Compare commits
19 Commits
9cad319f09
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feature/wo
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -72,3 +72,4 @@ crashlytics-build.properties
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# Temporary auto-generated Android Assets
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||||
/[Aa]ssets/[Ss]treamingAssets/aa.meta
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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ProjectSettings/ToonyColorsPro.json
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141
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Normal file
141
Assets/Map/Materials/GlassMat.mat
Normal file
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||||
- _BlendModePreserveSpecular: 1
|
||||
- _BumpScale: 1
|
||||
- _ClearCoatMask: 0
|
||||
- _ClearCoatSmoothness: 0
|
||||
- _Cull: 2
|
||||
- _Cutoff: 0.5
|
||||
- _DetailAlbedoMapScale: 1
|
||||
- _DetailNormalMapScale: 1
|
||||
- _DstBlend: 0
|
||||
- _DstBlendAlpha: 0
|
||||
- _EnvironmentReflections: 1
|
||||
- _GlossMapScale: 0
|
||||
- _Glossiness: 0
|
||||
- _GlossyReflections: 0
|
||||
- _Metallic: 0
|
||||
- _OcclusionStrength: 1
|
||||
- _Parallax: 0.005
|
||||
- _QueueOffset: 0
|
||||
- _ReceiveShadows: 1
|
||||
- _Smoothness: 0.5
|
||||
- _SmoothnessTextureChannel: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SrcBlend: 1
|
||||
- _SrcBlendAlpha: 1
|
||||
- _Surface: 0
|
||||
- _WorkflowMode: 1
|
||||
- _XRMotionVectorsPass: 1
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
m_AllowLocking: 1
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7f57b98b9625ec741b84af7f523be6cb
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,782 @@
|
||||
// Toony Colors Pro+Mobile 2
|
||||
// (c) 2014-2025 Jean Moreno
|
||||
|
||||
Shader "Reset/BaseStructureShader"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[TCP2HeaderHelp(Base)]
|
||||
[TCP2ColorNoAlpha] _HColor ("Highlight Color", Color) = (0.75,0.75,0.75,1)
|
||||
[TCP2ColorNoAlpha] _SColor ("Shadow Color", Color) = (0.2,0.2,0.2,1)
|
||||
[TCP2Separator]
|
||||
|
||||
[TCP2Header(Ramp Shading)]
|
||||
|
||||
_RampThreshold ("Threshold", Range(0.01,1)) = 0.5
|
||||
_RampSmoothing ("Smoothing", Range(0.001,1)) = 0.5
|
||||
[TCP2Separator]
|
||||
|
||||
[TCP2HeaderHelp(Rim Lighting)]
|
||||
[Toggle(TCP2_RIM_LIGHTING)] _UseRim ("Enable Rim Lighting", Float) = 0
|
||||
[TCP2ColorNoAlpha] _RimColor ("Rim Color", Color) = (0.8,0.8,0.8,0.5)
|
||||
_RimMin ("Rim Min", Range(0,2)) = 0.5
|
||||
_RimMax ("Rim Max", Range(0,2)) = 1
|
||||
//Rim Direction
|
||||
_RimDir ("Rim Direction", Vector) = (0,0,1,1)
|
||||
[TCP2Separator]
|
||||
|
||||
[TCP2HeaderHelp(Normal Mapping)]
|
||||
[Toggle(_NORMALMAP)] _UseNormalMap ("Enable Normal Mapping", Float) = 0
|
||||
[NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {}
|
||||
_BumpScale ("Scale", Float) = 1
|
||||
[NoScaleOffset] _ParallaxMap ("Height Map", 2D) = "black" {}
|
||||
_Parallax ("Height", Range(0.005,0.08)) = 0.02
|
||||
[TCP2Separator]
|
||||
[HideInInspector] __BeginGroup_ShadowHSV ("Shadow Line", Float) = 0
|
||||
_ShadowLineThreshold ("Threshold", Range(0,1)) = 0.5
|
||||
_ShadowLineSmoothing ("Smoothing", Range(0.001,0.1)) = 0.015
|
||||
_ShadowLineStrength ("Strength", Float) = 1
|
||||
_ShadowLineColor ("Color (RGB) Opacity (A)", Color) = (0,0,0,1)
|
||||
[HideInInspector] __EndGroup ("Shadow Line", Float) = 0
|
||||
|
||||
// Custom Material Properties
|
||||
[NoScaleOffset] _BaseColorMap ("Color Map", 2D) = "white" {}
|
||||
_BaseColor ("Color", Color) = (1,1,1,1)
|
||||
|
||||
[ToggleOff(_RECEIVE_SHADOWS_OFF)] _ReceiveShadowsOff ("Receive Shadows", Float) = 1
|
||||
|
||||
// Avoid compile error if the properties are ending with a drawer
|
||||
[HideInInspector] __dummy__ ("unused", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"RenderPipeline" = "UniversalPipeline"
|
||||
"RenderType"="Opaque"
|
||||
}
|
||||
|
||||
HLSLINCLUDE
|
||||
#define fixed half
|
