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Be able to use referenced compounds in the material editor

Be able to use referenced compounds in the material editor

The idea is to pack shaders/compounds and people can reference them throughout a production. Like in a read-only mode that can't be edited, only by updating the original shader. This is VERY handy to standardise shaders, debugging and so on.

Currently, if you save a compound externally, as soon as I load the shader, it loads locally. This way, if I update the shader later, it won't update all the changes I made across the whole production. Not to mention that it can be very expensive depending on the network. The idea is to load it as a reference and just input information on the exposed inputs. Similar to a OSL shader (if Max supported OSL closures).

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