![]() "aaaabbabaacaacabaccaaa" reindeer skulls. I don't know if Unity can officially condone or support reverse engineering, even if it's for legitimate purposes. ![]() It is valid ASCII, so I don't think that it's actually bytecode, or you'd get a lot of garbage too, so there is something going on here. I don't know how to reverse engineer the bytecode, and I can't even find a resource on what the big string actually is. The shader will actually work in Unity, I think, but you can't really make changes to it. I do not redistribute or profit from such works. This might be a little bit different for other platforms, or Unity in non-dx11/hlsl mode, so I don't know. derHugo and BugFinder, I use the assets to make personal creations, e.g. I expect that this is the gpu/dx11 bytecode for your shader. They have the usual unity shaderlab stuff about passes, subshaders, blending types and stuff, and then it's followed by a big string that looks like "aalkjapsaaaaajajaaakaalbbaaabacaaaaaaaaacbacbaaa." for about 100 lines. Shaders come out of the asset unpacker, and they are actually not garbage, kind of.
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