||||
#define fixed2 half2
|
||||
#define fixed3 half3
|
||||
#define fixed4 half4
|
||||
|
||||
#if UNITY_VERSION >= 202020
|
||||
#define URP_10_OR_NEWER
|
||||
#endif
|
||||
#if UNITY_VERSION >= 202120
|
||||
#define URP_12_OR_NEWER
|
||||
#endif
|
||||
#if UNITY_VERSION >= 202220
|
||||
#define URP_14_OR_NEWER
|
||||
#endif
|
||||
|
||||
// Texture/Sampler abstraction
|
||||
#define TCP2_TEX2D_WITH_SAMPLER(tex) TEXTURE2D(tex); SAMPLER(sampler##tex)
|
||||
#define TCP2_TEX2D_NO_SAMPLER(tex) TEXTURE2D(tex)
|
||||
#define TCP2_TEX2D_SAMPLE(tex, samplertex, coord) SAMPLE_TEXTURE2D(tex, sampler##samplertex, coord)
|
||||
#define TCP2_TEX2D_SAMPLE_LOD(tex, samplertex, coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler##samplertex, coord, lod)
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
|
||||
// Uniforms
|
||||
|
||||
// Custom Material Properties
|
||||
TCP2_TEX2D_WITH_SAMPLER(_BaseColorMap);
|
||||
|
||||
// Shader Properties
|
||||
TCP2_TEX2D_WITH_SAMPLER(_ParallaxMap);
|
||||
TCP2_TEX2D_WITH_SAMPLER(_BumpMap);
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
|
||||
// Custom Material Properties
|
||||
|
||||
fixed4 _BaseColor;
|
||||
|
||||
// Shader Properties
|
||||
float _Parallax;
|
||||
float _BumpScale;
|
||||
float _RampThreshold;
|
||||
float _RampSmoothing;
|
||||
float _ShadowLineThreshold;
|
||||
float _ShadowLineStrength;
|
||||
float _ShadowLineSmoothing;
|
||||
fixed4 _ShadowLineColor;
|
||||
float4 _RimDir;
|
||||
float _RimMin;
|
||||
float _RimMax;
|
||||
fixed4 _RimColor;
|
||||
fixed4 _SColor;
|
||||
fixed4 _HColor;
|
||||
CBUFFER_END
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ParallaxMapping.hlsl"
|
||||
|
||||
// Calculates UV offset for parallax bump mapping
|
||||
inline float2 TCP2_ParallaxOffset( half h, half height, half3 viewDir )
|
||||
{
|
||||
h = h * height - height/2.0;
|
||||
float3 v = normalize(viewDir);
|
||||
v.z += 0.42;
|
||||
return h * (v.xy / v.z);
|
||||
}
|
||||
|
||||
// Cubic pulse function
|
||||
// Adapted from: http://www.iquilezles.org/www/articles/functions/functions.htm (c) 2017 - Inigo Quilez - MIT License
|
||||
float linearPulse(float c, float w, float x)
|
||||
{
|
||||
x = abs(x - c);
|
||||
if (x > w)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
x /= w;
|
||||
return 1 - x;
|
||||
}
|
||||
|
||||
// Built-in renderer (CG) to SRP (HLSL) bindings
|
||||
#define UnityObjectToClipPos TransformObjectToHClip
|
||||
#define _WorldSpaceLightPos0 _MainLightPosition
|
||||
|
||||
ENDHLSL
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Main"
|
||||
Tags
|
||||
{
|
||||
"LightMode"="UniversalForward"
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
// Required to compile gles 2.0 with standard SRP library
|
||||
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
#pragma target 3.0
|
||||
|
||||
// -------------------------------------
|
||||
// Material keywords
|
||||
#pragma shader_feature_local _ _RECEIVE_SHADOWS_OFF
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Render Pipeline keywords
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||
|
||||
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||||
|
||||
// -------------------------------------
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex Vertex
|
||||
#pragma fragment Fragment
|
||||
|
||||
//--------------------------------------
|
||||
// Toony Colors Pro 2 keywords
|
||||
#pragma shader_feature_local_fragment TCP2_RIM_LIGHTING
|
||||
#pragma shader_feature_local _NORMALMAP
|
||||
|
||||
// vertex input
|
||||
struct Attributes
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
// vertex output / fragment input
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 worldPosAndFog : TEXCOORD0;
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
float4 shadowCoord : TEXCOORD1; // compute shadow coord per-vertex for the main light
|
||||
#endif
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
half3 vertexLights : TEXCOORD2;
|
||||
#endif
|
||||
