raymarching stuff
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12 changed files with 560 additions and 7 deletions
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@ -12,9 +12,31 @@
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Tags { "RenderType"="Opaque" }
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Tags { "RenderType"="Opaque" }
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Cull Off
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Cull Off
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LOD 100
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LOD 100
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Pass
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{
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// TODO: does this even do anything? its supposed to be on by default
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ZWrite On
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CGPROGRAM
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#pragma vertex vertex
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#pragma fragment fragment
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#define BASE_PASS
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#include "raymarcher.cginc"
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v2f vertex (appdata v){
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return vert(v);
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}
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fragOut fragment (v2f i) {
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return frag(i);
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}
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ENDCG
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}
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Pass
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Pass
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{
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{
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Tags { "LightMode" = "ForwardAdd"}
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Tags { "LightMode" = "ForwardAdd"}
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ZWrite On
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CGPROGRAM
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CGPROGRAM
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#pragma vertex vertex
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#pragma vertex vertex
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#pragma fragment fragment
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#pragma fragment fragment
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fragOut fragment (v2f i) {
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fragOut fragment (v2f i) {
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return frag(i);
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return frag(i);
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// fragOut o = frag(i);
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// o.col = 0.4f;
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// return o;
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}
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}
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ENDCG
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ENDCG
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}
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}
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*/
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*/
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#include "UnityCG.cginc"
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#include "UnityCG.cginc"
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#include "UnityLightingCommon.cginc"
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struct appdata
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struct appdata
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{
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{
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float GetDist(float3 p) {
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float GetDist(float3 p) {
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#ifdef IS_SECONDARY_SHAPE
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#ifdef IS_SECONDARY_SHAPE
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return SecondShape(p);
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return SecondShape(p);
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#else
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#ifdef BASE_PASS
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return FirstShape(p);
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#else
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#else
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float first = FirstShape(p);
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float first = FirstShape(p);
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float3 second_pos = mul(unity_WorldToObject, _WorldSpaceLightPos0);
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float3 second_pos = mul(unity_WorldToObject, _WorldSpaceLightPos0);
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float second = SecondShape(p - second_pos);
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float second = SecondShape(p - second_pos);
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return smin(first, second, 0.15f);
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return smin(first, second, 0.15f);
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#endif
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#endif
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#endif
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}
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}
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//marches a ray through the scene
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//marches a ray through the scene
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}
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}
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fragOut frag (v2f i) {
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fragOut frag (v2f i) {
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#ifndef IS_SECONDARY_SHAPE
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#ifndef BASE_PASS
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if (length(_LightColor0 - float4(0,0,1,0)) > 0.01f ){
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discard;
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}
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#endif
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#endif
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float3 ro = i.ro;
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float3 ro = i.ro;
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float3 rd = normalize(i.hitPos - ro);
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float3 rd = normalize(i.hitPos - ro);
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@ -162,6 +175,7 @@ fragOut frag (v2f i) {
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// col *= float4(d, 1, 1, 1);
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// col *= float4(d, 1, 1, 1);
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fragOut o;
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fragOut o;
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o.col = col;
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o.col = col;
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// o.col = _LightColor0;
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float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(p, 1)));
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float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(p, 1)));
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o.depth = (vClipPos.z / vClipPos.w + 1.0) * 0.5;
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o.depth = (vClipPos.z / vClipPos.w + 1.0) * 0.5;
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return o;
|
return o;
|
||||||
|
|
BIN
Assets/raymarched/sphere_1m.fbx
Normal file
BIN
Assets/raymarched/sphere_1m.fbx
Normal file
Binary file not shown.
