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public class FGlowShader : FShader | |
{ | |
private float _glowAmount; | |
private Color _glowColor; | |
public FGlowShader(float glowAmount,Color glowColor) : base("GlowShader", Shader.Find("Futile/Glow")) | |
{ | |
_glowAmount = glowAmount; | |
_glowColor = glowColor; | |
needsApply = true; |
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Shader "Unlit/UnlitCastShadow" | |
{ | |
Properties | |
{ | |
_MainTex("Texture", 2D) = "white" {} | |
} | |
CGINCLUDE | |
#include "UnityCG.cginc" | |
struct appdata |
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/* | |
optimized-ggx.glsl | |
This file describes several optimizations you can make when creating a GGX shader. | |
AUTHOR: John Hable | |
LICENSE: | |
This is free and unencumbered software released into the public domain. |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
public class LightProbeRebuilderWindow : EditorWindow | |
{ | |
string text = "Paste extracted coefficients here."; | |
float multiplier = 1.0f; | |
[MenuItem("Window/Light Probe Rebuilder")] |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
public class LightProbeRebuilderWindow : EditorWindow | |
{ | |
string text = "Paste extracted coefficients here."; | |
float multiplier = 1.0f; | |
[MenuItem("Window/Light Probe Rebuilder")] |