Some sampler fixes for odyssey
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05516ed3df
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@ -811,17 +811,23 @@ namespace FirstPlugin
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texture.Type = MatTexture.TextureType.Diffuse;
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texture.Type = MatTexture.TextureType.Diffuse;
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}
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}
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}
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}
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if (useSampler == "_n0")
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else if (TextureName.Contains("sss"))
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{
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texture.Type = MatTexture.TextureType.SubSurfaceScattering;
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m.HasSubSurfaceScatteringMap = true;
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}
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else if (useSampler == "_n0")
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{
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{
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m.HasNormalMap = true;
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m.HasNormalMap = true;
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texture.Type = MatTexture.TextureType.Normal;
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texture.Type = MatTexture.TextureType.Normal;
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}
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}
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if (useSampler == "_e0")
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else if (useSampler == "_e0")
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{
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{
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m.HasEmissionMap = true;
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m.HasEmissionMap = true;
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texture.Type = MatTexture.TextureType.Emission;
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texture.Type = MatTexture.TextureType.Emission;
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}
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}
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if (TextureName.Contains("mtl"))
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else if (TextureName.Contains("mtl"))
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{
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{
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m.HasMetalnessMap = true;
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m.HasMetalnessMap = true;
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texture.Type = MatTexture.TextureType.Metalness;
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texture.Type = MatTexture.TextureType.Metalness;
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@ -831,12 +837,6 @@ namespace FirstPlugin
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texture.Type = MatTexture.TextureType.Roughness;
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texture.Type = MatTexture.TextureType.Roughness;
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m.HasRoughnessMap = true;
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m.HasRoughnessMap = true;
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}
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}
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else if (TextureName.Contains("sss"))
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{
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texture.Type = MatTexture.TextureType.SubSurfaceScattering;
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m.HasSubSurfaceScatteringMap = true;
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}
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}
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}
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else
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else
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{
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{
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@ -103,6 +103,7 @@ uniform int HasShadowMap;
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uniform int HasAmbientOcclusionMap;
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uniform int HasAmbientOcclusionMap;
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uniform int HasLightMap;
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uniform int HasLightMap;
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uniform int HasTransparencyMap;
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uniform int HasTransparencyMap;
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uniform int HasTransmissionMap;
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uniform int HasEmissionMap;
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uniform int HasEmissionMap;
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uniform int HasDiffuseLayer;
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uniform int HasDiffuseLayer;
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uniform int HasMetalnessMap;
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uniform int HasMetalnessMap;
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