Converted Shaders to URP
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Assets/Editor.meta
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Assets/Editor.meta
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fileFormatVersion: 2
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guid: 103036d8872c5e04eab2f6f2c495764e
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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398
Assets/Editor/URPMaterialConverterWindow.cs
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Assets/Editor/URPMaterialConverterWindow.cs
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// Assets/Editor/URPMaterialConverterWindow.cs
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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public class URPMaterialConverterWindow : EditorWindow
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{
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private DefaultAsset _folder; // project folder reference
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private bool _dryRun = false;
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private bool _includeSubfolders = true;
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[MenuItem("Tools/URP Material Converter")]
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public static void Open() => GetWindow<URPMaterialConverterWindow>("URP Material Converter");
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private void OnGUI()
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{
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GUILayout.Label("Convert Built-in/BiRP materials to URP", EditorStyles.boldLabel);
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EditorGUILayout.HelpBox("Select a project folder that contains .mat assets. This tool will scan and convert them to URP-compatible shaders.", MessageType.Info);
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_folder = (DefaultAsset)EditorGUILayout.ObjectField("Folder", _folder, typeof(DefaultAsset), false);
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_includeSubfolders = EditorGUILayout.Toggle("Include Subfolders", _includeSubfolders);
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_dryRun = EditorGUILayout.Toggle(new GUIContent("Dry Run (report only)"), _dryRun);
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using (new EditorGUI.DisabledScope(_folder == null))
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{
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if (GUILayout.Button(_dryRun ? "Analyze" : "Convert to URP"))
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{
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var path = AssetDatabase.GetAssetPath(_folder);
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if (!AssetDatabase.IsValidFolder(path))
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{
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EditorUtility.DisplayDialog("Invalid Folder", "Please select a valid project folder.", "OK");
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return;
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}
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ConvertAllInFolder(path, _includeSubfolders, _dryRun);
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}
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}
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GUILayout.Space(8);
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if (GUILayout.Button("Select URP Sample Shaders (Ping)"))
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{
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PingURPShaders();
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}
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}
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private static void ConvertAllInFolder(string folderPath, bool recursive, bool dryRun)
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{
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string[] searchIn = new[] { folderPath };
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string filter = "t:Material";
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var guids = AssetDatabase.FindAssets(filter, searchIn);
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int converted = 0;
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int analyzed = 0;
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try
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{
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for (int i = 0; i < guids.Length; i++)
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{
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string assetPath = AssetDatabase.GUIDToAssetPath(guids[i]);
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if (!assetPath.EndsWith(".mat")) continue;
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var mat = AssetDatabase.LoadAssetAtPath<Material>(assetPath);
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if (mat == null) continue;
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if (EditorUtility.DisplayCancelableProgressBar(
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dryRun ? "Analyzing Materials…" : "Converting Materials…",
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$"{mat.name} ({i+1}/{guids.Length})",
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(float)(i + 1) / guids.Length))
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{
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break;
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}
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bool willConvert = WillConvert(mat);
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analyzed++;
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if (willConvert && !dryRun)
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{
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Undo.RecordObject(mat, "Convert Material to URP");
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ConvertMaterialToURP(mat);
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EditorUtility.SetDirty(mat);
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converted++;
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}
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}
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}
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finally
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{
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EditorUtility.ClearProgressBar();
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if (!dryRun)
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{
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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}
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EditorUtility.DisplayDialog(
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dryRun ? "URP Converter — Analysis" : "URP Converter — Complete",
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dryRun
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? $"Analyzed {analyzed} materials.\n{CountConvertible(guids)} can be converted."
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: $"Processed {analyzed} materials.\nConverted: {converted}",
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"OK");
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// Local helper to count convertible without loading twice
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int CountConvertible(string[] g)
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{
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int c = 0;
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foreach (var guid in g)
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{
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var p = AssetDatabase.GUIDToAssetPath(guid);
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var m = AssetDatabase.LoadAssetAtPath<Material>(p);
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if (m != null && WillConvert(m)) c++;
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}
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return c;
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}
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}
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private static bool WillConvert(Material mat)
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{
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if (mat == null || mat.shader == null) return false;
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string s = mat.shader.name;
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// Skip if already URP
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if (s.StartsWith("Universal Render Pipeline/")) return false;
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// Common convertible buckets
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if (s == "Standard" || s == "Standard (Specular setup)") return true;
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if (s.StartsWith("Unlit/")) return true;
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if (s.StartsWith("Particles/Standard")) return true;
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// You can add more mappings here as needed.
