Before 优化 机场
This commit is contained in:
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fileFormatVersion: 2
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guid: 2bda2a26e9068334093b9ae177d4f386
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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// This shader uses some optimized gaussian sampling for better quality with decent performance.
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// _BlurOffset property is ignored in this shader. It exists only to maintain a consistent API.
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// See: https://www.rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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Shader "Kamgam/UI Toolkit/BuiltIn/Blur Shader"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_BlurOffset("Blur Offset", Vector) = (1.0, 1.0, 0)
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[KeywordEnum(Low, Medium, High)] _Samples("Sample Amount", Float) = 1
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_AdditiveColor("Additive Color", Color) = (0, 0, 0, 0)
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[MaterialToggle] _FlipVertical("flipVertical", Float) = 1
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}
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CGINCLUDE
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#if _SAMPLES_LOW
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#define SAMPLES 10
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#elif _SAMPLES_MEDIUM
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#define SAMPLES 30
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#else
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#define SAMPLES 100
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#endif
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#pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_TexelSize;
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float4 _MainTex_ST;
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float4 _AdditiveColor;
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float2 _BlurOffset;
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float _FlipVertical;
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// Based on linear sampling on the GPU.
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// Weights from this excellent article:
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// https://www.rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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static const float offset[3] = { 0.0, 1.3846153846, 3.2307692308 };
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static const float weight[3] = { 0.2270270270, 0.3162162162, 0.0702702703 };
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float4 vert(float2 uv : TEXCOORD0) : SV_POSITION
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{
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float4 pos;
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pos.xy = uv;
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// This example is rendering with upside-down flipped projection,
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// so flip the vertical UV coordinate too
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if (_ProjectionParams.x < 0)
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pos.y = 1 - pos.y;
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pos.z = 0;
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pos.w = 1;
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return pos;
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}
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v2f Vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 BlurHorizontal(v2f input) : SV_Target
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{
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// See: https://forum.unity.com/threads/_maintex_texelsize-whats-the-meaning.110278/
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// For a 1024 x 1024 texture this will be 1 / 1024.
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float2 uv2px = _MainTex_TexelSize.xy;
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// star form, blur with a sample for every step
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half4 color;
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int sampleDiv = SAMPLES - 1;
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float weightSum = 0;
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for (float i = 0; i < SAMPLES; i++)
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{
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// Linear kernel weight interpolation
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float weight = 0.5 + (0.5 - abs(i / sampleDiv - 0.5));
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weightSum += weight;
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// x
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float2 uv = input.uv + float2((i / sampleDiv - 0.5) * _BlurOffset.x, 0.0) * uv2px;
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color += tex2D(_MainTex, uv) * weight;
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}
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color /= weightSum;
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color.a = 1;
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return color;
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}
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fixed4 BlurVertical(v2f input) : SV_Target
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{
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// See: https://forum.unity.com/threads/_maintex_texelsize-whats-the-meaning.110278/
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// For a 1024 x 1024 texture this will be 1 / 1024.
