Andre McGrail
4 年前
当前提交
2d3b0e44
共有 56 个文件被更改,包括 3 次插入 和 8519 次删除
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2Assets/Data/UniversalRP/PipelineAsset_High.asset
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2Assets/Data/UniversalRP/PipelineAsset_Low.asset
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2Assets/Data/UniversalRP/PipelineAsset_Medium.asset
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38Assets/Data/UniversalRP/SkyboxRenderer.asset
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8Assets/Data/UniversalRP/SkyboxRenderer.asset.meta
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58Assets/Shaders/UI/NewUnlitShader.shader
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9Assets/Shaders/UI/NewUnlitShader.shader.meta
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670Assets/Shaders/UI/UIPanelFade.shadergraph
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10Assets/Shaders/UI/UIPanelFade.shadergraph.meta
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339Assets/Shaders/UtilityGraphs/DebugShaderGraph.shadersubgraph
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10Assets/Shaders/UtilityGraphs/DebugShaderGraph.shadersubgraph.meta
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583Assets/Shaders/UtilityGraphs/CustomTerrain.ShaderGraph
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10Assets/Shaders/UtilityGraphs/CustomTerrain.ShaderGraph.meta
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648Assets/Shaders/UtilityGraphs/SplatMixer.ShaderSubGraph
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10Assets/Shaders/UtilityGraphs/SplatMixer.ShaderSubGraph.meta
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9Assets/Shaders/Vegetation/InputSurfaceVegetation.hlsl.meta
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9Assets/Shaders/Vegetation/LWVegetationShader.shader.meta
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9Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl.meta
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9Assets/Shaders/Vegetation/Vegetation.hlsl.meta
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34Assets/Shaders/Vegetation/InputSurfaceVegetation.hlsl
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12Assets/Shaders/Vegetation/LODCrossfade.hlsl
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9Assets/Shaders/Vegetation/LODCrossfade.hlsl.meta
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310Assets/Shaders/Vegetation/LWVegetationShader.shader
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60Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl
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101Assets/Shaders/Vegetation/Vegetation.hlsl
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16Assets/Shaders/HeightFog.hlsl
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9Assets/Shaders/HeightFog.hlsl.meta
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112Assets/Shaders/BasicAO.shader
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9Assets/Shaders/BasicAO.shader.meta
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8Assets/Shaders/Imposters.meta
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895Assets/Textures/Water/WaterDepth.png
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123Assets/Textures/Water/WaterDepth.png.meta
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142Assets/Textures/LensDirt02.png.meta
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8Assets/scenes/Testing/InfiniteWater.meta
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1001Assets/scenes/Testing/InfiniteWater.unity
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7Assets/scenes/Testing/InfiniteWater.unity.meta
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8Assets/scenes/Testing/Imposters.meta
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519Assets/scenes/Testing/Imposters.unity
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7Assets/scenes/Testing/Imposters.unity.meta
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37Assets/scenes/Testing/New Render Texture.renderTexture
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8Assets/scenes/Testing/New Render Texture.renderTexture.meta
