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using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
using Unity.Mathematics; | |
using UnityEngine; | |
public class NativeMeshTest : MonoBehaviour | |
{ | |
private NativeArray<float3> vertexBuffer; | |
private Vector3[] vertexArray; |
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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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float3 CalcGerstnerWaveNormal(float3 P) | |
{ | |
float3 normal = float3(0, 1, 0); | |
[unroll] | |
for (int i = 0; i < numWaves; i++) | |
{ | |
Wave wave = waves[i]; | |
float wi = 2 / wave.waveLength; | |
float WA = wi * wave.amplitude; | |
float phi = speed * wi; |
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/// | |
/// Draw lines at runtime | |
/// by Nothke | |
/// unlicensed, aka do whatever you want with it | |
/// made during Stugan 2016 :) | |
/// ..(it's midnight, and Robbie clicks A LOT, LOUDLY!) | |
/// | |
/// Important: | |
/// - Should be called in OnPostRender() (after everything else has been drawn) | |
/// therefore the script that calls it must be attached to the camera |
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ScriptableObject Icon | |
_Popup | |
_Help | |
Clipboard | |
SocialNetworks.UDNOpen | |
SocialNetworks.Tweet | |
SocialNetworks.FacebookShare | |
SocialNetworks.LinkedInShare | |
SocialNetworks.UDNLogo | |
animationvisibilitytoggleoff |
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using UnityEngine; | |
/* | |
* Most functions taken from Tween.js - Licensed under the MIT license | |
* at https://github.com/sole/tween.js | |
* Quadratic.Bezier by @fonserbc - Licensed under WTFPL license | |
*/ | |
public delegate float EasingFunction(float k); | |
public class Easing |
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using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
[CustomEditor (typeof(TriggerContainer))] | |
public class TriggerContainerEditor : Editor | |
{ | |
private SerializedObject obj; |
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