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  | Shader "Seventy Sevian/Pixelated" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} | |
| _Color ("Color", Color) = (1, 1, 1, 1) | |
| _PixelCountU ("Pixel Count U", float) = 100 | |
| _PixelCountV ("Pixel Count V", float) = 100 | |
| } | 
  
    
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  | Shader "Custom/GlitterShader" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| _NoiseSizeCoeff("_NoiseSizeCoeff (Bigger => larger glitter spots)", Float) = 0.61 | |
| _NoiseDensity("NoiseDensity (Bigger => larger glitter spots)", Float) = 53.0 | |
| } | |
| SubShader | 
  
    
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  | Shader "Custom/SurfaceStandard" { | |
| Properties { | |
| _Color("Color", Color) = (1,1,1) | |
| _MainTex("Diffuse", 2D) = "white" {} | |
| [NoScaleOffset] _SpecGlossMap("Specular", 2D) = "white" {} | |
| [NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {} | |
| _BumpScale("Scale", Float) = 1.0 | |
| [NoScaleOffset] _Occlusion("Occlusion", 2D) = "white" {} | |
| [NoScaleOffset] _EmissionMap("Emission", 2D) = "black" {} | |
| } | 
  
    
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  | // yeah it's not terribly nice | |
| Shader "Foo" { | |
| SubShader { | |
| Pass { | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| #pragma target 3.0 | 
  
    
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  | // Problem is that by default SamplerComparisonState sampler is coupled with the shadowmap. | |
| // So if you want to sample it regularly, you'll have to find a suitable sampler from another used texture. | |
| // For example, let's say _MainTex has a suitable sampler (set to bilinear, whatever). | |
| UNITY_DECLARE_TEX2D(_MainTex); // will declare Texture2D _MainTex and SamplerState sampler_MainTex | |
| UNITY_DECLARE_SHADOWMAP(_Myshadow); // will declare Texture2D _Myshadow and SamplerComparisonState sampler_Myshadow | |
| // sample as a shadowmap with comparison (all platforms) | |
| float s = UNITY_SAMPLE_SHADOW_PROJ(_Myshadow, float4(xy,depth,1.0)); | 
  
    
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  | Shader "Mattatz/UVTransform" { | |
| Properties { | |
| _MainTex ("Base (RGB)", 2D) = "white" {} | |
| _TexScale ("Scale of Tex", Float) = 1.0 | |
| _TexRatio ("Ratio of Tex", Float) = 1.0 | |
| _Theta ("Rotation of Tex", Float) = 0.0 | |
| _PlaneScale ("Scale of Plane Mesh", Vector) = (1, 1, 0, 0) | |
| } | 
  
    
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  | Shader "Unlit/Billboard-CastShadow" | |
| { | |
| Properties | |
| { | |
| _DC ("diffuse", Color) = (0.5,0.5,0.5,1) | |
| _SC ("Specular color (RGB), roughness (A)", Color) = (0.5,0.5,0.5,0.5) | |
| _Size ("size", Float) = 1 | |
| } | |
| CGINCLUDE | |
| #define UNITY_PASS_SHADOWCASTER | 
  
    
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  | Shader "Unlit/ViewPortToPos" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| _VP ("viewport position", Vector) = (0.5,0.5,1,0) | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Opaque" } | 
  
    
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  | Shader "Custom/Generated-SurfDeferred" { | |
| Properties { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| _Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
| _Metallic ("Metallic", Range(0,1)) = 0.0 | |
| } | |
| CGINCLUDE | |
| #include "HLSLSupport.cginc" | 
  
    
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  | using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| public class CreateTex3D : EditorWindow | |
| { | |
| [MenuItem("sugi.cho/Window/CreatePerlin3DTexture")] | |
| public static void Init () | |
| { | |
| EditorWindow window = EditorWindow.GetWindow (typeof(CreateTex3D)); | 
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