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577Assets/scenes/_levels/level_Island/GlobalFX Profile.asset
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1001Assets/scenes/_levels/level_Island/MainIsland.asset
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390Assets/scenes/_levels/level_Island/NavMesh-NavMesh.asset
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8Assets/scenes/_levels/level_Island/NavMesh-NavMesh.asset.meta
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297Assets/scenes/_levels/level_Island/TempCam Profile.asset
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8Assets/scenes/_levels/level_Island/TempCam Profile.asset.meta
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8Assets/scenes/_levels/level_Island/GlobalFX Profile.asset.meta
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8Assets/scenes/_levels/level_Island/MainIsland.asset.meta
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347Assets/scenes/demo_Island/NavMesh-NavMesh.asset
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8Assets/scenes/demo_Island/NavMesh-NavMesh.asset.meta
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Assets/Shaders/UI/UIPanelFade.shadergraph
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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文件差异内容过多而无法显示
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#ifndef INPUT_SURFACE_VEGETATION_INCLUDED |
|||
#define INPUT_SURFACE_VEGETATION_INCLUDED |
|||
|
|||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
|||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" |
|||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" |
|||
|
|||
CBUFFER_START(UnityPerMaterial) |
|||
float4 _BaseMap_ST; |
|||
half _Cutoff; |
|||
half _Gloss; |
|||
half _BendStrength; |
|||
CBUFFER_END |
|||
|
|||
inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData) |
|||
{ |
|||
half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); |
|||
|
|||
outSurfaceData.alpha = Alpha(albedoAlpha.a, 1, _Cutoff); |
|||
|
|||
outSurfaceData.albedo = albedoAlpha.rgb; |
|||
|
|||
//half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); |
|||
|
|||
outSurfaceData.metallic = 0; |
|||
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h); |
|||
|
|||
outSurfaceData.smoothness = _Gloss; |
|||
outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); |
|||
outSurfaceData.occlusion = 1; |
|||
outSurfaceData.emission = 0; |
|||
} |
|||
|
|||
#endif // INPUT_SURFACE_VEGETATION_INCLUDED |
|
|||
#ifndef CROSSFADE_INCLUDED |
|||
#define CROSSFADE_INCLUDED |
|||
|
|||
void LODCrossfade_float(float3 fadeMaskSeed, out float Out) |
|||
{ |
|||
LODDitheringTransition(fadeMaskSeed, unity_LODFade.x); |
|||
Out = 1; |
|||
} |
|||
|
|||
#endif |
|||
|
|||
////////////////////////////////////////////////////////////////////////////////////////////////////// |
|
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|||
Shader "BoatAttack/LWVegetationShader" |
|||
{ |
|||
Properties |
|||
{ |
|||
_BaseMap("Albedo", 2D) = "white" {} |
|||
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
|||
_Gloss("Gloss", Range(0.0, 1.0)) = 0.5 |
|||
[Toggle(_CORRECTNORMALS)] _CorrectNormals("Correct Normals", Float) = 1.0 |
|||
[Toggle(_VERTEXANIMATION)] _VertexAnimation("Vertex Animation", Float) = 1.0 |
|||
_BumpMap("Normal Map", 2D) = "bump" {} |
|||
_BendStrength("Bend Strength", Range(0.00, 0.20)) = 0.05 |
|||
} |
|||
|
|||
SubShader |
|||
{ |
|||
// Lightweight Pipeline tag is required. If Lightweight pipeline is not set in the graphics settings |
|||
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this |
|||
// material work with both Lightweight Pipeline and Builtin Unity Pipeline |
|||
Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} |
|||
|
|||
// ------------------------------------------------------------------ |
|||
// Base forward pass (directional light, emission, lightmaps, ...) |
|||
Pass |
|||
{ |
|||
// Lightmode matches the ShaderPassName set in LightweightPipeline.cs. SRPDefaultUnlit and passes with |
|||
// no LightMode tag are also rendered by Lightweight Pipeline |
|||
Tags{"LightMode" = "UniversalForward"} |
|||
|
|||
ZWrite On |
|||
AlphaToMask On |
