Imported basic unity packages yeehaw

This commit is contained in:
Jan Groß
2021-06-11 23:22:35 +02:00
parent cebcde471d
commit 09c5e64772
312 changed files with 40946 additions and 276 deletions

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using System.Linq;
using UnityEditor;
using UnityEngine;
namespace StarterAssets
{
public partial class StarterAssetsDeployMenu : ScriptableObject
{
// prefab paths
private const string FirstPersonPrefabPath = "/FirstPersonController/Prefabs/";
#if STARTER_ASSETS_PACKAGES_CHECKED
/// <summary>
/// Check the capsule, main camera, cinemachine virtual camera, camera target and references
/// </summary>
[MenuItem(MenuRoot + "/Reset First Person Controller", false)]
static void ResetFirstPersonControllerCapsule()
{
var firstPersonControllers = FindObjectsOfType<FirstPersonController>();
var player = firstPersonControllers.FirstOrDefault(controller => controller.CompareTag(PlayerTag));
GameObject playerGameObject;
// player
if (player == null)
HandleInstantiatingPrefab(StarterAssetsPath + FirstPersonPrefabPath,
PlayerCapsulePrefabName, out playerGameObject);
else
playerGameObject = player.gameObject;
// cameras
CheckCameras(FirstPersonPrefabPath, playerGameObject.transform);
}
#endif
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
using UnityEngine;
using PackageInfo = UnityEditor.PackageManager.PackageInfo;
namespace StarterAssets
{
public static class PackageChecker
{
private static ListRequest clientList;
private static SearchRequest compatibleList;
private static List<PackageEntry> packagesToAdd;
private static AddRequest[] addRequests;
private static bool[] installRequired;
private static readonly string EditorFolderRoot = "Assets/StarterAssets/";
private static readonly string PackagesToImportDataFile = "PackageImportList.txt";
public static readonly string PackageCheckerScriptingDefine = "STARTER_ASSETS_PACKAGES_CHECKED";
[InitializeOnLoadMethod]
private static void CheckPackage()
{
// if we dont have the scripting define, it means the check has not been done
if (!ScriptingDefineUtils.CheckScriptingDefine(PackageCheckerScriptingDefine))
{
packagesToAdd = new List<PackageEntry>();
clientList = null;
compatibleList = null;
// find the projects required package list
var requiredPackagesListFile = Directory.GetFiles(Application.dataPath, PackagesToImportDataFile,
SearchOption.AllDirectories);
// if no PackageImportList.txt exists
if (requiredPackagesListFile.Length == 0)
{
Debug.LogError(
"[Auto Package] : Couldn't find the packages list. Be sure there is a file called PackageImportList in your project");
}
else
{
packagesToAdd = new List<PackageEntry>();
string packageListPath = requiredPackagesListFile[0];
string[] content = File.ReadAllLines(packageListPath);
foreach (string line in content)
{
string[] split = line.Split('@');
// if no version is given, return null
PackageEntry entry = new PackageEntry
{name = split[0], version = split.Length > 1 ? split[1] : null};
packagesToAdd.Add(entry);
}
// Create a file in library that is queried to see if CheckPackage() has been run already
ScriptingDefineUtils.SetScriptingDefine(PackageCheckerScriptingDefine);
// create a list of compatible packages for current engine version
compatibleList = Client.SearchAll();
while (!compatibleList.IsCompleted)
{
if (compatibleList.Status == StatusCode.Failure || compatibleList.Error != null)
{
Debug.LogError(compatibleList.Error.message);
break;
}
}
// create a list of packages found in the engine
clientList = Client.List();
while (!clientList.IsCompleted)
{
if (clientList.Status == StatusCode.Failure || clientList.Error != null)
{
Debug.LogError(clientList.Error.message);
break;
}
}
addRequests = new AddRequest[packagesToAdd.Count];
installRequired = new bool[packagesToAdd.Count];
