Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Submit feedback
Contribute to GitLab
Sign in / Register
Toggle navigation
S
StockRunning
Project
Project
Details
Activity
Releases
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
czy
StockRunning
Commits
cc549c23
Commit
cc549c23
authored
Apr 23, 2021
by
Ruidong
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
金币特效
parent
e4e66395
Changes
53
Expand all
Hide whitespace changes
Inline
Side-by-side
Showing
53 changed files
with
13448 additions
and
0 deletions
+13448
-0
Assembly-CSharp.csproj
StockRunning/Assembly-CSharp.csproj
+10
-0
Gold_shader.meta
StockRunning/Assets/Gold_shader.meta
+8
-0
Materials.meta
StockRunning/Assets/Gold_shader/Materials.meta
+8
-0
Gold 1.mat
StockRunning/Assets/Gold_shader/Materials/Gold 1.mat
+77
-0
Gold 1.mat.meta
StockRunning/Assets/Gold_shader/Materials/Gold 1.mat.meta
+8
-0
Gold.mat
StockRunning/Assets/Gold_shader/Materials/Gold.mat
+77
-0
Gold.mat.meta
StockRunning/Assets/Gold_shader/Materials/Gold.mat.meta
+8
-0
Gold_light1.mat
StockRunning/Assets/Gold_shader/Materials/Gold_light1.mat
+79
-0
Gold_light1.mat.meta
...Running/Assets/Gold_shader/Materials/Gold_light1.mat.meta
+8
-0
Gold_light2.mat
StockRunning/Assets/Gold_shader/Materials/Gold_light2.mat
+75
-0
Gold_light2.mat.meta
...Running/Assets/Gold_shader/Materials/Gold_light2.mat.meta
+8
-0
Gold_light3.mat
StockRunning/Assets/Gold_shader/Materials/Gold_light3.mat
+93
-0
Gold_light3.mat.meta
...Running/Assets/Gold_shader/Materials/Gold_light3.mat.meta
+8
-0
Gold_light4.mat
StockRunning/Assets/Gold_shader/Materials/Gold_light4.mat
+87
-0
Gold_light4.mat.meta
...Running/Assets/Gold_shader/Materials/Gold_light4.mat.meta
+8
-0
Gold_light5.mat
StockRunning/Assets/Gold_shader/Materials/Gold_light5.mat
+84
-0
Gold_light5.mat.meta
...Running/Assets/Gold_shader/Materials/Gold_light5.mat.meta
+8
-0
Gold_light6.mat
StockRunning/Assets/Gold_shader/Materials/Gold_light6.mat
+87
-0
Gold_light6.mat.meta
...Running/Assets/Gold_shader/Materials/Gold_light6.mat.meta
+8
-0
Gold_light7.mat
StockRunning/Assets/Gold_shader/Materials/Gold_light7.mat
+103
-0
Gold_light7.mat.meta
...Running/Assets/Gold_shader/Materials/Gold_light7.mat.meta
+8
-0
Models.meta
StockRunning/Assets/Gold_shader/Models.meta
+8
-0
Gold.fbx
StockRunning/Assets/Gold_shader/Models/Gold.fbx
+0
-0
Gold.fbx.meta
StockRunning/Assets/Gold_shader/Models/Gold.fbx.meta
+83
-0
Prefabs.meta
StockRunning/Assets/Gold_shader/Prefabs.meta
+8
-0
FireFliesBlue.prefab
StockRunning/Assets/Gold_shader/Prefabs/FireFliesBlue.prefab
+9515
-0
FireFliesBlue.prefab.meta
...ning/Assets/Gold_shader/Prefabs/FireFliesBlue.prefab.meta
+7
-0
Gold.prefab
StockRunning/Assets/Gold_shader/Prefabs/Gold.prefab
+1571
-0
Gold.prefab.meta
StockRunning/Assets/Gold_shader/Prefabs/Gold.prefab.meta
+7
-0
Scenes.meta
StockRunning/Assets/Gold_shader/Scenes.meta
+8
-0
Gold_demo.unity
StockRunning/Assets/Gold_shader/Scenes/Gold_demo.unity
+367
-0
Gold_demo.unity.meta
StockRunning/Assets/Gold_shader/Scenes/Gold_demo.unity.meta
+7
-0
Script.meta
StockRunning/Assets/Gold_shader/Script.meta
+8
-0
AutoRotate.cs
StockRunning/Assets/Gold_shader/Script/AutoRotate.cs
+29
-0
AutoRotate.cs.meta
StockRunning/Assets/Gold_shader/Script/AutoRotate.cs.meta
+11
-0
Shader.meta
StockRunning/Assets/Gold_shader/Shader.meta
+8
-0
AlphaRimBase.shader
StockRunning/Assets/Gold_shader/Shader/AlphaRimBase.shader
+47
-0
AlphaRimBase.shader.meta
...unning/Assets/Gold_shader/Shader/AlphaRimBase.shader.meta
+9
-0
BasicRimShader.shader
StockRunning/Assets/Gold_shader/Shader/BasicRimShader.shader
+157
-0
BasicRimShader.shader.meta
...ning/Assets/Gold_shader/Shader/BasicRimShader.shader.meta
+9
-0
EmissionOutline.shader
...kRunning/Assets/Gold_shader/Shader/EmissionOutline.shader
+79
-0
EmissionOutline.shader.meta
...ing/Assets/Gold_shader/Shader/EmissionOutline.shader.meta
+9
-0
Outline1.shader
StockRunning/Assets/Gold_shader/Shader/Outline1.shader
+53
-0
Outline1.shader.meta
StockRunning/Assets/Gold_shader/Shader/Outline1.shader.meta
+9
-0
Planet.shader
StockRunning/Assets/Gold_shader/Shader/Planet.shader
+241
-0
Planet.shader.meta
StockRunning/Assets/Gold_shader/Shader/Planet.shader.meta
+9
-0
Shield2.shader
StockRunning/Assets/Gold_shader/Shader/Shield2.shader
+73
-0
Shield2.shader.meta
StockRunning/Assets/Gold_shader/Shader/Shield2.shader.meta
+9
-0
Shield4.shader
StockRunning/Assets/Gold_shader/Shader/Shield4.shader
+154
-0
Shield4.shader.meta
StockRunning/Assets/Gold_shader/Shader/Shield4.shader.meta
+9
-0
Textures.meta
StockRunning/Assets/Gold_shader/Textures.meta
+8
-0
Gold.png
StockRunning/Assets/Gold_shader/Textures/Gold.png
+0
-0
Gold.png.meta
StockRunning/Assets/Gold_shader/Textures/Gold.png.meta
+76
-0
No files found.
StockRunning/Assembly-CSharp.csproj
View file @
cc549c23
...
...
@@ -303,6 +303,7 @@
<Compile
Include=
"Assets\EasyTouchBundle\EasyTouchControls\Plugins\ETCInput.cs"
/>
<Compile
Include=
"Assets\EasyTouchBundle\EasyTouchControls\Plugins\ETCJoystick.cs"
/>
<Compile
Include=
"Assets\EasyTouchBundle\EasyTouchControls\Plugins\ETCTouchPad.cs"
/>
<Compile
Include=
"Assets\Gold_shader\Script\AutoRotate.cs"
/>
<Compile
Include=
"Assets\My\Scripts\AI\AIMove.cs"
/>
<Compile
Include=
"Assets\My\Scripts\ConfigurationFile.cs"
/>
<Compile
Include=
"Assets\My\Scripts\DoRanking.cs"
/>
...
...
@@ -335,6 +336,7 @@
<None
Include=
"Assets\Art_Assets\0D2_Shaders\Toony Colors\Shaders 2.0\Rim Lighting.shader"
/>
<None
Include=
"Assets\#E1_Plugins\EasyRoads3D\shaders\EasyRoads3D-Surface-Offset.shader"
/>
<None
Include=
"Assets\Art_Assets\0D1_Effects\Epic Toon FX\Prefabs\Combat\Combat FX.txt"
/>
<None
Include=
"Assets\Gold_shader\Shader\Planet.shader"
/>
<None
Include=
"Assets\#C3_Materials\Toony Colors\Shaders 2.0\Rim Lighting.shader"
/>
<None
Include=
"Assets\#D2_Shaders\RimShader.shader"
/>
<None
Include=
"Assets\#E1_Plugins\EasyRoads3D\shaders\ER Road Decal.shader"
/>
...
...
@@ -354,6 +356,7 @@
<None
Include=
"Assets\Art_Assets\0A4_Config\项目文件说明文档.txt"
/>
<None
Include=
"Assets\#C3_Materials\Toony Colors\Shaders 2.0\Rim Alpha.shader"
/>
<None
Include=
"Assets\#A2_Scripts\项目文件说明文档.txt"
/>
<None
Include=
"Assets\Gold_shader\Shader\BasicRimShader.shader"
/>
<None
Include=
"Assets\Art_Assets\0C1_Models\Supercyan\Shaders\SharedShaders\SupercyanShaderLighting.cginc"
/>
<None
Include=
"Assets\Art_Assets\0D2_Shaders\Toony Colors\Shaders 2.0\Rim Outline.shader"
/>
<None
Include=
"Assets\Art_Assets\0D4_Fonts\项目文件说明文档.txt"
/>
...
