rendering: formalize legacy material shader pass hints
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@@ -243,7 +243,7 @@ TEST(MaterialLoader, LoadValidMaterialParsesRenderMetadata) {
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EXPECT_TRUE(material->IsValid());
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EXPECT_NE(material->GetShader(), nullptr);
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EXPECT_EQ(material->GetRenderQueue(), static_cast<XCEngine::Core::int32>(MaterialRenderQueue::Transparent));
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EXPECT_EQ(material->GetShaderPass(), "ForwardLit");
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EXPECT_EQ(material->GetLegacyShaderPassHint(), "ForwardLit");
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EXPECT_EQ(material->GetTag("LightMode"), "ForwardBase");
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EXPECT_EQ(material->GetTag("RenderType"), "Transparent");
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EXPECT_EQ(material->GetRenderState().cullMode, MaterialCullMode::Back);
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@@ -344,7 +344,7 @@ TEST(MaterialLoader, LoadMaterialWithShaderManifestResolvesShaderPass) {
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Material* material = static_cast<Material*>(result.resource);
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ASSERT_NE(material, nullptr);
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ASSERT_NE(material->GetShader(), nullptr);
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EXPECT_TRUE(material->GetShaderPass().Empty());
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EXPECT_TRUE(material->GetLegacyShaderPassHint().Empty());
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ASSERT_NE(material->GetShader()->FindPass("ForwardLit"), nullptr);
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const ShaderStageVariant* vertexVariant =
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material->GetShader()->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::OpenGL);
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@@ -386,7 +386,7 @@ TEST(MaterialLoader, LoadMaterialWithPropertiesObjectAppliesTypedOverrides) {
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auto* material = static_cast<Material*>(result.resource);
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ASSERT_NE(material, nullptr);
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ASSERT_NE(material->GetShader(), nullptr);
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EXPECT_TRUE(material->GetShaderPass().Empty());
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EXPECT_TRUE(material->GetLegacyShaderPassHint().Empty());
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EXPECT_EQ(material->GetFloat4("_BaseColor"), XCEngine::Math::Vector4(0.2f, 0.4f, 0.6f, 0.8f));
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EXPECT_FLOAT_EQ(material->GetFloat("_Metallic"), 0.15f);
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EXPECT_EQ(material->GetInt("_Mode"), 5);
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@@ -423,7 +423,7 @@ TEST(MaterialLoader, LoadBuiltinShaderMaterialDropsRedundantBuiltinShaderPassHin
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auto* material = static_cast<Material*>(result.resource);
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ASSERT_NE(material, nullptr);
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ASSERT_NE(material->GetShader(), nullptr);
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EXPECT_TRUE(material->GetShaderPass().Empty());
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EXPECT_TRUE(material->GetLegacyShaderPassHint().Empty());
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EXPECT_NE(material->GetShader()->FindPass("Unlit"), nullptr);
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delete material;
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@@ -865,7 +865,7 @@ TEST(MaterialLoader, AssetDatabaseMaterialArtifactStripsRedundantBuiltinShaderPa
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auto* material = static_cast<Material*>(result.resource);
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ASSERT_NE(material, nullptr);
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ASSERT_NE(material->GetShader(), nullptr);
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EXPECT_TRUE(material->GetShaderPass().Empty());
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EXPECT_TRUE(material->GetLegacyShaderPassHint().Empty());
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EXPECT_EQ(material->GetFloat4("_BaseColor"), XCEngine::Math::Vector4(1.0f, 1.0f, 1.0f, 1.0f));
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delete material;
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