Add browser session files and update Unity assets
Add a large set of .wwebjs_auth/session files (browser/Crashpad/CertificateRevocation data and many Default profile caches/databases) and apply updates to Unity project assets. Changes include modified shaders, materials, animations under Assets/* and updates to ProjectSettings/ProjectSettings.asset and ProjectSettings/QualitySettings.asset. NOTE: this commit contains numerous binary session/profile files that may include sensitive local data — consider removing them and adding .wwebjs_auth/ to .gitignore.
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@@ -27,6 +27,7 @@ Material:
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m_ValidKeywords:
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- _ALPHAPREMULTIPLY_ON
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- _COLORADDSUBDIFF_ON
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- _EMISSION
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- _SURFACE_TYPE_TRANSPARENT
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m_InvalidKeywords:
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- _FLIPBOOKBLENDING_OFF
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@@ -25,6 +25,7 @@ Material:
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
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- _EMISSION
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- _SURFACE_TYPE_TRANSPARENT
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m_InvalidKeywords:
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- _FLIPBOOKBLENDING_OFF
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@@ -2,46 +2,64 @@
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Properties{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Albedo (RGB)", 2D) = "white" {}
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_Normal("Normap Map", 2D) = "bump" {}
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_Normal("Normal Map", 2D) = "bump" {}
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}
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SubShader{
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Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
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SubShader{
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Tags{ "RenderPipeline" = "UniversalPipeline" "Queue" = "Transparent" "RenderType" = "Transparent" }
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LOD 200
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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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 Standard fullforwardshadows vertex:vert alpha:fade
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Pass {
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Name "SRPDefaultUnlit"
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Tags { "LightMode" = "SRPDefaultUnlit" }
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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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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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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sampler2D _MainTex;
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sampler2D _Normal;
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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TEXTURE2D(_Normal);
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SAMPLER(sampler_Normal);
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float4 _MainTex_ST;
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float4 _Color;
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struct Input {
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float2 uv_MainTex;
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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};
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struct Attributes {
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float3 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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void vert(inout appdata_full v, out Input o)
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{
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.color = v.color;
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struct Varyings {
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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};
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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OUT.positionCS = TransformObjectToHClip(IN.positionOS);
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OUT.uv = IN.uv;
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OUT.color = IN.color;
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv);
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half4 col = tex * _Color;
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col.rgb *= IN.color.rgb;
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col.a *= IN.color.a;
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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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fixed4 _Color;
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void surf(Input IN, inout SurfaceOutputStandard o) {
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// Albedo comes from a texture tinted by color
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb*IN.color;
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o.Normal = UnpackNormal(tex2D(_Normal, IN.uv_MainTex));
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o.Alpha = c.a*IN.color.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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Fallback "Diffuse"
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}
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