Add dedicated skinned rendering, pose restoration, shared Material and Material Instance slots, registry-driven components, Surface/Solari integration, transactional schema upgrades, navigation authoring, documentation, and evaluation evidence.
71 lines
1.7 KiB
Plaintext
71 lines
1.7 KiB
Plaintext
(
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schema_version: 1,
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label: "Surface Tint",
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shader: Some("assets/shaders/surface_tint.shader.ron"),
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shader_ref: None,
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render_state: (
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alpha_mode: Opaque,
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alpha_cutoff: 0.5,
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double_sided: false,
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),
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material: (
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shader: (
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kind: Custom,
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schema_path: Some("assets/shaders/surface_tint.shader.ron"),
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shader_path: Some("assets/shaders/surface_tint.wgsl"),
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),
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base_color: (
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r: 0.12,
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g: 0.42,
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b: 0.95,
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a: 1.0,
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),
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metallic: 0.15,
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roughness: 0.28,
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emissive_color: (
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r: 0.02,
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g: 0.08,
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b: 0.25,
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a: 1.0,
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),
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emissive_intensity: 3.0,
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base_color_texture: None,
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emissive_texture: None,
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normal_map_texture: None,
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metallic_roughness_texture: None,
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material_asset_path: None,
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parameters: [
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(
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name: "tint",
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value: Color((
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r: 0.12,
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g: 0.42,
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b: 0.95,
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a: 1.0,
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)),
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),
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(
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name: "roughness",
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value: Float(0.28),
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),
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(
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name: "metallic",
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value: Float(0.15),
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),
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(
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name: "emissive",
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value: Color((
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r: 0.02,
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g: 0.08,
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b: 0.25,
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a: 1.0,
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)),
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),
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(
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name: "emissive_intensity",
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value: Float(3.0),
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),
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],
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textures: [],
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),
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) |