Compare commits
10 Commits
0cd6d17672
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main
| Author | SHA1 | Date | |
|---|---|---|---|
| abd3c9bb36 | |||
| 182d2c90b9 | |||
| 5e5e918c10 | |||
| 10e9ebae45 | |||
| 58838f0acb | |||
| 2f6aff7691 | |||
| 64ef3d64ec | |||
| 1f1100bbd8 | |||
| 58c88dafff | |||
| 4dad9e5d5b |
@@ -1,19 +0,0 @@
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|||||||
{
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||||||
"permissions": {
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||||||
"allow": [
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|
||||||
"Bash(Get-ChildItem -Recurse -Directory)",
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||||||
"Bash(Select-Object -ExpandProperty FullName)",
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||||||
"Bash(Get-ChildItem -Path \"Assets\" -Recurse -Directory)",
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||||||
"Bash(git log *)",
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||||||
"Bash(read f *)",
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||||||
"Bash(curl -o CLAUDE.md https://raw.githubusercontent.com/forrestchang/andrej-karpathy-skills/main/CLAUDE.md)",
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||||||
"WebSearch",
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||||||
"WebFetch(domain:beat-sage.com)",
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||||||
"WebFetch(domain:github.com)",
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||||||
"WebFetch(domain:beatsage.com)",
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||||||
"Bash(gh api *)",
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||||||
"WebFetch(domain:raw.githubusercontent.com)",
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||||||
"WebFetch(domain:api.github.com)"
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||||||
]
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||||||
}
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||||||
}
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+12
-11
@@ -1,11 +1,12 @@
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|||||||
*.fbx filter=lfs diff=lfs merge=lfs -text
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# Unity recommended line endings
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||||||
*.obj filter=lfs diff=lfs merge=lfs -text
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* text=auto eol=lf
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||||||
*.unity filter=lfs diff=lfs merge=lfs -text
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||||||
*.prefab filter=lfs diff=lfs merge=lfs -text
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# Force binary for Unity binary assets
|
||||||
*.psd filter=lfs diff=lfs merge=lfs -text
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*.png binary
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||||||
*.png filter=lfs diff=lfs merge=lfs -text
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*.jpg binary
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||||||
*.wav filter=lfs diff=lfs merge=lfs -text
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*.wav binary
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||||||
*.mp3 filter=lfs diff=lfs merge=lfs -text
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*.mp3 binary
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||||||
git filter=lfs diff=lfs merge=lfs -text
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*.ogg binary
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||||||
lfs filter=lfs diff=lfs merge=lfs -text
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*.mp4 binary
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||||||
track filter=lfs diff=lfs merge=lfs -text
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*.fbx binary
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||||||
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*.asset binary
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||||||
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|||||||
+20
-73
@@ -1,77 +1,24 @@
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|||||||
# Created by https://www.toptal.com/developers/gitignore/api/unity
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# Unity
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||||||
# Edit at https://www.toptal.com/developers/gitignore?templates=unity
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/Library/
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||||||
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/Temp/
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||||||
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/Obj/
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||||||
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/Build/
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||||||
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/Builds/
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||||||
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/Logs/
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||||||
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/UserSettings/
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||||||
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||||||
### Unity ###
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# IDE / Generated
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||||||
# This .gitignore file should be placed at the root of your Unity project directory
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*.csproj
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||||||
#
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*.csproj.user
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||||||
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
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*.slnx
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||||||
/[Ll]ibrary/
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*.sln
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||||||
/[Tt]emp/
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.vscode/
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||||||
/[Oo]bj/
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||||||
/[Bb]uild/
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||||||
/[Bb]uilds/
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||||||
/[Ll]ogs/
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||||||
/[Uu]ser[Ss]ettings/
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|
||||||
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||||||
# MemoryCaptures can get excessive in size.
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||||||
# They also could contain extremely sensitive data
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|
||||||
/[Mm]emoryCaptures/
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||||||
|
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||||||
# Recordings can get excessive in size
|
|
||||||
/[Rr]ecordings/
|
|
||||||
|
|
||||||
# Uncomment this line if you wish to ignore the asset store tools plugin
|
|
||||||
# /[Aa]ssets/AssetStoreTools*
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|
||||||
|
|
||||||
# Autogenerated Jetbrains Rider plugin
|
|
||||||
/[Aa]ssets/Plugins/Editor/JetBrains*
|
|
||||||
|
|
||||||
# Visual Studio cache directory
|
|
||||||
.vs/
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.vs/
|
||||||
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|
||||||
# Gradle cache directory
|
# Claude Code local settings
|
||||||
.gradle/
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.claude/
|
||||||
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||||||
# Autogenerated VS/MD/Consulo solution and project files
|
# Credentials — never commit
|
||||||
ExportedObj/
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.env
|
||||||
.consulo/
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/Assets/StreamingAssets/nas_config.json
|
||||||
*.csproj
|
/Assets/StreamingAssets/nas_config.json.meta
|
||||||
*.unityproj
|
|
||||||
*.sln
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|
||||||
*.suo
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|
||||||
*.tmp
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||||||
*.user
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||||||
*.userprefs
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||||||
*.pidb
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||||||
*.booproj
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||||||
*.svd
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||||||
*.pdb
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||||||
*.mdb
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|
||||||
*.opendb
