Keep _EMISSION/_METALLICSPECGLOSSMAP/_OCCLUSIONMAP shader variants alive in builds
Add a Resources material that sets all three PBR shader_feature keywords so core build stripping retains the URP/Lit variants the runtime mesh painter enables on the fly. Fixes metallic/smoothness/occlusion rendering as constant in player builds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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