- Added a placeholder jail call camera overlay.
- Tile floors and pedestals now have double-sided GI, making lightmaps cleaner. - Removed unnecessary collision from the location board. - Camera overlays now all default to inactive and zero scale.
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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/UVGradient"
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{
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Properties
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{
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_TopColour ("Top Colour", Color) = (1,1,1,1)
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_BottomColour ("Bottom Colour", Color) = (0,0,0,1)
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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 Back
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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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fixed4 _TopColour;
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fixed4 _BottomColour;
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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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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 fixed4(lerp(_BottomColour.rgb, _TopColour.rgb, i.uv.y).rgb, 1.0);
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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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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: ae367da677f462b469824fb90f3e4192
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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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