Merge branch 'main' of http://212.24.110.183:3000/IPSEITY/Unheimlich_POC
# Conflicts: # Assets/_Content/Scenes/Theatre.unity
This commit is contained in:
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Intensity: 0.2
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m_Intensity: 0.6
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m_Range: 0.63729626
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m_Range: 0.63729626
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m_SpotAngle: 30
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m_InnerSpotAngle: 21.80208
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m_InnerSpotAngle: 21.80208
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m_Type: 2
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m_Color: {r: 0.45412073, g: 0.5761873, b: 0.6132076, a: 1}
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m_Color: {r: 0.45412073, g: 0.5761873, b: 0.6132076, a: 1}
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m_Intensity: 0.6
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m_Range: 0.63729626
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m_Range: 0.63729626
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m_SpotAngle: 30
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m_InnerSpotAngle: 21.80208
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Ints: []
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m_Floats:
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m_Floats:
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- _ColorA: {r: 1.4980392, g: 0.6024425, b: 0.27558267, a: 1}
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- _ColorA: {r: 0.5660378, g: 0.17199302, b: 0.029369887, a: 1}
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- _ColorB: {r: 0.7924528, g: 0.2773978, b: 0.09344961, a: 1}
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- _SpikeAmount: 2
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- _SpikeAmount: 1.5
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- _SpikeScale: 2
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- _SpikeScale: 2.5
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- _SpikeSpeed: 0.5
|
- _SpikeSpeed: 0.5
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- _SpikeTilt: 30
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- _SpikeTilt: 30
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m_Colors:
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m_Colors:
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|||||||
@@ -50,16 +50,19 @@ void Fog_float
|
|||||||
grain = grain * 2 - 1;
|
grain = grain * 2 - 1;
|
||||||
|
|
||||||
// --- Color bands ---
|
// --- Color bands ---
|
||||||
|
// Transitions narrowed around the same centers (.2 / .5 / .8) as before: each
|
||||||
|
// quantized PaintSteps level now resolves closer to a pure A/B/C/D color instead
|
||||||
|
// of a muddier blend, giving a cleaner, more graphic/poster-like read.
|
||||||
float colorMask = saturate(RidgedNoise3D((p - PivotWS * .9) * float3(1, 1.6, 1), 3 / s, 3, 1.6, 1));
|
float colorMask = saturate(RidgedNoise3D((p - PivotWS * .9) * float3(1, 1.6, 1), 3 / s, 3, 1.6, 1));
|
||||||
float paintMask = saturate(colorMask + grain * 0.03);
|
float paintMask = saturate(colorMask + grain * 0.03);
|
||||||
paintMask = floor(paintMask * PaintSteps) / max(PaintSteps - 1, 1);
|
paintMask = floor(paintMask * PaintSteps) / max(PaintSteps - 1, 1);
|
||||||
|
|
||||||
float4 col = lerp(ColorA, ColorB, smoothstep(0.0, 0.4, paintMask));
|
float4 col = lerp(ColorA, ColorB, smoothstep(0.16, 0.24, paintMask));
|
||||||
col = lerp(col, ColorC, smoothstep(0.35, 0.65, paintMask));
|
col = lerp(col, ColorC, smoothstep(0.46, 0.54, paintMask));
|
||||||
col = lerp(col, ColorD, smoothstep(0.6, 1.0, paintMask));
|
col = lerp(col, ColorD, smoothstep(0.76, 0.84, paintMask));
|
||||||
|
|
||||||
float luma = dot(col.rgb, float3(0.299, 0.587, 0.114));
|
float luma = dot(col.rgb, float3(0.299, 0.587, 0.114));
|
||||||
col.rgb = lerp(col.rgb, luma.xxx, 0.15);
|
col.rgb = lerp(col.rgb, luma.xxx, 0.2); // slightly more desaturated toward gray -> muted, graphic-novel mood
|
||||||
col.rgb *= (1 + grain * GrainAmount);
|
col.rgb *= (1 + grain * GrainAmount);
|
||||||
|
|
||||||
// --- Ground glow ---
|
// --- Ground glow ---
|
||||||
@@ -114,6 +117,177 @@ void Fog_float
|
|||||||
// Spikes read as red glowing veins; bars keep the painted color bands
|
// Spikes read as red glowing veins; bars keep the painted color bands
|
||||||
col.rgb = lerp(col.rgb, ColorA.rgb, spikeMask);
|
col.rgb = lerp(col.rgb, ColorA.rgb, spikeMask);
|
||||||
|
|
||||||
|
// --- Heavy black ink outline + scattered grime/dirt (Enki Bilal style) ---
|
||||||
|
// mask*(1-mask) peaks exactly where a smoothstep is mid-transition, so the line always
|
||||||
|
// lands right on the silhouette boundary no matter how small/large spikeField or barField
|
||||||
|
// happen to be -- no fragile inset constants, no screen-space derivatives needed.
