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In the last episode we added the capability for the editor to compile shader code using DirectX shader compiler. The main reason for doing this, is that shaders are used together with textures to create a material, which will be applied to a submesh for rendering. Since we're going to construct materials in the editor, it makes sense that it's also able to compile shaders. Now that we've done the shader compilation part, we're going to add the material asset type in this video.
🟩(Green Episode)
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00:00 - intro
by Arash Khatami
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