Shader框架相关
1.编写了URP的屏幕后特效框架,在URP的文件夹。 2.添加了转场的相关的两个Shader,在Shader文件夹。
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Assets/Shader.meta
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Assets/Shader.meta
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Assets/Shader/转场.meta
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Assets/Shader/转场.meta
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94
Assets/Shader/转场/LoadScreen.shader
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Assets/Shader/转场/LoadScreen.shader
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Shader "Unlit/LoadScreen"
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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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_BlurRadius ("BlurRadius", Range(0, 50)) = 0 //模糊半径
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_TextureSize ("TextureSize", Float) = 640
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_SecTex("SecTex",2D) = "white" {}
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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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#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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{
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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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{
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float2 uv : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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sampler2D _SecTex;
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float4 _MainTex_ST;
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int _BlurRadius;
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float _TextureSize;
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float GetGaussWeight(float x, float y, float sigma)
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{
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float sigma2 = pow(sigma, 2.0f);
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float left = 1 / (2 * sigma2 * 3.1415926f);
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float right = exp(-(x*x+y*y)/(2*sigma2)); //e的指数幂
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return left * right;
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}
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float4 GaussBlur(float2 uv) //高斯公式
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{
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float sigma = (float)_BlurRadius / 3.0f;//权重
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float4 col = float4(0, 0, 0, 0);
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for (int x = - _BlurRadius; x <= _BlurRadius; ++x)
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{
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for (int y = - _BlurRadius; y <= _BlurRadius; ++y)
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{
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//获取周围像素的颜色
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//转为uv上的坐标值
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float4 color = tex2D(_SecTex, uv + float2(x / _TextureSize, y / _TextureSize));
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//获取此像素的权重
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float weight = GetGaussWeight(x, y, sigma);
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//计算此点的最终颜色
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col += color * weight; //颜色乘以权重
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}
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}
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return col;
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}
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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);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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float4 black = float4(0,0,0,0);
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float4 col = GaussBlur(i.uv);
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col*=1+_BlurRadius;
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col=smoothstep(0.1,0.9,col);
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col=step(col,0.5);
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col*=tex2D(_MainTex,i.uv);
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col = lerp(col,black,_BlurRadius*(1.0/50));
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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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Assets/Shader/转场/LoadScreen.shader.meta
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Assets/Shader/转场/LoadScreen.shader.meta
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fileFormatVersion: 2
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guid: d51f93ad8a827f544904c4d2f8a1d1d8
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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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34
Assets/Shader/转场/Unlit_LoadScreen.mat
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Assets/Shader/转场/Unlit_LoadScreen.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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Material:
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serializedVersion: 6
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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: Unlit_LoadScreen
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m_Shader: {fileID: 4800000, guid: d51f93ad8a827f544904c4d2f8a1d1d8, 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_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- _MainTex:
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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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- _SecTex:
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m_Texture: {fileID: 8400000, guid: d8cdceb52a559c745b57588acf28ed1f, type: 2}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats:
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- _BlurRadius: 0
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- _TextureSize: 640
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m_Colors: []
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m_BuildTextureStacks: []
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Assets/Shader/转场/Unlit_LoadScreen.mat.meta
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Assets/Shader/转场/Unlit_LoadScreen.mat.meta
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fileFormatVersion: 2
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guid: 2a4f749e5c54eee4898623e6f54feaaf
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
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assetBundleVariant:
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99
Assets/Shader/转场/oB.shader
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Assets/Shader/转场/oB.shader