|
||||||
|
// A low power + a gain pass fattens that peak into a bold, mostly-solid core instead of
|
||||||
|
// a thin soft gradient line; the existing noise fields break it up so it reads as a rough
|
||||||
|
// ink/charcoal stroke rather than a clean vector ring.
|
||||||
|
float spikeRim = saturate(pow(4 * spikeMask * (1 - spikeMask), 0.4));
|
||||||
|
spikeRim = saturate(spikeRim * 1.6);
|
||||||
|
spikeRim *= lerp(0.4, 1.0, veins);
|
||||||
|
|
||||||
|
float barRim = saturate(pow(4 * barMask * (1 - barMask), 0.4));
|
||||||
|
barRim = saturate(barRim * 1.6);
|
||||||
|
barRim *= lerp(0.45, 1.0, saturate(grain * 0.5 + 0.5));
|
||||||
|
|
||||||
|
float inkRim = saturate(spikeRim + barRim);
|
||||||
|
col.rgb = lerp(col.rgb, float3(0, 0, 0), inkRim); // genuinely black, not a tinted wash
|
||||||
|
|
||||||
|
// Grime: independent dark smudges scattered across the whole surface, not tied to any silhouette
|
||||||
|
float grimeNoise = saturate(FBMNoise3D(PositionWS * 4 + float3(t * 0.05, 0, 0), 5, 3, 2, .5));
|
||||||
|
float grimeMask = smoothstep(0.5, 0.58, grimeNoise) * (1 - smoothstep(0.8, 0.9, grimeNoise));
|
||||||
|
col.rgb = lerp(col.rgb, float3(0, 0, 0), grimeMask * 0.75);
|
||||||
|
|
||||||
|
// --- Final output ---
|
||||||
|
Output = saturate(col.rgb);
|
||||||
|
Alpha = saturate(fog * combinedMask * lerp(.2, 1, smoothstep(0, 15, depth)) * col.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
#ifndef FOG_INCLUDED
|
||||||
|
#define FOG_INCLUDED
|
||||||
|
|
||||||
|
#include "Assets/_Content/Shaders/Include/Noises.hlsl"
|
||||||
|
|
||||||
|
void Fog_float
|
||||||
|
(
|
||||||
|
float4 ColorA,
|
||||||
|
float4 ColorB,
|
||||||
|
float4 ColorC,
|
||||||
|
float4 ColorD,
|
||||||
|
float DepthAtten,
|
||||||
|
float3 PositionWS,
|
||||||
|
float3 PositionOS,
|
||||||
|
float3 PivotWS,
|
||||||
|
float3 Scale,
|
||||||
|
float SpikeAmount,
|
||||||
|
float SpikeScale,
|
||||||
|
float SpikeTilt,
|
||||||
|
float SpikeSpeed,
|
||||||
|
float PaintSteps,
|
||||||
|
float GrainAmount,
|
||||||
|
float FogStartTime,
|
||||||
|
out float3 Output,
|
||||||
|
out float Alpha
|
||||||
|
)
|
||||||
|
{
|
||||||
|
float3 camPos = _WorldSpaceCameraPos.xyz;
|
||||||
|
float depth = distance(camPos, PositionWS);
|
||||||
|
float depthAtten = lerp(1, smoothstep(5, 30, depth), DepthAtten);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
float t = (_Time.y - FogStartTime) * .7;
|
||||||
|
float s = lerp(Scale.x, 1, .3);
|
||||||
|
|
||||||
|
// Base sampling position, scrolling over time
