Clue monitor looks much fancier and more authentic to the original design.
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Assets/Materials/Assorted Textures/M_UVNeon.mat
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Assets/Materials/Assorted Textures/M_UVNeon.mat
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Assets/Materials/Assorted Textures/M_UVNeon.mat.meta
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Assets/Materials/Assorted Textures/M_UVNeon.mat.meta
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@ -27,5 +27,5 @@ Material:
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m_Colors:
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78
Assets/Shaders/UVGlow.shader
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Assets/Shaders/UVGlow.shader
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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// Simplified Diffuse shader. Differences from regular Diffuse one:
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// - no Main Color
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// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
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Shader "Carmen/UVGlow"
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{
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Properties
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{
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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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Pass {
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Cull Off
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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sampler2D _MainTex;
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float4 _MainTex_ST;
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CBUFFER_START(UnityPerMaterial)
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uniform float4 _Emission;
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CBUFFER_END
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struct Data
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct V2F
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{
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float2 uv : TEXCOORD0;
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float4 position : SV_POSITION;
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};
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float3 Hue(float H)
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{
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return saturate(
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float3(abs(H * 6 - 3) - 1,
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2 - abs(H * 6 - 2),
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2 - abs(H * 6 - 4)));
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}
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float4 HSVtoRGB(in float3 HSV)
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{
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return float4(((Hue(HSV.x) - 1) * HSV.y + 1) * HSV.z, 1);
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}
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V2F vert(Data v)
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{
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V2F o;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.position = UnityObjectToClipPos(v.vertex);
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return o;
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}
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fixed4 frag(V2F i) : SV_TARGET
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{
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return HSVtoRGB(float3(i.uv.x, 1.0, 1.0)) * (i.uv.y * 100.0);
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}
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ENDCG
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}
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}
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FallBack "VRChat/Mobile/Standard Lite"
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}
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Assets/Shaders/UVGlow.shader.meta
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Assets/Shaders/UVGlow.shader.meta
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