mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-11-12 15:35:30 +01:00
Custom encoding/decoding.
Custom vector3 encoding/decoding test. removed normal decoding from VA functions, this should now be done outside this function to allow easy switching of decoders. Co-Authored-By: Neeto-rzo <68438932+Neeto-rzo@users.noreply.github.com>
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@ -6,70 +6,75 @@ using UnityEngine;
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namespace TAO.VertexAnimation
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{
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//TODO: SetComponent.
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//TODO: Disable thread safety.
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//TODO: Blob data for static animation data.
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//public class VA_AnimatorSystem : SystemBase
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//{
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// private EndSimulationEntityCommandBufferSystem endSimulationEntityCommandBufferSystem;
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// protected override void OnCreate()
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// {
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// base.OnCreate();
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// endSimulationEntityCommandBufferSystem = World.GetExistingSystem<EndSimulationEntityCommandBufferSystem>();
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// }
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// protected override void OnUpdate()
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// {
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// var ecb = endSimulationEntityCommandBufferSystem.CreateCommandBuffer().AsParallelWriter();
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// Entities.ForEach((Entity entity, int entityInQueryIndex, in VA_AnimatorComponent ac, in DynamicBuffer<Child> children) =>
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// {
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// for (int i = 0; i < children.Length; i++)
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// {
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// // Get child.
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// Entity child = children[i].Value;
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// // Overwrite existing component.
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// ecb.AddComponent(entityInQueryIndex, child, new VA_AnimationTimeComponent { Value = ac.animationTime });
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// ecb.AddComponent(entityInQueryIndex, child, new VA_AnimationIndexComponent { Value = ac.animationIndex });
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// }
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// })
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// .ScheduleParallel();
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// endSimulationEntityCommandBufferSystem.AddJobHandleForProducer(Dependency);
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// }
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// private EndSimulationEntityCommandBufferSystem endSimulationEntityCommandBufferSystem;
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// protected override void OnCreate()
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// {
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// base.OnCreate();
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// endSimulationEntityCommandBufferSystem = World.GetExistingSystem<EndSimulationEntityCommandBufferSystem>();
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// }
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// protected override void OnUpdate()
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// {
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// var ecb = endSimulationEntityCommandBufferSystem.CreateCommandBuffer().AsParallelWriter();
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// Entities.ForEach((Entity entity, int entityInQueryIndex, in VA_AnimatorComponent ac, in DynamicBuffer<Child> children) =>
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// {
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// for (int i = 0; i < children.Length; i++)
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// {
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// // Get child.
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// Entity child = children[i].Value;
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// // Overwrite existing component.
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// ecb.AddComponent(entityInQueryIndex, child, new VA_AnimationTimeComponent { Value = ac.animationTime });
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// ecb.AddComponent(entityInQueryIndex, child, new VA_AnimationIndexComponent { Value = ac.animationIndex });
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// }
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// })
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// .ScheduleParallel();
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// endSimulationEntityCommandBufferSystem.AddJobHandleForProducer(Dependency);
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// }
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//}
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//[UpdateBefore(typeof(HybridRendererSystem))]
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public class VA_AnimatorSystem : SystemBase
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{
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protected override void OnUpdate()
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{
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var atc = GetComponentDataFromEntity<VA_AnimationTimeComponent>(false);
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var aic = GetComponentDataFromEntity<VA_AnimationIndexComponent>(false);
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var aic = GetComponentDataFromEntity<VA_AnimationIndexComponent>(false);
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Entities.ForEach((ref VA_AnimatorComponent ac, in DynamicBuffer<Child> children) =>
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{
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for (int i = 0; i < children.Length; i++)
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{
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// Get child.
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Entity child = children[i].Value;
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// Get a copy of the time Component of the child.
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VA_AnimationTimeComponent atcCopy = atc[child];
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// Set new value.
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atcCopy.Value = ac.animationTime;
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// Update original.
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atc[child] = atcCopy;
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VA_AnimationIndexComponent aicCopy = aic[child];
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aicCopy.Value = ac.animationIndex;
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aic[child] = aicCopy;
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}
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})
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.Run();
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}
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{
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for (int i = 0; i < children.Length; i++)
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{
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// Get child.
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Entity child = children[i].Value;
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// Get a copy of the time Component of the child.
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VA_AnimationTimeComponent atcCopy = atc[child];
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// Set new value.
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atcCopy.Value = ac.animationTime;
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// Update original.
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atc[child] = atcCopy;
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VA_AnimationIndexComponent aicCopy = aic[child];
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aicCopy.Value = ac.animationIndex;
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aic[child] = aicCopy;
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}
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})
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.Run();
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}
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}
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public class VA_AnimatorSystem2 : SystemBase
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{
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protected override void OnCreate()
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@ -128,8 +133,9 @@ namespace TAO.VertexAnimation
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{
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Entities.ForEach((Entity entity, ref VA_AnimatorComponent ac) =>
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{
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int index = entity.Index % 2;
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ac.animationIndex = index;
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//int index = entity.Index % 2;
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//ac.animationIndex = index;
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ac.animationIndex = 0;
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}).ScheduleParallel();
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}
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}
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@ -2,16 +2,27 @@
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#ifndef VECTOR_ENCODING_DECODING_INCLUDED
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#define VECTOR_ENCODING_DECODING_INCLUDED
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// Ref: SideFX.
