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Added convertor from ORMMaterial3D to ShaderMaterial
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@@ -284,6 +284,52 @@ Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p
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return smat;
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}
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String ORMMaterial3DConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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bool ORMMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
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Ref<ORMMaterial3D> mat = p_resource;
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return mat.is_valid();
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}
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Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
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Ref<ORMMaterial3D> mat = p_resource;
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ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
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Ref<ShaderMaterial> smat;
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smat.instantiate();
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Ref<Shader> shader;
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shader.instantiate();
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String code = RS::get_singleton()->shader_get_code(mat->get_shader_rid());
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shader->set_code(code);
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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// Texture parameter has to be treated specially since ORMMaterial3D saved it
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// as RID but ShaderMaterial needs Texture itself
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Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
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if (texture.is_valid()) {
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smat->set_shader_param(E.name, texture);
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} else {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_param(E.name, value);
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}
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}
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smat->set_render_priority(mat->get_render_priority());
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smat->set_local_to_scene(mat->is_local_to_scene());
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smat->set_name(mat->get_name());
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return smat;
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}
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String ParticlesMaterialConversionPlugin::converts_to() const {
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return "ShaderMaterial";
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}
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