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Material.SetVariant

void SetVariant(int variantIndex, Material variantMaterial)

Variants are used by special effects when a manual render pass selects a variant to use for the whole pass! Variants default to null, and null variants are not drawn.

For example, a shadow map render pass might use variant 1, and sets it to a simplified Material that skips textures and only does positional vertex transforms.

   
int variantIndex Which variant index should we set? 0 is reserved for the primary material, and SK has a max of 4 total variants, including the default.
Material variantMaterial The Material to use for the variant. Sub-variants are ignored, and a null variant means nothing will be drawn when using the variant.




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