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***********************************
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||||
Lava Flowing Shader
|
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Version 1.2
|
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Date 22 July 2016
|
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For Unity 5.3.5 or up
|
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|
||||
by Moonflower Carnivore
|
||||
***********************************
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||||
|
||||
|
||||
Lava Flowing Shader allows you to create lava flowing effect on mesh/plane.
|
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It simulates the liquid distortion effect that a simple scrolling UV is
|
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incapable of. Please watch our youtube video of the effect:
|
||||
https://www.youtube.com/watch?v=ItXkajNdp44
|
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|
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|
||||
For detailed instructions about using this Lava Flowing Shader please
|
||||
read our online google doc here:
|
||||
https://docs.google.com/document/d/1BkCaZLZ2feWL14LdHH_6GFnwTE3WilYUUSN5DMCbObE/edit?usp=sharing
|
||||
|
||||
|
||||
We are Moonflower Carnivore and we provide game assets like particle
|
||||
effects and simple shaders. Please like our Facebook page
|
||||
https://www.facebook.com/MoonflowerCarnivore
|
||||
and rate our packages in Unity Asset Store if you like our work!
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||||
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m_PVRFilteringAtrousPositionSigmaIndirect: 2
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using UnityEngine;
|
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using System.Collections;
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|
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public class ScrollingUVs_Layers : MonoBehaviour
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{
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//public int materialIndex = 0;
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public Vector2 uvAnimationRate = new Vector2( 1.0f, 0.0f );
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public string textureName = "_MainTex";
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Vector2 uvOffset = Vector2.zero;
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void LateUpdate()
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{
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if( GetComponent<Renderer>().enabled )
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{
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}
|
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}
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|
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fileFormatVersion: 2
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guid: e3d28cb150ad86f4a8100312a4aea7a1
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
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||||
assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 794b02ca7762ed94aa4db287ff5bee67
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||||
folderAsset: yes
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||||
timeCreated: 1469195114
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||||
licenseType: Store
|
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
|
|
@ -0,0 +1,60 @@
|
|||
// Simplified Diffuse shader. Differences from regular Diffuse one:
|
||||
// - no Main Color
|
||||
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
|
||||
|
||||
Shader "Lava Flowing Shader/Diffuse/Distort"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_DistortX ("Distortion in X", Range (0,2)) = 1
|
||||
_DistortY ("Distortion in Y", Range (0,2)) = 0
|
||||
_MainTex ("_MainTex RGBA", 2D) = "white" {}
|
||||
_Distort ("_Distort A", 2D) = "white" {}
|
||||
_LavaTex ("_LavaTex RGB", 2D) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 150
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf Lambert noforwardadd
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Distort;
|
||||
sampler2D _LavaTex;
|
||||
fixed _DistortX;
|
||||
fixed _DistortY;
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv2_LavaTex;
|
||||
float2 uv_MainTex;
|
||||
};
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o)
|
||||
{
|
||||
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
|
||||
fixed distort = tex2D(_Distort, IN.uv_MainTex).a;
|
||||
|
||||
fixed2 uv_scroll;
|
||||
uv_scroll = fixed2(IN.uv2_LavaTex.x-distort*_DistortX,IN.uv2_LavaTex.y-distort*_DistortY);
|
||||
|
||||
fixed4 tex2 = tex2D(_LavaTex,uv_scroll);
|
||||
c.rgb = lerp(tex2.rgb,c.rgb,c.a);
|
||||
|
||||
o.Albedo = c.rgb;
|
||||
|
||||
//Use the below two lines if you want the rock part be diffuse but lava part is unlit
|
||||
//o.Albedo = c.rgb*c.a;
|
||||
//o.Emission = c.rgb*(1-c.a);
|
||||
|
||||
|
||||
o.Alpha = c.a;
|
||||
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Fallback "Mobile/VertexLit"
|
||||
}
|
|
@ -0,0 +1,9 @@
|
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fileFormatVersion: 2
|
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guid: 036402a4b0d5f4342bbf1b572714f64e
|
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timeCreated: 1469219369
|
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licenseType: Store
|
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ShaderImporter:
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defaultTextures: []
|
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userData:
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assetBundleName:
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assetBundleVariant:
|
|
@ -0,0 +1,71 @@
|
|||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Lava Flowing Shader/Unlit/Distort"
|
||||
{
|
||||
Properties {
|
||||
//_Color ("Main Color", Color) = (1,1,1)
|
||||
_DistortX ("Distortion in X", Range (0,2)) = 1
|
||||
_DistortY ("Distortion in Y", Range (0,2)) = 0
|
||||
_MainTex ("_MainTex RGBA", 2D) = "white" {}
|
||||
_Distort ("_Distort A", 2D) = "white" {}
|
||||
_LavaTex ("_LavaTex RGB", 2D) = "white" {}
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
|
||||
Lighting Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Distort;
|
||||
sampler2D _LavaTex;
|
||||
|
||||
struct appdata_t {
|
||||
