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Fixed shadergraph compilation issues from instance variants

/demo-work
André McGrail 5 年前
当前提交
95c25f74
共有 4 个文件被更改,包括 2 次插入602 次删除
  1. 2
      Assets/Objects/Levels/Island/ClearSky/ClearSky.mat
  2. 591
      Assets/Objects/Levels/Island/Lighting.prefab
  3. 9
      Assets/Scripts/Boat/BoatController.cs
  4. 2
      Packages/manifest.json

2
Assets/Objects/Levels/Island/ClearSky/ClearSky.mat


- _BaseColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
- _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _GroundColor: {r: 0.36899996, g: 0.34899998, b: 0.34099993, a: 1}
- _GroundColor: {r: 0.589, g: 0.67805004, b: 1, a: 1}
- _SkyTint: {r: 0.6886792, g: 0.6886792, b: 0.6886792, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
--- !u!114 &1725530308311404393

591
Assets/Objects/Levels/Island/Lighting.prefab


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m_SortingOrder: 0
--- !u!1 &9109234981065095765
GameObject:
m_ObjectHideFlags: 0

9
Assets/Scripts/Boat/BoatController.cs


Randomize();
if (boatRenderer)
{
if (!Application.isPlaying)
{
MaterialPropertyBlock mpb = new MaterialPropertyBlock();
mpb.SetColor("_Color1", PrimaryColor);
mpb.SetColor("_Color2", TrimColor);
boatRenderer.SetPropertyBlock(mpb);
}
else
if (Application.isPlaying)
{
boatRenderer.material.SetColor("_Color1", PrimaryColor);
boatRenderer.material.SetColor("_Color2", TrimColor);

2
Packages/manifest.json


{
"dependencies": {
"com.unity.2d.tilemap": "1.0.0",
"com.unity.burst": "1.1.2",
"com.unity.cinemachine": "2.3.4",
"com.unity.ide.rider": "1.1.0",

"com.unity.purchasing": "2.0.6",
"com.unity.render-pipelines.universal": "7.0.1",
"com.unity.test-framework": "1.1.1",
"com.unity.textmeshpro": "2.0.1",

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