(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
| // Developed by Tom Kail at Inkle | |
| // Released under the MIT Licence as held at https://opensource.org/licenses/MIT | |
| // Must be placed within a folder named "Editor" | |
| using System; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using UnityEditor; | |
| using UnityEngine; |
| // 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 |
| //#define SHADER_COMPILATION_LOGGING | |
| //#define SKIP_SHADER_COMPILATION | |
| using System.Collections.Generic; | |
| using UnityEditor.Build; | |
| using UnityEditor.Rendering; | |
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| public class ShaderStripper : IPreprocessShaders |