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louishorlaville 2022-10-29 21:42:23 -04:00
commit 7d7cee0c2f
59 changed files with 6432 additions and 1314 deletions

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title: URP Empty Template
sections:
- heading: Welcome to the Universal Render Pipeline
text: This template includes the settings and assets you need to start creating with the Universal Render Pipeline.
linkText:
url:
- heading: URP Documentation
text:
linkText: Read more about URP
url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest
- heading: Forums
text:
linkText: Get answers and support
url: https://forum.unity.com/forums/universal-render-pipeline.383/
- heading: Report bugs
text:
linkText: Submit a report
url: https://unity3d.com/unity/qa/bug-reporting
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using System;
using UnityEngine;
using UnityEngine.SceneManagement;
public class ButtonAction : MonoBehaviour
{
public void LoadScene(String sceneName)
{
SceneManager.LoadScene(sceneName);
}
public void OpenOption()
{
throw new NotImplementedException();
}
public void Quit()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
Application.Quit();
}
}

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@ -0,0 +1,63 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnvChanger : MonoBehaviour
{
private float initAmbientIntensity;
private float initRefIntensity;
[SerializeField]
private float targetAmbientIntensity, targetRefIntensity;
[SerializeField]
private bool enterFromLeft = true;
[SerializeField]
private Transform playerPos;
private bool isInEnviro = false;
public void ChangeEnvironnement(){
if(ExitOnCorrectSide()){
isInEnviro = !isInEnviro;
if(isInEnviro){
initAmbientIntensity = RenderSettings.ambientIntensity;
initRefIntensity = RenderSettings.reflectionIntensity;
RenderSettings.ambientIntensity = targetAmbientIntensity;
RenderSettings.reflectionIntensity = targetRefIntensity;
}else{
RenderSettings.ambientIntensity = initAmbientIntensity;
RenderSettings.reflectionIntensity = initRefIntensity;
}
}
}
private bool ExitOnCorrectSide(){
if(enterFromLeft){
if(!isInEnviro){
if(playerPos.position.x > transform.position.x){
return true;
}
}else{
if(playerPos.position.x < transform.position.x){
return true;
}
}
}else{
if(!isInEnviro){
if(playerPos.position.x < transform.position.x){
return true;
}
}else{
if(playerPos.position.x > transform.position.x){
return true;
}
}
}
return false;
}
}

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@ -2,12 +2,18 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameController : MonoBehaviour public class GameController : MonoBehaviour
{ {
private static GameController instance; private static GameController instance;
[SerializeField] [SerializeField]
private string startScene, mainScene, endScene; private string startScene, mainScene, endScene;
[SerializeField]
private float fadeSpeed;
[SerializeField]
private Image fadeImg;
private Coroutine fadeCoroutine;
public static GameController Instance{ public static GameController Instance{
get{ get{
if(instance is null)Debug.LogError("Game controller is null"); if(instance is null)Debug.LogError("Game controller is null");
@ -16,28 +22,62 @@ public class GameController : MonoBehaviour
} }
private void Awake() { private void Awake() {
instance = this; if(GameController.Instance is null){
DontDestroyOnLoad(this.gameObject); instance = this;
DontDestroyOnLoad(this.gameObject);
SceneManager.activeSceneChanged += ChangedScene;
}else{
Destroy(this.gameObject);
}
} }
public void StartGame(){ public void StartGame(){
SceneManager.LoadScene(mainScene); fadeCoroutine = StartCoroutine(FadeToBlack(mainScene, true,fadeSpeed));
} }
public void EndGame(){ public void EndGame(){
Debug.Log("Game is over"); Debug.Log("Game is over");
SceneManager.LoadScene(endScene); fadeCoroutine = StartCoroutine(FadeToBlack(endScene, true,fadeSpeed));
} }
public void QuitGame(){ public void QuitGame(){
//fadeCoroutine = StartCoroutine(FadeToBlack(true,fadeTimer));
Application.Quit(); Application.Quit();
} }
public void Options(){ public void Options(){
//fadeCoroutine = StartCoroutine(FadeToBlack(true,fadeTimer));
Debug.Log("Clicked options"); Debug.Log("Clicked options");
} }
public void MainMenu(){ public void MainMenu(){
SceneManager.LoadScene(startScene); fadeCoroutine = StartCoroutine(FadeToBlack(startScene, true,fadeSpeed));
}
private void ChangedScene(Scene curr, Scene next){
fadeCoroutine = StartCoroutine(FadeToBlack(string.Empty, false, fadeSpeed));
}
public IEnumerator FadeToBlack(string sceneToLoad,bool fadeToBlack = true, float fadeSpeed = 2.5f){
Color imgColor = fadeImg.color;
float fadeAmount;
if(fadeToBlack){
while(fadeImg.color.a < 1){
fadeAmount = imgColor.a + (fadeSpeed * Time.deltaTime);
imgColor = new Color(imgColor.r, imgColor.g, imgColor.b, fadeAmount);
fadeImg.color = imgColor;
yield return null;
}
SceneManager.LoadScene(sceneToLoad);
}else{
while(fadeImg.color.a > 0){
fadeAmount = imgColor.a - (fadeSpeed * Time.deltaTime);
imgColor = new Color(imgColor.r, imgColor.g, imgColor.b, fadeAmount);
fadeImg.color = imgColor;
yield return null;
}
}
} }
} }

