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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... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Constants/ShaderVariables/Various/SwitchByFaceNode.cs/0 | {
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} | 825 |
// 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... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Constants/Vector4Node.cs/0 | {
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} | 828 |
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[] ... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/ImageEffects/HSVToRGBNode.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;
using UnityEditor;
using System.Collections.Generic;
namespace AmplifyShaderEditor
{
public enum AvailableBlendFactor
{
One = 1,
Zero = 0,
SrcColor = 3,
SrcAlpha =... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/BlendOpsHelper.cs/0 | {
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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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"repo_id": "jynew",
"token_count": 3521
} | 833 |
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,... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/OutputNode.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
{
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... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/SimpleNodes/SimpleSubtractOpNode.cs/0 | {
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} | 841 |
// 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... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Vertex/Tessellation/DistanceBasedTessNode.cs/0 | {
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} | 844 |
// 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 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/ASETextureArrayCreator.cs",
"repo_id": "jynew",
"token_count": 9463
} | 850 |
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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"repo_id": "jynew",
"token_count": 2473
} | 851 |
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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"repo_id": "jynew",
"token_count": 953
} | 852 |
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_... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Wires/WireBezierReference.cs/0 | {
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"repo_id": "jynew",
"token_count": 615
} | 853 |
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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"token_count": 176
} | 854 |
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 );
... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DecodeViewNormalStereoHlpNode.shader/0 | {
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} | 855 |
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... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_EncodeFloatRGBAHlpNode.shader/0 | {
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"repo_id": "jynew",
"token_count": 198
} | 856 |
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 )... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_GrayscaleNode.shader/0 | {
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"repo_id": "jynew",
"token_count": 533
} | 857 |
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(... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_LerpOp.shader/0 | {
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"token_count": 288
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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... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_NodeMasking.shader/0 | {
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"repo_id": "jynew",
"token_count": 473
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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
{
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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>
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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... | jynew/jyx2/Assets/3rd/Animancer/Examples/03 Locomotion/02 Root Motion/RootMotion.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Examples/05 Events/02 Golf Events/GolfHitController.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.State.cs/0 | {
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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;
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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"/> ... | jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/07 Platformer/Creature States/AdvancedJumpState.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/07 Platformer/CreatureBrain.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Examples/07 Layers/LayerExample.cs/0 | {
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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 ... | jynew/jyx2/Assets/3rd/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Creatures/RootMotionRedirect.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Examples/Code/TimeScale.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Internal/Collections/ObjectPool.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/Animancer/Internal/Core/AnimancerEvent.Sequence.Serializable.cs/0 | {
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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
... | jynew/jyx2/Assets/3rd/Animancer/Internal/Core/AnimancerState.EventDispatcher.cs/0 | {
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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-... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RemapSpriteAnimation.cs/0 | {
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} | 906 |
// 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... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/AnimationGatherer.cs/0 | {
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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 ... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Serialization/BoolPref.cs/0 | {
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} | 908 |
// 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... | jynew/jyx2/Assets/3rd/Animancer/Internal/Interfaces/IHasKey.cs/0 | {
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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 ... | jynew/jyx2/Assets/3rd/Animancer/Utilities/FSM/StateMachine1.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/FastWaterModel20ManualBaking.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/GUI/Draw/FastWaterModel20_GUI_Shore.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/EModules Water Model Sampling.cginc/0 | {
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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 ... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/FastWaterModel20 DepthRender.shader/0 | {
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