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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using UnityEngine;
using System;
using UnityEditor;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "Weighted Blend", "Miscellaneous", "Mix all channels through weighted average sum", nul... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Misc/WeightedBlendNode.cs/0 | {
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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
{
[Serializable]
[NodeAttributes( "Multiply", "Math Operators", "Multiplication of two or more values ( A * B * .. )\nIt also handles Matrice... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/SimpleNodes/SimpleMultiplyOpNode.cs/0 | {
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"repo_id": "jynew",
"token_count": 2702
} | 862 |
// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
//
// Custom Node Flipbook UV Animation
// Donated by The Four Headed Cat - @fourheadedcat
using UnityEngine;
using UnityEditor;
using System;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttribut... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/TFHCFlipBookUVAnimation.cs/0 | {
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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
//
// Custom Node Vertex Binormal World
// Donated by Community Member Kebrus
using UnityEngine;
using System;
namespace AmplifyShaderEditor
{
[Serializable]
[NodeAttributes( "World Bitangent", "Surface D... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Vertex/VertexBinormalNode.cs/0 | {
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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
namespace AmplifyShaderEditor
{
public enum MessageSeverity
{
Normal,
Warning,
Error
}
public class GenericMessageData
{
... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/GenericMessage.cs/0 | {
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"token_count": 969
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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.IO;
using System.Globalization;
using System.Text.RegularExpressions;
namespace AmplifyShaderEditor
{
public enum ASECo... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/UIUtils.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/UIUtils.cs",
"repo_id": "jynew",
"token_count": 42704
} | 873 |
// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using System;
using UnityEngine;
using UnityEditor;
namespace AmplifyShaderEditor
{
[Serializable]
public sealed class InputPort : WirePort
{
private const string InputDefaultNameStr = "Input";
[Seri... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Wires/InputPort.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Wires/InputPort.cs",
"repo_id": "jynew",
"token_count": 18914
} | 874 |
Shader "Hidden/LinearMaterial"
{
Properties
{
_MainTex( "Texture", any ) = "" {}
_BackGround( "Back", 2D) = "white" {}
}
SubShader
{
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma targ... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/LinearPreviews.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/LinearPreviews.shader",
"repo_id": "jynew",
"token_count": 2428
} | 875 |
Shader "Hidden/BlendOpsNode"
{
Properties
{
_A ("_Source", 2D) = "white" {}
_B ("_Destiny", 2D) = "white" {}
}
SubShader
{
Pass //colorburn
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
int _Sat;
float4 frag(v2f_img ... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_BlendOpsNode.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_BlendOpsNode.shader",
"repo_id": "jynew",
"token_count": 4425
} | 876 |
Shader "Hidden/DecodeFloatRGHlpNode"
{
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
{
float2 a = tex2D( _A, i.uv ).rg;
return D... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DecodeFloatRGHlpNode.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DecodeFloatRGHlpNode.shader",
"repo_id": "jynew",
"token_count": 197
} | 877 |
Shader "Hidden/DotProductOpNode"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
sampler2D _B;
float4 frag(v2f_img i) : SV_Target
{
return d... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_DotProductOpNode.shader/0 | {
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"repo_id": "jynew",
"token_count": 219
} | 878 |
Shader "Hidden/FaceVariableNode"
{
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
float4 frag( v2f_img i, half ase_vface : VFACE ) : SV_Target
{
return ase_vface;
}
ENDCG
}
}
}
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"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_FaceVariableNode.shader",
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"token_count": 139
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Shader "Hidden/GammaToLinearNode"
{
Properties
{
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}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
sampler2D _A;
float4 frag(v2f_img i) : SV_Target
{
float4 c = tex2D( _A, i.uv );
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"token_count": 207
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Shader "Hidden/LayeredBlendNode"
{
Properties
{
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_C ( "_Layer1", 2D) = "white" {}
_D ( "_Layer2", 2D ) = "white" {}
_E ( "_Layer3", 2D ) = "white" {}
_F ( "_Layer4", 2D ) = "white" {}
}
SubShader
{
CGINCLUDE
#include "UnityCG.... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_LayeredBlendNode.shader/0 | {
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"repo_id": "jynew",
"token_count": 1058
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Shader "Hidden/ObjectScaleNode"
{
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert_img
#pragma fragment frag
float4 frag(v2f_img i) : SV_Target
{
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"repo_id": "jynew",
"token_count": 185
} | 882 |
Shader "Hidden/ScreenPosInputsNode"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
inline float4 PrevComputeNonStereoScreenPos(float4 pos) {
float4 o = pos * 0.5f;
o.xy = float2(o.x, o.y*_ProjectionParams.x) + o.w;
o.zw = pos.zw;
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"repo_id": "jynew",
"token_count": 547
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Shader "Hidden/TFHCIf"
{
Properties
{
_A ("_A", 2D) = "white" {}
_B ("_B", 2D) = "white" {}
_C ("_AGreaterB", 2D) = "white" {}
_D ( "_AEqualsB", 2D ) = "white" {}
_E ( "_ALessB", 2D ) = "white" {}
_F ( "_EqualThreshold", 2D ) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_TFHCIf.shader/0 | {
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"repo_id": "jynew",
"token_count": 485
} | 884 |
Shader "Hidden/TemplateShaderProperty"
{
Properties
{
[HideFromInspector]_IntData ( "_IntData", Int ) = 0
[HideFromInspector]_FloatData ( "_FloatData", Float ) = 0
[HideFromInspector]_VectorData ( "_VectorData", Vector ) = ( 0,0,0,0 )
[HideFromInspector]_Sampler2DData ( "_Sampler2DData", 2D ) = "white" {}
[... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_TemplateShaderProperty.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_TemplateShaderProperty.shader",
"repo_id": "jynew",
"token_count": 835
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Shader "Hidden/TriplanarNode"
{
Properties
{
_A ("_TopTex", 2D) = "white" {}
_B ("_MidTex", 2D) = "white" {}
_C ("_BotTex", 2D) = "white" {}
_D ("_Tilling", 2D) = "white" {}
_E ("_Falloff", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
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"repo_id": "jynew",
"token_count": 1962
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{
SubShader
{
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
struct appdata_custom
{
float4 vertex : POSITION;
uint vertexId : SV_VertexID;
};
struct v2f_custom
{
float4 pos : SV_POSITION;
half v... | jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_VertexIdVariableNode.shader/0 | {
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"repo_id": "jynew",
"token_count": 309
} | 887 |
Shader "Hidden/WorldSpaceCameraPos"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
float4 frag( v2f_img i ) : SV_Target
{
//_WorldSpaceCameraPos
return float4(float3(0,0,-5),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 System;
using UnityEngine;
namespace Animancer.Examples.StateMachines.GameManager
{
/// https://kybernetik.com.au/animanc... | jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.IntroductionState.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.Weapons
{
/// <summary>
/// Holds various animations relating... | jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/06 Weapons/Weapon.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.FSM;
using UnityEngine;
namespace Animancer.Examples.StateMachines.Platformer
{
/// <summary>
/// A <see cr... | jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/07 Platformer/Creature States/TimelineState.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using UnityEngine;
namespace Animancer.Examples.InverseKinematics
{
/// <summary>An object for a character to look at using Inverse Kinematics (IK).</summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/ex... | jynew/jyx2/Assets/3rd/Animancer/Examples/08 Inverse Kinematics/01 Puppet/IKPuppetLookTarget.cs/0 | {
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- InverseKinematics
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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.AnimatorControllers.GameKit
{
/// <summary>The numerical details ... | jynew/jyx2/Assets/3rd/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Creatures/CreatureStats.cs/0 | {
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// Copyright Unity Technologies 2019 // https://github.com/Unity-Technologies/animation-jobs-samples //
// The original file can be downloaded from https://github.com/Unity-Technologies/animation-jobs-samples/blob/master/Assets/animation-jobs-samples/Runtime/AnimationJobs/DampingJob.cs
// This file has been modified:
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using UnityEngine;
namespace Animancer.Examples
{
/// <summary>Simple mouse controls for orbiting the camera around a focal point.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/d... | jynew/jyx2/Assets/3rd/Animancer/Examples/Code/OrbitControls.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Animancer
{
/// <summary>An object with a <see cref="Animancer.Key"/> so it can be used in a <see cref="Key.KeyedList{T}"/>.</s... | jynew/jyx2/Assets/3rd/Animancer/Internal/Collections/KeyedList.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Animancer
{
/// https://kybernetik.com.au/animancer/api/Animancer/AnimancerPlayable
///
partial class AnimancerPlayabl... | jynew/jyx2/Assets/3rd/Animancer/Internal/Core/AnimancerPlayable.StateDictionary.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
namespace Animancer
{
/// <summary>Plays a single <see cref="AnimationClip"/> on startup.</summary>
... | jynew/jyx2/Assets/3rd/Animancer/Internal/Core/SoloAnimation.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 System.IO;
