app.hypergames.hypersdk 1.0.2 → 1.0.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.github/workflows/check-sync.yml +0 -2
- package/CHANGELOG.md +9 -0
- package/dev-hypersdk/Assets/Editor/HyperSDKSyncTool.cs +0 -1
- package/package.json +1 -1
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/DOTweenSettings.asset +0 -54
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Fonts/LiberationSans - OFL.txt +0 -46
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Fonts/LiberationSans.ttf +0 -0
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat +0 -106
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset +0 -348
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat +0 -104
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset +0 -7821
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/LineBreaking Following Characters.txt +0 -1
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/LineBreaking Leading Characters.txt +0 -1
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset +0 -659
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset +0 -81
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Resources/TMP Settings.asset +0 -52
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/SDFFunctions.hlsl +0 -178
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader +0 -145
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader +0 -155
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Bitmap.shader +0 -145
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF Overlay.shader +0 -326
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF SSD.shader +0 -321
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph +0 -12074
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph +0 -11759
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader +0 -258
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader +0 -252
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader +0 -106
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader +0 -389
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader +0 -250
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader +0 -139
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-Surface.shader +0 -159
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph +0 -11932
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph +0 -11629
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_SDF.shader +0 -326
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMP_Sprite.shader +0 -131
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro.cginc +0 -84
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro_Mobile.cginc +0 -165
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro_Properties.cginc +0 -80
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro_Surface.cginc +0 -99
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Sprites/EmojiOne Attribution.txt +0 -3
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Sprites/EmojiOne.json +0 -156
- package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Sprites/EmojiOne.png +0 -0
package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro_Properties.cginc
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// UI Editable properties
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uniform sampler2D _FaceTex; // Alpha : Signed Distance
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uniform float _FaceUVSpeedX;
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uniform float _FaceUVSpeedY;
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uniform fixed4 _FaceColor; // RGBA : Color + Opacity
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uniform float _FaceDilate; // v[ 0, 1]
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uniform float _OutlineSoftness; // v[ 0, 1]
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uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
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uniform float _OutlineUVSpeedX;
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uniform float _OutlineUVSpeedY;
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uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
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uniform float _OutlineWidth; // v[ 0, 1]
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uniform float _Bevel; // v[ 0, 1]
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uniform float _BevelOffset; // v[-1, 1]
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uniform float _BevelWidth; // v[-1, 1]
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uniform float _BevelClamp; // v[ 0, 1]
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uniform float _BevelRoundness; // v[ 0, 1]
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uniform sampler2D _BumpMap; // Normal map
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uniform float _BumpOutline; // v[ 0, 1]
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uniform float _BumpFace; // v[ 0, 1]
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uniform samplerCUBE _Cube; // Cube / sphere map
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uniform fixed4 _ReflectFaceColor; // RGB intensity
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uniform fixed4 _ReflectOutlineColor;
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//uniform float _EnvTiltX; // v[-1, 1]
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//uniform float _EnvTiltY; // v[-1, 1]
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uniform float3 _EnvMatrixRotation;
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uniform float4x4 _EnvMatrix;
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uniform fixed4 _SpecularColor; // RGB intensity
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uniform float _LightAngle; // v[ 0,Tau]
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uniform float _SpecularPower; // v[ 0, 1]
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uniform float _Reflectivity; // v[ 5, 15]
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uniform float _Diffuse; // v[ 0, 1]
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uniform float _Ambient; // v[ 0, 1]
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uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
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uniform float _UnderlayOffsetX; // v[-1, 1]
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uniform float _UnderlayOffsetY; // v[-1, 1]
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uniform float _UnderlayDilate; // v[-1, 1]
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uniform float _UnderlaySoftness; // v[ 0, 1]
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uniform fixed4 _GlowColor; // RGBA : Color + Intesity
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uniform float _GlowOffset; // v[-1, 1]
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uniform float _GlowOuter; // v[ 0, 1]
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uniform float _GlowInner; // v[ 0, 1]
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uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
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// API Editable properties
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uniform float _ShaderFlags;
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uniform float _WeightNormal;
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uniform float _WeightBold;
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uniform float _ScaleRatioA;
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uniform float _ScaleRatioB;
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uniform float _ScaleRatioC;
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uniform float _VertexOffsetX;
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uniform float _VertexOffsetY;
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//uniform float _UseClipRect;
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uniform float _MaskID;
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uniform sampler2D _MaskTex;
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uniform float4 _MaskCoord;
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uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
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uniform float _MaskSoftnessX;
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uniform float _MaskSoftnessY;
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// Font Atlas properties
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uniform sampler2D _MainTex;
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uniform float _TextureWidth;
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uniform float _TextureHeight;
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uniform float _GradientScale;
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uniform float _ScaleX;
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uniform float _ScaleY;
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uniform float _PerspectiveFilter;
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uniform float _Sharpness;
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package/upm-hypersdk/app.hypergames.hypersdk/Resources/TextMesh Pro/Shaders/TMPro_Surface.cginc
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void VertShader(inout appdata_full v, out Input data)
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{
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v.vertex.x += _VertexOffsetX;
