Minor - Add Assets And Support Dual Screen
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20
Assets/MobileDepthWater/Scripts/Water/WaterArea.cs
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20
Assets/MobileDepthWater/Scripts/Water/WaterArea.cs
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namespace Assets.Scripts.Water
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{
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using UnityEngine;
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/// <summary>
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/// Area that belongs to some water
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/// </summary>
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public class WaterArea : MonoBehaviour
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{
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/// <summary>
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/// Water shader properties of the water this area belong
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/// </summary>
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[SerializeField] private WaterPropertyBlockSetter waterProperties;
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public MaterialPropertyBlock WaterPropertyBlock
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{
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get { return waterProperties.MaterialPropertyBlock; }
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}
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}
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}
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19
Assets/MobileDepthWater/Scripts/Water/WaterArea.cs.meta
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19
Assets/MobileDepthWater/Scripts/Water/WaterArea.cs.meta
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fileFormatVersion: 2
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guid: a8224516acd263b45a7aa9170e00b7ff
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timeCreated: 1493665152
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licenseType: Store
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MonoImporter:
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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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AssetOrigin:
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serializedVersion: 1
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productId: 89541
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packageName: Mobile depth water shader
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packageVersion: 1.0
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assetPath: Assets/MobileDepthWater/Scripts/Water/WaterArea.cs
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uploadId: 179707
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namespace Assets.Scripts.Water
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{
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using UnityEngine;
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/// <summary>
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/// This class switchs material of dynamic objects if they enter or exit any water area
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/// After switching to water material it pushes water area properties to dynamic object material
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/// It allows objects to be under the lake or be in the different water
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/// Also switching material to diffuse after exiting the water gives a bit performance
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/// </summary>
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public class WaterMaterialSwitcher : MonoBehaviour
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{
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[SerializeField] private Renderer renderer;
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[SerializeField] private Material waterMaterial;
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[SerializeField] private Material diffuseMaterial;
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private MaterialPropertyBlock defaulPropertyBlock;
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public void Awake()
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{
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defaulPropertyBlock = new MaterialPropertyBlock();
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renderer.GetPropertyBlock(defaulPropertyBlock);
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}
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public void OnTriggerEnter(Collider collider)
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{
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if (collider.tag == "Water")
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{
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var waterPropertyBlock = collider.GetComponent<WaterArea>().WaterPropertyBlock;
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renderer.sharedMaterial = waterMaterial;
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renderer.SetPropertyBlock(waterPropertyBlock);
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}
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}
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public void OnTriggerExit(Collider collider)
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{
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if (collider.tag == "Water")
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{
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renderer.sharedMaterial = diffuseMaterial;
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renderer.SetPropertyBlock(defaulPropertyBlock);
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}
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}
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}
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}
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@@ -0,0 +1,19 @@
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fileFormatVersion: 2
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guid: 43f35e80d9e9de94b9032fbd4aa2b5f7
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timeCreated: 1493664770
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licenseType: Store
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MonoImporter:
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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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AssetOrigin:
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serializedVersion: 1
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productId: 89541
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packageName: Mobile depth water shader
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packageVersion: 1.0
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assetPath: Assets/MobileDepthWater/Scripts/Water/WaterMaterialSwitcher.cs
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uploadId: 179707
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@@ -0,0 +1,107 @@
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namespace Assets.Scripts.Water
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{
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using UnityEngine;
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/// <summary>
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/// This class helps you to set water properties for a lot of materials at the same time.
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/// So you don't have to make it for each independently.
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/// Put it on the scene, add renderers and set up your water.
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/// </summary>
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[ExecuteInEditMode]
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public class WaterPropertyBlockSetter : MonoBehaviour
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{
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[SerializeField] private Renderer[] waterRenderers;
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[Space]
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[SerializeField] private Color waterColor;
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[SerializeField] private Texture waterTex;
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[SerializeField] private Vector2 waterTile;
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[Range(0, 1)][SerializeField] private float textureVisibility;
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[Space]
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[SerializeField] private Texture distortionTex;
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[SerializeField] private Vector2 distortionTile;
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[Space]
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[SerializeField] private float waterHeight;
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[SerializeField] private float waterDeep;
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[Range(0, 0.1f)][SerializeField] private float waterDepthParam;
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[Range(0, 1)][SerializeField] private float waterMinAlpha;
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[Space]
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[SerializeField] private Color borderColor;
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[Range(0, 1)][SerializeField] private float borderWidth;
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[Space]
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[SerializeField] private Vector2 moveDirection;
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private MaterialPropertyBlock materialPropertyBlock;
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public MaterialPropertyBlock MaterialPropertyBlock
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{
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get { return materialPropertyBlock; }
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}
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public void Awake()
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{
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materialPropertyBlock = new MaterialPropertyBlock();
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SetUpPropertyBlock(materialPropertyBlock);
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if (waterRenderers != null)
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{
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for (var i = 0; i < waterRenderers.Length; i++)
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{
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waterRenderers[i].SetPropertyBlock(materialPropertyBlock);
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}
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}
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}
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#if UNITY_EDITOR
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public void OnEnable()
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{
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materialPropertyBlock = new MaterialPropertyBlock();
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SetUpPropertyBlock(materialPropertyBlock);
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}
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public void Update()
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{
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SetUpPropertyBlock(materialPropertyBlock);
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if (waterRenderers != null)
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{
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for (var i = 0; i < waterRenderers.Length; i++)
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{
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waterRenderers[i].SetPropertyBlock(materialPropertyBlock);
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}
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}
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}
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#endif
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private void SetUpPropertyBlock(MaterialPropertyBlock propertyBlock)
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{
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propertyBlock.SetColor("_WaterColor", waterColor);
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propertyBlock.SetColor("_BorderColor", borderColor);
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propertyBlock.SetVector("_Tiling", waterTile);
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propertyBlock.SetVector("_DistTiling", distortionTile);
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propertyBlock.SetVector("_MoveDirection", new Vector4(moveDirection.x, 0f, moveDirection.y, 0f));
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if (waterTex != null)
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{
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propertyBlock.SetTexture("_WaterTex", waterTex);
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}
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if (distortionTex != null)
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{
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propertyBlock.SetTexture("_DistTex", distortionTex);
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}
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propertyBlock.SetFloat("_TextureVisibility", textureVisibility);
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propertyBlock.SetFloat("_WaterHeight", waterHeight);
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propertyBlock.SetFloat("_WaterDeep", waterDeep);
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propertyBlock.SetFloat("_WaterDepth", waterDepthParam);
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propertyBlock.SetFloat("_WaterMinAlpha", waterMinAlpha);
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propertyBlock.SetFloat("_BorderWidth", borderWidth);
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}
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}
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}
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@@ -0,0 +1,19 @@
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fileFormatVersion: 2
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guid: 7b610d095b4e1b044805a720533b3ce8
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timeCreated: 1493665152
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licenseType: Store
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MonoImporter:
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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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||||
AssetOrigin:
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serializedVersion: 1
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productId: 89541
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packageName: Mobile depth water shader
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packageVersion: 1.0
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assetPath: Assets/MobileDepthWater/Scripts/Water/WaterPropertyBlockSetter.cs
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uploadId: 179707
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