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Shader "pp/ScreenEffectShader"
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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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_Color("color",Color) = (1,1,1,1)
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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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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};
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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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v2f vert (appdata v)
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{
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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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sampler2D _MainTex;
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sampler2D _GulussTex;
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float4 _MainTex_TexelSize;
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float4 _GulussTex_TexelSize;
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float3 _Color;
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float _BlurRadius;
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float _Radius;
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static float r = 1;
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fixed luminance(fixed3 col)
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{
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return col.x * 0.299 + col.y * 0.587 + col.z * 0.114;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed3 col = tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,-1)).rgb * -1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,-1)).rgb * -2;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,-1)).rgb * -1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,0)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,0)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,0)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,1)).rgb * 1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,1)).rgb * 2;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,1)).rgb * 1;
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fixed gray = abs(luminance(col));
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col = tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,-1)).rgb * -1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,-1)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,-1)).rgb * 1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,0)).rgb * -2;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,0)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,0)).rgb * 2;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(-1,1)).rgb * -1;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(0,1)).rgb * 0;
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col += tex2D(_MainTex,i.uv + _MainTex_TexelSize.xy*r*fixed2(1,1)).rgb * 1;
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gray += abs(luminance(col));
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fixed3 enhance = fixed3(gray, gray, gray)*_Color;
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//fixed3 ori = tex2D(_MainTex, i.uv).rgb + enhance * 0.5;
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return fixed4(enhance,1);
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}
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ENDCG
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}
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}
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FallBack Off
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}
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10
Assets/Shader/转场/oB.shader.meta
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Assets/Shader/转场/oB.shader.meta
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fileFormatVersion: 2
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guid: c4a1de8de8fd5ff449c6860268d1afb7
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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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29
Assets/Shader/转场/pp_ScreenEffectShader.mat
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Assets/Shader/转场/pp_ScreenEffectShader.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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Material:
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serializedVersion: 6
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: pp_ScreenEffectShader
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m_Shader: {fileID: 4800000, guid: c4a1de8de8fd5ff449c6860268d1afb7, 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_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_SavedProperties:
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serializedVersion: 3
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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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m_Floats: []
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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m_BuildTextureStacks: []
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8
Assets/Shader/转场/pp_ScreenEffectShader.mat.meta
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Assets/Shader/转场/pp_ScreenEffectShader.mat.meta
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fileFormatVersion: 2
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guid: 80f9c88836cf1aa4b92196b9fa4751a8
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assetBundleVariant:
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38
Assets/Shader/转场/描边.renderTexture
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Assets/Shader/转场/描边.renderTexture
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!84 &8400000
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RenderTexture:
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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: "\u63CF\u8FB9"
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m_ImageContentsHash:
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serializedVersion: 2
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Hash: 00000000000000000000000000000000
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m_ForcedFallbackFormat: 4
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m_DownscaleFallback: 0
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m_IsAlphaChannelOptional: 0
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serializedVersion: 3
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m_Width: 1920
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m_Height: 1080
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m_AntiAliasing: 1
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m_MipCount: -1
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m_DepthFormat: 2
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m_ColorFormat: 8
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m_MipMap: 0