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float2 uv2px = _MainTex_TexelSize.xy;
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// star form, blur with a sample for every step
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half4 color;
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int sampleDiv = SAMPLES - 1;
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float weightSum = 0;
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for (float i = 0; i < SAMPLES; i++)
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{
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// Linear kernel weight interpolation
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float weight = 0.5 + (0.5 - abs(i / sampleDiv - 0.5));
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weightSum += weight;
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// y
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float2 uv = input.uv + float2(0.0, (i / sampleDiv - 0.5) * _BlurOffset.y) * uv2px;
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// Flip UVs if necessary, see
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// https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
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// https://forum.unity.com/threads/how-does-unity-handle-the-uv-coordinate-inconsistency-across-different-api.979794/#post-6366516
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// https://forum.unity.com/threads/command-buffer-blit-render-texture-result-is-upside-down.1463063/
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if (_FlipVertical && _ProjectionParams.x < 0)
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{
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uv.y = 1 - uv.y;
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}
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color += tex2D(_MainTex, uv) * weight;
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}
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color /= weightSum;
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color.a = tex2D(_MainTex, input.uv).a;
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color += _AdditiveColor;
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return color;
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}
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ENDCG
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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ZWrite Off
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ZTest Always
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Blend Off
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Cull Off
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Pass
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{
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Name "Blur Horizontal"
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CGPROGRAM
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v2f vert(appdata v)
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{
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return Vert(v);
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}
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fixed4 frag(v2f input) : SV_Target
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{
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return BlurHorizontal(input);
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}
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ENDCG
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}
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Pass
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{
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Name "Blur Vertical"
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CGPROGRAM
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v2f vert(appdata v)
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{
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return Vert(v);
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}
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fixed4 frag(v2f input) : SV_Target
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{
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return BlurVertical(input);
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}
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ENDCG
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}
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}
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}
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fileFormatVersion: 2
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guid: 02c585ad185879e4cb48d6e2683f5448
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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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AssetOrigin:
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serializedVersion: 1
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productId: 254328
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packageName: UI Toolkit Blurred Background - Fast translucent background image
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packageVersion: 1.0.4
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assetPath: Assets/Kamgam/UIToolkitBlurredBackground/Runtime/Shaders/BuiltIn/UITKBlurShader.shader
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uploadId: 644498
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 7f097bcc1d3713849b7927fa6b5fa498
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,241 @@
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Shader "Kamgam/UI Toolkit/URP/Blur Shader"
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{
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Properties
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{
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// MainTex is only used in ShaderGraph < 15
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_MainTex("Texture", 2D) = "white" {}
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_BlurOffset("Blur Offset", Vector) = (1.0, 1.0, 0)
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[KeywordEnum(Low, Medium, High)] _Samples("Sample Amount", Float) = 1
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}
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HLSLINCLUDE
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#if _SAMPLES_LOW
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#define SAMPLES 10
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#elif _SAMPLES_MEDIUM
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#define SAMPLES 30
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#else
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#define SAMPLES 100
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#endif
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// TODO: Actually the only difference is the default source name _MainTex > _BlitTexture, so we could just extract that and use it in both.
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#if UNITY_VERSION >= 202220
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// Version compare, see: https://forum.unity.com/threads/urp-version-defines.1218915/#post-9021178
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// Shader Graph >= 14.x
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// Based on the default Hidden/Universal Render Pipleline/Blit shader found under
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// packages/com.unity.render-pipelines.universal@x.y.z/Shaders/Utils/Blit.shader
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#pragma multi_compile_fragment _ _LINEAR_TO_SRGB_CONVERSION
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#pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
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// Core.hlsl for XR dependencies
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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SAMPLER(sampler_BlitTexture);
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#if UNITY_VERSION <= 202320
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float4 _BlitTexture_TexelSize;
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#endif
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float4 _BlurOffset;
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half4 BlurHorizontal(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.texcoord;
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// See: https://forum.unity.com/threads/_maintex_texelsize-whats-the-meaning.110278/
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// For a 1024 x 1024 texture this will be 1 / 1024.
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float2 uv2px = _BlitTexture_TexelSize.xy;
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// star form, blur with a sample for every step
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half4 color;
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int sampleDiv = SAMPLES - 1;
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float weightSum = 0;
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for (float i = 0; i < SAMPLES; i++)
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{
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// Linear kernel weight interpolation
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float weight = 0.5 + (0.5 - abs(i / sampleDiv - 0.5));
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weightSum += weight;
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// x
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color += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv + float2((i / sampleDiv - 0.5) * _BlurOffset.x, 0.0) * uv2px) * weight;
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}
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color /= weightSum;
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color.a = 1;
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#ifdef _LINEAR_TO_SRGB_CONVERSION
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color = LinearToSRGB(color);
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#endif
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return color;
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}
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half4 BlurVertical(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.texcoord;
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// See: https://forum.unity.com/threads/_maintex_texelsize-whats-the-meaning.110278/
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// For a 1024 x 1024 texture this will be 1 / 1024.
