message: fix bug  of GLTFIO_LITE, the macro GLTFRESOURCES_LITE_LIT_BLEND_DATA is not defined anywhere, it should be GLTFRESOURCES_LITE_LIT_FADE_DATA. This solves the issue of rendering transparent objects using GLTFIO_LITE macro, i.e. using gltfresources_lite.bin. If not change this macro, the transparent objects will be rended using LIT_OPAQUE material instead of LIT_FADE material.
diff: @@ -131,7 +131,7 @@ Material* UbershaderLoader::getMaterial(const MaterialKey& config) const {
  case MATINDEX(LIT, AlphaMode::OPAQUE, false, false, false): mMaterials[matindex] = CREATE_MATERIAL(LIT_OPAQUE); break;
  #endif
  - #if !GLTFIO_LITE || defined(GLTFRESOURCES_LITE_LIT_BLEND_DATA)
  + #if !GLTFIO_LITE || defined(GLTFRESOURCES_LITE_LIT_FADE_DATA)
  case MATINDEX(LIT, AlphaMode::BLEND, false, false, false): mMaterials[matindex] = CREATE_MATERIAL(LIT_FADE); break;
  #endif
  