Shader "MaterialPropertyDrawer"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
[HideInInspector] _MainTex2("Hide Texture", 2D) = "white" {}
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| // Author: Przemyslaw Zaworski | |
| // Modified version of original: | |
| // https://github.com/przemyslawzaworski/Unity3D-CG-programming/blob/master/terrain_shader_tessellation_diffuse.shader | |
| // Shader supports maximum four splat textures (Splat and Normal maps) with triangle tessellation. | |
| // Works seamlessly with built-in Terrain Component. Lambert light model (directional) with shadow casting and receiving. | |
| // https://forum.unity.com/threads/how-to-dynamically-tessellate-a-mesh.597469/#post-3997999 | |
| Shader "Terrain Shader Tessellation Diffuse" | |
| { | |
| Properties |
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| Using fixed-point encoding for position (14 bits per component) and texture coordinates (12 bits per component), with 32-bit index buffer | |
| and this vertex format: | |
| // 12 bytes | |
| struct PackedVertexOct | |
| { | |
| unsigned short px, py, pz; | |
| unsigned char nu, nv; // octahedron encoded normal, aliases .pw | |
| unsigned short tx, ty; | |
| }; |
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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); |