...
@@ -362,6 +365,7 @@
<None
Include=
"Assets\#E1_Plugins\EasyRoads3D\shaders\ER Single Road Blend.shader"
/>
<None
Include=
"Assets\Art_Assets\0C1_Models\PolygonPrototype\Shaders\Prototype_Global.shader"
/>
<None
Include=
"Assets\Art_Assets\0Z3_WebAPI\项目文件说明文档.txt"
/>
<None
Include=
"Assets\Gold_shader\Shader\AlphaRimBase.shader"
/>
<None
Include=
"Assets\#D2_Shaders\BlockTextrue.shader"
/>
<None
Include=
"Assets\EasyTouchBundle\EasyTouchControls\ReleaseNotes.txt"
/>
<None
Include=
"Assets\Art_Assets\0D1_Effects\Epic Toon FX\Prefabs\Interactive\Interactive FX.txt"
/>
...
...
@@ -373,11 +377,15 @@
<None
Include=
"Assets\#D2_Shaders\LiquidBottle.shader"
/>
<None
Include=
"Assets\#D2_Shaders\Glass.shader"
/>
<None
Include=
"Assets\EasyTouchBundle\EasyTouch\How to migrate from EasyTouch 4.X.txt"
/>
<None
Include=
"Assets\Gold_shader\Shader\Shield4.shader"
/>
<None
Include=
"Assets\Art_Assets\SimpleSky\ReadMe.txt"
/>
<None
Include=
"Assets\#E1_Plugins\RayFire\Info\FAQ.txt"
/>
<None
Include=
"Assets\Gold_shader\Shader\Outline1.shader"
/>
<None
Include=
"Assets\#E1_Plugins\EasyRoads3D\_Readme.txt"
/>
<None
Include=
"Assets\Demigiant\DOTweenPro\readme.txt"
/>
<None
Include=
"Assets\#E1_Plugins\EasyRoads3D\shaders\EasyRoads3D - Unity 2018 Standard.shader"
/>
<None
Include=
"Assets\Demigiant\DemiLib\Core\DemiLib.xml"
/>
<None
Include=
"Assets\Art_Assets\Customizable Skybox\Stylized Sky\Shaders\Stylized Sky.shader"
/>
<None
Include=
"Assets\#D2_Shaders\moveLight 1.shader"
/>
<None
Include=
"Assets\Art_Assets\0D2_Shaders\Toony Colors\Shaders 2.0\Rim Alpha.shader"
/>
<None
Include=
"Assets\#C3_Materials\Toony Colors\!ToonyColors Readme.txt"
/>
...
...
@@ -389,7 +397,9 @@
<None
Include=
"Assets\Art_Assets\0C1_Models\PolygonPrototype\Shaders\Prototype_Glass_Object.shader"
/>
<None
Include=
"Assets\unity3d.txt"
/>
<None
Include=
"Assets\Art_Assets\0Z2_Documents\项目文件说明文档.txt"
/>
<None
Include=
"Assets\Gold_shader\Shader\EmissionOutline.shader"
/>
<None
Include=
"Assets\Art_Assets\0C2_Animations\项目文件说明文档.txt"
/>
<None
Include=
"Assets\Gold_shader\Shader\Shield2.shader"
/>
<None
Include=
"Assets\#E1_Plugins\EasyRoads3D\prefab sources\_custom prefabs.txt"
/>
<None
Include=
"Assets\EasyTouchBundle\EasyTouch\RealseNotes.txt"
/>
<None
Include=
"Assets\Art_Assets\0D3_Sounds\项目文件说明文档.txt"
/>
...
...
StockRunning/Assets/Gold_shader.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 24e8bb0f16c28a24c8a281a227b9c4d0
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Materials.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 250dde11c61d5d148b60a9f8aa3dff9a
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Materials/Gold 1.mat
0 → 100644
View file @
cc549c23
%YAML
1.1
%TAG
!u!
tag:unity3d.com,2011:
---
!u!21
&2100000
Material
:
serializedVersion
:
6
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Gold 1
m_Shader
:
{
fileID
:
10752
,
guid
:
0000000000000000f000000000000000
,
type
:
0
}
m_ShaderKeywords
:
m_LightmapFlags
:
4
m_EnableInstancingVariants
:
0
m_DoubleSidedGI
:
0
m_CustomRenderQueue
:
-1
stringTagMap
:
{}
disabledShaderPasses
:
[]
m_SavedProperties
:
serializedVersion
:
3
m_TexEnvs
:
-
_BumpMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailAlbedoMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailMask
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailNormalMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_EmissionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MainTex
:
m_Texture
:
{
fileID
:
2800000
,
guid
:
86cb957541c7c8542a6306ffb82e6833
,
type
:
3
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MetallicGlossMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_OcclusionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_ParallaxMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
m_Floats
:
-
_BumpScale
:
1
-
_Cutoff
:
0.5
-
_DetailNormalMapScale
:
1
-
_DstBlend
:
0
-
_GlossMapScale
:
1
-
_Glossiness
:
0.5
-
_GlossyReflections
:
1
-
_Metallic
:
0
-
_Mode
:
0
-
_OcclusionStrength
:
1
-
_Parallax
:
0.02
-
_SmoothnessTextureChannel
:
0
-
_SpecularHighlights
:
1
-
_SrcBlend
:
1
-
_UVSec
:
0
-
_ZWrite
:
1
m_Colors
:
-
_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
-
_EmissionColor
:
{
r
:
0
,
g
:
0
,
b
:
0
,
a
:
1
}
StockRunning/Assets/Gold_shader/Materials/Gold 1.mat.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: d52aa28c3dbfa0f4e9ff93ae9abbe990
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Materials/Gold.mat
0 → 100644
View file @
cc549c23
%YAML
1.1
%TAG
!u!
tag:unity3d.com,2011:
---
!u!21
&2100000
Material
:
serializedVersion
:
6
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Gold
m_Shader
:
{
fileID
:
46
,
guid
:
0000000000000000f000000000000000
,
type
:
0
}
m_ShaderKeywords
:
m_LightmapFlags
:
4
m_EnableInstancingVariants
:
0
m_DoubleSidedGI
:
0
m_CustomRenderQueue
:
-1
stringTagMap
:
{}
disabledShaderPasses
:
[]
m_SavedProperties
:
serializedVersion
:
3
m_TexEnvs
:
-
_BumpMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailAlbedoMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailMask
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailNormalMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_EmissionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MainTex
:
m_Texture
:
{
fileID
:
2800000
,
guid
:
86cb957541c7c8542a6306ffb82e6833
,
type
:
3
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MetallicGlossMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_OcclusionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_ParallaxMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
m_Floats
:
-
_BumpScale
:
1
-
_Cutoff
:
0.5
-
_DetailNormalMapScale
:
1
-
_DstBlend
:
0
-
_GlossMapScale
:
1
-
_Glossiness
:
0.5
-
_GlossyReflections
:
1
-
_Metallic
:
0
-
_Mode
:
0
-
_OcclusionStrength
:
1
-
_Parallax
:
0.02
-
_SmoothnessTextureChannel
:
0
-
_SpecularHighlights
:
1
-
_SrcBlend
:
1
-
_UVSec
:
0
-
_ZWrite
:
1
m_Colors
:
-
_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
-
_EmissionColor
:
{
r
:
0
,
g
:
0
,
b
:
0
,
a
:
1
}
StockRunning/Assets/Gold_shader/Materials/Gold.mat.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 3f78499e8fbe0304e8b568569690da14
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Materials/Gold_light1.mat
0 → 100644
View file @
cc549c23
%YAML
1.1
%TAG
!u!
