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Fix -Game no matieral error
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@@ -0,0 +1,34 @@
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// Copyright UShaderLab. All Rights Reserved.
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//
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// Atmosphere / sky-light intrinsics.
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#include "ShaderLabIntrinsics.h"
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#include "Materials/MaterialExpressionAtmosphericLightColor.h"
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#include "Materials/MaterialExpressionAtmosphericLightVector.h"
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#include "Materials/MaterialExpressionSkyAtmosphereLightDirection.h"
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void RegisterAtmosphereIntrinsics(FShaderLabIntrinsicRegistry& Registry)
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{
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using namespace ShaderLabIntrinsic_Private;
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using EFreq = EShaderLabIntrinsicFrequency;
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AddSimple(Registry, TEXT("AtmosphericLightVector"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionAtmosphericLightVector>(M); });
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AddSimple(Registry, TEXT("AtmosphericLightColor"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionAtmosphericLightColor>(M); });
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// SkyAtmosphereLightDirection(LightIndex) — const int selects the atmosphere light.
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{
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FShaderLabIntrinsicDesc Desc;
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Desc.Name = FName(TEXT("SkyAtmosphereLightDirection"));
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Desc.ReturnType = TEXT("float3");
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Desc.Params = { { TEXT("int"), TEXT("LightIndex"), TEXT("0") } };
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Desc.MakeNode = [](UMaterial& M, const TArray<FString>& Args, FString&) -> UMaterialExpression*
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{
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UMaterialExpressionSkyAtmosphereLightDirection* E = NewObject<UMaterialExpressionSkyAtmosphereLightDirection>(&M);
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if (Args.Num() >= 1) { E->LightIndex = FCString::Atoi(*Args[0]); }
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M.GetExpressionCollection().AddExpression(E);
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return E;
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};
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Registry.Register(MoveTemp(Desc));
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}
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}
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