RenderTargetGroup(.()
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{
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@@ -363,6 +365,7 @@ namespace GlitchyEditor
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ColorTargetDescriptions = TargetDescription[](
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.(.R8G8B8A8_UNorm))
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});
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_editorViewportTarget.[Friend]Identifier = "Game Viewport Target";
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_editorIcons = new EditorIcons("Resources/Textures/EditorIcons.dds", .(64, 64));
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_editorIcons.SamplerState = SamplerStateManager.AnisotropicClamp;
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