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Builtin Library

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MaterialAuthor.composeFolder

Composes a whole folder of textures into a single material. It scans the folder for texture entries — loose image files and .texture assets alike — infers each one's PBR slot from its name (base colour, normal, roughness/metallic, occlusion, emissive), and binds them all into one new material, with the first match per slot winning. It errors when nothing maps. Returns a live material ref, named after the folder unless overridden.

This is an authoring action performed at design time: it writes a new source material asset. Never call it from gameplay code — at runtime you apply an already-authored material through the lower-level Material surface.