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https://github.com/imperialsushi/gutterball-3.git
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New Version 1.42
Moving cam replay. Fixed the bugs. New Version 1.42 Moving cam replay. Fixed the bugs. New Version 1.42 Moving cam replay, Fixed the bugs.
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7079 changed files with 186851 additions and 48991 deletions
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// UI Editable properties
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uniform sampler2D _FaceTex; // Alpha : Signed Distance
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uniform float _FaceUVSpeedX;
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uniform float _FaceUVSpeedY;
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uniform fixed4 _FaceColor; // RGBA : Color + Opacity
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uniform float _FaceDilate; // v[ 0, 1]
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uniform float _OutlineSoftness; // v[ 0, 1]
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uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
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uniform float _OutlineUVSpeedX;
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uniform float _OutlineUVSpeedY;
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uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
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uniform float _OutlineWidth; // v[ 0, 1]
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uniform float _Bevel; // v[ 0, 1]
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uniform float _BevelOffset; // v[-1, 1]
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uniform float _BevelWidth; // v[-1, 1]
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uniform float _BevelClamp; // v[ 0, 1]
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uniform float _BevelRoundness; // v[ 0, 1]
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uniform sampler2D _BumpMap; // Normal map
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uniform float _BumpOutline; // v[ 0, 1]
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uniform float _BumpFace; // v[ 0, 1]
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uniform samplerCUBE _Cube; // Cube / sphere map
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uniform fixed4 _ReflectFaceColor; // RGB intensity
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uniform fixed4 _ReflectOutlineColor;
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//uniform float _EnvTiltX; // v[-1, 1]
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//uniform float _EnvTiltY; // v[-1, 1]
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uniform float3 _EnvMatrixRotation;
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uniform float4x4 _EnvMatrix;
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uniform fixed4 _SpecularColor; // RGB intensity
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uniform float _LightAngle; // v[ 0,Tau]
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uniform float _SpecularPower; // v[ 0, 1]
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uniform float _Reflectivity; // v[ 5, 15]
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uniform float _Diffuse; // v[ 0, 1]
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uniform float _Ambient; // v[ 0, 1]
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uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
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uniform float _UnderlayOffsetX; // v[-1, 1]
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uniform float _UnderlayOffsetY; // v[-1, 1]
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uniform float _UnderlayDilate; // v[-1, 1]
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uniform float _UnderlaySoftness; // v[ 0, 1]
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uniform fixed4 _GlowColor; // RGBA : Color + Intesity
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uniform float _GlowOffset; // v[-1, 1]
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uniform float _GlowOuter; // v[ 0, 1]
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uniform float _GlowInner; // v[ 0, 1]
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uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
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// API Editable properties
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uniform float _ShaderFlags;
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uniform float _WeightNormal;
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uniform float _WeightBold;
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uniform float _ScaleRatioA;
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uniform float _ScaleRatioB;
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uniform float _ScaleRatioC;
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uniform float _VertexOffsetX;
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uniform float _VertexOffsetY;
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//uniform float _UseClipRect;
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uniform float _MaskID;
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uniform sampler2D _MaskTex;
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uniform float4 _MaskCoord;
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uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
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//uniform float _MaskWipeControl;
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//uniform float _MaskEdgeSoftness;
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//uniform fixed4 _MaskEdgeColor;
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//uniform bool _MaskInverse;
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uniform float _MaskSoftnessX;
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uniform float _MaskSoftnessY;
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// Font Atlas properties
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uniform sampler2D _MainTex;
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uniform float _TextureWidth;
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uniform float _TextureHeight;
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uniform float _GradientScale;
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uniform float _ScaleX;
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uniform float _ScaleY;
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uniform float _PerspectiveFilter;
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uniform float _Sharpness;
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fileFormatVersion: 2
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guid: 3c6c403084eacec478a1129ce20061ea
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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// Simplified SDF shader:
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// - No Shading Option (bevel / bump / env map)
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// - No Glow Option
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// - Softness is applied on both side of the outline
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Shader "Hidden/TextMeshPro/Internal/Distance Field SSD" {
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Properties {
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0.02
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_WeightNormal ("Weight Normal", float) = 0
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_WeightBold ("Weight Bold", float) = .5
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", float) = 512
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_TextureHeight ("Texture Height", float) = 512
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_GradientScale ("Gradient Scale", float) = 5
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_ScaleX ("Scale X", float) = 1
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_ScaleY ("Scale Y", float) = 1
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_Sharpness ("Sharpness", Range(-1,1)) = 0
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader {
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Tags
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{
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"ForceSupported" = "True"
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}
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Lighting Off
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Blend One OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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ZTest Always
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Pass {
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CGPROGRAM
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#pragma vertex VertShader
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#pragma fragment PixShader
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#include "UnityCG.cginc"
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#include "TMP_Properties.cginc"
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sampler2D _GUIClipTexture;
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uniform float4x4 unity_GUIClipTextureMatrix;
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struct vertex_t {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct pixel_t {
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float4 vertex : SV_POSITION;
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fixed4 faceColor : COLOR;
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float2 texcoord0 : TEXCOORD0;
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float2 clipUV : TEXCOORD1;
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};
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pixel_t VertShader(vertex_t input)
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{
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// Does not handle simulated bold correctly.
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float4 vert = input.vertex;
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vert.x += _VertexOffsetX;
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vert.y += _VertexOffsetY;
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float4 vPosition = UnityObjectToClipPos(vert);
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float opacity = input.color.a;
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fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
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faceColor.rgb *= faceColor.a;
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// Generate UV for the Clip Texture
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float3 eyePos = UnityObjectToViewPos(input.vertex);
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float2 clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
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// Structure for pixel shader
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pixel_t output = {
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vPosition,
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faceColor,
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float2(input.texcoord0.x, input.texcoord0.y),
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clipUV,
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};
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return output;
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}
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half transition(half2 range, half distance)
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{
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return smoothstep(range.x, range.y, distance);
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}
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// PIXEL SHADER
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fixed4 PixShader(pixel_t input) : SV_Target
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{
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half distanceSample = tex2D(_MainTex, input.texcoord0).a;
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half smoothing = fwidth(distanceSample) * (1 - _Sharpness) + _OutlineSoftness;
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half contour = 0.5 - _FaceDilate * 0.5;
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half2 edgeRange = half2(contour - smoothing, contour + smoothing);
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half4 c = input.faceColor;
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half edgeTransition = transition(edgeRange, distanceSample);
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c *= edgeTransition;
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c *= tex2D(_GUIClipTexture, input.clipUV).a;
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return c;
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}
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ENDCG
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}
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}
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CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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fileFormatVersion: 2
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guid: ce4ec0f498d1b1a4f90fe94e115b6f9a
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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