Florent Guinier
8 年前
当前提交
786455b2
共有 47 个文件被更改,包括 1197 次插入 和 535 次删除
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169MaterialGraphProject/Assets/GeneratedShader.shader
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101MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader
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6MaterialGraphProject/Assets/UnityShaderEditor/Editor/HelperShader.shader.meta
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6MaterialGraphProject/Assets/_MingWai/Scatter.ShaderGraph.meta
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12MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/StandardShaderMat.mat
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8MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Texture.asset
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4MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Mat.mat
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9MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo.meta
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1MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Graph.ShaderGraph
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29MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Mat.mat
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44MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Texture.asset
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1MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Graph.ShaderGraph
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941MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/New Scene.unity
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9MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/StandardShader.meta
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1MaterialGraphProject/Assets/Florent/2Pass.ShaderGraph
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9MaterialGraphProject/Assets/Florent/2Pass.ShaderGraph.meta
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9MaterialGraphProject/Assets/Florent/2PassCustomTexture.asset.meta
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9MaterialGraphProject/Assets/Florent/FirstPass.meta
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9MaterialGraphProject/Assets/Florent/MaterialWith2PassTexture.mat.meta
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25MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d37.mat
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9MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d37.mat.meta
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44MaterialGraphProject/Assets/Florent/2PassCustomTexture.asset
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25MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d38.mat
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9MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d38.mat.meta
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25MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d39.mat
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9MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d39.mat.meta
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25MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d40.mat
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9MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d40.mat.meta
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29MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode8e1be5fc-7506-4529-879d-f1ce8c5aab04.mat
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9MaterialGraphProject/Assets/Florent/UnityEngine.MaterialGraph.ExportTextureMasterNode8e1be5fc-7506-4529-879d-f1ce8c5aab04.mat.meta
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44MaterialGraphProject/Assets/_MingWai/New Custom Texture.asset
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25MaterialGraphProject/Assets/_MingWai/Unlit_Wathever.mat
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58MaterialGraphProject/Assets/_MingWai/Wathever.shader
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10MaterialGraphProject/Assets/_MingWai/Wathever.shader.meta
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0/MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/StandardShaderMat.mat
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0/MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Graph.ShaderGraph.meta
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0/MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Texture.asset.meta
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0/MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Mat.mat.meta
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0/MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/StandardShaderMat.mat.meta
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0/MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Texture.asset
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0/MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Texture.asset.meta
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0/MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/New Scene.unity.meta
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0/MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Graph.ShaderGraph.meta
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0/MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Mat.mat
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0/MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Mat.mat.meta
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Shader "Graph/Generated.MetallicMasterNode554b91b5-7a00-4f5f-b71a-f7729fcbdee8" |
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Shader "Generated.ExportTextureMasterNode31754f39-6eb9-4773-ae21-b2fca7f2fcde" |
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[NonModifiableTextureData] TextureAsset_8f4a8771_6c8f_4107_9c0b_83da34d57a9b_Uniform("TextureAsset", 2D) = "white" {} |
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SubShader |
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{ |
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Tags |
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{ |
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"RenderType"="Opaque" |
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"Queue"="Geometry" |
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} |
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SubShader |
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{ |
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Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque" } |
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ZWrite Off |
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Pass |
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{ |
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CGPROGRAM |
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#include "UnityCustomRenderTexture.cginc" |
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#pragma vertex CustomRenderTextureVertexShader_Preview |
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#pragma fragment frag |
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#pragma target 4.0 |
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v2f_customrendertexture CustomRenderTextureVertexShader_Preview(appdata_base IN) |
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{ |
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v2f_customrendertexture OUT; |
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OUT.vertex = UnityObjectToClipPos(IN.vertex); |
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OUT.primitiveID = 0;//TODO |
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OUT.localTexcoord = IN.texcoord; |
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OUT.globalTexcoord = IN.texcoord; |
