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diff --git a/Assets/Settings/SampleSceneProfile.asset b/Assets/Settings/SampleSceneProfile.asset
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diff --git a/Assets/Settings/URP-Balanced-Renderer.asset b/Assets/Settings/URP-Balanced-Renderer.asset
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diff --git a/Assets/Test/stencil.meta b/Assets/Test/stencil.meta
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diff --git a/Assets/Test/stencil/stencilLit.shader b/Assets/Test/stencil/stencilLit.shader
new file mode 100644
index 0000000..8ed9ca0
--- /dev/null
+++ b/Assets/Test/stencil/stencilLit.shader
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+Shader "custom/stencilLit"
+{
+ Properties
+ {
+ // Specular vs Metallic workflow
+ _WorkflowMode("WorkflowMode", Float) = 1.0
+
+ [MainTexture] _BaseMap("Albedo", 2D) = "white" {}
+ [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
+
+ _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
+
+ _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
+ _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
+
+ _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
+ _MetallicGlossMap("Metallic", 2D) = "white" {}
+
+ _SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
+ _SpecGlossMap("Specular", 2D) = "white" {}
+
+ [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
+ [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
+
+ _BumpScale("Scale", Float) = 1.0
+ _BumpMap("Normal Map", 2D) = "bump" {}
+
+ _Parallax("Scale", Range(0.005, 0.08)) = 0.005
+ _ParallaxMap("Height Map", 2D) = "black" {}
+
+ _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
+ _OcclusionMap("Occlusion", 2D) = "white" {}
+
+ [HDR] _EmissionColor("Color", Color) = (0,0,0)
+ _EmissionMap("Emission", 2D) = "white" {}
+
+ _DetailMask("Detail Mask", 2D) = "white" {}
+ _DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
+ _DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
+ _DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
+ [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
+
+ // SRP batching compatibility for Clear Coat (Not used in Lit)
+ [HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
+ [HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
+
+ // Blending state
+ _Surface("__surface", Float) = 0.0
+ _Blend("__blend", Float) = 0.0
+ _Cull("__cull", Float) = 2.0
+ [ToggleUI] _AlphaClip("__clip", Float) = 0.0
+ [HideInInspector] _SrcBlend("__src", Float) = 1.0
+ [HideInInspector] _DstBlend("__dst", Float) = 0.0
+ [HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
+ [HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
+ [HideInInspector] _ZWrite("__zw", Float) = 1.0
+ [HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
+ [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
+
+ [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
+ // Editmode props
+ _QueueOffset("Queue offset", Float) = 0.0
+
+ // ObsoleteProperties
+ [HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
+ [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
+ [HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
+ [HideInInspector] _Glossiness("Smoothness", Float) = 0.0
+ [HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
+
+ [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
+ [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
+ [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
+ }
+
+ SubShader
+ {
+ // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
+ // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
+ // material work with both Universal Render Pipeline and Builtin Unity Pipeline
+ Tags
+ {
+ "RenderType" = "Opaque"
+ "RenderPipeline" = "UniversalPipeline"
+ "UniversalMaterialType" = "Lit"
+ "IgnoreProjector" = "True"
+ }
+ LOD 300
+
+ // ------------------------------------------------------------------
+ // Forward pass. Shades all light in a single pass. GI + emission + Fog
+ Pass
+ {
+ // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
+ // no LightMode tag are also rendered by Universal Render Pipeline
+ Name "ForwardLit"
+ Tags
+ {
+ "LightMode" = "UniversalForward"
+ }
+
+ Stencil
+ {
+ Ref 2
+ Comp Always
+ Pass Replace
+ }
+
+ // -------------------------------------
+ // Render State Commands
+ Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
+ ZWrite[_ZWrite]
+ Cull[_Cull]
+ AlphaToMask[_AlphaToMask]
+
+ HLSLPROGRAM
+ #pragma target 2.0
+
+ // -------------------------------------
+ // Shader Stages
+ #pragma vertex LitPassVertex
+ #pragma fragment LitPassFragment
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local _NORMALMAP
+ #pragma shader_feature_local _PARALLAXMAP
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+ #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
+ #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
