diff --git a/Assets/000_assets/material/M_SquareFrame 1.mat b/Assets/000_assets/material/M_SquareFrame 1.mat index 23ff3b72..0a1bceb9 100644 --- a/Assets/000_assets/material/M_SquareFrame 1.mat +++ b/Assets/000_assets/material/M_SquareFrame 1.mat @@ -213,7 +213,7 @@ Material: - _Dst: 10 - _DstBlend: 0 - _DstBlendAlpha: 0 - - _EdgeValue: 0.9463588 + - _EdgeValue: 0.34460104 - _EnvironmentReflections: 1 - _FNLfanxiangkaiguan: 0 - _Face: 1 @@ -258,7 +258,7 @@ Material: - _Mask_scale: 1 - _Metallic: 0 - _OcclusionStrength: 1 - - _Opacity: 0.0536412 + - _Opacity: 0.65539896 - _Parallax: 0.005 - _Pass: 0 - _QueueOffset: 0 diff --git a/Assets/FR2_Cache.asset b/Assets/FR2_Cache.asset index 34ebd5f3..9b0720ca 100644 --- a/Assets/FR2_Cache.asset +++ b/Assets/FR2_Cache.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7733e39b790db1fd3e77062f1af9fdef4dfd26e16fe8abeee0d3cf4078e2e6e9 -size 8017547 +oid sha256:6a8a58ceaa1f70f9dee5021d685c59e9e20b86cbdc5ce069421ca83fc533d4b9 +size 8018231 diff --git a/Assets/Settings/SampleSceneProfile.asset b/Assets/Settings/SampleSceneProfile.asset index fddb979c..00881844 100644 --- a/Assets/Settings/SampleSceneProfile.asset +++ b/Assets/Settings/SampleSceneProfile.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:87cd4916053948bb199abd845da9a0d44dcf19349d7a3715b4b1405bf53fcf77 +oid sha256:dc3a1ddf814aaa1973f3bec191da2c051af924e79c3d472cd237c8f5c47fcbc9 size 7585 diff --git a/Assets/Settings/URP-HighFidelity.asset b/Assets/Settings/URP-HighFidelity.asset index b8007c1c..73e13997 100644 --- a/Assets/Settings/URP-HighFidelity.asset +++ b/Assets/Settings/URP-HighFidelity.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:8079adb1f8225505fcc8cddc2fa1015b62bfd54c7015bdb5b6c75a3dda4e765c +oid sha256:783d254aca85b2bf3c2418d59303b12b8eedde55370331e642d29564d510a954 size 4594 diff --git a/Assets/Shaders/ScriptablePostProcessor/Shaders/AnimeBloom.shader b/Assets/Shaders/ScriptablePostProcessor/Shaders/AnimeBloom.shader index e1de6905..2d666f90 100644 --- a/Assets/Shaders/ScriptablePostProcessor/Shaders/AnimeBloom.shader +++ b/Assets/Shaders/ScriptablePostProcessor/Shaders/AnimeBloom.shader @@ -38,25 +38,9 @@ Shader "SLS/Postprocessing/AnimeBloom" SAMPLER(sampler_BloomTex); // ===================================================== - // HDR 编解码(与 Unity 原生 Bloom.shader 完全一致) - // 在线性工作流下 encode/decode 是 no-op,但写清楚以防 gamma 空间项目 + // 我们去除了 EncodeHDR / DecodeHDR,因为我们在 BeforePostProcess 运行 + // 且面向移动端,节省 ALU 开销,直接进行线性空间计算。 // ===================================================== - half4 EncodeHDR(half3 color) - { - #if UNITY_COLORSPACE_GAMMA - color = sqrt(color); - #endif - return half4(color, 1.0); - } - - half3 DecodeHDR(half4 data) - { - half3 color = data.xyz; - #if UNITY_COLORSPACE_GAMMA - color *= color; - #endif - return color; - } // ===================================================== // Pass 0: Prefilter — 提取超过阈值的高亮像素 @@ -65,7 +49,7 @@ Shader "SLS/Postprocessing/AnimeBloom" half4 FragPrefilter(Varyings input) : SV_Target { float2 uv = input.texcoord; - half3 color = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv)); + half3 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv).rgb; // 1. 亮度钳制(防止极亮萤火虫像素跳变) color = min(color, ClampMax); @@ -77,10 +61,10 @@ Shader "SLS/Postprocessing/AnimeBloom" half multiplier = max(brightness - Threshold, softness) / max(brightness, 1e-4); color *= multiplier; - // 3. 防止 NaN 传播(负值在 EncodeHDR sqrt 时会产生 NaN) + // 3. 