|||
Cull Off |
|||
|
|||
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 2.0 |
|||
|
|||
// ------------------------------------- |
|||
// Material Keywords |
|||
#define _ALPHATEST_ON 1 |
|||
#pragma shader_feature _NORMALMAP |
|||
#pragma shader_feature _CORRECTNORMALS |
|||
#pragma shader_feature _VERTEXANIMATION |
|||
|
|||
// ------------------------------------- |
|||
// Lightweight Pipeline keywords |
|||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS |
|||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE |
|||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS |
|||
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS |
|||
#pragma multi_compile _ _SHADOWS_SOFT |
|||
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE |
|||
|
|||
// ------------------------------------- |
|||
// Unity defined keywords |
|||
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED |
|||
//#pragma multi_compile _ LIGHTMAP_ON |
|||
#pragma multi_compile_fog |
|||
#pragma multi_compile _ LOD_FADE_CROSSFADE |
|||
|
|||
//-------------------------------------- |
|||
// GPU Instancing |
|||
#pragma multi_compile_instancing |
|||
|
|||
// Including the following two function is enought for shading with Lightweight Pipeline. Everything is included in them. |
|||
// Core.hlsl will include SRP shader library, all constant buffers not related to materials (perobject, percamera, perframe). |
|||
// It also includes matrix/space conversion functions and fog. |
|||
// Lighting.hlsl will include the light functions/data to abstract light constants. You should use GetMainLight and GetLight functions |
|||
// that initialize Light struct. Lighting.hlsl also include GI, Light BDRF functions. It also includes Shadows. |
|||
//#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl" |
|||
// Not required but included here for simplicity. This defines all material related constants for the Standard surface shader like _Color, _MainTex, and so on. |
|||
// These are specific to this shader. You should define your own constants. |
|||
#include "InputSurfaceVegetation.hlsl" |
|||
#include "Vegetation.hlsl" |
|||
|
|||
#pragma vertex VegetationVertex |
|||
#pragma fragment LitPassFragment |
|||
|
|||
void InitializeInputData(VegetationVertexOutput IN, half3 normalTS, out InputData inputData) |
|||
{ |
|||
inputData = (InputData)0; |
|||
|
|||
inputData.positionWS = IN.posWS; |
|||
#ifdef _NORMALMAP |
|||
half3 viewDir = half3(IN.normal.w, IN.tangent.w, IN.bitangent.w); |
|||
inputData.normalWS = normalize(TransformTangentToWorld(normalTS, half3x3(IN.tangent.xyz, IN.bitangent.xyz, IN.normal.xyz))); |
|||
#else |
|||
half3 viewDir = IN.viewDir; |
|||
inputData.normalWS = TransformObjectToWorldNormal(IN.normal); |
|||
#endif |
|||
|
|||
inputData.viewDirectionWS = viewDir; |
|||
#if defined(_MAIN_LIGHT_SHADOWS) |
|||
inputData.shadowCoord = IN.shadowCoord; |
|||
#else |
|||
inputData.shadowCoord = float4(0, 0, 0, 0); |
|||
#endif |
|||
inputData.fogCoord = IN.fogFactorAndVertexLight.x; |
|||
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; |
|||
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS); |
|||
} |
|||
|
|||
//vert |
|||
VegetationVertexOutput VegetationVertex(VegetationVertexInput input) |
|||
{ |
|||
VegetationVertexOutput output = (VegetationVertexOutput)0; |
|||
|
|||
UNITY_SETUP_INSTANCE_ID(input); |
|||
UNITY_TRANSFER_INSTANCE_ID(input, output); |
|||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); |
|||
|
|||
output.uv.xy = input.texcoord; |
|||
|
|||
#if _VERTEXANIMATION |
|||
/////////////////////////////////////vegetation stuff////////////////////////////////////////////////// |
|||
float4 objectOrigin = UNITY_MATRIX_M[1]; |
|||
input.positionOS = VegetationDeformation(input.positionOS, objectOrigin.xyz, input.normalOS, input.color.x, input.color.z, input.color.y, _BendStrength); |
|||
////////////////////////////////////////////////////////////////////////////////////////////////////// |
|||
#endif |
|||
VertexPositionInputs vertexPosition = GetVertexPositionInputs(input.positionOS); |
|||
VertexNormalInputs vertexTBN = GetVertexNormalInputs(input.normalOS, input.tangentOS); |
|||
half3 vertexLight = VertexLighting(vertexPosition.positionWS, output.normal.xyz); |
