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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Switch by Face", "Miscellaneous", "Switch which automaticaly uses a Face variable to select which input to use" )] public cl...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using UnityEngine; using UnityEditor; using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Vector4", "Constants And Properties", "Vector4 property", null, KeyCode.Alpha4 )] publ...
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using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "HSV to RGB", "Image Effects", "Converts from HSV to RGB color space" )] public sealed class HSVToRGBNode : ParentNode { public static readonly string HSVToRGBHeader = "HSVToRGB( {0}3({1},{2},{3}) )"; public static readonly string[] ...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using System; using UnityEngine; using UnityEditor; using System.Collections.Generic; namespace AmplifyShaderEditor { public enum AvailableBlendFactor { One = 1, Zero = 0, SrcColor = 3, SrcAlpha =...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using UnityEngine; using UnityEditor; using System.Collections.Generic; using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Function Output", "Functions", "Function Output adds ...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/FunctionOutput.cs/0
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using System; using UnityEngine; namespace AmplifyShaderEditor { public class OutputNode : SignalGeneratorNode { [SerializeField] protected bool m_isMainOutputNode = false; public OutputNode() : base() { } public OutputNode( int uniqueId, float x, float y, float width, float height ) : base( uniqueId, x, y,...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using System; using UnityEngine; namespace AmplifyShaderEditor { public enum NodeAvailability { SurfaceShader = 1 << 0, ShaderFunction = 1 << 1, CustomLighting = 1 << 2, TemplateShader = 1 << 3 }...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/NodeAttributes.cs/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using System; using UnityEngine; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Subtract", "Math Operators", "Subtraction of two values ( A - B )", null, UnityEngine.KeyCode.S )] public...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using UnityEngine; using UnityEditor; using System; using System.Collections.Generic; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Texture Coordinates", "UV Coordinates", "Texture UV c...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/TextureCoordinatesNode.cs/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> namespace AmplifyShaderEditor { [System.Serializable] [NodeAttributes( "Distance-based Tessellation", "Miscellaneous", "Calculates tessellation based on distance from camera" )] public sealed class Dist...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using UnityEngine; using System; namespace AmplifyShaderEditor { //public enum VertexData //{ // vertex = 0, // tangent, // normal, // texcoord, // texcoord1, // color //} [Serializable] public ...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Vertex/VertexDataNode.cs/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> //#define NEW_TEXTURE_3D_METHOD using UnityEngine; using UnityEditor; using System.Collections.Generic; using UnityEditorInternal; using System; using System.IO; namespace AmplifyShaderEditor { public clas...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/ASETextureArrayCreator.cs/0
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using UnityEngine; using UnityEditor; using System; namespace AmplifyShaderEditor { [System.Serializable] public class InlineProperty { [SerializeField] private float m_value = 0; [SerializeField] private bool m_active = false; [SerializeField] private int m_nodeId = -1; public InlineProperty() { }...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/InlineProperty.cs/0
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using System; using UnityEngine; using UnityEditor; namespace AmplifyShaderEditor { public class UpperLeftWidgetHelper { public int DrawWidget( ParentNode owner, int selectedIndex, GUIContent[] displayedOptions ) { if( owner.DropdownEditing ) { int newValue = owner.EditorGUIPopup( owner.DropdownRect, s...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/UpperLeftWidgetHelper.cs/0
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using UnityEngine; namespace AmplifyShaderEditor { [System.Serializable] public class WireBezierReference { private Rect m_boundingBox; private int m_inNodeId; private int m_inPortId; private int m_outNodeId; private int m_outPortId; public WireBezierReference() { m_boundingBox = new Rect(); m_...
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Shader "Hidden/ASinOpNode" { Properties { _A ("_A", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; float4 frag(v2f_img i) : SV_Target { return asin(tex2D( _A, i.uv )); } ENDCG } } }
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Shader "Hidden/DecodeViewNormalStereoHlpNode" { Properties { _A ( "_A", 2D ) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; float4 frag ( v2f_img i ) : SV_Target { float4 a = tex2D ( _A, i.uv ); ...
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Shader "Hidden/EncodeFloatRGBAHlpNode" { Properties { _A ("_A", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; float4 frag( v2f_img i ) : SV_Target { float a = tex2D( _A, i.uv ).r; return E...
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Shader "Hidden/GrayscaleNode" { Properties { _A ("_RGB", 2D) = "white" {} } SubShader { Pass //Luminance { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; float4 frag(v2f_img i) : SV_Target { float lum = Luminance( tex2D( _A, i.uv )...
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Shader "Hidden/LerpOp" { Properties { _A ("_A", 2D) = "white" {} _B ("_B", 2D) = "white" {} _C ("_Alpha", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; float4 frag(...
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Shader "Hidden/NodeMasking" { Properties { _Ports ("_Ports", Vector) = (0,0,0,0) _MainTex("_MainTex", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _MainTex; float4 _Ports; float4 frag( v2f_img i ) : SV...
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Shader "Hidden/RGBToHSVNode" { Properties { _A ( "_RGB", 2D ) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag uniform sampler2D _A; float4 frag ( v2f_img i ) : SV_Target { float3 rgb = tex2D ( _A, i.uv ).rgb; ...
