Made a bunch of display name and description updates to core material types.
- Renamed "Details" group to "Overview". - Renamed "UV Names" group to "UV Sets". - Renamed "General" group to "General Settings". - Renamed "Parallax" group to "Displacement". - Renamed "Texture Map" properties to just "Texture". In cases where a specific type of texture is mentioned like "roughness texture map" I called this "roughness map" (which is more common according to google). - Renamed "Heightmap" to "Height map" (which is more common according to google). ATOM-14002 [Material Editor] Revisit user facing organization and layout of material types
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@@ -819,10 +819,10 @@ namespace MaterialEditor
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// is implemented.
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AtomToolsFramework::DynamicPropertyConfig propertyConfig;
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propertyConfig.m_dataType = AtomToolsFramework::DynamicPropertyType::Asset;
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propertyConfig.m_id = "details.materialType";
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propertyConfig.m_id = "overview.materialType";
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propertyConfig.m_nameId = "materialType";
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propertyConfig.m_displayName = "Material Type";
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propertyConfig.m_groupName = "Details";
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propertyConfig.m_groupName = "Overview";
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propertyConfig.m_description = "The material type defines the layout, properties, default values, shader connections, and other "
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"data needed to create and edit a derived material.";
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propertyConfig.m_defaultValue = AZStd::any(materialTypeAsset);
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@@ -834,10 +834,10 @@ namespace MaterialEditor
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propertyConfig = {};
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propertyConfig.m_dataType = AtomToolsFramework::DynamicPropertyType::Asset;
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propertyConfig.m_id = "details.parentMaterial";
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propertyConfig.m_id = "overview.parentMaterial";
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propertyConfig.m_nameId = "parentMaterial";
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propertyConfig.m_displayName = "Parent Material";
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propertyConfig.m_groupName = "Details";
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propertyConfig.m_groupName = "Overview";
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propertyConfig.m_description =
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"The parent material provides an initial configuration whose properties are inherited and overriden by a derived material.";
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propertyConfig.m_defaultValue = AZStd::any(parentMaterialAsset);
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@@ -860,7 +860,7 @@ namespace MaterialEditor
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propertyConfig.m_id = MaterialPropertyId(UvGroupName, shaderInput).GetCStr();
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propertyConfig.m_nameId = shaderInput;
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propertyConfig.m_displayName = shaderInput;
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propertyConfig.m_groupName = "UV Names";
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propertyConfig.m_groupName = "UV Sets";
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propertyConfig.m_description = shaderInput;
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propertyConfig.m_defaultValue = uvName;
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propertyConfig.m_originalValue = uvName;
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