+ #pragma shader_feature_local_fragment _EMISSION
+ #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
+ #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+ #pragma shader_feature_local_fragment _OCCLUSIONMAP
+ #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
+ #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
+ #pragma shader_feature_local_fragment _SPECULAR_SETUP
+
+ // -------------------------------------
+ // Universal Pipeline keywords
+ #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
+ #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
+ #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
+ #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
+ #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
+ #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
+ #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
+ #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
+ #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
+ #pragma multi_compile_fragment _ _LIGHT_COOKIES
+ #pragma multi_compile _ _LIGHT_LAYERS
+ #pragma multi_compile _ _FORWARD_PLUS
+ #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+
+
+ // -------------------------------------
+ // Unity defined keywords
+ #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
+ #pragma multi_compile _ SHADOWS_SHADOWMASK
+ #pragma multi_compile _ DIRLIGHTMAP_COMBINED
+ #pragma multi_compile _ LIGHTMAP_ON
+ #pragma multi_compile _ DYNAMICLIGHTMAP_ON
+ #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
+ #pragma multi_compile_fog
+ #pragma multi_compile_fragment _ DEBUG_DISPLAY
+
+ //--------------------------------------
+ // GPU Instancing
+ #pragma multi_compile_instancing
+ #pragma instancing_options renderinglayer
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
+ ENDHLSL
+ }
+
+ Pass
+ {
+ Name "ShadowCaster"
+ Tags
+ {
+ "LightMode" = "ShadowCaster"
+ }
+
+ // -------------------------------------
+ // Render State Commands
+ ZWrite On
+ ZTest LEqual
+ ColorMask 0
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma target 2.0
+
+ // -------------------------------------
+ // Shader Stages
+ #pragma vertex ShadowPassVertex
+ #pragma fragment ShadowPassFragment
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+
+ //--------------------------------------
+ // GPU Instancing
+ #pragma multi_compile_instancing
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+
+ // -------------------------------------
+ // Universal Pipeline keywords
+
+ // -------------------------------------
+ // Unity defined keywords
+ #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
+
+ // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
+ #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
+
+ // -------------------------------------
+ // Includes
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
+ ENDHLSL
+ }
+
+ Pass
+ {
+ // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
+ // no LightMode tag are also rendered by Universal Render Pipeline
+ Name "GBuffer"
+ Tags
+ {
+ "LightMode" = "UniversalGBuffer"
+ }
+
+ // -------------------------------------
+ // Render State Commands
+ ZWrite[_ZWrite]
+ ZTest LEqual
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma target 4.5
+
+ // Deferred Rendering Path does not support the OpenGL-based graphics API:
+ // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
+ #pragma exclude_renderers gles3 glcore
+
+ // -------------------------------------
+ // Shader Stages
+ #pragma vertex LitGBufferPassVertex
+ #pragma fragment LitGBufferPassFragment
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local _NORMALMAP
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ //#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
+ #pragma shader_feature_local_fragment _EMISSION
+ #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
+ #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+ #pragma shader_feature_local_fragment _OCCLUSIONMAP
+ #pragma shader_feature_local _PARALLAXMAP
+ #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
+
+ #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
+ #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
+ #pragma shader_feature_local_fragment _SPECULAR_SETUP
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+
+ // -------------------------------------
+ // Universal Pipeline keywords
+ #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
+ //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
+ //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
+ #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
+ #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
+ #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
+ #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
+ #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+
+ // -------------------------------------
