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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@@ -1,73 +1,61 @@
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Shader "Custom/URP_GlowShader"
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{
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_Size ("Atmosphere Size Multiplier", Range(0,16)) = 4
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_Rim ("Fade Power", Range(0,8)) = 4
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_Light ("Lighting Power", Range(0,10)) = 1.4
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_Ambient ("Ambient Power", Range (0,6)) = 0.8
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}
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SubShader {
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Tags { "RenderType"="Transparent" }
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LOD 200
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Cull Front
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Pass {
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Name "FORWARD"
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Tags { "LightMode" = "UniversalForward" }
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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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struct Attributes {
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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};
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struct Varyings {
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float4 positionHCS : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float3 viewDirWS : TEXCOORD1;
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float fogFactor : TEXCOORD2;
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _Color;
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float _Size;
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float _Rim;
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float _Light;
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float _Ambient;
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CBUFFER_END
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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float3 scaled = IN.positionOS.xyz + IN.positionOS.xyz * (_Size / 10.0);
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OUT.positionHCS = TransformObjectToHClip(scaled);
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float3 normalWS = TransformObjectToWorldNormal(-IN.normalOS); // Invert normal
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OUT.normalWS = normalWS;
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OUT.viewDirWS = normalize(_WorldSpaceCameraPos - TransformObjectToWorld(scaled));
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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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float4 frag(Varyings IN) : SV_Target
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{
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float rim = saturate(dot(normalize(IN.viewDirWS), IN.normalWS));
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float alpha = lerp(0, 1, pow(rim, _Rim));
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// Lighting: simple negative lambert
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float3 lightDir = normalize(_MainLightPosition.xyz);
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float diff = max(0, dot(-IN.normalWS, lightDir)) * _Light + _Ambient;
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float3 color = _Color.rgb * _MainLightColor.rgb * diff;
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color = MixFog(color, IN.fogFactor);
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return float4(color, alpha * _Color.a);
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}
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ENDHLSL
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}
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}
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FallBack "Universal Forward"
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Shader "Custom/Glow Shader" {
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Properties {
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_Color ("Color", Color) = (1,1,1,1)
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_Size ("Atmosphere Size Multiplier", Range(0,16)) = 4
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_Rim ("Fade Power", Range(0,8)) = 4
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_Light ("Lighting Power", Range(0,10)) = 1.4
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_Ambient ("Ambient Power", Range (0,6)) = 0.8
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}
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SubShader {
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Tags { "RenderType"="Transparent" }
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LOD 200
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Cull Front
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf NegativeLambert fullforwardshadows alpha:fade
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#pragma vertex vert
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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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struct Input {
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float3 viewDir;
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};
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half _Size;
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half _Rim;
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half _Light;
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half _Ambient;
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fixed4 _Color;
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void vert (inout appdata_full v) {
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v.vertex.xyz += v.vertex.xyz * _Size / 10;
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v.normal *= -1;
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}
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half4 LightingNegativeLambert (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten) {
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s.Normal = normalize (s.Normal);
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half diff = max (0, dot (-s.Normal, lightDir)) * _Light + _Ambient;
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half4 c;
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c.rgb = (s.Albedo * _LightColor0 * diff) * atten;
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c.a = s.Alpha;
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return c;
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}
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void surf (Input IN, inout SurfaceOutput o) {
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half rim = saturate (dot (normalize (IN.viewDir), o.Normal));
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// Albedo comes from a texture tinted by color
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fixed4 c = _Color;
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o.Albedo = c.rgb;
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o.Alpha = lerp (0, 1, pow (rim, _Rim));
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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