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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@@ -1,223 +1,109 @@
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Shader "Custom/URP_Outline_Lit"
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{
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Properties
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{
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[Header(Main)]
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Color ("Base Color", Color) = (1,1,1,1)
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Shader "Outlined/Diffuse" {
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Properties {
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_Color ("Main Color", Color) = (.5,.5,.5,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_Outline ("Outline width", Range (0, 1)) = .1
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_MainTex ("Base (RGB)", 2D) = "white" { }
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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};
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struct v2f {
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float4 pos : POSITION;
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float4 color : COLOR;
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};
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uniform float _Outline;
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uniform float4 _OutlineColor;
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v2f vert(appdata v) {
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// just make a copy of incoming vertex data but scaled according to normal direction
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v2f o;
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[Header(Outline)]
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineWidth ("Outline Width", Range(0, 0.2)) = 0.02
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}
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v.vertex *= ( 1 + _Outline);
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SubShader
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{
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// CAMBIO 1: Cambiamos a Opaque para que reciba sombras correctamente
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Tags
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{
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"RenderType" = "Opaque"
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"RenderPipeline" = "UniversalPipeline"
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"Queue" = "Geometry"
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}
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o.pos = UnityObjectToClipPos(v.vertex);
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//float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal));
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//float2 offset = TransformViewToProjection(norm.xy);
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// ─────────────────────────────────────────────────────────────
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// PASS 1 – Main (Tu código original)
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// ─────────────────────────────────────────────────────────────
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "UniversalForward" }
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Cull Back
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ZWrite On
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ZTest LEqual
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// CAMBIO 2: Desactivamos la transparencia del material principal
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Blend One Zero
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// Tu lógica perfecta de Stencil para que el outline no se raye por dentro
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Stencil
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{
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Ref 1
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Comp Always
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Pass Replace
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}
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HLSLPROGRAM
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#pragma vertex MainVert
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#pragma fragment MainFrag
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _Color;
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float4 _OutlineColor;
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float _OutlineWidth;
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CBUFFER_END
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float3 positionWS : TEXCOORD1;
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float3 normalWS : NORMAL;
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float2 uv : TEXCOORD0;
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};
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Varyings MainVert(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.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
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OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
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OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
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return OUT;
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}
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half4 MainFrag(Varyings IN) : SV_Target
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{
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half4 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
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float4 shadowCoord = TransformWorldToShadowCoord(IN.positionWS);
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Light mainLight = GetMainLight(shadowCoord);
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half NdotL = saturate(dot(normalize(IN.normalWS), mainLight.direction));
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half3 diffuse = mainLight.color * (NdotL * mainLight.shadowAttenuation);
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half3 ambient = SampleSH(IN.normalWS);
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half3 finalColor = albedo.rgb * (diffuse + ambient);
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return half4(finalColor, albedo.a);
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}
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ENDHLSL
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}
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// ─────────────────────────────────────────────────────────────
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// PASS 2 – ShadowCaster (Para proyectar sombras)
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// ─────────────────────────────────────────────────────────────
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Pass
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{
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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ZTest LEqual
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ColorMask 0
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Cull Back
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HLSLPROGRAM
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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struct Attributes
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{
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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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{
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float4 positionCS : SV_POSITION;
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};
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Varyings ShadowPassVertex(Attributes input)
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{
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Varyings output;
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float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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// CAMBIO 3: Usamos la posición de la luz principal para que no dé errores
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float3 lightDir = _MainLightPosition.xyz;
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output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDir));
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return output;
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}
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half4 ShadowPassFragment(Varyings input) : SV_TARGET
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{
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return 0;
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}
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ENDHLSL
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}
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// ─────────────────────────────────────────────────────────────
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// PASS 3 – Outline (Tu código original intacto)
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// ─────────────────────────────────────────────────────────────
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Pass
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{
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Name "Outline"
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Tags { "LightMode" = "SRPDefaultUnlit" }
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Cull Front
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ZWrite Off
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ZTest LEqual
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Blend SrcAlpha OneMinusSrcAlpha
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Stencil
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{
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Ref 1
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Comp NotEqual
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}
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HLSLPROGRAM
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#pragma vertex OutlineVert
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#pragma fragment OutlineFrag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _Color;
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float4 _OutlineColor;
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float _OutlineWidth;
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CBUFFER_END
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struct Attributes
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{
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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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{
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float4 positionHCS : SV_POSITION;
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};
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Varyings OutlineVert(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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float3 normalWS = TransformObjectToWorldNormal(IN.normalOS);
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float3 normalCS = mul((float3x3)UNITY_MATRIX_VP, normalWS);
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float2 offset = normalize(normalCS.xy) * (_OutlineWidth * OUT.positionHCS.w);
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OUT.positionHCS.xy += offset;
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return OUT;
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}
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half4 OutlineFrag(Varyings IN) : SV_Target
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{
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return _OutlineColor;
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}
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ENDHLSL
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}
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}
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FallBack "Hidden/Universal Render Pipeline/FallbackError"
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o.color = _OutlineColor;
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return o;
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}
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ENDCG
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SubShader {
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//Tags {"Queue" = "Geometry+100" }
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CGPROGRAM
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#pragma surface surf Lambert
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sampler2D _MainTex;
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fixed4 _Color;
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struct Input {
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float2 uv_MainTex;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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}
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ENDCG
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// note that a vertex shader is specified here but its using the one above
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Pass {
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Name "OUTLINE"
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Tags { "LightMode" = "Always" }
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Cull Front
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ZWrite On
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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//Offset 50,50
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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half4 frag(v2f i) :COLOR { return i.color; }
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ENDCG
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}
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}
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SubShader {
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CGPROGRAM
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#pragma surface surf Lambert
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sampler2D _MainTex;
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fixed4 _Color;
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struct Input {
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float2 uv_MainTex;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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}
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ENDCG
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Pass {
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Name "OUTLINE"
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Tags { "LightMode" = "Always" }
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Cull Front
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ZWrite On
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ColorMask RGB
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Blend SrcAlpha OneMinusSrcAlpha
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SetTexture [_MainTex] { combine primary }
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}
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}
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Fallback "Diffuse"
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}
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