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|
||||||
*.VC.db
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|
||||||
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|
||||||
# Unity3D generated meta files
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|
||||||
*.pidb.meta
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|
||||||
*.pdb.meta
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|
||||||
*.mdb.meta
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|
||||||
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|
||||||
# Unity3D generated file on crash reports
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|
||||||
sysinfo.txt
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|
||||||
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|
||||||
# Builds
|
|
||||||
*.apk
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|
||||||
*.aab
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|
||||||
*.unitypackage
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|
||||||
*.app
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|
||||||
|
|
||||||
# Crashlytics generated file
|
|
||||||
crashlytics-build.properties
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|
||||||
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|
||||||
# Packed Addressables
|
|
||||||
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
|
|
||||||
|
|
||||||
# Temporary auto-generated Android Assets
|
|
||||||
/[Aa]ssets/[Ss]treamingAssets/aa.meta
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|
||||||
/[Aa]ssets/[Ss]treamingAssets/aa/*
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|
||||||
|
|
||||||
# End of https://www.toptal.com/developers/gitignore/api/unity
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|
||||||
|
|||||||
Vendored
-5
@@ -1,5 +0,0 @@
|
|||||||
{
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|
||||||
"recommendations": [
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|
||||||
"visualstudiotoolsforunity.vstuc"
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|
||||||
]
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|
||||||
}
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|
||||||
Vendored
-10
@@ -1,10 +0,0 @@
|
|||||||
{
|
|
||||||
"version": "0.2.0",
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|
||||||
"configurations": [
|
|
||||||
{
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|
||||||
"name": "Attach to Unity",
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|
||||||
"type": "vstuc",
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|
||||||
"request": "attach"
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|
||||||
}
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|
||||||
]
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|
||||||
}
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|
||||||
Vendored
-71
@@ -1,71 +0,0 @@
|
|||||||
{
|
|
||||||
"files.exclude": {
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|
||||||
"**/.DS_Store": true,
|
|
||||||
"**/.git": true,
|
|
||||||
"**/.vs": true,
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|
||||||
"**/.gitmodules": true,
|
|
||||||
"**/.vsconfig": true,
|
|
||||||
"**/*.booproj": true,
|
|
||||||
"**/*.pidb": true,
|
|
||||||
"**/*.suo": true,
|
|
||||||
"**/*.user": true,
|
|
||||||
"**/*.userprefs": true,
|
|
||||||
"**/*.unityproj": true,
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|
||||||
"**/*.dll": true,
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|
||||||
"**/*.exe": true,
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|
||||||
"**/*.pdf": true,
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|
||||||
"**/*.mid": true,
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|
||||||
"**/*.midi": true,
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|
||||||
"**/*.wav": true,
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|
||||||
"**/*.gif": true,
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|
||||||
"**/*.ico": true,
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|
||||||
"**/*.jpg": true,
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|
||||||
"**/*.jpeg": true,
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|
||||||
"**/*.png": true,
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|
||||||
"**/*.psd": true,
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|
||||||
"**/*.tga": true,
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|
||||||
"**/*.tif": true,
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|
||||||
"**/*.tiff": true,
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|
||||||
"**/*.3ds": true,
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|
||||||
"**/*.3DS": true,
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|
||||||
"**/*.fbx": true,
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|
||||||
"**/*.FBX": true,
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|
||||||
"**/*.lxo": true,
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|
||||||
"**/*.LXO": true,
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|
||||||
"**/*.ma": true,
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|
||||||
"**/*.MA": true,
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|
||||||
"**/*.obj": true,
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|
||||||
"**/*.OBJ": true,
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|
||||||
"**/*.asset": true,
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|
||||||
"**/*.cubemap": true,
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|
||||||
"**/*.flare": true,
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|
||||||
"**/*.mat": true,
|
|
||||||
"**/*.meta": true,
|
|
||||||
"**/*.prefab": true,
|
|
||||||
"**/*.unity": true,
|
|
||||||
"build/": true,
|
|
||||||
"Build/": true,
|
|
||||||
"Library/": true,
|
|
||||||
"library/": true,
|
|
||||||
"obj/": true,
|
|
||||||
"Obj/": true,
|
|
||||||
"Logs/": true,
|
|
||||||
"logs/": true,
|
|
||||||
"ProjectSettings/": true,
|
|
||||||
"UserSettings/": true,
|
|
||||||
"temp/": true,
|
|
||||||
"Temp/": true
|
|
||||||
},
|
|
||||||
"files.associations": {
|
|
||||||
"*.asset": "yaml",
|
|
||||||
"*.meta": "yaml",
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|
||||||
"*.prefab": "yaml",
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|
||||||
"*.unity": "yaml",
|
|
||||||
},
|
|
||||||
"explorer.fileNesting.enabled": true,
|
|
||||||
"explorer.fileNesting.patterns": {
|
|
||||||
"*.sln": "*.csproj",
|
|
||||||
"*.slnx": "*.csproj"
|
|
||||||
},
|
|
||||||
"dotnet.defaultSolution": "VRBeatSaber.slnx"
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|
||||||
}
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|
||||||
@@ -1,6 +0,0 @@
|
|||||||
{
|
|
||||||
"version": "1.0",
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|
||||||
"components": [
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|
||||||
"Microsoft.VisualStudio.Workload.ManagedGame"
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|
||||||
]
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|
||||||
}
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|
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@@ -1,8 +0,0 @@
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@@ -1,39 +0,0 @@
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%YAML 1.1
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guid: 9e369e5c7f1fe2e42942f36dcd180f71
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@@ -1,141 +0,0 @@
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|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace EzySlice {
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Quick Internal structure which checks where the point lays on the
|
|
||||||
* Plane. UP = Upwards from the Normal, DOWN = Downwards from the Normal
|
|
||||||
* ON = Point lays straight on the plane
|
|
||||||
*/
|
|
||||||
public enum SideOfPlane {
|
|
||||||
UP,
|
|
||||||
DOWN,
|
|
||||||
ON
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Represents a simple 3D Plane structure with a position
|
|
||||||
* and direction which extends infinitely in its axis. This provides
|
|
||||||
* an optimal structure for collision tests for the slicing framework.
|
|
||||||
*/
|
|
||||||
public struct Plane {
|
|
||||||
private Vector3 m_normal;
|
|
||||||
private float m_dist;
|
|
||||||
|
|
||||||
// this is for editor debugging only! do NOT try to access this
|
|
||||||
// variable at runtime, we will be stripping it out for final
|
|
||||||
// builds
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
private Transform trans_ref;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
public Plane(Vector3 pos, Vector3 norm) {
|
|
||||||
this.m_normal = norm;
|
|
||||||
this.m_dist = Vector3.Dot(norm, pos);
|
|
||||||
|
|
||||||
// this is for editor debugging only!
