├── Screenshot01.png ├── Assets ├── TextMesh Pro │ ├── Resources │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Following Characters.txt │ │ ├── Shaders │ │ │ ├── TMPro.cginc.meta │ │ │ ├── TMP_Bitmap.shader.meta │ │ │ ├── TMP_SDF.shader.meta │ │ │ ├── TMP_SDF Overlay.shader.meta │ │ │ ├── TMP_SDF-Mobile.shader.meta │ │ │ ├── TMP_SDF-Surface.shader.meta │ │ │ ├── TMPro_Properties.cginc.meta │ │ │ ├── TMPro_Surface.cginc.meta │ │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ │ ├── TMP_Sprite.shader.meta │ │ │ └── TMP_SDF-Mobile Masking.shader.meta │ │ ├── TMP Settings.asset.meta │ │ ├── Sprite Assets │ │ │ └── EmojiOne.asset.meta │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Shaders.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ └── LiberationSans SDF - Fallback.asset.meta │ │ ├── Sprite Assets.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ └── Default Style Sheet.asset.meta │ │ ├── Fonts & Materials.meta │ │ └── TMP Settings.asset │ ├── Sprites │ │ ├── EmojiOne.png │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne Attribution.txt │ │ └── EmojiOne.json.meta │ ├── Fonts │ │ ├── LiberationSans.ttf │ │ ├── LiberationSans - OFL.txt.meta │ │ └── LiberationSans.ttf.meta │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Resources.meta │ ├── Sprites.meta │ └── Documentation.meta ├── Scripts │ ├── ClientHelpers │ │ ├── AUDIO │ │ │ ├── NAudio.dll │ │ │ ├── WavUtility.cs.meta │ │ │ └── NAudio.dll.meta │ │ ├── MPQ │ │ │ ├── libs │ │ │ │ ├── StormLib.dll │ │ │ │ ├── ICSharpCode.SharpZipLib.dll │ │ │ │ ├── StormLib.dll.meta │ │ │ │ └── ICSharpCode.SharpZipLib.dll.meta │ │ │ ├── Mpq │ │ │ │ ├── MpqParserException.cs │ │ │ │ ├── BitStream.cs.meta │ │ │ │ ├── MpqEntry.cs.meta │ │ │ │ ├── MpqStream.cs.meta │ │ │ │ ├── MpqArchive.cs.meta │ │ │ │ ├── MpqHuffman.cs.meta │ │ │ │ ├── MpqParserException.cs.meta │ │ │ │ ├── MpqWavCompression.cs.meta │ │ │ │ └── PKLibDecompress.cs.meta │ │ │ ├── Mpq.meta │ │ │ └── libs.meta │ │ ├── BLP │ │ │ ├── System.Drawing.dll │ │ │ ├── BlpFile.cs.meta │ │ │ ├── DXTDecompression.cs.meta │ │ │ └── System.Drawing.dll.meta │ │ ├── AUDIO.meta │ │ ├── BLP.meta │ │ ├── M2.meta │ │ ├── M2 │ │ │ ├── interfaces │ │ │ │ ├── IAnimated.cs │ │ │ │ ├── IAnimated.cs.meta │ │ │ │ ├── IMarshalable.cs.meta │ │ │ │ ├── IReferencer.cs.meta │ │ │ │ ├── IReferencer.cs │ │ │ │ └── IMarshalable.cs │ │ │ ├── io.meta │ │ │ ├── m2.meta │ │ │ ├── types.meta │ │ │ ├── interfaces.meta │ │ │ ├── m2 │ │ │ │ ├── M2.cs.meta │ │ │ │ ├── M2Bone.cs.meta │ │ │ │ ├── M2Array.cs.meta │ │ │ │ ├── M2Batch.cs.meta │ │ │ │ ├── M2Camera.cs.meta │ │ │ │ ├── M2Color.cs.meta │ │ │ │ ├── M2Event.cs.meta │ │ │ │ ├── M2FakeTrack.cs.meta │ │ │ │ ├── M2Light.cs.meta │ │ │ │ ├── M2Material.cs.meta │ │ │ │ ├── M2Particle.cs.meta │ │ │ │ ├── M2Ribbon.cs.meta │ │ │ │ ├── M2Sequence.cs.meta │ │ │ │ ├── M2Texture.cs.meta │ │ │ │ ├── M2Track.cs.meta │ │ │ │ ├── M2TrackBase.cs.meta │ │ │ │ ├── M2Vertex.cs.meta │ │ │ │ ├── AnimationData.cs.meta │ │ │ │ ├── M2Attachment.cs.meta │ │ │ │ ├── M2ShadowBatch.cs.meta │ │ │ │ ├── M2SkinProfile.cs.meta │ │ │ │ ├── M2SkinSection.cs.meta │ │ │ │ ├── M2TextureWeight.cs.meta │ │ │ │ ├── PlayableRecord.cs.meta │ │ │ │ ├── M2TextureTransform.cs.meta │ │ │ │ ├── M2TextureWeight.cs │ │ │ │ ├── PlayableRecord.cs │ │ │ │ ├── M2ShadowBatch.cs │ │ │ │ ├── M2Color.cs │ │ │ │ ├── M2Material.cs │ │ │ │ ├── M2FakeTrack.cs │ │ │ │ ├── M2TextureTransform.cs │ │ │ │ └── M2Event.cs │ │ │ ├── M2UnityHelper.cs.meta │ │ │ ├── io │ │ │ │ ├── Substream.cs.meta │ │ │ │ ├── StreamExtensions.cs.meta │ │ │ │ └── Substream.cs │ │ │ └── types │ │ │ │ ├── C2Vector.cs.meta │ │ │ │ ├── C3Vector.cs.meta │ │ │ │ ├── C4Plane.cs.meta │ │ │ │ ├── C4Vector.cs.meta │ │ │ │ ├── CAaBox.cs.meta │ │ │ │ ├── CArgb.cs.meta │ │ │ │ ├── CRange.cs.meta │ │ │ │ ├── C33Matrix.cs.meta │ │ │ │ ├── C44Matrix.cs.meta │ │ │ │ ├── C4Quaternion.cs.meta │ │ │ │ ├── CAaSphere.cs.meta │ │ │ │ ├── FixedPoint.cs.meta │ │ │ │ ├── M2CompQuat.cs.meta │ │ │ │ ├── VertexProperty.cs.meta │ │ │ │ ├── CRange.cs │ │ │ │ ├── CAaBox.cs │ │ │ │ ├── C4Plane.cs │ │ │ │ ├── C4Vector.cs │ │ │ │ ├── CArgb.cs │ │ │ │ ├── CAaSphere.cs │ │ │ │ ├── C33Matrix.cs │ │ │ │ ├── C44Matrix.cs │ │ │ │ ├── VertexProperty.cs │ │ │ │ ├── C4Quaternion.cs │ │ │ │ ├── M2CompQuat.cs │ │ │ │ ├── C2Vector.cs │ │ │ │ └── C3Vector.cs │ │ └── MPQ.meta │ ├── Constants.meta │ ├── Network.meta │ ├── World.meta │ ├── Authentication.meta │ ├── ClientHandlers.meta │ ├── ClientHelpers.meta │ ├── Constants │ │ ├── Crypt.meta │ │ ├── Crypt │ │ │ ├── ARC4.cs.meta │ │ │ ├── Srp6.cs.meta │ │ │ ├── BigInteger.cs.meta │ │ │ ├── Sha1Hash.cs.meta │ │ │ ├── PacketCrypt.cs.meta │ │ │ ├── Sha1Hash.cs │ │ │ └── ARC4.cs │ │ ├── AuthConstants.cs.meta │ │ └── WorldConstants.cs.meta │ ├── ClientHandlers │ │ ├── LoginUI.meta │ │ ├── AppHandler.cs.meta │ │ ├── NetworkHandler.cs.meta │ │ ├── SceneHandler.cs.meta │ │ ├── LoginUI │ │ │ └── LoginUIHandler.cs.meta │ │ └── SceneHandler.cs │ ├── Network │ │ ├── PacketHandler.cs.meta │ │ ├── PacketReader.cs.meta │ │ ├── PacketWriter.cs.meta │ │ └── PacketWriter.cs │ ├── World │ │ ├── WorldSession.cs.meta │ │ └── WorldSession.cs │ └── Authentication │ │ └── AuthenticationSession.cs.meta ├── Resources │ ├── Materials │ │ ├── Emission.png │ │ ├── 0.mat.meta │ │ ├── 1.mat.meta │ │ ├── 14.mat.meta │ │ ├── 16.mat.meta │ │ ├── 17.mat.meta │ │ ├── 19.mat.meta │ │ ├── 2.mat.meta │ │ ├── 20.mat.meta │ │ ├── 23.mat.meta │ │ ├── 25.mat.meta │ │ ├── 27.mat.meta │ │ ├── 28.mat.meta │ │ ├── 30.mat.meta │ │ ├── 6.mat.meta │ │ ├── 7.mat.meta │ │ ├── 8.mat.meta │ │ ├── 9.mat.meta │ │ ├── 144.mat.meta │ │ ├── 16385.mat.meta │ │ ├── 16390.mat.meta │ │ ├── 16391.mat.meta │ │ ├── 16400.mat.meta │ │ ├── 16401.mat.meta │ │ ├── 16403.mat.meta │ │ ├── 16404.mat.meta │ │ ├── 16406.mat.meta │ │ ├── 16407.mat.meta │ │ ├── 32768.mat.meta │ │ ├── 32769.mat.meta │ │ ├── 32770.mat.meta │ │ ├── 32771.mat.meta │ │ ├── 32772.mat.meta │ │ ├── 32773.mat.meta │ │ ├── 32774.mat.meta │ │ ├── 32775.mat.meta │ │ ├── 32778.mat.meta │ │ ├── 32779.mat.meta │ │ ├── 32780.mat.meta │ │ ├── 32782.mat.meta │ │ ├── 32783.mat.meta │ │ ├── 32785.mat.meta │ │ ├── 32787.mat.meta │ │ ├── 32788.mat.meta │ │ ├── 32789.mat.meta │ │ ├── 32791.mat.meta │ │ ├── HiddenMaterial.mat.meta │ │ ├── SimpleMaterial.mat.meta │ │ ├── particlecutoutmaterial.mat.meta │ │ ├── particlefadematerial.mat.meta │ │ ├── particleopaquematerial.mat.meta │ │ ├── particleadditivematerial.mat.meta │ │ ├── particlemodulatematerial.mat.meta │ │ └── particletransparentmaterial.mat.meta │ ├── Images.meta │ ├── Models.meta │ └── Materials.meta ├── data.wtf.meta ├── Scenes │ ├── Auth.unity.meta │ ├── World.unity.meta │ └── Persistent.unity.meta ├── Scenes.meta ├── Scripts.meta ├── Shaders.meta ├── Resources.meta ├── TextMesh Pro.meta ├── data.wtf └── Shaders │ ├── 2.shader.meta │ ├── 0.shader.meta │ ├── 14.shader.meta │ ├── 144.shader.meta │ ├── 16.shader.meta │ ├── 16385.shader.meta │ ├── 16390.shader.meta │ ├── 16391.shader.meta │ ├── 16400.shader.meta │ ├── 16401.shader.meta │ ├── 16403.shader.meta │ ├── 16404.shader.meta │ ├── 16406.shader.meta │ ├── 16407.shader.meta │ ├── 17.shader.meta │ ├── 19.shader.meta │ ├── 20.shader.meta │ ├── 23.shader.meta │ ├── 25.shader.meta │ ├── 27.shader.meta │ ├── 28.shader.meta │ ├── 30.shader.meta │ ├── 32768.shader.meta │ ├── 32769.shader.meta │ ├── 32770.shader.meta │ ├── 32771.shader.meta │ ├── 32772.shader.meta │ ├── 32773.shader.meta │ ├── 32774.shader.meta │ ├── 32775.shader.meta │ ├── 32778.shader.meta │ ├── 32779.shader.meta │ ├── 32780.shader.meta │ ├── 32782.shader.meta │ ├── 32783.shader.meta │ ├── 32785.shader.meta │ ├── 32787.shader.meta │ ├── 32788.shader.meta │ ├── 32789.shader.meta │ ├── 32791.shader.meta │ ├── 6.shader.meta │ ├── 7.shader.meta │ ├── 8.shader.meta │ ├── 9.shader.meta │ ├── HiddenShader.shader.meta │ ├── SimpleShade.shader.meta │ ├── HiddenShader.shader │ ├── 2.shader │ ├── 6.shader │ ├── 7.shader │ ├── 8.shader │ ├── 14.shader │ ├── 144.shader │ ├── 25.shader │ ├── 32768.shader │ ├── 32769.shader │ ├── 32770.shader │ ├── 32773.shader │ ├── 32778.shader │ ├── 32780.shader │ ├── 32788.shader │ ├── 32791.shader │ ├── 27.shader │ ├── 28.shader │ ├── 30.shader │ ├── 32779.shader │ ├── 9.shader │ ├── SimpleShade.shader │ ├── 32787.shader │ ├── 17.shader │ ├── 23.shader │ ├── 19.shader │ ├── 32775.shader │ ├── 0.shader │ ├── 16407.shader │ ├── 32771.shader │ ├── 32785.shader │ ├── 16403.shader │ ├── 32772.shader │ ├── 32782.shader │ ├── 16391.shader │ ├── 32774.shader │ ├── 20.shader │ ├── 32789.shader │ ├── 16400.shader │ ├── 16390.shader │ ├── 16.shader │ ├── 32783.shader │ ├── 16385.shader │ ├── 16406.shader │ └── 16401.shader └── README.md /Screenshot01.