Add packages for first-person control and ProBuilder.
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196 changed files with 18828 additions and 5 deletions
8
Assets/StarterAssets.meta
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8
Assets/StarterAssets.meta
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8
Assets/StarterAssets/Editor.meta
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Assets/StarterAssets/Editor.meta
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fileFormatVersion: 2
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guid: 577651ee23b1b8342a827136803910fb
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assetBundleName:
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using System.IO;
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using System.Linq;
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using System.Text;
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using UnityEditor;
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using UnityEngine;
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namespace StarterAssets
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{
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public partial class StarterAssetsDeployMenu : ScriptableObject
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{
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#if STARTER_ASSETS_PACKAGES_CHECKED
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/// <summary>
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/// Check the capsule, main camera, cinemachine virtual camera, camera target and references
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/// </summary>
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[MenuItem(MenuRoot + "/Reset First Person Controller", false)]
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static void ResetFirstPersonControllerCapsule()
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{
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var firstPersonControllers = FindObjectsOfType<FirstPersonController>();
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var player = firstPersonControllers.FirstOrDefault(controller => controller.CompareTag(PlayerTag));
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GameObject playerGameObject = null;
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// player
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if (player == null)
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{
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if (TryLocatePrefab(PlayerCapsulePrefabName, null, new []{typeof(FirstPersonController)}, out GameObject prefab, out string _))
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{
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HandleInstantiatingPrefab(prefab, out playerGameObject);
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}
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else
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{
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Debug.LogError("Couldn't find player armature prefab");
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}
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}
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else
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{
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playerGameObject = player.gameObject;
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}
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if (playerGameObject != null)
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{
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// cameras
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CheckCameras(playerGameObject.transform, GetFirstPersonPrefabPath());
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}
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}
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static string GetFirstPersonPrefabPath()
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{
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if (TryLocatePrefab(PlayerCapsulePrefabName, null, new[] { typeof(FirstPersonController), typeof(StarterAssetsInputs) }, out GameObject _, out string prefabPath))
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{
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var pathString = new StringBuilder();
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var currentDirectory = new FileInfo(prefabPath).Directory;
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while (currentDirectory.Name != "Assets")
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{
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pathString.Insert(0, $"/{currentDirectory.Name}");
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currentDirectory = currentDirectory.Parent;
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}
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pathString.Insert(0, currentDirectory.Name);
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return pathString.ToString();
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}
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return null;
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}
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#endif
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}
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}
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fileFormatVersion: 2
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guid: 9387ada430244cac953616bcaca61424
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timeCreated: 1621533817
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8
Assets/StarterAssets/Editor/PackageChecker.meta
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Assets/StarterAssets/Editor/PackageChecker.meta
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fileFormatVersion: 2
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guid: 14bd68b8c6966124487020c02c9b7f9d
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folderAsset: yes
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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{
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"EditorFolderRoot": "Assets/StarterAssets/",
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"PackagesToAdd": [
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"com.unity.cinemachine",
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"com.unity.inputsystem"
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]
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}
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: 9149479028b70834a8138ccd95fa562e
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PluginImporter:
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externalObjects: {}
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serializedVersion: 2
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iconMap: {}
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executionOrder: {}
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defineConstraints: []
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isPreloaded: 0
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isOverridable: 0
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isExplicitlyReferenced: 0
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validateReferences: 1
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platformData:
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- first:
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Any:
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second:
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enabled: 0
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settings: {}
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- first:
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Editor: Editor
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second:
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enabled: 1
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settings:
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DefaultValueInitialized: true
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- first:
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Windows Store Apps: WindowsStoreApps
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second:
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enabled: 0
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settings:
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CPU: AnyCPU
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userData:
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169
Assets/StarterAssets/Editor/StarterAssetsDeployMenu.cs
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Assets/StarterAssets/Editor/StarterAssetsDeployMenu.cs
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@ -0,0 +1,169 @@
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using System;
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using System.Linq;
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using StarterAssetsPackageChecker;
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using UnityEditor;
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using UnityEngine;
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using Object = UnityEngine.Object;
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#if STARTER_ASSETS_PACKAGES_CHECKED
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using Cinemachine;
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#endif
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namespace StarterAssets
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{
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// This class needs to be a scriptable object to support dynamic determination of StarterAssets install path
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public partial class StarterAssetsDeployMenu : ScriptableObject
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{
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public const string MenuRoot = "Tools/Starter Assets";
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// prefab names
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private const string MainCameraPrefabName = "MainCamera";
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private const string PlayerCapsulePrefabName = "PlayerCapsule";
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// names in hierarchy
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private const string CinemachineVirtualCameraName = "PlayerFollowCamera";
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// tags
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private const string PlayerTag = "Player";
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private const string MainCameraTag = "MainCamera";
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private const string CinemachineTargetTag = "CinemachineTarget";
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private static GameObject _cinemachineVirtualCamera;
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/// <summary>
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/// Deletes the scripting define set by the Package Checker.