float3 pack0 : TEXCOORD3; /* pack0.xyz = tangent */
|
||||
float3 pack1 : TEXCOORD4; /* pack1.xyz = bitangent */
|
||||
float2 pack2 : TEXCOORD5; /* pack2.xy = texcoord0 */
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP
|
||||
// Fake InputData struct needed for Forward+ macro
|
||||
struct InputDataForwardPlusDummy
|
||||
{
|
||||
float3 positionWS;
|
||||
float2 normalizedScreenSpaceUV;
|
||||
};
|
||||
#endif
|
||||
|
||||
Varyings Vertex(Attributes input)
|
||||
{
|
||||
Varyings output = (Varyings)0;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
// Texture Coordinates
|
||||
output.pack2.xy = input.texcoord0.xy;
|
||||
|
||||
float3 worldPos = mul(UNITY_MATRIX_M, input.vertex).xyz;
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
output.shadowCoord = GetShadowCoord(vertexInput);
|
||||
#endif
|
||||
|
||||
VertexNormalInputs vertexNormalInput = GetVertexNormalInputs(input.normal, input.tangent);
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
// Vertex lighting
|
||||
output.vertexLights = VertexLighting(vertexInput.positionWS, vertexNormalInput.normalWS);
|
||||
#endif
|
||||
|
||||
// world position
|
||||
output.worldPosAndFog = float4(vertexInput.positionWS.xyz, 0);
|
||||
|
||||
// normal
|
||||
output.normal = normalize(vertexNormalInput.normalWS);
|
||||
|
||||
// tangent
|
||||
output.pack0.xyz = vertexNormalInput.tangentWS;
|
||||
output.pack1.xyz = vertexNormalInput.bitangentWS;
|
||||
|
||||
// clip position
|
||||
output.positionCS = vertexInput.positionCS;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 Fragment(Varyings input
|
||||
) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
|
||||
float3 positionWS = input.worldPosAndFog.xyz;
|
||||
float3 normalWS = normalize(input.normal);
|
||||
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(positionWS);
|
||||
half3 tangentWS = input.pack0.xyz;
|
||||
half3 bitangentWS = input.pack1.xyz;
|
||||
#if defined(_NORMALMAP)
|
||||
half3x3 tangentToWorldMatrix = half3x3(tangentWS.xyz, bitangentWS.xyz, normalWS.xyz);
|
||||
//Parallax Offset
|
||||
float __parallaxHeightMap = ( TCP2_TEX2D_SAMPLE(_ParallaxMap, _ParallaxMap, input.pack2.xy).a );
|
||||
float __parallaxHeight = ( _Parallax );
|
||||
half height = __parallaxHeightMap;
|
||||
half3 viewDirTS = GetViewDirectionTangentSpace(half4(tangentWS, 0), normalWS, viewDirWS);
|
||||
float2 offset = TCP2_ParallaxOffset(height, __parallaxHeight, viewDirTS);
|
||||
input.pack2.xy += offset;
|
||||
#endif
|
||||
|
||||
// Custom Material Properties Sampling
|
||||
half4 value__BaseColorMap = TCP2_TEX2D_SAMPLE(_BaseColorMap, _BaseColorMap, input.pack2.xy).rgba;
|
||||
|
||||
// Shader Properties Sampling
|
||||
float4 __normalMap = ( TCP2_TEX2D_SAMPLE(_BumpMap, _BumpMap, input.pack2.xy).rgba );
|
||||
float __bumpScale = ( _BumpScale );
|
||||
float4 __albedo = ( value__BaseColorMap.rgba );
|
||||
float4 __mainColor = ( _BaseColor.rgba );
|
||||
float __alpha = ( __albedo.a * __mainColor.a );
|
||||
float __ambientIntensity = ( 1.0 );
|
||||
float __rampThreshold = ( _RampThreshold );
|
||||
float __rampSmoothing = ( _RampSmoothing );
|
||||
float __shadowLineThreshold = ( _ShadowLineThreshold );
|
||||
float __shadowLineStrength = ( _ShadowLineStrength );
|
||||
float __shadowLineSmoothing = ( _ShadowLineSmoothing );
|
||||
float4 __shadowLineColor = ( _ShadowLineColor.rgba );
|
||||
float3 __rimDir = ( _RimDir.xyz );
|
||||
float __rimMin = ( _RimMin );
|
||||
float __rimMax = ( _RimMax );
|
||||
float3 __rimColor = ( _RimColor.rgb );
|
||||
float __rimStrength = ( 1.0 );
|
||||
float3 __shadowColor = ( _SColor.rgb );
|
||||
float3 __highlightColor = ( _HColor.rgb );
|
||||
|
||||
#if defined(_NORMALMAP)
|
||||
half4 normalMap = __normalMap;
|
||||
half3 normalTS = UnpackNormalScale(normalMap, __bumpScale);
|
||||
#if defined(_NORMALMAP)
|
||||
normalWS = normalize( mul(normalTS, tangentToWorldMatrix) );
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// main texture
|
||||
half3 albedo = __albedo.rgb;
|
||||
