mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-12-05 01:30:44 +01:00
Updated Lit shader and added GUI.
This commit is contained in:
parent
f7fc4434d5
commit
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149
Editor/Scripts/Editor/LitGUI.cs
Normal file
149
Editor/Scripts/Editor/LitGUI.cs
Normal file
@ -0,0 +1,149 @@
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using UnityEditor;
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using UnityEngine;
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namespace TAO.VertexAnimation.Editor
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{
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public class LitGUI : ShaderGUI
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{
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private MaterialEditor materialEditor;
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private MaterialProperty[] properties;
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private bool foldoutBase = true;
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private bool foldoutAnimation = true;
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private bool foldoutOther = true;
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override public void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
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{
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this.materialEditor = materialEditor;
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this.properties = properties;
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if (foldoutBase = EditorGUILayout.BeginFoldoutHeaderGroup(foldoutBase, "Base"))
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{
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BaseMapGUI();
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NormalGUI();
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MaskGUI();
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EmissionGUI();
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MaterialProperty tilingAndOffset = FindProperty("_TilingAndOffset", properties);
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materialEditor.ShaderProperty(tilingAndOffset, MakeLabel(tilingAndOffset));
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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if (foldoutAnimation = EditorGUILayout.BeginFoldoutHeaderGroup(foldoutAnimation, "Vertex Animation"))
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{
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VertexAnimationGUI();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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if (foldoutOther = EditorGUILayout.BeginFoldoutHeaderGroup(foldoutOther, "Other"))
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{
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OtherGUI();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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private void BaseMapGUI()
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{
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MaterialProperty map = FindProperty("_BaseMap", properties);
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materialEditor.TexturePropertySingleLine(MakeLabel(map, "(RGB) Albedo, (A) Alpha."), map, FindProperty("_BaseColor", properties));
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EditorGUI.indentLevel += 2;
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MaterialProperty slider = FindProperty("_AlphaClipThreshhold", properties);
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materialEditor.ShaderProperty(slider, MakeLabel(slider));
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EditorGUI.indentLevel -= 2;
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}
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private void NormalGUI()
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{
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MaterialProperty map = FindProperty("_NormalMap", properties);
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MaterialProperty strength = FindProperty("_NormalStrength", properties);
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EditorGUI.BeginChangeCheck();
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materialEditor.TexturePropertySingleLine(MakeLabel(map), map, map.textureValue ? strength : null);
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if (EditorGUI.EndChangeCheck())
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{
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SetKeyword("USE_NORMALMAP_ON", map.textureValue);
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}
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}
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private void MaskGUI()
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{
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MaterialProperty map = FindProperty("_MaskMap", properties);
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materialEditor.TexturePropertySingleLine(MakeLabel(map, "(R) Metallic, (G) Occlusion, (B) Detail mask, (A) Smoothness."), map);
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EditorGUI.indentLevel += 2;
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MaterialProperty metalness = FindProperty("_Metalness", properties);
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materialEditor.ShaderProperty(metalness, MakeLabel(metalness));
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MaterialProperty smoothness = FindProperty("_Smoothness", properties);
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materialEditor.ShaderProperty(smoothness, MakeLabel(smoothness));
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EditorGUI.indentLevel -= 2;
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}
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private void EmissionGUI()
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{
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MaterialProperty map = FindProperty("_EmissionMap", properties);
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EditorGUI.BeginChangeCheck();
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materialEditor.TexturePropertySingleLine(MakeLabel(map), map, FindProperty("_EmissionColor", properties));
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if (EditorGUI.EndChangeCheck())
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{
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SetKeyword("USE_EMISSIONMAP_ON", map.textureValue);
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}
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}
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private void VertexAnimationGUI()
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{
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MaterialProperty map = FindProperty("_PositionMap", properties);
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materialEditor.TexturePropertySingleLine(MakeLabel(map), map);
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MaterialProperty useNormal = FindProperty("USE_NORMALA", properties);
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materialEditor.ShaderProperty(useNormal, MakeLabel(useNormal, "Apply vertex normals saved in the alpha channel of the position map."));
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MaterialProperty flipUV = FindProperty("VA_FLIP_UVS", properties);
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materialEditor.ShaderProperty(flipUV, MakeLabel(flipUV, "Flip UVs."));
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MaterialProperty maxFrames = FindProperty("_MaxFrames", properties);
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materialEditor.ShaderProperty(maxFrames, MakeLabel(maxFrames, "This will be auto filled by the animation system."));