|
||||||
|
float3 p = PositionWS;
|
||||||
|
p += float3(t, t * .2, t);
|
||||||
|
|
||||||
|
// Domain warp for organic fog shapes
|
||||||
|
float noise = RidgedNoise3D(p - PivotWS * .9, .1, 5, 1.6, 1);
|
||||||
|
p += noise * 3;
|
||||||
|
|
||||||
|
// Base fog density
|
||||||
|
float fog = saturate(FBMNoise3D((p - PivotWS * .5), 10 / s, 3, 1.5, .5));
|
||||||
|
|
||||||
|
// --- Painterly grain ---
|
||||||
|
float grain = FBMNoise3D(PositionWS * 25, 4, 2, 2, .5);
|
||||||
|
grain = grain * 2 - 1;
|
||||||
|
|
||||||
|
// --- Color bands ---
|
||||||
|
// Transitions narrowed around the same centers (.2 / .5 / .8) as before: each
|
||||||
|
// quantized PaintSteps level now resolves closer to a pure A/B/C/D color instead
|
||||||
|
// of a muddier blend, giving a cleaner, more graphic/poster-like read.
|
||||||
|
float colorMask = saturate(RidgedNoise3D((p - PivotWS * .9) * float3(1, 1.6, 1), 3 / s, 3, 1.6, 1));
|
||||||
|
float paintMask = saturate(colorMask + grain * 0.03);
|
||||||
|
paintMask = floor(paintMask * PaintSteps) / max(PaintSteps - 1, 1);
|
||||||
|
|
||||||
|
float4 col = lerp(ColorA, ColorB, smoothstep(0.16, 0.24, paintMask));
|
||||||
|
col = lerp(col, ColorC, smoothstep(0.46, 0.54, paintMask));
|
||||||
|
col = lerp(col, ColorD, smoothstep(0.76, 0.84, paintMask));
|
||||||
|
|
||||||
|
float luma = dot(col.rgb, float3(0.299, 0.587, 0.114));
|
||||||
|
col.rgb = lerp(col.rgb, luma.xxx, 0.2); // slightly more desaturated toward gray -> muted, graphic-novel mood
|
||||||
|
col.rgb *= (1 + grain * GrainAmount);
|
||||||
|
|
||||||
|
// --- Ground glow ---
|
||||||
|
float height01 = saturate(PositionOS.y / 0.3);
|
||||||
|
float groundMask = pow(1 - height01, 2);
|
||||||
|
|
||||||
|
// --- Reference vector from pivot ---
|
||||||
|
float2 radial = PositionWS.xz - PivotWS.xz;
|
||||||
|
|
||||||
|
// Smooth left/right factor, zero exactly at the front/back seams of the circle
|
||||||
|
float sideSign = clamp(radial.x / (Scale.x * 0.3 + 0.001), -1, 1);
|
||||||
|
|
||||||
|
// Tangential direction (= "around the circle")
|
||||||
|
float2 tangentDir = normalize(float2(-radial.y, radial.x));
|
||||||
|
|
||||||
|
// --- Spikes: lean + drift tangentially, direction flips per side ---
|
||||||
|
float2 spikeXZ = radial + tangentDir * (SpikeTilt * height01 * sideSign);
|
||||||
|
|
||||||
|
// Tangential animation, same sign as the lean -> each half rotates outward, opposite directions
|
||||||
|
spikeXZ += tangentDir * (t * SpikeSpeed * sideSign);