tag:unity3d.com,2011:
---
!u!21
&2100000
Material
:
serializedVersion
:
6
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Gold_light1
m_Shader
:
{
fileID
:
4800000
,
guid
:
77cfea67f28a9ca4fb9facace734970a
,
type
:
3
}
m_ShaderKeywords
:
m_LightmapFlags
:
4
m_EnableInstancingVariants
:
0
m_DoubleSidedGI
:
0
m_CustomRenderQueue
:
-1
stringTagMap
:
{}
disabledShaderPasses
:
[]
m_SavedProperties
:
serializedVersion
:
3
m_TexEnvs
:
-
_BumpMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailAlbedoMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailMask
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailNormalMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_EmissionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MainTex
:
m_Texture
:
{
fileID
:
2800000
,
guid
:
86cb957541c7c8542a6306ffb82e6833
,
type
:
3
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MetallicGlossMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_OcclusionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_ParallaxMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
m_Floats
:
-
_BumpScale
:
1
-
_Cutoff
:
0.5
-
_DetailNormalMapScale
:
1
-
_DstBlend
:
0
-
_GlossMapScale
:
1
-
_Glossiness
:
0.5
-
_GlossyReflections
:
1
-
_Metallic
:
0
-
_Mode
:
0
-
_OcclusionStrength
:
1
-
_Parallax
:
0.02
-
_RimPower
:
5
-
_SmoothnessTextureChannel
:
0
-
_SpecularHighlights
:
1
-
_SrcBlend
:
1
-
_UVSec
:
0
-
_ZWrite
:
1
m_Colors
:
-
_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
-
_EmissionColor
:
{
r
:
0
,
g
:
0
,
b
:
0
,
a
:
1
}
-
_RimColor
:
{
r
:
0.9573923
,
g
:
1
,
b
:
0.11792451
,
a
:
0.5
}
StockRunning/Assets/Gold_shader/Materials/Gold_light1.mat.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 3a1743cff93786540affcf3b38a53770
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Materials/Gold_light2.mat
0 → 100644
View file @
cc549c23
%YAML
1.1
%TAG
!u!
tag:unity3d.com,2011:
---
!u!21
&2100000
Material
:
serializedVersion
:
6
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Gold_light2
m_Shader
:
{
fileID
:
4800000
,
guid
:
5ee5bcc5ce7778d44b7848c206e134d4
,
type
:
3
}
m_ShaderKeywords
:
m_LightmapFlags
:
0
m_EnableInstancingVariants
:
0
m_DoubleSidedGI
:
0
m_CustomRenderQueue
:
-1
stringTagMap
:
{}
disabledShaderPasses
:
[]
m_SavedProperties
:
serializedVersion
:
3
m_TexEnvs
:
-
_BumpMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_Detail
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_Illum
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_LightTex
:
m_Texture
:
{
fileID
:
2800000
,
guid
:
7286b90584dafff4ea41b07f416306e5
,
type
:
3
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MainTex
:
m_Texture
:
{
fileID
:
2800000
,
guid
:
86cb957541c7c8542a6306ffb82e6833
,
type
:
3
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MaskTex
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_NormalTex
:
m_Texture
:
{
fileID
:
2800000
,
guid
:
910720f7be8d6dd479214938dfc6a53e
,
type
:
3
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
m_Floats
:
-
_Emission
:
-0.17
-
_EmissionLM
:
2.11
-
_Falloff
:
5
-
_FalloffPlanet
:
5
-
_Glossiness
:
0.51
-
_LightWidth
:
4
-
_Metallic
:
0
-
_OutLightPow
:
28.14
-
_OutLightStrength
:
23.9
-
_Outline
:
0.002
-
_RimPower
:
2
-
_Shininess
:
0.802744
-
_Size
:
0.1
-
_SpeedX
:
0.36
-
_SpeedY
:
0.06
-
_Transparency
:
15
-
_TransparencyPlanet
:
1
m_Colors
:
-
_AtmoColor
:
{
r
:
1
,
g
:
0.14192963
,
b
:
0
,
a
:
1
}
-
_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
-
_ColorTint
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
-
_MoveLightColor
:
{
r
:
1
,
g
:
0.051886797
,
b
:
0.051886797
,
a
:
1
}
-
_OutlineColor
:
{
r
:
1
,
g
:
0.04843266
,
b
:
0
,
a
:
1
}
-
_RimColor
:
{
r
:
1
,
g
:
0.99197686
,
b
:
0
,
a
:
1
}
-
_SpecColor
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
StockRunning/Assets/Gold_shader/Materials/Gold_light2.mat.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: cb95ec1928b81ad4cbcc8a3619d00aff
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Materials/Gold_light3.mat
0 → 100644
View file @
cc549c23
%YAML
1.1
%TAG
!u!
tag:unity3d.com,2011:
---
!u!21
&2100000
Material
:
serializedVersion
:
6
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Gold_light3
m_Shader
:
{
fileID
:
4800000
,
guid
:
55789ae3b192f9542a652ee913e5be1c
,
type
:
3
}
m_ShaderKeywords
:
m_LightmapFlags
:
4
m_EnableInstancingVariants
:
0
m_DoubleSidedGI
:
0
m_CustomRenderQueue
:
-1
stringTagMap
:
{}
disabledShaderPasses
:
[]
m_SavedProperties
:
serializedVersion
:
3
m_TexEnvs
:
-
_BumpMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailAlbedoMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailMask
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailNormalMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_EmissionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MainTex
:
m_Texture
:
{
fileID
:
2800000
,
guid
:
86cb957541c7c8542a6306ffb82e6833
,
type
:
3
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MetallicGlossMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_OcclusionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_ParallaxMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_TextureDiffuse
:
m_Texture
:
{
fileID
:
2800000
,
guid
:
86cb957541c7c8542a6306ffb82e6833
,
type
:
3
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
m_Floats
:
-
_BumpScale
:
1
-
_Cutoff
:
0.5
-
_DetailNormalMapScale
:
1
-
_DstBlend
:
0
-
_Falloff
:
5
-
_FalloffPlanet
:
5
-
_GlossMapScale
:
1
-
_Glossiness
:
0.5
-
_GlossyReflections
:
1
-
_Metallic
:
0
-
_Mode
:
0
-
_OcclusionStrength
:
1
-
_OutLightPow
:
4.5
-
_OutLightStrength
:
6
-
_Parallax
:
0.02
-
_RimIntensity
:
6
-
_RimPower
:
6.5
-
_Size
:
0.01
-
_SmoothnessTextureChannel
:
0
-
_SpecularHighlights
:
1
-
_SrcBlend
:
1
-
_Transparency
:
15
-
_TransparencyPlanet
:
1
-
_UVSec
:
0
-
_ZWrite
:
1
m_Colors
:
-
_AtmoColor
:
{
r
:
1
,
g
:
0.96565884
,
b
:
0.033018887
,
a
:
0.6862745
}
-
_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
-
_EmissionColor
:
{
r
:
0
,
g
:
0
,
b
:
0
,
a
:
1
}
-
_MainColor
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
-
_RimColor
:
{
r
:
0.990566
,
g
:
0.9457302
,
b
:
0.1728818
,
a
:
1
}
StockRunning/Assets/Gold_shader/Materials/Gold_light3.mat.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 8347c77f52941f44b94ad5ed92c337a7
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Materials/Gold_light4.mat
0 → 100644
View file @
cc549c23
%YAML
1.1
%TAG
!u!
tag:unity3d.com,2011:
---
!u!21
&2100000
Material
:
serializedVersion
:
6
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Gold_light4
m_Shader
:
{
fileID
:
4800000
,
guid
:
9a5b9979c7b294e408ade98f0baf1dd1
,
type
:
3
}
m_ShaderKeywords
:
m_LightmapFlags
:
4
m_EnableInstancingVariants
:
0
m_DoubleSidedGI
:
0
m_CustomRenderQueue
:
-1
stringTagMap
:
{}
disabledShaderPasses
:
[]
m_SavedProperties
:
serializedVersion
:
3
m_TexEnvs
:
-
_BumpMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailAlbedoMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailMask
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailNormalMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_EmissionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MainTex
:
m_Texture
:
{
fileID
:
2800000
,
guid
:
86cb957541c7c8542a6306ffb82e6833
,
type
:
3
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MetallicGlossMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_OcclusionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_ParallaxMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
m_Floats
:
-
_BumpScale
:
1
-
_Cutoff
:
0.5
-
_DetailNormalMapScale
:
1
-
_DstBlend
:
0
-
_Falloff
:
5
-
_FalloffPlanet
:
5
-
_GlossMapScale
:
1
-
_Glossiness
:
0.5
-
_GlossyReflections
:
1
-
_Metallic
:
0
-
_Mode
:
0
-
_OcclusionStrength
:
1
-
_OutLightPow
:
31
-
_OutLightStrength
:
5
-
_Parallax
:
0.02
-
_RimPower
:
2
-
_Size
:
0.001
-
_SmoothnessTextureChannel
:
0
-
_SpecularHighlights
:
1
-
_SrcBlend
:
1
-
_Transparency
:
15
-
_TransparencyPlanet
:
1
-
_UVSec
:
0
-
_ZWrite
:
1
m_Colors
:
-
_AtmoColor
:
{
r
:
1
,
g
:
0.96565884
,
b
:
0.033018887
,
a
:
1
}
-
_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
0
}
-
_EmissionColor
:
{
r
:
0
,
g
:
0
,
b
:
0
,
a
:
1
}
-
_RimColor
:
{
r
:
0.9716981
,
g
:
0.95054764
,
b
:
0.1512549
,
a
:
1
}
StockRunning/Assets/Gold_shader/Materials/Gold_light4.mat.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 4ad38fa0e6257234baba3796a8cb9572
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Materials/Gold_light5.mat
0 → 100644
View file @
cc549c23
%YAML
1.1
%TAG
!u!