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m_GenerateMips: 1
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m_SRGB: 0
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m_UseDynamicScale: 0
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m_BindMS: 0
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m_EnableCompatibleFormat: 1
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m_TextureSettings:
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serializedVersion: 2
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m_FilterMode: 1
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m_Aniso: 0
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m_MipBias: 0
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m_WrapU: 1
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m_WrapV: 1
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m_WrapW: 1
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m_Dimension: 2
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m_VolumeDepth: 1
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8
Assets/Shader/转场/描边.renderTexture.meta
Normal file
8
Assets/Shader/转场/描边.renderTexture.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d8cdceb52a559c745b57588acf28ed1f
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 8400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
53
Assets/URP/HLRenderPass.cs
Normal file
53
Assets/URP/HLRenderPass.cs
Normal file
@ -0,0 +1,53 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
using UnityEngine.Rendering.Universal;
|
||||||
|
|
||||||
|
public class HLRenderPass : ScriptableRenderPass
|
||||||
|
{
|
||||||
|
public Material mMat;
|
||||||
|
public int blitShaderPassIndex = 0;
|
||||||
|
public FilterMode filterMode { get; set; }
|
||||||
|
private RenderTargetIdentifier source { get; set; }
|
||||||
|
private RenderTargetHandle destination { get; set; }
|
||||||
|
RenderTargetHandle m_temporaryColorTexture;
|
||||||
|
|
||||||
|
string m_ProfilerTag;
|
||||||
|
public HLRenderPass(string passname, RenderPassEvent _event, Material _mat,float contrast)
|
||||||
|
{
|
||||||
|
m_ProfilerTag = passname;
|
||||||
|
this.renderPassEvent = _event;
|
||||||
|
mMat = _mat;
|
||||||
|
mMat.SetFloat("_Contrast", contrast);
|
||||||
|
m_temporaryColorTexture.Init("temporaryColorTexture");
|
||||||
|
}
|
||||||
|
public void Setup(RenderTargetIdentifier src, RenderTargetHandle dest)
|
||||||
|
{
|
||||||
|
this.source = src;
|
||||||
|
this.destination = dest;
|
||||||
|
}
|
||||||
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||||
|
{
|
||||||
|
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
|
||||||
|
|
||||||
|
RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;
|
||||||
|
opaqueDesc.depthBufferBits = 0;
|
||||||
|
if (destination == RenderTargetHandle.CameraTarget)
|
||||||
|
{
|
||||||
|
cmd.GetTemporaryRT(m_temporaryColorTexture.id, opaqueDesc, filterMode);
|
||||||
|
Blit(cmd, source, m_temporaryColorTexture.Identifier(), mMat, blitShaderPassIndex);
|
||||||
|
Blit(cmd, m_temporaryColorTexture.Identifier(), source);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Blit(cmd, source, destination.Identifier(), mMat, blitShaderPassIndex);
|
||||||
|
}
|
||||||
|
context.ExecuteCommandBuffer(cmd);
|
||||||
|
CommandBufferPool.Release(cmd);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void FrameCleanup(CommandBuffer cmd)
|
||||||
|
{
|
||||||
|
if (destination == RenderTargetHandle.CameraTarget)
|
||||||
|
cmd.ReleaseTemporaryRT(m_temporaryColorTexture.id);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/URP/HLRenderPass.cs.meta
Normal file
11
Assets/URP/HLRenderPass.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8f0d9b79fa606ed4c9ad4a0b26a34a6c
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
51
Assets/URP/RenderPassFeature.cs
Normal file
51
Assets/URP/RenderPassFeature.cs
Normal file
@ -0,0 +1,51 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
using UnityEngine.Rendering.Universal;
|
||||||
|
|
||||||
|
public class RenderPassFeature : ScriptableRendererFeature
|
||||||
|
{
|
||||||
|
public enum Target
|
||||||
|
{
|
||||||
|
Color,
|
||||||
|
Texture
|
||||||
|
}
|
||||||
|
[System.Serializable]
|
||||||
|
public class HLSettings
|
||||||
|
{
|
||||||
|
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
|
||||||
|
public Material mMat;
|
||||||
|
public Target destination = Target.Color;
|
||||||
|
public int blitMaterialPassIndex = -1;
|
||||||
|
public string textureId = "_ScreenTexture";
|
||||||
|
public float contrast = 0.5f;
|
||||||
|
}
|
||||||
|
|
||||||
|
public HLSettings settings = new HLSettings();
|
||||||
|
RenderTargetHandle m_renderTargetHandle;
|
||||||
|
|
||||||
|
HLRenderPass m_ScriptablePass;
|
||||||
|
|
||||||
|
public override void Create()
|
||||||
|
{
|
||||||
|
int passIndex = settings.mMat != null ? settings.mMat.passCount - 1 : 1;
|
||||||
|
settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex);
|
||||||
|
m_ScriptablePass = new HLRenderPass("HLPostEffectRender", settings.renderPassEvent, settings.mMat, settings.contrast);
|
||||||
|
m_renderTargetHandle.Init(settings.textureId);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||||
|
{
|
||||||
|
var src = renderer.cameraColorTarget;
|
||||||
|
var dest = (settings.destination == Target.Color) ? RenderTargetHandle.CameraTarget : m_renderTargetHandle;
|
||||||
|
if (settings.mMat == null)
|
||||||
|
{
|
||||||
|
Debug.LogWarningFormat("丢失blit材质");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
m_ScriptablePass.Setup(src,dest);
|
||||||
|
renderer.EnqueuePass(m_ScriptablePass);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
11
Assets/URP/RenderPassFeature.cs.meta
Normal file
11
Assets/URP/RenderPassFeature.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: f339cedbc8ff35843b05671c5ea71a2f
|
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|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
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|
assetBundleVariant:
|
@ -6,26 +6,14 @@ EditorUserSettings:
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serializedVersion: 4
|
serializedVersion: 4
|
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m_ConfigSettings:
|
m_ConfigSettings:
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|
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RecentlyUsedScenePath-2:
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flags: 0
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RecentlyUsedScenePath-3:
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RecentlyUsedScenePath-4:
|
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RecentlyUsedScenePath-5:
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RecentlyUsedScenePath-2:
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RecentlyUsedScenePath-6:
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vcSharedLogLevel:
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vcSharedLogLevel:
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flags: 0
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||||||
|
Loading…
x
Reference in New Issue
Block a user