|
||||||
|
// Horizontal-only animation, drifting outward (same direction as the tilt)
|
||||||
|
spikeXZ.y -= t * SpikeSpeed * sideSign;
|
||||||
|
|
||||||
|
// Low frequency field defines the spike's overall height/silhouette
|
||||||
|
// (low freq -> the lean doesn't break the shape into zigzags)
|
||||||
|
float spikeField = saturate(FBMNoise3D(float3(spikeXZ.x, spikeXZ.y, 0), SpikeScale * 0.3, 3, 2, .5));
|
||||||
|
spikeField = pow(spikeField, 4) * SpikeAmount;
|
||||||
|
spikeField = min(spikeField, 0.7); // never reaches the sky
|
||||||
|
|
||||||
|
// High frequency detail -> subtle jagged/organic edges only
|
||||||
|
float edgeWarp = RidgedNoise3D(float3(spikeXZ * 4, t * 0.1), .1, 3, 2, .5);
|
||||||
|
float veins = RidgedNoise3D(float3(spikeXZ * 12, t * 0.05), .1, 4, 2.2, .6);
|
||||||
|
spikeField *= lerp(0.75, 1.0, veins);
|
||||||
|
|
||||||
|
float spikeMask = smoothstep(spikeField, spikeField - 0.04, height01 + edgeWarp * 0.02);
|
||||||
|
|
||||||
|
// --- Tall organic bars reaching toward the sky ---
|
||||||
|
float2 barXZ = radial + float2(SpikeTilt * 0.3 * height01 * sideSign, 0);
|
||||||
|
|
||||||
|
float phase = FBMNoise3D(float3(radial * 0.2, t * 0.02), 1, 2, 2, .5) * 6.2831;
|
||||||
|
float wobble = sin(height01 * 6.2831 * 1.5 + phase) * 2.5 * height01;
|
||||||
|
barXZ.x += wobble;
|
||||||
|
|
||||||
|
float barField = saturate(FBMNoise3D(float3(barXZ * 0.4, t * 0.02), 1, 3, 2, .5));
|
||||||
|
barField = saturate(pow(barField, 3) * 1.1);
|
||||||
|
|
||||||
|
float barMask = smoothstep(barField, barField - 0.2, height01);
|
||||||
|
|
||||||
|
// --- Combine ---
|
||||||
|
float combinedMask = saturate(max(groundMask, max(spikeMask, barMask)));
|
||||||
|
|
||||||
|
// Spikes read as red glowing veins; bars keep the painted color bands
|
||||||
|
col.rgb = lerp(col.rgb, ColorA.rgb, spikeMask);
|
||||||
|
|
||||||
|
// --- Heavy black ink outline + scattered grime/dirt (Enki Bilal style) ---
|
||||||
|
// mask*(1-mask) peaks exactly where a smoothstep is mid-transition, so the line always
|
||||||
|
// lands right on the silhouette boundary no matter how small/large spikeField or barField
|
||||||
|
// happen to be -- no fragile inset constants, no screen-space derivatives needed.
|
||||||
|
// A low power + a gain pass fattens that peak into a bold, mostly-solid core instead of
|
||||||
|
// a thin soft gradient line; the existing noise fields break it up so it reads as a rough
|
||||||
|
// ink/charcoal stroke rather than a clean vector ring.
