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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...
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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...
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// 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...
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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...
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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 { ...
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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...
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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; namespace AmplifyShaderEditor { [Serializable] public sealed class InputPort : WirePort { private const string InputDefaultNameStr = "Input"; [Seri...
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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 ...
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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...
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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...
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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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Shader "Hidden/GammaToLinearNode" { 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 c = tex2D( _A, i.uv ); c.rgb = GammaToLine...
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Shader "Hidden/LayeredBlendNode" { Properties { _A ( "_Weights", 2D) = "white" {} _B ( "_LayerBase", 2D) = "white" {} _C ( "_Layer1", 2D) = "white" {} _D ( "_Layer2", 2D ) = "white" {} _E ( "_Layer3", 2D ) = "white" {} _F ( "_Layer4", 2D ) = "white" {} } SubShader { CGINCLUDE #include "UnityCG....
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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...
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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" {} [...
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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 #prag...
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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...
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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...
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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...
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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...
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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 ...
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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...
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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...
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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...
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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> ...
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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...
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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...
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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 { ...
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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...
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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...
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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://...
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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...
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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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#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...
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#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 *...
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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 ...
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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...
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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...
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