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Shader "Hidden/RoundOpNode" { Properties { _A ("_A", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; float4 frag(v2f_img i) : SV_Target { return round(tex2D( _A, i.uv )); } ENDCG } } }
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Shader "Hidden/SimpleAddOpNode" { Properties { _A ("_A", 2D) = "white" {} _B ("_B", 2D) = "white" {} _C ("_C", 2D) = "white" {} _D ("_D", 2D) = "white" {} _E ("_E", 2D) = "white" {} _F ("_F", 2D) = "white" {} _G ("_G", 2D) = "white" {} _H ("_H", 2D) = "white" {} _I ("_I", 2D) = "white" {} _J ("_J"...
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Shader "Hidden/SimpleTimeNode" { Properties { _A ("_A", 2D) = "white" {} _Count ("_Count", Int) = 0 } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" sampler2D _A; float _EditorTime; float4 frag( v2f_img i ) : SV_Target { flo...
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Shader "Hidden/TFHCRemap" { Properties { _A ("_Value", 2D) = "white" {} _B ("_MinOld", 2D) = "white" {} _C ("_MaxOld", 2D) = "white" {} _D ("_MinNew", 2D) = "white" {} _E ("_MaxNew", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma f...
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Shader "Hidden/Texture2D" { SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag float4 frag( v2f_img i ) : SV_Target { return 0; } ENDCG } } }
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; namespace Animancer.Examples.FineControl { /// <summary> /// Demonstrates how to play a single "Wake Up"...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using System; using UnityEngine; namespace Animancer.Examples.Locomotion { /// <summary>Demonstrates how to use Root Motion for...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using System; using UnityEngine; namespace Animancer.Examples.Events { /// <summary> /// Base class for various scripts tha...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // namespace Animancer.Examples.StateMachines.GameManager { /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.GameManager/GameManagerFSM /// partial class GameManagerFSM { /// https://ky...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using Animancer.Examples.StateMachines.Brains; using Animancer.FSM; using UnityEngine; namespace Animancer.Examples.StateMachines.W...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; namespace Animancer.Examples.StateMachines.Platformer { /// <summary>A more complex <see cref="JumpState"/> ...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; namespace Animancer.Examples.StateMachines.Platformer { /// <summary> /// Base class for any kind of <se...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; namespace Animancer.Examples.Layers { /// <summary>Demonstrates how to use layers to play multiple animation...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; namespace Animancer.Examples.AnimatorControllers.GameKit { /// <summary> /// Takes the root motion from ...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; namespace Animancer.Examples { /// <summary>A simple Inspector slider to control <see cref="Time.timeScale"/>.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/do...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // //#define ANIMANCER_LOG_OBJECT_POOLING using System; using System.Collections; using System.Collections.Generic; using System.Reflection; using System.Text; using UnityEngine; namespace Animancer { /// <summary>Convenience method...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. //#define ANIMANCER_ULT_EVENTS // If you edit this file to change the callback type to something other than UltEvents, you will nee...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Reflection; using UnityEngine; using Object = UnityEngine.Object; namespace Animancer { /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerState /// partial class AnimancerState ...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections.Generic; using UnityEditor; using UnityEditorInternal; using UnityEngine; namespace Animancer.Editor { partial class AnimancerToolsWindow { /// <summary>[Editor-...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using Object = UnityEngine.Object; namespace Animancer.Editor { /// <summary>[Editor-Only] /// A system that proced...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using UnityEditor; using UnityEngine; namespace Animancer.Editor { /// <summary>[Editor-Only] /// A simple wrapper around <see cref="EditorPrefs"/> to get and set a bool. /// <para></para> /// If you ...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // namespace Animancer { /// <summary>Exposes a <see cref="Key"/> object that can be used for dictionaries and hash sets.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/pl...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using UnityEngine; namespace Animancer.FSM { /// <summary>A simple keyless Finite State Machine system.</summary> /// <remarks> /// This class doesn't keep track of any states other than the currently active ...
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using UnityEngine; #if UNITY_EDITOR using UnityEditor; using System.Linq; using System.Collections.Generic; #endif namespace EModules.FastWaterModel20 { class FastWaterModel20ManualBaking : MonoBehaviour { public void BakeZAndRefraction() { GetComponent<FastWaterModel20Controller>().BakeOrUpdate...
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 #if UNITY_EDITOR using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; namespace EModules.FastWaterModel20 { partial class FastWaterModel20ControllerEditor : Editor { POP_CLASS __pop_depth; public POP_CLASS pop_depth { get { return __pop_depth ?? (__pop...
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#ifdef WATER_DOWNSAMPLING half2 fb_wcoord = (i.screen.xy / i.screen.w); half RES = 16; half hRES = RES / 2; fixed fb_Yof = floor(frac((fb_wcoord.y * _ScreenParams.y) / RES)*hRES)*hRES; fixed fb_sp = frac((fb_wcoord.x * _ScreenParams.x + fb_Yof + _FrameRate) / RES) - DOWNSAMPLING_SAMPLE_SIZE; //if (fb_sp < 0) return te...
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Shader "Hidden/EM-X/DepthRender" { Properties{ //Y_POS("Y_POS", Vector) = (0,0,0,0) } SubShader{ Pass { Lighting Off Fog { Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" //#pragma fragmentoption ARB_precision_hint_nicest //float Y_POS struct appdata ...
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