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Avoiding Material Definition "Expansion"


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Is there a way to avoid custom material definition "expansion" (tried material property editable="0", but obviously this obviously does not prevent definition expansion) ?

 

I don't know when and why it happens (maybe on save) but initial definition in custom library *.mat file

 


<material name="mesh_auxiliary_base" parent="mesh_base" editable="0">

   <!-- states -->
   <state name="auxiliary">1</state>
   <state name="material">0</state>

   <!-- auxiliary shaders -->
   <shader pass="auxiliary" object="mesh"
           defines="BASE_AUXILIARY"
           alpha_test_defines=",ALPHA"
           material_defines=",MATERIAL"
           auxiliary="1"
           vertex="core/shaders/meshes/vertex_base.shader"
           fragment="<customer_shaders>/fragment_base_auxiliary.shader"/>

   <!-- bindings -->
   <bind object="mesh_dynamic" to="mesh"/>
   <bind object="mesh_skinned" to="mesh" defines="MESH_SKINNED"/>

   <!-- textures -->
   <texture name="Material" unit="2" pass="auxiliary" material="1" filter="bilinear"><customer_textures>/mesh_auxiliary_material.dds</texture>

   <!-- parameters -->
   <parameter name="auxiliary_color">1 0 0 0.75</parameter>

</material>

 

gets expanded to

 

<material editable="0" name="mesh_infrared_base" parent="mesh_base">
	<state name="auxiliary">1</state>
	<state name="Material">0</state>
	<shader pass="auxiliary" object="mesh" alpha_test="0" auxiliary="1" detail="0" Material="0" defines="BASE_AUXILIARY,DETAIL_NONE" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="0" auxiliary="1" detail="0" Material="1" defines="BASE_AUXILIARY,DETAIL_NONE,MATERIAL" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="0" auxiliary="1" detail="1" Material="0" defines="BASE_AUXILIARY,DETAIL_1" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="0" auxiliary="1" detail="1" Material="1" defines="BASE_AUXILIARY,DETAIL_1,MATERIAL" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="0" auxiliary="1" detail="2" Material="0" defines="BASE_AUXILIARY,DETAIL_2" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="0" auxiliary="1" detail="2" Material="1" defines="BASE_AUXILIARY,DETAIL_2,MATERIAL" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="0" auxiliary="1" detail="3" Material="0" defines="BASE_AUXILIARY,DETAIL_3" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="0" auxiliary="1" detail="3" Material="1" defines="BASE_AUXILIARY,DETAIL_3,MATERIAL" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="0" auxiliary="1" detail="4" Material="0" defines="BASE_AUXILIARY,DETAIL_4" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="0" auxiliary="1" detail="4" Material="1" defines="BASE_AUXILIARY,DETAIL_4,MATERIAL" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="1" auxiliary="1" detail="0" Material="0" defines="BASE_AUXILIARY,ALPHA,DETAIL_NONE" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="1" auxiliary="1" detail="0" Material="1" defines="BASE_AUXILIARY,ALPHA,DETAIL_NONE,MATERIAL" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="1" auxiliary="1" detail="1" Material="0" defines="BASE_AUXILIARY,ALPHA,DETAIL_1" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="1" auxiliary="1" detail="1" Material="1" defines="BASE_AUXILIARY,ALPHA,DETAIL_1,MATERIAL" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="1" auxiliary="1" detail="2" Material="0" defines="BASE_AUXILIARY,ALPHA,DETAIL_2" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="1" auxiliary="1" detail="2" Material="1" defines="BASE_AUXILIARY,ALPHA,DETAIL_2,MATERIAL" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="1" auxiliary="1" detail="3" Material="0" defines="BASE_AUXILIARY,ALPHA,DETAIL_3" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="1" auxiliary="1" detail="3" Material="1" defines="BASE_AUXILIARY,ALPHA,DETAIL_3,MATERIAL" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="1" auxiliary="1" detail="4" Material="0" defines="BASE_AUXILIARY,ALPHA,DETAIL_4" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh" alpha_test="1" auxiliary="1" detail="4" Material="1" defines="BASE_AUXILIARY,ALPHA,DETAIL_4,MATERIAL" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="0" auxiliary="1" detail="0" Material="0" defines="BASE_AUXILIARY,DETAIL_NONE,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="0" auxiliary="1" detail="0" Material="1" defines="BASE_AUXILIARY,DETAIL_NONE,MATERIAL,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="0" auxiliary="1" detail="1" Material="0" defines="BASE_AUXILIARY,DETAIL_1,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="0" auxiliary="1" detail="1" Material="1" defines="BASE_AUXILIARY,DETAIL_1,MATERIAL,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="0" auxiliary="1" detail="2" Material="0" defines="BASE_AUXILIARY,DETAIL_2,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="0" auxiliary="1" detail="2" Material="1" defines="BASE_AUXILIARY,DETAIL_2,MATERIAL,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="0" auxiliary="1" detail="3" Material="0" defines="BASE_AUXILIARY,DETAIL_3,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="0" auxiliary="1" detail="3" Material="1" defines="BASE_AUXILIARY,DETAIL_3,MATERIAL,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="0" auxiliary="1" detail="4" Material="0" defines="BASE_AUXILIARY,DETAIL_4,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="0" auxiliary="1" detail="4" Material="1" defines="BASE_AUXILIARY,DETAIL_4,MATERIAL,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="1" auxiliary="1" detail="0" Material="0" defines="BASE_AUXILIARY,ALPHA,DETAIL_NONE,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="1" auxiliary="1" detail="0" Material="1" defines="BASE_AUXILIARY,ALPHA,DETAIL_NONE,MATERIAL,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="1" auxiliary="1" detail="1" Material="0" defines="BASE_AUXILIARY,ALPHA,DETAIL_1,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="1" auxiliary="1" detail="1" Material="1" defines="BASE_AUXILIARY,ALPHA,DETAIL_1,MATERIAL,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="1" auxiliary="1" detail="2" Material="0" defines="BASE_AUXILIARY,ALPHA,DETAIL_2,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="1" auxiliary="1" detail="2" Material="1" defines="BASE_AUXILIARY,ALPHA,DETAIL_2,MATERIAL,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="1" auxiliary="1" detail="3" Material="0" defines="BASE_AUXILIARY,ALPHA,DETAIL_3,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="1" auxiliary="1" detail="3" Material="1" defines="BASE_AUXILIARY,ALPHA,DETAIL_3,MATERIAL,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="1" auxiliary="1" detail="4" Material="0" defines="BASE_AUXILIARY,ALPHA,DETAIL_4,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<shader pass="auxiliary" object="mesh_skinned" alpha_test="1" auxiliary="1" detail="4" Material="1" defines="BASE_AUXILIARY,ALPHA,DETAIL_4,MATERIAL,MESH_SKINNED" vertex="core/shaders/meshes/vertex_base.shader" fragment="disi/shaders/meshes/fragment_base_auxiliary.shader"/>
	<texture name="Material" unit="1" pass="auxiliary" Material="1" filter="bilinear">disi/textures/mesh_infrared_material.dds</texture>
	<parameter name="auxiliary_color">1 0 0 0.75</parameter>
</material>

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