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delete old docs
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z3y committed May 8, 2024
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1 change: 1 addition & 0 deletions Docs~/pages/_meta.json
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"index": "Getting Started",
"features": "Features Overview",
"packing": "Texture Packing",
"material-setup": "Material Setup",
"creating-variants": "Creating Variants",
"config": "Config",
"flipbook": "Flipbook",
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41 changes: 29 additions & 12 deletions Docs~/pages/config.mdx
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Expand Up @@ -7,19 +7,36 @@ Shader config is applied to all shader variants in the project created with this
- Created file will be selected in the project window
- Open and edit the file in a text editor

## Example
```cpp
PROPERTIES_START
// a property added to all shaders
_PropExample ("Example", Float) = 0
PROPERTIES_END
## Examples

> Enabling Mono SH globally
```cpp
DEFINES_START
// defines and keywords set for all shaders
#define BAKERY_MONOSH
#define _LIGHTMAPPED_SPECULAR
#define BICUBIC_LIGHTMAP
#define DISABLE_LIGHT_PROBE_PROXY_VOLUME
#undef UNITY_SPECCUBE_BLENDING // disable blending of 2 reflection probes
#define BAKERY_MONOSH // force enable mono sh on all shader variants
DEFINES_END
```
> Global brightness slider
```cpp
CBUFFER_START
half _UdonBrightness; // global property set with udon
CBUFFER_END
CODE_START
// Unique function name
void ModifyFinalColorGlobalBrightness(inout half4 finalColor, GIData giData, Varyings unpacked, ShaderData sd, SurfaceDescription surfaceDescription)
{
#ifdef USE_MODIFYFINALCOLOR
// access the previous function and pass in all the same parameters if it exists
ModifyFinalColor(finalColor, giData, unpacked, sd, surfaceDescription);
#endif
finalColor *= _UdonBrightness;
}
// override it
#define USE_MODIFYFINALCOLOR
#define ModifyFinalColor ModifyFinalColorGlobalBrightness
CODE_END
```
14 changes: 14 additions & 0 deletions Docs~/pages/material-setup.mdx
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## Model Importer

Add `SetupLitShader` to the model importer and switch the Material Creation Mode to MaterialDescription to set up materials with the lit shader. The roughness, metallic, color and emission values, transparency, normal map and albedo map will be transferred properly from Blender materials.

![Image](/MaterialDescription.png)

![Image](/label.png)

## Setup PBR Materials

Use `Assets > Create > Material with PBR Setup (Lit)` to automatically setup a pbr material in current folder. This requires certain naming conventions in order to detect different textures.
The texture packing window will open to confirm packing of the material, if roughness, metallic or occlusion textures exist.

![Image](/Unity_7Xg71e42e2.png)
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72 changes: 0 additions & 72 deletions Documentation~/CreatingVariants.md

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57 changes: 0 additions & 57 deletions Documentation~/Documentation.md

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30 changes: 0 additions & 30 deletions Documentation~/IncludedVariants.md

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48 changes: 0 additions & 48 deletions Documentation~/TexturePacking.md

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