Shader "MaterialPropertyDrawer"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
[HideInInspector] _MainTex2("Hide Texture", 2D) = "white" {}
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// This is free and unencumbered software released into the public domain. | |
// | |
// Anyone is free to copy, modify, publish, use, compile, sell, or | |
// distribute this software, either in source code form or as a compiled | |
// binary, for any purpose, commercial or non-commercial, and by any | |
// means. | |
// | |
// In jurisdictions that recognize copyright laws, the author or authors | |
// of this software dedicate any and all copyright interest in the | |
// software to the public domain. We make this dedication for the benefit |
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// c# companion script | |
// SpriteUVToShader.cs -------------------------------------------------------------------------------------------------------------------------------- // | |
// Save you your project, add to your SpriteRenderer gameObject | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
[ExecuteInEditMode] |
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//Copyright (c) 2014 Tilman Schmidt (@KeyMaster_) | |
//Permission is hereby granted, free of charge, to any person obtaining a copy | |
//of this software and associated documentation files (the "Software"), to deal | |
//in the Software without restriction, including without limitation the rights | |
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
//copies of the Software, and to permit persons to whom the Software is | |
//furnished to do so, subject to the following conditions: | |
//The above copyright notice and this permission notice shall be included in |
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import android.graphics.Bitmap; | |
import android.graphics.Bitmap.Config; | |
import android.graphics.BitmapShader; | |
import android.graphics.Canvas; | |
import android.graphics.Paint; | |
import android.graphics.RectF; | |
import android.graphics.Shader; | |
// enables hardware accelerated rounded corners | |
// original idea here : http://www.curious-creature.org/2012/12/11/android-recipe-1-image-with-rounded-corners/ |
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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 |
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/** | |
* Created by codezjx on 2016/5/4. | |
*/ | |
public class CircleImageTransformation implements Transformation { | |
/** | |
* A unique key for the transformation, used for caching purposes. | |
*/ | |
private static final String KEY = "circleImageTransformation"; |
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import android.graphics.Bitmap | |
import android.graphics.Bitmap.Config | |
import android.graphics.BitmapShader | |
import android.graphics.Canvas | |
import android.graphics.Paint | |
import android.graphics.Shader | |
import android.os.Build.VERSION | |
import android.os.Build.VERSION_CODES | |
import com.squareup.picasso3.RequestHandler | |
import com.squareup.picasso3.Transformation |
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// Also available at: https://play.golang.org/p/yTTpB5gB6C | |
package main | |
import ( | |
"fmt" | |
) | |
// ***************************************************************************** | |
// Example 1 - Struct vs Struct with Embedded Type |