// default new packages to install = false. we will mark true after validating they're required
for (int i = 0; i < installRequired.Length; i++)
{
installRequired[i] = false;
}
// build data collections compatible packages for this project, and packages within the project
List<PackageInfo> compatiblePackages =
new List<PackageInfo>();
List<PackageInfo> clientPackages =
new List<PackageInfo>();
foreach (var result in compatibleList.Result)
{
compatiblePackages.Add(result);
}
foreach (var result in clientList.Result)
{
clientPackages.Add(result);
}
// check for the latest verified package version for each package that is missing a version
for (int i = 0; i < packagesToAdd.Count; i++)
{
// if a version number is not provided
if (packagesToAdd[i].version == null)
{
foreach (var package in compatiblePackages)
{
// if no latest verified version found, PackageChecker will just install latest release
if (packagesToAdd[i].name == package.name && package.versions.verified != string.Empty)
{
// add latest verified version number to the packagetoadd list version
// so that we get the latest verified version only
packagesToAdd[i].version = package.versions.verified;
// add to our install list
installRequired[i] = true;
//Debug.Log(string.Format("Requested {0}. Latest verified compatible package found: {1}",
// packagesToAdd[i].name, packagesToAdd[i].version));
}
}
}
// we don't need to catch packages that are not installed as their latest version has been collected
// from the campatiblelist result
foreach (var package in clientPackages)
{
if (packagesToAdd[i].name == package.name)
{
// see what version we have installed
switch (CompareVersion(packagesToAdd[i].version, package.version))
{
// latest verified is ahead of installed version
case 1:
installRequired[i] = EditorUtility.DisplayDialog("Confirm Package Upgrade",
$"The version of \"{packagesToAdd[i].name}\" in this project is {package.version}. The latest verified " +
$"version is {packagesToAdd[i].version}. Would you like to upgrade it to the latest version? (Recommended)",
"Yes", "No");
Debug.Log(
$"<b>Package version behind</b>: {package.packageId} is behind latest verified " +
$"version {package.versions.verified}. prompting user install");
break;
// latest verified matches installed version
case 0:
installRequired[i] = false;
Debug.Log(
$"<b>Package version match</b>: {package.packageId} matches latest verified version " +
$"{package.versions.verified}. Skipped install");
break;
// latest verified is behind installed version
case -1:
installRequired[i] = EditorUtility.DisplayDialog("Confirm Package Downgrade",
$"The version of \"{packagesToAdd[i].name}\" in this project is {package.version}. The latest verified version is {packagesToAdd[i].version}. " +
$"{package.version} is unverified. Would you like to downgrade it to the latest verified version? " +
"(Recommended)", "Yes", "No");
Debug.Log(
$"<b>Package version ahead</b>: {package.packageId} is newer than latest verified " +
$"version {package.versions.verified}, skipped install");
break;
}
}
}
}
// install our packages and versions
for (int i = 0; i < packagesToAdd.Count; i++)
{
if (installRequired[i])
{
addRequests[i] = InstallSelectedPackage(packagesToAdd[i].name, packagesToAdd[i].version);
}
}
ReimportPackagesByKeyword();
}
}
}
private static AddRequest InstallSelectedPackage(string packageName, string packageVersion)
{
if (packageVersion != null)
{
packageName = packageName + "@" + packageVersion;
Debug.Log($"<b>Adding package</b>: {packageName}");
}
AddRequest newPackage = Client.Add(packageName);
while (!newPackage.IsCompleted)
{
if (newPackage.Status == StatusCode.Failure || newPackage.Error != null)
{
Debug.LogError(newPackage.Error.message);
return null;
}
}
return newPackage;
}
private static void ReimportPackagesByKeyword()
