Created MaskedRainbow material in unreal
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@@ -8,7 +8,7 @@ public class Integration : ModuleRules
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] {
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PublicDependencyModuleNames.AddRange(new string[] {
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"Core",
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"CoreUObject",
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"Engine",
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@@ -18,7 +18,8 @@ public class Integration : ModuleRules
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"Networking",
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"EnhancedInput",
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"UMG",
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"CommonUI"
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"CommonUI",
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"RenderCore"
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});
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PrivateDependencyModuleNames.AddRange(new string[] {
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@@ -3,6 +3,9 @@
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#include "Integration.h"
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#include "Common.h"
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#include "Modules/ModuleManager.h"
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#include "Interfaces/IPluginManager.h"
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#include "Misc/Paths.h"
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#include "ShaderCore.h"
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#if WITH_EDITOR
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#include "Engine/Blueprint.h"
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@@ -17,6 +20,9 @@ IMPLEMENT_PRIMARY_GAME_MODULE(FlxIntegrationModuleImpl, Integration, "Integratio
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void FlxIntegrationModuleImpl::StartupModule()
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{
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FString ShaderDir = FPaths::Combine(FPaths::ProjectDir(), TEXT("Shaders"));
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AddShaderSourceDirectoryMapping(TEXT("/Project/Integration"), ShaderDir);
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#if WITH_EDITOR
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OnAssetSavedHandle = UPackage::PackageSavedWithContextEvent.AddRaw(
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this, &FlxIntegrationModuleImpl::OnAssetSaved);
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