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
trans_ref = null;
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
public Plane(Vector3 norm, float dot) {
|
|
||||||
this.m_normal = norm;
|
|
||||||
this.m_dist = dot;
|
|
||||||
|
|
||||||
// this is for editor debugging only!
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
trans_ref = null;
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
public Plane(Vector3 a, Vector3 b, Vector3 c) {
|
|
||||||
m_normal = Vector3.Normalize(Vector3.Cross(b - a, c - a));
|
|
||||||
m_dist = -Vector3.Dot(m_normal, a);
|
|
||||||
|
|
||||||
// this is for editor debugging only!
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
trans_ref = null;
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Compute(Vector3 pos, Vector3 norm) {
|
|
||||||
this.m_normal = norm;
|
|
||||||
this.m_dist = Vector3.Dot(norm, pos);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Compute(Transform trans) {
|
|
||||||
Compute(trans.position, trans.up);
|
|
||||||
|
|
||||||
// this is for editor debugging only!
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
trans_ref = trans;
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Compute(GameObject obj) {
|
|
||||||
Compute(obj.transform);
|
|
||||||
}
|
|
||||||
|
|
||||||
public Vector3 normal {
|
|
||||||
get { return this.m_normal; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public float dist {
|
|
||||||
get { return this.m_dist; }
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Checks which side of the plane the point lays on.
|
|
||||||
*/
|
|
||||||
public SideOfPlane SideOf(Vector3 pt) {
|
|
||||||
float result = Vector3.Dot(m_normal, pt) - m_dist;
|
|
||||||
|
|
||||||
if (result > Intersector.Epsilon) {
|
|
||||||
return SideOfPlane.UP;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (result < -Intersector.Epsilon) {
|
|
||||||
return SideOfPlane.DOWN;
|
|
||||||
}
|
|
||||||
|
|
||||||
return SideOfPlane.ON;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Editor only DEBUG functionality. This should not be compiled in the final
|
|
||||||
* Version.
|
|
||||||
*/
|
|
||||||
public void OnDebugDraw() {
|
|
||||||
OnDebugDraw(Color.white);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnDebugDraw(Color drawColor) {
|
|
||||||
// NOTE -> Gizmos are only supported in the editor. We will keep these function
|
|
||||||
// signatures for consistancy however at final build, these will do nothing
|
|
||||||
// TO/DO -> Should we throw a runtime exception if this function tried to get executed
|
|
||||||
// at runtime?
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
|
|
||||||
if (trans_ref == null) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
Color prevColor = Gizmos.color;
|
|
||||||
Matrix4x4 prevMatrix = Gizmos.matrix;
|
|
||||||
|
|
||||||
// TO-DO
|
|
||||||
Gizmos.matrix = Matrix4x4.TRS(trans_ref.position, trans_ref.rotation, trans_ref.localScale);
|
|
||||||
Gizmos.color = drawColor;
|
|
||||||
|
|
||||||
Gizmos.DrawWireCube(Vector3.zero, new Vector3(1.0f, 0.0f, 1.0f));
|
|
||||||
|
|
||||||
Gizmos.color = prevColor;
|
|
||||||
Gizmos.matrix = prevMatrix;
|
|
||||||
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
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|
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|
|
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|
|||||||
fileFormatVersion: 2
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guid: b17c76e3fa3389f46beadff35495afe8
|
|
||||||
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|
|||||||
fileFormatVersion: 2
|
|
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guid: c5405063d0e3ca84381aa2d7bfb70a29
|
|
||||||
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|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: dd8558bd942d575479792e491438f2bf
|
|
||||||
@@ -1,481 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace EzySlice {
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Contains methods for slicing GameObjects
|
|
||||||
*/
|
|
||||||
public sealed class Slicer {
|
|
||||||
|
|
||||||
/**
|
|
||||||
* An internal class for storing internal submesh values
|
|
||||||
*/
|
|
||||||
internal class SlicedSubmesh {
|
|
||||||
public readonly List<Triangle> upperHull = new List<Triangle>();
|
|
||||||
public readonly List<Triangle> lowerHull = new List<Triangle>();
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Check if the submesh has had any UV's added.
|
|
||||||
* NOTE -> This should be supported properly
|
|
||||||
*/
|
|
||||||
public bool hasUV {
|
|
||||||
get {
|
|
||||||
// what is this abomination??
|
|
||||||
return upperHull.Count > 0 ? upperHull[0].hasUV : lowerHull.Count > 0 && lowerHull[0].hasUV;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Check if the submesh has had any Normals added.
|
|
||||||
* NOTE -> This should be supported properly
|
|
||||||
*/
|
|
||||||
public bool hasNormal {
|
|
||||||
get {
|
|
||||||
// what is this abomination??
|
|
||||||
return upperHull.Count > 0 ? upperHull[0].hasNormal : lowerHull.Count > 0 && lowerHull[0].hasNormal;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Check if the submesh has had any Tangents added.
|
|
||||||
* NOTE -> This should be supported properly
|
|
||||||
*/
|
|
||||||
public bool hasTangent {
|
|
||||||
get {
|
|
||||||
// what is this abomination??