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OUT.direction = CustomRenderTextureComputeCubeDirection(OUT.globalTexcoord.xy); |
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return OUT; |
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} |
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Cull Back |
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ZTest LEqual |
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ZWrite On |
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inline void unity_Gradient_float (float v, out float4 finalColor, out float finalR, out float finalG, out float finalB, out float finalA) |
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{ |
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float3 color0=float3(0.1176471,0.08960744,0.07439446); |
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float colorp0=0; |
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float3 color1=float3(0,0,0); |
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float colorp1=0.1147021; |
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float3 color2=float3(0.2132353,0.07766853,0); |
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float colorp2=0.2500038; |
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float3 color3=float3(0.6364486,0.2844907,0); |
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float colorp3=0.3764706; |
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float3 color4=float3(1,0.9310344,0); |
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float colorp4=0.5058824; |
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float3 color5=float3(1,1,1); |
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float colorp5=0.6529488; |
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float3 color6=float3(1,0.6413793,0); |
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float colorp6=0.7823606; |
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float3 color7=float3(0.4779412,0.353851,0.02811421); |
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float colorp7=1; |
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float3 gradcolor = color0; |
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float colorLerpPosition0=smoothstep(colorp0,colorp1,v); |
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gradcolor = lerp(gradcolor,color1,colorLerpPosition0); |
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float colorLerpPosition1=smoothstep(colorp1,colorp2,v); |
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gradcolor = lerp(gradcolor,color2,colorLerpPosition1); |
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float colorLerpPosition2=smoothstep(colorp2,colorp3,v); |
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gradcolor = lerp(gradcolor,color3,colorLerpPosition2); |
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float colorLerpPosition3=smoothstep(colorp3,colorp4,v); |
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gradcolor = lerp(gradcolor,color4,colorLerpPosition3); |
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float colorLerpPosition4=smoothstep(colorp4,colorp5,v); |
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gradcolor = lerp(gradcolor,color5,colorLerpPosition4); |
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float colorLerpPosition5=smoothstep(colorp5,colorp6,v); |
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gradcolor = lerp(gradcolor,color6,colorLerpPosition5); |
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float colorLerpPosition6=smoothstep(colorp6,colorp7,v); |
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gradcolor = lerp(gradcolor,color7,colorLerpPosition6); |
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float alpha0=1; |
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float alphap0=0; |
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float alpha1=1; |
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float alphap1=1; |
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float gradalpha = alpha0; |
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float alphaLerpPosition0=smoothstep(alphap0,alphap1,v); |
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gradalpha = lerp(gradalpha,alpha1,alphaLerpPosition0); |
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finalColor = float4(gradcolor,gradalpha); |
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finalR = finalColor.r; |
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finalG = finalColor.g; |
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finalB = finalColor.b; |
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finalA = finalColor.a; |
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} |
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LOD 200 |
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma surface surf Standard vertex:vert |
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#pragma glsl |
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#pragma debug |
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#ifdef UNITY_COMPILER_HLSL |
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Texture2D TextureAsset_8f4a8771_6c8f_4107_9c0b_83da34d57a9b_Uniform; |
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#endif |
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float HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_texOffset; |
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float HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_strength; |
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#ifdef UNITY_COMPILER_HLSL |
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SamplerState my_linear_repeat_sampler; |
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#endif |
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float4 frag(v2f_customrendertexture IN) : COLOR |
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{ |
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half4 uv0 = float4(IN.localTexcoord.xyz,1.0); |
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float4 UV_49a5272a_c49d_4f7e_94ba_3a2e27fcbed4_UV = uv0; |
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float4 Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor; |
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float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalR; |
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float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalG; |
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float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalB; |
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float Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalA; |
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unity_Gradient_float (UV_49a5272a_c49d_4f7e_94ba_3a2e27fcbed4_UV, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalR, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalG, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalB, Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalA); |
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return Gradient_9866089f_0763_409d_904a_c1f7836ea742_finalColor; |
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#ifdef UNITY_COMPILER_HLSL |
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#endif |
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inline void unity_HeightToNormal (Texture2D heightmap, float2 texCoord, float texOffset, float strength, out float3 normalRes) |
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{ |
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float2 offsetU = float2(texCoord.x + texOffset, texCoord.y); |
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float2 offsetV = float2(texCoord.x, texCoord.y + texOffset); |
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float normalSample = 0; |
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float uSample = 0; |
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float vSample = 0; |
