One material graph, several runtime fragments
all retain one extensionless asset identity
Example.matgraph
source graph + settings
game:/Materials/Example
MaterialGraphProcessor
graph → generated HLSL
shader + material processors
one ProcessResultSuccess
#vertex / #pixel
SHD fragments
default output
MAT fragment
#instance
MIN fragment
COOKED URI FAMILY
assets:/Game/Materials/Example
#vertex · #pixel · default material · #instance
Each output carries its own type header and payload hash.