fix i.worldPos
This commit is contained in:
parent
0293a920ef
commit
e298385366
@ -14983,7 +14983,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 90233674}
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m_Mesh: {fileID: 1781571828}
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m_Mesh: {fileID: 1116240434}
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--- !u!23 &90233677
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -14992,7 +14992,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 90233674}
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m_Enabled: 1
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m_CastShadows: 1
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m_CastShadows: 0
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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@ -15004,7 +15004,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 2100000, guid: 91fb1ec3cf2133a4b931798a8822d055, type: 2}
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firstSubMesh: 0
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subMeshCount: 0
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@ -35287,7 +35287,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 238904230}
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m_Mesh: {fileID: 1209418183}
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m_Mesh: {fileID: 889202062}
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--- !u!23 &238904233
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -35308,7 +35308,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 2100000, guid: ad7fd76c0f67ff04e8f51f21faf1739d, type: 2}
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- {fileID: 2100000, guid: b747ca32ff9b8ee408e794d093cbdd54, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -51631,7 +51631,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 346939760}
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m_Mesh: {fileID: 687221521}
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m_Mesh: {fileID: 1221698654}
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--- !u!23 &346939763
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -51640,7 +51640,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 346939760}
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m_Enabled: 1
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m_CastShadows: 1
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m_CastShadows: 0
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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@ -51652,7 +51652,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 2100000, guid: 91fb1ec3cf2133a4b931798a8822d055, type: 2}
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- {fileID: 2100000, guid: ad7fd76c0f67ff04e8f51f21faf1739d, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -64477,7 +64477,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 434496868}
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m_Mesh: {fileID: 1114929778}
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m_Mesh: {fileID: 2061544436}
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--- !u!23 &434496871
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -64498,7 +64498,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 2100000, guid: d979d9bbf3760d948a452ba192cbf563, type: 2}
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- {fileID: 2100000, guid: 91fb1ec3cf2133a4b931798a8822d055, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -69694,7 +69694,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 462934790}
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m_Mesh: {fileID: 1506421826}
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m_Mesh: {fileID: 1420238109}
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--- !u!23 &462934793
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -69703,7 +69703,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 462934790}
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m_Enabled: 1
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m_CastShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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@ -69715,7 +69715,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 2100000, guid: 91fb1ec3cf2133a4b931798a8822d055, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -74080,7 +74080,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 498600234}
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m_Mesh: {fileID: 904888264}
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m_Mesh: {fileID: 1142488810}
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--- !u!23 &498600237
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -74101,7 +74101,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 2100000, guid: ad7fd76c0f67ff04e8f51f21faf1739d, type: 2}
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- {fileID: 2100000, guid: b747ca32ff9b8ee408e794d093cbdd54, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -84449,7 +84449,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 577417894}
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m_Mesh: {fileID: 663755680}
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m_Mesh: {fileID: 1253277976}
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--- !u!23 &577417897
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -84470,7 +84470,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 2100000, guid: ad7fd76c0f67ff04e8f51f21faf1739d, type: 2}
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- {fileID: 2100000, guid: b747ca32ff9b8ee408e794d093cbdd54, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -86150,7 +86150,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 584577491}
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m_Mesh: {fileID: 1763455613}
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m_Mesh: {fileID: 871925010}
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--- !u!23 &584577494
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -86159,7 +86159,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 584577491}
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m_Enabled: 1
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m_CastShadows: 1
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m_CastShadows: 0
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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@ -86171,7 +86171,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 2100000, guid: ad7fd76c0f67ff04e8f51f21faf1739d, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -93590,7 +93590,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 636344957}
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m_Mesh: {fileID: 352436139}
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m_Mesh: {fileID: 850473257}
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--- !u!23 &636344960
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -93611,7 +93611,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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@ -112719,7 +112719,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 773380413}
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m_Mesh: {fileID: 755271470}