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/caffeine239/Unity3DWoW/HEAD/Screenshot01.png -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt: -------------------------------------------------------------------------------- 1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇〉》」$⦆¥₩ # -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/caffeine239/Unity3DWoW/HEAD/Assets/TextMesh Pro/Sprites/EmojiOne.png -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/AUDIO/NAudio.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/caffeine239/Unity3DWoW/HEAD/Assets/Scripts/ClientHelpers/AUDIO/NAudio.dll -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/caffeine239/Unity3DWoW/HEAD/Assets/TextMesh Pro/Fonts/LiberationSans.ttf -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/MPQ/libs/StormLib.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/caffeine239/Unity3DWoW/HEAD/Assets/Scripts/ClientHelpers/MPQ/libs/StormLib.dll -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/BLP/System.Drawing.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/caffeine239/Unity3DWoW/HEAD/Assets/Scripts/ClientHelpers/BLP/System.Drawing.dll -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt: -------------------------------------------------------------------------------- 1 | )]}〕〉》」』】〙〗〟’”⦆»ヽヾーァィゥェォッャュョヮヵヶぁぃぅぇぉっゃゅょゎゕゖㇰㇱㇲㇳㇴㇵㇶㇷㇸㇹㇺㇻㇼㇽㇾㇿ々〻‐゠–〜?!‼⁇⁈⁉・、%,.:;。!?]):;=}¢°"†‡℃〆%,. -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/MPQ/Mpq/MpqParserException.cs: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/caffeine239/Unity3DWoW/HEAD/Assets/Scripts/ClientHelpers/MPQ/Mpq/MpqParserException.cs 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-------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d0603b6d5186471b96c778c3949c7ce2 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/AUDIO.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6d2ad8f892ae76c409816254bdb78088 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/BLP.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1b5e0baca1c1bf64592d125e1ca86b86 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a357dac1c57deae44af9581830694aa0 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/interfaces/IAnimated.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | 3 | 4 | public interface IAnimated : IReferencer 5 | { 6 | void SetSequences(IReadOnlyList sequences); 7 | } 8 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/io.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: de6f6df667b78df40ab79ebd1d4e62ec 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/m2.meta: -------------------------------------------------------------------------------- 1 | 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-------------------------------------------------------------------------------- /Assets/TextMesh Pro/Documentation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8e7e8f5a82a3a134e91c54efd2274ea9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 128e987d567d4e2c824d754223b3f3b0 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta: 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-------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/C44Matrix.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a4b266a2941ac9d4f88d838c7ce6876a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/C4Quaternion.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dbe19205ce4092c43ba69c32fb7f35cc 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/CAaSphere.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7b49add4d5877a7418f6c583675f4ba1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/FixedPoint.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7cff06a1a01d02f4b871f594c511bc6f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/M2CompQuat.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8ef59419fb0f37145aad443fa6c225e7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/MPQ/Mpq/MpqArchive.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b8114d85a0a8bd344b52e4415074ef5f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/MPQ/Mpq/MpqHuffman.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 08434476f3673c0479902c40fbfdbd00 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHandlers/LoginUI/LoginUIHandler.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 125f270ecd07b6143ad5403d794e694f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/interfaces/IAnimated.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 27fdeef9e63993c44b9faab7ad51f15e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/interfaces/IMarshalable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c1442529d8496f74589f3c843a59d20e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/interfaces/IReferencer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 296740b090463b3488bd92f20f4d41eb 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/m2/M2TextureTransform.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5890814570ed37e469dacbf57ec94d34 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/VertexProperty.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c1f94c3fd3b2cbe409155cf67b5fe057 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/MPQ/Mpq/MpqParserException.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ba367a759134b8a4488bd313f063dbdd 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/MPQ/Mpq/MpqWavCompression.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4d6cc5a34592f5a488d2a8d75847ed61 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/MPQ/Mpq/PKLibDecompress.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 53c7f3a220e4e3a49a05963d2acdd8df 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity3DWoW 2 | 3 | Reads directly from Blizzards MPQs so these ARE required from patch 3.3.5a. 4 | 5 | A simple client made with Unity3D for trinitycore and mangos 3.3.5 servers. 6 | 7 | This project uses trademarked images/audio/models all rights go to Blizzard entertainment. 8 | 9 | 10 | ![ScreenShot](https://raw.githubusercontent.com/caffeine239/Unity3DWoW/master/Screenshot01.png) 11 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/interfaces/IReferencer.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | /// 3 | /// Handles the content pointed by the M2Array objects in the structure. 4 | /// 5 | public interface IReferencer : IMarshalable 6 | { 7 | void LoadContent(BinaryReader stream, M2.Format version); 8 | void SaveContent(BinaryWriter stream, M2.Format version); 9 | } 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/interfaces/IMarshalable.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | 3 | 4 | /// 5 | /// Simple I/O interface to ensure objects can be marshalled. 6 | /// The version fields allows to pass hints around to dynamically parse versioned formats. 7 | /// 8 | public interface IMarshalable 9 | { 10 | void Load(BinaryReader stream, M2.Format version); 11 | void Save(BinaryWriter stream, M2.Format version); 12 | } 13 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/CRange.cs: -------------------------------------------------------------------------------- 1 | 2 | /// 3 | /// A one dimensional range defined by the bounds. 4 | /// 5 | public struct CRange 6 | { 7 | public readonly float Min, Max; 8 | 9 | public CRange(float p1, float p2) 10 | { 11 | Min = p1; 12 | Max = p2; 13 | } 14 | 15 | public override string ToString() 16 | { 17 | return $"({Min}->{Max})"; 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/CAaBox.cs: -------------------------------------------------------------------------------- 1 | 2 | /// 3 | /// An axis aligned box described by the minimum and maximum point. 