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| void DrawBounds(Bounds b, float delay=0) | |
| { | |
| // bottom | |
| var p1 = new Vector3(b.min.x, b.min.y, b.min.z); | |
| var p2 = new Vector3(b.max.x, b.min.y, b.min.z); | |
| var p3 = new Vector3(b.max.x, b.min.y, b.max.z); | |
| var p4 = new Vector3(b.min.x, b.min.y, b.max.z); | |
| Debug.DrawLine(p1, p2, Color.blue, delay); | |
| Debug.DrawLine(p2, p3, Color.red, delay); |
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| Shader "Name" { | |
| Properties { | |
| _Name ("display name", Range (min, max)) = number | |
| _Name ("display name", Float) = number | |
| _Name ("display name", Int) = number | |
| _Name ("display name", Color) = (number,number,number,number) | |
| _Name ("display name", Vector) = (number,number,number,number) |
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| Shader "Noise/WhiteNoise" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| _Color("Color",Color) = (1,1,1,1) | |
| } | |
| SubShader | |
| { |
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| using UnityEngine; | |
| using System.Collections.Generic; | |
| // Written by Steve Streeting 2017 | |
| // License: CC0 Public Domain http://creativecommons.org/publicdomain/zero/1.0/ | |
| /// <summary> | |
| /// Component which will flicker a linked light while active by changing its | |
| /// intensity between the min and max values given. The flickering can be | |
| /// sharp or smoothed depending on the value of the smoothing parameter. |
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