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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@@ -1,58 +1,17 @@
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Shader "Custom/URP_textShader"
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{
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Shader "Custom/textShader" {
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Properties {
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_MainTex ("Font Texture", 2D) = "white" {}
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_Color ("Text Color", Color) = (1,1,1,1)
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}
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SubShader {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="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 OneMinusSrcAlpha
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Pass {
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Name "FORWARD"
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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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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 * _Color;
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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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}
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}
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_MainTex ("Font Texture", 2D) = "white" {}
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_Color ("Text Color", Color) = (1,1,1,1)
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}
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SubShader {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Lighting Off Cull Off ZWrite Off Fog { Mode Off }
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Blend SrcAlpha OneMinusSrcAlpha
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Pass{
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Color [_Color]
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SetTexture [_MainTex] {
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combine primary, texture * primary
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}
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}
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}
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}
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