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return false;
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}
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private static void ConvertMaterialToURP(Material mat)
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{
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if (mat == null || mat.shader == null) return;
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string src = mat.shader.name;
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if (src == "Standard" || src == "Standard (Specular setup)")
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{
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ConvertStandardToURPLit(mat, specularWorkflow: src.Contains("Specular"));
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return;
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}
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if (src.StartsWith("Unlit/"))
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{
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var urpUnlit = Shader.Find("Universal Render Pipeline/Unlit");
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if (urpUnlit != null)
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{
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var data = CaptureCommon(mat);
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mat.shader = urpUnlit;
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ApplyCommon(mat, data);
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// Unlit ignores metallic/smoothness, but we still keep base/albedo/alpha/emission
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ApplySurfaceSettingsFromStandard(mat);
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ApplyEmission(mat, data);
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}
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return;
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}
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if (src.StartsWith("Particles/Standard Unlit"))
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{
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var urpParticlesUnlit = Shader.Find("Universal Render Pipeline/Particles/Unlit");
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if (urpParticlesUnlit != null)
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{
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var data = CaptureCommon(mat);
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mat.shader = urpParticlesUnlit;
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ApplyCommon(mat, data);
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ApplySurfaceSettingsFromStandard(mat);
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ApplyEmission(mat, data);
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}
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return;
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}
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if (src.StartsWith("Particles/Standard Surface"))
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{
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var urpParticlesLit = Shader.Find("Universal Render Pipeline/Particles/Lit");
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if (urpParticlesLit != null)
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{
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var data = CapturePBR(mat);
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mat.shader = urpParticlesLit;
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ApplyCommon(mat, data.common);
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ApplyPBR(mat, data);
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ApplySurfaceSettingsFromStandard(mat);
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ApplyEmission(mat, data.common);
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}
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return;
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}
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// Fallback: try to place it on URP/Lit retaining as much as possible
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var fallback = Shader.Find("Universal Render Pipeline/Lit");
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if (fallback != null)
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{
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var data = CapturePBR(mat);
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mat.shader = fallback;
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ApplyCommon(mat, data.common);
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ApplyPBR(mat, data);
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ApplySurfaceSettingsFromStandard(mat);
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ApplyEmission(mat, data.common);
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}
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}
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// ----- Data capture structs -----
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private struct CommonData
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{
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public Texture mainTex; public Color baseColor;
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public Texture baseMap; // alias for mainTex
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public float cutoff; public bool alphaClip;
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public int renderQueue;
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public Texture emissionMap; public Color emissionColor; public bool emissionEnabled;
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}
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private struct PBRData
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{
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public CommonData common;
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// Metallic workflow
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public Texture metallicGlossMap; public float metallic; public float glossiness;
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// Specular workflow
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public Texture specGlossMap; public Color specColor;
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// Normals
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public Texture bumpMap; public float bumpScale;
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// Occlusion
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public Texture occlusionMap; public float occlusionStrength;
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}
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// ----- Capture/Apply helpers -----
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private static CommonData CaptureCommon(Material m)
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{
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var d = new CommonData();
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d.renderQueue = m.renderQueue;
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if (m.HasProperty("_MainTex")) d.mainTex = m.GetTexture("_MainTex");
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if (m.HasProperty("_BaseMap")) d.baseMap = m.GetTexture("_BaseMap");
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if (m.HasProperty("_Color")) d.baseColor = m.GetColor("_Color");
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else if (m.HasProperty("_BaseColor")) d.baseColor = m.GetColor("_BaseColor");
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else d.baseColor = Color.white;
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if (m.HasProperty("_Cutoff")) d.cutoff = m.GetFloat("_Cutoff");
