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Merge pull request #126 from Unity-Technologies/Update-unlit-shader

HDRenderPipeline: Update unlit shader
/main
GitHub 8 年前
当前提交
28357983
共有 30 个文件被更改,包括 1562 次插入216 次删除
  1. 8
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  2. 8
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  3. 32
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
  4. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader
  5. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader
  6. 286
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
  7. 87
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
  8. 287
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  9. 10
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl
  10. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl.meta
  11. 13
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl
  12. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl.meta
  13. 9
      Assets/TestScenes/HDTest/GraphicTest/Unlit.meta
  14. 9
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Material.meta
  15. 101
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Mask.mat
  16. 9
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Mask.mat.meta
  17. 102
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Transparent.mat
  18. 9
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Transparent.mat.meta
  19. 101
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit.mat
  20. 9
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit.mat.meta
  21. 9
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Textures.meta
  22. 57
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Textures/GroundLeaf.tga.meta
  23. 533
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Textures/RockColor 1.jpg
  24. 68
      Assets/TestScenes/HDTest/GraphicTest/Unlit/Textures/RockColor 1.jpg.meta
  25. 9
      Assets/TestScenes/HDTest/Leaf/GroundLeaf.meta

8
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


_Metallic2("Metallic2", Range(0.0, 1.0)) = 0
_Metallic3("Metallic3", Range(0.0, 1.0)) = 0
_Smoothness0("Smoothness0", Range(0.0, 1.0)) = 0.5
_Smoothness1("Smoothness1", Range(0.0, 1.0)) = 0.5
_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 0.5
_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 0.5
_Smoothness0("Smoothness0", Range(0.0, 1.0)) = 1.0
_Smoothness1("Smoothness1", Range(0.0, 1.0)) = 1.0
_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 1.0
_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 1.0
_MaskMap0("MaskMap0", 2D) = "white" {}
_MaskMap1("MaskMap1", 2D) = "white" {}

8
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


_Metallic2("Metallic2", Range(0.0, 1.0)) = 0
_Metallic3("Metallic3", Range(0.0, 1.0)) = 0
_Smoothness0("Smoothness0", Range(0.0, 1.0)) = 0.5
_Smoothness1("Smoothness1", Range(0.0, 1.0)) = 0.5
_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 0.5
_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 0.5
_Smoothness0("Smoothness0", Range(0.0, 1.0)) = 1.0
_Smoothness1("Smoothness1", Range(0.0, 1.0)) = 1.0
_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 1.0
_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 1.0
_MaskMap0("MaskMap0", 2D) = "white" {}
_MaskMap1("MaskMap1", 2D) = "white" {}

32
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs


EditorGUI.showMixedValue = false;
}
private void BlendModePopup()
{
EditorGUI.showMixedValue = blendMode.hasMixedValue;
var mode = (BlendMode)blendMode.floatValue;
EditorGUI.BeginChangeCheck();
mode = (BlendMode)EditorGUILayout.Popup(Styles.blendModeText, (int)mode, Styles.blendModeNames);
if (EditorGUI.EndChangeCheck())
{
m_MaterialEditor.RegisterPropertyChangeUndo("Blend Mode");
blendMode.floatValue = (float)mode;
}
EditorGUI.showMixedValue = false;
}
void TessellationModePopup()
{
EditorGUI.showMixedValue = tessellationMode.hasMixedValue;

m_MaterialEditor.ShaderProperty(tessellationObjectScale, Styles.tessellationObjectScaleText);
EditorGUI.indentLevel--;
}
}
private void BlendModePopup()
{
EditorGUI.showMixedValue = blendMode.hasMixedValue;
var mode = (BlendMode)blendMode.floatValue;
EditorGUI.BeginChangeCheck();
mode = (BlendMode)EditorGUILayout.Popup(Styles.blendModeText, (int)mode, Styles.blendModeNames);
if (EditorGUI.EndChangeCheck())
{
m_MaterialEditor.RegisterPropertyChangeUndo("Blend Mode");
blendMode.floatValue = (float)mode;
}
EditorGUI.showMixedValue = false;
}
protected void FindCommonOptionProperties(MaterialProperty[] props)

