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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@@ -1,66 +1,34 @@
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Shader "Custom/URP_prueba"
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{
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_SpecColor ("Spec Color", Color) = (1,1,1,0)
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_Emission ("Emissive Color", Color) = (0,0,0,0)
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_Shininess ("Shininess", Range (0.1, 1)) = 0.7
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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}
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SubShader {
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Tags {"RenderType"="Transparent" "Queue"="Transparent"}
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LOD 200
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Shader "Custom/prueba" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_SpecColor ("Spec Color", Color) = (1,1,1,0)
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_Emission ("Emissive Color", Color) = (0,0,0,0)
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_Shininess ("Shininess", Range (0.1, 1)) = 0.7
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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}
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SubShader {
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Tags {"RenderType"="Transparent" "Queue"="Transparent"}
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// Render into depth buffer only
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Pass {
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Name "FORWARD"
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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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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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 _Color;
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float4 _SpecColor;
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float4 _Emission;
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float _Shininess;
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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 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv) * _Color;
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float3 emission = _Emission.rgb;
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float3 specular = _SpecColor.rgb * _Shininess;
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float3 color = albedo.rgb + emission + specular;
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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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ColorMask 0
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}
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// Render normally
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Pass {
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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Material {
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Diffuse [_Color]
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Ambient [_Color]
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Shininess [_Shininess]
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Specular [_SpecColor]
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Emission [_Emission]
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}
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Lighting On
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SetTexture [_MainTex] {
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Combine texture * primary DOUBLE, texture * primary
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}
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}
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}
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}
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