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Try this:
IMaterial* DynamicUITextureComponent::SetupNewMaterial()
{
AZStd::string materialName = "EntMat_" + GetEntityId().ToString();
IMaterialManager* matManager = GetIEditor()->Get3DEngine()->GetMaterialManager();
IMaterial* material{ matManager->CloneMaterial(matManager->GetDefaultMaterial()) };
material->SetName(materialName.c_str());
SInputShaderResources inputShaderResources{ material->GetShaderItem().m_pShaderResources };
inputShaderResources.m_Textures[EFTT_DIFFUSE].m_Name = m_renderTargetName.c_str();
material->AssignShaderItem(gEnv->pRenderer->EF_LoadShaderItem("Illum", true, 0, &inputShaderResources));
return material;
}
answered 7 years ago
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