防止 NaN 传播 color = max(color, 0); - return EncodeHDR(color); + return half4(color, 1.0); } // ===================================================== @@ -96,17 +80,17 @@ Shader "SLS/Postprocessing/AnimeBloom" float2 ts = _BlitTexture_TexelSize.xy * _KernelScale; // 中心点(权重 4) - half3 c0 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv)); + half3 c0 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv).rgb; - // 4 个对角偏移各 0.5 像素(恰好落在 4 像素的双线性插值中心) - half3 c1 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 0.5, 0.5) * ts)); - half3 c2 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-0.5, 0.5) * ts)); - half3 c3 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-0.5, -0.5) * ts)); - half3 c4 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 0.5, -0.5) * ts)); + // 4 个对角偏移 + half3 c1 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 0.5, 0.5) * ts).rgb; + half3 c2 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-0.5, 0.5) * ts).rgb; + half3 c3 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-0.5, -0.5) * ts).rgb; + half3 c4 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 0.5, -0.5) * ts).rgb; - // 加权平均:(c0*4 + c1+c2+c3+c4) / 8 + // 加权平均 half3 color = (1.0 / 8.0) * (c0 * 4.0 + c1 + c2 + c3 + c4); - return EncodeHDR(color); + return half4(color, 1.0); } // ===================================================== @@ -124,32 +108,20 @@ Shader "SLS/Postprocessing/AnimeBloom" half4 FragDualUpsample(Varyings input) : SV_Target { float2 uv = input.texcoord; - // 同样乘以 _KernelScale - float2 ts = _BlitTexture_TexelSize.xy * _KernelScale; - // Dual Kawase 8-tap 升采样:4 对角 + 4 正交 - // 正交距离 = 1.0 texel,对角距离 = 0.5 texel(与原生完全一致) - half3 c1 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 0.5, 0.5) * ts)); - half3 c2 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-0.5, 0.5) * ts)); - half3 c3 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-0.5, -0.5) * ts)); - half3 c4 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 0.5, -0.5) * ts)); + // 【移动端终极杀器】:剥离所有冗余采样! + // 从 9 采样(原生高端/老版)降低为 2 采样(原生移动端级别) + // 凭借前面巨大的 Spread 范围,仅使用最基础的双线性过滤合并即可。 + + // 1. highMip = 当前层级的高清纹理 + half3 highMip = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv).rgb; - half3 c5 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2(-1.0, 0.0) * ts)); - half3 c6 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 1.0, 0.0) * ts)); - half3 c7 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 0.0, 1.0) * ts)); - half3 c8 = DecodeHDR(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv + float2( 0.0, -1.0) * ts)); + // 2. lowMip = 上一级的极致模糊光晕 + half3 lowMip = SAMPLE_TEXTURE2D(_SourceTexLowMip, sampler_LinearClamp, uv).rgb; - // 加权平均 (4角×2 + 4正交×1) / 12,产生柔和的钟形分布 - half3 highMip = (1.0 / 12.0) * ((c1 + c2 + c3 + c4) * 2.0 + c5 + c6 + c7 + c8); - - // lowMip = 来自更低分辨率层(Up[i+1])的扩散光晕,双线性采样 - half3 lowMip = DecodeHDR(SAMPLE_TEXTURE2D(_SourceTexLowMip, sampler_LinearClamp, uv)); - - // 【核心公式,与原生完全一致】 - // Scatter 控制光晕扩散程度:0=只有当前层细节,1=完全使用模糊层 - // 始终能量守恒,绝对不会产生死白 + // 物理守恒 Lerp 合并 half3 result = lerp(highMip, lowMip, Scatter); - return EncodeHDR(result); + return half4(result, 1.0); } // ===================================================== @@ -164,8 +136,8 @@ Shader "SLS/Postprocessing/AnimeBloom" // 原始 HDR 画面 half4 baseColor = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv); - // Bloom 纹理(已经过多轮 Dual Kawase 升降采样) - half3 bloom = DecodeHDR(SAMPLE_TEXTURE2D(_BloomTex, sampler_BloomTex, uv)); + // Bloom 纹理 + half3 bloom = SAMPLE_TEXTURE2D(_BloomTex, sampler_BloomTex, uv).rgb; // 应用强度和染色(_BloomParams.yzw 是亮度归一化的 tint) float intensity = _BloomParams.x; diff --git a/Assets/Shaders/ScriptablePostProcessor/Volumes/AnimeBloom.cs b/Assets/Shaders/ScriptablePostProcessor/Volumes/AnimeBloom.cs index 10c9e10e..b2408798 100644 --- a/Assets/Shaders/ScriptablePostProcessor/Volumes/AnimeBloom.cs +++ b/Assets/Shaders/ScriptablePostProcessor/Volumes/AnimeBloom.cs @@ -2,6 +2,7 @@ using Echovoid.Runtime.Behavior.Rendering; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; +using UnityEngine.Experimental.Rendering; namespace SLSUtilities.Rendering.PostProcessing { @@ -60,6 +61,13 @@ namespace SLSUtilities.Rendering.PostProcessing var desc = renderingData.cameraData.cameraTargetDescriptor; desc.msaaSamples = 1; desc.depthBufferBits = 0; + + // 【移动端极限优化】:强制降级到 32位 HDR 格式 (B10G11R11), + // 相比主相机默认的 64位 R16G16B16A16,带宽消耗直接砍半,且肉眼几乎无损! + if (SystemInfo.IsFormatSupported(GraphicsFormat.B10G11R11_UFloatPack32, FormatUsage.Linear | FormatUsage.Render)) + { + desc.graphicsFormat = GraphicsFormat.B10G11R11_UFloatPack32; + } // ───────────────────────────────────────────────────────────── // 1. 