- Added a brick overhang over the alleyway fence.
- Added the ACME Bugnet warning light to the alleyway. - Added a sign for the phone in the alleyway. - Added a bicolour SDF shader. - Enabled mesh compression on many of the meshes in the world.
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Shader "Carmen/SDF/Bicolour"
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{
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Properties
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{
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_MainTex ("SDF", 2D) = "white" {}
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_NormalTex ("Normal", 2D) = "bump" {}
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_NegativeColour ("Negative Colour", Color) = (0.0, 0.0, 0.0, 1.0)
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_PositiveColour ("Positive Colour", Color) = (1.0, 1.0, 1.0, 1.0)
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_Border ("Border", Range(0.0, 1.0)) = 0.5
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma target 4.5
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#pragma surface surf Lambert
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UNITY_DECLARE_TEX2D(_MainTex);
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UNITY_DECLARE_TEX2D(_NormalTex);
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half4 _NegativeColour;
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half4 _PositiveColour;
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half _Border;
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_NormalTex;
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};
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void surf(Input IN, inout SurfaceOutput o)
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{
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half sdf_sample = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex).r;
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half fill_halfchange = (abs(ddx(sdf_sample)) + abs(ddy(sdf_sample))) / 2.0;
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half fill_loweredge = (1.0 - _Border) - fill_halfchange;
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half fill_upperedge = (1.0 - _Border) + fill_halfchange;
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half fill_mask = saturate((sdf_sample - fill_loweredge) / (fill_upperedge - fill_loweredge));
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half3 blend_colour = lerp(_NegativeColour, _PositiveColour, fill_mask);
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o.Albedo = fixed3(blend_colour);
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o.Normal = UnpackNormal(UNITY_SAMPLE_TEX2D(_NormalTex, IN.uv_NormalTex));
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}
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ENDCG
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}
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Fallback "VRChat/Mobile/Standard Lite"
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}
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fileFormatVersion: 2
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guid: 4dd369942ed567b41b7544b7a5b85f44
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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