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//Apply exposure | |
o.vColor.rgb *= _PA_Exposure; | |
//Uncharted 2 tonemapping curve http://filmicgames.com/archives/75 | |
o.vColor.rgb =((o.vColor.rgb*(0.15*o.vColor.rgb + 0.10*0.50) + 0.20*0.02) / (o.vColor.rgb*(0.15*o.vColor.rgb + 0.50) + 0.20*0.30)) - 0.02 / 0.30; |
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using UnityEngine; | |
using System.Collections; | |
using UnityEngine.Rendering; | |
[ExecuteInEditMode] | |
public class Exposure : MonoBehaviour { | |
const float DEFAULT_EXPOSURE = 3f; | |
const string EXPOSURE_PROPERTY = "_PA_Exposure"; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
public class CustomFramer : MonoBehaviour { | |
public float radius = 1f; |
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//PA_CubeRefraction is an adaptation of the UnityGI_IndirectSpecular function from UnityGlobalIllumination.cginc | |
float3 PA_CubeRefraction(float3 vViewDirectionWs, float3 vPositionWs, float frosted) { | |
float3 result = 0; | |
float3 vRefractionDirWs0 = vViewDirectionWs.xyz; | |
#if ( UNITY_SPECCUBE_BOX_PROJECTION ) | |
{ | |
vRefractionDirWs0.xyz = BoxProjectedCubemapDirection(vViewDirectionWs.xyz, vPositionWs.xyz, unity_SpecCube0_ProbePosition, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax); | |
} |
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using UnityEngine; | |
using System.Collections; | |
using System.Runtime.InteropServices; | |
public class PointerCursor : MonoBehaviour { | |
[DllImport("__Internal")] | |
public static extern void SetPointer(bool arg); | |
} |
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using UnityEngine; | |
using System.Collections; | |
using System.Runtime.InteropServices; | |
public class PointerCursor : MonoBehaviour { | |
[DllImport("__Internal")] | |
public static extern void SetPointer(bool arg); | |
} |
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using UnityEngine; | |
using System.Collections; | |
[ExecuteInEditMode] | |
[RequireComponent(typeof(MeshRenderer))] | |
public class RefractedBounds : MonoBehaviour { | |
MeshRenderer renderer; | |
void OnEnable() { |
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float3 Refract(float3 position, float4 surface, float refractionIndex){ | |
//ray origin is the camera position | |
float3 viewerPosition = _WorldSpaceCameraPos.xyz; | |
//ray end is the vertex's undistorted position | |
float3 vertexPosition = position; | |
//get the vector from the camera to the vertex | |
float3 worldRay = vertexPosition - viewerPosition; |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class MeshBatcher : MonoBehaviour { | |
class MeshStrip | |
{ | |
public List<int> strip = new List<int>(); |
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