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m_Mesh: {fileID: 658220888}
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--- !u!23 &773380416
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -112740,7 +112740,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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@ -114306,7 +114306,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 787427247}
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m_Mesh: {fileID: 475689305}
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--- !u!23 &787427250
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -114315,7 +114315,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 787427247}
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m_Enabled: 1
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m_CastShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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@ -114327,7 +114327,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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@ -114414,7 +114414,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_Mesh: {fileID: 1015590501}
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--- !u!23 &789985205
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -114435,7 +114435,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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m_StaticBatchInfo:
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@ -116496,7 +116496,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 808969240}
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m_Mesh: {fileID: 557526793}
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m_Mesh: {fileID: 1370744454}
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--- !u!23 &808969243
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -116505,7 +116505,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 808969240}
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m_Enabled: 1
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m_CastShadows: 0
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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@ -116517,7 +116517,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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@ -119124,7 +119124,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 830926066}
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m_Mesh: {fileID: 1011258362}
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--- !u!23 &830926069
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MeshRenderer:
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@ -119145,7 +119145,7 @@ MeshRenderer:
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@ -123675,7 +123675,7 @@ MeshFilter:
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--- !u!23 &859508520
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MeshRenderer:
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@ -123684,7 +123684,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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@ -123696,7 +123696,7 @@ MeshRenderer:
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@ -124608,7 +124608,7 @@ MeshFilter:
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--- !u!23 &862437027
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@ -124629,7 +124629,7 @@ MeshRenderer:
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m_Materials:
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@ -133665,7 +133665,7 @@ MeshFilter:
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--- !u!23 &921841286
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MeshRenderer:
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@ -133674,7 +133674,7 @@ MeshRenderer:
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m_StaticShadowCaster: 0
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@ -133686,7 +133686,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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@ -136598,7 +136598,7 @@ MeshFilter:
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m_PrefabAsset: {fileID: 0}
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m_Mesh: {fileID: 1671461130}
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--- !u!23 &942140416
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MeshRenderer:
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m_ObjectHideFlags: 0
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@ -136619,7 +136619,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 2100000, guid: ad7fd76c0f67ff04e8f51f21faf1739d, type: 2}
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@ -171287,7 +171287,7 @@ MeshFilter:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1184864925}
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@ -1,7 +1,8 @@
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// Material Properties
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float _BladeWidth, _BendStrength;
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float4 _Color0, _Color1, _Color2, _Color3, _InnerColor;
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float _SegmentsMinusOne, _FieldSize, _AOStrength, _Translucency, _SSSStrength, _Metallic, _Roughness, _BladeBow, _MaxBladeHeight, _HighlightStrength, _BladeWidthTexStrength;
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float _SegmentsMinusOne, _FieldSize, _AOStrength, _Translucency, _SSSStrength, _Metallic, _Roughness,
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_BladeBow, _MaxBladeHeight, _HighlightStrength, _BladeWidthTexStrength;
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sampler2D _FrabVarianz, _BladeWidthTex;
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float2 _TransitionRange;
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@ -143,7 +144,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
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TRANSFER_SHADOW(o)
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o.transitionInterpolator = interpolator;
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o.normal = normalWS;
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o.worldPos = mul(unity_ObjectToWorld, vertLeftBase).xyz;
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o.worldPos = mul(unity_ObjectToWorld, float4(vertLeftBase,1.0)).xyz;
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#endif
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triStream.Append(o);
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@ -153,7 +154,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
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TRANSFER_SHADOW(o)
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o.transitionInterpolator = interpolator;
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o.normal = normalWS;
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o.worldPos = mul(unity_ObjectToWorld, vertRightBase).xyz;
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o.worldPos = mul(unity_ObjectToWorld, float4(vertRightBase,1.0)).xyz;
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#endif
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triStream.Append(o);
