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Changes to lowend upgraders after material upgrader callback.
1 parent 984c7b2 commit 4f647a1

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Lines changed: 609 additions & 493 deletions

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Lines changed: 68 additions & 68 deletions
Original file line numberDiff line numberDiff line change
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using System.Collections.Generic;
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using UnityEditor.Experimental.Rendering;
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using UnityEditor;
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public class LegacyShadersToLowEndUpgrader
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namespace UnityEditor.Experimental.Rendering.LowendMobile
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{
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[MenuItem("RenderPipeline/LowEndMobilePipeline/Material Upgraders/Upgrade Legacy Materials to LowEndMobile - Project", false, 3)]
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public static void UpgradeMaterialsToLDProject()
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public class LegacyShadersToLowEndUpgrader
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{
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List<MaterialUpgrader> materialUpgraders = new List<MaterialUpgrader>();
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GetUpgraders(ref materialUpgraders);
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[MenuItem("RenderPipeline/LowEndMobilePipeline/Material Upgraders/Upgrade Legacy Materials to LowEndMobile - Project", false, 3)]
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public static void UpgradeMaterialsToLDProject()
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{
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List<MaterialUpgrader> materialUpgraders = new List<MaterialUpgrader>();
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GetUpgraders(ref materialUpgraders);
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MaterialUpgrader.UpgradeProjectFolder(materialUpgraders, "Upgrade to LD Materials");
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}
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MaterialUpgrader.UpgradeProjectFolder(materialUpgraders, "Upgrade to LD Materials");
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}
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[MenuItem("RenderPipeline/LowEndMobilePipeline/Material Upgraders/Upgrade Legacy Materials to LowEndMobile - Selection", false, 4)]
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public static void UpgradeMaterialsToLDSelection()
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{
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List<MaterialUpgrader> materialUpgraders = new List<MaterialUpgrader>();
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GetUpgraders(ref materialUpgraders);
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[MenuItem("RenderPipeline/LowEndMobilePipeline/Material Upgraders/Upgrade Legacy Materials to LowEndMobile - Selection", false, 4)]
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public static void UpgradeMaterialsToLDSelection()
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{
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List<MaterialUpgrader> materialUpgraders = new List<MaterialUpgrader>();
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GetUpgraders(ref materialUpgraders);
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MaterialUpgrader.UpgradeSelection(materialUpgraders, "Upgrade to LD Materials");
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}
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MaterialUpgrader.UpgradeSelection(materialUpgraders, "Upgrade to LD Materials");
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}
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// TODO: Replace this logic with AssignNewShaderToMaterial
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private static void GetUpgraders(ref List<MaterialUpgrader> materialUpgraders)
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{
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/////////////////////////////////////
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// Legacy Shaders upgraders /
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/////////////////////////////////////
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Lmegacy Shaders/Diffuse"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Specular"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Bumped Diffuse"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Bumped Specular"));
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private static void GetUpgraders(ref List<MaterialUpgrader> materialUpgraders)
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{
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/////////////////////////////////////
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// Legacy Shaders upgraders /
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/////////////////////////////////////
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Diffuse", SupportedUpgradeParams.diffuseOpaque));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Specular", SupportedUpgradeParams.specularOpaque));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Bumped Specular", SupportedUpgradeParams.specularOpaque));
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// TODO: option to use environment map as texture or use reflection probe
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Bumped Diffuse"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Bumped Specular"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Diffuse"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Specular"));
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// TODO: option to use environment map as texture or use reflection probe
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Bumped Diffuse", SupportedUpgradeParams.diffuseCubemap));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Bumped Specular", SupportedUpgradeParams.specularOpaque));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Diffuse", SupportedUpgradeParams.diffuseCubemap));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Reflective/Specular", SupportedUpgradeParams.specularOpaque));
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// Self-Illum upgrader
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Diffuse"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Bumped Diffuse"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Specular"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Bumped Specular"));
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// Self-Illum upgrader
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Diffuse", SupportedUpgradeParams.diffuseOpaque));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Specular", SupportedUpgradeParams.specularOpaque));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Self-Illumin/Bumped Specular", SupportedUpgradeParams.specularOpaque));
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// Alpha Blended
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Diffuse"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Specular"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Bumped Diffuse"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Bumped Specular"));
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// Alpha Blended
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Diffuse", SupportedUpgradeParams.diffuseAlpha));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Specular", SupportedUpgradeParams.specularAlpha));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Bumped Diffuse", SupportedUpgradeParams.diffuseAlpha));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Bumped Specular", SupportedUpgradeParams.specularAlpha));
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// Cutout
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Diffuse"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Specular"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Diffuse"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Specular"));
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// Cutout
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Diffuse", SupportedUpgradeParams.diffuseAlphaCutout));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Specular", SupportedUpgradeParams.specularAlphaCutout));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Diffuse", SupportedUpgradeParams.diffuseAlphaCutout));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Legacy Shaders/Transparent/Cutout/Bumped Specular", SupportedUpgradeParams.specularAlphaCutout));
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/////////////////////////////////////
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// Reflective Shader Upgraders /
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/////////////////////////////////////
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Reflective/Diffuse Transperant"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Reflective/Diffuse Reflection Spec"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Reflective/Diffuse Reflection Spec Transp"));
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/////////////////////////////////////
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// Reflective Shader Upgraders /
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/////////////////////////////////////
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Reflective/Diffuse Transperant", SupportedUpgradeParams.diffuseCubemapAlpha));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Reflective/Diffuse Reflection Spec", SupportedUpgradeParams.specularCubemap));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Reflective/Diffuse Reflection Spec Transp", SupportedUpgradeParams.specularCubemapAlpha));
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67-
/////////////////////////////////////
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// Mobile Upgraders /
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/////////////////////////////////////
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Diffuse"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Specular"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Specular(1 Directional Light)"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Diffuse"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Unlit (Supports Lightmap)"));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/VertexLit"));
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/////////////////////////////////////
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// Mobile Upgraders /
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/////////////////////////////////////
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Diffuse", SupportedUpgradeParams.diffuseOpaque));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Specular", SupportedUpgradeParams.specularOpaque));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Specular(1 Directional Light)", SupportedUpgradeParams.specularOpaque));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Bumped Diffuse", SupportedUpgradeParams.diffuseOpaque));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/Unlit (Supports Lightmap)", SupportedUpgradeParams.diffuseOpaque));
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materialUpgraders.Add(new LegacyBlinnPhongUpgrader("Mobile/VertexLit", SupportedUpgradeParams.specularOpaque));
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/////////////////////////////////////
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// Particles /
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/////////////////////////////////////
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materialUpgraders.Add(new ParticlesAdditiveUpgrader("Particles/Additive"));
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materialUpgraders.Add(new ParticlesAdditiveUpgrader("Mobile/Particles/Additive"));
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materialUpgraders.Add(new ParticlesMultiplyUpgrader("Particles/Multiply"));
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materialUpgraders.Add(new ParticlesMultiplyUpgrader("Mobile/Particles/Multiply"));
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/////////////////////////////////////
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// Particles /
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/////////////////////////////////////
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materialUpgraders.Add(new ParticlesAdditiveUpgrader("Particles/Additive"));
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materialUpgraders.Add(new ParticlesAdditiveUpgrader("Mobile/Particles/Additive"));
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materialUpgraders.Add(new ParticlesMultiplyUpgrader("Particles/Multiply"));
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materialUpgraders.Add(new ParticlesMultiplyUpgrader("Mobile/Particles/Multiply"));
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}
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}
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}

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