guanghuispark
3 年前
当前提交
e128e05d
共有 19 个文件被更改,包括 3367 次插入 和 154 次删除
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416AwesomeUIWidgets/Assets/Scenes/ShowRoom.unity
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3AwesomeUIWidgets/Assets/Scripts/Widgets/chat.cs
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2AwesomeUIWidgets/Assets/Scripts/Widgets/input.cs
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30AwesomeUIWidgets/Assets/Scripts/chat_theme.cs
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8AwesomeUIWidgets/Assets/Scripts/ChatPanelManager.cs
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250AwesomeUIWidgets/Assets/Resources/wallpaper.jpg
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78AwesomeUIWidgets/Assets/Smartphone/StandardColorMask.shader
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82AwesomeUIWidgets/Assets/Smartphone/screen.mat
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102AwesomeUIWidgets/Assets/Smartphone/smartphone.FBX
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101AwesomeUIWidgets/Assets/Smartphone/smartphone.mat
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82AwesomeUIWidgets/Assets/Smartphone/smartphone.prefab
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664AwesomeUIWidgets/Assets/Smartphone/smartphone_d.jpg
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702AwesomeUIWidgets/Assets/Smartphone/smartphone_mask.jpg
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1001AwesomeUIWidgets/Assets/Smartphone/smartphone_screen.jpg
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0/AwesomeUIWidgets/Assets/Scripts/ChatPanelManager.cs
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Shader "VertexStudio/FurnitureColorMask" { |
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Properties { |
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[NoScaleOffset] |
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_Mask ("Mask (RGB)", 2D) = "black" {} |
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[NoScaleOffset] |
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_MainTex ("Diffuse", 2D) = "white" {} |
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[NoScaleOffset] |
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_Spec ("Specular", 2D) = "black" {} |
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[NoScaleOffset] |
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_Normal ("Normal", 2D) = "bump" {} |
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[NoScaleOffset] |
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_OcclusionMap("Ambient Occlusion", 2D) = "white" {} |
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_OcclusionStrength("AO intensity", Range(0.0, 1.0)) = 1.0 |
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[NoScaleOffset] |
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_Emission ("Emission", 2D) = "white" {} |
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_ColorR ("Color (R)", Color) = (1,1,1,1) |
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_ColorG ("Color (G)", Color) = (1,1,1,1) |
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_ColorB ("Color (B)", Color) = (1,1,1,1) |
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[HDR] |
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_EmissionColor("EmissionColor", Color) = (0,0,0) |
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} |
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SubShader { |
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Tags { "RenderType"="Opaque" } |
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LOD 200 |
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CGPROGRAM |
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// Physically based Standard lighting model, and enable shadows on all light types |
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#pragma surface surf StandardSpecular fullforwardshadows |
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// Use shader model 3.0 target, to get nicer looking lighting |
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#pragma target 3.0 |
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sampler2D _MainTex,_Mask; |
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sampler2D _Normal; |
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sampler2D _Spec; |
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sampler2D _Emission; |
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sampler2D _OcclusionMap; |
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half _OcclusionStrength; |
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half4 _EmissionColor; |
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struct Input { |
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float2 uv_MainTex; |
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}; |
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fixed4 _ColorR,_ColorG,_ColorB; |
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void surf (Input IN, inout SurfaceOutputStandardSpecular o) { |
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fixed4 mask = tex2D (_Mask, IN.uv_MainTex); |
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// Albedo comes from a texture tinted by color |
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * saturate( ( _ColorR * mask.r + _ColorG * mask.g + _ColorB * mask.b) ); |
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half occ = tex2D(_OcclusionMap, IN.uv_MainTex).g; |
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o.Occlusion = LerpOneTo (occ, _OcclusionStrength); |
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o.Albedo = c.rgb; |
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o.Normal = UnpackNormal ( tex2D (_Normal, IN.uv_MainTex) ); |
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fixed4 spec = tex2D (_Spec, IN.uv_MainTex); |
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o.Specular = spec.rgb; |
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o.Smoothness = spec.a; |
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o.Emission = _EmissionColor * ( tex2D (_Emission, IN.uv_MainTex) ); |
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o.Alpha = c.a; |
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} |
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ENDCG |
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} |
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FallBack "Diffuse" |
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} |
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m_PrefabAsset: {fileID: 0} |
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m_Name: screen |
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m_Shader: {fileID: 45, guid: 0000000000000000f000000000000000, type: 0} |
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m_ShaderKeywords: _EMISSION |
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m_LightmapFlags: 1 |
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m_EnableInstancingVariants: 0 |
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m_DoubleSidedGI: 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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- _BumpMap: |
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m_Scale: {x: 1, y: 1} |
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m_Offset: {x: 0, y: 0} |
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m_Texture: {fileID: 0} |
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m_Scale: {x: 1, y: 1} |
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m_Scale: {x: 1, y: 1} |
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m_Offset: {x: 0, y: 0} |
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m_Texture: {fileID: 0} |
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m_Scale: {x: 1, y: 1} |
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m_Offset: {x: 0, y: 0} |
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m_Floats: |
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- _BumpScale: 1 |
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- _Cutoff: 0.5 |
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- _DetailNormalMapScale: 1 |
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- _DstBlend: 0 |
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- _GlossMapScale: 1 |
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- _Glossiness: 0.95 |
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- _GlossyReflections: 1 |
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- _Metallic: 0 |
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- _Mode: 0 |
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- _OcclusionStrength: 1 |
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- _Parallax: 0.02 |
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- _SmoothnessTextureChannel: 0 |
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- _SpecularHighlights: 1 |
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- _SrcBlend: 1 |
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- _UVSec: 0 |
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- _ZWrite: 1 |
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m_Colors: |
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- _Color: {r: 0, g: 0, b: 0, a: 1} |
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- _EmissionColor: {r: 1, g: 1, b: 1, a: 1} |
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- _SpecColor: {r: 0.50735295, g: 0.50735295, b: 0.50735295, a: 1} |
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Kaydara FBX Binary � � FBXHeaderExtension\ FBXHeaderVersionI� x |
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