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/// See Assets/Editor/PackageChecker/PackageChecker.cs for more information
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/// </summary>
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[MenuItem(MenuRoot + "/Reinstall Dependencies", false)]
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static void ResetPackageChecker()
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{
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PackageChecker.RemovePackageCheckerScriptingDefine();
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}
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#if STARTER_ASSETS_PACKAGES_CHECKED
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private static void CheckCameras(Transform targetParent, string prefabFolder)
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{
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CheckMainCamera(prefabFolder);
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GameObject vcam = GameObject.Find(CinemachineVirtualCameraName);
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if (!vcam)
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{
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if (TryLocatePrefab(CinemachineVirtualCameraName, new string[]{prefabFolder}, new[] { typeof(CinemachineVirtualCamera) }, out GameObject vcamPrefab, out string _))
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{
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HandleInstantiatingPrefab(vcamPrefab, out vcam);
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_cinemachineVirtualCamera = vcam;
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}
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else
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{
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Debug.LogError("Couldn't find Cinemachine Virtual Camera prefab");
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}
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}
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else
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{
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_cinemachineVirtualCamera = vcam;
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}
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GameObject[] targets = GameObject.FindGameObjectsWithTag(CinemachineTargetTag);
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GameObject target = targets.FirstOrDefault(t => t.transform.IsChildOf(targetParent));
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if (target == null)
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{
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target = new GameObject("PlayerCameraRoot");
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target.transform.SetParent(targetParent);
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target.transform.localPosition = new Vector3(0f, 1.375f, 0f);
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target.tag = CinemachineTargetTag;
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Undo.RegisterCreatedObjectUndo(target, "Created new cinemachine target");
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}
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CheckVirtualCameraFollowReference(target, _cinemachineVirtualCamera);
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}
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private static void CheckMainCamera(string inFolder)
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{
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GameObject[] mainCameras = GameObject.FindGameObjectsWithTag(MainCameraTag);
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if (mainCameras.Length < 1)
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{
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// if there are no MainCameras, add one
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if (TryLocatePrefab(MainCameraPrefabName, new string[]{inFolder}, new[] { typeof(CinemachineBrain), typeof(Camera) }, out GameObject camera, out string _))
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{
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HandleInstantiatingPrefab(camera, out _);
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}
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else
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{
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Debug.LogError("Couldn't find Starter Assets Main Camera prefab");
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}
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}
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else
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{
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// make sure the found camera has a cinemachine brain (we only need 1)
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if (!mainCameras[0].TryGetComponent(out CinemachineBrain cinemachineBrain))
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mainCameras[0].AddComponent<CinemachineBrain>();
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}
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}
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private static void CheckVirtualCameraFollowReference(GameObject target,
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GameObject cinemachineVirtualCamera)
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{
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var serializedObject =
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new SerializedObject(cinemachineVirtualCamera.GetComponent<CinemachineVirtualCamera>());
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var serializedProperty = serializedObject.FindProperty("m_Follow");
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serializedProperty.objectReferenceValue = target.transform;
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serializedObject.ApplyModifiedProperties();
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}
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private static bool TryLocatePrefab(string name, string[] inFolders, System.Type[] requiredComponentTypes, out GameObject prefab, out string path)
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{
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// Locate the player armature
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string[] allPrefabs = AssetDatabase.FindAssets("t:Prefab", inFolders);
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for (int i = 0; i < allPrefabs.Length; ++i)
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{
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string assetPath = AssetDatabase.GUIDToAssetPath(allPrefabs[i]);
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if (assetPath.Contains("/StarterAssets/"))
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{
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Object loadedObj = AssetDatabase.LoadMainAssetAtPath(assetPath);
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if (PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.NotAPrefab &&
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PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.MissingAsset)
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{
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GameObject loadedGo = loadedObj as GameObject;
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bool hasRequiredComponents = true;
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foreach (var componentType in requiredComponentTypes)
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{
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if (!loadedGo.TryGetComponent(componentType, out _))
