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@@ -140,15 +140,7 @@ namespace AZ
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if (materialTypeFormat == MaterialTypeSourceData::Format::Direct)
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{
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MaterialBuilderUtils::AddJobDependency(
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- outputJobDescriptor, resolvedMaterialTypePath, MaterialTypeBuilder::FinalStageJobKey, {}, { 0 });
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-
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- for (const auto& shader : materialTypeSourceData.GetShaderReferences())
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- {
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- MaterialBuilderUtils::AddJobDependency(
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- outputJobDescriptor,
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- AssetUtils::ResolvePathReference(resolvedMaterialTypePath, shader.m_shaderFilePath),
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- "Shader Asset");
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- }
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+ outputJobDescriptor, resolvedMaterialTypePath, MaterialTypeBuilder::FinalStageJobKey, {}, { 0 }, false);
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}
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else if (materialTypeFormat == MaterialTypeSourceData::Format::Abstract)
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{
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@@ -159,7 +151,9 @@ namespace AZ
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outputJobDescriptor,
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resolvedMaterialTypePath,
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MaterialTypeBuilder::PipelineStageJobKey,
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- AssetBuilderSDK::CommonPlatformName);
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+ AssetBuilderSDK::CommonPlatformName,
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+ {},
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+ false);
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// The abstract, pipeline material type will generate a direct material type as an intermediate source asset. This
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// attempts to predict where that source asset will be located in the intermediate asset folder then maps it as a
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@@ -171,14 +165,7 @@ namespace AZ
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// Add the ordered product dependency for the intermediate material type source file so that the material cannot be
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// processed before it's complete
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MaterialBuilderUtils::AddJobDependency(
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- outputJobDescriptor, intermediateMaterialTypePath, MaterialTypeBuilder::FinalStageJobKey, {}, { 0 });
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-
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- // Add a wild card job dependency for any of the shaders generated with the material type so the material will only
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- // be processed after they are complete
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- auto& jobDependency = MaterialBuilderUtils::AddJobDependency(
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- outputJobDescriptor, intermediateMaterialTypePath, "Shader Asset", {}, {}, false);
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- jobDependency.m_sourceFile.m_sourceDependencyType = AssetBuilderSDK::SourceFileDependency::SourceFileDependencyType::Wildcards;
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- AZ::StringFunc::Replace(jobDependency.m_sourceFile.m_sourceFileDependencyPath, "_generated.materialtype", "*.shader");
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+ outputJobDescriptor, intermediateMaterialTypePath, MaterialTypeBuilder::FinalStageJobKey, {}, { 0 }, false);
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}
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}
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}
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