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normalSample = heightmap.Sample(my_linear_repeat_sampler, texCoord).r; |
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uSample = heightmap.Sample(my_linear_repeat_sampler, offsetU).r; |
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vSample = heightmap.Sample(my_linear_repeat_sampler, offsetV).r; |
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float uMinusNormal = uSample - normalSample; |
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float vMinusNormal = vSample - normalSample; |
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uMinusNormal = uMinusNormal * strength; |
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vMinusNormal = vMinusNormal * strength; |
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float3 va = float3(1, 0, uMinusNormal); |
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float3 vb = float3(0, 1, vMinusNormal); |
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normalRes = cross(va, vb); |
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} |
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ENDCG |
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|
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struct Input |
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{ |
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float4 color : COLOR; |
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half4 meshUV0; |
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}; |
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void vert (inout appdata_full v, out Input o) |
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{ |
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UNITY_INITIALIZE_OUTPUT(Input,o); |
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o.meshUV0 = v.texcoord; |
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void surf (Input IN, inout SurfaceOutputStandard o) |
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{ |
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half4 uv0 = IN.meshUV0; |
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float4 UV_de8d7b89_7b50_499d_aa73_0f2a725356e6_UV = uv0; |
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float3 HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_normalRes; |
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#ifdef UNITY_COMPILER_HLSL |
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unity_HeightToNormal (TextureAsset_8f4a8771_6c8f_4107_9c0b_83da34d57a9b_Uniform, UV_de8d7b89_7b50_499d_aa73_0f2a725356e6_UV, HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_texOffset, HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_strength, HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_normalRes); |
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#endif |
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o.Normal = HeightToNormal_81cdd9a9_500d_41e2_9771_df274a2363bd_normalRes; |
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o.Normal += 1e-6; |
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|
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} |
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ENDCG |
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} |
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|
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|
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FallBack "Diffuse" |
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CustomEditor "LegacyIlluminShaderGUI" |
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} |
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Fallback Off |
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} |
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Shader "Graph/UnityEngine.MaterialGraph.MetallicMasterNode68c240e8-1bfd-46d4-86b7-3459bc630675" |
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Shader "UnityEngine.MaterialGraph.ExportTextureMasterNode71166862-083a-4792-8c3a-4111b9dd9d37" |
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Texture_339414d4_3f08_4a60_b7de_60b5078454cd_Uniform("Texture", 2D) = "white" {} |
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SubShader |
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{ |
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Tags |
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{ |
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"RenderType"="Opaque" |
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"Queue"="Geometry" |
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} |
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SubShader |
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{ |
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Tags { "Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque" } |
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ZWrite Off |
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Pass |
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{ |
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CGPROGRAM |
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#include "UnityCustomRenderTexture.cginc" |
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#pragma vertex CustomRenderTextureVertexShader |
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#pragma fragment frag |
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#pragma target 4.0 |
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v2f_customrendertexture CustomRenderTextureVertexShader_Preview(appdata_base IN) |
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{ |
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v2f_customrendertexture OUT; |
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OUT.vertex = UnityObjectToClipPos(IN.vertex); |
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OUT.primitiveID = 0;//TODO |
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OUT.localTexcoord = IN.texcoord; |
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OUT.globalTexcoord = IN.texcoord; |
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OUT.direction = CustomRenderTextureComputeCubeDirection(OUT.globalTexcoord.xy); |
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return OUT; |
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} |
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Cull Back |
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sampler2D Texture_339414d4_3f08_4a60_b7de_60b5078454cd_Uniform; |
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ZTest LEqual |
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ZWrite On |
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inline float3 unity_rgbtohsv_float (float3 arg1) |
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{ |
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float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); |
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float4 P = lerp(float4(arg1.bg, K.wz), float4(arg1.gb, K.xy), step(arg1.b, arg1.g)); |
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float4 Q = lerp(float4(P.xyw, arg1.r), float4(arg1.r, P.yzx), step(P.x, arg1.r)); |
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float D = Q.x - min(Q.w, Q.y); |
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float E = 1e-10; |
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return float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x); |
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} |
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inline float3 unity_hsvtorgb_float (float3 arg1) |
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{ |
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float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); |
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float3 P = abs(frac(arg1.xxx + K.xyz) * 6.0 - K.www); |
