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%COPYRIGHT_LINE% | |
%PCH_INCLUDE_DIRECTIVE% | |
%MY_HEADER_INCLUDE_DIRECTIVE% | |
%ADDITIONAL_INCLUDE_DIRECTIVES% | |
#include "MassStateTreeExecutionContext.h" | |
#include "StateTreeLinker.h" | |
void %PREFIXED_CLASS_NAME%::Link(FStateTreeLinker& Linker) |
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diff --git a/Engine/Plugins/AI/MassAI/Source/MassAIBehavior/Private/MassStateTreeExecutionContext.cpp b/Engine/Plugins/AI/MassAI/Source/MassAIBehavior/Private/MassStateTreeExecutionContext.cpp | |
index 5473fc5776fc..c53f9827eda2 100644 | |
--- a/Engine/Plugins/AI/MassAI/Source/MassAIBehavior/Private/MassStateTreeExecutionContext.cpp | |
+++ b/Engine/Plugins/AI/MassAI/Source/MassAIBehavior/Private/MassStateTreeExecutionContext.cpp | |
@@ -1,3 +1,4 @@ | |
+ | |
// Copyright Epic Games, Inc. All Rights Reserved. | |
#include "MassStateTreeExecutionContext.h" | |
diff --git a/Engine/Plugins/AI/MassAI/Source/MassAIBehavior/Private/Tasks/MassFindSmartObjectTask.cpp b/Engine/Plugins/AI/MassAI/Source/MassAIBehavior/Private/Tasks/MassFindSmartObjectTask.cpp |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.HighDefinition; | |
public class VolumetricController : MonoBehaviour | |
{ | |
[Range(-1f, 1f)] | |
public float anistropy; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class SphereShake : MonoBehaviour | |
{ | |
public bool gravity; | |
[Header("Shake")] | |
// When enabled, the object will shake. |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace IK_V3 | |
{ | |
public class Fabrik : MonoBehaviour | |
{ | |
public Transform rootSubject; | |
public Transform target; |
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Shader "Raymarch/RaymarchHDRP" | |
{ | |
SubShader | |
{ | |
Cull Off ZWrite Off ZTest Always | |
Pass | |
{ | |
HLSLPROGRAM |
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// !!IMPORTANT!! | |
// The file name of this script MUST be RaymarchPostProcess.cs in order for it to be properly serialized! | |
// ------------------------------------------------ | |
using System; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.PostProcessing; | |
[Serializable] |
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Shader "Raymarch/RaymarchHDRP" | |
{ | |
SubShader | |
{ | |
Cull Off ZWrite Off ZTest Always | |
Pass | |
{ | |
HLSLPROGRAM |
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using System; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.PostProcessing; | |
[Serializable] | |
public sealed class ShaderParameter : ParameterOverride<Shader> { } | |
[Serializable] | |
[PostProcess(typeof(RaymarchPostProcessRenderer), PostProcessEvent.AfterStack, "Raymarch/RaymarchHDRP")] |
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' | |
Shader "Raymarch/clouds2" { | |
Properties { | |
_MainTex("main tex", 2D) = "white" {} | |
_ValueNoise("value noise", 2D) = "white" {} | |
} | |
HLSLINCLUDE | |
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" |
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