using UnityEditor;
using UnityEditor.AnimatedValues;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Animancer.Editor
{
partial cla... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.Panel.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#if UNITY_EDITOR
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Animancer.Edit... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/AnimancerSettings.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using UnityEngine;
namespace Animancer
{
/// <summary>Various string constants used throughout Animancer.</summary>
/// https://kybernetik.com.au/animancer/api/Animancer/Strings
///
public static class Strings
{
... | jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Strings.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using UnityEngine.Playables;
namespace Animancer
{
/// <summary>
/// A variant of <see cref="IAnimationClipS... | jynew/jyx2/Assets/3rd/Animancer/Internal/Interfaces/IAnimationClipCollection.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Interfaces/IAnimationClipCollection.cs",
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Experimental.Animations;
using Unity.Collections;
namespace Animancer
{
/// <summary>[Pro-Only]
/// A base wrapper which allows access to the val... | jynew/jyx2/Assets/3rd/Animancer/Utilities/Animation Jobs/AnimatedProperty.cs/0 | {
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using UnityEngine;
namespace Animancer.FSM
{
/// <summary>Base class for <see cref="MonoBehaviour"/> states to be used in a <see cref="StateMachine{TState}"/>.</summary>
/// <remarks>
/// Documentation: <see href="https://... | jynew/jyx2/Assets/3rd/Animancer/Utilities/FSM/StateBehaviour.cs/0 | {
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using UnityEngine;
using System.Linq;
namespace EModules.FastWaterModel20 {
// use these functions to runtimme interaction
public partial class FastWaterModel20Controller : MonoBehaviour {
// baking textures via script
public void BakeOrUpdateTexture()
{ RenderOnAwake(true);
}
// cu... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/FastWaterModel20Controller.cs/0 | {
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#if UNITY_EDITOR
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
namespace EModules.FastWaterModel20 {
partial class FastWaterModel20ControllerEditor : Editor {
POP_CLASS __pop_rrblend;
public POP_CLASS pop_rrblend
{ get
{ return __pop_rrblend ?? (_... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/GUI/Draw/FastWaterModel20_GUI_Reflection.cs/0 | {
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"repo_id": "jynew",
"token_count": 12657
} | 946 |
#if defined(HAS_REFLECTION)
fixed3 reflDist = worldNormal;
reflDist.xz *= baked_ReflectionTex_distortion;
#if defined(REFL_DIST_DIST)
//fixed rdd = i.screen.w / 30;
//reflDist.xz *= rdd;
#endif
reflDist.xz += i.vfoam.xy * LOW_ReflectionTex_distortion;
#if defined(REFLECTION_JUST_COLOR)
reflectionColor = _Reflectio... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/EModules Water Model Reflection.cginc/0 | {
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"repo_id": "jynew",
"token_count": 1413
} | 947 |
#define ORTO_PROJ_DIVIDER 100
#define Pi 3.1415926535897932384626433832795
#if !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE)
#define SCSPDF 1.4
#if defined(WAVES_MAP_CROSS)
#define UVS(sourceuv, scrolldir, scrollsprrd, result) \
result = float4( \
sourceuv.x + scrolldir.x * scrollsprrd.x + _FracTimeFull *... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/EModules Water Model Utils.cginc/0 | {
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"repo_id": "jynew",
"token_count": 12277
} | 948 |
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Collections;
using System.Linq;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace EModules.FastWaterModel20 {
public partial class FastWaterModel20Controller : MonoBehaviour {
Dictionary<Material, MaterialSetter> se... | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/FastWaterModel20Render.cs/0 | {
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using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using System.Collections;
using System.IO;
using System.Text.RegularExpressions;
using System;
[InitializeOnLoad]
public class EasyTouchWelcomeScreen : EditorWindow {
private const string VERSION = "5.0.0";
private const string PLAYMAKERADDONVERSION ... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Editor/EasyTouchWelcomeScreen.cs/0 | {
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} | 951 |
using UnityEngine;
using System.Collections;
using UnityEditor;
using HedgehogTeam.EasyTouch;
#if UNITY_5_3_OR_NEWER
using UnityEditor.SceneManagement;
#endif
[CustomEditor(typeof(QuickTap))]
public class QuickTapInspector : UnityEditor.Editor {
public override void OnInspectorGUI(){
QuickTap t = (QuickTap)tar... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Editor/QuickTapInspector.cs/0 | {
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/***********************************************
EasyTouch Controls
Copyright © 2014-2015 The Hedgehog Team
http://www.blitz3dfr.com/teamtalk/index.php
The.Hedgehog.Team@gmail.com
**********************************************/
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using Uni... | jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/Editor/ETCJoystickInspector.cs/0 | {
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