half alpha = __alpha;
|
||||
|
||||
half3 emission = half3(0,0,0);
|
||||
|
||||
albedo *= __mainColor.rgb;
|
||||
|
||||
// main light: direction, color, distanceAttenuation, shadowAttenuation
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
float4 shadowCoord = input.shadowCoord;
|
||||
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||||
float4 shadowCoord = TransformWorldToShadowCoord(positionWS);
|
||||
#else
|
||||
float4 shadowCoord = float4(0, 0, 0, 0);
|
||||
#endif
|
||||
|
||||
#if defined(URP_10_OR_NEWER)
|
||||
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
||||
half4 shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
||||
#elif !defined (LIGHTMAP_ON)
|
||||
half4 shadowMask = unity_ProbesOcclusion;
|
||||
#else
|
||||
half4 shadowMask = half4(1, 1, 1, 1);
|
||||
#endif
|
||||
|
||||
Light mainLight = GetMainLight(shadowCoord, positionWS, shadowMask);
|
||||
#else
|
||||
Light mainLight = GetMainLight(shadowCoord);
|
||||
#endif
|
||||
|
||||
#if defined(_SCREEN_SPACE_OCCLUSION) || defined(USE_FORWARD_PLUS) || defined(USE_CLUSTER_LIGHT_LOOP)
|
||||
float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
||||
#endif
|
||||
|
||||
// ambient or lightmap
|
||||
// Samples SH fully per-pixel. SampleSHVertex and SampleSHPixel functions
|
||||
// are also defined in case you want to sample some terms per-vertex.
|
||||
half3 bakedGI = SampleSH(normalWS);
|
||||
half occlusion = 1;
|
||||
|
||||
half3 indirectDiffuse = bakedGI;
|
||||
indirectDiffuse *= occlusion * albedo * __ambientIntensity;
|
||||
|
||||
half3 lightDir = mainLight.direction;
|
||||
half3 lightColor = mainLight.color.rgb;
|
||||
|
||||
half atten = mainLight.shadowAttenuation * mainLight.distanceAttenuation;
|
||||
|
||||
half ndl = dot(normalWS, lightDir);
|
||||
half3 ramp;
|
||||
|
||||
half rampThreshold = __rampThreshold;
|
||||
half rampSmooth = __rampSmoothing * 0.5;
|
||||
ndl = saturate(ndl);
|
||||
ramp = smoothstep(rampThreshold - rampSmooth, rampThreshold + rampSmooth, ndl);
|
||||
|
||||
// apply attenuation
|
||||
ramp *= atten;
|
||||
|
||||
//Shadow Line
|
||||
float ndlAtten = ndl * atten;
|
||||
float shadowLineThreshold = __shadowLineThreshold;
|
||||
float shadowLineStrength = __shadowLineStrength;
|
||||
float shadowLineSmoothing = __shadowLineSmoothing;
|
||||
float shadowLine = min(linearPulse(ndlAtten, shadowLineSmoothing, shadowLineThreshold) * shadowLineStrength, 1.0);
|
||||
half4 shadowLineColor = __shadowLineColor;
|
||||
ramp = lerp(ramp.rgb, shadowLineColor.rgb, shadowLine * shadowLineColor.a);
|
||||
half3 color = half3(0,0,0);
|
||||
// Rim Lighting
|
||||
#if defined(TCP2_RIM_LIGHTING)
|
||||
half3 rViewDir = viewDirWS;
|
||||
half3 rimDir = __rimDir;
|
||||
rViewDir = normalize(UNITY_MATRIX_V[0].xyz * rimDir.x + UNITY_MATRIX_V[1].xyz * rimDir.y + UNITY_MATRIX_V[2].xyz * rimDir.z);
|
||||
half rim = 1.0f - saturate(dot(rViewDir, normalWS));
|
||||
rim = ( rim );
|
||||
half rimMin = __rimMin;
|
||||
half rimMax = __rimMax;
|
||||
rim = smoothstep(rimMin, rimMax, rim);
|
||||
half3 rimColor = __rimColor;
|
||||
half rimStrength = __rimStrength;
|
||||
//Rim light mask
|
||||
emission.rgb += ndl * atten * rim * rimColor * rimStrength;
|
||||
#endif
|
||||
half3 accumulatedRamp = ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
|
||||
half3 accumulatedColors = ramp * lightColor.rgb;
|
||||
|
||||
// Additional lights loop
|
||||
#ifdef _ADDITIONAL_LIGHTS
|
||||
uint pixelLightCount = GetAdditionalLightsCount();
|
||||
|
||||
#if USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP
|
||||
// Additional directional lights in Forward+
|
||||
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
||||
{
|
||||
CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
|
||||
|
||||
Light light = GetAdditionalLight(lightIndex, positionWS, shadowMask);
|
||||
|
||||
#if defined(_LIGHT_LAYERS)
|
||||
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||||
#endif
|
||||
{
|
||||
half atten = light.shadowAttenuation * light.distanceAttenuation;
