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using UnityEditor; | |
using UnityEditor.Build; | |
using UnityEditor.Build.Reporting; | |
public class CppBuildPreprocessing : IPreprocessBuildWithReport | |
{ | |
public int callbackOrder | |
{ | |
get { return 0; } |
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Shader "Custom/UnlitTexture" | |
{ | |
Properties | |
{ | |
[MainColor] _BaseColor("BaseColor", Color) = (1,1,1,1) | |
[MainTexture] _BaseMap("BaseMap", 2D) = "white" {} | |
} | |
// Universal Render Pipeline subshader. If URP is installed this will be used. | |
SubShader |
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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/TextureMix" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
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using UnityEngine; | |
using System.Collections; | |
public class Greyscale : MonoBehaviour { | |
public Material mat; | |
void Start() { | |
mat.SetFloat( "_Power", 0.0f ); | |
} |
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#if UNITY_EDITOR | |
using System.Collections.Generic; | |
using ClickerFramework.Abstract; | |
using UnityEngine; | |
using UnityEditor; | |
[InitializeOnLoad] | |
public static class ScriptableObjectProtector | |
{ | |
private static bool _playing = false; |
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using System; | |
namespace TSS | |
{ | |
public class Knight | |
{ | |
public char X; | |
public int Y; | |
/// <summary> |