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Shader "Custom/Grass Geometry Shader" { | |
Properties{ | |
[NoScaleOffset] _MainTex("Grass A", 2D) = "white" {} | |
[NoScaleOffset] _GrassTwo("Grass B", 2D) = "white" {} | |
_Splat("Splat", 2D) = "white" {} | |
_Cutoff("Cutoff", Range(0,1)) = 0.25 | |
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using UnityEditor; | |
using UnityEditor.EditorTools; | |
using UnityEngine; | |
[EditorTool("LookAt Tool")] | |
public class LookatTool : EditorTool | |
{ | |
GUIContent cachedIcon; | |
// NOTE: as were caching this, unity will serialize it between compiles! so if we want to test out new looks, |
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using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
namespace MWU.Shared.Utilities | |
{ | |
public static class ResetParentTransform | |
{ | |
[MenuItem("Tools/Edit/Reset Parent Transform %_r")] | |
public static void DistributeObjectsEvenly() |
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using System.Collections.Generic; | |
using System.Diagnostics; | |
using UnityEditor; | |
using UnityEditor.Build.Reporting; | |
using UnityEngine; | |
using Debug = UnityEngine.Debug; | |
public static class NetworkingTools | |
{ |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
[System.Serializable] | |
public class MaterialEntry | |
{ | |
public Material material; | |
public List<Texture2D> textures; |
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using UnityEngine; | |
public class GenerateVectorData : MonoBehaviour | |
{ | |
private SkinnedMeshRenderer m_mesh; | |
private Mesh skinnedMeshCache; | |
private Vector3[] vertexFrameCache1; | |
private Vector3[] vertexFrameCache2; | |
private Vector3[] vertexFrameCache3; | |
private ComputeBuffer vertexBuffer1; |
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/* | |
Copyright 2020 Morgan McGuire & Mara Gagiu. | |
Provided under the Open Source MIT license https://opensource.org/licenses/MIT | |
by Morgan McGuire and Mara Gagiu. | |
*/ | |
/*============================================================================= | |
ReShade 4 effect file | |
github.com/martymcmodding |
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#if UNIVERSAL_RENDERER | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
using System; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
using UnityEngine.Experimental.Rendering; |
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// A Godot 4 shader to make things appear on top of other things within a range. | |
// Initially, this was made so my characters' facial features would be rendered on top of their hair. | |
shader_type spatial; | |
render_mode unshaded; | |
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest; | |
// Maximum depth we can overdraw relative to the object original depth, in ENGINE UNITS. |
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[gd_resource type="Theme" load_steps=12 format=3 uid="uid://7bvxnk5n5imx"] | |
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_6h42l"] | |
content_margin_left = 10.5 | |
content_margin_top = 8.75 | |
content_margin_right = 10.5 | |
content_margin_bottom = 8.75 | |
bg_color = Color(0.117647, 0.117647, 0.117647, 1) | |
draw_center = false | |
border_color = Color(1, 1, 1, 0.137255) |