|
||||
|
||||
#if defined(_LIGHT_LAYERS)
|
||||
half3 lightDir = half3(0, 1, 0);
|
||||
half3 lightColor = half3(0, 0, 0);
|
||||
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||||
{
|
||||
lightColor = light.color.rgb;
|
||||
lightDir = light.direction;
|
||||
}
|
||||
#else
|
||||
half3 lightColor = light.color.rgb;
|
||||
half3 lightDir = light.direction;
|
||||
#endif
|
||||
|
||||
half ndl = dot(normalWS, lightDir);
|
||||
half3 ramp;
|
||||
|
||||
ndl = saturate(ndl);
|
||||
ramp = smoothstep(rampThreshold - rampSmooth, rampThreshold + rampSmooth, ndl);
|
||||
|
||||
// apply attenuation (shadowmaps & point/spot lights attenuation)
|
||||
ramp *= atten;
|
||||
|
||||
//Shadow Line
|
||||
float ndlAtten = ndl * atten;
|
||||
float shadowLineThreshold = __shadowLineThreshold;
|
||||
float shadowLineStrength = __shadowLineStrength;
|
||||
float shadowLineSmoothing = __shadowLineSmoothing;
|
||||
float shadowLine = min(linearPulse(ndlAtten, shadowLineSmoothing, shadowLineThreshold) * shadowLineStrength, 1.0);
|
||||
half4 shadowLineColor = __shadowLineColor;
|
||||
ramp = lerp(ramp.rgb, shadowLineColor.rgb, shadowLine * shadowLineColor.a);
|
||||
accumulatedRamp += ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
|
||||
accumulatedColors += ramp * lightColor.rgb;
|
||||
|
||||
#if defined(TCP2_RIM_LIGHTING)
|
||||
// Rim light mask
|
||||
half3 rimColor = __rimColor;
|
||||
half rimStrength = __rimStrength;
|
||||
emission.rgb += ndl * atten * rim * rimColor * rimStrength;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
// Data with dummy struct used in Forward+ macro (LIGHT_LOOP_BEGIN)
|
||||
InputDataForwardPlusDummy inputData;
|
||||
inputData.normalizedScreenSpaceUV = normalizedScreenSpaceUV;
|
||||
inputData.positionWS = positionWS;
|
||||
#endif
|
||||
|
||||
LIGHT_LOOP_BEGIN(pixelLightCount)
|
||||
{
|
||||
#if defined(URP_10_OR_NEWER)
|
||||
Light light = GetAdditionalLight(lightIndex, positionWS, shadowMask);
|
||||
#else
|
||||
Light light = GetAdditionalLight(lightIndex, positionWS);
|
||||
#endif
|
||||
half atten = light.shadowAttenuation * light.distanceAttenuation;
|
||||
|
||||
#if defined(_LIGHT_LAYERS)
|
||||
half3 lightDir = half3(0, 1, 0);
|
||||
half3 lightColor = half3(0, 0, 0);
|
||||
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||||
{
|
||||
lightColor = light.color.rgb;
|
||||
lightDir = light.direction;
|
||||
}
|
||||
#else
|
||||
half3 lightColor = light.color.rgb;
|
||||
half3 lightDir = light.direction;
|
||||
#endif
|
||||
|
||||
half ndl = dot(normalWS, lightDir);
|
||||
half3 ramp;
|
||||
|
||||
ndl = saturate(ndl);
|
||||
ramp = smoothstep(rampThreshold - rampSmooth, rampThreshold + rampSmooth, ndl);
|
||||
|
||||
// apply attenuation (shadowmaps & point/spot lights attenuation)
|
||||
ramp *= atten;
|
||||
|
||||
//Shadow Line
|
||||
float ndlAtten = ndl * atten;
|
||||
float shadowLineThreshold = __shadowLineThreshold;
|
||||
float shadowLineStrength = __shadowLineStrength;
|
||||
float shadowLineSmoothing = __shadowLineSmoothing;
|
||||
float shadowLine = min(linearPulse(ndlAtten, shadowLineSmoothing, shadowLineThreshold) * shadowLineStrength, 1.0);
|
||||
half4 shadowLineColor = __shadowLineColor;
|
||||
ramp = lerp(ramp.rgb, shadowLineColor.rgb, shadowLine * shadowLineColor.a);
|
||||
accumulatedRamp += ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
|
||||
accumulatedColors += ramp * lightColor.rgb;
|
||||
|
||||
#if defined(TCP2_RIM_LIGHTING)
|
||||
// Rim light mask
|
||||
half3 rimColor = __rimColor;
|
||||
half rimStrength = __rimStrength;
|
||||
emission.rgb += ndl * atten * rim * rimColor * rimStrength;
|
||||
#endif
|
||||
}
|
||||
LIGHT_LOOP_END
|
||||
#endif
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
color += input.vertexLights * albedo;
|
||||
#endif
|
||||
|
||||
accumulatedRamp = saturate(accumulatedRamp);
|
||||
half3 shadowColor = (1 - accumulatedRamp.rgb) * __shadowColor;
|
||||
accumulatedRamp = accumulatedColors.rgb * __highlightColor + shadowColor;