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader


_BaseColorMap("BaseColorMap", 2D) = "white" {}
_Metallic("_Metallic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0
_MaskMap("MaskMap", 2D) = "white" {}
_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader


_BaseColorMap("BaseColorMap", 2D) = "white" {}
_Metallic("_Metallic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 1.0
_MaskMap("MaskMap", 2D) = "white" {}
_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}

286
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs


{
public abstract class BaseUnlitGUI : ShaderGUI
{
public enum SurfaceType
{
Opaque,
Transparent
}
public enum BlendMode
{
Lerp,
Add,
SoftAdd,
Multiply,
Premultiply
}
public enum DoubleSidedMode
{
None,
DoubleSided
}
public static string OptionText = "Options";
public static string SurfaceTypeText = "Surface Type";
public static string BlendModeText = "Blend Mode";
public static string optionText = "Options";
public static string surfaceTypeText = "Surface Type";
public static string blendModeText = "Blend Mode";
public static GUIContent distortionEnableText = new GUIContent("Distortion", "Enable distortion on this shader");
public static GUIContent distortionOnlyText = new GUIContent("Distortion Only", "This shader will only be use to render distortion");
public static GUIContent distortionDepthTestText = new GUIContent("Distortion Depth Test", "Enable the depth test for distortion");
public static readonly string[] surfaceTypeNames = Enum.GetNames(typeof(SurfaceType));
public static readonly string[] blendModeNames = Enum.GetNames(typeof(BlendMode));

public static GUIContent emissiveText = new GUIContent("Emissive Color", "Emissive");
public static GUIContent emissiveIntensityText = new GUIContent("Emissive Intensity", "Emissive");
}
MaterialProperty surfaceType = null;
MaterialProperty blendMode = null;
MaterialProperty alphaCutoff = null;
MaterialProperty alphaCutoffEnable = null;
MaterialProperty doubleSidedMode = null;
protected const string kSurfaceType = "_SurfaceType";
protected const string kBlendMode = "_BlendMode";
protected const string kAlphaCutoff = "_AlphaCutoff";
protected const string kAlphaCutoffEnabled = "_AlphaCutoffEnable";
protected const string kDoubleSidedMode = "_DoubleSidedMode";
protected MaterialEditor m_MaterialEditor;
public static GUIContent emissiveWarning = new GUIContent("Emissive value is animated but the material has not been configured to support emissive. Please make sure the material itself has some amount of emissive.");
public static GUIContent emissiveColorWarning = new GUIContent("Ensure emissive color is non-black for emission to have effect.");
public void FindCommonOptionProperties(MaterialProperty[] props)
{
surfaceType = FindProperty(kSurfaceType, props);
blendMode = FindProperty(kBlendMode, props);
alphaCutoff = FindProperty(kAlphaCutoff, props);
alphaCutoffEnable = FindProperty(kAlphaCutoffEnabled, props);
doubleSidedMode = FindProperty(kDoubleSidedMode, props);
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
public enum SurfaceType
FindCommonOptionProperties(props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly
FindMaterialProperties(props);
m_MaterialEditor = materialEditor;
Material material = materialEditor.target as Material;
ShaderPropertiesGUI(material);
Opaque,
Transparent
protected void ShaderOptionsGUI()
public enum BlendMode
EditorGUI.indentLevel++;
GUILayout.Label(Styles.OptionText, EditorStyles.boldLabel);
SurfaceTypePopup();
if ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent)
{
BlendModePopup();
}
m_MaterialEditor.ShaderProperty(alphaCutoffEnable, Styles.alphaCutoffEnableText.text);
if (alphaCutoffEnable.floatValue == 1.0)
{
m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text);
}
m_MaterialEditor.ShaderProperty(doubleSidedMode, Styles.doubleSidedModeText.text);
EditorGUI.indentLevel--;
Lerp,
Add,
SoftAdd,
Multiply,
Premultiply
public void ShaderPropertiesGUI(Material material)
public enum DoubleSidedMode
// Use default labelWidth
EditorGUIUtility.labelWidth = 0f;
// Detect any changes to the material
EditorGUI.BeginChangeCheck();
{
ShaderOptionsGUI();
EditorGUILayout.Space();
ShaderInputOptionsGUI();
EditorGUILayout.Space();
ShaderInputGUI();
}
if (EditorGUI.EndChangeCheck())
{
foreach (var obj in m_MaterialEditor.targets)
SetupMaterialKeywords((Material)obj);
}
None,
DoubleSided
// TODO: try to setup minimun value to fall back to standard shaders and reverse
public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
{
base.AssignNewShaderToMaterial(material, oldShader, newShader);
}
void SurfaceTypePopup()
void SurfaceTypePopup()
mode = (SurfaceType)EditorGUILayout.Popup(Styles.SurfaceTypeText, (int)mode, Styles.surfaceTypeNames);
mode = (SurfaceType)EditorGUILayout.Popup(Styles.surfaceTypeText, (int)mode, Styles.surfaceTypeNames);
if (EditorGUI.EndChangeCheck())
{
m_MaterialEditor.RegisterPropertyChangeUndo("Surface Type");

