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// Created by Johan Svensson. https://medium.com/dotcrossdot | |
// Raymarching setup based on http://flafla2.github.io/2016/10/01/raymarching.html. | |
// The raymarching algorithm is changed to have a fixed step distance for volumetric sampling | |
// and create a light bending black hole with an accretion disk around it. | |
Shader "DotCrossDot/BlackHoleRaymarching" | |
{ | |
Properties | |
{ | |
_BlackHoleColor ("Black hole color", Color) = (0,0,0,1) |
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using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
// http://framebunker.com/blog/viewing-image-effects-in-the-scene-view/ | |
public class SceneViewFilter : MonoBehaviour { | |
#if UNITY_EDITOR | |
bool hasChanged = false; |
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// Written by: Johan Svensson (https://medium.com/dotcrossdot). | |
Shader "DotCrossDot/Water" { | |
Properties{ | |
// Color | |
_Color("Color", Color) = (0,0,1,1) | |
_SmoothNess("SmoothNess", Range(0.0,1.0)) = 0 | |
_Metallic("Reflectivity", Range(0.0,1.0)) = 0 | |
_WaveFoamDir("Wave foam direction", Vector) = (0,0,0,0) | |
// Distortion (normals and height maps) |
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using UnityEngine; | |
public class SignalListener : MonoBehaviour { | |
public int maxNum = 5; | |
void Start () { | |
Debug.Log(ToString() + "Adding listener.."); | |
SignalSender.TestSignal.AddListener(OnSignal); | |
} | |
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using UnityEngine; | |
using Cakewalk.Signal; | |
using System.Collections; | |
public class SignalSender : MonoBehaviour { | |
public static Signal<string, int> TestSignal = new Signal<string, int>(); | |
public float eventDelayTime = 1f; | |
public string text = "Hello from SignalSender!"; |
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using UnityEngine; | |
using UnityEngine.Assertions; | |
using Cakewalk.IoC; | |
public class ExampleBehaviour : MonoBehaviour { | |
[Dependency] IExampleClass exampleClass; | |
[Dependency] ExampleClass2 exampleClass2; | |
void Awake() { |
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using Cakewalk.IoC.Core; | |
public class ExampleBootStrapper : BaseBootStrapper { | |
public override void Configure(Container container) { | |
container.Register<IExampleClass, ExampleClass>(); | |
container.Register<ExampleClass2>(); | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class FireParticleSimulation : MonoBehaviour | |
{ | |
struct Particle | |
{ | |
public Vector3 startPos; |
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' | |
Shader "Custom/GrassGeometryShader" { | |
Properties{ | |
_Color("Color", Color) = (1,1,1,1) | |
_MainTex("Albedo (RGB)", 2D) = "white" {} | |
_TrampleTex("Trample Texture", 2D) = "white" {} | |
_Glossiness("Smoothness", Range(0,1)) = 0.5 | |
_Metallic("Metallic", Range(0,1)) = 0.0 | |
_GrassHeight("Grass Height", Float) = 0.25 |
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Shader "Custom/SSS" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_NormalMap ("MormalMap", 2D) = "white" {} | |
_Thickness ("Thickness", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
_Distortion("Distortion", Range(0,1)) = 0.0 | |
_Power("Power", Range(0,10)) = 0.0 |