* fixbug:"debug error, reason: The material 'Material_MR' has not been compiled to include the required GLSL or SPIR-V chunks for the vertex shader (variant=5, filtered=5)",Because the member variable mVariantFilter is not initialized, random values will appear on Windows 10 or others platform, which eventually causes some variants to be filtered out by this mVariantFilter.
* fix:Fix morph target loading for accessors without buffer_view
Morph targets were not working because ResourceLoader skipped all
accessors without buffer_view. For morph targets, the data can be
accessed directly via cgltf_accessor_unpack_floats().
This fix properly unpacks and uploads morph target vertex data to the
GPU, enabling blendshapes and facial deformation to work correctly.
Steps to Reproduce
1、In Unity (2022.3.11): Create a Prefab with Blend Shapes (Morph Targets) and an Animator to control them (e.g., an animation clip that makes the eyes squint).
2、Export: Use the UnityGLTF tool to export the model as a .glb file (including the Animator and Morph Target tracks).
3、In Filament: Load and play the animation.
4、Result: The skeletal animation (bone-based) may play, but the Morph Target effect (squinting) is missing or static.