{
AssetDatabase.Refresh();
AssetDatabase.ImportAsset(EditorFolderRoot, ImportAssetOptions.ImportRecursive);
}
public static int CompareVersion(string latestVerifiedVersion, string projectVersion)
{
string[] latestVersionSplit = latestVerifiedVersion.Split('.');
string[] projectVersionSplit = projectVersion.Split('.');
int iteratorA = 0;
int iteratorB = 0;
while (iteratorA < latestVersionSplit.Length || iteratorB < projectVersionSplit.Length)
{
int latestVerified = 0;
int installed = 0;
if (iteratorA < latestVersionSplit.Length)
{
latestVerified = Convert.ToInt32(latestVersionSplit[iteratorA]);
}
if (iteratorB < projectVersionSplit.Length)
{
installed = Convert.ToInt32(projectVersionSplit[iteratorB]);
}
// latest verified is ahead of installed version
if (latestVerified > installed) return 1;
// latest verified is behind installed version
if (latestVerified < installed) return -1;
iteratorA++;
iteratorB++;
}
// if the version is the same
return 0;
}
public class PackageEntry
{
public string name;
public string version;
}
}
}

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com.unity.cinemachine
com.unity.inputsystem

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using UnityEditor;
namespace StarterAssets
{
public static class ScriptingDefineUtils
{
public static bool CheckScriptingDefine(string scriptingDefine)
{
BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);
return defines.Contains(scriptingDefine);
}
public static void SetScriptingDefine(string scriptingDefine)
{
BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);
if (!defines.Contains(scriptingDefine))
{
defines += $";{scriptingDefine}";
PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, defines);
}
}
public static void RemoveScriptingDefine(string scriptingDefine)
{
BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);
if (defines.Contains(scriptingDefine))
{
string newDefines = defines.Replace(scriptingDefine, "");
PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, newDefines);
}
}
}
}

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using System.Linq;
using UnityEditor;
using UnityEngine;
#if STARTER_ASSETS_PACKAGES_CHECKED
using Cinemachine;
#endif
namespace StarterAssets
{
// This class needs to be a scriptable object to support dynamic determination of StarterAssets install path
public partial class StarterAssetsDeployMenu : ScriptableObject
{
public const string MenuRoot = "Tools/Starter Assets";
// prefab names
private const string MainCameraPrefabName = "MainCamera";
private const string PlayerCapsulePrefabName = "PlayerCapsule";
// names in hierarchy
private const string CinemachineVirtualCameraName = "PlayerFollowCamera";
// tags
private const string PlayerTag = "Player";
private const string MainCameraTag = "MainCamera";
private const string CinemachineTargetTag = "CinemachineTarget";
// Get the path to the template prefabs
private static string StarterAssetsPath => PathToThisFile;
private static GameObject _cinemachineVirtualCamera;
/// <summary>
/// Get the relative root path of the StarterAssets install - works even if user has
/// moved it within Assets, so long as user does not mess with the internal hierarchy
/// of the StarterAssets folder
/// </summary>
public static string StarterAssetsInstallPath
{
get
{
string path = PathToThisFile;
// where this file is relative to install path:
return path.Substring(0, path.LastIndexOf("StarterAssets"));
}
}
private static string PathToThisFile
{
get
{
var dummy = CreateInstance<StarterAssetsDeployMenu>();
string path = AssetDatabase.GetAssetPath(MonoScript.FromScriptableObject(dummy));
DestroyImmediate(dummy);
return path.Substring(0, path.LastIndexOf("/Editor/StarterAssetsDeployMenu.cs"));
}
}
/// <summary>
/// Deletes the scripting define set by the Package Checker.
