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// NOTE: The current U# compiler will log an error, it however still compiles and functions correctly! | |
public class MyCustomClass : DataDictionary | |
{ | |
public static MyCustomClass ctor() // you can call this whatever you want, New(), Create(), or here ctor() | |
{ | |
var instance = (MyCustomClass)new DataDictionary(); | |
instance["player"] = new DataToken(Networking.LocalPlayer); // Example of something you might want to do in the constructor |
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Shader "Universal Render Pipeline/Post-Processing/EdgeDetection" | |
{ | |
Properties | |
{ | |
[Toggle(ENABLED)] __enabled("Enabled", Float) = 1 | |
[MainTex] [HideInInspector] _MainTex ("Base Map", 2D) = "white" { } | |
[MainColor] _Color ("Color", Color) = (1, 1, 1, 1) | |
_Thickness ("Thickness", Float) = 0 | |
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' | |
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
// Unlit alpha-blended shader. | |
// - no lighting | |
// - no lightmap support | |
// - no per-material color | |
Shader "Custom/Unlit_Alpha_Trans_hide" { |
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/* | |
Most of this code hasn't been made by me (maybe partially tweaked to fit) and just collected those snippets from many sources | |
across the internet. I haven't saved some of the original author names and all the credits | |
should go to them. I'm pretty some of you may find optimizations to them, feel free to leave a comment. | |
HPlass ([email protected]) - 2020 | |
Source: | |
https://thebookofshaders.com/11/ | |
https://thebookofshaders.com/edit.php#11/lava-lamp.frag |
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using System; | |
using UdonSharp; | |
using UnityEngine; | |
using UnityEngine.UI; | |
using VRC.SDKBase; | |
using VRC.Udon; | |
public class TakeMyHand : UdonSharpBehaviour | |
{ | |
VRCPlayerApi[] players = new VRCPlayerApi[0]; |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering.PostProcessing; | |
[Serializable] | |
[PostProcess( typeof( EdgeDetectRenderer ), PostProcessEvent.BeforeStack, "Custom/EdgeDetectNormals" )] | |
public sealed class EdgeDetect : PostProcessEffectSettings { | |
public enum EdgeDetectMode { |
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Shader "Hidden/ScreenSpaceLocalReflection" | |
{ | |
Properties | |
{ | |
_MainTex("Base (RGB)", 2D) = "" {} | |
} | |
SubShader | |
{ |
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Shader "Projector/Light" { | |
Properties { | |
_Color ("Main Color", Color) = (1,1,1,1) | |
_ShadowTex ("Cookie", 2D) = "" {} | |
_FalloffTex ("FallOff", 2D) = "" {} | |
} | |
Subshader { | |
Pass { | |
ZWrite Off |