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{
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hasRequiredComponents = false;
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break;
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}
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}
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if (hasRequiredComponents)
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{
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if (loadedGo.name == name)
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{
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prefab = loadedGo;
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path = assetPath;
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return true;
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}
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}
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}
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}
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}
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prefab = null;
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path = null;
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return false;
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}
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private static void HandleInstantiatingPrefab(GameObject prefab, out GameObject prefabInstance)
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{
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prefabInstance = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
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Undo.RegisterCreatedObjectUndo(prefabInstance, "Instantiate Starter Asset Prefab");
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prefabInstance.transform.localPosition = Vector3.zero;
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prefabInstance.transform.localEulerAngles = Vector3.zero;
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prefabInstance.transform.localScale = Vector3.one;
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}
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#endif
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}
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}
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Assets/StarterAssets/Editor/StarterAssetsDeployMenu.cs.meta
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Assets/StarterAssets/Editor/StarterAssetsDeployMenu.cs.meta
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Assets/StarterAssets/Environment.meta
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Assets/StarterAssets/Environment.meta
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Assets/StarterAssets/Environment/Art.meta
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Assets/StarterAssets/Environment/Art.meta
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Assets/StarterAssets/Environment/Art/Materials.meta
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Assets/StarterAssets/Environment/Art/Materials.meta
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Assets/StarterAssets/Environment/Art/Materials/Blue_Mat.mat
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Assets/StarterAssets/Environment/Art/Materials/Blue_Mat.mat
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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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Shader "Starter Assets/Triplanar" {
|
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|
Properties{
|
||||||
|
_MainTex("Albedo (RGB)", 2D) = "white" {}
|
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|
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
|
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|
_Glossiness("Smoothness", Range(0, 1)) = 0.5
|
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|
[Gamma] _Metallic("Metallic", Range(0, 1)) = 0
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|
[NoScaleOffset] _OcclusionMap("Occlusion", 2D) = "white" {}
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|
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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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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|
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||||||
|
CGPROGRAM
|
||||||
|
// Physically based Standard lighting model, and enable shadows on all light types
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|
#pragma surface surf Standard fullforwardshadows
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|
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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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|
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|
#include "UnityStandardUtils.cginc"
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|
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|
// flip UVs horizontally to correct for back side projection
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|
#define TRIPLANAR_CORRECT_PROJECTED_U
|
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|
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||||||
|
// offset UVs to prevent obvious mirroring
|
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|
// #define TRIPLANAR_UV_OFFSET
|
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|
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||||||
|
// Reoriented Normal Mapping
|
||||||
|
// Altered to take normals (-1 to 1 ranges) rather than unsigned normal maps (0 to 1 ranges)
|
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|
half3 blend_rnm(half3 n1, half3 n2)
|
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|
{
|
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|
n1.z += 1;
|
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|
n2.xy = -n2.xy;
|
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|
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||||||
|
return n1 * dot(n1, n2) / n1.z - n2;
|
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|
}
|
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|
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|
sampler2D _MainTex;
|
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|
float4 _MainTex_ST;
|
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|
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||||||
|
sampler2D _BumpMap;
|
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|
sampler2D _OcclusionMap;
|
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|
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|
half _Glossiness;
|
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|
half _Metallic;
|
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|
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|
half _OcclusionStrength;
|
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|
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|
struct Input {
|
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|
float3 worldPos;
|
||||||
|
float3 worldNormal;
|
||||||
|
INTERNAL_DATA
|
||||||
|
};
|
||||||
|
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||||||
|
float3 WorldToTangentNormalVector(Input IN, float3 normal) {
|
||||||
|
float3 t2w0 = WorldNormalVector(IN, float3(1,0,0));
|
||||||
|
float3 t2w1 = WorldNormalVector(IN, float3(0,1,0));
|
||||||
|
float3 t2w2 = WorldNormalVector(IN, float3(0,0,1));
|
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|
float3x3 t2w = float3x3(t2w0, t2w1, t2w2);
|
||||||
|
return normalize(mul(t2w, normal));
|
||||||
|
}
|
||||||
|
|
||||||
|
void surf(Input IN, inout SurfaceOutputStandard o) {
|
||||||
|
// work around bug where IN.worldNormal is always (0,0,0)!