|
|
||||||
return upperHull.Count > 0 ? upperHull[0].hasTangent : lowerHull.Count > 0 && lowerHull[0].hasTangent;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Check if proper slicing has occured for this submesh. Slice occured if there
|
|
||||||
* are triangles in both the upper and lower hulls
|
|
||||||
*/
|
|
||||||
public bool isValid {
|
|
||||||
get {
|
|
||||||
return upperHull.Count > 0 && lowerHull.Count > 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Helper function to accept a gameobject which will transform the plane
|
|
||||||
* approprietly before the slice occurs
|
|
||||||
* See -> Slice(Mesh, Plane) for more info
|
|
||||||
*/
|
|
||||||
public static SlicedHull Slice(GameObject obj, Plane pl, TextureRegion crossRegion, Material crossMaterial) {
|
|
||||||
|
|
||||||
// cannot continue without a proper filter
|
|
||||||
if (!obj.TryGetComponent<MeshFilter>(out var filter)) {
|
|
||||||
Debug.LogWarning("EzySlice::Slice -> Provided GameObject must have a MeshFilter Component.");
|
|
||||||
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// cannot continue without a proper renderer
|
|
||||||
if (!obj.TryGetComponent<MeshRenderer>(out var renderer)) {
|
|
||||||
Debug.LogWarning("EzySlice::Slice -> Provided GameObject must have a MeshRenderer Component.");
|
|
||||||
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
Material[] materials = renderer.sharedMaterials;
|
|
||||||
|
|
||||||
Mesh mesh = filter.sharedMesh;
|
|
||||||
|
|
||||||
// cannot slice a mesh that doesn't exist
|
|
||||||
if (mesh == null) {
|
|
||||||
Debug.LogWarning("EzySlice::Slice -> Provided GameObject must have a Mesh that is not NULL.");
|
|
||||||
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
int submeshCount = mesh.subMeshCount;
|
|
||||||
|
|
||||||
// to make things straightforward, exit without slicing if the materials and mesh
|
|
||||||
// array don't match. This shouldn't happen anyway
|
|
||||||
if (materials.Length != submeshCount) {
|
|
||||||
Debug.LogWarning("EzySlice::Slice -> Provided Material array must match the length of submeshes.");
|
|
||||||
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// we need to find the index of the material for the cross section.
|
|
||||||
// default to the end of the array
|
|
||||||
int crossIndex = materials.Length;
|
|
||||||
|
|
||||||
// for cases where the sliced material is null, we will append the cross section to the end
|
|
||||||
// of the submesh array, this is because the application may want to set/change the material
|
|
||||||
// after slicing has occured, so we don't assume anything
|
|
||||||
if (crossMaterial != null) {
|
|
||||||
for (int i = 0; i < crossIndex; i++) {
|
|
||||||
if (materials[i] == crossMaterial) {
|
|
||||||
crossIndex = i;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return Slice(mesh, pl, crossRegion, crossIndex);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Slice the gameobject mesh (if any) using the Plane, which will generate
|
|
||||||
* a maximum of 2 other Meshes.
|
|
||||||
* This function will recalculate new UV coordinates to ensure textures are applied
|
|
||||||
* properly.
|
|
||||||
* Returns null if no intersection has been found or the GameObject does not contain
|
|
||||||
* a valid mesh to cut.
|
|
||||||
*/
|
|
||||||
public static SlicedHull Slice(Mesh sharedMesh, Plane pl, TextureRegion region, int crossIndex) {
|
|
||||||
if (sharedMesh == null) {
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector3[] verts = sharedMesh.vertices;
|
|
||||||
Vector2[] uv = sharedMesh.uv;
|
|
||||||
Vector3[] norm = sharedMesh.normals;
|
|
||||||
Vector4[] tan = sharedMesh.tangents;
|
|
||||||
|
|
||||||
int submeshCount = sharedMesh.subMeshCount;
|
|
||||||
|
|
||||||
// each submesh will be sliced and placed in its own array structure
|
|
||||||
SlicedSubmesh[] slices = new SlicedSubmesh[submeshCount];
|
|
||||||
// the cross section hull is common across all submeshes
|
|
||||||
List<Vector3> crossHull = new List<Vector3>();
|
|
||||||
|
|
||||||
// we reuse this object for all intersection tests
|
|
||||||
IntersectionResult result = new IntersectionResult();
|
|
||||||
|
|
||||||
// see if we would like to split the mesh using uv, normals and tangents
|
|
||||||
bool genUV = verts.Length == uv.Length;
|
|
||||||
bool genNorm = verts.Length == norm.Length;
|
|
||||||
bool genTan = verts.Length == tan.Length;
|
|
||||||
|
|
||||||
// iterate over all the submeshes individually. vertices and indices
|
|
||||||
// are all shared within the submesh
|
|
||||||
for (int submesh = 0; submesh < submeshCount; submesh++) {
|
|
||||||
int[] indices = sharedMesh.GetTriangles(submesh);