参数打包(完全对齐 Unity SetupBloom 的计算逻辑) diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64 b/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64 index 9ed5cc26..f42fd11b 100644 Binary files a/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64 and b/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64 differ diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64.manifest b/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64.manifest index 01a5f59c..71a6bd77 100644 --- a/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64.manifest +++ b/Assets/StreamingAssets/ThemeBundles/Windows64/Windows64.manifest @@ -1,6 +1,6 @@ ManifestFileVersion: 0 UnityVersion: 6000.3.7f1 -CRC: 2722740421 +CRC: 858636519 HashAppended: 0 AssetBundleManifest: AssetBundleInfos: diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/basic b/Assets/StreamingAssets/ThemeBundles/Windows64/basic index 70e63999..13219106 100644 Binary files a/Assets/StreamingAssets/ThemeBundles/Windows64/basic and b/Assets/StreamingAssets/ThemeBundles/Windows64/basic differ diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/basic.manifest b/Assets/StreamingAssets/ThemeBundles/Windows64/basic.manifest index da498d4e..3fe51c01 100644 --- a/Assets/StreamingAssets/ThemeBundles/Windows64/basic.manifest +++ b/Assets/StreamingAssets/ThemeBundles/Windows64/basic.manifest @@ -1,16 +1,16 @@ ManifestFileVersion: 0 UnityVersion: 6000.3.7f1 -CRC: 1705408498 +CRC: 3067715901 Hashes: AssetFileHash: serializedVersion: 2 - Hash: dcb7eafe5fe8fd5f7f08ee477246925d + Hash: 6abcdfd9cae8dff022735fc0aa0fb26c TypeTreeHash: serializedVersion: 2 Hash: dfed41e3b38758e5f34df30221d719dc IncrementalBuildHash: serializedVersion: 2 - Hash: db86d54c0173e0d8d7208360fc6d2ff1 + Hash: bd6a02586497055e4a2ac07470e28b23 HashAppended: 0 ClassTypes: - Class: 1 diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse b/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse index f0abec27..ee1de640 100644 --- a/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse +++ b/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ccb86954e3d53a4521bd77728e95d6e3e01637ace9240382efc74dae1b06a9c4 -size 1412144 +oid sha256:59ee47a2ce07f81acf03040d38920155ecf6d3904c616f7d165f926792fdcf40 +size 1996043 diff --git a/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest b/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest index 3e39a10b..8e5c58a9 100644 --- a/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest +++ b/Assets/StreamingAssets/ThemeBundles/Windows64/departure_to_multiverse.manifest @@ -1,16 +1,16 @@ ManifestFileVersion: 0 UnityVersion: 6000.3.7f1 -CRC: 1026676896 +CRC: 512875756 Hashes: AssetFileHash: serializedVersion: 2 - Hash: 035eb532437484b1504facfc94af2c42 + Hash: 67971a4a5f9fd6e3e13b4242b93ad48d TypeTreeHash: serializedVersion: 2 Hash: 8cc3f86bb5dbc7fe3d0bf9f241837627 IncrementalBuildHash: serializedVersion: 2 - Hash: 4920d6b19d95b84e5efacc9e10f4ab72 + Hash: 0765c4d1afe426f651f0acf85a5e7491 HashAppended: 0 ClassTypes: - Class: 1 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_drag_burst.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_drag_burst.mat index 3f377888..a2a8b160 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_drag_burst.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_drag_burst.mat @@ -791,6 +791,7 @@ Material: - _VertexOffset_Vec: {r: 0, g: 0, b: 1, a: 0} - _fnl_color: {r: 3.4969227, g: 12.844467, b: 3.4969227, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 --- !u!114 &3905949624757751178 MonoBehaviour: m_ObjectHideFlags: 11 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_flick_par_burst_01.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_flick_par_burst_01.mat index 1f955c17..79301cd4 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_flick_par_burst_01.