|
||||||
|
float spikeRim = saturate(pow(4 * spikeMask * (1 - spikeMask), 0.4));
|
||||||
|
spikeRim = saturate(spikeRim * 1.6);
|
||||||
|
spikeRim *= lerp(0.4, 1.0, veins);
|
||||||
|
|
||||||
|
float barRim = saturate(pow(4 * barMask * (1 - barMask), 0.4));
|
||||||
|
barRim = saturate(barRim * 1.6);
|
||||||
|
barRim *= lerp(0.45, 1.0, saturate(grain * 0.5 + 0.5));
|
||||||
|
|
||||||
|
float inkRim = saturate(spikeRim + barRim);
|
||||||
|
col.rgb = lerp(col.rgb, float3(0, 0, 0), inkRim); // genuinely black, not a tinted wash
|
||||||
|
|
||||||
|
// Grime: independent dark smudges scattered across the whole surface, not tied to any silhouette
|
||||||
|
float grimeNoise = saturate(FBMNoise3D(PositionWS * 4 + float3(t * 0.05, 0, 0), 5, 3, 2, .5));
|
||||||
|
float grimeMask = smoothstep(0.5, 0.58, grimeNoise) * (1 - smoothstep(0.8, 0.9, grimeNoise));
|
||||||
|
col.rgb = lerp(col.rgb, float3(0, 0, 0), grimeMask * 0.75);
|
||||||
|
|
||||||
// --- Final output ---
|
// --- Final output ---
|
||||||
Output = saturate(col.rgb);
|
Output = saturate(col.rgb);
|
||||||
Alpha = saturate(fog * combinedMask * lerp(.2, 1, smoothstep(0, 15, depth)) * col.a);
|
Alpha = saturate(fog * combinedMask * lerp(.2, 1, smoothstep(0, 15, depth)) * col.a);
|
||||||
|
|||||||
@@ -25,7 +25,7 @@ Transform:
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m_GameObject: {fileID: 43424399303367168}
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m_GameObject: {fileID: 43424399303367168}
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serializedVersion: 2
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0.2, z: 28}
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m_LocalPosition: {x: 0, y: 0.2, z: 12.9}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
|
m_ConstrainProportionsScale: 0
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m_Children:
|
m_Children:
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@@ -61,7 +61,7 @@ Transform:
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m_GameObject: {fileID: 1678881710368986970}
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m_GameObject: {fileID: 1678881710368986970}
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serializedVersion: 2
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serializedVersion: 2
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m_LocalRotation: {x: 0.7071068, y: -0, z: -0, w: 0.7071068}
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m_LocalRotation: {x: 0.7071068, y: -0, z: -0, w: 0.7071068}
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m_LocalPosition: {x: 0, y: 241, z: 0}
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m_LocalPosition: {x: 0, y: 241, z: -15.1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children: []
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@@ -77,7 +77,7 @@ Light:
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m_Enabled: 1
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m_Enabled: 1
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serializedVersion: 12
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serializedVersion: 12
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m_Type: 0
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m_Type: 0
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Color: {r: 0.9433962, g: 0.69799757, b: 0, a: 1}
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m_Intensity: 30000
|
m_Intensity: 30000
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||||||
m_Range: 1595.3396
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m_Range: 1595.3396
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m_SpotAngle: 179
|
m_SpotAngle: 179
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@@ -188,7 +188,7 @@ Transform:
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m_GameObject: {fileID: 5316458356951775286}
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m_GameObject: {fileID: 5316458356951775286}
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serializedVersion: 2
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serializedVersion: 2
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m_LocalRotation: {x: -0.23464145, y: 0.49885118, z: -0.14238392, w: -0.8220813}
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m_LocalRotation: {x: -0.23464145, y: 0.49885118, z: -0.14238392, w: -0.8220813}
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m_LocalPosition: {x: 0, y: 5.88, z: 0}
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m_LocalPosition: {x: 0, y: 5.88, z: -15.1}
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m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
|
m_ConstrainProportionsScale: 0
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m_Children: []
|
m_Children: []
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@@ -205,7 +205,7 @@ Light:
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serializedVersion: 12
|
serializedVersion: 12
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m_Type: 1
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m_Type: 1
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m_Color: {r: 0.9169811, g: 0.62842023, b: 0.192047, a: 1}
|
m_Color: {r: 0.9169811, g: 0.62842023, b: 0.192047, a: 1}
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||||||
m_Intensity: 0.4
|
m_Intensity: 0.2
|
||||||
m_Range: 10
|
m_Range: 10
|
||||||
m_SpotAngle: 30
|
m_SpotAngle: 30
|
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m_InnerSpotAngle: 21.80208
|
m_InnerSpotAngle: 21.80208
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@@ -315,7 +315,7 @@ Transform:
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m_GameObject: {fileID: 7058706042920824382}
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m_GameObject: {fileID: 7058706042920824382}
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serializedVersion: 2
|
serializedVersion: 2
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m_LocalRotation: {x: 0.504368, y: 0.21790972, z: -0.81885237, w: 0.16615948}
|
m_LocalRotation: {x: 0.504368, y: 0.21790972, z: -0.81885237, w: 0.16615948}