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@ -0,0 +1,28 @@
using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
/**
* https://www.febucci.com/2022/05/custom-post-processing-in-urp/
*/
namespace Shaders
{
[Serializable,
VolumeComponentMenuForRenderPipeline("Custom/"+nameof(CustomEffectComponent), typeof(UniversalRenderPipeline))]
public class CustomEffectComponent : VolumeComponent, IPostProcessComponent
{
// For example, an intensity parameter that goes from 0 to 1
public ClampedFloatParameter intensity =
new ClampedFloatParameter(value: 0, min: 0, max: 1, overrideState: true);
// Other 'Parameter' variables you might have
public bool IsActive() => intensity.value > 0 && this.active;
// I have no idea what this does yet but I'll update the post once I find an usage
public bool IsTileCompatible() => true;
}
}

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@ -0,0 +1,117 @@
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
/**
* https://www.febucci.com/2022/05/custom-post-processing-in-urp/
*
*/
namespace Shaders
{
[System.Serializable]
public class CustomPostProcessPass : ScriptableRenderPass
{
// Used to render from camera to post processings
// back and forth, until we render the final image to
// the camera
RenderTargetIdentifier source;
RenderTargetIdentifier destinationA;
RenderTargetIdentifier destinationB;
RenderTargetIdentifier latestDest;
readonly int temporaryRTIdA = Shader.PropertyToID("_TempRT");
readonly int temporaryRTIdB = Shader.PropertyToID("_TempRTB");
public CustomPostProcessPass()
{
// Set the render pass event
renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
// Grab the camera target descriptor. We will use this when creating a temporary render texture.
RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
descriptor.depthBufferBits = 0;
var renderer = renderingData.cameraData.renderer;
source = renderer.cameraColorTarget;
// Create a temporary render texture using the descriptor from above.
cmd.GetTemporaryRT(temporaryRTIdA , descriptor, FilterMode.Bilinear);
destinationA = new RenderTargetIdentifier(temporaryRTIdA);
cmd.GetTemporaryRT(temporaryRTIdB , descriptor, FilterMode.Bilinear);
destinationB = new RenderTargetIdentifier(temporaryRTIdB);
}
// The actual execution of the pass. This is where custom rendering occurs.
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
// Skipping post processing rendering inside the scene View
if(renderingData.cameraData.isSceneViewCamera)
return;
// Here you get your materials from your custom class
// (It's up to you! But here is how I did it)
var materials = CustomPostProcessingMaterials.Instance;
if (materials == null)
{
Debug.LogError("Custom Post Processing Materials instance is null");
return;
}
CommandBuffer cmd = CommandBufferPool.Get("Custom Post Processing");
cmd.Clear();
// This holds all the current Volumes information
// which we will need later
var stack = VolumeManager.instance.stack;
#region Local Methods
// Swaps render destinations back and forth, so that
// we can have multiple passes and similar with only a few textures
void BlitTo(Material mat, int pass = 0)
{
var first = latestDest;
var last = first == destinationA ? destinationB : destinationA;
Blit(cmd, first, last, mat, pass);
latestDest = last;
}
#endregion
// Starts with the camera source
latestDest = source;
//---Custom effect here---
var customEffect = stack.GetComponent<CustomEffectComponent>();
// Only process if the effect is active
if (customEffect.IsActive())
{
var customMaterial = materials.customEffect;
// P.s. optimize by caching the property ID somewhere else
customMaterial.SetFloat(Shader.PropertyToID("_Intensity"), customEffect.intensity.value);
BlitTo(customMaterial);
}
// Add any other custom effect/component you want, in your preferred order
// Custom effect 2, 3 , ...
// DONE! Now that we have processed all our custom effects, applies the final result to camera
Blit(cmd, latestDest, source);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
//Cleans the temporary RTs when we don't need them anymore
public override void OnCameraCleanup(CommandBuffer cmd)
{
cmd.ReleaseTemporaryRT(temporaryRTIdA);
cmd.ReleaseTemporaryRT(temporaryRTIdB);
}
}
}