+ // Unity defined keywords
+ #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
+ #pragma multi_compile _ SHADOWS_SHADOWMASK
+ #pragma multi_compile _ DIRLIGHTMAP_COMBINED
+ #pragma multi_compile _ LIGHTMAP_ON
+ #pragma multi_compile _ DYNAMICLIGHTMAP_ON
+ #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
+ #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
+
+ //--------------------------------------
+ // GPU Instancing
+ #pragma multi_compile_instancing
+ #pragma instancing_options renderinglayer
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+
+ // -------------------------------------
+ // Includes
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl"
+ ENDHLSL
+ }
+
+ Pass
+ {
+ Name "DepthOnly"
+ Tags
+ {
+ "LightMode" = "DepthOnly"
+ }
+
+ // -------------------------------------
+ // Render State Commands
+ ZWrite On
+ ColorMask R
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma target 2.0
+
+ // -------------------------------------
+ // Shader Stages
+ #pragma vertex DepthOnlyVertex
+ #pragma fragment DepthOnlyFragment
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+
+ // -------------------------------------
+ // Unity defined keywords
+ #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
+
+ //--------------------------------------
+ // GPU Instancing
+ #pragma multi_compile_instancing
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+
+ // -------------------------------------
+ // Includes
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
+ ENDHLSL
+ }
+
+ // This pass is used when drawing to a _CameraNormalsTexture texture
+ Pass
+ {
+ Name "DepthNormals"
+ Tags
+ {
+ "LightMode" = "DepthNormals"
+ }
+
+ // -------------------------------------
+ // Render State Commands
+ ZWrite On
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma target 2.0
+
+ // -------------------------------------
+ // Shader Stages
+ #pragma vertex DepthNormalsVertex
+ #pragma fragment DepthNormalsFragment
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local _NORMALMAP
+ #pragma shader_feature_local _PARALLAXMAP
+ #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
+ #pragma shader_feature_local _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+
+ // -------------------------------------
+ // Unity defined keywords
+ #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
+
+ // -------------------------------------
+ // Universal Pipeline keywords
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+
+ //--------------------------------------
+ // GPU Instancing
+ #pragma multi_compile_instancing
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+
+ // -------------------------------------
+ // Includes
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl"
+ ENDHLSL
+ }
+
+ // This pass it not used during regular rendering, only for lightmap baking.
+ Pass
+ {
+ Name "Meta"
+ Tags
+ {
+ "LightMode" = "Meta"
+ }
+
+ // -------------------------------------
+ // Render State Commands
+ Cull Off
+
+ HLSLPROGRAM
+ #pragma target 2.0
+
+ // -------------------------------------
+ // Shader Stages
+ #pragma vertex UniversalVertexMeta
+ #pragma fragment UniversalFragmentMetaLit
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local_fragment _SPECULAR_SETUP
+ #pragma shader_feature_local_fragment _EMISSION
+ #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
+ #pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
+ #pragma shader_feature_local_fragment _SPECGLOSSMAP
+ #pragma shader_feature EDITOR_VISUALIZATION
+
+ // -------------------------------------
+ // Includes
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
+
+ ENDHLSL
+ }
+
+ Pass
+ {
+ Name "Universal2D"
+ Tags
+ {
+ "LightMode" = "Universal2D"
+ }
+
+ // -------------------------------------
+ // Render State Commands
+ Blend[_SrcBlend][_DstBlend]
+ ZWrite[_ZWrite]
+ Cull[_Cull]
+
+ HLSLPROGRAM
+ #pragma target 2.0
+
+ // -------------------------------------
+ // Shader Stages
+ #pragma vertex vert
+ #pragma fragment frag
+
+ // -------------------------------------
+ // Material Keywords
+ #pragma shader_feature_local_fragment _ALPHATEST_ON
+ #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
+
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+
+ // -------------------------------------
+ // Includes
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
+ ENDHLSL
+ }
+ }
+
+ FallBack "Hidden/Universal Render Pipeline/FallbackError"
+ CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
+}
diff --git a/Assets/Test/stencil/stencilLit.shader.meta b/Assets/Test/stencil/stencilLit.shader.meta
new file mode 100644
index 0000000..14c9fa0
--- /dev/null
+++ b/Assets/Test/stencil/stencilLit.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: a9160a213b1b4477da0d4299be97a83d
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat
old mode 100755