|
|
||||||
int indicesCount = indices.Length;
|
|
||||||
|
|
||||||
SlicedSubmesh mesh = new SlicedSubmesh();
|
|
||||||
|
|
||||||
// loop through all the mesh vertices, generating upper and lower hulls
|
|
||||||
// and all intersection points
|
|
||||||
for (int index = 0; index < indicesCount; index += 3) {
|
|
||||||
int i0 = indices[index + 0];
|
|
||||||
int i1 = indices[index + 1];
|
|
||||||
int i2 = indices[index + 2];
|
|
||||||
|
|
||||||
Triangle newTri = new Triangle(verts[i0], verts[i1], verts[i2]);
|
|
||||||
|
|
||||||
// generate UV if available
|
|
||||||
if (genUV) {
|
|
||||||
newTri.SetUV(uv[i0], uv[i1], uv[i2]);
|
|
||||||
}
|
|
||||||
|
|
||||||
// generate normals if available
|
|
||||||
if (genNorm) {
|
|
||||||
newTri.SetNormal(norm[i0], norm[i1], norm[i2]);
|
|
||||||
}
|
|
||||||
|
|
||||||
// generate tangents if available
|
|
||||||
if (genTan) {
|
|
||||||
newTri.SetTangent(tan[i0], tan[i1], tan[i2]);
|
|
||||||
}
|
|
||||||
|
|
||||||
// slice this particular triangle with the provided
|
|
||||||
// plane
|
|
||||||
if (newTri.Split(pl, result)) {
|
|
||||||
int upperHullCount = result.upperHullCount;
|
|
||||||
int lowerHullCount = result.lowerHullCount;
|
|
||||||
int interHullCount = result.intersectionPointCount;
|
|
||||||
|
|
||||||
for (int i = 0; i < upperHullCount; i++) {
|
|
||||||
mesh.upperHull.Add(result.upperHull[i]);
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < lowerHullCount; i++) {
|
|
||||||
mesh.lowerHull.Add(result.lowerHull[i]);
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < interHullCount; i++) {
|
|
||||||
crossHull.Add(result.intersectionPoints[i]);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
SideOfPlane sa = pl.SideOf(verts[i0]);
|
|
||||||
SideOfPlane sb = pl.SideOf(verts[i1]);
|
|
||||||
SideOfPlane sc = pl.SideOf(verts[i2]);
|
|
||||||
|
|
||||||
SideOfPlane side = SideOfPlane.ON;
|
|
||||||
if (sa != SideOfPlane.ON)
|
|
||||||
{
|
|
||||||
side = sa;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (sb != SideOfPlane.ON)
|
|
||||||
{
|
|
||||||
Debug.Assert(side == SideOfPlane.ON || side == sb);
|
|
||||||
side = sb;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (sc != SideOfPlane.ON)
|
|
||||||
{
|
|
||||||
Debug.Assert(side == SideOfPlane.ON || side == sc);
|
|
||||||
side = sc;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (side == SideOfPlane.UP || side == SideOfPlane.ON) {
|
|
||||||
mesh.upperHull.Add(newTri);
|
|
||||||
} else {
|
|
||||||
mesh.lowerHull.Add(newTri);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// register into the index
|
|
||||||
slices[submesh] = mesh;
|
|
||||||
}
|
|
||||||
|
|
||||||
// check if slicing actually occured
|
|
||||||
for (int i = 0; i < slices.Length; i++) {
|
|
||||||
// check if at least one of the submeshes was sliced. If so, stop checking
|
|
||||||
// because we need to go through the generation step
|
|
||||||
if (slices[i] != null && slices[i].isValid) {
|
|
||||||
return CreateFrom(slices, CreateFrom(crossHull, pl.normal, region), crossIndex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// no slicing occured, just return null to signify
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Generates a single SlicedHull from a set of cut submeshes
|
|
||||||
*/
|
|
||||||
private static SlicedHull CreateFrom(SlicedSubmesh[] meshes, List<Triangle> cross, int crossSectionIndex) {
|
|
||||||
int submeshCount = meshes.Length;
|
|
||||||
|
|
||||||
int upperHullCount = 0;
|
|
||||||
int lowerHullCount = 0;
|
|
||||||
|
|
||||||
// get the total amount of upper, lower and intersection counts
|
|
||||||
for (int submesh = 0; submesh < submeshCount; submesh++) {
|
|
||||||
upperHullCount += meshes[submesh].upperHull.Count;
|
|
||||||
lowerHullCount += meshes[submesh].lowerHull.Count;
|
|
||||||
}
|
|
||||||
|
|
||||||
Mesh upperHull = CreateUpperHull(meshes, upperHullCount, cross, crossSectionIndex);
|
|
||||||
Mesh lowerHull = CreateLowerHull(meshes, lowerHullCount, cross, crossSectionIndex);
|
|
||||||
|
|
||||||
return new SlicedHull(upperHull, lowerHull);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static Mesh CreateUpperHull(SlicedSubmesh[] mesh, int total, List<Triangle> crossSection, int crossSectionIndex) {
|
|
||||||
return CreateHull(mesh, total, crossSection, crossSectionIndex, true);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static Mesh CreateLowerHull(SlicedSubmesh[] mesh, int total, List<Triangle> crossSection, int crossSectionIndex) {
|
|
||||||
return CreateHull(mesh, total, crossSection, crossSectionIndex, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Generate a single Mesh HULL of either the UPPER or LOWER hulls.
