Fixed issue where skin material wouldn't render if applied to a model with several submeshes and those submeshes had different material types applied to them.
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
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@@ -880,12 +880,14 @@ namespace AZ
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{
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if (m_meshHandle)
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{
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Data::Instance<RPI::ShaderResourceGroup> wrinkleMaskObjectSrg = m_meshFeatureProcessor->GetObjectSrg(*m_meshHandle);
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if (wrinkleMaskObjectSrg)
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AZStd::vector<Data::Instance<RPI::ShaderResourceGroup>>& wrinkleMaskObjectSrgs = m_meshFeatureProcessor->GetObjectSrgs(*m_meshHandle);
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for (auto& wrinkleMaskObjectSrg : wrinkleMaskObjectSrgs)
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{
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RHI::ShaderInputImageIndex wrinkleMasksIndex = wrinkleMaskObjectSrg->FindShaderInputImageIndex(Name{ "m_wrinkle_masks" });
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RHI::ShaderInputConstantIndex wrinkleMaskWeightsIndex = wrinkleMaskObjectSrg->FindShaderInputConstantIndex(Name{ "m_wrinkle_mask_weights" });
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RHI::ShaderInputConstantIndex wrinkleMaskCountIndex = wrinkleMaskObjectSrg->FindShaderInputConstantIndex(Name{ "m_wrinkle_mask_count" });
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if (wrinkleMasksIndex.IsValid() || wrinkleMaskWeightsIndex.IsValid() || wrinkleMaskCountIndex.IsValid())
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{
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AZ_Error("AtomActorInstance", wrinkleMasksIndex.IsValid(), "m_wrinkle_masks not found on the ObjectSrg, but m_wrinkle_mask_weights and/or m_wrinkle_mask_count are being used.");
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