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Fix -Game no matieral error
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// Copyright UShaderLab. All Rights Reserved.
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//
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// Decal intrinsics (meaningful in the Decal domain; the instance/domain gates usage).
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#include "ShaderLabIntrinsics.h"
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#include "Materials/MaterialExpressionDecalColor.h"
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#include "Materials/MaterialExpressionDecalDerivative.h"
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#include "Materials/MaterialExpressionDecalLifetimeOpacity.h"
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void RegisterDecalIntrinsics(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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// DecalColor's default output pin is RGB (float3).
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AddSimple(Registry, TEXT("DecalColor"), EFreq::PixelOnly, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionDecalColor>(M); });
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AddSimple(Registry, TEXT("DecalLifetimeOpacity"), EFreq::PixelOnly, TEXT("float"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionDecalLifetimeOpacity>(M); });
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// DecalDerivative is multi-output (DDX, DDY) — one intrinsic per output pin.
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AddSimple(Registry, TEXT("DecalDerivativeDDX"), EFreq::PixelOnly, TEXT("float2"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionDecalDerivative>(M); }, 0);
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AddSimple(Registry, TEXT("DecalDerivativeDDY"), EFreq::PixelOnly, TEXT("float2"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionDecalDerivative>(M); }, 1);
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}
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