4 | /// 5 | public struct CAaBox 6 | { 7 | public readonly C3Vector Min, Max; 8 | 9 | public CAaBox(C3Vector min, C3Vector max) 10 | { 11 | Min = min; 12 | Max = max; 13 | } 14 | 15 | public override string ToString() 16 | { 17 | return $"{Min}->{Max}"; 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e3265ab4bf004d28a9537516768c1c75 3 | timeCreated: 1484171297 4 | licenseType: Pro 5 | TrueTypeFontImporter: 6 | serializedVersion: 2 7 | fontSize: 16 8 | forceTextureCase: -2 9 | characterSpacing: 1 10 | characterPadding: 0 11 | includeFontData: 1 12 | use2xBehaviour: 0 13 | fontNames: [] 14 | fallbackFontReferences: [] 15 | customCharacters: 16 | fontRenderingMode: 0 17 | userData: 18 | assetBundleName: 19 | assetBundleVariant: 20 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/C4Plane.cs: -------------------------------------------------------------------------------- 1 | 2 | /// 3 | /// A 3D plane defined by four floats 4 | /// 5 | public struct C4Plane 6 | { 7 | public readonly float Distance; 8 | public readonly C3Vector Normal; 9 | 10 | public C4Plane(C3Vector vec, float dist) 11 | { 12 | Normal = vec; 13 | Distance = dist; 14 | } 15 | 16 | public override string ToString() 17 | { 18 | return $"Normal:{Normal} Dist:{Distance}"; 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/C4Vector.cs: -------------------------------------------------------------------------------- 1 | 2 | /// 3 | /// A four component float vector. 4 | /// 5 | public struct C4Vector 6 | { 7 | public readonly float W, X, Y, Z; 8 | 9 | public C4Vector(float p1 = 0, float p2 = 0, float p3 = 0, float p4 = 0) 10 | { 11 | W = p1; 12 | X = p2; 13 | Y = p3; 14 | Z = p4; 15 | } 16 | 17 | public override string ToString() 18 | { 19 | return $"({W},{X},{Y},{Z})"; 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/CArgb.cs: -------------------------------------------------------------------------------- 1 | 2 | /// 3 | /// A color given in values of red, green, blue and alpha. 4 | /// 5 | public struct CArgb 6 | { 7 | public readonly byte R, G, B, A; 8 | 9 | public CArgb(byte p1, byte p2, byte p3, byte p4) 10 | { 11 | R = p1; 12 | G = p2; 13 | B = p3; 14 | A = p4; 15 | } 16 | 17 | public override string ToString() 18 | { 19 | return $"(R:{R} G:{G} B:{B} A:{A})"; 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/CAaSphere.cs: -------------------------------------------------------------------------------- 1 | 2 | /// 3 | /// An axis aligned sphere described by position and radius. 4 | /// 5 | public struct CAaSphere 6 | { 7 | public readonly C3Vector Position; 8 | public readonly float Radius; 9 | 10 | public CAaSphere(C3Vector pos, float rad) 11 | { 12 | Position = pos; 13 | Radius = rad; 14 | } 15 | 16 | public override string ToString() 17 | { 18 | return $"Pos:{Position} Radius:{Radius}"; 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/Shaders/HiddenShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/HiddenShader" 2 | { 3 | Properties 4 | { 5 | } 6 | 7 | SubShader 8 | { 9 | Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" } 10 | LOD 200 11 | ZWrite Off 12 | Blend Zero One 13 | 14 | CGPROGRAM 15 | #pragma surface surfaceFunction Standard noshadow 16 | #pragma target 3.0 17 | 18 | struct Input 19 | { 20 | float a; 21 | }; 22 | 23 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 24 | { 25 | fixed4 color = (0,0,0,0); 26 | OUT.Albedo = color.rgb; 27 | OUT.Alpha = color.a; 28 | } 29 | ENDCG 30 | } 31 | } 32 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/MPQ/libs/StormLib.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 353389899d7e4424dabd8b66e9b47325 3 | PluginImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | iconMap: {} 7 | executionOrder: {} 8 | defineConstraints: [] 9 | isPreloaded: 0 10 | isOverridable: 0 11 | isExplicitlyReferenced: 0 12 | validateReferences: 1 13 | platformData: 14 | - first: 15 | Any: 16 | second: 17 | enabled: 1 18 | settings: {} 19 | - first: 20 | Editor: Editor 21 | second: 22 | enabled: 0 23 | settings: 24 | DefaultValueInitialized: true 25 | userData: 26 | assetBundleName: 27 | assetBundleVariant: 28 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/C33Matrix.cs: -------------------------------------------------------------------------------- 1 | /// 2 | /// A three by three matrix. 3 | /// 4 | public class C33Matrix 5 | { 6 | public readonly C3Vector[] Columns = new C3Vector[3]; 7 | 8 | public C33Matrix() : this(new C3Vector(), new C3Vector(), new C3Vector()) { } 9 | 10 | public C33Matrix(C3Vector col0, C3Vector col1, C3Vector col2) 11 | { 12 | //Columns = new C3Vector[3]; 13 | Columns[0] = col0; 14 | Columns[1] = col1; 15 | Columns[2] = col2; 16 | } 17 | 18 | public override string ToString() 19 | { 20 | return $"({Columns[0]},{Columns[1]},{Columns[2]})"; 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/C44Matrix.cs: -------------------------------------------------------------------------------- 1 | 2 | /// 3 | /// A four by four matrix. 4 | /// 5 | public class C44Matrix 6 | { 7 | public readonly C4Vector[] Columns = new C4Vector[4]; 8 | 9 | public C44Matrix() : this(new C4Vector(), new C4Vector(), new C4Vector(), new C4Vector()) { } 10 | 11 | public C44Matrix(C4Vector col0, C4Vector col1, C4Vector col2, C4Vector col3) 12 | { 13 | Columns[0] = col0; 14 | Columns[1] = col1; 15 | Columns[2] = col2; 16 | Columns[3] = col3; 17 | } 18 | 19 | public override string ToString() 20 | { 21 | return $"({Columns[0]},{Columns[1]},{Columns[2]},{Columns[3]})"; 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Assets/Scripts/World/WorldSession.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class WorldSession 6 | { 7 | NetworkHandler mainNetwork; 8 | Realm realm; 9 | public WorldSession(NetworkHandler _mainNetwork, Realm _realm) 10 | { 11 | mainNetwork = _mainNetwork; 12 | realm = _realm; 13 | 14 | string[] address = realm.Address.Split(':'); 15 | 16 | if(mainNetwork.ConnectToSocket(address[0], int.Parse(address[1]))) 17 | { 18 | 19 | } 20 | } 21 | // Start is called before the first frame update 22 | void Start() 23 | { 24 | 25 | } 26 | 27 | // Update is called once per frame 28 | void Update() 29 | { 30 | 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/AUDIO/NAudio.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 72dd220a2c57e744a9f27e260531fc30 3 | PluginImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | iconMap: {} 7 | executionOrder: {} 8 | defineConstraints: [] 9 | isPreloaded: 0 10 | isOverridable: 0 11 | isExplicitlyReferenced: 0 12 | validateReferences: 1 13 | platformData: 14 | - first: 15 | Any: 16 | second: 17 | enabled: 1 18 | settings: {} 19 | - first: 20 | Editor: Editor 21 | second: 22 | enabled: 0 23 | settings: 24 | DefaultValueInitialized: true 25 | - first: 26 | Windows Store Apps: WindowsStoreApps 27 | second: 28 | enabled: 0 29 | settings: 30 | CPU: AnyCPU 31 | userData: 32 | assetBundleName: 33 | assetBundleVariant: 34 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/BLP/System.Drawing.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 76e2a1f02c4f3d04ea2b0824be80ef56 3 | PluginImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | iconMap: {} 7 | executionOrder: {} 8 | defineConstraints: [] 9 | isPreloaded: 0 10 | isOverridable: 0 11 | isExplicitlyReferenced: 0 12 | validateReferences: 1 13 | platformData: 14 | - first: 15 | Any: 16 | second: 17 | enabled: 1 18 | settings: {} 19 | - first: 20 | Editor: Editor 21 | second: 22 | enabled: 0 23 | settings: 24 | DefaultValueInitialized: true 25 | - first: 26 | Windows Store Apps: WindowsStoreApps 27 | second: 28 | enabled: 0 29 | settings: 30 | CPU: AnyCPU 31 | userData: 32 | assetBundleName: 33 | assetBundleVariant: 34 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/VertexProperty.cs: -------------------------------------------------------------------------------- 1 | using System.Diagnostics; 2 | 3 | 4 | public struct VertexProperty 5 | { 6 | public readonly byte[] Properties; 7 | 8 | public VertexProperty(byte p1, byte p2, byte p3, byte p4) 9 | { 10 | Properties = new byte[4]; 11 | Properties[0] = p1; 12 | Properties[1] = p2; 13 | Properties[2] = p3; 14 | Properties[3] = p4; 15 | } 16 | 17 | public VertexProperty(byte[] properties) 18 | { 19 | Debug.Assert(properties.Length == 4); 20 | Properties = properties; 21 | } 22 | 23 | public override string ToString() 24 | { 25 | return $"[{Properties[0]} {Properties[1]} {Properties[2]} {Properties[3]}]"; 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/MPQ/libs/ICSharpCode.SharpZipLib.