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namespace MyTool | |
{ | |
using System; | |
using UnityEditor; | |
using UnityEngine; | |
using System.Linq; | |
using UnityEngine.Rendering; | |
public class ShaderKeywordCollector : EditorWindow | |
{ |
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// Original : https://www.shadertoy.com/view/MdXyzX | |
// afl_ext 2017-2023 | |
// Now with 2023 refresh | |
// MIT License | |
// Use your mouse to move the camera around! Press the Left Mouse Button on the image to look around! | |
#define DRAG_MULT 0.28 // changes how much waves pull on the water | |
#define WATER_DEPTH 1.0 // how deep is the water | |
#define CAMERA_HEIGHT 1.5 // how high the camera should be |
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Shader "Hidden/GaussianBlur" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_Variance ("Variance", Float) = 1.0 | |
_Range ("Range (px)", Float) = 5.0 | |
_GaussianSum ("Gaussian Sum", Float) = 1.0 | |
_KernelSize ("Kernel Size", Float) = 5 | |
} |
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using UnityEngine; | |
using UnityEngine.Rendering; | |
| |
namespace Study | |
{ | |
public class ColorAndDepthPipeline : RenderPipeline | |
{ | |
private static readonly int ColorAttachmentId = Shader.PropertyToID("_CameraColorAttachment"); | |
private static readonly int DepthAttachmentId = Shader.PropertyToID("_CameraDepthAttachment"); | |
private static UnityEngine.Experimental.Rendering.GraphicsFormat ColorFormat = SystemInfo.GetGraphicsFormat(UnityEngine.Experimental.Rendering.DefaultFormat.LDR); |
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Shader "Unlit/SimpleTess" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_TessFactor ("Tess Factor", Vector) = (1, 1, 1, 1) // テセレーション係数 (メッシュをどれくらい分割するかを決定する) | |
} | |
SubShader | |
{ | |
Tags |
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Shader "Hidden/CustomImageEffect" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
// No culling or depth | |
Cull Off ZWrite Off ZTest Always |
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Shader "Zenn/Character-Body" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
[Header(Stencil)] | |
[Space] | |
_StencilRef("Stencil Ref", Int) = 0 | |
[Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp("Stencil Comp", Int) = 0 | |
[Enum(UnityEngine.Rendering.StencilOp)]_StencilPassOp("Stencil Pass", Int) = 0 |
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#ifndef MYTOON_BASE_INCLUDED | |
#define MYTOON_BASE_INCLUDED | |
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | |
float4x4 _LightVP; // Projection * View | |
float4 _LightPos; // ライト位置 | |
sampler2D _SelfShadowMap; | |
sampler2D _MainTex; | |
float _DepthOffset; |
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering.Universal; | |
public class DrawMeshFeature : ScriptableRendererFeature | |
{ | |
[SerializeField] private Material materialAsset; | |
[System.NonSerialized] private Mesh _mesh; | |
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using DG.Tweening; | |
using UnityEditor; | |
using UnityEngine; | |
public class DOTweenMoveWindow : EditorWindow | |
{ | |
#region Class | |
/// <summary> | |
/// Tweenの状態 | |
/// </summary> |
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