new mode 100644
index cca8ce8..3d3d406
--- a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat
+++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat
@@ -2,20 +2,25 @@
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
- serializedVersion: 6
+ serializedVersion: 8
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: LiberationSans SDF - Outline
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
- m_ShaderKeywords: OUTLINE_ON
+ m_Parent: {fileID: 0}
+ m_ModifiedSerializedProperties: 0
+ m_ValidKeywords:
+ - OUTLINE_ON
+ m_InvalidKeywords: []
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
+ m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -40,6 +45,7 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
+ m_Ints: []
m_Floats:
- _Ambient: 0.5
- _Bevel: 0.5
@@ -50,6 +56,7 @@ Material:
- _BumpFace: 0
- _BumpOutline: 0
- _ColorMask: 15
+ - _CullMode: 0
- _Diffuse: 0.5
- _FaceDilate: 0.1
- _FaceUVSpeedX: 0
@@ -94,7 +101,7 @@ Material:
m_Colors:
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
- _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0}
- - _FaceColor: {r: 1, g: 1, b: 1, a: 1}
+ - _FaceColor: {r: 0.8113208, g: 0.15690637, b: 0.5063302, a: 1}
- _GlowColor: {r: 0, g: 1, b: 0, a: 0.5}
- _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767}
- _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
@@ -102,3 +109,4 @@ Material:
- _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
+ m_BuildTextureStacks: []
diff --git a/Packages/manifest.json b/Packages/manifest.json
index d99282f..7ddbc9d 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -2,7 +2,7 @@
"dependencies": {
"com.github.skistua.unity-vimeditor": "https://gitee.com/b166er/unity-vimeditor.git",
"com.unity.collab-proxy": "2.5.2",
- "com.unity.ide.rider": "3.0.34",
+ "com.unity.ide.rider": "3.0.36",
"com.unity.ide.visualstudio": "2.0.22",
"com.unity.ide.vscode": "1.2.5",
"com.unity.render-pipelines.universal": "14.0.11",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index df0415a..c637013 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -32,7 +32,7 @@
"url": "https://packages.unity.cn"
},
"com.unity.ide.rider": {
- "version": "3.0.34",
+ "version": "3.0.36",
"depth": 0,
"source": "registry",
"dependencies": {
diff --git a/Packages/zzwater/Mats/FSBlurStencli.mat b/Packages/zzwater/Mats/FSBlurStencli.mat
new file mode 100644
index 0000000..1e6b853
--- /dev/null
+++ b/Packages/zzwater/Mats/FSBlurStencli.mat
@@ -0,0 +1,134 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
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+ serializedVersion: 8
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+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
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diff --git a/Packages/zzwater/Mats/FSBlurStencli.mat.meta b/Packages/zzwater/Mats/FSBlurStencli.mat.meta
new file mode 100644
index 0000000..1140647
--- /dev/null
+++ b/Packages/zzwater/Mats/FSBlurStencli.mat.meta
@@ -0,0 +1,8 @@
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diff --git a/Packages/zzwater/shaders/FSStencilBlur.shader b/Packages/zzwater/shaders/FSStencilBlur.shader
new file mode 100644
index 0000000..d26200b
--- /dev/null
+++ b/Packages/zzwater/shaders/FSStencilBlur.shader
@@ -0,0 +1,68 @@
+Shader "zzwater/FSStencilBlur"
+{
+
+
+ Properties { }
+
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
+ LOD 100
+ ZWrite Off Cull Off
+ Pass
+ {
+ Name "FSBlur"
+
+ Stencil
+ {
+ Ref 2
+ Comp NotEqual
+ Pass Keep
+ Fail Keep
+ }
+
+ HLSLPROGRAM
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+
+ // The Blit.hlsl file provides the vertex shader (Vert),
+ // the input structure (Attributes) and the output structure (Varyings)
+ #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
+
+ #pragma vertex Vert
+ #pragma fragment frag
+
+ SAMPLER(sampler_BlitTexture);
+ float4 _BlitTexture_TexelSize;
+
+
+ half4 frag (Varyings input) : SV_Target
+ {
+ float _BlurRadius = 2;
+
+ // Original color
+ half4 originalColor = SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, input.texcoord);
+
+
+ half4 blurredColor = half4(0, 0, 0, 0);
+ int samples = 0;
+
+ // Use fixed radius for simplicity
+ for (int x = -_BlurRadius; x <= _BlurRadius; x++)
+ {
+ for (int y = -_BlurRadius; y <= _BlurRadius; y++)
+ {
+ float2 offset = float2(x, y) * _BlitTexture_TexelSize;
+ blurredColor += SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, input.texcoord + offset);
+ samples++;
+ }
+ }
+
+ // Average the samples
+ return blurredColor / samples;
+
+ }
+ ENDHLSL
+ }
+ }
+}
diff --git a/Packages/zzwater/shaders/FSStencilBlur.shader.meta b/Packages/zzwater/shaders/FSStencilBlur.shader.meta
new file mode 100644
index 0000000..7f44f8f
--- /dev/null
+++ b/Packages/zzwater/shaders/FSStencilBlur.shader.meta
@@ -0,0 +1,9 @@
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