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@@ -323,8 +323,8 @@ Vector<Color> Voxelizer::_get_bake_texture(Ref<Image> p_image, const Color &p_co
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}
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Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material) {
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- //this way of obtaining materials is inaccurate and also does not support some compressed formats very well
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- Ref<StandardMaterial3D> mat = p_material;
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+ // This way of obtaining materials is inaccurate and also does not support some compressed formats very well.
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+ Ref<BaseMaterial3D> mat = p_material;
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Ref<Material> material = mat; //hack for now
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@@ -335,7 +335,7 @@ Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material
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MaterialCache mc;
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if (mat.is_valid()) {
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- Ref<Texture2D> albedo_tex = mat->get_texture(StandardMaterial3D::TEXTURE_ALBEDO);
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+ Ref<Texture2D> albedo_tex = mat->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
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Ref<Image> img_albedo;
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if (albedo_tex.is_valid()) {
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@@ -345,7 +345,7 @@ Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material
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mc.albedo = _get_bake_texture(img_albedo, Color(1, 1, 1), mat->get_albedo()); // no albedo texture, color is additive
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}
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- Ref<Texture2D> emission_tex = mat->get_texture(StandardMaterial3D::TEXTURE_EMISSION);
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+ Ref<Texture2D> emission_tex = mat->get_texture(BaseMaterial3D::TEXTURE_EMISSION);
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Color emission_col = mat->get_emission();
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float emission_energy = mat->get_emission_energy();
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@@ -356,7 +356,7 @@ Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material
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img_emission = emission_tex->get_image();
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}
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- if (mat->get_emission_operator() == StandardMaterial3D::EMISSION_OP_ADD) {
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+ if (mat->get_emission_operator() == BaseMaterial3D::EMISSION_OP_ADD) {
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mc.emission = _get_bake_texture(img_emission, Color(1, 1, 1) * emission_energy, emission_col * emission_energy);
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} else {
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mc.emission = _get_bake_texture(img_emission, emission_col * emission_energy, Color(0, 0, 0));
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