Repository: godotengine/godot
File: editor/scene/material_editor_plugin.cpp (C++)

Code before:
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#include "material_editor_plugin.h"

#include "editor/editor_node.h"
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/settings/editor_settings.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/color_rect.h"
#include "scene/gui/label.h"
#include "scene/gui/subviewport_container.h"
#include "scene/main/viewport.h"
#include "scene/resources/blit_material.h"
#include "scene/resources/canvas_item_material.h"
#include "scene/resources/particle_process_material.h"
#include "scene/resources/sky.h"

// 3D.
#include "scene/3d/camera_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"

Ref<ShaderMaterial> MaterialEditor::make_shader_material(const Ref<Material> &p_from, bool p_copy_params) {
	ERR_FAIL_COND_V(p_from.is_null(), Ref<ShaderMaterial>());

	Ref<ShaderMaterial> smat;
	smat.instantiate();

Review comment (suggestion):
ProjectSettings is still needed here for `GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")`.

Code after:
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#include "material_editor_plugin.h"

#include "core/config/project_settings.h"
#include "editor/editor_node.h"
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/settings/editor_settings.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/color_rect.h"
#include "scene/gui/label.h"
#include "scene/gui/subviewport_container.h"
#include "scene/main/viewport.h"
#include "scene/resources/blit_material.h"
#include "scene/resources/canvas_item_material.h"
#include "scene/resources/particle_process_material.h"
#include "scene/resources/sky.h"

// 3D.
#include "scene/3d/camera_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"

Ref<ShaderMaterial> MaterialEditor::make_shader_material(const Ref<Material> &p_from, bool p_copy_params) {
	ERR_FAIL_COND_V(p_from.is_null(), Ref<ShaderMaterial>());

	Ref<ShaderMaterial> smat;