FOG
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Assets/FXVille_BloodPack.meta
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Assets/FXVille_BloodPack.meta
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9
Assets/FXVille_BloodPack/Editor.meta
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Assets/FXVille_BloodPack/Editor.meta
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148
Assets/FXVille_BloodPack/Editor/CustomMaterialEditor.cs
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148
Assets/FXVille_BloodPack/Editor/CustomMaterialEditor.cs
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//based off of a guide by Martin Palko http://www.martinpalko.com/muli-compile-unity/
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using System.Linq;
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using System.Text.RegularExpressions;
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public abstract class CustomMaterialEditor : MaterialEditor
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{
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public class FeatureToggle
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{
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// The name the toggle will have in the inspector
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public string InspectorName;
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// We will look for properties that contain this word, and hide them if we're not enabled.
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public string InspectorPropertyHideTag;
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// The keyword that the shader uses when this feature is enabled or disabled.
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public string ShaderKeywordEnabled;
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public string ShaderKeywordDisabled;
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// The current state of this feature.
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public bool Enabled;
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public FeatureToggle(string InspectorName, string InspectorPropertyHideTag, string ShaderKeywordEnabled, string ShaderKeywordDisabled)
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{
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this.InspectorName = InspectorName;
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this.InspectorPropertyHideTag = InspectorPropertyHideTag;
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this.ShaderKeywordEnabled = ShaderKeywordEnabled;
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this.ShaderKeywordDisabled = ShaderKeywordDisabled;
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this.Enabled = false;
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}
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}
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// A list of all the toggles that we have in this material editor.
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protected List<FeatureToggle> Toggles = new List<FeatureToggle>();
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// This function will be implemented in derived classes, and used to populate the list of toggles.
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protected abstract void CreateToggleList();
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public override void OnInspectorGUI ()
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{
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// if we are not visible... return
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if (!isVisible)
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return;
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// Get the current keywords from the material
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Material targetMat = target as Material;
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Object[] matObjArray = new Object[1];
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matObjArray[0] = (Object)targetMat;
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string[] oldKeyWords = targetMat.shaderKeywords;
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// Populate our list of toggles
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//Toggles.Clear();
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Toggles = new List<FeatureToggle>();
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CreateToggleList();
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// Update each toggle to enabled if it's enabled keyword is present. If it's enabled keyword is missing, we assume it's disabled.
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for(int i = 0; i < Toggles.Count; i++)
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{
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Toggles[i].Enabled = oldKeyWords.Contains (Toggles[i].ShaderKeywordEnabled);
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}
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// Begin listening for changes in GUI, so we don't waste time re-applying settings that haven't changed.
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EditorGUI.BeginChangeCheck();
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serializedObject.Update ();
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var theShader = serializedObject.FindProperty ("m_Shader");
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if (isVisible && !theShader.hasMultipleDifferentValues && theShader.objectReferenceValue != null)
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{
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float controlSize = 64;
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EditorGUIUtility.labelWidth = Screen.width - controlSize - 60;
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EditorGUIUtility.fieldWidth = controlSize;
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Shader shader = theShader.objectReferenceValue as Shader;
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EditorGUI.BeginChangeCheck();
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// Draw Non-toggleable values
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for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); i++)
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{
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MaterialPropertyImpl(matObjArray, i, null);
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}
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// Draw toggles, then their values.
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for (int s = 0; s < Toggles.Count; s++)
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{
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EditorGUILayout.Separator();
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Toggles[s].Enabled = EditorGUILayout.BeginToggleGroup(Toggles[s].InspectorName, Toggles[s].Enabled);
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if (Toggles[s].Enabled)
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{
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for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); i++)
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{
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MaterialPropertyImpl(matObjArray, i, Toggles[s]);
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}
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}
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EditorGUILayout.EndToggleGroup();
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}
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if (EditorGUI.EndChangeCheck())
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PropertiesChanged ();
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}
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// If changes have been made, then apply them.
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if (EditorGUI.EndChangeCheck())
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{
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// New list of key words.
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List<string> newKeyWords = new List<string>();
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// If true, add the enabled keyword (ending with _ON), if false, add the disabled keyword(ending with _OFF).
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for(int i = 0; i < Toggles.Count; i++)
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{
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newKeyWords.Add(Toggles[i].Enabled ? Toggles[i].ShaderKeywordEnabled : Toggles[i].ShaderKeywordDisabled);
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}
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// Send the new list of keywords to the material, this will define what version of the shader to use.
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targetMat.shaderKeywords = newKeyWords.ToArray ();
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EditorUtility.SetDirty (targetMat);
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}
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}
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// Alt version of shader property implementation that takes material. Runs once for every property in our shader.
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private void MaterialPropertyImpl(Object[] matObjArray, int propertyIndex, FeatureToggle currentToggle)
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{
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Material mat = (Material)matObjArray[0];
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string propertyDescription = ShaderUtil.GetPropertyDescription(mat.shader, propertyIndex);
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// If current toggle is null, we only want to show properties that aren't already "owned" by a toggle,
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// so if it is owned by another toggle, then return.