|||
half fogFactor = ComputeFogFactor(vertexPosition.positionCS.z); |
|||
half3 viewDir = GetCameraPositionWS() - vertexPosition.positionWS; |
|||
output.clipPos = vertexPosition.positionCS; |
|||
|
|||
#ifdef _NORMALMAP |
|||
output.normal = half4(vertexTBN.normalWS, viewDir.x); |
|||
output.tangent = half4(vertexTBN.tangentWS, viewDir.y); |
|||
output.bitangent = half4(vertexTBN.bitangentWS, viewDir.z); |
|||
#else |
|||
output.normal = vertexTBN.normalWS; |
|||
output.viewDir = viewDir; |
|||
#endif |
|||
|
|||
// We either sample GI from lightmap or SH. lightmap UV and vertex SH coefficients |
|||
// are packed in lightmapUVOrVertexSH to save interpolator. |
|||
// The following funcions initialize |
|||
OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); |
|||
OUTPUT_SH(output.normal.xyz, output.vertexSH); |
|||
|
|||
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); |
|||
|
|||
#if defined(_MAIN_LIGHT_SHADOWS) |
|||
output.shadowCoord = GetShadowCoord(vertexPosition); |
|||
#endif |
|||
|
|||
output.occlusion = input.color.a; |
|||
|
|||
return output; |
|||
} |
|||
|
|||
//frag |
|||
half4 LitPassFragment(VegetationVertexOutput IN, half facing : VFACE) : SV_Target |
|||
{ |
|||
UNITY_SETUP_INSTANCE_ID(IN); |
|||
|
|||
SurfaceData surfaceData; |
|||
InitializeStandardLitSurfaceData(IN.uv.xy, surfaceData); |
|||
|
|||
surfaceData.occlusion = IN.occlusion; |
|||
|
|||
InputData inputData; |
|||
InitializeInputData(IN, surfaceData.normalTS, inputData); |
|||
|
|||
#if _CORRECTNORMALS |
|||
inputData.normalWS *= facing; |
|||
#endif |
|||
|
|||
half4 color = UniversalFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha); |
|||
|
|||
color.rgb = MixFog(color.rgb, inputData.fogCoord); |
|||
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group |
|||
LODDitheringTransition(IN.clipPos.xyz, unity_LODFade.x); |
|||
#endif |
|||
//return half4(inputData.normalWS.xyz, 1); |
|||
return color; |
|||
} |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Name "ShadowCaster" |
|||
Tags{"LightMode" = "ShadowCaster"} |
|||
|
|||
ZWrite On |
|||
ZTest LEqual |
|||
AlphaToMask On |
|||
Cull Off |
|||
|
|||
HLSLPROGRAM |
|||
// Required to compile gles 2.0 with standard srp library |
|||
#pragma prefer_hlslcc gles |
|||
#pragma exclude_renderers d3d11_9x |
|||
#pragma target 2.0 |
|||
|
|||
// ------------------------------------- |
|||
// Material Keywords |
|||
#define _ALPHATEST_ON 1 |
|||
#pragma shader_feature _VERTEXANIMATION |
|||
|
|||
//-------------------------------------- |
|||
// GPU Instancing |
|||
#pragma multi_compile_instancing |
|||
|
|||
#pragma vertex ShadowPassVegetationVertex |
|||
#pragma fragment ShadowPassVegetationFragment |
|||
|
|||
#include "InputSurfaceVegetation.hlsl" |
|||
#include "ShadowPassVegetation.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
Pass |
|||
{ |
|||
Tags{"LightMode" = "DepthOnly"} |
|||
|
|||
ZWrite On |
|||
ColorMask 0 |
|||
AlphaToMask On |
|||
Cull Off |
|||
|
|||
HLSLPROGRAM |
|||
// Required to compile gles 2.0 with standard srp library |
|||
#pragma prefer_hlslcc gles |
|||
#pragma exclude_renderers d3d11_9x |
|||
#pragma target 2.0 |
|||
|
|||
#pragma vertex DepthOnlyVertex |
|||
#pragma fragment DepthOnlyFragment |
|||
|
|||
// ------------------------------------- |
|||
// Material Keywords |
|||
#define _ALPHATEST_ON 1 |
|||
#pragma shader_feature _VERTEXANIMATION |
|||
|
|||
//-------------------------------------- |
|||
// GPU Instancing |
|||
#pragma multi_compile_instancing |
|||
#pragma multi_compile _ LOD_FADE_CROSSFADE |
|||
|
|||
#include "InputSurfaceVegetation.hlsl" |
|||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
|||
#include "Vegetation.hlsl" |
|||
|
|||
VegetationVertexOutput DepthOnlyVertex(VegetationVertexInput input) |
|||
{ |
|||
VegetationVertexOutput output = (VegetationVertexOutput)0; |
|||
UNITY_SETUP_INSTANCE_ID(input); |
|||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); |
|||
|
|||
#if _VERTEXANIMATION |
|||
/////////////////////////////////////vegetation stuff////////////////////////////////////////////////// |
|||
float4 objectOrigin = UNITY_MATRIX_M[1]; |
|||
|
|||
