Made outline shader debuggable in editor
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63
Assets/Art/Materials/SimpleOutlineMaterial.mat
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63
Assets/Art/Materials/SimpleOutlineMaterial.mat
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@@ -0,0 +1,63 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &-2558047921083943664
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MonoBehaviour:
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m_ObjectHideFlags: 11
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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m_Name:
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m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Editor::UnityEditor.Rendering.Universal.AssetVersion
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version: 10
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--- !u!21 &2100000
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Material:
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serializedVersion: 8
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: SimpleOutlineMaterial
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m_Shader: {fileID: -6465566751694194690, guid: ec68bffbfd711284ba7968cf1b8ae340, type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_LockedProperties:
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- _MainTex:
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m_Texture: {fileID: 2800000, guid: ae6ce5ebb60e1504ea6c9983c822e0cf, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_Lightmaps:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_LightmapsInd:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_ShadowMasks:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _Thickness: 0.01
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m_Colors:
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- White: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 0.506, g: 0.78, b: 0.866, a: 1}
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- _Colour: {r: 0.9341286, g: 1, b: 0, a: 1}
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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