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@@ -583,6 +583,11 @@ namespace Terrain
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for (auto& [deviceIndex, data] : m_detailMaterialShaderData)
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{
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+ if (m_detailMaterialShaderIndex.GetSize() > data.size())
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+ {
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+ data.resize(m_detailMaterialShaderIndex.GetSize());
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+ }
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+
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auto& shaderData = data.at(materialData.m_detailMaterialBufferIndex);
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shaderData = DetailMaterialShaderData();
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@@ -987,6 +992,11 @@ namespace Terrain
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for (auto& [deviceIndex, data] : m_detailMaterialShaderData)
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{
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+ if (m_detailMaterialShaderIndex.GetSize() > data.size())
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+ {
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+ data.resize(m_detailMaterialShaderIndex.GetSize());
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+ }
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+
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auto& materialShaderData = data.at(m_passthroughMaterialId);
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// Material defaults to white (1.0, 1.0, 1.0), set the blend mode to multiply so it passes through to the macro material.
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materialShaderData.m_flags = DetailTextureFlags::BlendModeMultiply;
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