input.positionOS = VegetationDeformation(input.positionOS, objectOrigin.xyz, input.normalOS, input.color.x, input.color.z, input.color.y, _BendStrength); |
|||
#endif |
|||
|
|||
VertexPositionInputs vertexPosition = GetVertexPositionInputs(input.positionOS); |
|||
|
|||
output.uv.xy = input.texcoord; |
|||
output.clipPos = vertexPosition.positionCS; |
|||
return output; |
|||
} |
|||
|
|||
half4 DepthOnlyFragment(VegetationVertexOutput IN) : SV_TARGET |
|||
{ |
|||
half alpha = SampleAlbedoAlpha(IN.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a; |
|||
clip(alpha - _Cutoff); |
|||
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group |
|||
LODDitheringTransition(IN.clipPos.xyz, unity_LODFade.x); |
|||
#endif |
|||
|
|||
return 1; |
|||
} |
|||
|
|||
ENDHLSL |
|||
} |
|||
|
|||
// This pass it not used during regular rendering, only for lightmap baking. |
|||
Pass |
|||
{ |
|||
Tags{"LightMode" = "Meta"} |
|||
|
|||
Cull Off |
|||
|
|||
HLSLPROGRAM |
|||
// Required to compile gles 2.0 with standard srp library |
|||
#pragma prefer_hlslcc gles |
|||
|
|||
#pragma vertex UniversalVertexMeta |
|||
#pragma fragment UniversalFragmentMeta |
|||
|
|||
#define _METALLICSPECGLOSSMAP 1 |
|||
|
|||
#pragma shader_feature _SPECGLOSSMAP |
|||
|
|||
#include "InputSurfaceVegetation.hlsl" |
|||
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl" |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
FallBack "Hidden/InternalErrorShader" |
|||
} |
|
|||
#ifndef SHADOW_PASS_VEGETATION_INCLUDED |
|||
#define SHADOW_PASS_VEGETATION_INCLUDED |
|||
|
|||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
|||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" |
|||
#include "Vegetation.hlsl" |
|||
|
|||
float3 _LightDirection; |
|||
|
|||
struct VertexInput |
|||
{ |
|||
float4 positionOS : POSITION; |
|||
float3 normalOS : NORMAL; |
|||
float2 texcoord : TEXCOORD0; |
|||
half3 color : COLOR; |
|||
UNITY_VERTEX_INPUT_INSTANCE_ID |
|||
}; |
|||
|
|||
struct VertexOutput |
|||
{ |
|||
float2 uv : TEXCOORD0; |
|||
float4 clipPos : SV_POSITION; |
|||
}; |
|||
|
|||
VertexOutput ShadowPassVegetationVertex(VertexInput input) |
|||
{ |
|||
VertexOutput output; |
|||
UNITY_SETUP_INSTANCE_ID(input); |
|||
|
|||
#if _VERTEXANIMATION |
|||
/////////////////////////////////////vegetation stuff////////////////////////////////////////////////// |
|||
float4 objectOrigin = UNITY_MATRIX_M[1]; |
|||
input.positionOS.xyz = VegetationDeformation(input.positionOS.xyz, objectOrigin.xyz, input.normalOS.xyz, input.color.x, input.color.z, input.color.y, _BendStrength); |
|||
////////////////////////////////////////////////////////////////////////////////////////////////////// |
|||
#endif |
|||
|
|||
output.uv = input.texcoord; |
|||
|
|||
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); |
|||
float3 normalWS = TransformObjectToWorldDir(input.normalOS); |
|||
|
|||
output.clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection)); |
|||
|
|||
#if UNITY_REVERSED_Z |
|||
output.clipPos.z = min(output.clipPos.z, output.clipPos.w * UNITY_NEAR_CLIP_VALUE); |
|||
#else |
|||
output.clipPos.z = max(output.clipPos.z, output.clipPos.w * UNITY_NEAR_CLIP_VALUE); |
|||
#endif |
|||
return output; |
|||
} |
|||
|
|||
half4 ShadowPassVegetationFragment(VertexOutput IN) : SV_TARGET |
|||
{ |
|||
half alpha = SampleAlbedoAlpha(IN.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a; |
|||
clip(alpha - _Cutoff); |
|||
|
|||
return 1; |
|||
} |
|||
|
|||
#endif // SHADOW_PASS_VEGETATION_INCLUDED |
|
|||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" |
|||
//#define UNITY_USE_SHCOEFFS_ARRAYS 1 |
|||
|
|||
struct VegetationVertexInput |
|||
{ |
|||
float3 positionOS : POSITION; |
|||
float3 normalOS : NORMAL; |
|||
float4 tangentOS : TANGENT; |
|||
float2 texcoord : TEXCOORD0; |
|||
float2 lightmapUV : TEXCOORD1; |
|||
half4 color : COLOR; |
|||
UNITY_VERTEX_INPUT_INSTANCE_ID |
|||
}; |
|||
|
|||
struct VegetationVertexOutput |
|||
{ |
|||
float3 uv : TEXCOORD0;//z holds vert AO |
|||
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); |
|||
float3 posWS : TEXCOORD2; |
|||
|
|||
#ifdef _NORMALMAP |
|||
half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x |
|||
half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y |