97
Assets/raymarched/sphere_1m.fbx.meta
Normal file
97
Assets/raymarched/sphere_1m.fbx.meta
Normal file
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54
Assets/raymarched/surf_t.shader
Normal file
54
Assets/raymarched/surf_t.shader
Normal file
|
@ -0,0 +1,54 @@
|
||||||
|
Shader "Custom/surf_t"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
_Color ("Color", Color) = (1,1,1,1)
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|
_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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|
_Metallic ("Metallic", Range(0,1)) = 0.0
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|
}
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SubShader
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|
{
|
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|
Tags { "RenderType"="Opaque" }
|
||||||
|
LOD 200
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
// Physically based Standard lighting model, and enable shadows on all light types
|
||||||
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#pragma surface surf Standard fullforwardshadows
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||||||
|
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||||||
|
// Use shader model 3.0 target, to get nicer looking lighting
|
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|
#pragma target 3.0
|
||||||
|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
|
||||||
|
struct Input
|
||||||
|
{
|
||||||
|
float2 uv_MainTex;
|
||||||
|
};
|
||||||
|
|
||||||
|
half _Glossiness;
|
||||||
|
half _Metallic;
|
||||||
|
fixed4 _Color;
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
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||||||
|
void surf (Input IN, inout SurfaceOutputStandard o)
|
||||||
|
{
|
||||||
|
// Albedo comes from a texture tinted by color
|
||||||
|
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
||||||
|
o.Albedo = c.rgb;
|
||||||
|
// Metallic and smoothness come from slider variables
|
||||||
|
o.Metallic = _Metallic;
|
||||||
|
o.Smoothness = _Glossiness;
|
||||||
|
o.Alpha = c.a;
|
||||||
|
// o.Depth += 0.1;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
FallBack "Diffuse"
|
||||||
|
}
|
9
Assets/raymarched/surf_t.shader.meta
Normal file
9
Assets/raymarched/surf_t.shader.meta
Normal file
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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89
Assets/raymarched/tes.shader
Normal file
89
Assets/raymarched/tes.shader
Normal file
|
@ -0,0 +1,89 @@
|
||||||
|
Shader "Unlit/tes"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
_MainTex ("Texture", 2D) = "white" {}
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|
_Color ("Color", Color) = (1,1,1,1)
|
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|
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||||||
|
}
|
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|
SubShader
|
||||||
|
{
|
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|
Tags { "RenderType"="Opaque" }
|
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|
LOD 100
|
||||||
|
ZWrite On
|
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|
|
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|
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|
Pass
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|
{
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
// make fog work
|
||||||
|
#pragma multi_compile_fog
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct appdata
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|
{
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||||||
|
float4 vertex : POSITION;
|
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|
float2 uv : TEXCOORD0;
|
||||||
|
};
|
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|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
// UNITY_FOG_COORDS(1)
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
float3 ro : TEXCOORD1;
|
||||||
|
float3 vert_obspace : TEXCOORD2;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct fragOut
|
||||||
|
{
|
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|
fixed4 col : SV_Target;
|
||||||
|
float depth : SV_Depth;
|
||||||
|
};
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|
|
||||||
|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
float4 _MainTex_ST;
|
||||||
|
float4 _Color;
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||||
|
o.vert_obspace = v.vertex;
|
||||||
|
o.ro = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
|
||||||
|
|
||||||
|
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||||
|
// UNITY_TRANSFER_FOG(o,o.vertex);
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fragOut frag (v2f i)
|
||||||
|
{
|
||||||
|
// sample the texture
|
||||||
|
fixed4 col = tex2D(_MainTex, i.uv);
|
||||||
|
|
||||||
|
// apply fog
|
||||||
|
// UNITY_APPLY_FOG(i.fogCoord, col);
|
||||||
|
fragOut o;
|
||||||
|
// o.col = _Color*0.5;
|
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|
o.col.a=1;
|
||||||
|
// o.depth = 1;
|
||||||
|
|
||||||
|
float3 rd = normalize(i.vert_obspace - i.ro);
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|
float d = 0;//-0.1;
|
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|
float4 vClipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, i.vert_obspace));
|
||||||
|
// o.depth = (vClipPos.z / vClipPos.w + 1.0) * 0.5 ;
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|
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|
// o.col.r = o.depth;
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|
// o.col.gb = i.ro;
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|
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|
return o;
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|
}
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|
ENDCG
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|
}
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|
}
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|
}
|
9
Assets/raymarched/tes.shader.meta
Normal file
9
Assets/raymarched/tes.shader.meta
Normal file
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@ -0,0 +1,9 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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77
Assets/raymarched/test.mat
Normal file
77
Assets/raymarched/test.mat
Normal file
|
@ -0,0 +1,77 @@
|
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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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|
8
Assets/raymarched/test.mat.meta
Normal file
8
Assets/raymarched/test.mat.meta
Normal file
|
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|
assetBundleVariant:
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Loading…
Reference in a new issue