Updated Material Editor to use the available default fallback images to visually indicate a missing texture.
Material Editor also warns the user when saving a material that is populated with fallback image references. Factored out the path strings for the default images to ImateSystemInterface.h. Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
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@@ -317,22 +317,20 @@ namespace AZ
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{
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case MaterialPropertyDataType::Image:
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{
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Outcome<Data::Asset<ImageAsset>> imageAssetResult = MaterialUtils::GetImageAssetReference(
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materialSourceFilePath, property.second.m_value.GetValue<AZStd::string>());
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Data::Asset<ImageAsset> imageAsset;
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if (imageAssetResult.IsSuccess())
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{
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auto& imageAsset = imageAssetResult.GetValue();
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// Load referenced images when load material
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imageAsset.SetAutoLoadBehavior(Data::AssetLoadBehavior::PreLoad);
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materialAssetCreator.SetPropertyValue(propertyId.GetFullName(), imageAsset);
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}
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else
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MaterialUtils::GetImageAssetResult result = MaterialUtils::GetImageAssetReference(
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imageAsset, materialSourceFilePath, property.second.m_value.GetValue<AZStd::string>());
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if (result == MaterialUtils::GetImageAssetResult::Missing || result == MaterialUtils::GetImageAssetResult::MissingNoFallback)
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{
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materialAssetCreator.ReportWarning(
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"Material property '%s': Could not find the image '%s'", propertyId.GetFullName().GetCStr(),
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property.second.m_value.GetValue<AZStd::string>().data());
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}
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imageAsset.SetAutoLoadBehavior(Data::AssetLoadBehavior::PreLoad);
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materialAssetCreator.SetPropertyValue(propertyId.GetFullName(), imageAsset);
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}
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break;
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case MaterialPropertyDataType::Enum:
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