rendering: strip redundant builtin material pass hints
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@@ -63,7 +63,7 @@ Mesh* CreateQuadMesh() {
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vertices[3].position = Vector3(1.0f, 1.0f, 0.0f);
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vertices[3].uv0 = Vector2(1.0f, 0.0f);
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const uint32_t indices[6] = { 0, 1, 2, 2, 1, 3 };
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const uint32_t indices[6] = { 0, 2, 1, 2, 3, 1 };
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mesh->SetVertexData(
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vertices,
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sizeof(vertices),
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@@ -117,7 +117,6 @@ Material* CreateMaterial(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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