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These changes have the added benefit of simplifying some of the serialization code. MaterialSourceDataSerializer is no longer needed, as its main purpose was to pass the MaterialTypeSourceData down to the MaterialPropertyValueSerializer. Before, the JSON serialization system gave a lot of data flexibility because it did best-effort conversions, like allowing a float to be loaded as an int for example. But now the material serialization code doesn't know target data type, so it has to assume the data type based on what's in the .material file, and then the MaterialAsset will convert the data to the appropriate type later when Finalize() is called. Signed-off-by: santorac <55155825+santorac@users.noreply.github.com> |
4 years ago | |
|---|---|---|
| .. | ||
| Buffer | 5 years ago | |
| Common | 4 years ago | |
| Image | 4 years ago | |
| Material | 4 years ago | |
| Model | 4 years ago | |
| Pass | 4 years ago | |
| Shader | 4 years ago | |
| ShaderResourceGroup | 4 years ago | |
| System | 5 years ago | |