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#ifndef MTECommonPBR_INCLUDED #define MTECommonPBR_INCLUDED void Max4WeightLayer( float4 splat_control_0, float4 splat_control_1, float4 splat_control_2, out float4 weights, out half4 indexes) { float control[12]; control[ 0] = splat_control_0.r; control[ 1] = splat_control_0.g; control[ 2] = s...
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using System.Collections.Generic; namespace UnityEngine.AI { [ExecuteInEditMode] [AddComponentMenu("Navigation/NavMeshModifierVolume", 31)] [HelpURL("https://github.com/Unity-Technologies/NavMeshComponents#documentation-draft")] public class NavMeshModifierVolume : MonoBehaviour { [Serializ...
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#define PRO using UnityEngine; using System.Collections; namespace ProGrids { public static class pg_Constant { public const string ProGridsIsEnabled = "pgProGridsIsEnabled"; public const string ProGridsIsExtended = "pgProGridsIsExtended"; public const string ProGridsUpgradeURL = "http://u3d.as/content/six-by...
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using UnityEngine; public static class bl_UHTUtils { private static bl_HUDText m_HudText = null; public static bl_HUDText GetHUDText { get { if(m_HudText == null) { m_HudText = GameObject.FindObjectOfType<bl_HUDText>(); } r...
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEditor; using UnityEngine; namespace ch.sycoforge.Decal.Editor { public class DSSDShaderGUI : ShaderGUI { //----------------------------- // Fields //----------------------------- p...
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "GPUInstancer/Easy Decal/Legacy/Transparent Simple" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Factor ("Fade Out", float) = 1 } Category { Tags {"Queue"="Transparent" "IgnoreProjector"="Tru...
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' //----------------------------------------------------- // Deferred screen space decal includes. Version 0.9 [Beta] // Copyright (c) 2017 by Sycoforge //----------------------------------------------------- #ifndef DSSD_SYCO_CG_INCLUDED #define DSSD...
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## Contributing to xNode 💙Thank you for taking the time to contribute💙 If you haven't already, join our [Discord channel](https://discord.gg/qgPrHv4)! ## Pull Requests Try to keep your pull requests relevant, neat, and manageable. If you are adding multiple features, split them into separate PRs. These are the main...
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using UnityEditor; using UnityEngine; using System.IO; namespace XNodeEditor { /// <summary> Deals with modified assets </summary> class NodeEditorAssetModProcessor : UnityEditor.AssetModificationProcessor { /// <summary> Automatically delete Node sub-assets before deleting their script. /// ...
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using System.Collections.Generic; using UnityEditor; using UnityEditor.Callbacks; using UnityEngine; using System; using Object = UnityEngine.Object; namespace XNodeEditor { [InitializeOnLoad] public partial class NodeEditorWindow : EditorWindow { public static NodeEditorWindow current; /// <s...
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using System; using System.Collections.Generic; using UnityEngine; namespace XNode { /// <summary> Base class for all node graphs </summary> [Serializable] public abstract class NodeGraph : ScriptableObject { /// <summary> All nodes in the graph. <para/> /// See: <see cref="AddNode{T}"/> ...
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print "test.lua called"; Talk(1, "小兄弟,到此寒天雪地,不知有何指教?", "talkname1", 0); Talk(0, "請問你是胡斐胡大哥嗎?", "talkname0", 1); do return end
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