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 55529694ebb39374bb744a77eae80b7f 3 | PluginImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | iconMap: {} 7 | executionOrder: {} 8 | defineConstraints: [] 9 | isPreloaded: 0 10 | isOverridable: 0 11 | isExplicitlyReferenced: 0 12 | validateReferences: 1 13 | platformData: 14 | - first: 15 | Any: 16 | second: 17 | enabled: 1 18 | settings: {} 19 | - first: 20 | Editor: Editor 21 | second: 22 | enabled: 0 23 | settings: 24 | DefaultValueInitialized: true 25 | - first: 26 | Windows Store Apps: WindowsStoreApps 27 | second: 28 | enabled: 0 29 | settings: 30 | CPU: AnyCPU 31 | userData: 32 | assetBundleName: 33 | assetBundleVariant: 34 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/m2/M2TextureWeight.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.IO; 3 | 4 | public class M2TextureWeight : IAnimated 5 | { 6 | public M2Track Weight { get; set; } = new M2Track(new FixedPoint_0_15(0x7FFF)); 7 | 8 | public void Load(BinaryReader stream, M2.Format version) 9 | { 10 | Weight.Load(stream, version); 11 | } 12 | 13 | public void Save(BinaryWriter stream, M2.Format version) 14 | { 15 | Weight.Save(stream, version); 16 | } 17 | 18 | public void LoadContent(BinaryReader stream, M2.Format version) 19 | { 20 | Weight.LoadContent(stream, version); 21 | } 22 | 23 | public void SaveContent(BinaryWriter stream, M2.Format version) 24 | { 25 | Weight.SaveContent(stream, version); 26 | } 27 | 28 | public void SetSequences(IReadOnlyList sequences) 29 | { 30 | Weight.Sequences = sequences; 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/m2/PlayableRecord.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.IO; 3 | 4 | /// 5 | /// A playable record for a sequence. 6 | /// 7 | public class PlayableRecord : IMarshalable 8 | { 9 | [Flags] 10 | public enum PlayFlags : ushort 11 | { 12 | Loop = 0, 13 | Backwards = 1, 14 | Freeze = 3 15 | } 16 | 17 | public ushort FallbackId; 18 | public PlayFlags Flags; 19 | 20 | public PlayableRecord(ushort p1, PlayFlags p2) 21 | { 22 | FallbackId = p1; 23 | Flags = p2; 24 | } 25 | 26 | public PlayableRecord() : this(0, 0) 27 | { 28 | } 29 | 30 | public void Load(BinaryReader stream, M2.Format version) 31 | { 32 | FallbackId = stream.ReadUInt16(); 33 | Flags = (PlayFlags) stream.ReadUInt16(); 34 | } 35 | 36 | public void Save(BinaryWriter stream, M2.Format version) 37 | { 38 | stream.Write(FallbackId); 39 | stream.Write((ushort) Flags); 40 | } 41 | } 42 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/C4Quaternion.cs: -------------------------------------------------------------------------------- 1 | 2 | /// 3 | /// A four floats quaternion. 4 | /// 5 | public struct C4Quaternion 6 | { 7 | public readonly float X, Y, Z, W; 8 | 9 | public C4Quaternion(float p1, float p2, float p3, float p4) 10 | { 11 | X = p1; 12 | Y = p2; 13 | Z = p3; 14 | W = p4; 15 | } 16 | 17 | public static explicit operator M2CompQuat(C4Quaternion quat) 18 | { 19 | return new M2CompQuat(FloatToShort(quat.X), FloatToShort(quat.Y), FloatToShort(quat.Z), FloatToShort(quat.W)); 20 | } 21 | 22 | /// 23 | /// Compress a float in a short 24 | /// 25 | /// Float to compress. 26 | /// A short, compressed version of value. 27 | private static short FloatToShort(float value) 28 | { 29 | return (short) (value > 0 ? value*32767.0 - 32768 : value*32767.0 + 32768); 30 | } 31 | 32 | public override string ToString() 33 | { 34 | return $"({X},{Y},{Z},{W})"; 35 | } 36 | } 37 | -------------------------------------------------------------------------------- /Assets/Scripts/Constants/Crypt/Sha1Hash.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Security.Cryptography; 5 | using System.Text; 6 | 7 | 8 | public class Sha1Hash 9 | { 10 | private SHA1 mSha; 11 | private static byte[] ZeroArray = new byte[0]; 12 | 13 | public Sha1Hash() 14 | { 15 | mSha = SHA1.Create(); 16 | } 17 | 18 | public void Initialize() 19 | { 20 | mSha.Initialize(); 21 | } 22 | 23 | public void Update(byte[] Data) 24 | { 25 | mSha.TransformBlock(Data, 0, Data.Length, Data, 0); 26 | } 27 | 28 | public void Update(string s) 29 | { 30 | Update(Encoding.Default.GetBytes(s)); 31 | } 32 | 33 | public void Update(Int32 data) 34 | { 35 | Update(BitConverter.GetBytes(data)); 36 | } 37 | 38 | public void Update(UInt32 data) 39 | { 40 | Update(BitConverter.GetBytes(data)); 41 | } 42 | 43 | public byte[] Final() 44 | { 45 | mSha.TransformFinalBlock(ZeroArray, 0, 0); 46 | return mSha.Hash; 47 | } 48 | 49 | public byte[] Final(byte[] Data) 50 | { 51 | mSha.TransformFinalBlock(Data, 0, Data.Length); 52 | return mSha.Hash; 53 | } 54 | } 55 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/M2CompQuat.cs: -------------------------------------------------------------------------------- 1 | 2 | /// 3 | /// A four shorts (compressed) quaternion. 4 | /// 5 | public struct M2CompQuat 6 | { 7 | public readonly short X, Y, Z, W; 8 | 9 | public M2CompQuat(short p1, short p2, short p3, short p4) 10 | { 11 | X = p1; 12 | Y = p2; 13 | Z = p3; 14 | W = p4; 15 | } 16 | 17 | public static explicit operator C4Quaternion(M2CompQuat comp) 18 | { 19 | return new C4Quaternion(ShortToFloat(comp.X), ShortToFloat(comp.Y), ShortToFloat(comp.Z), 20 | ShortToFloat(comp.W)); 21 | } 22 | 23 | /// 24 | /// Decompress a short in a float. 25 | /// 26 | /// The short to convert. 27 | /// A converted float value. 28 | private static float ShortToFloat(short value) 29 | { 30 | if (value == -1) return 1; 31 | return (float) ((value > 0 ? value - 32767 : value + 32767)/32767.0); 32 | } 33 | 34 | public override string ToString() 35 | { 36 | return $"({X},{Y},{Z},{W})"; 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/m2/M2ShadowBatch.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | 3 | public class M2ShadowBatch : IMarshalable 4 | { 5 | private ushort _unknown1; 6 | public byte Flags { get; set; } 7 | public byte Flags2 { get; set; } 8 | public ushort SubmeshId { get; set; } 9 | public ushort TextureId { get; set; } 10 | public ushort ColorId { get; set; } 11 | public ushort TransparencyId { get; set; } 12 | 13 | public void Load(BinaryReader stream, M2.Format version = M2.Format.Useless) 14 | { 15 | Flags = stream.ReadByte(); 16 | Flags2 = stream.ReadByte(); 17 | _unknown1 = stream.ReadUInt16(); 18 | SubmeshId = stream.ReadUInt16(); 19 | TextureId = stream.ReadUInt16(); 20 | ColorId = stream.ReadUInt16(); 21 | TransparencyId = stream.ReadUInt16(); 22 | } 23 | 24 | public void Save(BinaryWriter stream, M2.Format version = M2.Format.Useless) 25 | { 26 | stream.Write(Flags); 27 | stream.Write(Flags2); 28 | stream.Write(_unknown1); 29 | stream.Write(SubmeshId); 30 | stream.Write(TextureId); 31 | stream.Write(ColorId); 32 | stream.Write(TransparencyId); 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/m2/M2Color.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.IO; 3 | 4 | public class M2Color : IAnimated 5 | { 6 | public M2Track Color { get; set; } = new M2Track(); 7 | public M2Track Alpha { get; set; } = new M2Track(new FixedPoint_0_15(0x7FFF)); 8 | 9 | public void Load(BinaryReader stream, M2.Format version) 10 | { 11 | Color.Load(stream, version); 12 | Alpha.Load(stream, version); 13 | } 14 | 15 | public void Save(BinaryWriter stream, M2.Format version) 16 | { 17 | Color.Save(stream, version); 18 | Alpha.Save(stream, version); 19 | } 20 | 21 | public void LoadContent(BinaryReader stream, M2.Format version) 22 | { 23 | Color.LoadContent(stream, version); 24 | Alpha.LoadContent(stream, version); 25 | } 26 | 27 | public void SaveContent(BinaryWriter stream, M2.Format version) 28 | { 29 | Color.SaveContent(stream, version); 30 | Alpha.SaveContent(stream, version); 31 | } 32 | 33 | public void SetSequences(IReadOnlyList sequences) 34 | { 35 | Color.Sequences = sequences; 36 | Alpha.Sequences = sequences; 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/m2/M2Material.