var mode = (BlendMode)blendMode.floatValue;
EditorGUI.BeginChangeCheck();
mode = (BlendMode)EditorGUILayout.Popup(Styles.BlendModeText, (int)mode, Styles.blendModeNames);
mode = (BlendMode)EditorGUILayout.Popup(Styles.blendModeText, (int)mode, Styles.blendModeNames);
if (EditorGUI.EndChangeCheck())
{
m_MaterialEditor.RegisterPropertyChangeUndo("Blend Mode");

EditorGUI.showMixedValue = false;
}
protected void ShaderOptionsGUI()
{
EditorGUI.indentLevel++;
GUILayout.Label(Styles.optionText, EditorStyles.boldLabel);
SurfaceTypePopup();
if ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent)
{
BlendModePopup();
m_MaterialEditor.ShaderProperty(distortionEnable, Styles.distortionEnableText.text);
if (distortionEnable.floatValue == 1.0)
{
m_MaterialEditor.ShaderProperty(distortionOnly, Styles.distortionOnlyText.text);
m_MaterialEditor.ShaderProperty(distortionDepthTest, Styles.distortionDepthTestText.text);
}
}
m_MaterialEditor.ShaderProperty(alphaCutoffEnable, Styles.alphaCutoffEnableText.text);
if (alphaCutoffEnable.floatValue == 1.0)
{
m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text);
}
m_MaterialEditor.ShaderProperty(doubleSidedMode, Styles.doubleSidedModeText.text);
EditorGUI.indentLevel--;
}
public void FindCommonOptionProperties(MaterialProperty[] props)
{
surfaceType = FindProperty(kSurfaceType, props);
blendMode = FindProperty(kBlendMode, props);
alphaCutoff = FindProperty(kAlphaCutoff, props);
alphaCutoffEnable = FindProperty(kAlphaCutoffEnabled, props);
doubleSidedMode = FindProperty(kDoubleSidedMode, props);
distortionEnable = FindProperty(kDistortionEnable, props);
distortionOnly = FindProperty(kDistortionOnly, props);
distortionDepthTest = FindProperty(kDistortionDepthTest, props);
}
protected void SetupCommonOptionsKeywords(Material material)
{
// Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation