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void DecodeFloat1ToFloat3_float(float f1, out float3 f3)
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#define V_PI 3.14159265359f
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#define V_TWO_PI 6.28318530718f
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#define V_HALF_PI 1.57079632679f
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void EncodeFloat3ToFloat1_float(float3 f3, out float f1)
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{
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float z = sqrt(f3.z * 8 + 8);
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float y = (f3.y / z + 0.5f) * 31;
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float x = floor((f3.x / z + 0.5f) * 31) * 32;
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f1 = (x + y) / 1023;
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}
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void DecodeFloat1ToFloat2_float(float f1, out float2 f2)
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{
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//decode float to float2
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f1 *= 1024;
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float2 f2;
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f2.x = floor(f1 / 32.0) / 31.5;
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f2.y = (f1 - (floor(f1 / 32.0) * 32.0)) / 31.5;
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}
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//decode float2 to float3
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void DecodeFloat2ToFloat3_float(float f2, out float3 f3)
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{
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f2 *= 4;
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f2 -= 2;
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float f2dot = dot(f2, f2);
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@ -20,73 +31,11 @@ void DecodeFloat1ToFloat3_float(float f1, out float3 f3)
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f3 = clamp(f3, -1.0, 1.0);
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}
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void EncodeFloat3ToFloat1_float(float3 f3, out float f1)
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void DecodeFloat1ToFloat3_float(float f1, out float3 f3)
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{
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float z = sqrt(f3.z * 8 + 8);
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float y = (f3.y / z + 0.5f) * 31;
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float x = floor((f3.x / z + 0.5f) * 31) * 32;
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float o = (x + y) / 1023;
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f1 = o;
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//float fval1 = f3.x;
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//float fval2 = f3.y;
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//float fval3 = f3.z;
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//float scaled0;
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//float added0;
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//float sqrt0;
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//float div0;
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//float added1;
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//float scaled1;
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//float floor0;
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//float scaled2;
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//float div1;
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//float added2;
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//float scaled3;
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//float sum0;
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//float scaled4;
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//// Code produced by: mulconst1
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//scaled0 = fval3 * 8;
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//// Code produced by: addconst1
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//added0 = scaled0 + 8;
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//// Code produced by: sqrt1
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//sqrt0 = sqrt(added0);
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//// Code produced by: divide1
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//div0 = fval1 / sqrt0;
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//// Code produced by: addconst2
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//added1 = div0 + 0.5;
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//// Code produced by: mulconst2
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//scaled1 = added1 * 31;
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//// Code produced by: floor1
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//floor0 = floor(scaled1);
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//// Code produced by: mulconst3
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//scaled2 = floor0 * 32;
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//// Code produced by: divide2
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//div1 = fval2 / sqrt0;
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//// Code produced by: addconst3
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//added2 = div1 + 0.5;
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//// Code produced by: mulconst4
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//scaled3 = added2 * 31;
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//// Code produced by: add1
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//sum0 = scaled2 + scaled3;
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//// Code produced by: divconst1
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//scaled4 = sum0 * (1.0 / 1023);
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//f1 = scaled4;
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float2 f2;
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DecodeFloat1ToFloat2_float(f1, f2);
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DecodeFloat2ToFloat3_float(f2, f3);
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}
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// Ref:
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@ -102,4 +51,35 @@ void Decode2Float1ToFloat3_float(float f1, out float3 f3)
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f3 = (frac((f1) / float3(16777216, 65536, 256)));
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}
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// Custom
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// Decode 0..1 float.
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void FloatToFloat2_float(float f1, out float2 f2)
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{
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f1 *= 256;
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f2.x = (f1 % 16) / 15;
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f2.y = ((f1 / 256) * 16);
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f2.y = floor(f2.y) / 15;
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}
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void Float2ToFloat3_float(float2 f2, out float3 f3)
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{
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float dist = 1 - abs((f2.y - 0.5f) * 2);
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float temp = (f2.x * V_TWO_PI) - V_PI;
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f3.x = sin(temp + V_TWO_PI) * dist;
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f3.z = cos((temp - V_PI) + V_TWO_PI) * dist;
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f3.y = (f2.y - 0.5f) * -2;
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f3 = normalize(f3);
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}
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void FloatToFloat3_float(float f1, out float3 f3)
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{
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float2 f2;
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FloatToFloat2_float(f1, f2);
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Float2ToFloat3_float(f2, f3);
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}
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#endif
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@ -21,30 +21,32 @@ float2 VA_UV_float(float2 uv, int maxFrames, float time)
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}
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void VA_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float time, int maxFrames,
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out float3 outPosition, out float3 outNormal)
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out float3 position, out float3 alpha)
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{
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float2 uvPosition = VA_UV_float(uv, maxFrames, time);
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// Position.