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.IO; 3 | 4 | public class M2Material : IMarshalable 5 | { 6 | public enum BlendingMode : ushort 7 | { 8 | Opaque = 0, 9 | Mod = 1, 10 | Decal = 2, 11 | Add = 3, 12 | Mod2X = 4, 13 | Fade = 5, 14 | DeeprunTram = 6, 15 | Unknown = 7 16 | } 17 | 18 | [Flags] 19 | public enum RenderFlags 20 | { 21 | Unlit = 0x01, 22 | Unfogged = 0x02, 23 | TwoSided = 0x04, 24 | Billboarded = 0x08, 25 | DisableZBuffer = 0x10, 26 | ShadowBatchRelated1 = 0x40, 27 | ShadowBatchRelated2 = 0x80, 28 | Unknown = 0x400, 29 | DisableAlpha = 0x800 30 | } 31 | 32 | public RenderFlags Flags { get; set; } 33 | public BlendingMode BlendMode { get; set; } = BlendingMode.Opaque; 34 | 35 | public void Load(BinaryReader stream, M2.Format version) 36 | { 37 | Flags = (RenderFlags) stream.ReadUInt16(); 38 | BlendMode = (BlendingMode) stream.ReadUInt16(); 39 | } 40 | 41 | public void Save(BinaryWriter stream, M2.Format version) 42 | { 43 | stream.Write((ushort) Flags); 44 | stream.Write((ushort) BlendMode); 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/m2/M2FakeTrack.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | using System.Text; 3 | 4 | public class M2FakeTrack : IReferencer where T: new() 5 | { 6 | public readonly M2Array Timestamps = new M2Array(); 7 | public readonly M2Array Values = new M2Array(); 8 | public void Load(BinaryReader stream, M2.Format version) 9 | { 10 | Timestamps.Load(stream, version); 11 | Values.Load(stream, version); 12 | } 13 | 14 | public void Save(BinaryWriter stream, M2.Format version) 15 | { 16 | Timestamps.Save(stream, version); 17 | Values.Save(stream, version); 18 | } 19 | 20 | public void LoadContent(BinaryReader stream, M2.Format version) 21 | { 22 | Timestamps.LoadContent(stream, version); 23 | Values.LoadContent(stream, version); 24 | } 25 | 26 | public void SaveContent(BinaryWriter stream, M2.Format version) 27 | { 28 | Timestamps.SaveContent(stream, version); 29 | Values.SaveContent(stream, version); 30 | } 31 | 32 | public override string ToString() 33 | { 34 | var builder = new StringBuilder(); 35 | builder.Append("Time\tValue\n"); 36 | for (var i = 0; i < Timestamps.Count; i++) 37 | builder.Append(Timestamps[i] + "\t" + Values[i] + "\n"); 38 | return builder.ToString(); 39 | } 40 | 41 | } 42 | 43 | -------------------------------------------------------------------------------- /Assets/Scripts/Network/PacketWriter.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Diagnostics; 4 | using System.IO; 5 | using System.Linq; 6 | using System.Text; 7 | 8 | public class PacketWriter : BinaryWriter 9 | { 10 | public WorldOpcode Opcode { get; set; } 11 | public int Length { get { return (int)BaseStream.Length; } } 12 | public short Opcode2; 13 | 14 | public PacketWriter(WorldOpcode opcode) 15 | : base(new MemoryStream()) 16 | { 17 | Opcode = opcode; 18 | Opcode2 = (short)opcode; 19 | //this.Write((uint)opcode); 20 | } 21 | 22 | public PacketWriter() 23 | : base(new MemoryStream()) 24 | { 25 | 26 | } 27 | 28 | public PacketWriter(AuthOpcode opcode) 29 | : base(new MemoryStream()) 30 | { 31 | this.Write((byte)opcode); 32 | } 33 | 34 | public override void Write(string Text) 35 | { 36 | if (Text != null) Write(Encoding.Default.GetBytes(Text)); 37 | Write((byte)0); // String terminator 38 | } 39 | 40 | public byte[] PacketData 41 | { 42 | get 43 | { 44 | return (this.BaseStream as MemoryStream).ToArray(); 45 | } 46 | } 47 | 48 | public byte[] ToArray() 49 | { 50 | return ((MemoryStream)BaseStream).ToArray(); 51 | } 52 | 53 | public long Lenght() 54 | { 55 | return base.BaseStream.Length; 56 | } 57 | 58 | public static implicit operator byte[] (PacketWriter packet) 59 | { 60 | return packet.ToArray(); 61 | } 62 | 63 | } -------------------------------------------------------------------------------- /Assets/Shaders/2.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/1" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/6.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/6" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/7.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/7" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/8.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/8" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/14.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/14" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/144.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/144" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend Zero One 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/25.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/25" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/32768.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32768" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull Off 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/32769.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32769" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/32770.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32770" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/32773.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32773" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/32778.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32778" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/32780.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32780" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/32788.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32788" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/32791.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32791" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/27.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/27" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/28.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/28" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/30.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/30" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/32779.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32779" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/9.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/9" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/SimpleShade.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/SimpleShader" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Shaders/32787.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32787" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | } 48 | ENDCG 49 | } 50 | FallBack "Diffuse" 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHandlers/SceneHandler.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.SceneManagement; 5 | 6 | public class SceneHandler : MonoBehaviour 7 | { 8 | // Start is called before the first frame update 9 | void Start() 10 | { 11 | if (!IsSceneLoaded("Auth")) 12 | { 13 | StartCoroutine(LoadScene("Auth", LoadSceneMode.Additive)); 14 | } 15 | } 16 | 17 | // Update is called once per frame 18 | void Update() 19 | { 20 | 21 | } 22 | 23 | internal IEnumerator LoadScene(string sceneName, LoadSceneMode mode) 24 | { 25 | yield return SceneManager.LoadSceneAsync(sceneName, mode); 26 | } 27 | 28 | internal IEnumerator UnloadScene(string sceneName) 29 | { 30 | yield return SceneManager.UnloadSceneAsync(sceneName); 31 | } 32 | 33 | internal bool IsSceneLoaded(string sceneName) 34 | { 35 | var scene = SceneManager.GetSceneByName(sceneName); 36 | 37 | if (scene.name == null) 38 | { 39 | return false; 40 | } 41 | 42 | return true; 43 | } 44 | public static GameObject GetChildByName(GameObject parent, string childName) 45 | { 46 | Transform[] _Children = parent.transform.GetComponentsInChildren(true); 47 | foreach (Transform _child in _Children) 48 | { 49 | if (_child.gameObject.name == childName) 50 | { 51 | return _child.gameObject; 52 | } 53 | } 54 | 55 | return null; 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Shaders/17.