|||
half4 bitangent : TEXCOORD5; // xyz: binormal, w: viewDir.z |
|||
#else |
|||
half3 normal : TEXCOORD3; |
|||
half3 viewDir : TEXCOORD4; |
|||
#endif |
|||
|
|||
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light |
|||
|
|||
#ifdef _MAIN_LIGHT_SHADOWS |
|||
float4 shadowCoord : TEXCOORD7; |
|||
#endif |
|||
|
|||
float4 clipPos : SV_POSITION; |
|||
half occlusion : TEXCOORD8; |
|||
UNITY_VERTEX_INPUT_INSTANCE_ID |
|||
UNITY_VERTEX_OUTPUT_STEREO |
|||
}; |
|||
|
|||
UNITY_INSTANCING_BUFFER_START(Props) |
|||
UNITY_DEFINE_INSTANCED_PROP(half4, _Position) |
|||
UNITY_INSTANCING_BUFFER_END(Props) |
|||
|
|||
/////////////////////////////////////vegetation stuff////////////////////////////////////////////////// |
|||
half4 SmoothCurve( half4 x ) { |
|||
return x * x * ( 3.0 - 2.0 * x ); |
|||
} |
|||
|
|||
half4 TriangleWave( half4 x ) { |
|||
return abs( frac( x + 0.5) * 2.0 - 1.0 ); |
|||
} |
|||
|
|||
half4 SmoothTriangleWave( half4 x ) { |
|||
return SmoothCurve( TriangleWave( x ) ); |
|||
} |
|||
|
|||
float3 VegetationDeformation(float3 position, float3 origin, float3 normal, half leafStiffness, half branchStiffness, half phaseOffset, float bendStrength) |
|||
{ |
|||
///////Main Bending |
|||
float fBendScale = bendStrength;//main bend opacity |
|||
float fLength = length(position);//distance to origin |
|||
float2 vWind = float2(sin(_Time.y + origin.x + origin.y) * 0.1, sin(_Time.y + origin.z) * 0.1);//wind direction |
|||
|
|||
// Bend factor - Wind variation is done on the CPU. |
|||
float fBF = position.y * fBendScale; |
|||
// Smooth bending factor and increase its nearby height limit. |
|||
fBF += 1.0; |
|||
fBF *= fBF; |
|||
fBF = fBF * fBF - fBF; |
|||
// Displace position |
|||
float3 vNewPos = position; |
|||
vNewPos.xz += vWind.xy * fBF; |
|||
// Rescale |
|||
position = normalize(vNewPos.xyz) * fLength; |
|||
|
|||
////////Detail blending |
|||
float fSpeed = 0.5;//leaf occil |
|||
float fDetailFreq = 0.5;//detail leaf occil |
|||
float fEdgeAtten = leafStiffness;//leaf stiffness(red) |
|||
float fDetailAmp = 0.05;//leaf edge amplitude of movement |
|||
float fDetailPhase = phaseOffset * 1.2;// detail phase(red) |
|||
float fBranchAtten = 1 - branchStiffness;//branch stiffness(blue) |
|||
float fBranchAmp = 0.35;//branch amplitude of movement |
|||
float fBranchPhase = phaseOffset * 3.3;// leaf phase(green) |
|||
|
|||
// Phases (object, vertex, branch) |
|||
float fObjPhase = dot(origin, 1); |
|||
fBranchPhase += fObjPhase; |
|||
float fVtxPhase = dot(position, fDetailPhase + fBranchPhase); |
|||
// x is used for edges; y is used for branches |
|||
float2 vWavesIn = _Time.y + float2(fVtxPhase, fBranchPhase ); |
|||
// 1.975, 0.793, 0.375, 0.193 are good frequencies |
|||
float4 vWaves = (( vWavesIn.xxyy * float4(1.975, 0.793, 0.375, 0.193) ) * 2.0 - 1.0 ) * fSpeed * fDetailFreq; |
|||
vWaves = SmoothTriangleWave( vWaves ); |
|||
float2 vWavesSum = vWaves.xz + vWaves.yw; |
|||
// Edge (xz) and branch bending (y) |
|||
return position + vWavesSum.xyx * float3(fEdgeAtten * fDetailAmp * normal.x, fBranchAtten * fBranchAmp, fEdgeAtten * fDetailAmp * normal.z); |
|||
} |
|||
////////////////////////////////////////////////////////////////////////////////////////////////////// |
|
|||
half ComputeGlobalFogFactor(float3 wPos) |
|||
{ |
|||
half cHeightFalloff = 0.02; |
|||
half cVolFogHeightDensityAtViewer = exp( -cHeightFalloff * cViewPos.z ); |
|||
half3 cameraToWorldPos = GetCameraPositionWS() - wPos; |
|||
half fogInt = length( cameraToWorldPos ) * cVolFogHeightDensityAtViewer; |
|||
|
|||
const float cSlopeThreshold = 0.01; |
|||
if( abs( cameraToWorldPos.z ) > cSlopeThreshold ) |
|||
{ |
|||
float t = cHeightFalloff * cameraToWorldPos.z; |
|||
fogInt *= ( 1.0 - exp( -t ) ) / t; |
|||
} |
|||
|
|||
return exp( -unity_FogParams.x * fogInt ); |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 7f4e8e17f9cb346d98b19716d4b5a8a6 |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Shader "Hidden/Post/BasicAO" |
|||
{ |
|||
HLSLINCLUDE |
|||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
|||
|
|||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); |
|||
TEXTURE2D(_NoiseTex); SAMPLER(sampler_NoiseTex); |