tag:unity3d.com,2011:
---
!u!21
&2100000
Material
:
serializedVersion
:
6
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Gold_light5
m_Shader
:
{
fileID
:
4800000
,
guid
:
41463d862a693074088a878fb80ab815
,
type
:
3
}
m_ShaderKeywords
:
m_LightmapFlags
:
4
m_EnableInstancingVariants
:
0
m_DoubleSidedGI
:
0
m_CustomRenderQueue
:
-1
stringTagMap
:
{}
disabledShaderPasses
:
[]
m_SavedProperties
:
serializedVersion
:
3
m_TexEnvs
:
-
_BumpMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailAlbedoMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailMask
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailNormalMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_EmissionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MainTex
:
m_Texture
:
{
fileID
:
2800000
,
guid
:
86cb957541c7c8542a6306ffb82e6833
,
type
:
3
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MetallicGlossMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_OcclusionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_ParallaxMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
m_Floats
:
-
_BumpScale
:
1
-
_Cutoff
:
0.5
-
_DetailNormalMapScale
:
1
-
_DstBlend
:
0
-
_Extrusion
:
1
-
_Gloss
:
256
-
_GlossMapScale
:
1
-
_Glossiness
:
0.5
-
_GlossyReflections
:
1
-
_Metallic
:
0
-
_Mode
:
0
-
_OcclusionStrength
:
1
-
_PannerXSpeed
:
0
-
_Parallax
:
0.02
-
_RimMulitpiler
:
10
-
_RimPower
:
1.6
-
_SmoothnessTextureChannel
:
0
-
_SpecularHighlights
:
1
-
_SrcBlend
:
1
-
_UVSec
:
0
-
_ZWrite
:
1
m_Colors
:
-
_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
-
_EmissionColor
:
{
r
:
0
,
g
:
0
,
b
:
0
,
a
:
1
}
-
_RimColor
:
{
r
:
1
,
g
:
0.83137256
,
b
:
0
,
a
:
1
}
-
_Specular
:
{
r
:
0.93432105
,
g
:
0.9622642
,
b
:
0.26779994
,
a
:
1
}
StockRunning/Assets/Gold_shader/Materials/Gold_light5.mat.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 60c7defce27971a44b0cbcfff1f010ee
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Materials/Gold_light6.mat
0 → 100644
View file @
cc549c23
%YAML
1.1
%TAG
!u!
tag:unity3d.com,2011:
---
!u!21
&2100000
Material
:
serializedVersion
:
6
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Gold_light6
m_Shader
:
{
fileID
:
4800000
,
guid
:
ee3adaf773a979c4f854b50b600b49a7
,
type
:
3
}
m_ShaderKeywords
:
m_LightmapFlags
:
4
m_EnableInstancingVariants
:
0
m_DoubleSidedGI
:
0
m_CustomRenderQueue
:
-1
stringTagMap
:
{}
disabledShaderPasses
:
[]
m_SavedProperties
:
serializedVersion
:
3
m_TexEnvs
:
-
_BumpMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailAlbedoMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailMask
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailNormalMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_EmissionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MainTex
:
m_Texture
:
{
fileID
:
2800000
,
guid
:
5bc5b17dac486e8428f9bb5068a82e8a
,
type
:
3
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MetallicGlossMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_OcclusionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_ParallaxMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
m_Floats
:
-
_BumpScale
:
1
-
_Cutoff
:
0.5
-
_DetailNormalMapScale
:
1
-
_Distance
:
0
-
_DstBlend
:
0
-
_FresnelPower
:
0
-
_FresnelScale
:
1
-
_GlossMapScale
:
1
-
_Glossiness
:
0.5
-
_GlossyReflections
:
1
-
_MaskRadius
:
0
-
_MaskSmooth
:
0
-
_Metallic
:
0
-
_Mode
:
0
-
_OcclusionStrength
:
1
-
_Parallax
:
0.02
-
_RimScale
:
0.5
-
_SmoothnessTextureChannel
:
0
-
_SpecularHighlights
:
1
-
_SrcBlend
:
1
-
_Strength
:
0
-
_Transparent
:
0
-
_UVSec
:
0
-
_ZWrite
:
1
m_Colors
:
-
_CollisionColor
:
{
r
:
0.31983367
,
g
:
1.139689
,
b
:
1.004548
,
a
:
1
}
-
_Color
:
{
r
:
1
,
g
:
0.9446366
,
b
:
0.15566039
,
a
:
1
}
-
_EmissionColor
:
{
r
:
0
,
g
:
0
,
b
:
0
,
a
:
1
}
-
_RimColor
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
StockRunning/Assets/Gold_shader/Materials/Gold_light6.mat.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: e53ca4ee10f00564882ac0a65624862d
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Materials/Gold_light7.mat
0 → 100644
View file @
cc549c23
%YAML
1.1
%TAG
!u!
tag:unity3d.com,2011:
---
!u!21
&2100000
Material
:
serializedVersion
:
6
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_Name
:
Gold_light7
m_Shader
:
{
fileID
:
4800000
,
guid
:
796523d1d3d75e04ca6afa4514d0873d
,
type
:
3
}
m_ShaderKeywords
:
m_LightmapFlags
:
4
m_EnableInstancingVariants
:
0
m_DoubleSidedGI
:
0
m_CustomRenderQueue
:
-1
stringTagMap
:
{}
disabledShaderPasses
:
[]
m_SavedProperties
:
serializedVersion
:
3
m_TexEnvs
:
-
_BumpMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailAlbedoMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailMask
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_DetailNormalMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_EmissionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MainTex
:
m_Texture
:
{
fileID
:
2800000
,
guid
:
5bc5b17dac486e8428f9bb5068a82e8a
,
type
:
3
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_MetallicGlossMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_OcclusionMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_ParallaxMap
:
m_Texture
:
{
fileID
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_ScanMap
:
m_Texture
:
{
fileID
:
2800000
,
guid
:
86cb957541c7c8542a6306ffb82e6833
,
type
:
3
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
-
_ShieldMap
:
m_Texture
:
{
fileID
:
10300
,
guid
:
0000000000000000f000000000000000
,
type
:
0
}
m_Scale
:
{
x
:
1
,
y
:
1
}
m_Offset
:
{
x
:
0
,
y
:
0
}
m_Floats
:
-
_BumpScale
:
1
-
_Cutoff
:
0.5
-
_DetailNormalMapScale
:
1
-
_Distance
:
0
-
_DstBlend
:
0
-
_FresnelPower
:
0
-
_FresnelScale
:
1
-
_GlossMapScale
:
1
-
_Glossiness
:
0.5
-
_GlossyReflections
:
1
-
_MaskRadius
:
0
-
_MaskSmooth
:
0
-
_Metallic
:
0
-
_Mode
:
0
-
_OcclusionStrength
:
1
-
_Parallax
:
0.02
-
_RimScale
:
0.42
-
_ScanFrequency
:
0
-
_ScanFresnelPow
:
1
-
_ScanFresnelScale
:
0.3
-
_ScanScale
:
0
-
_ShieldFresnelPow
:
1
-
_ShieldFresnelScale
:
0.5
-
_SmoothnessTextureChannel
:
0
-
_SpecularHighlights
:
1
-
_SrcBlend
:
1
-
_Strength
:
0
-
_Transparent
:
0
-
_UVSec
:
0
-
_ZWrite
:
1
m_Colors
:
-
_CollisionColor
:
{
r
:
0.31983367
,
g
:
1.139689
,
b
:
1.004548
,
a
:
1
}
-
_Color
:
{
r
:
0.2172608
,
g
:
1.2311444
,
b
:
1.2311444
,
a
:
1
}
-
_EmissionColor
:
{
r
:
0
,
g
:
0
,
b
:
0
,
a
:
1
}
-
_RimColor
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
-
_ScanCol
:
{
r
:
0.9811321
,
g
:
0.9543723
,
b
:
0.1804913
,
a
:
1
}
-
_ShieldCol
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
StockRunning/Assets/Gold_shader/Materials/Gold_light7.mat.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 4b36da39cc069c641b9c4a6694e1ed03
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Models.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 6318c166ec7e32846815fc92b1f67228
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Models/Gold.fbx
0 → 100644
View file @
cc549c23
File added
StockRunning/Assets/Gold_shader/Models/Gold.fbx.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 0b7e0301e90daa349b4bc7f0b06bbc1d
timeCreated: 1547158175
licenseType: Store
ModelImporter:
serializedVersion: 19
fileIDToRecycleName:
100000: //RootNode
400000: //RootNode
2300000: //RootNode
3300000: //RootNode
4300000: SM_Icon_Coin_02
9500000: //RootNode
materials:
importMaterials: 0
materialName: 0
materialSearch: 1
animations:
legacyGenerateAnimations: 4
bakeSimulation: 0
resampleCurves: 1
optimizeGameObjects: 0
motionNodeName:
rigImportErrors:
rigImportWarnings:
animationImportErrors:
animationImportWarnings:
animationRetargetingWarnings:
animationDoRetargetingWarnings: 0
animationCompression: 1
animationRotationError: 0.5
animationPositionError: 0.5
animationScaleError: 0.5
animationWrapMode: 0
extraExposedTransformPaths: []
clipAnimations: []
isReadable: 0
meshes:
lODScreenPercentages: []
globalScale: 1
meshCompression: 0
addColliders: 0
importBlendShapes: 0
swapUVChannels: 0
generateSecondaryUV: 0
useFileUnits: 1
optimizeMeshForGPU: 0
keepQuads: 0
weldVertices: 0
secondaryUVAngleDistortion: 8
secondaryUVAreaDistortion: 15.000001
secondaryUVHardAngle: 88
secondaryUVPackMargin: 4
useFileScale: 1
tangentSpace:
normalSmoothAngle: 0
normalImportMode: 1
tangentImportMode: 3
importAnimation: 0
copyAvatar: 0
humanDescription:
serializedVersion: 2
human: []
skeleton: []
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5
legTwist: 0.5
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
rootMotionBoneName:
rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1}
hasTranslationDoF: 0
hasExtraRoot: 0
skeletonHasParents: 1
lastHumanDescriptionAvatarSource: {instanceID: 0}
animationType: 0
humanoidOversampling: 1
additionalBone: 0
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Prefabs.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: a03df372e2a7cbf4b9bea79166fb468f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Prefabs/FireFliesBlue.prefab
0 → 100644
View file @
cc549c23
This diff is collapsed.