/// See Assets/Editor/PackageChecker/PackageChecker.cs for more information
/// </summary>
[MenuItem(MenuRoot + "/Reinstall Dependencies", false)]
static void ResetPackageChecker()
{
ScriptingDefineUtils.RemoveScriptingDefine(PackageChecker.PackageCheckerScriptingDefine);
}
#if STARTER_ASSETS_PACKAGES_CHECKED
private static void CheckCameras(string prefabPath, Transform targetParent)
{
CheckMainCamera(prefabPath);
GameObject vcam = GameObject.Find(CinemachineVirtualCameraName);
if (!vcam)
{
HandleInstantiatingPrefab(StarterAssetsPath + prefabPath,
CinemachineVirtualCameraName,
out GameObject vcamPrefab);
_cinemachineVirtualCamera = vcamPrefab;
}
else
{
_cinemachineVirtualCamera = vcam;
}
GameObject[] targets = GameObject.FindGameObjectsWithTag(CinemachineTargetTag);
GameObject target = targets.FirstOrDefault(t => t.transform.IsChildOf(targetParent));
if (target == null)
{
target = new GameObject("PlayerCameraRoot");
target.transform.SetParent(targetParent);
target.transform.localPosition = new Vector3(0f, 1.375f, 0f);
target.tag = CinemachineTargetTag;
Undo.RegisterCreatedObjectUndo(target, "Created new cinemachine target");
}
CheckVirtualCameraFollowReference(target, _cinemachineVirtualCamera);
}
private static void CheckMainCamera(string prefabPath)
{
GameObject[] mainCameras = GameObject.FindGameObjectsWithTag(MainCameraTag);
if (mainCameras.Length < 1)
{
// if there are no MainCameras, add one
HandleInstantiatingPrefab(StarterAssetsPath + prefabPath, MainCameraPrefabName,
out _);
}
else
{
// make sure the found camera has a cinemachine brain (we only need 1)
if (!mainCameras[0].TryGetComponent(out CinemachineBrain cinemachineBrain))
mainCameras[0].AddComponent<CinemachineBrain>();
}
}
private static void CheckVirtualCameraFollowReference(GameObject target,
GameObject cinemachineVirtualCamera)
{
var serializedObject =
new SerializedObject(cinemachineVirtualCamera.GetComponent<CinemachineVirtualCamera>());
var serializedProperty = serializedObject.FindProperty("m_Follow");
serializedProperty.objectReferenceValue = target.transform;
serializedObject.ApplyModifiedProperties();
}
private static void HandleInstantiatingPrefab(string path, string prefabName, out GameObject prefab)
{
prefab = (GameObject) PrefabUtility.InstantiatePrefab(
AssetDatabase.LoadAssetAtPath<Object>($"{path}{prefabName}.prefab"));
Undo.RegisterCreatedObjectUndo(prefab, "Instantiate Starter Asset Prefab");
prefab.transform.localPosition = Vector3.zero;
prefab.transform.localEulerAngles = Vector3.zero;
prefab.transform.localScale = Vector3.one;
}
#endif
}
}

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using System.Linq;
using UnityEditor;
using UnityEngine;
namespace StarterAssets
{
public partial class StarterAssetsDeployMenu : ScriptableObject
{
// prefab paths
private const string ThirdPersonPrefabPath = "/ThirdPersonController/Prefabs/";
private const string PlayerArmaturePrefabName = "PlayerArmature";
#if STARTER_ASSETS_PACKAGES_CHECKED
/// <summary>
/// Check the Armature, main camera, cinemachine virtual camera, camera target and references
/// </summary>
[MenuItem(MenuRoot + "/Reset Third Person Controller Armature", false)]
static void ResetThirdPersonControllerArmature()
{
var thirdPersonControllers = FindObjectsOfType<ThirdPersonController>();
var player = thirdPersonControllers.FirstOrDefault(controller => controller.GetComponent<Animator>() && controller.CompareTag(PlayerTag));
GameObject playerGameObject;
// player
if (player == null)
HandleInstantiatingPrefab(StarterAssetsPath + ThirdPersonPrefabPath,
PlayerArmaturePrefabName, out playerGameObject);
else
playerGameObject = player.gameObject;
// cameras
CheckCameras(ThirdPersonPrefabPath, playerGameObject.transform);
}
[MenuItem(MenuRoot + "/Reset Third Person Controller Capsule", false)]
static void ResetThirdPersonControllerCapsule()
{
var thirdPersonControllers = FindObjectsOfType<ThirdPersonController>();
var player = thirdPersonControllers.FirstOrDefault(controller => !controller.GetComponent<Animator>() && controller.CompareTag(PlayerTag));
GameObject playerGameObject;
// player