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@ -0,0 +1,20 @@
using UnityEngine.Rendering.Universal;
namespace Shaders
{
[System.Serializable]
public class CustomPostProcessRenderer : ScriptableRendererFeature
{
CustomPostProcessPass pass;
public override void Create()
{
pass = new CustomPostProcessPass();
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(pass);
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,35 @@
using System;
using UnityEngine;
using UnityEngine.Serialization;
/**
* https://www.febucci.com/2022/05/custom-post-processing-in-urp/
*/
namespace Shaders
{
[System.Serializable,
CreateAssetMenu(fileName = "CustomPostProcessingMaterials", menuName = "CustomMaterial/CustomPostProcessingMaterials")]
public class CustomPostProcessingMaterials : UnityEngine.ScriptableObject
{
//---Your Materials---
public Material customEffect;
//---Accessing the data from the Pass---
static CustomPostProcessingMaterials _instance;
public static CustomPostProcessingMaterials Instance
{
get
{
if (_instance != null) return _instance;
// TODO check if application is quitting
// and avoid loading if that is the case
_instance =
UnityEngine.Resources.Load("Shaders/CustomPostProcessingMaterials") as CustomPostProcessingMaterials;
return _instance;
}
}
}
}

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@ -27,7 +27,7 @@ public class SlidingDoor : Triggerable
} }
} }
public override void TriggerEvent(){ public override void TriggerEvent(Collider other){
isOpen = !isOpen; isOpen = !isOpen;
} }

View File

@ -16,7 +16,7 @@ public class TriggerZone : MonoBehaviour
private void OnTriggerEnter(Collider other) { private void OnTriggerEnter(Collider other) {
if(!onEnter)return; if(!onEnter)return;
if(other.gameObject.tag.Equals("Player")){ if(other.gameObject.tag.Equals("Player")){
linkedObj.TriggerEvent(); linkedObj?.TriggerEvent(other);
enterEvent?.Invoke(); enterEvent?.Invoke();
} }
} }
@ -24,7 +24,7 @@ public class TriggerZone : MonoBehaviour
private void OnTriggerStay(Collider other) { private void OnTriggerStay(Collider other) {
if(!onStay)return; if(!onStay)return;
if(other.gameObject.tag.Equals("Player")){ if(other.gameObject.tag.Equals("Player")){
linkedObj.TriggerEvent(); linkedObj?.TriggerEvent(other);
stayEvent?.Invoke(); stayEvent?.Invoke();
} }
} }
@ -32,7 +32,7 @@ public class TriggerZone : MonoBehaviour
private void OnTriggerExit(Collider other) { private void OnTriggerExit(Collider other) {
if(!OnExit)return; if(!OnExit)return;
if(other.gameObject.tag.Equals("Player")){ if(other.gameObject.tag.Equals("Player")){
linkedObj.TriggerEvent(); linkedObj?.TriggerEvent(other);
exitEvent?.Invoke(); exitEvent?.Invoke();
} }
} }

