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Shader "Custom/QuaternionTest" { | |
Properties { | |
_AX("axis", Vector) = (0,0,0,0) | |
_TH("theta", Float) = 0 | |
} | |
CGINCLUDE | |
#include "UnityCG.cginc" | |
#define PI 3.1416 | |
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Shader "Custom/TextureSheetAnimator" { | |
Properties { | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_TileX ("tile x", Float) = 1 | |
_TileY ("tile y", Float) = 1 | |
_T ("t",float) = 0 | |
} | |
CGINCLUDE | |
#include "UnityCG.cginc" |
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Shader "Custom/surfaceBillbord" { | |
Properties { | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
#pragma surface surf Lambert vertex:vert |
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Shader "Mattaz/LIC" { | |
Properties { | |
_VectorFieldTex ("Vector Field Texture", 2D) = "white" {} | |
_NoiseTex ("Noise Texture", 2D) = "white" {} | |
_FlowLength ("Flow Length", int) = 10 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 |
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Shader "Custom/Curved" { | |
Properties { | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_QOffset ("Offset", Vector) = (0,0,0,0) | |
_Dist ("Distance", Float) = 100.0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
Pass | |
{ |
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Shader "Hidden/Anaglyph Effect" { | |
Properties { | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
} | |
SubShader { | |
Pass { | |
ZTest Always Cull Off ZWrite Off | |
Fog { Mode off } | |
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Shader "Mattatz/StencilSample" { | |
Properties { | |
_Outline ("Outline Length", Range(0.0, 1.0)) = 0.2 | |
_Color ("Color", Color) = (0.8, 0.8, 0.8, 1.0) | |
_OutlineColor ("Outline Color", Color) = (0.2, 0.2, 0.2, 1.0) | |
} |
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Shader "esque.ma/Anti-Aliased Point-Sampled" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_Feather ("Feather", Range(0.1, 0.9)) = 0.25 | |
_Ratio ("Ratio", Range(0.0, 0.25)) = 0.15 | |
} | |
SubShader | |
{ |
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// This work is licensed under a Creative Commons Attribution 3.0 Unported License. | |
// http://creativecommons.org/licenses/by/3.0/deed.en_GB | |
// | |
// You are free: | |
// | |
// to copy, distribute, display, and perform the work | |
// to make derivative works | |
// to make commercial use of the work | |
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using UnityEngine; | |
using System.Collections; | |
public class windController : MonoBehaviour { | |
//TODO | |
//1) Inwards / Outwards Direction | |
float t; | |
int direction = 1; //Direction of rotation the wind object makes |