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using System; | |
using System.Linq; | |
using _Framework.Scripts.Extensions; | |
using _Project.Scripts.Entities.Zones; | |
using _Project.Scripts.Gameplay; | |
using Builder.Export.MeshWorld.GltfToMeshworld; | |
using UnityEngine; | |
using Object = UnityEngine.Object; | |
namespace Builder.Export.MeshWorld |
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Shader "Custom/Transparent Depth Pass" { | |
Properties { | |
_InnerColor("Inner Color", Color) = (1.0, 1.0, 1.0, 1.0) | |
_RimColor("Rim Color", Color) = (0.26, 0.19, 0.16, 0.0) | |
_RimPower("Rim Power", Range(0.5, 8.0)) = 3.0 | |
} | |
SubShader { | |
Tags { | |
"Queue" = "Transparent" | |
"IgnoreProjector" = "True" |
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#if UNITY_EDITOR | |
using System; | |
using System.IO; | |
using System.Linq; | |
using System.Text.RegularExpressions; | |
using UnityEditor; | |
using UnityEngine; | |
public class BuildUtils | |
{ |
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using UnityEngine; | |
namespace _Framework.Scripts.Util | |
{ | |
public class FixSkinnedMeshRendererBounds : MonoBehaviour | |
{ | |
[SerializeField] private SkinnedMeshRenderer skinnedMeshRenderer; | |
private void OnRenderObject() | |
{ |