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{
"@type": "Retrodreamer.Monocles.Gen2.Phase",
"Id": "base",
"Steps": [
{
"@type": "Retrodreamer.Monocles.Gen2.SetParametersStep",
"Priority": 0,
"Params": {
"@type": "Mapgen.GossRix.GossRixParameters",
"AreaWidth": 70,
Shader "Custom/occlusion_multipass_shader"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
[PerRendererData] _OcclusionColor("Tint", Color) = (1,0,1,1)
}
SubShader
{
Shader "Custom/BasicOcclusionShader" {
Properties{
_OcclusionColor("Color", Color) = (1, 0, 1, 1)
}
SubShader {
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
Pass {
Blend SrcAlpha OneMinusSrcAlpha
ZTest Greater
ZWrite Off
public abstract class A
{
public int Foo = 1;
}
public class B : A
{
public int Bar = 2;
}
public enum Test {
A = 1,
B = 2,
C = 3,
D = 4,
E = 5,
F = 6,
G = 7
}
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float2 uv2_MainTex; // lightmap uvs
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text;
public class CreateLayerConstants
{
const string CLASS_NAME = "LayerConstants";
const string FILE_PATH = "Assets/Scripts/Generated/";
public bool enabled
{
get
{
return ParticleSystem.EmissionModule.GetEnabled(this.m_ParticleSystem);
}
set
{
ParticleSystem.EmissionModule.SetEnabled(this.m_ParticleSystem, value);
}
template <class T>
struct Vec3
{
public:
T x;
T y;
T z;
Vec3() : x(0), y(0), z(0) {}
Vec3(T nx, T ny, T nz) : x(nx), y(ny), z(nz) {}
class Entity
{
public:
Entity(string name);
~Entity();
void SetParent(Entity* newParent);
bool HasTag(string toFind);
void AddTag(string toAdd);