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if (m.HasProperty("_AlphaClip")) d.alphaClip = m.GetFloat("_AlphaClip") > 0.5f;
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// Emission capture
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d.emissionEnabled = m.IsKeywordEnabled("_EMISSION");
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if (m.HasProperty("_EmissionMap")) d.emissionMap = m.GetTexture("_EmissionMap");
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if (m.HasProperty("_EmissionColor")) d.emissionColor = m.GetColor("_EmissionColor");
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return d;
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}
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private static PBRData CapturePBR(Material m)
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{
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var d = new PBRData { common = CaptureCommon(m) };
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if (m.HasProperty("_MetallicGlossMap")) d.metallicGlossMap = m.GetTexture("_MetallicGlossMap");
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if (m.HasProperty("_Metallic")) d.metallic = m.GetFloat("_Metallic");
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if (m.HasProperty("_Glossiness")) d.glossiness = m.GetFloat("_Glossiness"); // Standard
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if (m.HasProperty("_Smoothness")) d.glossiness = m.GetFloat("_Smoothness"); // URP Lit also uses _Smoothness
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if (m.HasProperty("_SpecGlossMap")) d.specGlossMap = m.GetTexture("_SpecGlossMap");
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if (m.HasProperty("_SpecColor")) d.specColor = m.GetColor("_SpecColor");
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else if (m.HasProperty("_SpecularColor")) d.specColor = m.GetColor("_SpecularColor");
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if (m.HasProperty("_BumpMap")) d.bumpMap = m.GetTexture("_BumpMap");
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if (m.HasProperty("_BumpScale")) d.bumpScale = m.GetFloat("_BumpScale");
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if (m.HasProperty("_OcclusionMap")) d.occlusionMap = m.GetTexture("_OcclusionMap");
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if (m.HasProperty("_OcclusionStrength")) d.occlusionStrength = m.GetFloat("_OcclusionStrength");
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return d;
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}
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private static void ApplyCommon(Material m, CommonData d)
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{
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// Base map/color
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if (m.HasProperty("_BaseMap"))
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{
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var tex = d.baseMap != null ? d.baseMap : d.mainTex;
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m.SetTexture("_BaseMap", tex);
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}
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if (m.HasProperty("_BaseColor"))
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m.SetColor("_BaseColor", d.baseColor == default ? Color.white : d.baseColor);
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// Alpha clip and cutoff
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if (m.HasProperty("_AlphaClip")) m.SetFloat("_AlphaClip", d.alphaClip ? 1f : 0f);
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if (m.HasProperty("_Cutoff")) m.SetFloat("_Cutoff", d.cutoff);
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// Keep render queue if custom
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if (d.renderQueue != -1) m.renderQueue = d.renderQueue;
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}
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private static void ApplyPBR(Material m, PBRData d)
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{
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// Metallic workflow
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if (m.HasProperty("_MetallicGlossMap")) m.SetTexture("_MetallicGlossMap", d.metallicGlossMap);
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if (m.HasProperty("_Metallic")) m.SetFloat("_Metallic", d.metallic);
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if (m.HasProperty("_Smoothness")) m.SetFloat("_Smoothness", d.glossiness);
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// Specular workflow (URP Lit supports both via keyword)
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if (m.HasProperty("_SpecGlossMap")) m.SetTexture("_SpecGlossMap", d.specGlossMap);
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if (m.HasProperty("_SpecColor")) m.SetColor("_SpecColor", d.specColor == default ? Color.white : d.specColor);
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// Normals
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if (m.HasProperty("_BumpMap")) m.SetTexture("_BumpMap", d.bumpMap);
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if (m.HasProperty("_BumpScale")) m.SetFloat("_BumpScale", d.bumpScale);
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// Occlusion
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if (m.HasProperty("_OcclusionMap")) m.SetTexture("_OcclusionMap", d.occlusionMap);
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if (m.HasProperty("_OcclusionStrength")) m.SetFloat("_OcclusionStrength", Mathf.Approximately(d.occlusionStrength, 0f) ? 1f : d.occlusionStrength);
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}
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private static void ApplyEmission(Material m, CommonData d)
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{
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bool hasMap = d.emissionMap != null;
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bool hasColor = d.emissionColor.maxColorComponent > 0.0001f;
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if (m.HasProperty("_EmissionMap")) m.SetTexture("_EmissionMap", d.emissionMap);
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if (m.HasProperty("_EmissionColor")) m.SetColor("_EmissionColor", hasColor ? d.emissionColor : Color.black);
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if (hasMap || hasColor || d.emissionEnabled)
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m.EnableKeyword("_EMISSION");
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else
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m.DisableKeyword("_EMISSION");
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}
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private static void ConvertStandardToURPLit(Material mat, bool specularWorkflow)
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{
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var urpLit = Shader.Find("Universal Render Pipeline/Lit");
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if (urpLit == null) return;
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var data = CapturePBR(mat);
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mat.shader = urpLit;
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ApplyCommon(mat, data.common);
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ApplyPBR(mat, data);
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ApplySurfaceSettingsFromStandard(mat);
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ApplyEmission(mat, data.common);
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}
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/// <summary>
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/// Maps Standard's _Mode to URP's _Surface/_AlphaClip. Also propagates cutoff.
