URP and basic ceiling lights
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@@ -9,7 +9,7 @@
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" }
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LOD 200
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Cull Off
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@@ -19,6 +19,7 @@
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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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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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sampler2D _MainTex;
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@@ -8,11 +8,11 @@ Material:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Plat_Mat
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m_Shader: {fileID: 4800000, guid: 44514d2279442d648ab8aa16e74ae970, type: 3}
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m_Shader: {fileID: 4800000, guid: 0f4122b9a743b744abe2fb6a0a88868b, 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_DoubleSidedGI: 0
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m_EnableInstancingVariants: 1
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m_DoubleSidedGI: 1
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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@@ -35,6 +35,10 @@ Material:
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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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- _DetailTex:
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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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- _EmissionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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@@ -57,6 +61,7 @@ Material:
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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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- _Cull: 2
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- _Cutoff: 0.5
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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@@ -71,7 +76,10 @@ Material:
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _UVSec: 0
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- _WindQuality: 0
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- _ZWrite: 1
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m_Colors:
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- _Color: {r: 0.62458813, g: 0.735849, b: 0.5935386, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _HueVariation: {r: 1, g: 0.5, b: 0, a: 0.1}
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m_BuildTextureStacks: []
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