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float2 uv2px = _BlitTexture_TexelSize.xy;
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// star form, blur with a sample for every step
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half4 color;
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int sampleDiv = SAMPLES - 1;
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float weightSum = 0;
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for (float i = 0; i < SAMPLES; i++)
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{
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// Linear kernel weight interpolation
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float weight = 0.5 + (0.5 - abs(i / sampleDiv - 0.5));
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weightSum += weight;
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// y
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color += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv + float2(0.0, (i / sampleDiv - 0.5) * _BlurOffset.y) * uv2px) * weight;
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}
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color /= weightSum;
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color.a = 1;
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#ifdef _LINEAR_TO_SRGB_CONVERSION
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color = LinearToSRGB(color);
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#endif
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return color;
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}
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#else
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// Shader Graph < 15
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// Based on the default Hidden/Universal Render Pipleline/Blit shader found under
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// packages/com.unity.render-pipelines.universal@x.y.z/Shaders/Utils/Blit.shader
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#pragma multi_compile_fragment _ _LINEAR_TO_SRGB_CONVERSION
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#pragma multi_compile _ _USE_DRAW_PROCEDURAL
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#pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Fullscreen.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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TEXTURE2D_X(_MainTex);
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SAMPLER(sampler_MainTex);
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float4 _MainTex_TexelSize;
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float4 _BlurOffset;
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half4 BlurHorizontal(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.uv;
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// See: https://forum.unity.com/threads/_maintex_texelsize-whats-the-meaning.110278/
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// For a 1024 x 1024 texture this will be 1 / 1024.
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float2 uv2px = _MainTex_TexelSize.xy;
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// star form, blur with a sample for every step
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half4 color;
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int sampleDiv = SAMPLES - 1;
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float weightSum = 0;
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for (float i = 0; i < SAMPLES; i++)
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{
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// Linear kernel weight interpolation
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float weight = 0.5 + (0.5 - abs(i / sampleDiv - 0.5));
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weightSum += weight;
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// x
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color += SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, uv + float2((i / sampleDiv - 0.5) * _BlurOffset.x, 0.0) * uv2px) * weight;
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}
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color /= weightSum;
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color.a = 1;
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#ifdef _LINEAR_TO_SRGB_CONVERSION
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color = LinearToSRGB(color);
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#endif
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return color;
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}
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half4 BlurVertical(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.uv;
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// See: https://forum.unity.com/threads/_maintex_texelsize-whats-the-meaning.110278/
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// For a 1024 x 1024 texture this will be 1 / 1024.
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float2 uv2px = _MainTex_TexelSize.xy;
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// star form, blur with a sample for every step
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half4 color;
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int sampleDiv = SAMPLES - 1;
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float weightSum = 0;
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for (float i = 0; i < SAMPLES; i++)
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{
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// Linear kernel weight interpolation
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float weight = 0.5 + (0.5 - abs(i / sampleDiv - 0.5));
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weightSum += weight;
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// y
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color += SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, uv + float2(0.0, (i / sampleDiv - 0.5) * _BlurOffset.y) * uv2px) * weight;
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}
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color /= weightSum;
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color.a = 1;
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#ifdef _LINEAR_TO_SRGB_CONVERSION
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color = LinearToSRGB(color);
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#endif
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return color;
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}
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#endif
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ENDHLSL
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
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LOD 100
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ZTest Always
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ZWrite Off
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Cull Off
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Pass
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{
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Name "Blur Horizontal"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment BlurHorizontal
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ENDHLSL
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}
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Pass
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{
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Name "Blur Vertical"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment BlurVertical
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ENDHLSL
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}
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}
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}
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@@ -0,0 +1,10 @@
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||||
fileFormatVersion: 2
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||||
guid: 97c8e4e6da971644f8c6737a0516a6e9
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||||
ShaderImporter:
|
||||
externalObjects: {}
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||||
defaultTextures: []
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||||
nonModifiableTextures: []
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||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Reference in New Issue
Block a user