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return arg1.z * lerp(K.xxx, saturate(P - K.xxx), arg1.y); |
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} |
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LOD 200 |
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|
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CGPROGRAM |
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#pragma target 3.0 |
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#pragma surface surf Standard vertex:vert |
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#pragma glsl |
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#pragma debug |
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struct Input |
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{ |
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float4 color : COLOR; |
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}; |
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void vert (inout appdata_full v, out Input o) |
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{ |
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UNITY_INITIALIZE_OUTPUT(Input,o); |
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} |
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void surf (Input IN, inout SurfaceOutputStandard o) |
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{ |
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float4 frag(v2f_customrendertexture IN) : COLOR |
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{ |
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half4 uv0 = float4(IN.localTexcoord.xyz,1.0); |
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float4 Split_81de5761_6b38_4350_8ede_9db8ac1d98d0 = float4(_SinTime); |
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float4 Texture_339414d4_3f08_4a60_b7de_60b5078454cd = tex2D (Texture_339414d4_3f08_4a60_b7de_60b5078454cd_Uniform, uv0.xy); |
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float3 RGBtoHSV_6b42522c_e2df_4b64_8142_be2f5cf24530_Output = unity_rgbtohsv_float (Texture_339414d4_3f08_4a60_b7de_60b5078454cd); |
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float4 Split_42661a92_b299_44b2_a9ad_e7a76a22817c = float4(RGBtoHSV_6b42522c_e2df_4b64_8142_be2f5cf24530_Output, 1.0); |
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float4 Combine_8b3bcdf1_2eeb_4f31_a5ca_a4796ceb5066_Output = float4(Split_81de5761_6b38_4350_8ede_9db8ac1d98d0.r,Split_42661a92_b299_44b2_a9ad_e7a76a22817c.g,Split_42661a92_b299_44b2_a9ad_e7a76a22817c.b,0.0); |
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float3 HSVtoRGB_e30c457c_26fb_4e7c_847e_fb4e9cb55bb6_Output = unity_hsvtorgb_float (Combine_8b3bcdf1_2eeb_4f31_a5ca_a4796ceb5066_Output); |
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float Vector1_a551547a_ba15_43fe_8319_a5f8dc3c4362_Uniform = 1; |
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float4 Combine_97922ab7_d2fa_4422_aae7_10b1f82228da_Output = float4(HSVtoRGB_e30c457c_26fb_4e7c_847e_fb4e9cb55bb6_Output,Vector1_a551547a_ba15_43fe_8319_a5f8dc3c4362_Uniform); |
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return Combine_97922ab7_d2fa_4422_aae7_10b1f82228da_Output; |
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} |
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ENDCG |
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} |
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ENDCG |
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} |
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|
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|
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FallBack "Diffuse" |
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CustomEditor "LegacyIlluminShaderGUI" |
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} |
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Fallback Off |
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} |
|
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fileFormatVersion: 2 |
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guid: 9ab5e16c2083a4fe689209a8c1ae425e |
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timeCreated: 1495720140 |
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timeCreated: 1495755323 |
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defaultTextures: [] |
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defaultTextures: |
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type: 3} |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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fileFormatVersion: 2 |
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guid: 0e5edf7e3bc2bbc47bdb6b74107cc104 |
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guid: 46a237e930596f44997b58744c980c76 |
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NativeFormatImporter: |
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mainObjectFileID: 0 |
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ScriptedImporter: |
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} |
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fileFormatVersion: 2 |
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guid: 06bb53d660708264295ca8bd64699f6e |
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folderAsset: yes |
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timeCreated: 1495751422 |
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licenseType: Pro |
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DefaultImporter: |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
1
MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/0-UnityLogo-Graph.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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%YAML 1.1 |
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%TAG !u! tag:unity3d.com,2011: |
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--- !u!21 &2100000 |
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Material: |
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serializedVersion: 6 |
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m_ObjectHideFlags: 0 |
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m_PrefabParentObject: {fileID: 0} |
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m_PrefabInternal: {fileID: 0} |
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m_Name: 0-UnityLogo-Mat |
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m_Shader: {fileID: 4800000, guid: 12adeac2a3368e94f9889377e4d426c2, type: 3} |
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m_ShaderKeywords: |
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m_LightmapFlags: 4 |
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m_EnableInstancingVariants: 0 |
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m_CustomRenderQueue: -1 |
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stringTagMap: {} |
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disabledShaderPasses: [] |
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m_SavedProperties: |
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serializedVersion: 3 |
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m_TexEnvs: |
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m_Texture: {fileID: 2800000, guid: 8080b3773b9568a46bcaaf9b18512990, type: 3} |
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m_Scale: {x: 1, y: 1} |
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m_Offset: {x: 0, y: 0} |
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MaterialGraphProject/Assets/_MingWai/GeneratedTextureDemo/1-RotatingUnityLogo-Graph.ShaderGraph
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文件差异内容过多而无法显示
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MaterialGraphProject/Assets/Florent/2Pass.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
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v2f vert (appdata v) |
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