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||||||
m_LocalPosition: {x: 11.39, y: 17, z: 22.84}
|
m_LocalPosition: {x: 11.39, y: 17, z: 7.74}
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m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
|
m_ConstrainProportionsScale: 0
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||||||
m_Children: []
|
m_Children: []
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|
|||||||
@@ -20,12 +20,12 @@ RenderSettings:
|
|||||||
m_FogDensity: 0.01
|
m_FogDensity: 0.01
|
||||||
m_LinearFogStart: 0
|
m_LinearFogStart: 0
|
||||||
m_LinearFogEnd: 300
|
m_LinearFogEnd: 300
|
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m_AmbientSkyColor: {r: 0.005181517, g: 0.013702081, b: 0.003676507, a: 1}
|
m_AmbientSkyColor: {r: 0.017405013, g: 0.026107516, b: 0.043512527, a: 1}
|
||||||
m_AmbientEquatorColor: {r: 0.025186857, g: 0.056128494, b: 0.027320892, a: 1}
|
m_AmbientEquatorColor: {r: 0.08406066, g: 0.10087279, b: 0.15130919, a: 1}
|
||||||
m_AmbientGroundColor: {r: 0.056128494, g: 0.16202943, b: 0.06124607, a: 1}
|
m_AmbientGroundColor: {r: 0.17046823, g: 0.119327754, b: 0.051140465, a: 1}
|
||||||
m_AmbientIntensity: 1
|
m_AmbientIntensity: 1
|
||||||
m_AmbientMode: 1
|
m_AmbientMode: 1
|
||||||
m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
|
m_SubtractiveShadowColor: {r: 0.05490196, g: 0.078431375, b: 0.1254902, a: 1}
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m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0}
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m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0}
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m_HaloStrength: 0.5
|
m_HaloStrength: 0.5
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||||||
m_FlareStrength: 1
|
m_FlareStrength: 1
|
||||||
@@ -37,7 +37,7 @@ RenderSettings:
|
|||||||
m_ReflectionBounces: 1
|
m_ReflectionBounces: 1
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m_ReflectionIntensity: 1
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m_ReflectionIntensity: 1
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m_CustomReflection: {fileID: 0}
|
m_CustomReflection: {fileID: 0}
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m_Sun: {fileID: 1440149445}
|
m_Sun: {fileID: 0}
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m_UseRadianceAmbientProbe: 0
|
m_UseRadianceAmbientProbe: 0
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||||||
--- !u!157 &3
|
--- !u!157 &3
|
||||||
LightmapSettings:
|
LightmapSettings:
|
||||||
@@ -93,7 +93,7 @@ LightmapSettings:
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m_ExportTrainingData: 0
|
m_ExportTrainingData: 0
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m_TrainingDataDestination: TrainingData
|
m_TrainingDataDestination: TrainingData
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m_LightProbeSampleCountMultiplier: 4
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m_LightProbeSampleCountMultiplier: 4
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m_LightingDataAsset: {fileID: 112000000, guid: 8e1b7e7813c023d4990e03fe2121dc18, type: 2}
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m_LightingDataAsset: {fileID: 112000000, guid: 9933fff5d14cfa243a13d80d34100adc, type: 2}
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m_LightingSettings: {fileID: 0}
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m_LightingSettings: {fileID: 0}
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--- !u!196 &4
|
--- !u!196 &4
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NavMeshSettings:
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NavMeshSettings:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 13734512}
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m_GameObject: {fileID: 13734512}
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m_Enabled: 1
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m_Enabled: 1
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m_CastShadows: 1
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m_CastShadows: 0
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m_ReceiveShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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m_StaticShadowCaster: 0
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@@ -294,7 +294,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 55602895}
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m_GameObject: {fileID: 55602895}
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m_Enabled: 1
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m_Enabled: 1
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m_CastShadows: 1
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m_CastShadows: 0
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m_ReceiveShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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m_StaticShadowCaster: 0
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@@ -406,7 +406,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 55854515}
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m_GameObject: {fileID: 55854515}
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m_Enabled: 1
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m_Enabled: 1
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m_CastShadows: 1
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m_CastShadows: 0
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m_ReceiveShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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m_StaticShadowCaster: 0
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@@ -518,7 +518,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 80941947}
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m_GameObject: {fileID: 80941947}
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m_Enabled: 1
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m_Enabled: 1
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m_CastShadows: 1
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m_CastShadows: 0
