feat: add flag for keepData for gltf instancing, add highlightScene, add stencilHighlight method
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33
materials/unlit.mat
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33
materials/unlit.mat
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material {
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name : unlit,
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parameters : [
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{
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type : float3,
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name : color
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},
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{
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type : float,
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name : scale
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}
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],
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depthWrite : true,
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depthCulling : false,
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shadingModel : unlit,
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blending: opaque,
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variantFilter : [ skinning, shadowReceiver, vsm ],
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culling: none,
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instanced: false,
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vertexDomain: object
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}
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vertex {
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void materialVertex(inout MaterialVertexInputs material) {
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material.worldPosition = materialParams.scale * getWorldFromModelMatrix() * getPosition();
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}
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}
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fragment {
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.baseColor = float4(materialParams.color, 1.0);
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}
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}
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