rendering: strip redundant builtin material pass hints
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@@ -112,7 +112,6 @@ Material* CreateQuadMaterial(Texture* texture) {
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params.guid = ResourceGUID::Generate(params.path);
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material->Initialize(params);
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material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinUnlitShaderPath()));
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material->SetShaderPass("Unlit");
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material->SetTexture("_MainTex", ResourceHandle<Texture>(texture));
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return material;
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}
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