|
|
||||||
*/
|
|
||||||
private static Mesh CreateHull(SlicedSubmesh[] meshes, int total, List<Triangle> crossSection, int crossIndex, bool isUpper) {
|
|
||||||
if (total <= 0) {
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
int submeshCount = meshes.Length;
|
|
||||||
int crossCount = crossSection != null ? crossSection.Count : 0;
|
|
||||||
|
|
||||||
Mesh newMesh = new Mesh();
|
|
||||||
newMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
|
|
||||||
|
|
||||||
int arrayLen = (total + crossCount) * 3;
|
|
||||||
|
|
||||||
bool hasUV = meshes[0].hasUV;
|
|
||||||
bool hasNormal = meshes[0].hasNormal;
|
|
||||||
bool hasTangent = meshes[0].hasTangent;
|
|
||||||
|
|
||||||
// vertices and uv's are common for all submeshes
|
|
||||||
Vector3[] newVertices = new Vector3[arrayLen];
|
|
||||||
Vector2[] newUvs = hasUV ? new Vector2[arrayLen] : null;
|
|
||||||
Vector3[] newNormals = hasNormal ? new Vector3[arrayLen] : null;
|
|
||||||
Vector4[] newTangents = hasTangent ? new Vector4[arrayLen] : null;
|
|
||||||
|
|
||||||
// each index refers to our submesh triangles
|
|
||||||
List<int[]> triangles = new List<int[]>(submeshCount);
|
|
||||||
|
|
||||||
int vIndex = 0;
|
|
||||||
|
|
||||||
// first we generate all our vertices, uv's and triangles
|
|
||||||
for (int submesh = 0; submesh < submeshCount; submesh++) {
|
|
||||||
// pick the hull we will be playing around with
|
|
||||||
List<Triangle> hull = isUpper ? meshes[submesh].upperHull : meshes[submesh].lowerHull;
|
|
||||||
int hullCount = hull.Count;
|
|
||||||
|
|
||||||
int[] indices = new int[hullCount * 3];
|
|
||||||
|
|
||||||
// fill our mesh arrays
|
|
||||||
for (int i = 0, triIndex = 0; i < hullCount; i++, triIndex += 3) {
|
|
||||||
Triangle newTri = hull[i];
|
|
||||||
|
|
||||||
int i0 = vIndex + 0;
|
|
||||||
int i1 = vIndex + 1;
|
|
||||||
int i2 = vIndex + 2;
|
|
||||||
|
|
||||||
// add the vertices
|
|
||||||
newVertices[i0] = newTri.positionA;
|
|
||||||
newVertices[i1] = newTri.positionB;
|
|
||||||
newVertices[i2] = newTri.positionC;
|
|
||||||
|
|
||||||
// add the UV coordinates if any
|
|
||||||
if (hasUV) {
|
|
||||||
newUvs[i0] = newTri.uvA;
|
|
||||||
newUvs[i1] = newTri.uvB;
|
|
||||||
newUvs[i2] = newTri.uvC;
|
|
||||||
}
|
|
||||||
|
|
||||||
// add the Normals if any
|
|
||||||
if (hasNormal) {
|
|
||||||
newNormals[i0] = newTri.normalA;
|
|
||||||
newNormals[i1] = newTri.normalB;
|
|
||||||
newNormals[i2] = newTri.normalC;
|
|
||||||
}
|
|
||||||
|
|
||||||
// add the Tangents if any
|
|
||||||
if (hasTangent) {
|
|
||||||
newTangents[i0] = newTri.tangentA;
|
|
||||||
newTangents[i1] = newTri.tangentB;
|
|
||||||
newTangents[i2] = newTri.tangentC;
|
|
||||||
}
|
|
||||||
|
|
||||||
// triangles are returned in clocwise order from the
|
|
||||||
// intersector, no need to sort these
|
|
||||||
indices[triIndex] = i0;
|
|
||||||
indices[triIndex + 1] = i1;
|
|
||||||
indices[triIndex + 2] = i2;
|
|
||||||
|
|
||||||
vIndex += 3;
|
|
||||||
}
|
|
||||||
|
|
||||||
// add triangles to the index for later generation
|
|
||||||
triangles.Add(indices);
|
|
||||||
}
|
|
||||||
|
|
||||||
// generate the cross section required for this particular hull
|
|
||||||
if (crossSection != null && crossCount > 0) {
|
|
||||||
int[] crossIndices = new int[crossCount * 3];
|
|
||||||
|
|
||||||
for (int i = 0, triIndex = 0; i < crossCount; i++, triIndex += 3) {
|
|
||||||
Triangle newTri = crossSection[i];
|
|
||||||
|
|
||||||
int i0 = vIndex + 0;
|
|
||||||
int i1 = vIndex + 1;
|
|
||||||
int i2 = vIndex + 2;
|
|
||||||
|
|
||||||
// add the vertices
|
|
||||||
newVertices[i0] = newTri.positionA;
|
|
||||||
newVertices[i1] = newTri.positionB;
|
|
||||||
newVertices[i2] = newTri.positionC;
|
|
||||||
|
|
||||||
// add the UV coordinates if any
|
|
||||||
if (hasUV) {
|
|
||||||
newUvs[i0] = newTri.uvA;
|
|
||||||
newUvs[i1] = newTri.uvB;
|
|
||||||
newUvs[i2] = newTri.uvC;
|
|
||||||
}
|
|
||||||
|
|
||||||
// add the Normals if any
|
|
||||||
if (hasNormal) {
|
|
||||||
// invert the normals dependiong on upper or lower hull
|
|
||||||
if (isUpper) {
|
|
||||||
newNormals[i0] = -newTri.normalA;
|
|
||||||
newNormals[i1] = -newTri.normalB;
|
|
||||||
newNormals[i2] = -newTri.normalC;
|
|
||||||
} else {
|
|
||||||
newNormals[i0] = newTri.normalA;
|
|
||||||
newNormals[i1] = newTri.normalB;
|
|
||||||
newNormals[i2] = newTri.normalC;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// add the Tangents if any
|
|
||||||
if (hasTangent) {
|
|
||||||
newTangents[i0] = newTri.tangentA;
|
|
||||||
newTangents[i1] = newTri.tangentB;
|
|
||||||
newTangents[i2] = newTri.tangentC;
|
|
||||||
}
|
|
||||||
|
|
||||||
// add triangles in clockwise for upper
|
|
||||||
// and reversed for lower hulls, to ensure the mesh
|
|
||||||
// is facing the right direction
|
|
||||||
if (isUpper) {
|
|
||||||
crossIndices[triIndex] = i0;
|
|
||||||
crossIndices[triIndex + 1] = i1;
|
|
||||||
crossIndices[triIndex + 2] = i2;
|
|
||||||
} else {
|
|
||||||
crossIndices[triIndex] = i0;
|
|
||||||
crossIndices[triIndex + 1] = i2;
|
|
||||||
crossIndices[triIndex + 2] = i1;
|
|
||||||
}
|
|
||||||
|
|
||||||
vIndex += 3;
|
|
||||||
}
|
|
||||||
|
|
||||||
// add triangles to the index for later generation
|
|
||||||
if (triangles.Count <= crossIndex) {
|
|
||||||
triangles.Add(crossIndices);
|
|
||||||
} else {
|
|
||||||
// otherwise, we need to merge the triangles for the provided subsection
|
|
||||||
int[] prevTriangles = triangles[crossIndex];
|
|
||||||
int[] merged = new int[prevTriangles.Length + crossIndices.Length];
|
|
||||||
|
|
||||||
System.Array.Copy(prevTriangles, merged, prevTriangles.Length);
|
|
||||||
System.Array.Copy(crossIndices, 0, merged, prevTriangles.Length, crossIndices.Length);
|
|
||||||
|
|
||||||
// replace the previous array with the new merged array
|
|
||||||
