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| Shader "Name" { | |
| Properties { | |
| _Name ("display name", Range (min, max)) = number | |
| _Name ("display name", Float) = number | |
| _Name ("display name", Int) = number | |
| _Name ("display name", Color) = (number,number,number,number) | |
| _Name ("display name", Vector) = (number,number,number,number) |
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| Shader "Custom/StandardSurfaceShaderWithVertexColor" { | |
| Properties { | |
| _MainTint("Global Color Tint", Color) = (1,1,1,1) | |
| } | |
| SubShader { | |
| Tags { "RenderType"="Opaque" } | |
| LOD 200 | |
| CGPROGRAM | |
| #pragma surface surf Lambert vertex:vert |
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| #ifndef __MATRIX_INCLUDED__ | |
| #define __MATRIX_INCLUDED__ | |
| #define IDENTITY_MATRIX float4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1) | |
| float4x4 inverse(float4x4 m) { | |
| float n11 = m[0][0], n12 = m[1][0], n13 = m[2][0], n14 = m[3][0]; | |
| float n21 = m[0][1], n22 = m[1][1], n23 = m[2][1], n24 = m[3][1]; | |
| float n31 = m[0][2], n32 = m[1][2], n33 = m[2][2], n34 = m[3][2]; | |
| float n41 = m[0][3], n42 = m[1][3], n43 = m[2][3], n44 = m[3][3]; |
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| Shader "Test/SmoothZoomTexture" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| [KeywordEnum(Basic,Manual,Blend,Compare)]Mode("Mode", Int) = 0 | |
| _Blend("Blend", Range(0,1)) = 1 | |
| [Header(Mip Map)] | |
| _MipMapMin("MipMap Min", Int) = 4 |
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| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using System.Text; | |
| using UnityEngine; | |
| /// <summary> | |
| /// A simple free camera to be added to a Unity game object. | |
| /// | |
| /// Keys: |
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| using TMPro; | |
| using UnityEngine; | |
| [RequireComponent(typeof(TextMeshProUGUI))] | |
| public class BuildDisplayer : MonoBehaviour | |
| { | |
| private TextMeshProUGUI Text; | |
| private void Awake() | |
| { |
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| // source https://gist.github.com/Su-s/438be493ae692318c73e30367cbc5c2a | |
| using System; | |
| using System.IO; | |
| using System.IO.Compression; | |
| using System.Text; | |
| namespace TarLib | |
| { | |
| public class Tar |
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| // | |
| // 1. Add a Quad in Unity | |
| // 2. Parent the quad under camera, to prevent frustum culling. | |
| // 3. Attach this shader. | |
| // | |
| Shader "Quad/Fullscreen" | |
| { | |
| Properties | |
| { | |
| } |
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| Shader "Milkbag/CurvatureImageEffect" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| _LightStrength ("LightStrength", Float) = 0.3 | |
| _DarkStrength ("DarkStrength", Float) = 0.3 | |
| _Spread ("Spread", Float) = 1.0 | |
| [Toggle(USE_MULTIPLY)] _UseMultiply("Use Multiply", Float) = 0 | |
| [Toggle(CURVATURE_ONLY)] _CurvatureOnly("Curvature Only", Float) = 0 |
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| using UnityEngine; | |
| public class CustomParticleCulling : MonoBehaviour | |
| { | |
| public float cullingRadius = 10; | |
| public ParticleSystem target; | |
| CullingGroup m_CullingGroup; | |
| Renderer[] m_ParticleRenderers; |