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/17" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows alpha:blend 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | OUT.Emission = color; 48 | } 49 | ENDCG 50 | } 51 | FallBack "Diffuse" 52 | } 53 | -------------------------------------------------------------------------------- /Assets/Shaders/23.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/23" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | 40 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 41 | { 42 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 43 | OUT.Albedo = color.rgb; 44 | OUT.Alpha = color.a; 45 | OUT.Metallic = 0; 46 | OUT.Smoothness = 0; 47 | OUT.Emission = color; 48 | } 49 | ENDCG 50 | } 51 | FallBack "Diffuse" 52 | } 53 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/C2Vector.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Diagnostics; 4 | 5 | 6 | /// 7 | /// A two component float vector. 8 | /// 9 | public struct C2Vector : IEquatable 10 | { 11 | public readonly float X, Y; 12 | 13 | public C2Vector(float p1, float p2) 14 | { 15 | X = p1; 16 | Y = p2; 17 | } 18 | 19 | public C2Vector(IReadOnlyList p) 20 | { 21 | Debug.Assert(p.Count >= 2, "float[] is too small to create a C2Vector"); 22 | X = p[0]; 23 | Y = p[1]; 24 | } 25 | 26 | public override bool Equals(object obj) 27 | { 28 | return obj != null && Equals((C2Vector)obj); 29 | } 30 | 31 | public override int GetHashCode() 32 | { 33 | unchecked 34 | { 35 | return (X.GetHashCode()*397) ^ Y.GetHashCode(); 36 | } 37 | } 38 | 39 | public static bool operator ==(C2Vector left, C2Vector right) 40 | { 41 | return left.Equals(right); 42 | } 43 | 44 | public static bool operator !=(C2Vector left, C2Vector right) 45 | { 46 | return !left.Equals(right); 47 | } 48 | 49 | public bool Equals(C2Vector other) 50 | { 51 | return X.Equals(other.X) 52 | && Y.Equals(other.Y); 53 | } 54 | 55 | 56 | public override string ToString() 57 | { 58 | return $"({X},{Y})"; 59 | } 60 | } 61 | -------------------------------------------------------------------------------- /Assets/Shaders/19.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/19" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "AlphaTest" "RenderType" = "TransparentCutout" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv2_Texture2; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Texture2; 40 | fixed4 _Color; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * tex2D(_Texture2, IN.uv2_Texture2) * _Color; 45 | OUT.Albedo = color.rgb; 46 | OUT.Alpha = color.a; 47 | OUT.Metallic = 0; 48 | OUT.Smoothness = 0; 49 | } 50 | ENDCG 51 | } 52 | FallBack "Diffuse" 53 | } 54 | -------------------------------------------------------------------------------- /Assets/Shaders/32775.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32775" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv2_Texture2; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Texture2; 40 | fixed4 _Color; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * tex2D(_Texture2, IN.uv2_Texture2) * _Color; 45 | OUT.Albedo = color.rgb; 46 | OUT.Alpha = color.a; 47 | OUT.Metallic = 0; 48 | OUT.Smoothness = 0; 49 | } 50 | ENDCG 51 | } 52 | FallBack "Diffuse" 53 | } 54 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/types/C3Vector.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | /// 4 | /// A three component float vector. 5 | /// 6 | public struct C3Vector : IEquatable 7 | { 8 | public readonly float X, Y, Z; 9 | 10 | public C3Vector(float p1, float p2, float p3) 11 | { 12 | X = p1; 13 | Y = p2; 14 | Z = p3; 15 | } 16 | 17 | public override bool Equals(object obj) 18 | { 19 | return obj != null && Equals((C3Vector) obj); 20 | } 21 | 22 | public override int GetHashCode() 23 | { 24 | unchecked 25 | { 26 | var hashCode = X.GetHashCode(); 27 | hashCode = (hashCode*397) ^ Y.GetHashCode(); 28 | hashCode = (hashCode*397) ^ Z.GetHashCode(); 29 | return hashCode; 30 | } 31 | } 32 | 33 | public static bool operator ==(C3Vector left, C3Vector right) 34 | { 35 | return left.Equals(right); 36 | } 37 | 38 | public static bool operator !=(C3Vector left, C3Vector right) 39 | { 40 | return !left.Equals(right); 41 | } 42 | 43 | public static implicit operator C3Vector(M2Array v) 44 | { 45 | throw new NotImplementedException(); 46 | } 47 | 48 | public bool Equals(C3Vector other) 49 | { 50 | return X.Equals(other.X) 51 | && Y.Equals(other.Y) 52 | && Z.Equals(other.Z); 53 | } 54 | 55 | public override string ToString() 56 | { 57 | return $"({X},{Y},{Z})"; 58 | } 59 | } 60 | -------------------------------------------------------------------------------- /Assets/Shaders/0.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/0" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv_Emission; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Emission; 40 | fixed4 _Color; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 45 | fixed4 emission = tex2D(_Emission, IN.uv_Emission); 46 | OUT.Albedo = color.rgb; 47 | OUT.Alpha = color.a; 48 | OUT.Metallic = 0; 49 | OUT.Smoothness = 0; 50 | OUT.Emission = emission; 51 | } 52 | ENDCG 53 | } 54 | FallBack "Diffuse" 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Shaders/16407.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/16407" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite On 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv2_Texture2; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Texture2; 40 | fixed4 _Color; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 45 | fixed4 emission = tex2D(_Texture2, IN.uv2_Texture2); 46 | OUT.Albedo = color.rgb; 47 | OUT.Alpha = color.a; 48 | OUT.Metallic = 0; 49 | OUT.Smoothness = 0; 50 | OUT.Emission = emission; 51 | } 52 | ENDCG 53 | } 54 | FallBack "Diffuse" 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Shaders/32771.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32771" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv_Emission; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Emission; 40 | fixed4 _Color; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 45 | fixed4 emission = tex2D(_Emission, IN.uv_Emission); 46 | OUT.Albedo = color.rgb; 47 | OUT.Alpha = color.a; 48 | OUT.Metallic = 0; 49 | OUT.Smoothness = 0; 50 | OUT.Emission = emission; 51 | } 52 | ENDCG 53 | } 54 | FallBack "Diffuse" 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Shaders/32785.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32785" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv_Emission; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Emission; 40 | fixed4 _Color; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 45 | fixed4 emission = tex2D(_Emission, IN.uv_Emission); 46 | OUT.Albedo = color.rgb; 47 | OUT.Alpha = color.a; 48 | OUT.Metallic = 0; 49 | OUT.Smoothness = 0; 50 | OUT.Emission = emission; 51 | } 52 | ENDCG 53 | } 54 | FallBack "Diffuse" 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Shaders/16403.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/16403" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows alpha:blend 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv2_Texture2; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Texture2; 40 | fixed4 _Color; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 45 | fixed4 emission = tex2D(_Texture2, IN.uv2_Texture2); 46 | OUT.Albedo = color.rgb; 47 | OUT.Alpha = color.a; 48 | OUT.Metallic = 0; 49 | OUT.Smoothness = 0; 50 | OUT.Emission = emission; 51 | } 52 | ENDCG 53 | } 54 | FallBack "Diffuse" 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Shaders/32772.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32772" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite On 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv2_Texture2; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Texture2; 40 | fixed4 _Color; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 45 | fixed4 emission = tex2D(_Texture2, IN.uv2_Texture2); 46 | OUT.Albedo = color.rgb; 47 | OUT.Alpha = color.a; 48 | OUT.Metallic = 0; 49 | OUT.Emission = emission; 50 | OUT.Smoothness = 0; 51 | } 52 | ENDCG 53 | } 54 | FallBack "Diffuse" 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Shaders/32782.