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m_ReceiveShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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m_StaticShadowCaster: 0
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@@ -630,7 +630,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 114178688}
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m_GameObject: {fileID: 114178688}
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m_Enabled: 1
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m_Enabled: 1
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m_CastShadows: 1
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m_CastShadows: 0
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m_ReceiveShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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m_StaticShadowCaster: 0
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@@ -777,7 +777,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 123403866}
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m_GameObject: {fileID: 123403866}
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m_Enabled: 1
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m_Enabled: 1
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m_CastShadows: 1
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m_CastShadows: 0
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m_ReceiveShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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m_StaticShadowCaster: 0
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@@ -889,7 +889,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 157798902}
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m_GameObject: {fileID: 157798902}
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m_Enabled: 1
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m_Enabled: 1
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m_CastShadows: 1
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m_CastShadows: 0
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m_ReceiveShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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m_StaticShadowCaster: 0
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@@ -1001,7 +1001,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 188044415}
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m_GameObject: {fileID: 188044415}
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m_Enabled: 1
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m_Enabled: 1
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m_CastShadows: 1
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m_CastShadows: 0
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m_ReceiveShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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m_StaticShadowCaster: 0
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@@ -1064,7 +1064,7 @@ GameObject:
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m_TagString: Untagged
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 2147483647
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m_IsActive: 1
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m_IsActive: 1
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--- !u!4 &192033019
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--- !u!4 &192033019
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Transform:
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Transform:
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@@ -1146,7 +1146,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 219062687}
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m_GameObject: {fileID: 219062687}
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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m_StaticShadowCaster: 0
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@@ -1258,7 +1258,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 228731537}
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m_GameObject: {fileID: 228731537}
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m_ReceiveShadows: 1
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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m_StaticShadowCaster: 0
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@@ -1370,7 +1370,7 @@ MeshRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 278259543}
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m_DynamicOccludee: 1
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@@ -1482,7 +1482,7 @@ MeshRenderer:
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m_GameObject: {fileID: 297159621}
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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@@ -1594,7 +1594,7 @@ MeshRenderer:
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@@ -1693,7 +1693,7 @@ MeshRenderer:
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|
||||||
ignorePlatformSupport: 0
|
|
||||||
androidETC2FallbackOverride: 0
|
|
||||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
|
||||||
- serializedVersion: 4
|
|
||||||
buildTarget: Android
|
|
||||||
maxTextureSize: 2048
|
|
||||||
resizeAlgorithm: 0
|
|
||||||
textureFormat: -1
|
|
||||||
textureCompression: 1
|
|
||||||
compressionQuality: 50
|
|
||||||
crunchedCompression: 0
|
|
||||||
allowsAlphaSplitting: 0
|
|
||||||
overridden: 0
|
|
||||||
ignorePlatformSupport: 0
|
|
||||||
androidETC2FallbackOverride: 0
|
|
||||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
|
||||||
spriteSheet:
|
|
||||||
serializedVersion: 2
|
|
||||||
sprites: []
|
|
||||||
outline: []
|
|
||||||
customData:
|
|
||||||
physicsShape: []
|
|
||||||
bones: []
|
|
||||||
spriteID:
|
|
||||||
internalID: 0
|
|
||||||
vertices: []
|
|
||||||
indices:
|
|
||||||
edges: []
|
|
||||||
weights: []
|
|
||||||
secondaryTextures: []
|
|
||||||
spriteCustomMetadata:
|
|
||||||
entries: []
|
|
||||||
nameFileIdTable: {}
|
|
||||||
mipmapLimitGroupName:
|
|
||||||
pSDRemoveMatte: 0
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user