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#include "UnityCG.cginc" | |
#pragma vertex vert | |
#pragma fragment frag | |
// in practice: only compile for gles2,gles3,metal | |
#pragma only_renderers framebufferfetch | |
struct appdata_t { | |
float4 vertex : POSITION; | |
float2 texcoord : TEXCOORD0; | |
}; |
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public static class DebugUtil | |
{ | |
public static void DumpRenderTexture(RenderTexture rt, string pngOutPath) | |
{ | |
var oldRT = RenderTexture.active; | |
var tex = new Texture2D(rt.width, rt.height); | |
RenderTexture.active = rt; | |
tex.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0); |
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/// <summary> | |
/// Computes a point for a gun to aim at in order to hit a target using linear prediction. | |
/// Assumes a bullet with no gravity or drag. I.e. A bullet that maintains a constant. | |
/// velocity after it's been fired. | |
/// </summary> | |
public static Vector3 ComputeGunLead(Vector3 targetPos, Vector3 targetVel, Vector3 ownPos, Vector3 ownVel, float muzzleVelocity) | |
{ | |
// Extremely low muzzle velocities are unlikely to ever hit. This also prevents a | |
// possible division by zero if the muzzle velocity is zero for whatever reason. | |
if (muzzleVelocity < 1f) |
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Shader "Distortion" | |
{ | |
Properties | |
{ | |
_Refraction ("Refraction", Range (0.00, 10.0)) = 1.0 | |
_Power ("Power", Range (1.00, 10.0)) = 1.0 | |
_AlphaPower ("Vertex Alpha Power", Range (1.00, 10.0)) = 1.0 | |
_BumpMap( "Normal Map", 2D ) = "bump" {} | |
_Cull ( "Face Culling", Int ) = 2 |
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Shader "FX/PixelDot" | |
{ | |
Properties | |
{ | |
[NoScaleOffset] _MainTex ("Texture", 2D) = "white" {} | |
_Color ("Color", Color) = (1, 1, 1, 1) | |
_Size ("Pixel Size", Range(1, 64)) = 1 | |
} | |
SubShader | |
{ |
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/*--------------------------------------------------------------------------*\ | |
Copyright (c) 2008-2009, Danny Ruijters. All rights reserved. | |
http://www.dannyruijters.nl/cubicinterpolation/ | |
This file is part of CUDA Cubic B-Spline Interpolation (CI). | |
Redistribution and use in source and binary forms, with or without | |
modification, are permitted provided that the following conditions are met: | |
* Redistributions of source code must retain the above copyright | |
notice, this list of conditions and the following disclaimer. | |
* Redistributions in binary form must reproduce the above copyright | |
notice, this list of conditions and the following disclaimer in the |
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// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
// However, if you want to author shaders in shading language you can use this teamplate as a base. | |
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
// This shader works with URP 7.1.x and above | |
Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
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/******************************************************************************* | |
* Don't Be a Jerk: The Open Source Software License. | |
* Adapted from: https://github.com/evantahler/Dont-be-a-Jerk | |
******************************************************************************* | |
* _I_ am the software author - JohannesMP on Github. | |
* _You_ are the user of this software. You might be a _we_, and that's OK! | |
* | |
* This is free, open source software. I will never charge you to use, | |
* license, or obtain this software. Doing so would make me a jerk. | |
* |
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using System; | |
using System.Collections.Generic; | |
using System.Runtime.CompilerServices; | |
using UnityEngine; | |
using UnityEngine.LowLevel; | |
using UnityEngine.Profiling; | |
// http://web.archive.org/web/20180315122537/http://beardphantom.com/ghost-stories/unity-2018-and-playerloop/ | |
namespace Ashkatchap.ExtraUpdaters { |