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float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0);
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outPosition = texturePos.xyz;
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position = texturePos.xyz;
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// Normal.
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DecodeFloat1ToFloat3_float(texturePos.w, outNormal);
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//FloatToFloat3_float(texturePos.w, outNormal);
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alpha = texturePos.w;
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}
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void VA_ARRAY_float(float2 uv, SamplerState texSampler, Texture2DArray positionMap, float positionMapIndex, float time, int maxFrames,
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out float3 outPosition, out float3 outNormal)
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out float3 position, out float3 alpha)
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{
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float2 uvPosition = VA_UV_float(uv, maxFrames, time);
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// Position.
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float4 texturePos;
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SampleTexture2DArrayLOD_float(positionMap, uvPosition, texSampler, positionMapIndex, 0, texturePos);
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outPosition = texturePos.xyz;
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position = texturePos.xyz;
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// Normal.
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DecodeFloat1ToFloat3_float(texturePos.w, outNormal);
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//FloatToFloat3_float(texturePos.w, outNormal);
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alpha = texturePos.w;
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}
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#endif
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@ -196,7 +196,7 @@
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"m_Id": "b89a68670a6642e19ae1063415132848"
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},
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{
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"m_Id": "07aa60cb707f4623a11536d9507405db"
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"m_Id": "68e1750097114f2d9801fda29c1a4a1a"
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}
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],
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"m_Precision": 0,
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@ -207,34 +207,6 @@
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"IsFirstSlotValid": true
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}
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{
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"m_SGVersion": 0,
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"m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot",
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"m_ObjectId": "07aa60cb707f4623a11536d9507405db",
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"m_Id": 2,
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"m_DisplayName": "Normal",
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"m_SlotType": 0,
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"m_Priority": 2147483647,
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"m_Hidden": false,
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"m_ShaderOutputName": "Normal",
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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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},
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"m_DefaultValue": {
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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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},
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"m_Labels": [
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"X",
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"Y",
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"Z"
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]
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}
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{
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"m_SGVersion": 0,
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"m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot",
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@ -400,6 +372,34 @@
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}
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}
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{
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"m_SGVersion": 0,
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"m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot",
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"m_ObjectId": "68e1750097114f2d9801fda29c1a4a1a",
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"m_Id": 2,
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"m_DisplayName": "Alpha",
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"m_SlotType": 0,
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"m_Priority": 2147483647,
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"m_Hidden": false,
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"m_ShaderOutputName": "Alpha",
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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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},
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"m_DefaultValue": {
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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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},
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"m_Labels": [
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"X",
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"Y",
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"Z"
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]
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}
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{
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"m_SGVersion": 0,
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"m_Type": "UnityEditor.ShaderGraph.Vector2MaterialSlot",
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@ -425,34 +425,6 @@
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]
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}
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{
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"m_SGVersion": 0,
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"m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot",
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"m_ObjectId": "7e4dcba5ce514132a507e6bccc9e3871",
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"m_Id": 10,
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"m_DisplayName": "outNormal",
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"m_SlotType": 1,
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"m_Priority": 2147483647,
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"m_Hidden": false,
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"m_ShaderOutputName": "outNormal",
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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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},
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"m_DefaultValue": {
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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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},
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"m_Labels": [
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"X",
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"Y",
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"Z"
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]
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}
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{
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"m_SGVersion": 0,
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"m_Type": "UnityEditor.ShaderGraph.CustomFunctionNode",
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@ -472,12 +444,6 @@
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}
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},
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"m_Slots": [
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{
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"m_Id": "94dc07ad41a445cd8a24fbb7e2ff81aa"
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},
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{
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"m_Id": "7e4dcba5ce514132a507e6bccc9e3871"
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},
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{
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"m_Id": "7dbe167981d2452a8248b6d23432a518"
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},
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@ -492,6 +458,12 @@
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},
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{
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"m_Id": "ee509cecfe5046ebb88dc4c3ae5e2fed"
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},
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{
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"m_Id": "f08b7a93deeb46548e0a57309906d22a"
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},
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{
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"m_Id": "f3afc10b499a42c4bbcd332b713c9635"
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}
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],
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"m_Precision": 0,
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@ -530,34 +502,6 @@
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]
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}
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{
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"m_SGVersion": 0,
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"m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot",
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"m_ObjectId": "94dc07ad41a445cd8a24fbb7e2ff81aa",
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"m_Id": 9,
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"m_DisplayName": "outPosition",
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"m_SlotType": 1,
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"m_Priority": 2147483647,
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"m_Hidden": false,
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"m_ShaderOutputName": "outPosition",
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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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},
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"m_DefaultValue": {
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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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},
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@ -1586,6 +1727,31 @@
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"m_SGVersion": 0,
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"m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot",
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|
Loading…
Reference in New Issue
Block a user