|||
TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); |
|||
|
|||
float _Blend; |
|||
float _Intensity; |
|||
|
|||
float3 normal_from_depth(float depth, float2 texcoords) |
|||
{ |
|||
const float2 offset1 = float2(0.0,0.001); |
|||
const float2 offset2 = float2(0.001,0.0); |
|||
|
|||
float depth1 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, texcoords + offset1).r); |
|||
float depth2 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, texcoords + offset2).r); |
|||
|
|||
float3 p1 = float3(offset1, depth1 - depth); |
|||
float3 p2 = float3(offset2, depth2 - depth); |
|||
|
|||
float3 normal = cross(p1, p2); |
|||
normal.z = -normal.z; |
|||
|
|||
return normalize(normal); |
|||
} |
|||
|
|||
float4 Frag(VaryingsDefault i) : SV_Target |
|||
{ |
|||
float side = round(1-i.texcoord.x); |
|||
// |
|||
// float3 d1 = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord).rrr) * (1 - side); |
|||
// float3 d2 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord).rrr) * side; |
|||
// d2 /= 10000; |
|||
// |
|||
// d1.x = frac(d1.x); |
|||
// d1.z = frac(d1.z * 10); |
|||
// d2.x = frac(d2.x); |
|||
// d2.z = frac(d2.z * 10); |
|||
// |
|||
// return float4(d1 + d2, 1); |
|||
|
|||
/*float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord); |
|||
float luminance = dot(color.rgb, float3(0.2126729, 0.7151522, 0.0721750)); |
|||
color.rgb = lerp(color.rgb, luminance.xxx, _Blend.xxx); |
|||
return color;*/ |
|||
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord) * (1 - side); |
|||
|
|||
const float base = 0.1; |
|||
|
|||
const float area = 50; |
|||
const float falloff = 0.5; |
|||
|
|||
const float radius = 2; |
|||
|
|||
const int samples = 16; |
|||
float3 sample_sphere[samples] = { |
|||
float3( 0.5381, 0.1856,-0.4319), float3( 0.1379, 0.2486, 0.4430), |
|||
float3( 0.3371, 0.5679,-0.0057), float3(-0.6999,-0.0451,-0.0019), |
|||
float3( 0.0689,-0.1598,-0.8547), float3( 0.0560, 0.0069,-0.1843), |
|||
float3(-0.0146, 0.1402, 0.0762), float3( 0.0100,-0.1924,-0.0344), |
|||
float3(-0.3577,-0.5301,-0.4358), float3(-0.3169, 0.1063, 0.0158), |
|||
float3( 0.0103,-0.5869, 0.0046), float3(-0.0897,-0.4940, 0.3287), |
|||
float3( 0.7119,-0.0154,-0.0918), float3(-0.0533, 0.0596,-0.5411), |
|||
float3( 0.0352,-0.0631, 0.5460), float3(-0.4776, 0.2847,-0.0271) |
|||
}; |
|||
|
|||
float3 random = SAMPLE_TEXTURE2D(_NoiseTex, sampler_NoiseTex, i.texcoord * 6.0).rgb; |
|||
|
|||
float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord).r); |
|||
|
|||
float3 position = float3(i.texcoord, depth); |
|||
float3 normal = normal_from_depth(depth, i.texcoord); |
|||
|
|||
float radius_depth = radius/depth; |
|||
float occlusion = 0.0; |
|||
|
|||
for(int i=0; i < samples; i++) { |
|||
|
|||
float3 ray = radius_depth * reflect(sample_sphere[i], random); |
|||
float3 hemi_ray = position + sign(dot(ray,normal)) * ray; |
|||
|
|||
float occ_depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, saturate(hemi_ray.xy)).r); |
|||
float difference = depth - occ_depth; |
|||
|
|||
occlusion += step(falloff, difference) * (1.0-smoothstep(falloff, area, difference)); |
|||
} |
|||
|
|||
float ao = 1.0 - _Intensity * occlusion * (1.0 / samples); |
|||
|
|||
return saturate(ao + base) * (color + side); |
|||
} |
|||
|
|||
ENDHLSL |
|||
|
|||
SubShader |
|||
{ |
|||
Cull Off ZWrite Off ZTest Always |
|||
|
|||
Pass |
|||
{ |
|||
HLSLPROGRAM |
|||
|
|||
#pragma vertex VertDefault |
|||
#pragma fragment Frag |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 95be7c43c392a2940a10526dd489b7c2 |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 824f0c494b54642f8b4948e91c23bcc3 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
895
Assets/Textures/Water/WaterDepth.png
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
|
|||
fileFormatVersion: 2 |
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guid: 93bf4e51726633144823e135b668c836 |
|||
TextureImporter: |
|||
internalIDToNameTable: [] |
|||
externalObjects: {} |
|||
serializedVersion: 9 |
|||
mipmaps: |
|||
mipMapMode: 0 |
|||
enableMipMap: 1 |
|||
sRGBTexture: 0 |
|||
linearTexture: 0 |
|||
fadeOut: 0 |
|||
borderMipMap: 0 |
|||
mipMapsPreserveCoverage: 0 |
|||
alphaTestReferenceValue: 0.5 |