|
||||||
|
IN.worldNormal = WorldNormalVector(IN, float3(0,0,1));
|
||||||
|
|
||||||
|
// calculate triplanar blend
|
||||||
|
half3 triblend = saturate(pow(IN.worldNormal, 4));
|
||||||
|
triblend /= max(dot(triblend, half3(1,1,1)), 0.0001);
|
||||||
|
|
||||||
|
// calculate triplanar uvs
|
||||||
|
// applying texture scale and offset values ala TRANSFORM_TEX macro
|
||||||
|
float2 uvX = IN.worldPos.zy * _MainTex_ST.xy + _MainTex_ST.zy;
|
||||||
|
float2 uvY = IN.worldPos.xz * _MainTex_ST.xy + _MainTex_ST.zy;
|
||||||
|
float2 uvZ = IN.worldPos.xy * _MainTex_ST.xy + _MainTex_ST.zy;
|
||||||
|
|
||||||
|
// offset UVs to prevent obvious mirroring
|
||||||
|
#if defined(TRIPLANAR_UV_OFFSET)
|
||||||
|
uvY += 0.33;
|
||||||
|
uvZ += 0.67;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// minor optimization of sign(). prevents return value of 0
|
||||||
|
half3 axisSign = IN.worldNormal < 0 ? -1 : 1;
|
||||||
|
|
||||||
|
// flip UVs horizontally to correct for back side projection
|
||||||
|
#if defined(TRIPLANAR_CORRECT_PROJECTED_U)
|
||||||
|
uvX.x *= axisSign.x;
|
||||||
|
uvY.x *= axisSign.y;
|
||||||
|
uvZ.x *= -axisSign.z;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// albedo textures
|
||||||
|
fixed4 colX = tex2D(_MainTex, uvX);
|
||||||
|
fixed4 colY = tex2D(_MainTex, uvY);
|
||||||
|
fixed4 colZ = tex2D(_MainTex, uvZ);
|
||||||
|
fixed4 col = colX * triblend.x + colY * triblend.y + colZ * triblend.z;
|
||||||
|
|
||||||
|
// occlusion textures
|
||||||
|
half occX = tex2D(_OcclusionMap, uvX).g;
|
||||||
|
half occY = tex2D(_OcclusionMap, uvY).g;
|
||||||
|
half occZ = tex2D(_OcclusionMap, uvZ).g;
|
||||||
|
half occ = LerpOneTo(occX * triblend.x + occY * triblend.y + occZ * triblend.z, _OcclusionStrength);
|
||||||
|
|
||||||
|
// tangent space normal maps
|
||||||
|
half3 tnormalX = UnpackNormal(tex2D(_BumpMap, uvX));
|
||||||
|
half3 tnormalY = UnpackNormal(tex2D(_BumpMap, uvY));
|
||||||
|
half3 tnormalZ = UnpackNormal(tex2D(_BumpMap, uvZ));
|
||||||
|
|
||||||
|
// flip normal maps' x axis to account for flipped UVs
|
||||||
|
#if defined(TRIPLANAR_CORRECT_PROJECTED_U)
|
||||||
|
tnormalX.x *= axisSign.x;
|
||||||
|
tnormalY.x *= axisSign.y;
|
||||||
|
tnormalZ.x *= -axisSign.z;
|
||||||
|
#endif
|
||||||
|
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||||||
|
half3 absVertNormal = abs(IN.worldNormal);
|
||||||
|
|
||||||
|
// swizzle world normals to match tangent space and apply reoriented normal mapping blend
|
||||||
|
tnormalX = blend_rnm(half3(IN.worldNormal.zy, absVertNormal.x), tnormalX);
|
||||||
|
tnormalY = blend_rnm(half3(IN.worldNormal.xz, absVertNormal.y), tnormalY);
|
||||||
|
tnormalZ = blend_rnm(half3(IN.worldNormal.xy, absVertNormal.z), tnormalZ);
|
||||||
|
|
||||||
|
// apply world space sign to tangent space Z
|
||||||
|
tnormalX.z *= axisSign.x;
|
||||||
|
tnormalY.z *= axisSign.y;
|
||||||
|
tnormalZ.z *= axisSign.z;
|
||||||
|
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||||||
|
// sizzle tangent normals to match world normal and blend together
|
||||||
|
half3 worldNormal = normalize(
|
||||||
|
tnormalX.zyx * triblend.x +
|
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|
tnormalY.xzy * triblend.y +
|
||||||
|
tnormalZ.xyz * triblend.z
|
||||||
|
);
|
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|
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|
// set surface ouput properties
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|
o.Albedo = col.rgb;
|
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|
o.Metallic = _Metallic;
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|
o.Smoothness = _Glossiness;
|
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|
o.Occlusion = occ;
|
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|
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|
// convert world space normals into tangent normals
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|
o.Normal = WorldToTangentNormalVector(IN, worldNormal);
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|
}
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||||||
|
ENDCG
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}
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