Click to expand it.
StockRunning/Assets/Gold_shader/Prefabs/FireFliesBlue.prefab.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 73a66a7fcb0f88a4c8de8e2f99f95e4e
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Prefabs/Gold.prefab
0 → 100644
View file @
cc549c23
This diff is collapsed.
Click to expand it.
StockRunning/Assets/Gold_shader/Prefabs/Gold.prefab.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 99130761b55090848869ff6adb785326
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Scenes.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 8ef58258b28ab2b4d86f8c585d609986
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Scenes/Gold_demo.unity
0 → 100644
View file @
cc549c23
This diff is collapsed.
Click to expand it.
StockRunning/Assets/Gold_shader/Scenes/Gold_demo.unity.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: ed3f94bc6fdabd24fbd4722020ce73af
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Script.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: c7677ae69ed77334aa14abb19fc001f1
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Script/AutoRotate.cs
0 → 100644
View file @
cc549c23
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
AutoRotate
:
MonoBehaviour
{
//添加旋转开关
public
bool
Spinswitch
=
true
;
//是否开始旋转,默认开启
//旋转速度设定,正值顺时针,负值逆时针
public
int
speed
=
1
;
//旋转的速度
// Start is called before the first frame update
void
Start
()
{
}
void
Update
()
{
if
(
Spinswitch
=
true
)
{
//按照设定的速度,开始旋转
this
.
transform
.
Rotate
(
Vector3
.
up
*
speed
*
Time
.
deltaTime
);
}
else
{
}
}
}
StockRunning/Assets/Gold_shader/Script/AutoRotate.cs.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: d96c51ee2498d904bb6f7047db052b83
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Shader.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 68bc8c7f28a240a47b061099a2e836f0
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Shader/AlphaRimBase.shader
0 → 100644
View file @
cc549c23
//Unity 通用外发光的半透shader
Shader
"Snoopy/AlphaRimBase"
{
Properties
{
_MainTex
(
"Particle Texture"
,
2
D
)
=
"white"
{}
_Color
(
"Color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
_RimColor
(
"Rim Color"
,
Color
)
=
(
0
.
5
,
0
.
5
,
0
.
5
,
0
.
5
)
_RimPower
(
"Rim Power"
,
Range
(
0
.
0
,
5
.
0
))
=
2
.
5
}
SubShader
{
Tags
{
"Queue"
=
"Transparent"
"IgnoreProjector"
=
"True"
"RenderType"
=
"Transparent"
}
Pass
{
ZWrite
On
ColorMask
0
}
CGPROGRAM
#pragma surface surf Lambert alpha
struct
Input
{
float3
viewDir
;
float2
uv_MainTex
;
};
sampler2D
_MainTex
;
float4
_Color
;
float4
_RimColor
;
float
_RimPower
;
void
surf
(
Input
IN
,
inout
SurfaceOutput
o
)
{
float4
col
=
tex2D
(
_MainTex
,
IN
.
uv_MainTex
);
o
.
Albedo
=
col
.
rgb
*
_Color
.
rgb
;
//边缘高光
half
rim
=
1
.
0
-
saturate
(
dot
(
normalize
(
IN
.
viewDir
),
o
.
Normal
));
o
.
Emission
=
_RimColor
.
rgb
*
pow
(
rim
,
6
-
_RimPower
);
o
.
Alpha
=
_Color
.
a
;
}
ENDCG
}
Fallback
"VertexLit"
}
\ No newline at end of file
StockRunning/Assets/Gold_shader/Shader/AlphaRimBase.shader.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 77cfea67f28a9ca4fb9facace734970a
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Shader/BasicRimShader.shader
0 → 100644
View file @
cc549c23
Shader
"Custom/Effect/Basic Rim Shader"
{
//-----------------------------------【属性 || Properties】------------------------------------------
Properties
{
//主颜色 || Main Color
_MainColor
(
"【主颜色】Main Color"
,
Color
)
=
(
0
.
5
,
0
.
5
,
0
.
5
,
1
)
//漫反射纹理 || Diffuse Texture
_TextureDiffuse
(
"【漫反射纹理】Texture Diffuse"
,
2
D
)
=
"white"
{}
//边缘发光颜色 || Rim Color
_RimColor
(
"【边缘发光颜色】Rim Color"
,
Color
)
=
(
0
.
5
,
0
.
5
,
0
.
5
,
1
)
//边缘发光强度 ||Rim Power
_RimPower
(
"【边缘发光强度】Rim Power"
,
Range
(
0
.
0
,
36
))
=
0
.
1
//边缘发光强度系数 || Rim Intensity Factor
_RimIntensity
(
"【边缘发光强度系数】Rim Intensity"
,
Range
(
0
.
0
,
100
))
=
3
}
//----------------------------------【子着色器 || SubShader】---------------------------------------
SubShader
{
//渲染类型为Opaque,不透明 || RenderType Opaque
Tags
{
"RenderType"
=
"Opaque"
}
//---------------------------------------【唯一的通道 || Pass】------------------------------------
Pass
{
//设定通道名称 || Set Pass Name
Name
"ForwardBase"
//设置光照模式 || LightMode ForwardBase
Tags
{
"LightMode"
=
"ForwardBase"
}
//-------------------------开启CG着色器编程语言段 || Begin CG Programming Part----------------------
CGPROGRAM
//【1】指定顶点和片段着色函数名称 || Set the name of vertex and fragment shader function
#pragma vertex vert
#pragma fragment frag
//【2】头文件包含 || include
#include "UnityCG.cginc"
#include "AutoLight.cginc"
//【3】指定Shader Model 3.0 || Set Shader Model 3.0
#pragma target 3.0
//【4】变量声明 || Variable Declaration
//系统光照颜色
uniform
float4
_LightColor0
;
//主颜色
uniform
float4
_MainColor
;
//漫反射纹理
uniform
sampler2D
_TextureDiffuse
;
//漫反射纹理_ST后缀版
uniform
float4
_TextureDiffuse_ST
;
//边缘光颜色
uniform
float4
_RimColor
;
//边缘光强度
uniform
float
_RimPower
;
//边缘光强度系数
uniform
float
_RimIntensity
;
//【5】顶点输入结构体 || Vertex Input Struct
struct
VertexInput
{
//顶点位置 || Vertex position
float4
vertex
:
POSITION
;
//法线向量坐标 || Normal vector coordinates
float3
normal
:
NORMAL
;
//一级纹理坐标 || Primary texture coordinates
float4
texcoord
:
TEXCOORD0
;
};
//【6】顶点输出结构体 || Vertex Output Struct
struct
VertexOutput
{
//像素位置 || Pixel position
float4
pos
:
SV_POSITION
;
//一级纹理坐标 || Primary texture coordinates
float4
texcoord
:
TEXCOORD0
;
//法线向量坐标 || Normal vector coordinates
float3
normal
:
NORMAL
;
//世界空间中的坐标位置 || Coordinate position in world space
float4
posWorld
:
TEXCOORD1
;
//创建光源坐标,用于内置的光照 || Function in AutoLight.cginc to create light coordinates
LIGHTING_COORDS
(
3
,
4
)
};
//【7】顶点着色函数 || Vertex Shader Function
VertexOutput
vert
(
VertexInput
v
)
{
//【1】声明一个顶点输出结构对象 || Declares a vertex output structure object
VertexOutput
o
;
//【2】填充此输出结构 || Fill the output structure
//将输入纹理坐标赋值给输出纹理坐标
o
.
