Update Game Kit Controller assets
Bulk modifications across the Game Kit Controller package: updated materials and shader, adjusted particle prefabs, and numerous prefab updates for Character Customization, Inventory, Map System, Locked Camera System, Probuilder export objects, Gravity, Health, Mission System and other scene elements. These changes appear to be a large asset rework/reimport or parameter/reference updates to keep prefabs and materials in sync.
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@@ -1,79 +1,59 @@
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Shader "Custom/URP_Dissolve"
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Shader "Custom/Dissolve"
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{
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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_DissolveTexture("Dissolve Texture", 2D) = "white" {}
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_DissolveTexture("Dissolve Texture", 2D) = "white" {}
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_Amount("Amount", Range(0,1)) = 0
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_DissolveColor ("Dissolve Color", Color) = (1,1,1,1)
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_DissolveColor ("Disolve Color", Color) = (1,1,1,1)
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_DissolveColorAlpha ("Dissolve Color Alpha", Range(0,1)) = 0.0
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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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Cull Off
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Pass {
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Name "FORWARD"
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Tags { "LightMode" = "UniversalForward" }
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fog
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#pragma target 3.0
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struct Attributes {
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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struct Varyings {
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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float fogFactor : TEXCOORD1;
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};
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struct Input {
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float2 uv_MainTex;
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _Color;
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float _Glossiness;
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float _Metallic;
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float4 _DissolveColor;
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float _DissolveColorAlpha;
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float _Amount;
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CBUFFER_END
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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fixed3 _DissolveColor;
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half _DissolveColorAlpha;
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D(_DissolveTexture); SAMPLER(sampler_DissolveTexture);
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//Dissolve properties
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sampler2D _DissolveTexture;
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half _Amount;
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
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OUT.uv = IN.uv;
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OUT.fogFactor = ComputeFogFactor(OUT.positionHCS.z / OUT.positionHCS.w);
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return OUT;
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}
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void surf (Input IN, inout SurfaceOutputStandard o) {
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float4 frag(Varyings IN) : SV_Target
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{
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float dissolve_value = SAMPLE_TEXTURE2D(_DissolveTexture, sampler_DissolveTexture, IN.uv).r;
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clip(dissolve_value - _Amount);
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//Dissolve function
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half dissolve_value = tex2D(_DissolveTexture, IN.uv_MainTex).r;
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clip(dissolve_value - _Amount);
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float4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
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//Basic shader function
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fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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// Simple metallic/smoothness (not PBR, but for effect)
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float3 emission = _DissolveColor.rgb * step(dissolve_value - _Amount, _DissolveColorAlpha);
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float3 color = albedo.rgb + emission;
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float alpha = albedo.a;
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color = MixFog(color, IN.fogFactor);
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return float4(color, alpha);
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}
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ENDHLSL
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o.Albedo = c.rgb;
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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o.Emission = fixed3(_DissolveColor.r, _DissolveColor.g, _DissolveColor.b) * step( dissolve_value - _Amount, _DissolveColorAlpha); //emits white color with 0.05 border size
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}
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ENDCG
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}
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FallBack "Universal Forward"
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FallBack "Diffuse"
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}
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