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Shader "Custom/FancyBoxShader" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
_OriginOffset ("Offset", Float) = 0.0 | |
_Offset("Offset", Vector) = (0,0,0,0) | |
_Skew ("Skew", Vector) = (0,0,0,0) | |
_Rotation ("Rotation", Vector) = (0,0,0,0) |
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' | |
Shader "Custom/TriplanarWorldShader" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_WallTexture("Wall Normal", 2D) = "bump" {} | |
_CeilingTexture("Ceiling Normal", 2D) = "bump" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
} |
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// Hologram Shader built for World of Zero | |
Shader "World of Zero/Hologram" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_Color ("Color", Color) = (1, 0, 0, 1) | |
_Bias("Bias", Float) = 0 | |
_ScanningFrequency ("Scanning Frequency", Float) = 100 |
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Shader "Custom/Rim Cutout" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
_RimGlowRadius("Rim Glow Radius", Range(0,1)) = 0.1 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } |
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using System; | |
using System.Collections.Generic; | |
namespace Trees | |
{ | |
// Prefix Tree built for World of Zero: youtube.com/worldofzerodevelopment | |
public class PrefixTree | |
{ | |
private PrefixTreeNode root; |
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using UnityEngine; | |
// Basic flight controller designed to demonstrate Gimble Locking in 3D space. | |
// This works by calculating rotation based on Euler angles instead of other methods. | |
public class FlightController : MonoBehaviour | |
{ | |
public float speed; | |
public float rotationSpeed; | |
void Update () |
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using UnityEngine; | |
// Recommended to attach this script to the Main Camera instance. | |
// Will not render in play mode if not attached to Camera. | |
[ExecuteInEditMode] | |
public class FlowLines : MonoBehaviour | |
{ | |
public Color baseColor; | |
public Material material; |
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using System.Collections.Generic; | |
using UnityEngine; | |
[ExecuteInEditMode] | |
[RequireComponent(typeof(MeshFilter))] | |
public class DynamicUniformPoligon : MonoBehaviour | |
{ | |
private MeshFilter filter; | |
public int initialSides = 3; |
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using UnityEditor; | |
using UnityEngine; | |
/* | |
* Projectile reflection demonstration in Unity 3D | |
* | |
* Demonstrates a projectile reflecting in 3D space a variable number of times. | |
* Reflections are calculated using Raycast's and Vector3.Reflect | |
* | |
* Developed on World of Zero: https://youtu.be/GttdLYKEJAM |
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package com.worldofzero.example | |
import groovy.transform.Memoized | |
import java.util.concurrent.TimeUnit | |
/** | |
* An example use of Memoizing in Groovy | |
* World of Zero {@link youtube.com/worldofzerodevelopment} | |
*/ |