Add Synty asset packs (enemies + environment/FX/UI) via Git LFS

14 newly-imported Synty Polygon packs (~2.46 GB; FBX/PNG/textures stored in
Git LFS per .gitattributes). Enemy-grade characters: Werewolf, Kaiju,
FantasyHeroCharacters, Vikings, Western, HorrorCarnival, Dog. Environment:
Nature, NatureBiomes, PNB_Core, FantasyKingdom. UI/icons: Icons,
InterfaceCore, InterfaceSciFiSoldierHUD.

Werewolf + Kaiju back the DR-023 animated enemies; the rest are cataloged
for future work in Docs/Vault/06_Roadmap/Synty_Asset_Inventory.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-06 23:28:47 -07:00
parent 1e23246568
commit 5a59d8e14f
37144 changed files with 18418685 additions and 0 deletions
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b4d6178824573c44280bc57193b4fcee
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,284 @@
Shader "Shader Graphs/POLYGON_CustomCharacters"
{
Properties
{
_Color_Primary("Color_Primary", Color) = (0.2431373,0.4196079,0.6196079,0)
_Color_Secondary("Color_Secondary", Color) = (0.8196079,0.6431373,0.2980392,0)
_Color_Leather_Primary("Color_Leather_Primary", Color) = (0.282353,0.2078432,0.1647059,0)
_Color_Metal_Primary("Color_Metal_Primary", Color) = (0.5960785,0.6117647,0.627451,0)
_Color_Leather_Secondary("Color_Leather_Secondary", Color) = (0.372549,0.3294118,0.2784314,0)
_Color_Metal_Dark("Color_Metal_Dark", Color) = (0.1764706,0.1960784,0.2156863,0)
_Color_Metal_Secondary("Color_Metal_Secondary", Color) = (0.345098,0.3764706,0.3960785,0)
_Color_Hair("Color_Hair", Color) = (0.2627451,0.2117647,0.1333333,0)
_Color_Skin("Color_Skin", Color) = (1,0.8000001,0.682353,1)
_Color_Stubble("Color_Stubble", Color) = (0.8039216,0.7019608,0.6313726,1)
_Color_Scar("Color_Scar", Color) = (0.9294118,0.6862745,0.5921569,1)
_Color_BodyArt("Color_BodyArt", Color) = (0.2283196,0.5822246,0.7573529,1)
_Color_Eyes("Color_Eyes", Color) = (0.2283196,0.5822246,0.7573529,1)
_Texture("Texture", 2D) = "white" {}
_Metallic("Metallic", Range( 0 , 1)) = 0
_Smoothness("Smoothness", Range( 0 , 1)) = 0
_Emission("Emission", Range( 0 , 1)) = 0
_BodyArt_Amount("BodyArt_Amount", Range( 0 , 1)) = 0
[HideInInspector]_Mask_02("Mask_02", 2D) = "white" {}
[HideInInspector]_Mask_05("Mask_05", 2D) = "white" {}
[HideInInspector]_Mask_03("Mask_03", 2D) = "white" {}
[HideInInspector]_Mask_04("Mask_04", 2D) = "white" {}
[HideInInspector]_Mask_01("Mask_01", 2D) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
};
uniform float4 _Color_BodyArt;
uniform float4 _Color_Eyes;
uniform sampler2D _Texture;
uniform float4 _Texture_ST;
uniform float4 _Color_Primary;
uniform sampler2D _Mask_01;
uniform float4 _Mask_01_ST;
uniform float4 _Color_Secondary;
uniform float4 _Color_Leather_Primary;
uniform sampler2D _Mask_04;
uniform float4 _Mask_04_ST;
uniform float4 _Color_Leather_Secondary;
uniform float4 _Color_Metal_Primary;
uniform sampler2D _Mask_02;
uniform float4 _Mask_02_ST;
uniform float4 _Color_Metal_Secondary;
uniform float4 _Color_Metal_Dark;
uniform float4 _Color_Hair;
uniform float4 _Color_Skin;
uniform sampler2D _Mask_03;
uniform float4 _Mask_03_ST;
uniform float4 _Color_Stubble;
uniform float4 _Color_Scar;
uniform sampler2D _Mask_05;
uniform float4 _Mask_05_ST;
uniform float _BodyArt_Amount;
uniform float _Emission;
uniform float _Metallic;
uniform float _Smoothness;
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
float2 uv_Mask_01 = i.uv_texcoord * _Mask_01_ST.xy + _Mask_01_ST.zw;
