gltfio: use the new material name feature.
To see proof that this works, use gltf_viewer with -u and examine the node hierarchy. You will now see the correct material names instead of the ubershader names.
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@@ -381,9 +381,9 @@ MaterialInstance* MaterialGenerator::createMaterialInstance(MaterialKey* config,
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Material* mat = createMaterial(mEngine, *config, *uvmap, label);
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mCache.emplace(std::make_pair(*config, mat));
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mMaterials.push_back(mat);
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return mat->createInstance();
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return mat->createInstance(label);
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}
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return iter->second->createInstance();
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return iter->second->createInstance(label);
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}
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} // anonymous namespace
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