fixed4 vertex : POSITION;
|
||||
fixed2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
fixed4 vertex : SV_POSITION;
|
||||
fixed2 texcoord : TEXCOORD0;
|
||||
fixed2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
fixed4 _MainTex_ST;
|
||||
fixed4 _LavaTex_ST;
|
||||
|
||||
fixed _DistortX;
|
||||
fixed _DistortY;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
|
||||
o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 tex = tex2D(_MainTex, i.texcoord);
|
||||
fixed distort = tex2D(_Distort, i.texcoord).a;
|
||||
fixed4 tex2 = tex2D(_LavaTex, fixed2(i.texcoord1.x-distort*_DistortX,i.texcoord1.y-distort*_DistortY));
|
||||
tex = lerp(tex2,tex,tex.a);
|
||||
|
||||
return tex;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 6a151f652f5ba03458e9a7cd03ae88e8
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,72 @@
|
|||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Lava Flowing Shader/Unlit/Distort Transparent"
|
||||
{
|
||||
Properties {
|
||||
//_Color ("Main Color", Color) = (1,1,1)
|
||||
_DistortX ("Distortion in X", Range (0,2)) = 1
|
||||
_DistortY ("Distortion in Y", Range (0,2)) = 0
|
||||
_MainTex ("_MainTex RGBA", 2D) = "white" {}
|
||||
_Distort ("_Distort A", 2D) = "white" {}
|
||||
_LavaTex ("_LavaTex RGBA", 2D) = "white" {}
|
||||
}
|
||||
|
||||
Category {
|
||||
//Tags { "RenderType"="Opaque" }
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Cull back Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _Distort;
|
||||
sampler2D _LavaTex;
|
||||
|
||||
struct appdata_t {
|
||||
fixed4 vertex : POSITION;
|
||||
fixed2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
fixed4 vertex : SV_POSITION;
|
||||
fixed2 texcoord : TEXCOORD0;
|
||||
fixed2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
fixed4 _MainTex_ST;
|
||||
fixed4 _LavaTex_ST;
|
||||
|
||||
fixed _DistortX;
|
||||
fixed _DistortY;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
|
||||
o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 tex = tex2D(_MainTex, i.texcoord);
|
||||
fixed distort = tex2D(_Distort, i.texcoord).a;
|
||||
fixed4 tex2 = tex2D(_LavaTex, fixed2(i.texcoord1.x-distort*_DistortX,i.texcoord1.y-distort*_DistortY));
|
||||
tex = lerp(tex2,tex,tex.a);
|
||||
|
||||
return tex;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 0803b816564bc844b9300c6e1572fcff
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ShaderImporter:
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||||
defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,64 @@
|
|||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Lava Flowing Shader/Unlit/Simple"
|
||||
{
|
||||
Properties {
|
||||
//_Color ("Main Color", Color) = (1,1,1)
|
||||
_MainTex ("_MainTex RGBA", 2D) = "white" {}
|
||||
_LavaTex ("_LavaTex RGB", 2D) = "white" {}
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
|
||||
Lighting Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
sampler2D _LavaTex;
|
||||
|
||||
struct appdata_t {
|
||||
fixed4 vertex : POSITION;
|
||||
fixed2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
fixed4 vertex : SV_POSITION;
|
||||
fixed2 texcoord : TEXCOORD0;
|
||||
fixed2 texcoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
fixed4 _MainTex_ST;
|
||||
fixed4 _LavaTex_ST;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
|
||||
o.texcoord1 = TRANSFORM_TEX(v.texcoord,_LavaTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 tex = tex2D(_MainTex, i.texcoord);
|
||||
fixed4 tex2 = tex2D(_LavaTex, i.texcoord1);
|
||||
|
||||
tex = lerp(tex2,tex,tex.a);
|
||||
|
||||
return tex;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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@ -0,0 +1,7 @@
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guid: bec21333d7f8cf84cb75cab616acf589
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guid: f322c4288d0184a4d9b44d7945b17307
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folderAsset: yes
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timeCreated: 1469195114
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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fadeOut: 0
|
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borderMipMap: 0
|
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mipMapFadeDistanceStart: 1
|
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mipMapFadeDistanceEnd: 3
|
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bumpmap:
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convertToNormalMap: 0
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externalNormalMap: 0
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heightScale: 0.25
|
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normalMapFilter: 0
|
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isReadable: 0
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grayScaleToAlpha: 0
|
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generateCubemap: 0
|
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cubemapConvolution: 0
|
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cubemapConvolutionSteps: 7
|
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cubemapConvolutionExponent: 1.5
|
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seamlessCubemap: 0
|
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textureFormat: 7
|
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maxTextureSize: 512
|
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textureSettings:
|
||||
filterMode: -1
|
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aniso: -1
|
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nPOTScale: 1
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lightmap: 0
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spriteExtrude: 1
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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isReadable: 0
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grayScaleToAlpha: 0
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generateCubemap: 0
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cubemapConvolution: 0
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cubemapConvolutionSteps: 7
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cubemapConvolutionExponent: 1.5
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seamlessCubemap: 0
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textureFormat: 12
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maxTextureSize: 512
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