SetKeyword(material, "_ALPHATEST_ON", alphaTestEnable);
// Setup lightmap emissive flags
MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags;
if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0)
bool distortionEnable = material.GetFloat(kDistortionEnable) == 1.0;
bool distortionOnly = material.GetFloat(kDistortionOnly) == 1.0;
bool distortionDepthTest = material.GetFloat(kDistortionDepthTest) == 1.0;
if (distortionEnable)
if (ShouldEmissionBeEnabled(material))
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
else
flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
material.SetShaderPassEnabled("DistortionVectors", true);
}
else
{
material.SetShaderPassEnabled("DistortionVectors", false);
}
material.globalIlluminationFlags = flags;
if (distortionEnable && distortionOnly)
{
// Disable all passes except dbug material
material.SetShaderPassEnabled("DebugViewMaterial", true);
material.SetShaderPassEnabled("Meta", false);
material.SetShaderPassEnabled("Forward", false);
material.SetShaderPassEnabled("ForwardOnlyOpaque", false);
}
else
{
material.SetShaderPassEnabled("DebugViewMaterial", true);
material.SetShaderPassEnabled("Meta", true);
material.SetShaderPassEnabled("Forward", true);
material.SetShaderPassEnabled("ForwardOnlyOpaque", true);
}
if (distortionDepthTest)
{
material.SetInt("_ZTestMode", (int)UnityEngine.Rendering.CompareFunction.LessEqual);
else
{
material.SetInt("_ZTestMode", (int)UnityEngine.Rendering.CompareFunction.Always);
}
SetKeyword(material, "_DISTORTION_ON", distortionEnable);
SetupEmissionGIFlags(material);
protected void SetKeyword(Material m, string keyword, bool state)
{
if (state)
m.EnableKeyword(keyword);
else
m.DisableKeyword(keyword);
}
public void ShaderPropertiesGUI(Material material)
{
// Use default labelWidth
EditorGUIUtility.labelWidth = 0f;
// Detect any changes to the material
EditorGUI.BeginChangeCheck();
{
ShaderOptionsGUI();
EditorGUILayout.Space();
ShaderInputOptionsGUI();
EditorGUILayout.Space();
ShaderInputGUI();
}
if (EditorGUI.EndChangeCheck())
{
foreach (var obj in m_MaterialEditor.targets)
SetupMaterialKeywords((Material)obj);
}
}
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
FindCommonOptionProperties(props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly
FindMaterialProperties(props);
m_MaterialEditor = materialEditor;
Material material = materialEditor.target as Material;
ShaderPropertiesGUI(material);
}
// TODO: ? or remove
bool HasValidEmissiveKeyword(Material material)
{
/*

return true;
}
protected void SetKeyword(Material m, string keyword, bool state)
protected virtual void SetupEmissionGIFlags(Material material)
if (state)
m.EnableKeyword(keyword);
else
m.DisableKeyword(keyword);
// Setup lightmap emissive flags
MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags;
if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0)
{
if (ShouldEmissionBeEnabled(material))
flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
else
flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
material.globalIlluminationFlags = flags;
}
protected MaterialEditor m_MaterialEditor;
MaterialProperty surfaceType = null;
protected const string kSurfaceType = "_SurfaceType";
MaterialProperty blendMode = null;
protected const string kBlendMode = "_BlendMode";
MaterialProperty alphaCutoff = null;
protected const string kAlphaCutoff = "_AlphaCutoff";
MaterialProperty alphaCutoffEnable = null;
protected const string kAlphaCutoffEnabled = "_AlphaCutoffEnable";
MaterialProperty doubleSidedMode = null;
protected const string kDoubleSidedMode = "_DoubleSidedMode";
MaterialProperty distortionEnable = null;
const string kDistortionEnable = "_DistortionEnable";
MaterialProperty distortionOnly = null;
const string kDistortionOnly = "_DistortionOnly";
MaterialProperty distortionDepthTest = null;
const string kDistortionDepthTest = "_DistortionDepthTest";
protected static string[] reservedProperties = new string[] { kSurfaceType, kBlendMode, kAlphaCutoff, kAlphaCutoffEnabled, kDoubleSidedMode };
protected abstract void FindMaterialProperties(MaterialProperty[] props);
protected abstract void ShaderInputGUI();

87
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader


_Color("Color", Color) = (1,1,1,1)
_ColorMap("ColorMap", 2D) = "white" {}
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0

// variable declaration
//-------------------------------------------------------------------------------------
float4 _Color;
TEXTURE2D(_ColorMap);
SAMPLER2D(sampler_ColorMap);
float3 _EmissiveColor;
TEXTURE2D(_EmissiveColorMap);
SAMPLER2D(sampler_EmissiveColorMap);
float _EmissiveIntensity;
float _AlphaCutoff;
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert

Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
// ------------------------------------------------------------------
// Debug pass
Pass
{
Name "Debug"

ENDHLSL
}
// ------------------------------------------------------------------
// forward pass
Pass
{
Name "ForwardUnlit"
Tags { "LightMode" = "Forward" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "../../Material/Material.hlsl"
#include "ShaderPass/UnlitSharePass.hlsl"
#include "UnlitData.hlsl"
#include "../../ShaderPass/ShaderPassForwardUnlit.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// ------------------------------------------------------------------
Pass
{
Name "META"

#define SHADERPASS SHADERPASS_DISTORTION
#include "../../Material/Material.hlsl"
#include "ShaderPass/UnlitDistortionPass.hlsl"
#include "UnlitData.hlsl"
#include "../../ShaderPass/ShaderPassDistortion.hlsl"
ENDHLSL
}
Pass
{
Name "ForwardUnlit"
Tags { "LightMode" = "Forward" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "../../Material/Material.hlsl"
#include "../../ShaderPass/ShaderPassDistortion.hlsl"
#include "../../ShaderPass/ShaderPassForwardUnlit.hlsl"
ENDHLSL
}
// Unlit opaque material need to be render with ForwardOnlyOpaque. Unlike Lit that can be both deferred and forward,
// unlit require to be forward only, that's why we need this pass. Unlit transparent will use regular Forward pass
// (Code is exactly the same as "Forward", it simply allow our system to filter objects correctly)
Pass
{
Name "ForwardUnlit"
Tags { "LightMode" = "ForwardOnlyOpaque" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "../../Material/Material.hlsl"
#include "ShaderPass/UnlitSharePass.hlsl"
#include "UnlitData.hlsl"
#include "../../ShaderPass/ShaderPassForwardUnlit.hlsl"
ENDHLSL
}

287
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


m_EnableBakedLightmaps: 1
m_EnableRealtimeLightmaps: 1
m_LightmapEditorSettings:
serializedVersion: 6
serializedVersion: 7
m_Resolution: 2
m_BakeResolution: 40
m_TextureWidth: 1024

m_FinalGatherRayCount: 256
m_ReflectionCompression: 2
m_StationaryBakeMode: 1
m_BakeBackend: 0
m_PVRSampling: 1
m_PVRSampleCount: 500
m_PVRBounces: 2
m_PVRFiltering: 0
m_PVRFilteringMode: 1
m_PVRCulling: 1
m_PVRFilteringGaussRadiusDirect: 1
m_PVRFilteringGaussRadiusIndirect: 5
m_PVRFilteringGaussRadiusAO: 2
m_PVRFilteringAtrousColorSigma: 1
m_PVRFilteringAtrousNormalSigma: 1
m_PVRFilteringAtrousPositionSigma: 1
m_LightingDataAsset: {fileID: 112000002, guid: 94f8793cc1c3e0248901e8f336236333,
type: 2}
m_RuntimeCPUUsage: 25

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_CCT: 6570
m_UseCCT: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0
m_ShadowAngle: 0
--- !u!1 &209784732

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_CCT: 6570
m_UseCCT: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0
m_ShadowAngle: 0
--- !u!1 &592704850

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_CCT: 6570
m_UseCCT: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0
m_ShadowAngle: 0
--- !u!4 &605581071

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_CCT: 6500
m_UseCCT: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0
m_ShadowAngle: 0
--- !u!1 &686566038

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_CCT: 6570
m_UseCCT: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0
m_ShadowAngle: 0
--- !u!4 &710116623

m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_CCT: 6570
m_UseCCT: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0
m_ShadowAngle: 0
--- !u!114 &733865596

Transform:
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m_PrefabInternal: {fileID: 771937532}
--- !u!1 &779296982
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
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m_Layer: 0
m_Name: Plane (1)
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
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m_PrefabInternal: {fileID: 0}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 952562495}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 779296982}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
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#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD0
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