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Adds support for PBR materials based on Bevy's
StandardMaterial.At a high level, our material API is going to operate on named fields:
mat.set("foo", 1.0). This is the intended API for custom materials and largely mirrors how Processing4 handles itsShadertype. BecauseStandardMaterialis a built in, in this PR we handle it as a special case where we map field names to setting properties on theStandardMaterialasset struct. But, from the perspective of the user, we want a pbr material to basically feel like any other material, just one whose shader you don't control.Some more specific notes: