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Fix material editor and improve pinning logic
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6 changed files with 110 additions and 71 deletions
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@ -288,7 +288,7 @@ public class MaterialExporter
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const uint valueFace = 0x6E5B8F10;
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var isFace = material.Mtrl.ShaderPackage.ShaderKeys
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.Any(key => key is { Category: categoryHairType, Value: valueFace });
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.Any(key => key is { Key: categoryHairType, Value: valueFace });
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var normal = material.Textures[TextureUsage.SamplerNormal];
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var mask = material.Textures[TextureUsage.SamplerMask];
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@ -363,7 +363,7 @@ public class MaterialExporter
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// Face is the default for the skin shader, so a lack of skin type category is also correct.
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var isFace = !material.Mtrl.ShaderPackage.ShaderKeys
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.Any(key => key.Category == categorySkinType && key.Value != valueFace);
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.Any(key => key.Key == categorySkinType && key.Value != valueFace);
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// TODO: There's more nuance to skin than this, but this should be enough for a baseline reference.
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// TODO: Specular?
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