Added minecraft torch prefab
This commit is contained in:
8
Assets/minecraft-character/prefabs/minecraft-torch.meta
Normal file
8
Assets/minecraft-character/prefabs/minecraft-torch.meta
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[NoScaleOffset]_MetallicArray("Metallic", 2DArray) = "" {}
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[NoScaleOffset]_EmissionArray("Emission Map", 2DArray) = "" {}
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_Brightness("Brightness", Float) = 1.0
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_FlipbookFPS("Flipbook FPS", Integer) = 30
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}
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#pragma surface surf Standard fullforwardshadows alpha:auto alphatest:_Cutoff addshadow
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fixed4 _Color;
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UNITY_DECLARE_TEX2DARRAY(_MetallicArray);
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half _Glossiness;
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UNITY_DECLARE_TEX2DARRAY(_EmissionArray);
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half _Brightness;
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int _FlipbookFPS;
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int _FlipbookFrames;
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float2 uv_DiffuseArray;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf(Input IN, inout SurfaceOutputStandard o)
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// Common UV for all texture arrays
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float3 uvw = float3(IN.uv_DiffuseArray, frame);
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// Albedo with alpha
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float4 diff = UNITY_SAMPLE_TEX2DARRAY(_DiffuseArray, uvw) * _Color;
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o.Albedo = diff.rgb;
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o.Alpha = diff.a;
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// Sample Metallic and smoothness (R = Metallic, A = Smoothness) plus slider variable
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float4 metalGloss = UNITY_SAMPLE_TEX2DARRAY(_MetallicArray, uvw);
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o.Metallic = metalGloss.r;
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o.Smoothness = metalGloss.a * _Glossiness;
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// Emission
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float4 emission = UNITY_SAMPLE_TEX2DARRAY(_EmissionArray, uvw);
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o.Emission = emission.rgb * _Brightness;
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}
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ENDCG
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FallBack "Standard"
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