Hub lights and detail
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@@ -57,10 +57,10 @@ Material:
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _Exposure: 0.57
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- _Exposure: 0.89
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- _Rotation: 53
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _Tint: {r: 0.7735849, g: 0.34782913, b: 0.105820596, a: 1}
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- _Tint: {r: 0.77254903, g: 0.27221045, b: 0.10588234, a: 1}
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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@@ -1,9 +1,10 @@
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Shader "Custom/URP/Unlit_Panorama_NoFog"
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Shader "Custom/URP/FakeSky_NoClip"
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{
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Properties
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{
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_BaseMap ("Texture", 2D) = "white" {}
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_Color ("Color Tint", Color) = (1,1,1,1)
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[MainTexture] _BaseMap ("Texture (Panorama)", 2D) = "white" {}
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[MainColor] _Color ("Color Tint", Color) = (1,1,1,1)
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_Intensity ("Brightness / Emission", Float) = 1.0
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}
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SubShader
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@@ -11,8 +12,9 @@ Shader "Custom/URP/Unlit_Panorama_NoFog"
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Tags
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{
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"RenderPipeline"="UniversalRenderPipeline"
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"RenderType"="Background"
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"Queue"="Background"
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"RenderType"="Opaque"
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"PreviewType"="Skybox"
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}
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Pass
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@@ -20,9 +22,10 @@ Shader "Custom/URP/Unlit_Panorama_NoFog"
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Name "Unlit"
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Tags { "LightMode"="UniversalForward" }
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ZWrite Off
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Cull Off
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Fog { Mode Off }
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ZWrite Off
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// Wa¿ne: ZTest LEqual w po³¹czeniu z trikiem w Vertex shaderze
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ZTest LEqual
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HLSLPROGRAM
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#pragma vertex vert
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@@ -45,23 +48,33 @@ Shader "Custom/URP/Unlit_Panorama_NoFog"
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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float4 _BaseMap_ST;
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float4 _Color;
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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float4 _Color;
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float _Intensity;
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CBUFFER_END
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Varyings vert (Attributes v)
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{
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Varyings o;
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o.positionHCS = TransformObjectToHClip(v.positionOS.xyz);
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// --- MAGICZNA LINIJKA ---
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// To sprawia, ¿e obiekt jest renderowany na maksymalnej g³êbokoœci (jak Skybox).
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// Dziêki temu Far Clip Plane kamery go nie utnie, nawet jak jest ogromny.
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o.positionHCS.z = o.positionHCS.w;
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// ------------------------
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o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
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return o;
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}
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half4 frag (Varyings i) : SV_Target
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{
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half4 col = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv);
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return col * _Color;
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half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv);
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return texColor * _Color * _Intensity;
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}
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ENDHLSL
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}
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}
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}
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}
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@@ -18,7 +18,7 @@ Material:
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m_LightmapFlags: 2
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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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m_CustomRenderQueue: 1000
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stringTagMap: {}
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disabledShaderPasses:
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- MOTIONVECTORS
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@@ -128,6 +128,7 @@ Material:
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- _Glossiness: 0
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- _GlossyReflections: 0
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- _ImageType: 0
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- _Intensity: 1.09
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- _Layout: 0
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- _Mapping: 1
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- _Metallic: 0
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@@ -147,7 +148,7 @@ Material:
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- _ZWrite: 1
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 0.65499705, b: 0.28773582, a: 1}
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- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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- _Tint: {r: 0.5, g: 0.5, b: 0.5, a: 0.5}
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@@ -19,8 +19,8 @@ LightingSettings:
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m_LightmapMaxSize: 1024
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m_LightmapSizeFixed: 1
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m_UseMipmapLimits: 1
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m_BakeResolution: 40
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m_Padding: 8
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m_BakeResolution: 45
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m_Padding: 6
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m_LightmapCompression: 0
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m_AO: 1
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m_AOMaxDistance: 0.6
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