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Shader "Unlit/InfiniteGrid" | |
{ | |
Properties | |
{ | |
[Toggle] _WorldUV ("Use World Space UV", Float) = 1.0 | |
_GridScale ("Grid Scale", Float) = 1.0 | |
_GridBias ("Grid Bias", Float) = 0.5 | |
_GridDiv ("Grid Divisions", Float) = 10.0 | |
_BaseColor ("Base Color", Color) = (0,0,0,1) | |
_LineColor ("Line Color", Color) = (1,1,1,1) |
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Shader "Pillow/PillowEquirectDepth" { | |
Properties{ | |
_MainTex("Texture", 2D) = "white" {} | |
_Depth("Depth", 2D) = "white" {} | |
_Scale("Depth Multiplier", float) = 1 | |
_Min("Min Depth Cutoff", float) = 1000 | |
_Max("Max Depth Cutoff", float) = 100 | |
_DisplacementBias("Displacement Bias", float) = 0.01 | |
_PoleBoost("Pole Boost", float) = 1 | |
} |
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// ==UserScript== | |
// @name Gitbook | |
// @match https://docs.openbrush.app/* | |
// @description Adds edit link to gitbook pages on https://docs.openbrush.app/ | |
// @version 0.1 | |
// @match https://www.tampermonkey.net/index.php?version=4.13.6136&ext=fire&updated=true | |
// @icon https://www.google.com/s2/favicons?domain=tampermonkey.net | |
// @grant none | |
// ==/UserScript== |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
using Object = UnityEngine.Object; | |
public class MaterialGradientDrawer : MaterialPropertyDrawer { | |
private int resolution; |
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Script.GlobalOptions.CustomConverters.SetScriptToClrCustomConversion(DataType.Table, typeof(Vector3), | |
dynVal => { | |
Table table = dynVal.Table; | |
float x = (float)table.Get("x").CastToNumber(); | |
float y = (float)table.Get("y").CastToNumber(); | |
float z = (float)table.Get("z").CastToNumber(); | |
return new Vector3(x, y, z); | |
} | |
); | |
Script.GlobalOptions.CustomConverters.SetClrToScriptCustomConversion<Vector3>( |
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// <copyright file="UpdateShaderGraphAssemblyInfo.cs" company="BovineLabs"> | |
// Copyright (c) BovineLabs. All rights reserved. | |
// </copyright> | |
namespace BovineLabs.Vision.Editor.ShaderGraph | |
{ | |
using System; | |
using System.IO; | |
using System.Linq; | |
using UnityEditor; |
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/* | |
LICENSE | |
The code is provided under the MIT License which is basically just to provide myself some basic legal security. | |
I definitely ALLOW you to use it in your own sofware (even commercial ones) without attributing me. | |
But I totally DISALLOW to sell the NonConvexMeshCollider itself (or any derivative work) if you sell it as a solution for 'Non-Convex Mesh Colliding'. | |
Also please dont repost the code somewhere else withour my approval, place a link to this page instead. | |
The point is that I don't want anybody to just rip or modify my algorithm and sell it on the unity asset store or anywhere else! | |
If (ever) anybody should be allowed to sell this algorithm for what it is, it should be me, don't you think? ;) | |
Anyhow: if you want to use it to provide non-convex mesh colliding in your own unity project, even if its a commercial one, go ahead and enjoy. :) |
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using TMPro; | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.UI; | |
namespace NicholasSheehan | |
{ | |
//Place in an editor folder | |
class TextToTextMeshPro : MonoBehaviour | |
{ |
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using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.LWRP; | |
// Inheriting from `ScriptableRendererFeature` will add it to the | |
// `Renderer Features` list of the custom LWRP renderer data asset. | |
public class RenderMyCustomPass : ScriptableRendererFeature | |
{ | |
private class MyCustomPass : ScriptableRenderPass | |
{ |
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"Sampler2D" : { | |
"prefix": "sampl", | |
"body": [ | |
"$1(\"$2\", 2D) = \"white\" {}", | |
"sampler2D $1;" | |
], | |
"description": "Makes a sampler2D property" | |
}, | |
"Float" : { |
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