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rename to Assets/Materials/Plastic/M_DarkGreenPlastic.mat
index 002804d..ae368ef 100644
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diff --git a/Assets/Models/Maps/SM_FloorMap_Marker.fbx b/Assets/Models/Maps/SM_FloorMap_Marker.fbx
index 2375528..401aae1 100644
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index 638e41a..653eede 100644
--- a/Assets/Models/Maps/SM_FloorMap_Marker.fbx.meta
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diff --git a/Assets/Shaders/SDF Map Marker Spokes.shader b/Assets/Shaders/SDF Map Marker Spokes.shader
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-{
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-
- [Toggle(_ENABLE_GEOMETRIC_SPECULAR_AA)] _EnableGeometricSpecularAA("EnableGeometricSpecularAA", Float) = 1.0
- _SpecularAAScreenSpaceVariance("SpecularAAScreenSpaceVariance", Range(0.0, 1.0)) = 0.1
- _SpecularAAThreshold("SpecularAAThreshold", Range(0.0, 1.0)) = 0.2
-
- [Enum(Default,0,MonoSH,1,MonoSH (no highlights),2)] _LightmapType ("Lightmap Type", Float) = 0.0
-
- // TODO: This has questionable performance impact on Mobile but very little discernable impact on PC. Should
- // make a toggle once we have properly branched compilation between those platforms, that's PC-only
- [Toggle(_BICUBIC)] _Bicubic ("Enable Bicubic Sampling", Float) = 0.0
- }
-
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 200
-
- CGPROGRAM
-
- //#define _DEBUG_VRC
- #ifdef _DEBUG_VRC
- #define DEBUG_COL(rgb) debugCol = half4(rgb, 1)
- #define DEBUG_VAL(val) debugCol = half4(val, val, val, 1)
- half4 debugCol = half4(0,0,0,1);
- #else
- #define DEBUG_COL(rgb)
- #define DEBUG_VAL(val)
- #endif
-
- #pragma target 3.0
- #pragma multi_compile_fragment _ _EMISSION
- #pragma multi_compile _ _DETAIL
- #pragma multi_compile_fragment _ _SPECULARHIGHLIGHTS_OFF
- #pragma multi_compile_fragment _ _GLOSSYREFLECTIONS_OFF
- #pragma multi_compile_fragment _ _MONOSH_SPECULAR _MONOSH_NOSPECULAR
- #pragma multi_compile_fragment _ _ENABLE_GEOMETRIC_SPECULAR_AA
- #pragma dynamic_branch_local_fragment _ DISABLE_VERTEX_COLORING
- //SDK-SYNC-IGNORE-LINE - unused variants in SDK projects - #pragma multi_compile_fragment _ FORCE_UNITY_DLDR_LIGHTMAP_ENCODING FORCE_UNITY_RGBM_LIGHTMAP_ENCODING FORCE_UNITY_LIGHTMAP_FULL_HDR_ENCODING UNITY_LIGHTMAP_NONE
- //#pragma multi_compile _ _BICUBIC
-
- #if defined(LIGHTMAP_ON)
- #if defined(_MONOSH_SPECULAR) || defined(_MONOSH_NOSPECULAR)
- #define _MONOSH
- #if defined(_MONOSH_SPECULAR)
- #define _LMSPEC
- #endif
- #endif
- #endif
-
- #include "/Packages/com.vrchat.base/Runtime/VRCSDK/Sample Assets/Shaders/Mobile/VRChat.cginc"
-
- #pragma surface surf StandardVRC vertex:vert exclude_path:prepass exclude_path:deferred noforwardadd noshadow nodynlightmap nolppv noshadowmask
- #pragma skip_variants LIGHTMAP_SHADOW_MIXING
-
- // -------------------------------------
-
- struct Input
- {
- float2 texcoord0;
- #ifdef _DETAIL
- float2 texcoord1;
- #endif
- fixed4 color : COLOR;
- };
-
- UNITY_DECLARE_TEX2D(_MainTex);
- float4 _MainTex_ST;
- half4 _Color;
- uniform half _SDFCutoff;
-
- uniform half _SpecularAAScreenSpaceVariance;
- uniform half _SpecularAAThreshold;
-
-#ifdef _EMISSION
- UNITY_DECLARE_TEX2D(_EmissionMap);
- half4 _EmissionColor;
-#endif
-
-#ifdef _DETAIL
- uniform half _UVSec;
- float4 _DetailAlbedoMap_ST;
- UNITY_DECLARE_TEX2D(_DetailMask);
- UNITY_DECLARE_TEX2D(_DetailAlbedoMap);
- UNITY_DECLARE_TEX2D(_DetailNormalMap);
- uniform half _DetailNormalMapScale;
-#endif
-
- // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
- // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
- // #pragma instancing_options assumeuniformscaling
- UNITY_INSTANCING_BUFFER_START(Props)
- // put more per-instance properties here
- UNITY_INSTANCING_BUFFER_END(Props)
-
- // -------------------------------------
- void vert(inout appdata_full v, out Input o)
- {
- UNITY_INITIALIZE_OUTPUT(Input,o);
- o.texcoord0 = TRANSFORM_TEX(v.texcoord.xy, _MainTex); // Always source from uv0
- }
-
- void surf(Input IN, inout SurfaceOutputStandardVRC o)
- {
- half alphastep = step(UNITY_SAMPLE_TEX2D(_MainTex, IN.texcoord0), 0.002f);
- if (alphastep < 0.5f) discard;
-
- o.Albedo = _Color;
- o.Alpha = alphastep;
-
- o.Metallic = 0.0f;
- o.Smoothness = 1.0f;
- o.Normal = half3(0, 0, 1);
- }
- ENDCG
- }
-
- FallBack "VRChat/Mobile/Diffuse"
- CustomEditor "StandardLiteShaderGUI"
-}
\ No newline at end of file
diff --git a/Assets/Shaders/SDF Map Marker Spokes.shader.meta b/Assets/Shaders/SDF Map Marker Spokes.shader.meta
deleted file mode 100644
index ae2451b..0000000
--- a/Assets/Shaders/SDF Map Marker Spokes.shader.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: ee8714d3a4c72874697299893a31f79a
-ShaderImporter:
- externalObjects: {}
- defaultTextures: []
- nonModifiableTextures: []
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/UdonSharp/Maps/FloorMapMarker.cs b/Assets/UdonSharp/Maps/FloorMapMarker.cs
index 2d3a1ac..0df9148 100644
--- a/Assets/UdonSharp/Maps/FloorMapMarker.cs
+++ b/Assets/UdonSharp/Maps/FloorMapMarker.cs
@@ -118,7 +118,7 @@ public class FloorMapMarker : UdonSharpBehaviour
private void SwapLampMaterial()
{
Material[] Materials = _MarkerMesh.materials;
- Materials[2] = IsLit ? _LitLampMaterial : _UnlitLampMaterial;
+ Materials[1] = IsLit ? _LitLampMaterial : _UnlitLampMaterial;
_MarkerMesh.materials = Materials;
}