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@ -163,7 +164,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
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TRANSFER_SHADOW(o)
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o.transitionInterpolator = interpolator;
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o.normal = normalWS;
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o.worldPos = mul(unity_ObjectToWorld, vertLeftTip).xyz;
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o.worldPos = mul(unity_ObjectToWorld, float4(vertLeftTip,1.0)).xyz;
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#endif
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triStream.Append(o);
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@ -173,7 +174,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
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TRANSFER_SHADOW(o)
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o.transitionInterpolator = interpolator;
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o.normal = normalWS;
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o.worldPos = mul(unity_ObjectToWorld, vertRightTip).xyz;
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o.worldPos = mul(unity_ObjectToWorld, float4(vertRightTip,1.0)).xyz;
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#endif
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triStream.Append(o);
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}
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@ -216,8 +217,8 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
|
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TRANSFER_SHADOW(o)
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o.transitionInterpolator = interpolator;
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o.normal = normalize(lerp(normalWS, UnityObjectToWorldNormal(normalize(widthOffset)), _BladeBow));
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o.worldPos = mul(unity_ObjectToWorld, vertLeft).xyz;
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#endif
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o.worldPos = mul(unity_ObjectToWorld, float4(vertLeft,1.0)).xyz;
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#endif
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triStream.Append(o);
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o.pos = UnityObjectToClipPos(vertRight);
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@ -227,7 +228,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
|
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o.transitionInterpolator = interpolator;
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o.normal = normalize(lerp(normalWS, UnityObjectToWorldNormal(-normalize(widthOffset)), _BladeBow));
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o.worldPos = mul(unity_ObjectToWorld, vertRight).xyz;
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o.worldPos = mul(unity_ObjectToWorld, float4(vertRight,1.0)).xyz;
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#endif
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triStream.Append(o);
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previousSegmentCenter = segmentCenterSnapshot;
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@ -244,19 +245,16 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
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}
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float4 frag(g2f i) : SV_Target{
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#ifndef IS_IN_SHADOW_PASS
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#ifndef IS_IN_SHADOW_PASS
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float3 worldNormal = normalize(i.normal);
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
|
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|
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half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
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half3 worldRefl = reflect(-worldViewDir, worldNormal);
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float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
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float3 worldRefl = reflect(-worldViewDir, worldNormal);
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|
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// same as in previous shader
|
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half4 skyData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, worldRefl, 0);
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half3 skyColor = DecodeHDR(skyData, unity_SpecCube0_HDR);
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float3 skyColor = DecodeHDR(skyData, unity_SpecCube0_HDR);
|
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float3 lightReflectDirection = reflect(-lightDirection, worldNormal);
|
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float3 viewDirection = normalize(float3(float4(_MainCameraPosition.xyz, 1.0) - i.worldPos.xyz));
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@ -273,14 +271,14 @@ float4 frag(g2f i) : SV_Target{
|
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lightFinal *= max(.35, shadow);
|
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lightFinal *= 1.0;
|
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|
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fixed4 middleCol = min(1, abs(i.uv.x - 0.5) * 1);
|
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fixed4 col = max(0.87, pow(middleCol, .01));
|
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fixed4 farbvarianz = tex2Dlod(_FrabVarianz, float4(i.worldPos.xz / 40, 0, 3));
|
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fixed4 farbvarianz2 = tex2Dlod(_FrabVarianz, float4(i.worldPos.xz / 10, 0, 3));
|
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fixed4 farbvarianz3 = tex2Dlod(_FrabVarianz, float4(i.worldPos.xz / 3, 0, 3));
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||||
fixed4 bladeWidthTex = tex2Dlod(_BladeWidthTex, float4(i.uv.x, 0, 0, 3));
|
||||
float4 middleCol = min(1, abs(i.uv.x - 0.5) * 1);
|
||||
float4 col = max(0.87, pow(middleCol, .01));
|
||||
float4 farbvarianz = tex2Dlod(_FrabVarianz, float4(i.worldPos.xz / 40, 0, 3));
|
||||
float4 farbvarianz2 = tex2Dlod(_FrabVarianz, float4(i.worldPos.xz / 10, 0, 3));
|
||||
float4 farbvarianz3 = tex2Dlod(_FrabVarianz, float4(i.worldPos.xz / 3, 0, 3));
|
||||
float4 bladeWidthTex = tex2Dlod(_BladeWidthTex, float4(i.uv.x, 0, 0, 3));
|
||||
|
||||
fixed4 albedo = lerp(farbvarianz2, farbvarianz3, 0.4);
|
||||
float4 albedo = lerp(farbvarianz2, farbvarianz3, 0.4);
|
||||
albedo = lerp(albedo, farbvarianz, _Metallic) * 0.7;
|
||||
albedo *= 1 + _AOStrength;
|
||||
albedo *= lerp(1, bladeWidthTex.x * 2.5, _BladeWidthTexStrength);
|
||||
@ -291,12 +289,7 @@ float4 frag(g2f i) : SV_Target{
|
||||
|
||||
lightFinal = min(1.4, max(0.4, lightFinal));
|
||||
|
||||
return float4(lightFinal * albedo * 2, 0);
|
||||
//return float4(worldNormal, 0); dot(worldNormal, lightDirection)
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
return 0;
|
||||
return float4(worldNormal, 1);
|
||||
#endif
|
||||
return 0; // shadow pass
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user