deltavr multiplayer 2.0
This commit is contained in:
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Shader "MixedReality/BackgroundColor" {
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Properties{
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_Color("Color", Color) = (1, 1, 1, 1)
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} SubShader {
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Tags{"RenderType" =
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"Opaque"} LOD 100 Cull Front ZTest Always ZWrite On Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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float4 _Color;
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v2f vert(appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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float gradient = (i.uv.y - 0.5) * 0.5;
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float4 col =
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float4(_Color.r + gradient, _Color.g + gradient, _Color.b + gradient, _Color.a);
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return col;
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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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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 43c7ac0d65589e040afaa622faa8842d
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,59 @@
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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Shader "MixedReality/FatFingers"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_Inflation("Inflation", float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members center)
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//#pragma exclude_renderers d3d11
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Inflation;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex + v.normal * _Inflation);
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float4 origin = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0));
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed4 col = tex2D(_MainTex, i.uv);
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return col;
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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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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 839762cdf5e96427bbb1482d351d9b62
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,85 @@
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// Oculus VR, LLC Proprietary and Confidential.
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// clang-format off
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Shader "MixedReality/GlowEffect"
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{
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Properties
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{
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_GlowColor ("Glow Color", Color) = (1.0, 1.0, 1.0)
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_Pow ("Pow", Range (0.2,10)) = 2
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_Intensity ("Intensity", Range (0,10)) = 1
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}
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SubShader {
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Tags {"Queue" = "Transparent"}
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Pass {
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ZWrite Off
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BlendOp RevSub
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Blend Zero One, One OneMinusSrcAlpha
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Cull Front
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "UnityCG.cginc"
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struct vertexInput {
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float4 vertex : POSITION;
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float3 normal: NORMAL;
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float4 texcoord : TEXCOORD0;
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float4 vertCol : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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half3 worldNormal : TEXCOORD3;
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float3 viewDir: TEXCOORD2;
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half4 localPos : TEXCOORD4;
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float4 color : TEXCOORD1;
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float eye : EYE;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float4 _GlowColor;
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float _Pow;
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float _Intensity;
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float4x4 _TrackingSpaceTransform;
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v2f vert(vertexInput v) {
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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o.viewDir = WorldSpaceViewDir(v.vertex);
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o.localPos = v.vertex;
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o.uv = v.texcoord;
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o.color = v.vertCol;
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return o;
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}
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float4 frag(v2f i) : SV_Target {
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float fresnelNdot = (dot (normalize (i.viewDir), normalize (-i.worldNormal)));
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fresnelNdot = pow(fresnelNdot,_Pow);
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float4 color = _GlowColor;
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color.rgb += _GlowColor.rgb * fresnelNdot * _Intensity;
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color.rgb = 0;
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color.a *= fresnelNdot;
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return color;
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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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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: cb61bbfe44fc56e4081bee639a2b33bb
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,51 @@
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Shader "MixedReality/PassthroughLine" {
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Properties{
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_LineLength("Line Length", float) = 1
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} SubShader {
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Tags{"RenderType" = "Transparent"} LOD 100
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Pass {
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ZWrite Off
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BlendOp RevSub, Min
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Blend Zero One, One One
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CGPROGRAM
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// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members
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// center)
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//#pragma exclude_renderers d3d11
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert(appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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float _LineLength;
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fixed4 frag(v2f i) : SV_Target {
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float UVfadeRange = 0.2;
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fixed widthAlpha = 1 - smoothstep(0.5 - UVfadeRange, 0.5, abs(i.uv.y - 0.5));
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fixed lengthAlpha = 1 - smoothstep(0.5 - (UVfadeRange / _LineLength), 0.5, abs(i.uv.x - 0.5));
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return float4(0, 0, 0, 1-(widthAlpha * lengthAlpha));
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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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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 1301b51de6a265443a42f1bcae046aa6
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,69 @@
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Shader "MixedReality/SelectivePassthrough"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_Inflation("Inflation", float) = 0
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_InvertedAlpha("Inverted Alpha", float) = 1
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[Header(DepthTest)]
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual"
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[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpColor("Blend Color", Float) = 2 //"ReverseSubtract"
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[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlpha("Blend Alpha", Float) = 3 //"Min"
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" }
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LOD 100
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Pass
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{
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ZWrite Off
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ZTest[_ZTest]
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BlendOp[_BlendOpColor], [_BlendOpAlpha]
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Blend Zero One, One One
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CGPROGRAM
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// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members center)
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//#pragma exclude_renderers d3d11
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Inflation;
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float _InvertedAlpha;
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex + v.normal * _Inflation);
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float4 origin = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0));
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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fixed4 col = tex2D(_MainTex, i.uv);
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float alpha = lerp(col.r, 1 - col.r, _InvertedAlpha);
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return float4(0, 0, 0, alpha);
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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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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: a199f698ecf1463488778ee398e3bf0c
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ShaderImporter:
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externalObjects: {}
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||||
defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,66 @@
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Shader "MixedReality/SelectivePassthroughSoft" {
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Properties{
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_MainTex("Texture", 2D) = "white" {}
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_SoftFade("Soft Fade Distance", Float) = 0.05
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_Inflation("Inflation", float) = 0
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}
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SubShader {
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Tags{"RenderType" = "Transparent"} LOD 100
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Pass {
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ZWrite Off
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BlendOp RevSub, Min
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Blend Zero One, One OneMinusSrcAlpha
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CGPROGRAM
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// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members
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// center)
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//#pragma exclude_renderers d3d11
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct v2f {
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float2 projPos : TEXCOORD1;
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float depth : DEPTH;
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};
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sampler2D _MainTex;
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sampler2D _CameraDepthTexture;
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float4 _MainTex_ST;
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float _SoftFade;
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float _Inflation;
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v2f vert(appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex + v.normal * _Inflation);
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float4 origin = mul(unity_ObjectToWorld, float4(0.0, 0.0, 0.0, 1.0));
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.depth = -UnityObjectToViewPos(v.vertex).z * _ProjectionParams.w;
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o.projPos = (o.vertex.xy / o.vertex.w) * 0.5 + 0.5;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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// get a linear & normalized (0-1) depth value of the scene
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float frameDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.projPos.xy));
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// convert the normalized value to world units, with depth of 0 at this mesh
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frameDepth = (frameDepth - i.depth) * _ProjectionParams.z;
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// remap it to a fade distance
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frameDepth = saturate(frameDepth / _SoftFade);
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fixed4 col = tex2D(_MainTex, i.uv);
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return float4(0, 0, 0, 1-(col.r * frameDepth));
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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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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: e1c8c96b450f6914da76c6fcf77a901f
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||||
ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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||||
preprocessorOverride: 0
|
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userData:
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||||
assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
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guid: 67373ce8dd0b1455f93d1c23a6e2753e
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folderAsset: yes
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timeCreated: 1536311497
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licenseType: Store
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||||
DefaultImporter:
|
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externalObjects: {}
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userData:
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assetBundleName:
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Reference in New Issue
Block a user