float4 tex2DNode156 = tex2D( _Mask_01, uv_Mask_01, float2( 0,0 ), float2( 0,0 ) );
float temp_output_25_0_g6 = 0.5;
float temp_output_22_0_g6 = step( tex2DNode156.r , temp_output_25_0_g6 );
float4 lerpResult35 = lerp( tex2D( _Texture, uv_Texture, float2( 0,0 ), float2( 0,0 ) ) , _Color_Primary , temp_output_22_0_g6);
float temp_output_25_0_g3 = 0.5;
float temp_output_22_0_g3 = step( tex2DNode156.g , temp_output_25_0_g3 );
float4 lerpResult41 = lerp( lerpResult35 , _Color_Secondary , temp_output_22_0_g3);
float2 uv_Mask_04 = i.uv_texcoord * _Mask_04_ST.xy + _Mask_04_ST.zw;
float4 tex2DNode162 = tex2D( _Mask_04, uv_Mask_04, float2( 0,0 ), float2( 0,0 ) );
float temp_output_25_0_g7 = 0.5;
float temp_output_22_0_g7 = step( tex2DNode162.r , temp_output_25_0_g7 );
float4 lerpResult45 = lerp( lerpResult41 , _Color_Leather_Primary , temp_output_22_0_g7);
float temp_output_25_0_g9 = 0.5;
float temp_output_22_0_g9 = step( tex2DNode162.g , temp_output_25_0_g9 );
float4 lerpResult65 = lerp( lerpResult45 , _Color_Leather_Secondary , temp_output_22_0_g9);
float2 uv_Mask_02 = i.uv_texcoord * _Mask_02_ST.xy + _Mask_02_ST.zw;
float4 tex2DNode158 = tex2D( _Mask_02, uv_Mask_02, float2( 0,0 ), float2( 0,0 ) );
float temp_output_25_0_g10 = 0.5;
float temp_output_22_0_g10 = step( tex2DNode158.r , temp_output_25_0_g10 );
float4 lerpResult124 = lerp( lerpResult65 , _Color_Metal_Primary , temp_output_22_0_g10);
float temp_output_25_0_g11 = 0.5;
float temp_output_22_0_g11 = step( tex2DNode158.g , temp_output_25_0_g11 );
float4 lerpResult132 = lerp( lerpResult124 , _Color_Metal_Secondary , temp_output_22_0_g11);
float temp_output_25_0_g12 = 0.5;
float temp_output_22_0_g12 = step( tex2DNode158.b , temp_output_25_0_g12 );
float4 lerpResult140 = lerp( lerpResult132 , _Color_Metal_Dark , temp_output_22_0_g12);
float temp_output_25_0_g14 = 0.5;
float temp_output_22_0_g14 = step( tex2DNode162.b , temp_output_25_0_g14 );
float4 lerpResult49 = lerp( lerpResult140 , _Color_Hair , temp_output_22_0_g14);
float2 uv_Mask_03 = i.uv_texcoord * _Mask_03_ST.xy + _Mask_03_ST.zw;
float4 tex2DNode160 = tex2D( _Mask_03, uv_Mask_03, float2( 0,0 ), float2( 0,0 ) );
float temp_output_25_0_g15 = 0.5;
float temp_output_22_0_g15 = step( tex2DNode160.r , temp_output_25_0_g15 );
float4 lerpResult53 = lerp( lerpResult49 , _Color_Skin , temp_output_22_0_g15);
float temp_output_25_0_g16 = 0.5;
float temp_output_22_0_g16 = step( tex2DNode160.b , temp_output_25_0_g16 );
float4 lerpResult57 = lerp( lerpResult53 , _Color_Stubble , temp_output_22_0_g16);
float temp_output_25_0_g18 = 0.5;
float temp_output_22_0_g18 = step( tex2DNode160.g , temp_output_25_0_g18 );
float4 lerpResult61 = lerp( lerpResult57 , _Color_Scar , temp_output_22_0_g18);
float2 uv_Mask_05 = i.uv_texcoord * _Mask_05_ST.xy + _Mask_05_ST.zw;
float4 tex2DNode179 = tex2D( _Mask_05, uv_Mask_05, float2( 0,0 ), float2( 0,0 ) );
float4 lerpResult181 = lerp( _Color_Eyes , lerpResult61 , tex2DNode179.r);
float4 temp_cast_0 = (tex2DNode156.b).xxxx;
float4 color151 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
float4 lerpResult152 = lerp( temp_cast_0 , color151 , ( 1.0 - _BodyArt_Amount ));
float4 lerpResult69 = lerp( _Color_BodyArt , lerpResult181 , lerpResult152);
o.Albedo = lerpResult69.rgb;
float3 temp_cast_2 = (( ( 1.0 - tex2DNode179.r ) * _Emission )).xxx;
o.Emission = temp_cast_2;
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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