diff --git a/.vsconfig b/.vsconfig new file mode 100644 index 00000000..f019fd0a --- /dev/null +++ b/.vsconfig @@ -0,0 +1,6 @@ +{ + "version": "1.0", + "components": [ + "Microsoft.VisualStudio.Workload.ManagedGame" + ] +} diff --git a/Assets/01_Scenes/_TestScenes/test 2.unity b/Assets/01_Scenes/_TestScenes/test 2.unity index dbb68c2d..2eacce68 100644 --- a/Assets/01_Scenes/_TestScenes/test 2.unity +++ b/Assets/01_Scenes/_TestScenes/test 2.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4841ba62dc4020575b467ac537dd7e80f872f510e9fb2a686045fc13f29efd5e -size 65001 +oid sha256:bc4b33fa621b76ee8510370daa1e7fa901bceb367592d2de194397a833dd6f6c +size 272019 diff --git a/Assets/02_Scripts/Managers/StoryComputerSystem.cs b/Assets/02_Scripts/Managers/StoryComputerSystem.cs deleted file mode 100644 index 1988f281..00000000 --- a/Assets/02_Scripts/Managers/StoryComputerSystem.cs +++ /dev/null @@ -1,144 +0,0 @@ -using System.Text; -using UnityEngine; - -public class StoryComputerSystem : MonoBehaviour -{ - [Header("Computer State")] - [SerializeField] private bool isPowerOn = false; - - [Header("Affection Check Characters")] - [SerializeField] private CharacterData[] characters; - - public bool IsPowerOn => isPowerOn; - - public void TogglePower() - { - isPowerOn = !isPowerOn; - - Debug.Log(isPowerOn - ? "[StoryComputer] 컴퓨터 전원이 켜졌습니다." - : "[StoryComputer] 컴퓨터 전원이 꺼졌습니다."); - - if (isPowerOn) - { - PrintCurrentState(); - } - } - - public void SaveFromComputer() - { - if (!CanUseComputer()) return; - - StoryManager.Instance.Save(); - Debug.Log("[StoryComputer] 현재 스토리 상태를 저장했습니다."); - } - - public void LoadFromComputer() - { - if (!CanUseComputer()) return; - - bool success = StoryManager.Instance.Load(); - - if (success) - { - Debug.Log("[StoryComputer] 저장된 스토리 상태를 불러왔습니다."); - PrintCurrentState(); - } - else - { - Debug.LogWarning("[StoryComputer] 불러올 저장 파일이 없습니다."); - } - } - - public void ResetStoryFromComputer() - { - if (!CanUseComputer()) return; - - StoryManager.Instance.ResetAll(); - Debug.Log("[StoryComputer] 스토리 상태를 초기화했습니다."); - PrintCurrentState(); - } - - public void PrintCurrentState() - { - if (StoryManager.Instance == null) - { - Debug.LogWarning("[StoryComputer] StoryManager가 없습니다."); - return; - } - - StringBuilder sb = new StringBuilder(); - - sb.AppendLine("========== 현재 스토리 상태 =========="); - sb.AppendLine($"메인 진행도: {StoryManager.Instance.MainProgress}"); - sb.AppendLine(); - - sb.AppendLine("공룡별 호감도:"); - - if (characters == null || characters.Length == 0) - { - sb.AppendLine("- 등록된 캐릭터 없음"); - } - else - { - foreach (CharacterData character in characters) - { - if (character == null) continue; - - int affection = StoryManager.Instance.GetAffection(character); - sb.AppendLine($"- {character.name}: {affection}"); - } - } - - sb.AppendLine("===================================="); - - Debug.Log(sb.ToString()); - } - - private bool CanUseComputer() - { - if (!isPowerOn) - { - Debug.LogWarning("[StoryComputer] 컴퓨터 전원이 꺼져 있어서 사용할 수 없습니다."); - return false; - } - - if (StoryManager.Instance == null) - { - Debug.LogWarning("[StoryComputer] StoryManager가 씬에 없습니다."); - return false; - } - - return true; - } - - [ContextMenu("TEST / Power Toggle")] - private void