To be able to make all procedures without pain you should have physical keyboard or just install ssh server and connect to your device shell from computer.
Folow this guide to setup ssh server.
#version 330 | |
/* | |
DoF with bokeh GLSL shader v2.4 | |
by Martins Upitis (martinsh) (devlog-martinsh.blogspot.com) | |
---------------------- | |
The shader is Blender Game Engine ready, but it should be quite simple to adapt for your engine. | |
This work is licensed under a Creative Commons Attribution 3.0 Unported License. | |
So you are free to share, modify and adapt it for your needs, and even use it for commercial use. |
To be able to make all procedures without pain you should have physical keyboard or just install ssh server and connect to your device shell from computer.
Folow this guide to setup ssh server.
using UnityEditor; | |
using UnityEngine; | |
using System.Linq; | |
using UnityEditor.Callbacks; | |
namespace Ashkatchap { | |
public static class DefineSymbolUtil { | |
static readonly (string, string)[] TypeAndSymbol = new[] { | |
("UltEvents.UltEventBase, UltEvents, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null", "USE_ULTEVENTS"), | |
}; |
// Improved navigation code | |
using System; | |
using System.Collections.Generic; | |
using UnityEngine.Serialization; | |
using UnityEngine.EventSystems; | |
namespace UnityEngine.UI | |
{ | |
[AddComponentMenu("UI/Selectable", 35)] | |
[ExecuteAlways] |
// https://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/ | |
/* | |
** Photoshop & misc math | |
** Blending modes, RGB/HSL/Contrast/Desaturate | |
** | |
** Romain Dura | Romz | |
** Blog: http://blog.mouaif.org | |
** Post: http://blog.mouaif.org/?p=94 | |
*/ |
// Smooth equivalent to step(a, b) and both a and b can have their value change. | |
float aaStepFastBoth(float a, float b) { | |
return saturate((b - a) / max(fwidth(b), fwidth(a))); | |
} |
#pragma kernel Downscale | |
#pragma kernel GaussianBlurVertical | |
#pragma kernel GaussianBlurHorizontal | |
#pragma kernel BoxBlur | |
Texture2D<float4> _Source; | |
RWTexture2D<float4> _Dest; | |
float _Amount; | |
float2 _Size; |
// Developed by Tom Kail at Inkle | |
// Released under the MIT Licence as held at https://opensource.org/licenses/MIT | |
// Must be placed within a folder named "Editor" | |
using System; | |
using System.Reflection; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; |