View File

@ -4,5 +4,5 @@ using UnityEngine;
public abstract class Triggerable : MonoBehaviour public abstract class Triggerable : MonoBehaviour
{ {
public abstract void TriggerEvent(); public abstract void TriggerEvent(Collider other = null);
} }

View File

@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIController : MonoBehaviour
{
public void StartGame(){
GameController.Instance.StartGame();
}
public void EndGame(){
GameController.Instance.EndGame();
}
public void QuitGame(){
GameController.Instance.QuitGame();
}
public void Options(){
GameController.Instance.Options();
}
public void MainMenu(){
GameController.Instance.MainMenu();
}
}

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@ -13,7 +13,7 @@ MonoBehaviour:
m_Name: SSAO m_Name: SSAO
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_Active: 1 m_Active: 1
m_Shader: {fileID: 0} m_Shader: {fileID: 4800000, guid: 0849e84e3d62649e8882e9d6f056a017, type: 3}
m_Settings: m_Settings:
Downsample: 1 Downsample: 1
AfterOpaque: 0 AfterOpaque: 0
@ -40,9 +40,11 @@ MonoBehaviour:
type: 3} type: 3}
m_RendererFeatures: m_RendererFeatures:
- {fileID: -1878332245247344467} - {fileID: -1878332245247344467}
m_RendererFeatureMap: adc0de57c6d2eee5 - {fileID: 8085504866986450578}
m_RendererFeatureMap: adc0de57c6d2eee5925e6b72d67b3570
m_UseNativeRenderPass: 0 m_UseNativeRenderPass: 0
postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2} postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2}
shaders: shaders:
blitPS: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3} blitPS: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3}
copyDepthPS: {fileID: 4800000, guid: d6dae50ee9e1bfa4db75f19f99355220, type: 3} copyDepthPS: {fileID: 4800000, guid: d6dae50ee9e1bfa4db75f19f99355220, type: 3}
@ -51,10 +53,14 @@ MonoBehaviour:
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fallbackErrorPS: {fileID: 4800000, guid: e6e9a19c3678ded42a3bc431ebef7dbd, type: 3} fallbackErrorPS: {fileID: 4800000, guid: e6e9a19c3678ded42a3bc431ebef7dbd, type: 3}
materialErrorPS: {fileID: 4800000, guid: 5fd9a8feb75a4b5894c241777f519d4e, type: 3} materialErrorPS: {fileID: 4800000, guid: 5fd9a8feb75a4b5894c241777f519d4e, type: 3}
coreBlitPS: {fileID: 0} coreBlitPS: {fileID: 4800000, guid: 93446b5c5339d4f00b85c159e1159b7c, type: 3}
coreBlitColorAndDepthPS: {fileID: 0} coreBlitColorAndDepthPS: {fileID: 4800000, guid: d104b2fc1ca6445babb8e90b0758136b,
cameraMotionVector: {fileID: 0} type: 3}
objectMotionVector: {fileID: 0} cameraMotionVector: {fileID: 4800000, guid: c56b7e0d4c7cb484e959caeeedae9bbf,
type: 3}
objectMotionVector: {fileID: 4800000, guid: 7b3ede40266cd49a395def176e1bc486,
type: 3}
m_AssetVersion: 1
m_OpaqueLayerMask: m_OpaqueLayerMask:
serializedVersion: 2 serializedVersion: 2
m_Bits: 4294967295 m_Bits: 4294967295
@ -74,3 +80,17 @@ MonoBehaviour:
m_AccurateGbufferNormals: 0 m_AccurateGbufferNormals: 0
m_ClusteredRendering: 0 m_ClusteredRendering: 0
m_TileSize: 32 m_TileSize: 32
m_IntermediateTextureMode: 1
--- !u!114 &8085504866986450578
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Shader "CRTShaderFixed"
{
Properties
{
_MainTex("Texture", 2D) = "Transparent" {}
u_time("Time",float) = 0.5
u_bend("Bend",range(0.5, 10.0)) = 0.5
u_space_bend("Space Bend",range(1.5, 2.5)) = 2.5
u_scanlin_transparence1("Scanline 1 Transparence",range(0, 0.5)) = 0.5
u_scanline_size_1("Scanline Size 1",range(0, 750)) = 0.5
u_scanline_speed_1("Scanline Speed 1",float) = 0.5
u_scanlin_transparence2("Scanline 2 Transparence",range(0, 0.5)) = 0.5
u_scanline_size_2("Scanline Size 2",range(0, 750)) = 0.5
