Replace TownSquare with HomeCamp art and land humanoid bots, LittleBear, and LmGirl review assets.
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -10,9 +10,13 @@ Shader "Test/HomeCampXPbr"
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[Toggle(_ALPHATEST_ON)] _AlphaTest("Alpha As Transparency (Clip)", Float) = 0
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Metallic("Metallic", Range(0.0, 1.0)) = 0.8
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_Roughness("Roughness", Range(0.0, 1.0)) = 0.6
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_Metallic("Metallic", Range(0.0, 1.0)) = 0.15
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_Roughness("Roughness", Range(0.0, 1.0)) = 1.0
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// Caps PBR smoothness so candy/plaster props stay matte; fountain bake A~0.2 would otherwise be 0.8 shiny.
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_SmoothnessScale("Smoothness Scale", Range(0.0, 1.0)) = 0.4
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_AO("AO", Range(0.0, 1.0)) = 1.0
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// <1 lifts baked shade (opens crushed blacks toward PBR bounce).
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_LightmapShadeGamma("Lightmap Shade Gamma", Range(0.3, 1.5)) = 1.0
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[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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@@ -47,6 +51,8 @@ Shader "Test/HomeCampXPbr"
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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@@ -54,6 +60,8 @@ Shader "Test/HomeCampXPbr"
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#pragma fragment frag
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#include "XPbr_Base.hlsl"
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half _SmoothnessScale;
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half _LightmapShadeGamma;
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Varyings vert(Attributes input)
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{
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@@ -131,7 +139,7 @@ Shader "Test/HomeCampXPbr"
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SurfaceData surfaceData = (SurfaceData)0;
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surfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
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surfaceData.metallic = saturate(mixTex.b * _Metallic);
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surfaceData.smoothness = 1.0 - saturate(mixTex.a * _Roughness);
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surfaceData.smoothness = (1.0 - saturate(mixTex.a * _Roughness)) * _SmoothnessScale;
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surfaceData.alpha = alpha;
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surfaceData.normalTS = normalTS;
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surfaceData.specular = half3(0.0, 0.0, 0.0);
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@@ -143,6 +151,15 @@ Shader "Test/HomeCampXPbr"
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InputData inputData;
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input.normalWS.rgb = normalWS;//法线需要传入
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InitializeInputData(input, surfaceData.normalTS, inputData);
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#if defined(LIGHTMAP_ON)
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{
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half3 gi = pow(max(inputData.bakedGI, half3(0, 0, 0)), max(_LightmapShadeGamma, half(0.05)));
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half lum = saturate(dot(gi, half3(0.2126h, 0.7152h, 0.0722h)));
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// Soft sky fill into crushed shade (~half the blackness vs raw lightmap).
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gi += half3(0.18h, 0.21h, 0.26h) * (half(1) - lum);
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inputData.bakedGI = gi;
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}
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#endif
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half4 color = UniversalFragmentPBR(inputData, surfaceData);
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@@ -287,6 +304,7 @@ Shader "Test/HomeCampXPbr"
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half _Cutoff;
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half _Metallic;
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half _Roughness;
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half _SmoothnessScale;
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half _AO;
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CBUFFER_END
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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@@ -332,7 +350,7 @@ Shader "Test/HomeCampXPbr"
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half4 mixTex = SAMPLE_TEXTURE2D(_MixTex, sampler_MixTex, input.uv);
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half3 albedo = albedoAlpha.rgb * _BaseColor.rgb;
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half metallic = saturate(mixTex.b * _Metallic);
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half smoothness = 1.0 - saturate(mixTex.a * _Roughness);
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half smoothness = (1.0 - saturate(mixTex.a * _Roughness)) * _SmoothnessScale;
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half alpha = 1.0;
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BRDFData brdfData;
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