if (player == null)
HandleInstantiatingPrefab(StarterAssetsPath + ThirdPersonPrefabPath,
PlayerCapsulePrefabName, out playerGameObject);
else
playerGameObject = player.gameObject;
// cameras
CheckCameras(ThirdPersonPrefabPath, playerGameObject.transform);
}
#endif
}
}

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Shader "Starter Assets/ArmatureShader"
{
Properties
{
//Maps
_BaseTex("Albedo (RGB)", 2D) = "white" {}
_BumpMap("Normal", 2D) = "bump" {}
_MetallicMap("MetallicMap", 2D) = "black"{}
_MaterialMask("Mask", 2D) = "black" {}
//base - mask texture R
_BaseColor("Base Color", Color) = (1,1,1,1)
_BaseMetallic("Base Metallic", Range(0,1)) = 1
_BaseGlossiness("Base Smoothness", Range(0,1)) = 0.5
//layer 1 - mask texture G
_Layer1Color("Layer1 Color", Color) = (1,1,1,1)
_Layer1Glossiness("Layer1 Smoothness", Range(0,1)) = 0.5
_Layer1Metallic("Layer1 Metallic", Range(0,1)) = 0.0
//layer 2 - mask texture B
_Layer2Color("Layer2 Color", Color) = (1,1,1,1)
_Layer2Glossiness("Layer2 Smoothness", Range(0,1)) = 0.5
_Layer2Metallic("Layer2 Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _BaseTex;
sampler2D _BumpMap;
sampler2D _MaterialMask;
struct Input
{
float2 uv_BaseTex;
};
half _BaseMetallic;
half _BaseGlossiness;
half _Layer1Glossiness;
half _Layer1Metallic;
half _Layer2Glossiness;
half _Layer2Metallic;
fixed4 _BaseColor;
fixed4 _Layer1Color;
fixed4 _Layer2Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o)
{
// Albedo map
fixed4 mainCall = tex2D(_BaseTex, IN.uv_BaseTex);
fixed4 materialMask = tex2D(_MaterialMask, IN.uv_BaseTex);
//setup colors for each layer
fixed4 baseColor = mainCall * _BaseColor;
fixed4 layer1Color = mainCall * _Layer1Color;
fixed4 layer2Color = mainCall * _Layer2Color;
fixed4 color = lerp(lerp( baseColor, layer1Color, materialMask.g), layer2Color ,materialMask.b);
o.Albedo = color.rgb;
// Normal Map
fixed3 normalMap = UnpackNormal (tex2D(_BumpMap, IN.uv_BaseTex));
o.Normal = normalMap;
// Metallic
fixed4 baseMetallic = _BaseMetallic;
fixed4 layer1Metallic = _Layer1Metallic;
fixed4 layer2Metallic = _Layer2Metallic;
fixed4 metallic = lerp(lerp(baseMetallic, layer1Metallic, materialMask.g), layer2Metallic, materialMask.b);
o.Metallic = metallic.r;
// Smoothness
fixed4 g = mainCall.a;
fixed4 baseGlossiness = g * _BaseGlossiness;
fixed4 layer1Glossiness = g * _Layer1Glossiness;
fixed4 layer2Glossiness = g * _Layer2Glossiness;
fixed4 glossiness = lerp(lerp(baseGlossiness, layer1Glossiness, materialMask.g), layer2Glossiness, materialMask.b);
o.Smoothness = glossiness.r;
o.Alpha = color.a;
}
ENDCG
}
FallBack "Diffuse"
}

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Shader "Starter Assets/Triplanar" {
Properties{
_MainTex("Albedo (RGB)", 2D) = "white" {}
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
_Glossiness("Smoothness", Range(0, 1)) = 0.5
[Gamma] _Metallic("Metallic", Range(0, 1)) = 0
[NoScaleOffset] _OcclusionMap("Occlusion", 2D) = "white" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
}
SubShader{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
#include "UnityStandardUtils.cginc"
// flip UVs horizontally to correct for back side projection
#define TRIPLANAR_CORRECT_PROJECTED_U
// offset UVs to prevent obvious mirroring
// #define TRIPLANAR_UV_OFFSET
// Reoriented Normal Mapping
// Altered to take normals (-1 to 1 ranges) rather than unsigned normal maps (0 to 1 ranges)
half3 blend_rnm(half3 n1, half3 n2)
{
n1.z += 1;
n2.xy = -n2.xy;
return n1 * dot(n1, n2) / n1.z - n2;
}
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
sampler2D _OcclusionMap;
half _Glossiness;
half _Metallic;
half _OcclusionStrength;
struct Input {
float3 worldPos;
float3 worldNormal;
INTERNAL_DATA
};
float3 WorldToTangentNormalVector(Input IN, float3 normal) {
float3 t2w0 = WorldNormalVector(IN, float3(1,0,0));
float3 t2w1 = WorldNormalVector(IN, float3(0,1,0));
float3 t2w2 = WorldNormalVector(IN, float3(0,0,1));
float3x3 t2w = float3x3(t2w0, t2w1, t2w2);
return normalize(mul(t2w, normal));
}
void surf(Input IN, inout SurfaceOutputStandard o) {
// work around bug where IN.worldNormal is always (0,0,0)!