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_flick_par_burst_01.mat @@ -570,6 +570,7 @@ Material: - _VertexOffset_Vec: {r: 0, g: 0, b: 1, a: 0} - _fnl_color: {r: 47.93726, g: 19.422365, b: 13.301959, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 --- !u!114 &3905949624757751178 MonoBehaviour: m_ObjectHideFlags: 11 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_flick_par_burst_02.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_flick_par_burst_02.mat index 54f581f1..d333947c 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_flick_par_burst_02.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_flick_par_burst_02.mat @@ -574,6 +574,7 @@ Material: - _VertexOffset_Vec: {r: 0, g: 0, b: 1, a: 0} - _fnl_color: {r: 30.209375, g: 30.209375, b: 30.209375, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 --- !u!114 &3905949624757751178 MonoBehaviour: m_ObjectHideFlags: 11 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_01_burst.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_01_burst.mat index 3c2b3566..b5a519b0 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_01_burst.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_01_burst.mat @@ -257,7 +257,7 @@ Material: - _W9ParticleShaderColorChannelFlag: 3 - _W9ParticleShaderFlags: 141320 - _W9ParticleShaderFlags1: 8388608 - - _W9ParticleShaderGUIFoldToggle: 140509196 + - _W9ParticleShaderGUIFoldToggle: 140509197 - _W9ParticleShaderGUIFoldToggle1: 0 - _W9ParticleShaderGUIFoldToggle2: 8 - _W9ParticleShaderWrapFlags: 0 @@ -792,6 +792,7 @@ Material: - _VertexOffset_Vec: {r: 0, g: 0, b: 1, a: 0} - _fnl_color: {r: 29.735334, g: 104.77117, b: 110.130875, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 --- !u!114 &3905949624757751178 MonoBehaviour: m_ObjectHideFlags: 11 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_01_burst2.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_01_burst2.mat index 9f040253..1ed7cca7 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_01_burst2.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_01_burst2.mat @@ -790,6 +790,7 @@ Material: - _VertexOffset_Vec: {r: 0, g: 0, b: 1, a: 0} - _fnl_color: {r: 6.9360123, g: 24.438742, b: 25.688936, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 --- !u!114 &3905949624757751178 MonoBehaviour: m_ObjectHideFlags: 11 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_02_burst.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_02_burst.mat index 4800f722..8f2e850d 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_02_burst.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_02_burst.mat @@ -791,6 +791,7 @@ Material: - _VertexOffset_Vec: {r: 0, g: 0, b: 1, a: 0} - _fnl_color: {r: 47.937256, g: 33.97342, b: 13.050981, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 --- !u!114 &3905949624757751178 MonoBehaviour: m_ObjectHideFlags: 11 diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_03_burst.mat b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_03_burst.mat index 5b98c5d1..09104afd 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_03_burst.mat +++ b/Assets/ThemeBundles/DepartureToMultiverse/Materials/Notes/M_tap_03_burst.mat @@ -791,6 +791,7 @@ Material: - 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m_MaskInteraction: 0 --- !u!1 &5199942171001745879 GameObject: m_ObjectHideFlags: 0 @@ -9594,7 +9600,7 @@ ParticleSystem: vectorLabel1_3: W --- !u!199 &8644577418426854476 ParticleSystemRenderer: - serializedVersion: 6 + serializedVersion: 7 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -9610,6 +9616,11 @@ ParticleSystemRenderer: m_ReflectionProbeUsage: 0 m_RayTracingMode: 0 m_RayTraceProcedural: 0 + m_RayTracingAccelStructBuildFlagsOverride: 0 + m_RayTracingAccelStructBuildFlags: 1 + m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9631,9 +9642,11 @@ ParticleSystemRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_MaskInteraction: 0 m_RenderMode: 0 m_MeshDistribution: 0 m_SortMode: 0 @@ -9665,7 +9678,6 @@ ParticleSystemRenderer: m_MeshWeighting1: 1 m_MeshWeighting2: 1 m_MeshWeighting3: 1 - 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