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				https://github.com/maxartz15/SceneDebugViewer.git
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	Pressets.
This commit is contained in:
		
							
								
								
									
										28
									
								
								Editor/Presets/Base.asset
									
									
									
									
									
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										28
									
								
								Editor/Presets/Base.asset
									
									
									
									
									
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							@@ -0,0 +1,28 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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    m_Tooltip: Overdraw - Preview the scene overdraw.
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										8
									
								
								Editor/Presets/Base.asset.meta
									
									
									
									
									
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										8
									
								
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  m_Name: Overdraw
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  m_Name: GridUnlit
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    m_Image: {fileID: 2800000, guid: 258ec05c639dc22449b3ca11da10d2ae, type: 3}
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    m_Tooltip: Grid Unlit - View the scene with an unlit grid texture.
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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 UnityEditor;
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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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	public class ReplacementShaderSetupScriptableObject : ScriptableObject
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	{
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#if UNITY_EDITOR
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		[Header("GUI")]
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		public GUIContent content = new GUIContent();
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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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			Int
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		}
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#endif
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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 UnityEditor;
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using System.Collections.Generic;
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namespace TAO.SceneDebugViewer.Editor
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{
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	public class SceneDebugViewerWindow : EditorWindow
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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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		static void Init()
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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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			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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			SceneDebugViewerWindow window = (SceneDebugViewerWindow)EditorWindow.GetWindow(typeof(SceneDebugViewerWindow));
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			window = (SceneDebugViewerWindow)GetWindow(typeof(SceneDebugViewerWindow));
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			window.titleContent = new GUIContent("SDV");
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			window.Show();
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		}
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		private void OnGUI()
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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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					foreach (SceneView s in SceneView.sceneViews)
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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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				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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				{
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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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						o.Replace();
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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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										34
									
								
								Runtime/Shaders/Surface.shader
									
									
									
									
									
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										34
									
								
								Runtime/Shaders/Surface.shader
									
									
									
									
									
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							@@ -0,0 +1,34 @@
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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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							@@ -0,0 +1,10 @@
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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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            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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            {
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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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				weights = abs(weights);
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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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				weights = weights / (weights.x + weights.y + weights.z);
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