u_scanline_speed_2("Scanline Speed 2",float) = 0.5
u_scanline_amount("Scanline Amount",range(0, 1)) = 0.5
u_vignette_size("Vignette Size",range(0, 10)) = 0.5
u_vignette_smoothness("Vignette Smoothness",range(0, 2)) = 0.5
u_vignette_edge_round("Vignette Edge Round",range(0, 100)) = 0.5
u_noise_size("Noise Size",range(0, 500 )) = 0.5
u_noise_amount("Noise Amount",range(0, 0.15)) = 0.5
u_red_offset_y("Red Offset",range(-0.01,0.01)) = 0
u_green_offset_y("Green Offset",range(-0.01,0.01)) = 0
u_blue_offset_y("Blue Offset",range(-0.01,0.01)) = 0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Tags
{
"RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"
}
Pass
{
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#pragma vertex vert
#pragma fragment frag
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float _Intensity;
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.vertex = vertexInput.positionCS;
output.uv = input.uv;
return output;
}
uniform float u_time;
uniform float u_bend;
uniform float u_space_bend;
uniform float u_scanlin_transparence1;
uniform float u_scanline_size_1;
uniform float u_scanline_speed_1;
uniform float u_scanlin_transparence2;
uniform float u_scanline_size_2;
uniform float u_scanline_speed_2;
uniform float u_scanline_amount;
uniform float u_vignette_size;
uniform float u_vignette_smoothness;
uniform float u_vignette_edge_round;
uniform float u_noise_size;
uniform float u_noise_amount;
uniform float u_red_offset_y;
uniform float u_green_offset_y;
uniform float u_blue_offset_y;
half2 u_color_offset(float offset)
{
return half2(0, offset);
}
half2 crt_coords(half2 uv, float bend)
{
uv -= 0.5;
uv *= 2.;
uv.x *= 1. + pow(abs(uv.y) / bend, 2.);
uv.y *= 1. + pow(abs(uv.x) / bend, 2.);
uv /= u_space_bend;
return (uv + .5);
}
float vignette(half2 uv, float size, float smoothness, float edgeRounding)
{
uv -= .5;
uv *= size;
float amount = sqrt(pow(abs(uv.x), edgeRounding) + pow(abs(uv.y), edgeRounding));
amount = 1. - amount;
return smoothstep(0, smoothness, amount);
}
float scanline(half2 uv, float lines, float speed, float transparence)
{
return sin(uv.y * lines + u_time * speed) * transparence;
}
float random(half2 uv)
{
return frac(sin(dot(uv, half2(15.1511, 42.5225))) * 12341.51611 * sin(u_time * 0.03));
}
float noise(half2 uv)
{
half2 i = floor(uv);
half2 f = frac(uv);
float a = random(i);
float b = random(i + half2(1., 0.));
float c = random(i + half2(0, 1.));
float d = random(i + half2(1., 1.));
half2 u = smoothstep(0., 1., f);
return (lerp(a, b, u.x) + (c - a) * u.y * (1. - u.x) + (d - b) * u.x * u.y);
}
float4 frag(Varyings i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
u_time = _Time;
half2 crt_uv = crt_coords(i.uv, u_bend);
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
color.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_red_offset_y)).r;
color.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_green_offset_y)).g;
color.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_blue_offset_y)).b;
color.a = SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, crt_uv).a;
float s1 = scanline(i.uv, u_scanline_size_1, u_scanline_speed_1, u_scanlin_transparence1);
float s2 = scanline(i.uv, u_scanline_size_2, u_scanline_speed_2, u_scanlin_transparence2);
color = lerp(color, (s1 + s2), u_scanline_amount);
color = lerp(color, noise(i.uv * u_noise_size), u_noise_amount);
color *= vignette(i.uv, u_vignette_size, u_vignette_smoothness, u_vignette_edge_round);
return color;
}
ENDHLSL
}
}
FallBack "Diffuse"
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