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https://github.com/maxartz15/SceneDebugViewer.git
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Pressets.
This commit is contained in:
parent
1e21d42722
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28
Editor/Presets/Base.asset
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28
Editor/Presets/Base.asset
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 1aa272ccd1306c545b68254a527f8025, type: 3}
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m_Name: Overdraw
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m_EditorClassIdentifier:
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content:
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m_Text:
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m_Image: {fileID: 2800000, guid: 0723191ce0fb9d44ebece6c36fe4776f, type: 3}
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m_Tooltip: Overdraw - Preview the scene overdraw.
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shader: {fileID: 4800000, guid: 9f96928510529524c9190ccf618ceaf8, type: 3}
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replacementTag:
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parameters:
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- m_name: _RS_Color
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m_parameterType: 2
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m_texture: {fileID: 0}
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m_vector: {x: 0, y: 0, z: 0, w: 0}
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m_color: {r: 1, g: 0, b: 0, a: 0.101960786}
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m_float: 0
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m_int: 0
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8
Editor/Presets/Base.asset.meta
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8
Editor/Presets/Base.asset.meta
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fileFormatVersion: 2
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guid: b98c958d2eea9db40b45a1697314e455
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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m_Enabled: 1
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 1aa272ccd1306c545b68254a527f8025, type: 3}
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m_Script: {fileID: 11500000, guid: 1aa272ccd1306c545b68254a527f8025, type: 3}
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m_Name: Overdraw
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m_Name: GridUnlit
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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content:
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content:
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m_Text:
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m_Text:
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m_Image: {fileID: 10309, guid: 0000000000000000f000000000000000, type: 0}
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m_Image: {fileID: 2800000, guid: 258ec05c639dc22449b3ca11da10d2ae, type: 3}
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m_Tooltip:
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m_Tooltip: Grid Unlit - View the scene with an unlit grid texture.
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shader: {fileID: 4800000, guid: 9f96928510529524c9190ccf618ceaf8, type: 3}
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shader: {fileID: 4800000, guid: 938a5e8d620c4b943bb6b2b15202678c, type: 3}
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replacementTag:
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replacementTag:
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parameters:
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parameters:
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- m_name: _RS_Color
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- m_name: _RS_Texture
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m_parameterType: 2
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m_parameterType: 0
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m_texture: {fileID: 0}
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m_texture: {fileID: 2800000, guid: 60a6c65bf59247d41bcc18553d97d2c5, type: 3}
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m_color: {r: 1, g: 0, b: 0, a: 0.14901961}
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m_color: {r: 1, g: 0, b: 0, a: 0.14901961}
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m_float: 0
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m_float: 0
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m_int: 0
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m_int: 0
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- m_name: _RS_Sharpness
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m_parameterType: 3
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m_texture: {fileID: 2800000, guid: 60a6c65bf59247d41bcc18553d97d2c5, type: 3}
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m_vector: {x: 0, y: 0, z: 0, w: 0}
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m_color: {r: 1, g: 0, b: 0, a: 0.14901961}
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m_float: 10
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m_int: 0
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@ -14,8 +14,8 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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content:
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content:
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m_Text:
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m_Text:
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m_Image: {fileID: 10309, guid: 0000000000000000f000000000000000, type: 0}
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m_Image: {fileID: 2800000, guid: 0723191ce0fb9d44ebece6c36fe4776f, type: 3}
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m_Tooltip:
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m_Tooltip: Overdraw - Preview the scene overdraw.