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/// </summary>
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private static void ApplySurfaceSettingsFromStandard(Material m)
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{
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// Standard _Mode: 0 Opaque, 1 Cutout, 2 Fade, 3 Transparent
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int mode = m.HasProperty("_Mode") ? Mathf.RoundToInt(m.GetFloat("_Mode")) : 0;
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if (m.HasProperty("_Surface"))
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{
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if (mode == 0) // Opaque
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{
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m.SetFloat("_Surface", 0f);
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if (m.HasProperty("_AlphaClip")) m.SetFloat("_AlphaClip", 0f);
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}
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else if (mode == 1) // Cutout
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{
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m.SetFloat("_Surface", 0f);
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if (m.HasProperty("_AlphaClip")) m.SetFloat("_AlphaClip", 1f);
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}
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else // Fade or Transparent
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{
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m.SetFloat("_Surface", 1f); // Transparent
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if (m.HasProperty("_AlphaClip")) m.SetFloat("_AlphaClip", 0f);
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}
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}
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// Keep cutoff if present
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if (m.HasProperty("_Cutoff") && !m.HasProperty("_AlphaClip"))
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{
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// Some shaders only rely on cutoff without explicit _AlphaClip.
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// Nothing special to set here; URP Lit uses _AlphaClip.
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}
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// Optional: set blending for Fade (2) vs Transparent (3)
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if (m.HasProperty("_Blend"))
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{
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// URP Lit doesn't use _Blend the same way; leaving it alone.
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}
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}
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private static void PingURPShaders()
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{
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var candidates = new[]
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{
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"Universal Render Pipeline/Lit",
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"Universal Render Pipeline/Unlit",
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"Universal Render Pipeline/Particles/Unlit",
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"Universal Render Pipeline/Particles/Lit"
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};
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foreach (var n in candidates)
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{
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var s = Shader.Find(n);
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if (s != null) EditorGUIUtility.PingObject(s);
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}
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}
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}
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11
Assets/Editor/URPMaterialConverterWindow.cs.meta
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11
Assets/Editor/URPMaterialConverterWindow.cs.meta
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fileFormatVersion: 2
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guid: 2cc9eb1e0a9fc3c46b458a517ce0e9c5
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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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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@ -2,19 +2,28 @@
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 6
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serializedVersion: 8
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: BreadPeel
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m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
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m_ShaderKeywords: _METALLICGLOSSMAP _NORMALMAP
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m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords:
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- _EMISSION
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- _METALLICSPECGLOSSMAP
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- _NORMALMAP
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- _OCCLUSIONMAP
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m_InvalidKeywords:
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- _METALLICGLOSSMAP
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
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m_CustomRenderQueue: 2000
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stringTagMap:
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RenderType: Opaque
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disabledShaderPasses:
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- TransparentDepthPrepass
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- TransparentDepthPostpass
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@ -22,6 +31,7 @@ Material:
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- RayTracingPrepass
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- MOTIONVECTORS
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- ForwardEmissiveForDeferred
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m_LockedProperties:
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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@ -33,6 +43,10 @@ Material:
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