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v.vertex.y += _VertexOffsetY;
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UNITY_INITIALIZE_OUTPUT(Input, data);
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float bold = step(v.texcoord.w, 0);
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// Generate normal for backface
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float3 view = ObjSpaceViewDir(v.vertex);
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v.normal *= sign(dot(v.normal, view));
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#if USE_DERIVATIVE
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data.param.y = 1;
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#else
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float4 vert = v.vertex;
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float4 vPosition = UnityObjectToClipPos(vert);
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
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float scale = rsqrt(dot(pixelSize, pixelSize));
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scale *= abs(v.texcoord.w) * _GradientScale * (_Sharpness + 1);
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scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
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data.param.y = scale;
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#endif
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data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
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data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
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}
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void PixShader(Input input, inout SurfaceOutput o)
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{
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#if USE_DERIVATIVE
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float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
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pixelSize *= _TextureWidth * .75;
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float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
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#else
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float scale = input.param.y;
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#endif
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// Signed distance
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float c = tex2D(_MainTex, input.uv_MainTex).a;
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float sd = (.5 - c - input.param.x) * scale + .5;
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float outline = _OutlineWidth*_ScaleRatioA * scale;
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float softness = _OutlineSoftness*_ScaleRatioA * scale;
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// Color & Alpha
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float4 faceColor = _FaceColor;
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float4 outlineColor = _OutlineColor;
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faceColor *= input.color;
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outlineColor.a *= input.color.a;
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faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
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outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
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faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
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faceColor.rgb /= max(faceColor.a, 0.0001);
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#if BEVEL_ON
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float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
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float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
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tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
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tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
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tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
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// Face Normal
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float3 n = GetSurfaceNormal(smp4x, input.param.x);
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// Bumpmap
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float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
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bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
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bump = lerp(float3(0, 0, 1), bump, faceColor.a);
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n = normalize(n - bump);
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// Cubemap reflection
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fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
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float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
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#else
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float3 n = float3(0, 0, -1);
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float3 emission = float3(0, 0, 0);
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#endif
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#if GLOW_ON
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float4 glowColor = GetGlowColor(sd, scale);
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glowColor.a *= input.color.a;
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emission += glowColor.rgb*glowColor.a;
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faceColor = BlendARGB(glowColor, faceColor);
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faceColor.rgb /= max(faceColor.a, 0.0001);
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#endif
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// Set Standard output structure
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o.Albedo = faceColor.rgb;
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o.Normal = -n;
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o.Emission = emission;
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o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
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o.Gloss = 1;
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o.Alpha = faceColor.a;
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}
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{"frames": [
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{
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"filename": "1f60a.png",
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"frame": {"x":0,"y":0,"w":128,"h":128},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
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"sourceSize": {"w":128,"h":128},
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"pivot": {"x":0.5,"y":0.5}
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},
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{
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"filename": "1f60b.png",
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"frame": {"x":128,"y":0,"w":128,"h":128},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
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"sourceSize": {"w":128,"h":128},
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"pivot": {"x":0.5,"y":0.5}
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},
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{
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"filename": "1f60d.png",
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"frame": {"x":256,"y":0,"w":128,"h":128},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
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"sourceSize": {"w":128,"h":128},
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"pivot": {"x":0.5,"y":0.5}
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},
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{
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"filename": "1f60e.png",
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"frame": {"x":384,"y":0,"w":128,"h":128},
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"rotated": false,
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"trimmed": false,
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"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
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"sourceSize": {"w":128,"h":128},
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"pivot": {"x":0.5,"y":0.5}
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},
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{
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"filename": "1f600.png",
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"frame": {"x":0,"y":128,"w":128,"h":128},
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"rotated": false,
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"spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
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"sourceSize": {"w":128,"h":128},
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