TestPowerToggle() - { - TogglePower(); - } - - [ContextMenu("TEST / Save")] - private void TestSave() - { - SaveFromComputer(); - } - - [ContextMenu("TEST / Load")] - private void TestLoad() - { - LoadFromComputer(); - } - - [ContextMenu("TEST / Reset Story")] - private void TestReset() - { - ResetStoryFromComputer(); - } - - [ContextMenu("TEST / Print State")] - private void TestPrintState() - { - PrintCurrentState(); - } -} \ No newline at end of file diff --git a/Assets/02_Scripts/Managers/com.meta b/Assets/02_Scripts/Managers/com.meta new file mode 100644 index 00000000..53c2e9fa --- /dev/null +++ b/Assets/02_Scripts/Managers/com.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fd96163d97af80f47a32e8802e22f8ec +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/02_Scripts/Managers/com/StoryComputerSystem.cs b/Assets/02_Scripts/Managers/com/StoryComputerSystem.cs new file mode 100644 index 00000000..83833c27 --- /dev/null +++ b/Assets/02_Scripts/Managers/com/StoryComputerSystem.cs @@ -0,0 +1,392 @@ +using System.IO; +using System.Text; +using UnityEngine; +using TMPro; + +public class StoryComputerSystem : MonoBehaviour +{ + private enum SlotMode + { + None, + Save, + Load + } + + [System.Serializable] + public class AffectionUIBind + { + public CharacterData character; + public HeartAffectionUI heartUI; + } + + [System.Serializable] + private class SlotPreviewData + { + public int MainProgress; + } + + [Header("Computer State")] + [SerializeField] private bool isPowerOn = false; + + [Header("Panel UI")] + [SerializeField] private GameObject windowPanel; + [SerializeField] private GameObject notePanel; + [SerializeField] private GameObject slotPanel; + + [Header("Slot Text UI")] + [SerializeField] private TMP_Text[] slotTexts; + + [Header("Affection Check Characters")] + [SerializeField] private CharacterData[] characters; + + [Header("Status UI")] + [SerializeField] private MainProgressUI mainProgressUI; + [SerializeField] private AffectionUIBind[] affectionUIBinds; + + private SlotMode currentSlotMode = SlotMode.None; + + public bool IsPowerOn => isPowerOn; + + private static string BaseSavePath => + Path.Combine(Application.persistentDataPath, "story_state.json"); + + private static string SlotSavePath(int slotIndex) => + Path.Combine(Application.persistentDataPath, $"story_state_slot_{slotIndex}.json"); + + private void Start() + { + ApplyPowerState(); + RefreshSlotTexts(); + } + + public void TogglePower() + { + isPowerOn = !isPowerOn; + ApplyPowerState(); + + if (isPowerOn) + { + RefreshStatusUI(); + RefreshSlotTexts(); + } + + Debug.Log(isPowerOn + ? "[StoryComputer] 컴퓨터 전원이 켜졌습니다." + : "[StoryComputer] 컴퓨터 전원이 꺼졌습니다."); + } + + private void ApplyPowerState() + { + currentSlotMode = SlotMode.None; + + if (windowPanel != null) + windowPanel.SetActive(isPowerOn); + + if (notePanel != null) + notePanel.SetActive(false); + + if (slotPanel != null) + slotPanel.SetActive(false); + } + + public void OpenCurrentStatePanel() + { + if (!CanUseComputer()) return; + + currentSlotMode = SlotMode.None; + + if (slotPanel != null) + slotPanel.SetActive(false); + + if (notePanel != null) + notePanel.SetActive(true); + + RefreshStatusUI(); + } + + public void OpenSaveSlotPanel() + { + if (!CanUseComputer()) return; + + currentSlotMode = SlotMode.Save; + + if (notePanel != null) + notePanel.SetActive(false); + + if (slotPanel != null) + slotPanel.SetActive(true); + + RefreshSlotTexts(); + } + + public void OpenLoadSlotPanel() + { + if (!CanUseComputer()) return; + + currentSlotMode = SlotMode.Load; + + if (notePanel != null) + notePanel.SetActive(false); + + if (slotPanel != null) + slotPanel.SetActive(true); + + RefreshSlotTexts(); + } + + public void SelectSlot1() + { + SelectSlot(1); + } + + public void SelectSlot2() + { + SelectSlot(2); + } + + public void SelectSlot3() + { + SelectSlot(3); + } + + private void SelectSlot(int slotIndex) + { + if (!CanUseComputer()) return; + + if (currentSlotMode == SlotMode.Save) + { + SaveToSlot(slotIndex); + } + else if (currentSlotMode == SlotMode.Load) + { + LoadFromSlot(slotIndex); + } + else + { + Debug.LogWarning("[StoryComputer] 저장/불러오기 모드가 선택되지 않았습니다."); + } + } + + private void SaveToSlot(int slotIndex) + { + if (StoryManager.Instance == null) + { + Debug.LogWarning("[StoryComputer] StoryManager가 없습니다."); + return; + } + + StoryManager.Instance.Save(); + + if (!File.Exists(BaseSavePath)) + { + Debug.LogWarning("[StoryComputer] 기본 저장 파일이 생성되지 않았습니다."); + return; + } + + File.Copy(BaseSavePath, SlotSavePath(slotIndex), true); + + RefreshSlotTexts(); + RefreshStatusUI(); + + Debug.Log($"[StoryComputer] 슬롯 {slotIndex}에 저장했습니다."); + } + + private void LoadFromSlot(int slotIndex) + { + string slotPath = SlotSavePath(slotIndex); + + if (!File.Exists(slotPath)) + { + Debug.LogWarning($"[StoryComputer] 슬롯 {slotIndex}에 저장 파일이 없습니다."); + return; + } + + File.Copy(slotPath, BaseSavePath, true); + + bool success = StoryManager.Instance.Load(); + + if (!success) + { + Debug.LogWarning($"[StoryComputer] 슬롯 {slotIndex} 불러오기에 실패했습니다."); + return; + } + + currentSlotMode = SlotMode.None; + + if (slotPanel != null) + slotPanel.SetActive(false); + + if (notePanel != null) + notePanel.SetActive(true); + + RefreshSlotTexts(); + RefreshStatusUI(); + + Debug.Log($"[StoryComputer] 슬롯 {slotIndex}에서 불러왔습니다."); + } + + public void ResetStoryFromComputer() + { + if (!CanUseComputer()) return; + + StoryManager.Instance.ResetAll(); + + currentSlotMode = SlotMode.None; + + if (slotPanel != null) + slotPanel.SetActive(false); + + if (notePanel != null) + notePanel.SetActive(true); + + RefreshStatusUI(); + + Debug.Log("[StoryComputer] 스토리 상태를 초기화했습니다."); + } + + public void CloseComputerWindow() + { + isPowerOn = false; + currentSlotMode = SlotMode.None; + + if (notePanel != null) + notePanel.SetActive(false); + + if (slotPanel != null) + slotPanel.SetActive(false); + + if (windowPanel != null) + windowPanel.SetActive(false); + + Debug.Log("[StoryComputer] 컴퓨터 UI 창을 닫고 전원을 껐습니다."); + } + + public void SaveFromComputer() + { + OpenSaveSlotPanel(); + } + + public void LoadFromComputer() + { + OpenLoadSlotPanel(); + } + + private void RefreshSlotTexts() + { + if (slotTexts == null) return; + + for (int i = 0; i < slotTexts.Length; i++) + { + if (slotTexts[i] == null) continue; + + int slotIndex = i + 1; + string slotPath = SlotSavePath(slotIndex); + + if (!File.Exists(slotPath)) + { + slotTexts[i].text = $"슬롯 {slotIndex}\n저장된 데이터 없음"; + continue; + } + + int progress = ReadSlotMainProgress(slotPath); + slotTexts[i].text = $"슬롯 {slotIndex}\n저장됨 · 진행도 {progress}%"; + } + } + + private int ReadSlotMainProgress(string slotPath) + { + try + { + string json = File.ReadAllText(slotPath); + SlotPreviewData data = JsonUtility.FromJson(json); + + if (data == null) + return 0; + + return Mathf.Clamp(data.MainProgress, 0, 100); + } + catch + { + return 0; + } + } + + public void PrintCurrentState() + { + if (StoryManager.Instance == null) + { + Debug.LogWarning("[StoryComputer] StoryManager가 없습니다."); + return; + } + + StringBuilder sb = new StringBuilder(); + + sb.AppendLine("========== 현재 스토리 상태 =========="); + sb.AppendLine($"메인 진행도: {StoryManager.Instance.MainProgress}"); + sb.AppendLine(); + sb.AppendLine("공룡별 호감도:"); + + if (characters == null || characters.Length == 0) + { + sb.AppendLine("- 등록된 캐릭터 없음"); + } + else + { + foreach (CharacterData character in characters) + { + if (character == null) continue; + + int affection = StoryManager.Instance.GetAffection(character); + sb.AppendLine($"- {character.name}: {affection}"); + } + } + + sb.AppendLine("===================================="); + + Debug.Log(sb.ToString()); + } + + private void RefreshStatusUI() + { + if (StoryManager.Instance == null) + { + Debug.LogWarning("[StoryComputer] StoryManager가 없어서 UI를 갱신할 수 없습니다."); + return; + } + + if (mainProgressUI != null) + { + mainProgressUI.SetProgress(StoryManager.Instance.MainProgress); + } + + if (affectionUIBinds != null) + { + foreach (AffectionUIBind bind in affectionUIBinds) + { + if (bind == null) continue; + if (bind.character == null) continue; + if (bind.heartUI == null) continue; + + int affection = StoryManager.Instance.GetAffection(bind.character); + bind.heartUI.SetAffection(affection); + } + } + } + + private bool CanUseComputer() + { + if (!isPowerOn) + { + Debug.LogWarning("[StoryComputer] 컴퓨터 전원이 꺼져 있어서 사용할 수 없습니다."); + return false; + } + + if (StoryManager.Instance == null) + { + Debug.LogWarning("[StoryComputer] StoryManager가 씬에 없습니다."); + return false; + } + + return true; + } +} \ No newline at end of file diff --git a/Assets/02_Scripts/Managers/StoryComputerSystem.cs.meta b/Assets/02_Scripts/Managers/com/StoryComputerSystem.cs.meta similarity index 100% rename from Assets/02_Scripts/Managers/StoryComputerSystem.cs.meta rename to Assets/02_Scripts/Managers/com/StoryComputerSystem.cs.meta diff --git a/Assets/02_Scripts/UI/HeartAffectionUI.cs b/Assets/02_Scripts/UI/HeartAffectionUI.cs new file mode 100644 index 00000000..f6799bf0 --- /dev/null +++ b/Assets/02_Scripts/UI/HeartAffectionUI.cs @@ -0,0 +1,46 @@ +using UnityEngine; +using UnityEngine.UI; +using TMPro; + +public class HeartAffectionUI : MonoBehaviour +{ + [Header("채워지는 하트 10개")] + public Image[] fillHearts; + + [Header("퍼센트 텍스트")] + public TMP_Text percentText; + + [Header("호감도")] + [Range(0, 100)] + public int affectionPercent = 0; + + private void Start() + { + SetAffection(affectionPercent); + } + + public void SetAffection(int percent) + { + affectionPercent = Mathf.Clamp(percent, 0, 100); + + // 11% = 1.1개 하트 + // 45% = 4.5개 하트 + // 78% = 7.8개 하트 + float heartValue = affectionPercent / 10f; + + for (int i = 0; i < fillHearts.Length; i++) + { + fillHearts[i].fillAmount = Mathf.Clamp01(heartValue - i); + } + + if (percentText != null) + { + percentText.text = affectionPercent + "%"; + } + } + + public void AddAffection(int amount) + { + SetAffection(affectionPercent + amount); + } +} \ No newline at end of file diff --git a/Assets/02_Scripts/UI/HeartAffectionUI.cs.meta b/Assets/02_Scripts/UI/HeartAffectionUI.cs.meta new file mode 100644 index 00000000..a1ee6440 --- /dev/null +++ b/Assets/02_Scripts/UI/HeartAffectionUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c24b2d88eab370744b5aa15143ad93d7 \ No newline at end of file diff --git a/Assets/02_Scripts/UI/MainProgressUI.cs b/Assets/02_Scripts/UI/MainProgressUI.cs new file mode 100644 index 00000000..28ceaf15 --- /dev/null +++ b/Assets/02_Scripts/UI/MainProgressUI.cs @@ -0,0 +1,41 @@ +using UnityEngine; +using UnityEngine.UI; +using TMPro; + +public class MainProgressUI : MonoBehaviour +{ + [Header("진행도 채움 이미지")] + public Image progressFill; + + [Header("퍼센트 텍스트")] + public TMP_Text percentText; + + [Header("메인 진행도")] + [Range(0, 100)] + public int progressPercent = 0; + + private void Start() + { + SetProgress(progressPercent); + } + + public void SetProgress(int percent) + { + progressPercent = Mathf.Clamp(percent, 0, 100); + + if (progressFill != null) + { + progressFill.fillAmount = progressPercent / 100f; + } + + if (percentText != null) + { + percentText.text = progressPercent + "%"; + } + } + + public void AddProgress(int amount) + { + SetProgress(progressPercent + amount); + } +} \ No newline at end of file diff --git a/Assets/02_Scripts/UI/MainProgressUI.cs.meta b/Assets/02_Scripts/UI/MainProgressUI.cs.meta new file mode 100644 index 00000000..4a3962f6 --- /dev/null +++ b/Assets/02_Scripts/UI/MainProgressUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 035493732111afa4e907adcfcbbabb3c \ No newline at end of file diff --git a/Assets/04_Models/Characters/Real Dinosaurs/Argentinosaurus/arge.mat b/Assets/04_Models/Characters/Real Dinosaurs/Argentinosaurus/arge.mat index a6aaf6db..a25c02ab 100644 --- a/Assets/04_Models/Characters/Real Dinosaurs/Argentinosaurus/arge.mat +++ b/Assets/04_Models/Characters/Real Dinosaurs/Argentinosaurus/arge.mat @@ -32,8 +32,10 @@ Material: m_EnableInstancingVariants: 1 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 - stringTagMap: {} - disabledShaderPasses: [] + stringTagMap: + RenderType: Opaque + disabledShaderPasses: + - MOTIONVECTORS m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -86,20 +88,41 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _SpecGlossMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _ToonShade: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_LightmapsInd: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: + - _AddPrecomputedVelocity: 0 - _Alpha: 1 - _AlphaClip: 0 - _AlphaToMask: 0 - _BaseLight: 1.5 - _Blend: 0 + - _BlendModePreserveSpecular: 1 - _BumpScale: 1 + - _ClearCoatMask: 0 + - _ClearCoatSmoothness: 0 - _Cull: 2 - _Cutoff: 0.5 + - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DstBlend: 0 - _DstBlendAlpha: 0 @@ -114,6 +137,7 @@ Material: - _Outline: 0.005 - _Parallax: 0.02 - _QueueOffset: 0 + - _ReceiveShadows: 1 - _Smoothness: 0.5 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 @@ -123,6 +147,7 @@ Material: - _UVSec: 0 - _Vertex: 0 - _WorkflowMode: 1 + - _XRMotionVectorsPass: 1 - _ZTest: 4 - _ZWrite: 1 m_Colors: @@ -130,5 +155,6 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] m_AllowLocking: 1 diff --git a/Assets/04_Models/Characters/Real Dinosaurs/Gallimimus/galli.mat b/Assets/04_Models/Characters/Real Dinosaurs/Gallimimus/galli.mat index 52cd2d4a..2ed61fcc 100644 --- a/Assets/04_Models/Characters/Real Dinosaurs/Gallimimus/galli.mat +++ b/Assets/04_Models/Characters/Real Dinosaurs/Gallimimus/galli.mat @@ -19,8 +19,10 @@ Material: m_EnableInstancingVariants: 1 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 - stringTagMap: {} - disabledShaderPasses: [] + stringTagMap: + RenderType: Opaque + disabledShaderPasses: + - MOTIONVECTORS m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -69,16 +71,37 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _SpecGlossMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_LightmapsInd: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: + - _AddPrecomputedVelocity: 0 - _Alpha: 1 - _AlphaClip: 0 - _AlphaToMask: 0 - _BaseLight: 1.5 - _Blend: 0 + - _BlendModePreserveSpecular: 1 - _BumpScale: 1 + - _ClearCoatMask: 0 + - _ClearCoatSmoothness: 0 - _Cull: 2 - _Cutoff: 0.5 + - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DstBlend: 0 - _DstBlendAlpha: 0 @@ -92,6 +115,7 @@ Material: - _OcclusionStrength: 1 - _Parallax: 0.02 - _QueueOffset: 0 + - _ReceiveShadows: 1 - _Smoothness: 0.5 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 @@ -101,12 +125,14 @@ Material: - _UVSec: 0 - _Vertex: 0 - _WorkflowMode: 1 + - _XRMotionVectorsPass: 1 - _ZTest: 4 - _ZWrite: 1 m_Colors: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] m_AllowLocking: 1 --- !u!114 &8836031623640785095 diff --git a/Assets/04_Models/Characters/Real Dinosaurs/Troodon/troo.mat b/Assets/04_Models/Characters/Real Dinosaurs/Troodon/troo.mat index 7a1708cb..dab1c0bd 100644 --- a/Assets/04_Models/Characters/Real Dinosaurs/Troodon/troo.mat +++ b/Assets/04_Models/Characters/Real Dinosaurs/Troodon/troo.mat @@ -35,7 +35,8 @@ Material: m_CustomRenderQueue: 2450 stringTagMap: RenderType: TransparentCutout - disabledShaderPasses: [] + disabledShaderPasses: + - MOTIONVECTORS m_LockedProperties: m_SavedProperties: serializedVersion: 3 @@ -84,16 +85,37 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _SpecGlossMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_LightmapsInd: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: + - _AddPrecomputedVelocity: 0 - _Alpha: 1 - _AlphaClip: 1 - _AlphaToMask: 1 - _BaseLight: 3 - _Blend: 0 + - _BlendModePreserveSpecular: 1 - _BumpScale: 1 + - _ClearCoatMask: 0 + - _ClearCoatSmoothness: 0 - _Cull: 2 - _Cutoff: 0.5 + - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DstBlend: 0 - _DstBlendAlpha: 0 @@ -107,6 +129,7 @@ Material: - _OcclusionStrength: 1 - _Parallax: 0.02 - _QueueOffset: 0 + - _ReceiveShadows: 1 - _Smoothness: 0.5 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 @@ -116,11 +139,13 @@ Material: - _UVSec: 0 - _Vertex: 0 - _WorkflowMode: 1 + - _XRMotionVectorsPass: 1 - _ZTest: 4 - _ZWrite: 1 m_Colors: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _SpecColor: {r: 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