texcoord
=
v
.
texcoord
;
//获取顶点在世界空间中的法线向量坐标
o
.
normal
=
mul
(
float4
(
v
.
normal
,
0
),
unity_WorldToObject
).
xyz
;
//获得顶点在世界空间中的位置坐标
o
.
posWorld
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
);
//获取像素位置
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
//【3】返回此输出结构对象 || Returns the output structure
return
o
;
}
//【8】片段着色函数 || Fragment Shader Function
fixed4
frag
(
VertexOutput
i
)
:
COLOR
{
//【8.1】方向参数准备 || Direction
//视角方向
float3
ViewDirection
=
normalize
(
_WorldSpaceCameraPos
.
xyz
-
i
.
posWorld
.
xyz
);
//法线方向
float3
Normalection
=
normalize
(
i
.
normal
);
//光照方向
float3
LightDirection
=
normalize
(
_WorldSpaceLightPos0
.
xyz
);
//【8.2】计算光照的衰减 || Lighting attenuation
//衰减值
float
Attenuation
=
LIGHT_ATTENUATION
(
i
);
//衰减后颜色值
float3
AttenColor
=
Attenuation
*
_LightColor0
.
xyz
;
//【8.3】计算漫反射 || Diffuse
float
NdotL
=
dot
(
Normalection
,
LightDirection
);
float3
Diffuse
=
max
(
0
.
0
,
NdotL
)
*
AttenColor
+
UNITY_LIGHTMODEL_AMBIENT
.
xyz
;
//【8.4】准备自发光参数 || Emissive
//计算边缘强度
half
Rim
=
1
.
0
-
max
(
0
,
dot
(
i
.
normal
,
ViewDirection
));
//计算出边缘自发光强度
float3
Emissive
=
_RimColor
.
rgb
*
pow
(
Rim
,
_RimPower
)
*
_RimIntensity
;
//【8.5】计在最终颜色中加入自发光颜色 || Calculate the final color
//最终颜色 = (漫反射系数 x 纹理颜色 x rgb颜色)+自发光颜色 || Final Color=(Diffuse x Texture x rgbColor)+Emissive
float3
finalColor
=
Diffuse
*
(
tex2D
(
_TextureDiffuse
,
TRANSFORM_TEX
(
i
.
texcoord
.
rg
,
_TextureDiffuse
)).
rgb
*
_MainColor
.
rgb
)
+
Emissive
;
//【8.6】返回最终颜色 || Return final color
return
fixed4
(
finalColor
,
1
);
}
//-------------------结束CG着色器编程语言段 || End CG Programming Part------------------
ENDCG
}
}
//后备着色器为普通漫反射 || Fallback use Diffuse
FallBack
"Diffuse"
}
StockRunning/Assets/Gold_shader/Shader/BasicRimShader.shader.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 55789ae3b192f9542a652ee913e5be1c
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Shader/EmissionOutline.shader
0 → 100644
View file @
cc549c23
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Custom/EmissionOutline"
//Shader文件索引路径
{
Properties
{
_MainTex
(
"【主纹理】Texture"
,
2
D
)
=
"white"
{}
_BumpMap
(
"【凹凸纹理】Bumpmap"
,
2
D
)
=
"bump"
{}
_Detail
(
"【细节纹理】Detail"
,
2
D
)
=
"gray"
{}
_ColorTint
(
"【色泽】Tint"
,
Color
)
=
(
0
.
6
,
0
.
3
,
0
.
6
,
0
.
3
)
_RimColor
(
"【边缘颜色】Rim Color"
,
Color
)
=
(
0
.
26
,
0
.
19
,
0
.
16
,
0
.
0
)
_RimPower
(
"【边缘颜色强度】Rim Power"
,
Range
(
0
.
5
,
8
.
0
))
=
3
.
0
}
//--------------------------------【子着色器】----------------------------------
SubShader
{
//-----------子着色器标签----------
Tags
{
"RenderType"
=
"Opaque"
}
//-------------------开始CG着色器编程语言段-----------------
CGPROGRAM
//【1】光照模式声明:使用兰伯特光照模式+自定义颜色函数
#pragma surface surf Lambert finalcolor:setcolor
//【2】输入结构
struct
Input
{
//主纹理的uv值
float2
uv_MainTex
;
//凹凸纹理的uv值
float2
uv_BumpMap
;
//细节纹理的uv值
float2
uv_Detail
;
//当前坐标的视角方向
float3
viewDir
;
};
//变量声明
sampler2D
_MainTex
;
sampler2D
_BumpMap
;
sampler2D
_Detail
;
fixed4
_ColorTint
;
float4
_RimColor
;
float
_RimPower
;
//【3】自定义颜色函数setcolor的编写
void
setcolor
(
Input
IN
,
SurfaceOutput
o
,
inout
fixed4
color
)
{
color
*=
_ColorTint
;
}
//【4】表面着色函数的编写
void
surf
(
Input
IN
,
inout
SurfaceOutput
o
)
{
//先从主纹理获取rgb颜色值
o
.
Albedo
=
tex2D
(
_MainTex
,
IN
.
uv_MainTex
).
rgb
;
//设置细节纹理
o
.
Albedo
*=
tex2D
(
_Detail
,
IN
.
uv_Detail
).
rgb
*
2
;
//从凹凸纹理获取法线值
o
.
Normal
=
UnpackNormal
(
tex2D
(
_BumpMap
,
IN
.
uv_BumpMap
));
//从_RimColor参数获取自发光颜色
half
rim
=
1
.
0
-
saturate
(
dot
(
normalize
(
IN
.
viewDir
),
o
.
Normal
));
o
.
Emission
=
_RimColor
.
rgb
*
pow
(
rim
,
_RimPower
);
}
//-------------------结束CG着色器编程语言段------------------
ENDCG
}
//“备胎”为普通漫反射
Fallback
"Diffuse"
}
\ No newline at end of file
StockRunning/Assets/Gold_shader/Shader/EmissionOutline.shader.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 5ee5bcc5ce7778d44b7848c206e134d4
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Shader/Outline1.shader
0 → 100644
View file @
cc549c23
//内发光效果
Shader
"Custom/Outline1"
{
Properties
{
_MainTex
(
"main tex"
,
2
D
)
=
"black"
{}
_RimColor
(
"rim color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
//边缘颜色
_RimPower
(
"rim power"
,
range
(
1
,
10
))
=
2
//边缘强度
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include"UnityCG.cginc"
struct
v2f
{
float4
vertex
:
POSITION
;
float4
uv
:
TEXCOORD0
;
float4
NdotV
:
COLOR
;
};
sampler2D
_MainTex
;
float4
_RimColor
;
float
_RimPower
;
v2f
vert
(
appdata_base
v
)
{
v2f
o
;
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
uv
=
v
.
texcoord
;
float3
V
=
WorldSpaceViewDir
(
v
.
vertex
);
V
=
mul
(
unity_WorldToObject
,
V
);
//视方向从世界到模型坐标系的转换
o
.
NdotV
.
x
=
saturate
(
dot
(
v
.
normal
,
normalize
(
V
)));
//必须在同一坐标系才能正确做点乘运算
return
o
;
}
half4
frag
(
v2f
IN
)
:
COLOR
{
half4
c
=
tex2D
(
_MainTex
,
IN
.
uv
);
//用视方向和法线方向做点乘,越边缘的地方,法线和视方向越接近90度,点乘越接近0.
//用(1- 上面点乘的结果)*颜色,来反映边缘颜色情况
c
.
rgb
+=
pow
((
1
-
IN
.
NdotV
.
x
)
,
_RimPower
)
*
_RimColor
.
rgb
;
return
c
;
}
ENDCG
}
}
FallBack
"Diffuse"
}
\ No newline at end of file
StockRunning/Assets/Gold_shader/Shader/Outline1.shader.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 9a5b9979c7b294e408ade98f0baf1dd1
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Shader/Planet.shader
0 → 100644
View file @
cc549c23
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// 星球Shader
// 两个Pass
// 1 做星球表面 Diff/Norm/Spec/Rim
// 2 做星球外发光环, Rim + Transparent
Shader
"TAShaders/Planet"
{
Properties
{
_Color
(
"Color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
_MainTex
(
"Main Tex"
,
2
D
)
=
"grey"
{}
// Specular
_Specular
(
"Specular"
,
Color
)
=
(
1
,
1
,
1
,
1
)
_Gloss
(
"Gloss"
,
Range
(
0
.
