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m_Offset: {x: 0, y: 0}
data:
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name: _MetallicGlossMap
name: _ParallaxMap
second:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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name: _EmissionMap
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data:
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name: _DetailMask
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m_Scale: {x: 1, y: 1}
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data:
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name: _DetailAlbedoMap
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m_Scale: {x: 1, y: 1}
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data:
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name: _DetailAlbedoMap
name: _MetallicGlossMap
second:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
@@ -91,26 +91,22 @@ Material:
first:
name: _Cutoff
second: 0.5
data:
first:
name: _Parallax
second: 0.02
data:
first:
name: _ZWrite
second: 1
data:
first:
name: _Glossiness
second: 0.5
data:
first:
name: _Metallic
second: 0
second: 1
data:
first:
name: _BumpScale
second: 1
data:
first:
name: _Parallax
second: 0.02
data:
first:
name: _OcclusionStrength
@@ -127,6 +123,10 @@ Material:
first:
name: _Mode
second: 0
data:
first:
name: _Metallic
second: 0
m_Colors:
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@@ -135,4 +135,4 @@ Material:
data:
first:
name: _Color
second: {r: 0.8, g: 0.8, b: 0.8, a: 1}
second: {r: 0.7607844, g: 0.7607844, b: 0.7607844, a: 1}
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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second:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
data:
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second:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
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first:
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data:
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data:
first:
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data:
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data:
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name: _Glossiness
second: 0.5
data:
first:
name: _BumpScale
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data:
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name: _OcclusionStrength
second: 1
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name: _DetailNormalMapScale
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data:
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data:
first:
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@@ -19,7 +19,7 @@ Material:
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name: _MainTex
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m_Scale: {x: 1, y: 1}
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@@ -102,7 +102,7 @@ Material:
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first:
name: _Glossiness
second: 0.5
second: 1
data:
first:
name: _BumpScale
@@ -135,4 +135,4 @@ Material:
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name: _Color
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@@ -102,7 +102,7 @@ Material:
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name: _Glossiness
second: 0.5
second: 1
data:
first:
name: _BumpScale
@@ -135,4 +135,4 @@ Material:
data:
first:
name: _Color
second: {r: 0.8, g: 0.8, b: 0.8, a: 1}
second: {r: 0.32941177, g: 0.21176472, b: 0.0627451, a: 1}
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@@ -0,0 +1,76 @@
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@@ -0,0 +1,15 @@
using UnityEngine;
using System.Collections;


public class ScrollTexture : MonoBehaviour {

public Vector2 Scroll = new Vector2 (0.05f , 0.05f);
Vector2 Offset = new Vector2 (0f, 0f);

void Update () {
Offset += Scroll * Time.deltaTime;
GetComponent<Renderer>().material.SetTextureOffset ("_MainTex", Offset);
}
}

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@@ -26,7 +26,7 @@ Material:
first:
name: _ShadowTex
second:
m_Texture: {fileID: 2800000, guid: 0318c3567ff96a64888cc74c871c0f88, type: 3}
m_Texture: {fileID: 2800000, guid: d80dc282ad1db8d43806c1d6ae7ff828, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
data: