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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace AmplifyShaderEditor { public class ConsoleLogItem { public NodeMessageType ItemType; public string ItemMessage; pub...
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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 UnityEditorInternal; namespace AmplifyShaderEditor { public sealed class NodeParametersWindow : MenuParent { private int m_l...
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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 { public enum BuiltInFogAndAmbientColors { UNITY_LIGHTMODEL_AMBIENT = 0, unity_AmbientSky, unity_AmbientEquator, u...
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namespace AmplifyShaderEditor { [System.Serializable] [NodeAttributes( "Color Space Double", "Miscellaneous", "Color Space Double" )] public class ColorSpaceDouble : ParentNode { private const string ColorSpaceDoubleStr = "unity_ColorSpaceDouble"; protected override void CommonInit( int uniqueId ) { base....
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> // // Custom Node TAU // Donated by The Four Headed Cat - @fourheadedcat using UnityEngine; using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Tau", "Constants And Properties",...
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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] public class DynamicTypeNode : ParentNode { protected string m_inputA...
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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( "Simple Contrast", "Image Effects", "Simple contrast matrix multiplication" )] public sealed class SimpleContrastOpNode : Pare...
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using System; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace AmplifyShaderEditor { [Serializable] public class AdditionalIncludesHelper { private const string AdditionalIncludesStr = " Additional Includes"; private const float ShaderKeywordButtonLayoutWidth = 15; private Par...
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using System; using UnityEngine; using UnityEditor; using System.Collections.Generic; namespace AmplifyShaderEditor { [Serializable] public class DependenciesData { private string DependencyFormat = "Dependency \"{0}\"=\"{1}\"\n"; public string DependencyName; public string Dependen...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using UnityEngine; using UnityEditor; namespace AmplifyShaderEditor { [System.Serializable] [NodeAttributes( "Log", "Master", "Debug node to dump output to log", null, KeyCode.None, false )] public seale...
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using System; using UnityEngine; using UnityEditor; namespace AmplifyShaderEditor { [Serializable] public class StencilBufferOpHelper { public static readonly string[] StencilComparisonValues = { "<Default>", "Greater" , "GEqual" , "Less" , "LEqual" , "Equal" , "NotEqual" , "Always" , ...
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using System; using UnityEngine; using UnityEditor; namespace AmplifyShaderEditor { public enum eVectorFromMatrixMode { Row, Column } [Serializable] [NodeAttributes( "Vector From Matrix", "Matrix Operators", "Retrieve vector data from a matrix" )] public sealed class VectorFromMatrixNode : ParentNode { p...
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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( "Max", "Math Operators", "Maximum of two scalars or each respective component of two vectors" )] public sealed class SimpleMa...
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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( "Rotator", "UV Coordinates", "Rotates UVs or any Vector2 value from an Anchor point for a specified Time va...
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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 { public enum VirtualPreset { Unity_Legacy, Unity5, Alloy, UBER, Skyshop, Lux } public enum VirtualChannel ...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> namespace AmplifyShaderEditor { [System.Serializable] [NodeAttributes( "[VS] Vertex TexCoord1", "Vertex Data", "Second set of vertex texture coordinates. Only works on Vertex Shaders ports ( p.e. Local Ver...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using UnityEditor; using System; using UnityEngine; namespace AmplifyShaderEditor { public class EditorVariable<T> { protected string m_labelName; protected string m_name; protected T m_value; pro...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using UnityEngine; using System.Collections.Generic; namespace AmplifyShaderEditor { public class ShortcutItem { public delegate void ShortcutFunction(); public ShortcutFunction MyKeyDownFunctionPtr; ...
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Shader "Hidden/AppendNode" { Properties { _A ("_A", 2D) = "white" {} _B ("_B", 2D) = "white" {} _C ("_C", 2D) = "white" {} _D ("_D", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; s...
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Shader "Hidden/ComponentMaskNode" { Properties { _A ("_A", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; float _Singular; float4 _Order; float4 frag( v2f_img i ) : SV_Target { float4 a = te...
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Shader "Hidden/DecodeDepthNormalNode" { 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 ); float dept...
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Shader "Hidden/DiffuseAndSpecularFromMetallicNode" { Properties { _A ("_A", 2D) = "white" {} _B ("_B", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #include "UnityStandardUtils.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; float4 fra...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Playables; namespace Animancer { /// <summary> /// The main component through which other scripts can interact with...
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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.Basics { /// <summary>Demonstrates the differences between various ways of play...
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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.Events { /// <summary>Uses Animancer Events to play a sound randomly selected f...
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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.Events { /// <summary> /// An <see cref="GolfHitController"/> that uses a <...
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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.ActionState.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>A <see cref="CreatureState"/> that play...
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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.AnimatorControl...
jynew/jyx2/Assets/3rd/Animancer/Examples/09 Animator Controllers/02 Hybrid Mini Game/GolfMiniGame.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 System; using UnityEngine; namespace Animancer.Examples.AnimatorControllers.GameKit { /// <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 Unity.Collections; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Experimental.Animations; namespace Anim...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections; using System.Collections.Generic; using System.Text; using UnityEngine; using UnityEngine.Playables; using Object = UnityEngine.Object; namespace Animancer { /// <summary>Base class for <see...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; namespace Animancer { /// <summary>Determines how <see cref="AnimancerLayer.Play(AnimancerState, float, FadeMode)"/> works.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/anim...
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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; using UnityEditor; using UnityEngine; namespace Animancer.Editor { partial class AnimancerTools...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections.Generic; using System.Reflection; using System.Text; using UnityEditor; using UnityEngine; using Object = UnityEngine.Object; namespace Animancer.Editor { /// <summary>[Edit...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using UnityEditor; namespace Animancer.Editor { /// <summary>[Editor-Only] A wrapper around a <see cref="SerializedProperty"/> representing an array field.</summary> public sealed class SerializedArrayPropert...
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