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shader: {fileID: 4800000, guid: 9f96928510529524c9190ccf618ceaf8, type: 3}
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shader: {fileID: 4800000, guid: 9f96928510529524c9190ccf618ceaf8, type: 3}
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replacementTag:
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replacementTag:
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parameters:
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parameters:
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@ -23,6 +23,6 @@ MonoBehaviour:
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m_parameterType: 2
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m_parameterType: 2
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m_texture: {fileID: 0}
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m_texture: {fileID: 0}
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m_vector: {x: 0, y: 0, z: 0, w: 0}
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m_vector: {x: 0, y: 0, z: 0, w: 0}
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m_color: {r: 1, g: 0, b: 0, a: 0.14901961}
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m_color: {r: 1, g: 0, b: 0, a: 0.101960786}
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m_float: 0
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m_float: 0
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m_int: 0
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m_int: 0
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@ -1,4 +1,3 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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@ -8,6 +7,7 @@ namespace TAO.SceneDebugViewer.Editor
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[CreateAssetMenu(menuName = "SceneDebugViewer/ReplacementShaderSetup")]
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[CreateAssetMenu(menuName = "SceneDebugViewer/ReplacementShaderSetup")]
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public class ReplacementShaderSetupScriptableObject : ScriptableObject
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public class ReplacementShaderSetupScriptableObject : ScriptableObject
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{
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{
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#if UNITY_EDITOR
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[Header("GUI")]
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[Header("GUI")]
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public GUIContent content = new GUIContent();
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public GUIContent content = new GUIContent();
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[Header("Shader")]
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[Header("Shader")]
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@ -80,5 +80,6 @@ namespace TAO.SceneDebugViewer.Editor
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Float,
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Float,
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Int
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Int
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}
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}
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#endif
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}
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}
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}
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}
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@ -1,31 +1,36 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor;
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using System.Collections.Generic;
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namespace TAO.SceneDebugViewer.Editor
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namespace TAO.SceneDebugViewer.Editor
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{
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{
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public class SceneDebugViewerWindow : EditorWindow
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public class SceneDebugViewerWindow : EditorWindow
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{
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{
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static List<ReplacementShaderSetupScriptableObject> options = new List<ReplacementShaderSetupScriptableObject>();
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private static SceneDebugViewerWindow window = null;
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private static List<ReplacementShaderSetupScriptableObject> options = new List<ReplacementShaderSetupScriptableObject>();
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[MenuItem("Window/SceneDebugViewer")]
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[MenuItem("Window/SceneDebugViewer")]
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static void Init()
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static void Init()
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{
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{
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options.Clear();
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Load();
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string[] guids = AssetDatabase.FindAssets("t:ReplacementShaderSetupScriptableObject", null);
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window = (SceneDebugViewerWindow)GetWindow(typeof(SceneDebugViewerWindow));
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foreach (string guid in guids)
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window.titleContent = new GUIContent("SDV");
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{
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options.Add((ReplacementShaderSetupScriptableObject)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid), typeof(ReplacementShaderSetupScriptableObject)));
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}
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SceneDebugViewerWindow window = (SceneDebugViewerWindow)EditorWindow.GetWindow(typeof(SceneDebugViewerWindow));
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window.Show();
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window.Show();
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}
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}
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private void OnGUI()
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private void OnGUI()
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{
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{
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if (GUILayout.Button("Reset"))
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using (new GUILayout.VerticalScope())
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{
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if (GUILayout.Button("Reload"))
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{
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Load();
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}
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GUILayout.Space(6);
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if (GUILayout.Button("Default", GUILayout.Height(44)))
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{
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{
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foreach (SceneView s in SceneView.sceneViews)
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foreach (SceneView s in SceneView.sceneViews)
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{
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{
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@ -34,13 +39,29 @@ namespace TAO.SceneDebugViewer.Editor
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}
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}
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}
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}
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GUILayout.Space(6);
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// TODO: Horizontal and vertical grid/table selection drawer.
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foreach (var o in options)
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foreach (var o in options)
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{
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{
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if (GUILayout.Button(o.content))
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if (GUILayout.Button(o.content, GUILayout.Height(44)))
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{
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{
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o.Replace();
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o.Replace();
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}
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}
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}
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}
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}
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}
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}
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}
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private static void Load()
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{
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options.Clear();
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string[] guids = AssetDatabase.FindAssets("t:ReplacementShaderSetupScriptableObject", null);
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foreach (string guid in guids)
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{
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options.Add((ReplacementShaderSetupScriptableObject)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid), typeof(ReplacementShaderSetupScriptableObject)));
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}
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}
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}
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}
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}
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34
Runtime/Shaders/Surface.shader
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34
Runtime/Shaders/Surface.shader
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Shader "Hidden/Surface"
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{
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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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
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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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sampler2D _RS_Texture;
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fixed4 _RS_Color;
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half _RS_Metallic;
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half _RS_Glossiness;
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struct Input
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{
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float2 uv_RS_Texture;
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};
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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o.Albedo = tex2D(_RS_Texture, IN.uv_RS_Texture) * _RS_Color;
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o.Metallic = _RS_Metallic;
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o.Smoothness = _RS_Glossiness;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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10
Runtime/Shaders/Surface.shader.meta
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10
Runtime/Shaders/Surface.shader.meta
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fileFormatVersion: 2
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guid: 442bea547b43fe643959790eb5b87ede
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -29,7 +29,7 @@ Shader "Hidden/TriPlanarTexture"
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sampler2D _RS_Texture;
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sampler2D _RS_Texture;
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float4 _RS_Texture_ST;
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float4 _RS_Texture_ST;
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float _RS_Float;
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float _RS_Sharpness;
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v2f vert (appdata v)
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v2f vert (appdata v)
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{
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{
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@ -57,7 +57,7 @@ Shader "Hidden/TriPlanarTexture"
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//show texture on both sides of the object (positive and negative)
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//show texture on both sides of the object (positive and negative)
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weights = abs(weights);
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weights = abs(weights);
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//make the transition sharper
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//make the transition sharper
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weights = pow(weights, _RS_Float);
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weights = pow(weights, _RS_Sharpness);
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//make it so the sum of all components is 1
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//make it so the sum of all components is 1
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weights = weights / (weights.x + weights.y + weights.z);
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weights = weights / (weights.x + weights.y + weights.z);
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