1
,
256
))
=
20
// Normal
_BumpMap
(
"Normal Map"
,
2
D
)
=
"bump"
{}
//_BumpScale ("Bump Scale", Float) = 1.0
// Rim
_RimColor
(
"RimColor"
,
Color
)
=
(
1
,
1
,
1
,
1
)
_RimPower
(
"RimPower"
,
Range
(
0
,
15
))
=
10
_RimMulitpiler
(
"RimMultipiler"
,
Range
(
0
,
15
))
=
10
// Extrusion
_Extrusion
(
"Extrusion"
,
Range
(
0
,
10
))
=
1
// Panner
_PannerXSpeed
(
"PanX Speed"
,
Float
)
=
0
}
SubShader
{
// 第1个Pass,做基本的Diff/Norm/Spec/ + Rim
Pass
{
Cull
Back
Tags
{
"RenderType"
=
"Opaque"
"LightMode"
=
"ForwardBase"
}
CGPROGRAM
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
//#include "AutoLight.cginc"
// Fog
//#pragma multi_compile_fog
fixed4
_Color
;
sampler2D
_MainTex
;
float4
_MainTex_ST
;
// Specular
fixed4
_Specular
;
float
_Gloss
;
// Normal
sampler2D
_BumpMap
;
// Rim
fixed4
_RimColor
;
fixed
_RimPower
;
fixed
_RimMulitpiler
;
// Extrusion
float
_Extrusion
;
// UVAnimSpeed
float
_PannerXSpeed
;
struct
appdata
{
float4
vertex
:
POSITION
;
float3
normal
:
NORMAL
;
float4
tangent
:
TANGENT
;
float4
texcoord
:
TEXCOORD0
;
};
struct
v2f
{
float4
pos
:
SV_POSITION
;
float2
uv
:
TEXCOORD0
;
// FogCoord
UNITY_FOG_COORDS
(
3
)
// Normal
float3
lightDir
:
TEXCOORD1
;
float3
viewDir
:
TEXCOORD2
;
};
v2f
vert
(
appdata
v
)
{
v2f
o
;
// 做UV动画?,也许另写脚本旋转球体比较理智,UV动画会像是一张皮在球体上滑动
v
.
texcoord
.
x
+=
_Time
*
_PannerXSpeed
;
// 投射空间的顶点位置
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
uv
=
v
.
texcoord
.
xy
*
_MainTex_ST
.
xy
+
_MainTex_ST
.
zw
;
// Fog
//UNITY_TRANSFER_FOG(o,o.pos);
TANGENT_SPACE_ROTATION
;
// 视图向量与灯光向量转到 切线空间
o
.
lightDir
=
mul
(
rotation
,
ObjSpaceLightDir
(
v
.
vertex
)).
xyz
;
o
.
viewDir
=
mul
(
rotation
,
ObjSpaceViewDir
(
v
.
vertex
)).
xyz
;
return
o
;
}
fixed4
frag
(
v2f
i
)
:
SV_Target
{
// 在切线空间计算法线
fixed3
tangentLightDir
=
normalize
(
i
.
lightDir
);
fixed3
tangentViewDir
=
normalize
(
i
.
viewDir
);
fixed4
packedNormal
=
tex2D
(
_BumpMap
,
i
.
uv
);
fixed3
tangentNormal
;
tangentNormal
=
UnpackNormal
(
packedNormal
);
tangentNormal
.
z
=
sqrt
(
1
.
0
-
saturate
(
dot
(
tangentNormal
.
xy
,
tangentNormal
.
xy
)));
// Diffuse贴图采样
fixed3
diff
=
tex2D
(
_MainTex
,
i
.
uv
).
rgb
*
_Color
.
rgb
;
// Lambert
fixed
LM_Lambert
=
saturate
(
dot
(
tangentNormal
,
tangentLightDir
));
// Ambient颜色
fixed3
ambient
=
UNITY_LIGHTMODEL_AMBIENT
.
xyz
;
// Rim
fixed
rim
=
saturate
(
dot
(
tangentNormal
,
tangentViewDir
));
fixed
rimPow
=
(
15
-
_RimPower
);
// 取了RimPower最大值反向
fixed
rimMulti
=
_RimMulitpiler
*
0
.
2
;
//
fixed3
rimColor
=
pow
((
1
-
rim
),
rimPow
)
*
_RimColor
*
rimMulti
;
// Specular
fixed3
halfDir
=
normalize
(
tangentLightDir
+
tangentViewDir
);
fixed3
specular
=
_LightColor0
.
rgb
*
_Specular
.
rgb
*
pow
(
saturate
(
dot
(
tangentNormal
,
halfDir
)),
_Gloss
);
// Final颜色混合
fixed3
final
=
(
_LightColor0
.
rgb
*
diff
*
LM_Lambert
)
+
(
diff
*
ambient
)
+
specular
+
rimColor
;
fixed4
finalColor
=
fixed4
(
final
,
1
.
0
);
// Fog
//UNITY_APPLY_FOG(i.fogCoord, finalColor);
return
fixed4
(
finalColor
);
}
ENDCG
}
// 第2个Pass,用作外轮廓发光
pass
{
// 使用Transparent排序,不使用ZWrite,
Tags
{
"LightMode"
=
"Always"
"Queue"
=
"Transparent"
"IgnoreProjector"
=
"True"
}
ZWrite
Off
Lighting
Off
// 剔除前面的面
Cull
Front
// 使用 Soft Additive混合
Blend
OneMinusDstColor
One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed
_Color
;
fixed4
_RimColor
;
fixed
_RimPower
;
fixed
_RimMulitpiler
;
fixed
_Extrusion
;
struct
appdata
{
float4
vertex
:
POSITION
;
float3
normal
:
NORMAL
;
float4
texcoord
:
TEXCOORD0
;
};
struct
v2f
{
float4
pos
:
SV_POSITION
;
float2
uvMatCap
:
TEXCOORD0
;
float3
worldNormal
:
TEXCOORD1
;
float3
worldPos
:
TEXCOORD2
;
};
v2f
vert
(
appdata
v
)
{
// 将顶点沿着法线方向向外推
v
.
vertex
.
xyz
+=
v
.
normal
*
(
_RimPower
*
0
.
01
)
*
_Extrusion
;
v2f
o
;
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
worldNormal
=
mul
(
v
.
normal
,
(
float3x3
)
unity_WorldToObject
);
o
.
worldPos
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
).
xyz
;
return
o
;
}
float4
frag
(
v2f
i
)
:
COLOR
{
// N 世界空间法线
fixed3
worldNormal
=
normalize
(
i
.
worldNormal
);
// V 视图向量
fixed3
viewDir
=
normalize
(
_WorldSpaceCameraPos
.
xyz
-
i
.
worldPos
.
xyz
);
// Rim
fixed
rimMulti
=
_RimMulitpiler
*
0
.
001
f
;
// 这里对Rim倍乘做了调整,否则Rim会显得非常亮
fixed
fresnel
=
1
-
dot
(
worldNormal
,
viewDir
);
fixed3
fresnelColor
=
pow
(
fresnel
,
_RimPower
)
*
_RimColor
.
rgb
*
rimMulti
;
// Final
fixed3
final
=
fresnelColor
;
return
fixed4
(
final
,
1
.
0
);
}
ENDCG
}
}
FallBack
"Specular"
}
\ No newline at end of file
StockRunning/Assets/Gold_shader/Shader/Planet.shader.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 41463d862a693074088a878fb80ab815
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Shader/Shield2.shader
0 → 100644
View file @
cc549c23
Shader
"Custom/Shield2"
{
Properties
{
_Color
(
"Color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
//圈内的颜色
_RimColor
(
"Rim Color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
//边缘颜色
_RimScale
(
"Rim Scale"
,
Float
)
=
1
//边缘大小
_Transparent
(
"Transparent"
,
Range
(
0
,
1
))
=
0
//控制透明度
}
SubShader
{
Tags
{
"RenderType"
=
"Transparent"
"Queue"
=
"Transparent"
"IgnoreProjector"
=
"True"
"ForceNoShadowCasting"
=
"True"
}
LOD
300
//Unity会把 CGINCLUDE 和 ENDCG 之间的代码插入到每一个pass中,已达到声明一遍,多次使用的目的。
CGINCLUDE
#include "UnityCG.cginc"
fixed4
_Color
;
fixed4
_RimColor
;
float
_RimScale
;
fixed
_Transparent
;
struct
a2v
{
float4
vertex
:
POSITION
;
float3
normal
:
NORMAL
;
};
struct
v2f
{
float4
pos
:
SV_POSITION
;
float3
worldNormal
:
TEXCOORD1
;
float3
worldViewDir
:
TEXCOORD2
;
};
v2f
vert
(
a2v
v
)
{
v2f
o
;
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
worldNormal
=
UnityObjectToWorldNormal
(
v
.
normal
);
o
.
worldViewDir
=
UnityWorldSpaceViewDir
(
v
.
vertex
);
return
o
;
}
fixed4
frag
(
v2f
i
)
:
SV_TARGET
{
fixed3
worldNormal
=
normalize
(
i
.
worldNormal
);
fixed3
worldViewDir
=
normalize
(
i
.
worldViewDir
);
// 计算法线和视线的点积结果,越靠近边缘,值越趋近于1
fixed
rim
=
1
-
abs
(
dot
(
worldNormal
,
worldViewDir
));
fixed4
finalColor
=
fixed4
(
lerp
(
_Color
.
rgb
,
_RimColor
.
rgb
,
rim
*
_RimScale
),
max
(
rim
*
_RimScale
,
_Transparent
));
return
finalColor
;
}
ENDCG
Pass
{
Cull
Off
ZWrite
Off
Blend
SrcAlpha
OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}
StockRunning/Assets/Gold_shader/Shader/Shield2.shader.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: ee3adaf773a979c4f854b50b600b49a7
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Shader/Shield4.shader
0 → 100644
View file @
cc549c23
Shader
"Custom/Shield4"
{
Properties
{
_ScanMap
(
"ScanMap"
,
2
D
)
=
"white"
{}
_ScanCol
(
"ScanColor"
,
color
)
=
(
1
,
1
,
1
,
1
)
_ScanScale
(
"ScanScale"
,
range
(
0
,
0
.