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if (currentToggle == null)
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{
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for (int i = 0; i < Toggles.Count; i++)
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{
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if (Regex.IsMatch(propertyDescription, Toggles[i].InspectorPropertyHideTag, RegexOptions.IgnoreCase))
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{
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return;
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}
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}
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}
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// Only draw if we the current property is owned by the current toggle.
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else if (!Regex.IsMatch(propertyDescription, currentToggle.InspectorPropertyHideTag, RegexOptions.IgnoreCase))
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{
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return;
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}
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// If we've gotten to this point, draw the shader property regularly.
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MaterialProperty matProp = GetMaterialProperty(matObjArray, propertyIndex);
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ShaderProperty(matProp, matProp.displayName);
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}
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}
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Assets/FXVille_BloodPack/Editor/CustomMaterialEditor.cs.meta
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12
Assets/FXVille_BloodPack/Editor/CustomMaterialEditor.cs.meta
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fileFormatVersion: 2
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guid: 4f4e326c442b58b42a2c0f91982df67a
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timeCreated: 1513899359
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MonoImporter:
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defaultReferences: []
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40
Assets/FXVille_BloodPack/Editor/SpecularToggleEditor.cs
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40
Assets/FXVille_BloodPack/Editor/SpecularToggleEditor.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using System.Linq;
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public class SpecularToggleEditor : CustomMaterialEditor
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{
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// public override void OnInspectorGUI ()
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// {
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// base.OnInspectorGUI ();
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//
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// if (!isVisible)
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// {
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// Debug.Log("not visible");
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// return;
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// }
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//
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// Material targetMat = target as Material;
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// string[] keyWords = targetMat.shaderKeywords;
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//
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// bool specularReflectionEnabled = keyWords.Contains ("SPECULAR_REFLECTION_ON");
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// EditorGUI.BeginChangeCheck();
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//
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// specularReflectionEnabled = EditorGUILayout.Toggle ("Specular Reflection Enabled", specularReflectionEnabled);
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//
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// if (EditorGUI.EndChangeCheck())
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// {
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// //If enabled, add keyword SPECULAR_REFLECTION_ON, otherwise add SPECULAR_REFLECTION_OFF
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// List<string> keywords = new List<string> { specularReflectionEnabled? "SPECULAR_REFLECTION_ON" : "SPECULAR_REFLECTION_OFF"};
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// targetMat.shaderKeywords = keywords.ToArray();
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// EditorUtility.SetDirty (targetMat);
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// }
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// }
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protected override void CreateToggleList()
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{
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Toggles.Add(new FeatureToggle("Specular Reflection Enabled", "reflection", "SPECULAR_REFLECTION_ON", "SPECULAR_REFLECTION_OFF"));
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}
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}
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Assets/FXVille_BloodPack/Editor/SpecularToggleEditor.cs.meta
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12
Assets/FXVille_BloodPack/Editor/SpecularToggleEditor.cs.meta
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9
Assets/FXVille_BloodPack/Effect Prefabs.meta
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9
Assets/FXVille_BloodPack/Effect Prefabs.meta
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12881
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Burst_Directional_L.prefab
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12881
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Burst_Directional_L.prefab
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12876
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Burst_Directional_M.prefab
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12876
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Burst_Directional_M.prefab
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12881
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Burst_Directional_S.prefab
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12881
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Burst_Directional_S.prefab
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16099
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Burst_Omni_L.prefab
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16099
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Burst_Omni_L.prefab
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16089
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Burst_Omni_M.prefab
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16089
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Burst_Omni_M.prefab
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9663
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Burst_Omni_S.prefab
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9663
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Burst_Omni_S.prefab
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16107
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Flow_Splash_L.prefab
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16107
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Flow_Splash_L.prefab
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12882
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Flow_Splash_M.prefab
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12882
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Flow_Splash_M.prefab
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9669
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Flow_Splash_S.prefab
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9669
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Flow_Splash_S.prefab
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16173
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Gush_Splash_L.prefab
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16173
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Gush_Splash_L.prefab
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12930
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Gush_Splash_M.prefab
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12930
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Gush_Splash_M.prefab
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|
||||
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||||
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12906
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Gush_Splash_S.prefab
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12906
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Gush_Splash_S.prefab
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fileFormatVersion: 2
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19312
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Slice_Directional_L.prefab
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19312
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Slice_Directional_L.prefab
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fileFormatVersion: 2
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guid: 3389c6716d22f5e4c83f24a9b3c12336
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19312
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Slice_Directional_M.prefab
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19312
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Slice_Directional_M.prefab
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fileFormatVersion: 2
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guid: 53b69a6aacc504d4ca0a667f903d2852
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||||
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19312
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Slice_Omni_L.prefab
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19312
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Slice_Omni_L.prefab
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fileFormatVersion: 2
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19312
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Slice_Omni_M.prefab
Normal file
19312
Assets/FXVille_BloodPack/Effect Prefabs/Blood_Slice_Omni_M.prefab
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Block a user