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32782" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv_Texture2; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Texture2; 40 | fixed4 _Color; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 45 | fixed4 emission = tex2D(_Texture2, IN.uv_Texture2); 46 | OUT.Albedo = color.rgb; 47 | OUT.Alpha = color.a; 48 | OUT.Metallic = 0; 49 | OUT.Smoothness = 0; 50 | OUT.Emission = emission; 51 | } 52 | ENDCG 53 | } 54 | FallBack "Diffuse" 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Shaders/16391.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/16391" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv2_Texture2; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Texture2; 40 | fixed4 _Color; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture2, IN.uv2_Texture2) * _Color; 45 | fixed4 emission = tex2D(_Texture1, IN.uv_Texture1); 46 | OUT.Albedo = color.rgb; 47 | OUT.Alpha = color.a; 48 | OUT.Metallic = 0; 49 | OUT.Smoothness = 0; 50 | OUT.Emission = emission; 51 | } 52 | ENDCG 53 | } 54 | FallBack "Diffuse" 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Shaders/32774.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32774" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "AlphaTest" "RenderType" = "TransparentCutout" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv2_Texture2; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Texture2; 40 | 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38 | m_enableEmojiSupport: 1 39 | m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e, 40 | type: 2} 41 | m_leadingCharacters: {fileID: 4900000, guid: d82c1b31c7e74239bff1220585707d2b, type: 3} 42 | m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b, 43 | type: 3} 44 | -------------------------------------------------------------------------------- /Assets/Shaders/20.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/20" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv2_Texture2; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Texture2; 40 | fixed4 _Color; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 45 | fixed4 emission = tex2D(_Texture2, IN.uv2_Texture2); 46 | color.a = color.r * 0.299f + color.g * 0.587f + color.b * 0.114f; 47 | OUT.Albedo = color.rgb; 48 | OUT.Alpha = color.a; 49 | OUT.Metallic = 0; 50 | OUT.Smoothness = 0; 51 | } 52 | ENDCG 53 | } 54 | FallBack "Diffuse" 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Shaders/32789.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32789" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows alpha:blend 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv2_Texture2; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Texture2; 40 | fixed4 _Color; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * tex2D(_Texture2, IN.uv2_Texture2) * _Color; 45 | fixed4 emission = tex2D(_Texture2, IN.uv2_Texture2); 46 | OUT.Albedo = color.rgb; 47 | OUT.Alpha = color.a / 2; 48 | OUT.Metallic = 0; 49 | OUT.Smoothness = 0; 50 | OUT.Emission = emission; 51 | } 52 | ENDCG 53 | } 54 | FallBack "Diffuse" 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Shaders/16400.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/16400" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows alpha:blend 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | int _SrcBlend; 40 | int _DstBlend; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1); 45 | if (_SrcBlend == 2 && _DstBlend == 0) 46 | { 47 | color.rgb *= _Color.rgb; 48 | } 49 | else 50 | { 51 | color *= _Color; 52 | } 53 | OUT.Albedo = color.rgb; 54 | OUT.Alpha = color.a; 55 | OUT.Metallic = 0; 56 | OUT.Smoothness = 0; 57 | } 58 | ENDCG 59 | } 60 | FallBack "Diffuse" 61 | } 62 | -------------------------------------------------------------------------------- /Assets/Shaders/16390.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/16390" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv2_Texture2; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Texture2; 40 | fixed4 _Color; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 45 | fixed4 layer = tex2D(_Texture2, IN.uv2_Texture2); 46 | layer.a = layer.r * 0.299f + layer.g * 0.587f + layer.b * 0.114f; 47 | color *= layer; 48 | OUT.Albedo = color.rgb; 49 | OUT.Alpha = color.a; 50 | OUT.Metallic = 0; 51 | OUT.Smoothness = 0; 52 | } 53 | ENDCG 54 | } 55 | FallBack "Diffuse" 56 | } 57 | -------------------------------------------------------------------------------- /Assets/Shaders/16.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/16" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "TransparentCutout" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows alphatest:_AlphaCut 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | }; 36 | 37 | sampler2D _Texture1; 38 | fixed4 _Color; 39 | int _SrcBlend; 40 | int _DstBlend; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 45 | if (_SrcBlend == 5 && _DstBlend == 1) 46 | { 47 | float alpha = color.r * 0.299f + color.g * 0.587f + color.b * 0.114f; 48 | color.a *= alpha; 49 | } 50 | OUT.Albedo = color.rgb; 51 | OUT.Alpha = color.a; 52 | OUT.Metallic = 0; 53 | OUT.Smoothness = 0; 54 | } 55 | ENDCG 56 | } 57 | FallBack "Diffuse" 58 | } 59 | -------------------------------------------------------------------------------- /Assets/Shaders/32783.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/32783" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv2_Texture2; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Texture2; 40 | fixed4 _Color; 41 | int _Cull; 42 | 43 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 44 | { 45 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * _Color; 46 | fixed4 emission = tex2D(_Texture2, IN.uv2_Texture2); 47 | if (_Cull == 0) 48 | { 49 | color = lerp(color, emission, emission.a / 2); 50 | OUT.Emission = emission; 51 | } 52 | OUT.Albedo = color.rgb; 53 | OUT.Alpha = color.a; 54 | OUT.Metallic = 0; 55 | OUT.Smoothness = 0; 56 | } 57 | ENDCG 58 | } 59 | FallBack "Diffuse" 60 | } 61 | -------------------------------------------------------------------------------- /Assets/Shaders/16385.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/16385" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv2_Texture2; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Texture2; 40 | fixed4 _Color; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture2, IN.uv2_Texture2) * _Color; 45 | fixed4 layer = tex2D(_Texture1, IN.uv_Texture1); 46 | layer.a = layer.r * 0.299f + layer.g * 0.587f + layer.b * 0.114f; 47 | color = lerp(color, layer, layer.a); 48 | OUT.Albedo = color.rgb; 49 | OUT.Alpha = color.a; 50 | OUT.Metallic = 0; 51 | OUT.Smoothness = 0; 52 | } 53 | ENDCG 54 | } 55 | FallBack "Diffuse" 56 | } 57 | -------------------------------------------------------------------------------- /Assets/Scripts/Constants/Crypt/ARC4.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | 6 | public class ARC4 7 | { 8 | private readonly byte[] state; 9 | private byte x, y; 10 | 11 | public ARC4(byte[] key) 12 | { 13 | state = new byte[256]; 14 | x = y = 0; 15 | KeySetup(key); 16 | } 17 | 18 | public int Process(byte[] buffer, int start, int count) 19 | { 20 | return InternalTransformBlock(buffer, start, count, buffer, start); 21 | } 22 | 23 | private void KeySetup(byte[] key) 24 | { 25 | byte index1 = 0; 26 | byte index2 = 0; 27 | 28 | for (int counter = 0; counter < 256; counter++) 29 | { 30 | state[counter] = (byte)counter; 31 | } 32 | x = 0; 33 | y = 0; 34 | for (int counter = 0; counter < 256; counter++) 35 | { 36 | index2 = (byte)(key[index1] + state[counter] + index2); 37 | // swap byte 38 | byte tmp = state[counter]; 39 | state[counter] = state[index2]; 40 | state[index2] = tmp; 41 | index1 = (byte)((index1 + 1) % key.Length); 42 | } 43 | } 44 | 45 | private int InternalTransformBlock(byte[] inputBuffer, int inputOffset, int inputCount, byte[] outputBuffer, int outputOffset) 46 | { 47 | for (int counter = 0; counter < inputCount; counter++) 48 | { 49 | x = (byte)(x + 1); 50 | y = (byte)(state[x] + y); 51 | // swap byte 52 | byte tmp = state[x]; 53 | state[x] = state[y]; 54 | state[y] = tmp; 55 | 56 | byte xorIndex = (byte)(state[x] + state[y]); 57 | outputBuffer[outputOffset + counter] = (byte)(inputBuffer[inputOffset + counter] ^ state[xorIndex]); 58 | } 59 | return inputCount; 60 | } 61 | } -------------------------------------------------------------------------------- /Assets/Shaders/16406.