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extends ShaderMaterial
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class_name ConvertedMaterial
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## See Material3DConversion. Any changes made to this will not stick if you go back to the regular models by unbaking!
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@export var original_material : String
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@export var original_material_cache : StandardMaterial3D
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func cache(mat : StandardMaterial3D):
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if Engine.is_editor_hint():
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if (not mat.resource_path) or '.tscn' in mat.resource_path:
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print("WARNING: Material ",str(mat), " is not saved to disk. Storing in memory. Recommend un-baking, save to disk, then re-bake")
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original_material_cache = mat
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else:
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original_material = mat.resource_path
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func get_original_material() -> StandardMaterial3D:
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var mat = original_material_cache
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if not mat:
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mat = load(original_material)
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return mat
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