triangles[crossIndex] = merged;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
int totalTriangles = triangles.Count;
|
|
||||||
|
|
||||||
newMesh.subMeshCount = totalTriangles;
|
|
||||||
// fill the mesh structure
|
|
||||||
newMesh.vertices = newVertices;
|
|
||||||
|
|
||||||
if (hasUV) {
|
|
||||||
newMesh.uv = newUvs;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (hasNormal) {
|
|
||||||
newMesh.normals = newNormals;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (hasTangent) {
|
|
||||||
newMesh.tangents = newTangents;
|
|
||||||
}
|
|
||||||
|
|
||||||
// add the submeshes
|
|
||||||
for (int i = 0; i < totalTriangles; i++) {
|
|
||||||
newMesh.SetTriangles(triangles[i], i, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
return newMesh;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Generate Two Meshes (an upper and lower) cross section from a set of intersection
|
|
||||||
* points and a plane normal. Intersection Points do not have to be in order.
|
|
||||||
*/
|
|
||||||
private static List<Triangle> CreateFrom(List<Vector3> intPoints, Vector3 planeNormal, TextureRegion region) {
|
|
||||||
return Triangulator.MonotoneChain(intPoints, planeNormal, out List<Triangle> tris, region) ? tris : null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 9613e2c4eb41eb4418609c52cd562e43
|
|
||||||
@@ -1,98 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace EzySlice {
|
|
||||||
/**
|
|
||||||
* Define Extension methods for easy access to slicer functionality
|
|
||||||
*/
|
|
||||||
public static class SlicerExtensions {
|
|
||||||
|
|
||||||
/**
|
|
||||||
* SlicedHull Return functions and appropriate overrides!
|
|
||||||
*/
|
|
||||||
public static SlicedHull Slice(this GameObject obj, Plane pl, Material crossSectionMaterial = null) {
|
|
||||||
return Slice(obj, pl, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f), crossSectionMaterial);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static SlicedHull Slice(this GameObject obj, Vector3 position, Vector3 direction, Material crossSectionMaterial = null) {
|
|
||||||
return Slice(obj, position, direction, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f), crossSectionMaterial);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static SlicedHull Slice(this GameObject obj, Vector3 position, Vector3 direction, TextureRegion textureRegion, Material crossSectionMaterial = null) {
|
|
||||||
Plane cuttingPlane = new Plane();
|
|
||||||
|
|
||||||
Matrix4x4 mat = obj.transform.worldToLocalMatrix;
|
|
||||||
Matrix4x4 transpose = mat.transpose;
|
|
||||||
Matrix4x4 inv = transpose.inverse;
|
|
||||||
|
|
||||||
Vector3 refUp = inv.MultiplyVector(direction).normalized;
|
|
||||||
Vector3 refPt = obj.transform.InverseTransformPoint(position);
|
|
||||||
|
|
||||||
cuttingPlane.Compute(refPt, refUp);
|
|
||||||
|
|
||||||
return Slice(obj, cuttingPlane, textureRegion, crossSectionMaterial);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static SlicedHull Slice(this GameObject obj, Plane pl, TextureRegion textureRegion, Material crossSectionMaterial = null) {
|
|
||||||
return Slicer.Slice(obj, pl, textureRegion, crossSectionMaterial);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* These functions (and overrides) will return the final indtaniated GameObjects types
|
|
||||||
*/
|
|
||||||
public static GameObject[] SliceInstantiate(this GameObject obj, Plane pl) {
|
|
||||||
return SliceInstantiate(obj, pl, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f));
|
|
||||||
}
|
|
||||||
|
|
||||||
public static GameObject[] SliceInstantiate(this GameObject obj, Vector3 position, Vector3 direction) {
|
|
||||||
return SliceInstantiate(obj, position, direction, null);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static GameObject[] SliceInstantiate(this GameObject obj, Vector3 position, Vector3 direction, Material crossSectionMat) {
|
|
||||||
return SliceInstantiate(obj, position, direction, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f), crossSectionMat);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static GameObject[] SliceInstantiate(this GameObject obj, Vector3 position, Vector3 direction, TextureRegion cuttingRegion, Material crossSectionMaterial = null) {
|
|
||||||
EzySlice.Plane cuttingPlane = new EzySlice.Plane();
|
|
||||||
|
|
||||||
Matrix4x4 mat = obj.transform.worldToLocalMatrix;
|
|
||||||
Matrix4x4 transpose = mat.transpose;
|
|
||||||
Matrix4x4 inv = transpose.inverse;
|
|
||||||
|
|
||||||
Vector3 refUp = inv.MultiplyVector(direction).normalized;
|
|
||||||
Vector3 refPt = obj.transform.InverseTransformPoint(position);
|
|
||||||
|
|
||||||
cuttingPlane.Compute(refPt, refUp);
|
|
||||||
|
|
||||||
return SliceInstantiate(obj, cuttingPlane, cuttingRegion, crossSectionMaterial);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static GameObject[] SliceInstantiate(this GameObject obj, Plane pl, TextureRegion cuttingRegion, Material crossSectionMaterial = null) {
|
|
||||||
SlicedHull slice = Slicer.Slice(obj, pl, cuttingRegion, crossSectionMaterial);
|
|
||||||
|
|
||||||
if (slice == null) {
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
GameObject upperHull = slice.CreateUpperHull(obj, crossSectionMaterial);
|
|
||||||
GameObject lowerHull = slice.CreateLowerHull(obj, crossSectionMaterial);
|
|
||||||
|
|
||||||
if (upperHull != null && lowerHull != null) {
|
|
||||||
return new GameObject[] { upperHull, lowerHull };
|
|
||||||
}
|
|
||||||
|
|
||||||
// otherwise return only the upper hull
|
|
||||||
if (upperHull != null) {
|
|
||||||
return new GameObject[] { upperHull };
|
|
||||||
}
|
|
||||||
|
|
||||||
// otherwise return only the lower hull
|
|
||||||
if (lowerHull != null) {
|
|
||||||
return new GameObject[] { lowerHull };
|
|
||||||
}
|
|
||||||
|
|
||||||
// nothing to return, so return nothing!
