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using UnityEngine; | |
public class ReplacementShaderTest : MonoBehaviour | |
{ | |
public Shader replaceShader; | |
private string[] KeyWords = new string[] { "UV_VIS", "LOCAL_POS_VIS", "WORLD_POS_VIS", "DEPTH_VIS", "LOCAL_NORMAL_VIS", "WORLD_NORMAL_VIS" }; | |
private void Update() | |
{ | |
if (Input.GetKeyDown(KeyCode.A)) | |
GetComponent<Camera>().SetReplacementShader(replaceShader, ""); // All objects will have shader applied on it |
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/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
Legal Stuff: | |
This code is free to use no restrictions but attribution would be appreciated. | |
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/ | |
Shader "BitshiftProgrammer/TriPlanarTerrain" | |
{ | |
Properties { | |
_TransitionFalloff ("Transition Falloff", Range(0.01, 10.0)) = 4.0 | |
[HideInInspector] _Control ("Control (RGBA)", 2D) = "red" {} | |
[HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {} |
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
Shader "Nature/Terrain/Diffuse" { | |
Properties { | |
[HideInInspector] _Control ("Control (RGBA)", 2D) = "red" {} | |
[HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {} | |
[HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {} | |
[HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {} | |
[HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {} | |
[HideInInspector] _Normal3 ("Normal 3 (A)", 2D) = "bump" {} |
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/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
Legal Stuff: | |
This code is free to use no restrictions but attribution would be appreciated. | |
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/ | |
Shader "BitshiftProgrammer/ReflectionProbeAccess" | |
{ | |
Properties | |
{ | |
_Roughness("Roughness", Range(0.0, 10.0)) = 0.0 | |
} |
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/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
Legal Stuff: | |
This code is free to use no restrictions but attribution would be appreciated. | |
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/ | |
Shader "BitshiftProgrammer/SurfaceFortnite" // Goto www.bitshiftprogrammer.com for more | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
[HideInInspector]_MainTex("Main texture", 2D) = "white"{} |
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/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
Legal Stuff: | |
This code is free to use no restrictions but attribution would be appreciated. | |
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/ | |
Shader "BitshiftProgrammer/Billboard" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture Image", 2D) = "white" {} | |
_Scaling("Scaling", Float) = 1.0 |
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/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
Legal Stuff: | |
This code is free to use no restrictions but attribution would be appreciated. | |
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/ | |
Shader "BitshiftProgrammer/Liquid" | |
{ | |
Properties | |
{ | |
_Colour ("Colour", Color) = (1,1,1,1) | |
_FillAmount ("Fill Amount", Range(-10,10)) = 0.0 |
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/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
Legal Stuff: | |
This code is free to use no restrictions but attribution would be appreciated. | |
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/ | |
Shader "BitshiftProductions/ColouredFog" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_ColorLookUp("Fog Colour Look Up", 2D) = "white"{} |
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/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
Legal Stuff: | |
This code is free to use no restrictions but attribution would be appreciated. | |
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/ | |
Shader "BitshiftProductions/Fast-UI-Jiggle" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_Color("Tint", Color) = (1,1,1,1) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
Legal Stuff: | |
This code is free to use no restrictions but attribution would be appreciated. | |
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/ | |
Shader "BitshiftProductions/OptimizedUI" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_Color("Tint", Color) = (1,1,1,1) |
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