IN.worldNormal = WorldNormalVector(IN, float3(0,0,1));
// calculate triplanar blend
half3 triblend = saturate(pow(IN.worldNormal, 4));
triblend /= max(dot(triblend, half3(1,1,1)), 0.0001);
// calculate triplanar uvs
// applying texture scale and offset values ala TRANSFORM_TEX macro
float2 uvX = IN.worldPos.zy * _MainTex_ST.xy + _MainTex_ST.zy;
float2 uvY = IN.worldPos.xz * _MainTex_ST.xy + _MainTex_ST.zy;
float2 uvZ = IN.worldPos.xy * _MainTex_ST.xy + _MainTex_ST.zy;
// offset UVs to prevent obvious mirroring
#if defined(TRIPLANAR_UV_OFFSET)
uvY += 0.33;
uvZ += 0.67;
#endif
// minor optimization of sign(). prevents return value of 0
half3 axisSign = IN.worldNormal < 0 ? -1 : 1;
// flip UVs horizontally to correct for back side projection
#if defined(TRIPLANAR_CORRECT_PROJECTED_U)
uvX.x *= axisSign.x;
uvY.x *= axisSign.y;
uvZ.x *= -axisSign.z;
#endif
// albedo textures
fixed4 colX = tex2D(_MainTex, uvX);
fixed4 colY = tex2D(_MainTex, uvY);
fixed4 colZ = tex2D(_MainTex, uvZ);
fixed4 col = colX * triblend.x + colY * triblend.y + colZ * triblend.z;
// occlusion textures
half occX = tex2D(_OcclusionMap, uvX).g;
half occY = tex2D(_OcclusionMap, uvY).g;
half occZ = tex2D(_OcclusionMap, uvZ).g;
half occ = LerpOneTo(occX * triblend.x + occY * triblend.y + occZ * triblend.z, _OcclusionStrength);
// tangent space normal maps
half3 tnormalX = UnpackNormal(tex2D(_BumpMap, uvX));
half3 tnormalY = UnpackNormal(tex2D(_BumpMap, uvY));
half3 tnormalZ = UnpackNormal(tex2D(_BumpMap, uvZ));
// flip normal maps' x axis to account for flipped UVs
#if defined(TRIPLANAR_CORRECT_PROJECTED_U)
tnormalX.x *= axisSign.x;
tnormalY.x *= axisSign.y;
tnormalZ.x *= -axisSign.z;
#endif
half3 absVertNormal = abs(IN.worldNormal);
// swizzle world normals to match tangent space and apply reoriented normal mapping blend
tnormalX = blend_rnm(half3(IN.worldNormal.zy, absVertNormal.x), tnormalX);
tnormalY = blend_rnm(half3(IN.worldNormal.xz, absVertNormal.y), tnormalY);
tnormalZ = blend_rnm(half3(IN.worldNormal.xy, absVertNormal.z), tnormalZ);
// apply world space sign to tangent space Z
tnormalX.z *= axisSign.x;
tnormalY.z *= axisSign.y;
tnormalZ.z *= axisSign.z;
// sizzle tangent normals to match world normal and blend together
half3 worldNormal = normalize(
tnormalX.zyx * triblend.x +
tnormalY.xzy * triblend.y +
tnormalZ.xyz * triblend.z
);
// set surface ouput properties
o.Albedo = col.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Occlusion = occ;
// convert world space normals into tangent normals
o.Normal = WorldToTangentNormalVector(IN, worldNormal);
}
ENDCG
}
FallBack "Diffuse"
}

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