adding anyhit, doesnt work though
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@@ -172,7 +172,7 @@ void BasePass::render() {
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// LightEnv => provided by scene
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// Material => per material
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// LightCulling => calculated by pass
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permutation.setMaterial(materialData.material->getName());
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permutation.setMaterial(materialData.material->getName(), materialData.material->getProfile());
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Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
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@@ -273,7 +273,7 @@ void BasePass::render() {
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transparentCommand->setViewport(viewport);
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for (const auto& [_, t] : sortedDraws) {
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permutation.setVertexData(t.vertexData->getTypeName());
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permutation.setMaterial(t.matInst->getBaseMaterial()->getName());
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permutation.setMaterial(t.matInst->getBaseMaterial()->getName(), t.matInst->getBaseMaterial()->getProfile());
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Gfx::PermutationId id(permutation);
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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