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feat(flame_3d): Add UnlitMaterial support#3914

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wolfenrain merged 3 commits intomainfrom
feat(flame_3d)-Add-UnlitMaterial-support
May 7, 2026
Merged

feat(flame_3d): Add UnlitMaterial support#3914
wolfenrain merged 3 commits intomainfrom
feat(flame_3d)-Add-UnlitMaterial-support

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@wolfenrain
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Description

Add UnlitMaterial support

Checklist

  • I have followed the Contributor Guide when preparing my PR.
  • I have updated/added tests for ALL new/updated/fixed functionality.
  • I have updated/added relevant documentation in docs and added dartdoc comments with ///.
  • I have updated/added relevant examples in examples or docs.

Breaking Change?

  • Yes, this PR is a breaking change.
  • No, this PR is not a breaking change.

Related Issues

void main() {
vec4 texColor = texture(albedoTexture, fragTexCoord);
outColor = texColor * material.albedoColor;
}
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does that mean it also does not support animations, joints, etc? should we call that out?

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They are supported, just not used. Does not affect the material itself

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I thought we needed dedicated code on the shader for it to work?

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nuhu, just the inputs and then slap a color on it. We can for sure improve it but imho these stuff should (long term) stay out of material shaders, and be dealt with through a proper shader pipeline

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yes, I agree eventually we should have a pipeline.
but rn for these to work, you need extra code on the shader here I believe.
so since you don't have it, it will not work - so we should document it on the class that it doesn't support it.
right?

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LGTM

@wolfenrain wolfenrain enabled auto-merge (squash) May 7, 2026 18:47
@wolfenrain wolfenrain merged commit 9c88ff8 into main May 7, 2026
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@wolfenrain wolfenrain deleted the feat(flame_3d)-Add-UnlitMaterial-support branch May 7, 2026 18:56
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2 participants