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
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@@ -1,2 +0,0 @@
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title: URP Empty Template
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|
||||||
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||||||
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text: This template includes the settings and assets you need to start creating with the Universal Render Pipeline.
|
||||||
|
linkText:
|
||||||
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|
||||||
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||||||
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linkText: Read more about URP
|
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url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest
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|
||||||
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text:
|
||||||
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linkText: Get answers and support
|
||||||
|
url: https://forum.unity.com/forums/universal-render-pipeline.383/
|
||||||
|
- heading: Report bugs
|
||||||
|
text:
|
||||||
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linkText: Submit a report
|
||||||
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url: https://unity3d.com/unity/qa/bug-reporting
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m_LightmapFlags: 6
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: 3000
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stringTagMap:
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RenderType: Transparent
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disabledShaderPasses:
|
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- DepthOnly
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|
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- SHADOWCASTER
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|
||||||
- MOTIONVECTORS
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m_LockedProperties:
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- _AlphaTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _BaseMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _BumpMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailAlbedoMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailMask:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailNormalMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _EmissionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _OcclusionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _ParallaxMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _SpecGlossMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_Lightmaps:
|
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_LightmapsInd:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_ShadowMasks:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- PixelSnap: 0
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- _AddPrecomputedVelocity: 0
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- _AlphaClip: 0
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- _AlphaToMask: 0
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- _Blend: 0
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- _BlendModePreserveSpecular: 0
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- _BlendOp: 0
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- _BumpScale: 1
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- _CameraFadingEnabled: 0
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- _CameraFarFadeDistance: 2
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- _CameraNearFadeDistance: 1
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- _ClearCoatMask: 0
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- _ClearCoatSmoothness: 0
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- _ColorMask: 15
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- _Cull: 2
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- _Cutoff: 0.5
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- _DetailAlbedoMapScale: 1
|
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- _DetailNormalMapScale: 1
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- _DistortionBlend: 0.5
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- _DistortionEnabled: 0
|
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- _DistortionStrength: 1
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|
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- _DistortionStrengthScaled: 0
|
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- _DstBlend: 10
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|
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- _DstBlendAlpha: 10
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- _EmissionEnabled: 0
|
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- _EnableExternalAlpha: 0
|
|
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- _EnvironmentReflections: 1
|
|
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- _FlipbookMode: 0
|
|
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- _GlossMapScale: 1
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- _Glossiness: 0
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- _GlossyReflections: 1
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- _LightingEnabled: 1
|
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- _Metallic: 0
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|
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- _Mode: 2
|
|
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- _OcclusionStrength: 1
|
|
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- _Parallax: 0.02
|
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- _QueueOffset: 0
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- _ReceiveShadows: 1
|
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- _Smoothness: 0
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- _SmoothnessTextureChannel: 0
|
|
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- _SoftParticlesEnabled: 0
|
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- _SoftParticlesFarFadeDistance: 1
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- _SoftParticlesNearFadeDistance: 0
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- _SpecularHighlights: 1
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- _SrcBlend: 5
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|
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- _SrcBlendAlpha: 1
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|
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- _Stencil: 0
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- _StencilComp: 8
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- _StencilOp: 0
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- _StencilReadMask: 255
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|
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- _StencilWriteMask: 255
|
|
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- _Surface: 1
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|
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- _UVSec: 0
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- _UseUIAlphaClip: 0
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- _WorkflowMode: 1
|
|
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- _ZWrite: 0
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m_Colors:
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|
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- _BaseColor: {r: 0.66518503, g: 0.66518503, b: 0.66518503, a: 0.64705884}
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- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
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|
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- _Color: {r: 0.66518503, g: 0.66518503, b: 0.66518503, a: 0.64705884}
|
|
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
|
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- _Flip: {r: 1, g: 1, b: 1, a: 1}
|
|
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- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
|
|
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- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
|
|
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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m_BuildTextureStacks: []
|
|
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m_AllowLocking: 1
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
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guid: 613690cd962241049a0ec289a6ff835e
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NativeFormatImporter:
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externalObjects: {}
|
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
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|
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assetBundleVariant:
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|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user