2
))
=
0
.
1
_ScanFrequency
(
"ScanFrequency"
,
range
(
0
,
1
))
=
0
.
5
_ScanFresnelScale
(
"ScanFresnelScale"
,
range
(
0
,
1
))
=
0
.
5
_ScanFresnelPow
(
"ScanFresnelPow"
,
range
(
0
,
10
))
=
1
_ShieldMap
(
"ShieldMap"
,
2
D
)
=
"white"
{}
_ShieldCol
(
"ShieldColor"
,
color
)
=
(
1
,
1
,
1
,
1
)
_ShieldFresnelScale
(
"ShieldFresnelScale"
,
range
(
0
,
1
))
=
0
.
5
_ShieldFresnelPow
(
"ShieldFresnelPow"
,
range
(
0
,
10
))
=
1
}
SubShader
{
Tags
{
"Queue"
=
"Transparent"
"IgnoreProjector"
=
"True"
"RenderType"
=
"Transparent"
}
ZWrite
Off
Blend
SrcAlpha
OneMinusSrcAlpha
CGINCLUDE
#include "UnityCG.cginc"
sampler2D
_ScanMap
;
float4
_ScanMap_ST
;
fixed4
_ScanCol
;
fixed
_ScanScale
;
fixed
_ScanFrequency
;
fixed
_ScanFresnelScale
;
float
_ScanFresnelPow
;
sampler2D
_ShieldMap
;
float4
_ShieldMap_ST
;
fixed4
_ShieldCol
;
fixed
_ShieldFresnelScale
;
float
_ShieldFresnelPow
;
struct
a2v
{
float4
vertex
:
POSITION
;
float4
shield
:
TEXCOORD0
;
float4
scan
:
TEXCOORD1
;
fixed4
color
:
COLOR
;
float3
normal
:
NORMAL
;
};
struct
v2f
{
float4
pos
:
SV_POSITION
;
float4
uv
:
TEXCOORD0
;
float2
uv_Line
:
TEXCOORD4
;
float3
WorldNormal
:
TEXCOORD1
;
float3
WorldPos
:
TEXCOORD2
;
float4
color
:
TEXCOORD3
;
};
//ScanVert是修改顶点位置,然护盾有向外扩张的效果
v2f
ScanVert
(
a2v
v
)
{
v2f
o
;
o
.
pos
=
mul
(
UNITY_MATRIX_MV
,
v
.
vertex
);
float3
ViewNormal
=
mul
((
float3x3
)
UNITY_MATRIX_IT_MV
,
v
.
normal
);
o
.
pos
+=
float4
(
ViewNormal
,
0
)
*
_ScanScale
;
o
.
pos
=
mul
(
UNITY_MATRIX_P
,
o
.
pos
);
//把顶点位置转换到view位置然后向外扩张。
o
.
uv
.
xy
=
TRANSFORM_TEX
(
v
.
scan
,
_ScanMap
);
o
.
uv
.
zw
=
TRANSFORM_TEX
(
v
.
shield
,
_ShieldMap
);
o
.
WorldNormal
=
UnityObjectToWorldNormal
(
v
.
normal
);
o
.
WorldPos
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
);
o
.
color
=
v
.
color
;
return
o
;
}
fixed4
ScanFrag
(
v2f
i
)
:
SV_Target
{
fixed
scanAlpha
=
tex2D
(
_ScanMap
,
i
.
uv
.
xy
+
float2
(
0
,
1
)
*
_Time
.
y
*
_ScanFrequency
).
a
;
//判断scanAlpha是否等于0,等于0剔除
if
(
scanAlpha
==
0
)
{
discard
;
}
fixed3
WorldNormalDir
=
normalize
(
i
.
WorldNormal
);
fixed3
WorldViewDir
=
normalize
(
_WorldSpaceCameraPos
.
xyz
-
i
.
WorldPos
.
xyz
);
//fresnel 菲涅尔公式,边缘比较实,里面比较虚那种感觉,可以 直接 return backCol; 看一下效果
fixed
fresnel
=
_ScanFresnelScale
+
(
1
-
_ScanFresnelScale
)
*
pow
(
1
-
saturate
(
dot
(
WorldNormalDir
,
WorldViewDir
)),
_ScanFresnelPow
);
fixed
fresnleAlpha
=
lerp
(
0
,
1
,
fresnel
);
fixed4
backCol
=
fixed4
(
_ScanCol
.
rgb
,
fresnleAlpha
);
fixed4
shieldCol
=
tex2D
(
_ShieldMap
,
i
.
uv
.
zw
)
*
_ScanCol
;
//shieldCol.a*scanAlpha是为了看起来中间实两边虚的效果(ps:纹理是渐变纹理来的)
shieldCol
=
fixed4
(
shieldCol
.
rgb
,
shieldCol
.
a
*
scanAlpha
);
fixed4
finalCol
=
backCol
+
shieldCol
;
return
finalCol
;
}
v2f
ShiedlVert
(
a2v
v
)
{
v2f
o
;
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
uv
.
xy
=
TRANSFORM_TEX
(
v
.
scan
,
_ScanMap
);
o
.
uv
.
zw
=
TRANSFORM_TEX
(
v
.
shield
,
_ShieldMap
);
o
.
WorldNormal
=
UnityObjectToWorldNormal
(
v
.
normal
);
o
.
WorldPos
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
);
o
.
color
=
v
.
color
;
return
o
;
}
fixed4
ShieldFrag
(
v2f
i
)
:
SV_Target
{
fixed
scanAlpha
=
tex2D
(
_ScanMap
,
i
.
uv
.
xy
+
float2
(
0
,
1
)
*
_Time
.
y
*
_ScanFrequency
).
a
;
if
(
scanAlpha
>
0
)
{
discard
;
}
fixed3
WorldNormalDir
=
normalize
(
i
.
WorldNormal
);
fixed3
WorldViewDir
=
normalize
(
_WorldSpaceCameraPos
.
xyz
-
i
.
WorldPos
.
xyz
);
fixed
fresnel
=
_ShieldFresnelScale
+
(
1
-
_ShieldFresnelScale
)
*
pow
(
1
-
saturate
(
dot
(
WorldNormalDir
,
WorldViewDir
)),
_ShieldFresnelPow
);
fixed
fresnleAlpha
=
lerp
(
0
,
1
,
fresnel
);
fixed4
backCol
=
fixed4
(
_ShieldCol
.
rgb
,
fresnleAlpha
);
fixed4
shieldCol
=
tex2D
(
_ShieldMap
,
i
.
uv
.
zw
)
*
i
.
color
*
_ShieldCol
;
fixed4
finalCol
=
backCol
+
shieldCol
;
return
finalCol
;
}
ENDCG
Pass
{
CGPROGRAM
#pragma vertex ScanVert
#pragma fragment ScanFrag
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex ShiedlVert
#pragma fragment ShieldFrag
ENDCG
}
}
FallBack
"Diffuse"
}
StockRunning/Assets/Gold_shader/Shader/Shield4.shader.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 796523d1d3d75e04ca6afa4514d0873d
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Textures.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: e040f860423aa8b4eba6759bed8e1be5
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
StockRunning/Assets/Gold_shader/Textures/Gold.png
0 → 100644
View file @
cc549c23
163 KB
StockRunning/Assets/Gold_shader/Textures/Gold.png.meta
0 → 100644
View file @
cc549c23
fileFormatVersion: 2
guid: 46de7c91487e48b4e926b2c4b4a45fd2
timeCreated: 1547091477
licenseType: Store
TextureImporter:
fileIDToRecycleName: {}
serializedVersion: 4
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
filterMode: -1
aniso: -1
mipBias: -1
wrapMode: -1
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
- buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
- buildTarget: Standalone
maxTextureSize: 2048
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
spritePackingTag:
userData:
assetBundleName:
assetBundleVariant:
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment