fix(emat): fix complex mat detection #2422
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📝 WalkthroughWalkthroughThe shader's EMAT complex-material env-map path refines two related checks: ChangesEMAT Complex-Material Path
Estimated code review effort🎯 3 (Moderate) | ⏱️ ~20 minutes Possibly related PRs
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🧹 Nitpick comments (1)
package/Shaders/Lighting.hlsl (1)
1113-1123: Improve PR metadata clarity and run shader validation before merge.Suggested title:
fix(emat): refine complex-material mask checksIf this maps to a tracked bug, add
Fixes #<id>(orCloses #<id>) in the PR description, and run the repository’s hlslkit validation/compilation step for this shader path before merging.As per coding guidelines, "
**/*.hlsl: Use hlslkit for shader validation and compilation during targeted development testing and before deploymentand**/*`: provide suggestions for Conventional Commit Titles and Issue References."🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the rest with a brief reason, keep changes minimal, and validate. In `@package/Shaders/Lighting.hlsl` around lines 1113 - 1123, Rename the PR to a clear conventional-commit style title like "fix(emat): refine complex-material mask checks", add "Fixes #<id>" or "Closes #<id>" in the PR description if this change resolves a tracked bug, and run the repository's hlslkit validation/compilation step against package/Shaders/Lighting.hlsl (the code around complexMaterial, envMaskSample, TexEnvMaskSampler.SampleLevel and kMaskEpsilon) to ensure the shader compiles cleanly before merging; if validation reports issues, fix the shader errors reported by hlslkit and re-run until successful.
🤖 Prompt for all review comments with AI agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.
Nitpick comments:
In `@package/Shaders/Lighting.hlsl`:
- Around line 1113-1123: Rename the PR to a clear conventional-commit style
title like "fix(emat): refine complex-material mask checks", add "Fixes #<id>"
or "Closes #<id>" in the PR description if this change resolves a tracked bug,
and run the repository's hlslkit validation/compilation step against
package/Shaders/Lighting.hlsl (the code around complexMaterial, envMaskSample,
TexEnvMaskSampler.SampleLevel and kMaskEpsilon) to ensure the shader compiles
cleanly before merging; if validation reports issues, fix the shader errors
reported by hlslkit and re-run until successful.
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📒 Files selected for processing (1)
package/Shaders/Lighting.hlsl
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