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Liubing\LB 3d8d4d18f3 first commit
先修复一下,错误的场景

删除不必要的钓场资产

修复into场景

update:更新meta文件,修复报错

update:修复资源

修复第一章节建造

修复建造第三章

update:删除多余内容

update:更新README.md

update:还原图标

update:更新README

update:更新配置
2026-04-28 02:17:22 +08:00

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Shader "Hidden/Amazing Assets/Terrain To Mesh/Editor"
{
Properties
{
_Color("", Color) = (1, 1, 1, 1)
_MainTex("", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
float4 _Color;
sampler2D _MainTex;
float4 _MainTex_TexelSize;
UNITY_DECLARE_TEX2DARRAY(_TextureArray);
int _TextureArrayIndex;
float4 fragRGB(v2f_img i) : SV_Target
{
float4 c = tex2D(_MainTex, i.uv);
return float4(c.rgb, 1);
}
float4 fragTextureArrayRGB(v2f_img i) : SV_Target
{
float4 c = UNITY_SAMPLE_TEX2DARRAY(_TextureArray, float3(i.uv, _TextureArrayIndex));
return float4(c.rgb, 1);
}
ENDCG
SubShader
{
Pass //0
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragRGB
ENDCG
} //Pass
Pass //1
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragTextureArrayRGB
ENDCG
} //Pass
} //SubShader
} //Shader