|
||||
color += albedo * accumulatedRamp;
|
||||
|
||||
// apply ambient
|
||||
color += indirectDiffuse;
|
||||
|
||||
color += emission;
|
||||
|
||||
return half4(color, alpha);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Depth & Shadow Caster Passes
|
||||
HLSLINCLUDE
|
||||
|
||||
#if defined(SHADOW_CASTER_PASS) || defined(DEPTH_ONLY_PASS)
|
||||
|
||||
#define fixed half
|
||||
#define fixed2 half2
|
||||
#define fixed3 half3
|
||||
#define fixed4 half4
|
||||
|
||||
float3 _LightDirection;
|
||||
float3 _LightPosition;
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
#if defined(DEPTH_NORMALS_PASS)
|
||||
float3 normalWS : TEXCOORD0;
|
||||
#endif
|
||||
float3 pack0 : TEXCOORD1; /* pack0.xyz = positionWS */
|
||||
float2 pack1 : TEXCOORD2; /* pack1.xy = texcoord0 */
|
||||
#if defined(DEPTH_ONLY_PASS)
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
#endif
|
||||
};
|
||||
|
||||
float4 GetShadowPositionHClip(Attributes input)
|
||||
{
|
||||
float3 positionWS = TransformObjectToWorld(input.vertex.xyz);
|
||||
float3 normalWS = TransformObjectToWorldNormal(input.normal);
|
||||
|
||||
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
||||
#else
|
||||
float3 lightDirectionWS = _LightDirection;
|
||||
#endif
|
||||
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
||||
|
||||
#if UNITY_REVERSED_Z
|
||||
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
||||
#else
|
||||
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
||||
#endif
|
||||
|
||||
return positionCS;
|
||||
}
|
||||
|
||||
Varyings ShadowDepthPassVertex(Attributes input)
|
||||
{
|
||||
Varyings output = (Varyings)0;
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
#if defined(DEPTH_ONLY_PASS)
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
#endif
|
||||
|
||||
// Texture Coordinates
|
||||
output.pack1.xy = input.texcoord0.xy;
|
||||
|
||||
float3 worldPos = mul(UNITY_MATRIX_M, input.vertex).xyz;
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
|
||||
output.pack0.xyz = vertexInput.positionWS;
|
||||
|
||||
#if defined(DEPTH_ONLY_PASS)
|
||||
output.positionCS = TransformObjectToHClip(input.vertex.xyz);
|
||||
#if defined(DEPTH_NORMALS_PASS)
|
||||
float3 normalWS = TransformObjectToWorldNormal(input.normal);
|
||||
output.normalWS = normalWS; // already normalized in TransformObjectToWorldNormal
|
||||
#endif
|
||||
#elif defined(SHADOW_CASTER_PASS)
|
||||
output.positionCS = GetShadowPositionHClip(input);
|
||||
#else
|
||||
output.positionCS = float4(0,0,0,0);
|
||||
#endif
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 ShadowDepthPassFragment(
|
||||
Varyings input
|
||||
#if defined(DEPTH_NORMALS_PASS) && defined(_WRITE_RENDERING_LAYERS)
|
||||
#if UNITY_VERSION >= 60020000
|
||||
, out uint outRenderingLayers : SV_Target1
|
||||
#else
|
||||
, out float4 outRenderingLayers : SV_Target1
|
||||
#endif
|
||||
#endif
|
||||
) : SV_TARGET
|
||||
{
|
||||
#if defined(DEPTH_ONLY_PASS)
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
#endif
|
||||
|
||||
float3 positionWS = input.pack0.xyz;
|
||||
|
||||
// Custom Material Properties Sampling
|
||||
half4 value__BaseColorMap = TCP2_TEX2D_SAMPLE(_BaseColorMap, _BaseColorMap, input.pack1.xy).rgba;
|
||||
|
||||
// Shader Properties Sampling
|
||||
float4 __albedo = ( value__BaseColorMap.rgba );
|
||||
float4 __mainColor = ( _BaseColor.rgba );
|
||||
float __alpha = ( __albedo.a * __mainColor.a );
|
||||
|
||||
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(positionWS);
|
||||
half3 albedo = half3(1,1,1);
|
||||
half alpha = __alpha;
|
||||
half3 emission = half3(0,0,0);
|
||||
|
||||
#if defined(DEPTH_NORMALS_PASS)
|
||||
#if defined(_WRITE_RENDERING_LAYERS)
|
||||
#if UNITY_VERSION >= 60020000
|
||||
outRenderingLayers = EncodeMeshRenderingLayer();
|
||||
#else
|
||||
outRenderingLayers = float4(EncodeMeshRenderingLayer(GetMeshRenderingLayer()), 0, 0, 0);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(URP_12_OR_NEWER)
