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.
This commit is contained in:
Robii Aragon
2026-03-30 06:16:42 -07:00
parent 24dc66a81e
commit d272f16bf4
267 changed files with 7596 additions and 489 deletions

View File

@@ -27,6 +27,7 @@ Material:
m_ValidKeywords:
- _ALPHAPREMULTIPLY_ON
- _COLORADDSUBDIFF_ON
- _EMISSION
- _SURFACE_TYPE_TRANSPARENT
m_InvalidKeywords:
- _FLIPBOOKBLENDING_OFF

View File

@@ -25,6 +25,7 @@ Material:
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords:
- _EMISSION
- _SURFACE_TYPE_TRANSPARENT
m_InvalidKeywords:
- _FLIPBOOKBLENDING_OFF

View File

@@ -2,46 +2,64 @@
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Normal("Normap Map", 2D) = "bump" {}
_Normal("Normal Map", 2D) = "bump" {}
}
SubShader{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
SubShader{
Tags{ "RenderPipeline" = "UniversalPipeline" "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 200
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert alpha:fade
Pass {
Name "SRPDefaultUnlit"
Tags { "LightMode" = "SRPDefaultUnlit" }
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
sampler2D _MainTex;
sampler2D _Normal;
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_Normal);
SAMPLER(sampler_Normal);
float4 _MainTex_ST;
float4 _Color;
struct Input {
float2 uv_MainTex;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
struct Attributes {
float3 positionOS : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = v.color;
struct Varyings {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS);
OUT.uv = IN.uv;
OUT.color = IN.color;
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv);
half4 col = tex * _Color;
col.rgb *= IN.color.rgb;
col.a *= IN.color.a;
return col;
}
ENDHLSL
}
}
fixed4 _Color;
void surf(Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb*IN.color;
o.Normal = UnpackNormal(tex2D(_Normal, IN.uv_MainTex));
o.Alpha = c.a*IN.color.a;
}
ENDCG
}
FallBack "Diffuse"
Fallback "Diffuse"
}