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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@@ -1,61 +1,59 @@
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Shader "Custom/URP_LaserShader"
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{
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Custom/laserShader" {
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Properties {
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_MainTex ("Base", 2D) = "white" {}
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_TintColor ("TintColor", Color) = (0.5, 0.5, 0.5, 0.5)
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}
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SubShader {
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Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
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LOD 100
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Cull Off
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ZWrite Off
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Blend SrcAlpha One
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CGINCLUDE
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Pass {
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Name "FORWARD"
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Tags { "LightMode" = "UniversalForward" }
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#include "UnityCG.cginc"
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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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sampler2D _MainTex;
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fixed4 _TintColor;
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struct v2f {
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half4 pos : SV_POSITION;
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half2 uv : TEXCOORD0;
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};
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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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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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CBUFFER_START(UnityPerMaterial)
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float4 _TintColor;
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CBUFFER_END
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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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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float4 frag(Varyings IN) : SV_Target
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{
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float4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv);
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float4 col = tex * _TintColor;
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col.rgb = MixFog(col.rgb, IN.fogFactor);
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return col;
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}
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ENDHLSL
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v2f vert(appdata_full v) {
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v2f o;
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o.pos = UnityObjectToClipPos (v.vertex);
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o.uv.xy = v.texcoord.xy;
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return o;
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}
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}
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fixed4 frag( v2f i ) : COLOR {
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return tex2D (_MainTex, i.uv.xy) * _TintColor;
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}
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ENDCG
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SubShader {
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Tags { "RenderType" = "Transparent" "Queue" = "Transparent"}
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Cull Off
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Lighting Off
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ZWrite Off
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Fog { Mode Off }
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Blend SrcAlpha One
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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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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