|
||||
return float4(input.normalWS.xyz, 0.0);
|
||||
#else
|
||||
return float4(PackNormalOctRectEncode(TransformWorldToViewDir(input.normalWS, true)), 0.0, 0.0);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#endif
|
||||
ENDHLSL
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "ShadowCaster"
|
||||
}
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
|
||||
HLSLPROGRAM
|
||||
// Required to compile gles 2.0 with standard srp library
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
#pragma target 2.0
|
||||
|
||||
// using simple #define doesn't work, we have to use this instead
|
||||
#pragma multi_compile SHADOW_CASTER_PASS
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||
|
||||
#pragma vertex ShadowDepthPassVertex
|
||||
#pragma fragment ShadowDepthPassFragment
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "DepthOnly"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "DepthOnly"
|
||||
}
|
||||
|
||||
ZWrite On
|
||||
ColorMask 0
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
// Required to compile gles 2.0 with standard srp library
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
#pragma target 2.0
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
// using simple #define doesn't work, we have to use this instead
|
||||
#pragma multi_compile DEPTH_ONLY_PASS
|
||||
|
||||
#pragma vertex ShadowDepthPassVertex
|
||||
#pragma fragment ShadowDepthPassFragment
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "DepthNormals"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "DepthNormals"
|
||||
}
|
||||
|
||||
ZWrite On
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma exclude_renderers gles gles3 glcore
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
// using simple #define doesn't work, we have to use this instead
|
||||
#pragma multi_compile DEPTH_ONLY_PASS
|
||||
#pragma multi_compile DEPTH_NORMALS_PASS
|
||||
|
||||
#pragma vertex ShadowDepthPassVertex
|
||||
#pragma fragment ShadowDepthPassFragment
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
FallBack "Hidden/InternalErrorShader"
|
||||
CustomEditor "ToonyColorsPro.ShaderGenerator.MaterialInspector_SG2"
|
||||
}
|
||||
|
||||
/* TCP_DATA u config(ver:"2.9.20";unity:"6000.2.1f1";tmplt:"SG2_Template_URP";features:list["UNITY_5_4","UNITY_5_5","UNITY_5_6","UNITY_2017_1","UNITY_2018_1","UNITY_2018_2","UNITY_2018_3","UNITY_2019_1","UNITY_2019_2","UNITY_2019_3","UNITY_2019_4","UNITY_2020_1","UNITY_2021_1","UNITY_2021_2","UNITY_2022_2","UNITY_6000_2","UNITY_6000_1","UNITY_6000_0","ENABLE_DEPTH_NORMALS_PASS","ENABLE_FORWARD_PLUS","BUMP","BUMP_SCALE","BUMP_SHADER_FEATURE","PARALLAX","RIM","SHADOW_LINE","RIM_DIR","RIM_SHADER_FEATURE","RIM_LIGHTMASK","TEMPLATE_LWRP"];flags:list[];flags_extra:dict[];keywords:dict[RENDER_TYPE="Opaque",RampTextureDrawer="[TCP2Gradient]",RampTextureLabel="Ramp Texture",SHADER_TARGET="3.0",RIM_LABEL="Rim Lighting"];shaderProperties:list[sp(name:"Albedo";imps:list[imp_ct(lct:"_BaseColorMap";cc:4;chan:"RGBA";avchan:"RGBA";guid:"7adb1559-a191-4787-9768-9c022f88519e";op:Multiply;lbl:"Albedo";gpu_inst:False;dots_inst:False;locked:False;impl_index:-1)];layers:list[];unlocked:list[];layer_blend:dict[];custom_blend:dict[];clones:dict[];isClone:False),sp(name:"Main Color";imps:list[imp_ct(lct:"_BaseColor";cc:4;chan:"RGBA";avchan:"RGBA";guid:"a7712ece-26cf-4377-b4d5-29f48159f433";op:Multiply;lbl:"Color";gpu_inst:False;dots_inst:False;locked:False;impl_index:-1)];layers:list[];unlocked:list[];layer_blend:dict[];custom_blend:dict[];clones:dict[];isClone:False)];customTextures:list[ct(cimp:imp_mp_color(def:RGBA(1, 1, 1, 1);hdr:False;cc:4;chan:"RGBA";prop:"_BaseColor";md:"";gbv:False;custom:True;refs:"Albedo, Main Color";pnlock:False;guid:"46121171-6ffb-47b2-b644-6bdfe05fb06d";op:Multiply;lbl:"Color";gpu_inst:False;dots_inst:False;locked:False;impl_index:-1);exp:True;uv_exp:False;imp_lbl:"Color"),ct(cimp:imp_mp_vector(def:(0, 0, 0, 