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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine.Animations; using UnityEngine.Experimental.Animations; using Unity.Collections; namespace Animancer { /// <summary>[Pro-Only] /// A wrapper which allows access to the value of <see cref="float"/> properties t...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // namespace Animancer.FSM { public partial class StateMachine<TKey, TState> { /// <summary> /// A simple buffer that remembers any failed calls to /// <see cref="StateMachine{TKey, TState}.TrySetState(TKey...
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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.Collections.Generic; using UnityEngine; namespace Animancer { /// <summary> /// Replaces the <see cref="Sprite...
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<?xml version="1.0"?> <doc> <assembly> <name>DemiLib</name> </assembly> <members> <member name="F:DG.DemiLib.Core.GUIUtils.isProSkin"> <summary> Set when calling <code>DeGUI.BeginGUI</code> </summary> </member> <member name="T:DG.DemiLib.De...
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 #if UNITY_IPHONE || UNITY_ANDROID || UNITY_TIZEN || UNITY_TVOS || UNITY_WP_8 || UNITY_WP_8_1 #define MOBILE_TARGET #endif #if UNITY_EDITOR using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; namespace EModules.FastWaterModel20 { partial class FastWaterModel20ControllerEdi...
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// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID' //#include "EModules Water Model 2.0 uniform.cginc" struct appdata { MYFLOAT4 vertex : POSITION; fixed3 normal : NORMAL; fixed4 color : COLOR; fixed4 tangent : TANGENT; MYFLOAT4 texcoord : TEXCOORD0; }; struct v2f { MYFLOAT...
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// Upgrade NOTE: replaced 'defined MAINTEX_HAS_MOVE' with 'defined (MAINTEX_HAS_MOVE)' #if defined(SKIP_MAIN_TEXTURE) //fixed3 tex = _ReplaceColor; tex = fixed3(1, 1, 1); #define SKIP_TEX = 1; #else/////////////////// USE_TEX #if defined(TEXTURE_CHANNEL_RGB) #define MAINT_SAMPLE(t,u,v) fixed3 v = tex2D(t, u).rgb #e...
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#define OVERRIDE_EDITOR_TEX_REMOVER //#define USE_TEX2D_CONVERTER 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 FastWaterModel20Cont...
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using UnityEngine; using UnityEditor; using System.Collections; using UnityEngine.EventSystems; using HedgehogTeam.EasyTouch; public static class EasyTouchMenu{ [MenuItem ("GameObject/EasyTouch/EasyTouch", false, 0)] static void AddEasyTouch(){ Selection.activeObject = EasyTouch.instance.gameObject; } } ...
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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(QuickPinch))] public class QuickPinchInspector : UnityEditor.Editor { public override void OnInspectorGUI(){ QuickPinch t = (QuickP...
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/*********************************************** EasyTouch V Copyright © 2014-2015 The Hedgehog Team http://www.thehedgehogteam.com/Forum/ The.Hedgehog.Team@gmail.com **********************************************/ using UnityEngine; using System.Collections; using System; namespace HedgehogTeam.Easy...
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using UnityEngine; using UnityEditor; using System.Collections; using UnityEngine.UI; #if UNITY_5_3_OR_NEWER using UnityEditor.SceneManagement; #endif [CustomEditor(typeof(ETCDPad))] public class ETCDPadInspector : UnityEditor.Editor { public string[] unityAxes; void OnEnable(){ var inputManager = AssetDatabase...
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//Mesh Terain Editor's terrain split preview shader for URP //http://u3d.as/oWB //This is a modified shader from https://github.com/ColinLeung-NiloCat/UnityURPUnlitScreenSpaceDecalShader Shader "Hidden/MTE/ConverterSplitPreview/URP" { Properties { [Header(MTE Parameters)] _SplitNumber("Split N...
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using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace MTE { internal abstract class DetailListBox<T> where T: Detail { private Vector2 scrollPos = Vector2.zero; public int DoGUI(int selectedDetailIndex) { scrollPos = EditorGUILayout.BeginScrollVi...
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using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace MTE { internal class GrassEditorUtilityWindow : MTEWindow { /// <summary> /// Editing grass detail list /// </summary> public IList<GrassDetail> detailList; public int editing...
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using UnityEngine; namespace MTE { /// <summary> /// Tiled mesh terrain container, this component can be saved removed when building. /// </summary> public class TileContainer : MonoBehaviour { public void OnEnable() { if (!Application.isEditor) { ...
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Shader "MTE/Specialized/Mali 400/Surface/2 Textures/Bumped" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Normal0 ("Normalmap 1", 2D) = "bump" {} _Normal1 ("Normalmap 2", 2D) = "bump" {} } CGINCLUDE #pragma fragmen...
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#if UNITY_EDITOR using UnityEngine; using UnityEditor; using System; using System.IO; using System.Collections.Generic; namespace ProGrids { [InitializeOnLoad] public static class pg_IconUtility { const string ICON_FOLDER_PATH = "ProGridsToggles"; private static string iconFolderPath = "Assets/ProCore/ProGrids/...
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Shader "Easy Decal/Legacy/Reflect Bumped Specular Cut" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _Light ("Light Intesity", Range (0, 1)) = 0.5 _ReflectColor ("Reflec. Color (RGB) Refle...
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// Easy Decal SSD masking shader using Unity's standard pbs workflow. v1.0 Shader "Hidden/Standard Mask Skeleton (Metallic)" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _MetallicMap ("Metallic (R) Smoothness (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) ...
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// Upgrade NOTE: commented out 'float4x4 _CameraToWorld', a built-in variable // Upgrade NOTE: replaced '_CameraToWorld' with 'unity_CameraToWorld' // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' // Upgrade NOTE: replaced 'mul(UNI...
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<img align="right" width="100" height="100" src="https://user-images.githubusercontent.com/37786733/41541140-71602302-731a-11e8-9434-79b3a57292b6.png"> [![Discord](https://img.shields.io/discord/361769369404964864.svg)](https://discord.gg/qgPrHv4) [![GitHub issues](https://img.shields.io/github/issues/Siccity/xNode.sv...
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using System; using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; using XNodeEditor.Internal; namespace XNodeEditor { /// <summary> Contains GUI methods </summary> public partial class NodeEditorWindow { public NodeGraphEditor graphEditor; private List<Un...
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using System; using System.IO; using System.Linq; using UnityEditor; using UnityEditor.Experimental.AssetImporters; using UnityEngine; using XNode; namespace XNodeEditor { /// <summary> Deals with modified assets </summary> class NodeGraphImporter : AssetPostprocessor { private static void OnPostproce...
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using System.Collections; using System.Collections.Generic; using UnityEngine; using XNode; namespace XNode { /// <summary> Lets you instantiate a node graph in the scene. This allows you to reference in-scene objects. </summary> public class SceneGraph : MonoBehaviour { public NodeGraph graph; } /// <summary>...
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