|||
mipMapFadeDistanceStart: 1 |
|||
mipMapFadeDistanceEnd: 3 |
|||
bumpmap: |
|||
convertToNormalMap: 0 |
|||
externalNormalMap: 0 |
|||
heightScale: 0.25 |
|||
normalMapFilter: 0 |
|||
isReadable: 0 |
|||
streamingMipmaps: 0 |
|||
streamingMipmapsPriority: 0 |
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grayScaleToAlpha: 0 |
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generateCubemap: 6 |
|||
cubemapConvolution: 0 |
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seamlessCubemap: 0 |
|||
textureFormat: 1 |
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maxTextureSize: 2048 |
|||
textureSettings: |
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serializedVersion: 2 |
|||
filterMode: -1 |
|||
aniso: -1 |
|||
mipBias: -100 |
|||
wrapU: -1 |
|||
wrapV: -1 |
|||
wrapW: -1 |
|||
nPOTScale: 1 |
|||
lightmap: 0 |
|||
compressionQuality: 50 |
|||
spriteMode: 0 |
|||
spriteExtrude: 1 |
|||
spriteMeshType: 1 |
|||
alignment: 0 |
|||
spritePivot: {x: 0.5, y: 0.5} |
|||
spritePixelsToUnits: 100 |
|||
spriteBorder: {x: 0, y: 0, z: 0, w: 0} |
|||
spriteGenerateFallbackPhysicsShape: 1 |
|||
alphaUsage: 1 |
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alphaIsTransparency: 0 |
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spriteTessellationDetail: -1 |
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textureType: 10 |
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textureShape: 1 |
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singleChannelComponent: 1 |
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maxTextureSizeSet: 0 |
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compressionQualitySet: 0 |
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textureFormatSet: 0 |
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platformSettings: |
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- serializedVersion: 2 |
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buildTarget: DefaultTexturePlatform |
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maxTextureSize: 2048 |
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resizeAlgorithm: 0 |
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textureFormat: -1 |
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textureCompression: 0 |
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compressionQuality: 50 |
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androidETC2FallbackOverride: 0 |
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- serializedVersion: 2 |
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buildTarget: Standalone |
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maxTextureSize: 2048 |
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textureFormat: -1 |
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textureCompression: 0 |
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compressionQuality: 50 |
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androidETC2FallbackOverride: 0 |
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- serializedVersion: 2 |
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buildTarget: Android |
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maxTextureSize: 2048 |
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textureFormat: -1 |
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textureCompression: 0 |
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compressionQuality: 50 |
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androidETC2FallbackOverride: 0 |
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buildTarget: WebGL |
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textureFormat: -1 |
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textureCompression: 0 |
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compressionQuality: 50 |
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Assets/scenes/Testing/InfiniteWater.unity
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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1001
Assets/scenes/_levels/level_Island/MainIsland.asset
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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