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Shader "Pristine Major Minor Grid" | |
{ | |
Properties | |
{ | |
[KeywordEnum(X, Y, Z)] _Axis ("Plane Axis", Float) = 1.0 | |
[IntRange] _MajorGridDiv ("Major Grid Divisions", Range(2,25)) = 10.0 | |
_AxisLineWidth ("Axis Line Width", Range(0,1.0)) = 0.04 | |
_MajorLineWidth ("Major Line Width", Range(0,1.0)) = 0.02 | |
_MinorLineWidth ("Minor Line Width", Range(0,1.0)) = 0.01 |
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Shader "PostDepthToWorldPos" | |
{ | |
Properties | |
{ | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
LOD 100 |
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Shader "Pristine Triplanar Grid" | |
{ | |
Properties | |
{ | |
[KeywordEnum(World,Object,ObjectAlignedWorld)] _GridSpace ("Grid Space", Float) = 0.0 | |
_GridScale ("Grid Scale", Float) = 1.0 | |
[Toggle(USE_VERTEX_NORMALS)] _UseVertexNormals ("Use Vertex Normals", Float) = 0.0 | |
[Toggle] _ShowOnlyTwo ("Show Only Two Grid Axis", Float) = 0.0 | |
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Shader "Pristine Radial Grid" | |
{ | |
Properties | |
{ | |
[Toggle] _WorldUV ("Use World Space UV", Float) = 1.0 | |
_GridScale ("Grid Scale", Float) = 1.0 | |
[Toggle] _UseAdaptiveAngularSegments ("Use Adaptive Angular Segment Count", Float) = 0.0 | |
[IntRange] _AngularSegments ("Angular Segments", Range(1,360)) = 4.0 | |
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Shader "Pristine Grid" | |
{ | |
Properties | |
{ | |
[KeywordEnum(MeshUV, WorldX, WorldY, WorldZ)] _UVMode ("UV Mode", Float) = 2.0 | |
_GridScale ("Grid Scale", Float) = 1.0 | |
_LineWidthX ("Line Width X", Range(0,1.0)) = 0.01 | |
_LineWidthY ("Line Width Y", Range(0,1.0)) = 0.01 |
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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 "Unlit/MatCap Techniques" | |
{ | |
Properties | |
{ | |
[NoScaleOffset] _MatCap ("MatCap", 2D) = "white" {} | |
[KeywordEnum(ViewSpaceNormal, ViewDirectionCross, ViewDirectionAligned)] _MatCapType ("Matcap UV Type", Float) = 2 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } |
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Shader "Mobile VR Highlight" { | |
Properties { | |
_ColorOutline ("Outline", Color) = (1,1,1,1) | |
_ColorInterior ("Interior", Color) = (0.25,0.25,0.25,0.25) | |
_ColorInteriorFaded ("Interior Faded", Color) = (0.1,0.1,0.1,0.1) | |
_ColorInteriorOcc ("Interior Occluded", Color) = (0.15,0.15,0.15,0.15) | |
_ColorInteriorOccFaded ("Interior Occluded Faded", Color) = (0.05,0.05,0.05,0.05) | |
_PulseRateMod ("Pulse Rate Modifier", Float) = 4.0 | |
_OutlneWidth ("Outline Pixel Width", Float) = 1.0 | |
} |
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Shader "WorldNormalFromDepthTexture" | |
{ | |
Properties { | |
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
LOD 100 |
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