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Fix multi-materials on VoxelLodTerrain (not full support).
This allows using VoxelMesherBlocky materials. If a non-ShaderMaterial is set on the terrain, it acts as override. If a ShaderMaterial is assigned on the terrain, things might not work. Multi-material requires that we also detect whether each of them is a ShaderMaterial in order to support LOD features such as: - Per block info - Transition masks - Detail textures - Fading When using the blocky mesher, not all of this is useful, so it won't be trivial to implement this in an optimal way. Per-instance uniforms are still an option eventually, but not every renderer supports them and they seem to require adjustment (buffer size) otherwise they throw errors
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