forked from cgvr/DeltaVR
include gltf shader in build + add TODO list
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@@ -26,3 +26,4 @@
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### Notes
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* TRELLIS: added functionality to specify texture baking optimisation total steps as an argument (`texture_opt_total_steps`), to replace the hardcoded 2500. But this is not tracked in Git (because modified this https://github.com/IgorAherne/trellis-stable-projectorz/releases/tag/latest)
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* Custom Shader Variant Collection to include glTF-pbrMetallicRoughness shader in build
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Assets/_PROJECT/glTFPbrMetallicRoughness.shadervariants
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Assets/_PROJECT/glTFPbrMetallicRoughness.shadervariants
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!200 &20000000
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ShaderVariantCollection:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: glTFPbrMetallicRoughness
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m_Shaders:
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- first: {fileID: -6465566751694194690, guid: b9d29dfa1474148e792ac720cbd45122,
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type: 3}
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second:
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variants: []
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: b852f2aeb9fb71a4aaab9e2d500dc3dc
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 20000000
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userData:
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assetBundleName:
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assetBundleVariant:
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