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MaterialProperty animationData = FindProperty("_AnimationData", properties);
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materialEditor.ShaderProperty(animationData, MakeLabel(animationData, "This will be auto filled by the animation system."));
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}
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private void OtherGUI()
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{
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materialEditor.RenderQueueField();
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materialEditor.EnableInstancingField();
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materialEditor.DoubleSidedGIField();
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}
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private void SetKeyword(string keyword, bool state)
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{
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if (state)
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{
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foreach (Material m in materialEditor.targets)
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{
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m.EnableKeyword(keyword);
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}
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}
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else
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{
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foreach (Material m in materialEditor.targets)
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{
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m.DisableKeyword(keyword);
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}
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}
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}
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static readonly GUIContent staticLabel = new GUIContent();
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static GUIContent MakeLabel(MaterialProperty property, string tooltip = null)
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{
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staticLabel.text = property.displayName;
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staticLabel.tooltip = tooltip;
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return staticLabel;
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}
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}
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}
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11
Editor/Scripts/Editor/LitGUI.cs.meta
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11
Editor/Scripts/Editor/LitGUI.cs.meta
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@ -0,0 +1,11 @@
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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"m_OutputSlot": {
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@ -470,20 +456,6 @@
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"m_OutputSlot": {
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"m_Node": {
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@ -1002,20 +974,6 @@
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"m_SlotId": 1
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{
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"m_OutputSlot": {
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"m_Node": {
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"m_Id": "a65e6f439b981083af591b18050a9ae8"
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"m_InputSlot": {
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"m_Node": {
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{
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"m_OutputSlot": {
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"m_Node": {
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@ -1128,6 +1086,20 @@
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"m_SlotId": 2078266122
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}
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{
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"m_OutputSlot": {
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"m_Node": {
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"m_Id": "c67160311c3940b39a8f6fd4f59fcce8"
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"m_InputSlot": {
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{
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"m_OutputSlot": {
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"m_Node": {
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@ -1165,9 +1137,9 @@
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"m_InputSlot": {
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"m_Node": {
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"m_Id": "e5e5b472153e421faf1ced4bbab99544"
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@ -1243,13 +1215,13 @@
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"m_OutputSlot": {
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@ -1263,7 +1235,7 @@
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@ -1593,30 +1565,6 @@
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"m_ShaderOutputName": "Out",
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"m_StageCapability": 3,
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"m_Value": {
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"x": 0.0,
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"y": 0.0,
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"z": 0.0,
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"w": 0.0
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"m_DefaultValue": {
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"z": 0.0,
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"w": 0.0
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}
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{
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@ -1670,7 +1618,7 @@
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@ -1999,20 +1947,6 @@
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{
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{
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@ -2514,30 +2448,6 @@
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"m_Value": {
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"x": 1.0,
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"y": 1.0,
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"z": 1.0,
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"w": 1.0
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},
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"m_DefaultValue": {
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"x": 0.0,
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{
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"m_SGVersion": 0,
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"m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot",
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@ -2733,46 +2643,6 @@
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@ -3148,44 +3018,6 @@
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@ -3778,7 +3633,7 @@
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@ -6886,30 +6731,6 @@
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@ -7270,6 +7106,21 @@
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@ -7415,7 +7266,7 @@
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@ -7630,6 +7481,40 @@
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@ -7642,10 +7527,10 @@
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},
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"m_Slots": [
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|
Loading…
Reference in New Issue
Block a user