0);fp:float;cc:4;chan:"XYZW";prop:"_UVBase";md:"";gbv:False;custom:True;refs:"";pnlock:False;guid:"c1ec6c1b-f616-4e53-9d91-920a72964238";op:Multiply;lbl:"UVBase";gpu_inst:False;dots_inst:False;locked:False;impl_index:-1);exp:True;uv_exp:False;imp_lbl:"Vector"),ct(cimp:imp_mp_texture(uto:False;tov:"";tov_lbl:"";gto:False;sbt:False;scr:False;scv:"";scv_lbl:"";gsc:False;roff:False;goff:False;sin_anm:False;sin_anmv:"";sin_anmv_lbl:"";gsin:False;notile:False;triplanar_local:False;def:"white";locked_uv:False;uv:0;cc:4;chan:"RGBA";mip:0;mipprop:False;ssuv_vert:False;ssuv_obj:False;uv_type:Texcoord;uv_chan:"XZ";tpln_scale:1;uv_shaderproperty:__NULL__;uv_cmp:"_UVBase";sep_sampler:__NULL__;prop:"_BaseColorMap";md:"";gbv:False;custom:True;refs:"";pnlock:False;guid:"29456f6e-55ad-40aa-8fbe-5b16931b2740";op:Multiply;lbl:"Color Map";gpu_inst:False;dots_inst:False;locked:False;impl_index:-1);exp:True;uv_exp:False;imp_lbl:"Texture")];codeInjection:codeInjection(injectedFiles:list[];mark:False);matLayers:list[ml(uid:"ce3cca";name:"Material Layer";src:sp(name:"layer_ce3cca";imps:list[imp_mp_texture(uto:False;tov:"";tov_lbl:"";gto:False;sbt:False;scr:False;scv:"";scv_lbl:"";gsc:False;roff:False;goff:False;sin_anm:False;sin_anmv:"";sin_anmv_lbl:"";gsin:False;notile:False;triplanar_local:False;def:"white";locked_uv:False;uv:0;cc:1;chan:"R";mip:-1;mipprop:False;ssuv_vert:False;ssuv_obj:False;uv_type:Texcoord;uv_chan:"XZ";tpln_scale:1;uv_shaderproperty:__NULL__;uv_cmp:__NULL__;sep_sampler:__NULL__;prop:"_layer_ce3cca";md:"";gbv:False;custom:False;refs:"";pnlock:False;guid:"056fa07b-c18b-4168-afa1-fcb01cd96625";op:Multiply;lbl:"Source Texture";gpu_inst:False;dots_inst:False;locked:False;impl_index:-1)];layers:list[];unlocked:list[];layer_blend:dict[];custom_blend:dict[];clones:dict[];isClone:False);use_contrast:False;ctrst:__NULL__;use_noise:False;noise:__NULL__)]) */
|
||||
/* TCP_HASH 213f2ac28bf85b513dd146815a1b9c4a */
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0327dc75d6819d949942e18f52b16935
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3}
|
||||
- _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3}
|
||||
- _DitherTex: {fileID: 2800000, guid: f059f76a52d0b374c85c681ed571185e, type: 3}
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -119,7 +119,7 @@ Material:
|
||||
m_Colors:
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2894
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2894
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4759
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4759
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1553
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1553
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39623
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39623
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2797
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2797
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4478
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2241
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785
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6558
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1933
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|
||||
pSDRemoveMatte: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 336896
|
||||
packageName: 'HTrace: Screen Space Global Illumination URP'
|
||||
packageVersion: 1.2.0
|
||||
assetPath: Assets/HTraceSSGI/Icons/Resources/SSGI UI Card.png
|
||||
uploadId: 840002
|
||||
8
Assets/Plugins/HTraceSSGI/Resources.meta
Normal file
8
Assets/Plugins/HTraceSSGI/Resources.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cd0d146c752f0f7489f7995e5e5499c9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Plugins/HTraceSSGI/Resources/HTraceSSGI.meta
Normal file
8
Assets/Plugins/HTraceSSGI/Resources/HTraceSSGI.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 263aa0d227a83dc4ca6c2fc4192f02d2
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4ee20b6f611369444acf19533acf34bb
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user