Shader "MaterialPropertyDrawer"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
[HideInInspector] _MainTex2("Hide Texture", 2D) = "white" {}
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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 |
- Install
osxfuse
:
brew cask install osxfuse
-
Reboot your Mac.
-
Install
ntfs-3g
:
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using System.Collections.Generic; | |
using UnityEditorInternal; | |
using UnityEngine; | |
using UnityEditor.Hardware; | |
using UnityEditor.VersionControl; | |
#if ENABLE_CLOUD_SERVICES_COLLAB | |
using UnityEditor.Collaboration; | |
using UnityEditor.Web; | |
#endif |
pack.lua has been moved to https://github.com/turtleDev/pack.lua
So you’ve created a really neat console app, but it’s growing and you need a way to keep it all neatly organized and preferrably with some Good Practices.
The guys at Entity Framework have thought about this and structured their console app really neatly. Today, we’ll take the ninja app we built previously and make it all look pretty and stuff.
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"The common wisdom of "don't use conditionals in shaders" is one of my biggest frustrations with how shaders are taught. | |
step(y, x) _is_ a conditional! It compiles to identical code as: | |
float val = (x >= y ? 1.0 : 0.0) | |
or | |
float val = 0.0; | |
if (x >= y) val = 1.0;" | |
https://twitter.com/bgolus/status/1235254923819802626 | |
// Performing shader divisions without diving *rcp = approximation of 1/x | |
float myDividedVal = myValToDivide * rcp(myDivider); |
Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.
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using System; | |
using UnityEngine.Internal; | |
using UnityEngine; | |
using System.Runtime.Serialization; | |
using System.Xml.Serialization; | |
/// <summary> | |
/// Quaternions are used to represent rotations. | |
/// A custom completely managed implementation of UnityEngine.Quaternion | |
/// Base is decompiled UnityEngine.Quaternion |
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/// <summary> | |
/// Implements basic equals methods and bool converions, similar to UnityEngine.Object | |
/// </summary> | |
public class BaseObject | |
{ | |
public override bool Equals(object obj) | |
{ | |
return AreObjectsEqual(this, obj as BaseObject); | |
} | |
public override int GetHashCode() |