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Shader "Unlit/GatheringEnergy" | |
{ | |
Properties | |
{ | |
_LineWidth("Line Width", float) = 1.5 | |
_LineLength("Line length", float) = 10.0 | |
_LengthMult("Length Multiplier", float) = 0.2 | |
_InwardSpeed("Inward Speed", float) = 4.0 | |
_Seed("Random Seed", float) = 0.0 | |
_Slices("Radial Slices", int) = 9 |
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Shader "Skybox/MoonSkybox" | |
{ | |
//Displays a skybox with an overlayed texture that can be positioned as a moon | |
Properties | |
{ | |
_MoonTex ("Moon Texture", 2D) = "white" {} | |
_SkyMap ("Sky Map", Cube) = "" {} | |
_MoonDirection ("Moon Direction", Vector) = (0.4, 0.8, 0, 0) | |
_MoonScale ("Moon Scale", Range(0.01, 1.0)) = 0.2 | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[ExecuteInEditMode] | |
public class OnePointPerspective : MonoBehaviour { | |
[SerializeField] | |
private Camera camcam; |
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#if UNITY_EDITOR | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.IO; |
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Shader "Post/AlphaCorrect" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
LOD 100 |
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Shader "Unlit/Diagonal" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 |
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Shader "Unlit/CubeMaterial" | |
{ | |
Properties | |
{ | |
_Cube("Cubemap", CUBE) = "" {} | |
} | |
SubShader | |
{ | |
Tags { | |
"RenderType"="Opaque" |
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Shader "Unlit/Mondrian" | |
{ | |
//This relies on the source mesh having two UV maps | |
// first UV map will define a centre point for each face based on the 0.5, 0.5 position | |
// it will then display 3x3 pixels selected based on the second UV map. | |
// The width of the centre pixel is defined in screen space, no matter how far it is from the camera | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_LineWidth ("Line Width", float) = 20.0 |
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Shader "Unlit/ColourCycling" | |
{ | |
//cycles through y position in CycleColours based on r value of _CyclePaint | |
//g value of _CyclePaint allows for y offset when selecting from _CycleColours | |
//b value of _CyclePaint acts as a mask, it displays _MainTex as the background anywhere it's 0 | |
//make sure all textures are set to point filter | |
//When making your colours for the r value don't make the mistake I first did and forget that 0 and 255 are equal when cycling | |
//one or the other has to not go all the way to the end so they're spaced correctly | |
Properties |
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Shader "Unlit/FourCornerGradientScreen" | |
{ | |
Properties{ | |
_TopLeft("Top Left", Color) = (0.5,0.5,0.5,1) | |
_TopRight("Top Right", Color) = (0.5,0.5,0.5,1) | |
_BottomLeft("Bottom Left", Color) = (0.5,0.5,0.5,1) | |
_BottomRight("Bottom Right", Color) = (0.5,0.5,0.5,1) | |
} | |
SubShader{ |