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/16406" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture2", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite[_DepthTest] 23 | Blend SrcAlpha One 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv2_Texture2; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Texture2; 40 | fixed4 _Color; 41 | 42 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 43 | { 44 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * tex2D(_Texture2, IN.uv2_Texture2) * _Color; 45 | fixed4 emission = tex2D(_Texture1, IN.uv_Texture1) * tex2D(_Texture2, IN.uv2_Texture2); 46 | float alpha = color.r * 0.299f + color.g * 0.587f + color.b * 0.114f; 47 | OUT.Albedo = color.rgb; 48 | OUT.Alpha = color.a; 49 | OUT.Metallic = 0; 50 | OUT.Smoothness = 0; 51 | OUT.Emission = emission; 52 | } 53 | ENDCG 54 | } 55 | FallBack "Diffuse" 56 | } 57 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/io/Substream.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | 3 | /// 4 | /// View a part of a stream. All offsets and lengths will be relative to this part. 5 | /// If '=' means 4 bytes and [ is when the substream was created : ====[====(You're here)========> 6 | /// Position in inner stream : 32. Position in substream : 16. 7 | /// Length of inner stream : 64. Length of substream : 48. 8 | /// 9 | public class Substream : Stream 10 | { 11 | private readonly long _beginning; 12 | private readonly Stream _innerStream; 13 | 14 | public Stream GetInnerStream() 15 | { 16 | return _innerStream; 17 | } 18 | 19 | public Substream(Stream inner) 20 | { 21 | _innerStream = inner; 22 | _beginning = inner.Position; 23 | } 24 | 25 | public override bool CanRead => _innerStream.CanRead; 26 | public override bool CanSeek => _innerStream.CanSeek; 27 | public override bool CanWrite => _innerStream.CanWrite; 28 | public override long Length => _innerStream.Length - _beginning; 29 | 30 | public override long Position 31 | { 32 | get { return _innerStream.Position - _beginning; } 33 | 34 | set { _innerStream.Position = value + _beginning; } 35 | } 36 | 37 | public override void Flush() => _innerStream.Flush(); 38 | 39 | public override long Seek(long offset, SeekOrigin origin) 40 | => _innerStream.Seek(offset + _beginning, origin) - _beginning; 41 | 42 | public override void SetLength(long value) => _innerStream.SetLength(value); 43 | 44 | public override int Read(byte[] buffer, int offset, int count) => _innerStream.Read(buffer, offset, count); 45 | 46 | public override void Write(byte[] buffer, int offset, int count) => _innerStream.Write(buffer, offset, count); 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Shaders/16401.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/16401" 2 | { 3 | Properties 4 | { 5 | _Texture1("Texture1", 2D) = "white" {} 6 | _Texture2("Texture1", 2D) = "white" {} 7 | _Emission("Emission", 2D) = "black" {} 8 | _Color("Color", Color) = (1,1,1,1) 9 | _AlphaCut("Alpha Cutout", Range(0,1)) = 0.0 10 | [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("Source Blend", Int) = 1 11 | [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("Destination Blend", Int) = 0 12 | [Enum(UnityEngine.Rendering.CullMode)] _Cull("Culling", Int) = 0 13 | [ToggleOff] _DepthTest("Depth Test", Float) = 1.0 14 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0.0 15 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0.0 16 | } 17 | 18 | SubShader 19 | { 20 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 21 | LOD 200 22 | ZWrite Off 23 | Blend[_SrcBlend][_DstBlend] 24 | Cull[_Cull] 25 | 26 | CGPROGRAM 27 | #pragma surface surfaceFunction Standard fullforwardshadows keepalpha 28 | #pragma target 3.0 29 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 30 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 31 | 32 | struct Input 33 | { 34 | float2 uv_Texture1; 35 | float2 uv2_Texture2; 36 | }; 37 | 38 | sampler2D _Texture1; 39 | sampler2D _Texture2; 40 | fixed4 _Color; 41 | int _SrcBlend; 42 | int _DstBlend; 43 | 44 | void surfaceFunction(Input IN, inout SurfaceOutputStandard OUT) 45 | { 46 | fixed4 color = tex2D(_Texture1, IN.uv_Texture1) * tex2D(_Texture2, IN.uv2_Texture2) * _Color; 47 | fixed4 mask = tex2D(_Texture2, IN.uv2_Texture2); 48 | color.a *= mask.a; 49 | fixed4 emission = tex2D(_Texture1, IN.uv_Texture1); 50 | emission *= mask; 51 | OUT.Albedo = color.rgb; 52 | OUT.Alpha = color.a; 53 | OUT.Metallic = 0; 54 | OUT.Smoothness = 0; 55 | //OUT.Emission = emission; 56 | } 57 | ENDCG 58 | } 59 | FallBack "Diffuse" 60 | } 61 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/m2/M2TextureTransform.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.IO; 3 | 4 | public class M2TextureTransform : IAnimated 5 | { 6 | public M2Track Translation { get; set; } = new M2Track(); 7 | public M2Track Rotation { get; set; } = new M2Track(new C4Quaternion(0, 0, 0, 1)); 8 | public M2Track Scale { get; set; } = new M2Track(new C3Vector(1, 1, 1)); 9 | 10 | public void Load(BinaryReader stream, M2.Format version) 11 | { 12 | Translation.Load(stream, version); 13 | Rotation.Load(stream, version); 14 | Scale.Load(stream, version); 15 | } 16 | 17 | public void Save(BinaryWriter stream, M2.Format version) 18 | { 19 | Translation.Save(stream, version); 20 | Rotation.Save(stream, version); 21 | Scale.Save(stream, version); 22 | } 23 | 24 | public void LoadContent(BinaryReader stream, M2.Format version) 25 | { 26 | Translation.LoadContent(stream, version); 27 | Rotation.LoadContent(stream, version); 28 | Scale.LoadContent(stream, version); 29 | } 30 | 31 | public void SaveContent(BinaryWriter stream, M2.Format version) 32 | { 33 | Translation.SaveContent(stream, version); 34 | Rotation.SaveContent(stream, version); 35 | Scale.SaveContent(stream, version); 36 | } 37 | 38 | /// 39 | /// Pass the sequences reference to Tracks so they can : switch between 1 timeline & multiple timelines, open .anim 40 | /// files... 41 | /// 42 | /// 43 | public void SetSequences(IReadOnlyList sequences) 44 | { 45 | Translation.Sequences = sequences; 46 | Rotation.Sequences = sequences; 47 | Scale.Sequences = sequences; 48 | } 49 | } 50 | -------------------------------------------------------------------------------- /Assets/Scripts/ClientHelpers/M2/m2/M2Event.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.IO; 3 | using System.Text; 4 | 5 | public class M2Event : IAnimated 6 | { 7 | public string Identifier { get; set; } 8 | 9 | public override string ToString() 10 | { 11 | return $"Identifier: {Identifier}, Data: {Data}, Bone: {Bone}, Position: {Position}"; 12 | } 13 | 14 | public int Data { get; set; } 15 | public ushort Bone { get; set; } 16 | public ushort Unknown { get; set; }//Only use in early vanilla models. See BogBeast.m2 from model.MPQ 17 | public C3Vector Position { get; set; } 18 | public M2TrackBase Enabled { get; set; } = new M2TrackBase(); 19 | 20 | public void Load(BinaryReader stream, M2.Format version) 21 | { 22 | Identifier = Encoding.UTF8.GetString(stream.ReadBytes(4)); 23 | Data = stream.ReadInt32(); 24 | Bone = stream.ReadUInt16(); 25 | Unknown = stream.ReadUInt16(); 26 | Position = stream.ReadC3Vector(); 27 | Enabled.Load(stream, version); 28 | } 29 | 30 | public void Save(BinaryWriter stream, M2.Format version) 31 | { 32 | if (Identifier.Length > 4) 33 | Identifier = Identifier.Substring(0, 4); 34 | stream.Write(Encoding.UTF8.GetBytes(Identifier)); 35 | stream.Write(Data); 36 | stream.Write(Bone); 37 | stream.Write(Unknown); 38 | stream.Write(Position); 39 | Enabled.Save(stream, version); 40 | } 41 | 42 | public void LoadContent(BinaryReader stream, M2.Format version) 43 | { 44 | Enabled.LoadContent(stream, version); 45 | } 46 | 47 | public void SaveContent(BinaryWriter stream, M2.Format version) 48 | { 49 | Enabled.SaveContent(stream, version); 50 | } 51 | 52 | public void SetSequences(IReadOnlyList sequences) 53 | { 54 | Enabled.Sequences = sequences; 55 | } 56 | } 57 | --------------------------------------------------------------------------------