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//Light Calculations #ifndef MK_TOON_LIGHT #define MK_TOON_LIGHT //////////// // LIGHT //////////// void MKToonLightMain(inout MKToonSurface mkts, in VertexOutputForward o) { //Base light calculation fixed baseLightCalc; baseLightCalc = mkts.Pcp.NdotL; mkts.Color_Diffuse = TreshHoldLighting(_LightThres...
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//Vertexshader Input and Output #ifndef MK_TOON_OUTLINE_ONLY_IO #define MK_TOON_OUTLINE_ONLY_IO ///////////////////////////////////////////////////////////////////////////////////////////// // INPUT ///////////////////////////////////////////////////////////////////////////////////////////// struct VertexInputOut...
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// 金庸群侠传3D重制版 // https://github.com/jynew/jynew // // 这是本开源项目文件头,所有代码均使用MIT协议。 // 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。 // // 金庸老先生千古! // // 本文件作者:东方怂天(EasternDay) // 文件名: ExtendFunction.cs // 时间: 2022-01-05-1:28 PM using UnityEngine; namespace i18n.Ext { public static class TransformAndGameobjectExt { ...
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Easy Decal/Legacy/Alpha Edge Bleed" { Properties { _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Factor ("Fade Out", Range(1,2)) = 1 } Category { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "Render...
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// Easy Decal SSD masking shader using Unity's standard pbs workflow. v1.0 Shader "Hidden/Standard Mask Skeleton (Specular)" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _SpecMap ("Specular (RGB) Smoothness (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) =...
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Easy Decal unlit alpha shader. version 1.2 Shader "Easy Decal/Unlit/ED Alpha" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent...
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using UnityEngine; namespace XNodeEditor.Internal { public struct RerouteReference { public XNode.NodePort port; public int connectionIndex; public int pointIndex; public RerouteReference(XNode.NodePort port, int connectionIndex, int pointIndex) { this.port = port; this.connectionIndex = connectionInd...
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using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Reflection; using UnityEditor; using UnityEngine; namespace XNodeEditor { /// <summary> Contains reflection-related extensions built for xNode </summary> public static class NodeEditorReflection { ...
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local LuaEventDispatcher = { _listeners_ = {}, } function LuaEventDispatcher:addListener(eventName, listener) if self._listeners_[eventName] == nil then self._listeners_[eventName] = {} end for _,v in pairs(self._listeners_[eventName]) do if v == listener then return en...
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("Key", "Level")] public class ES3UserType_SkillInstance : ES3ObjectType { public static ES3Type Instance = null; public ES3UserType_SkillInstance() : base(typeof(Jyx2.SkillInstance)){ Instance = this...
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using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using System.IO; public class SceneTools { [MenuItem("Tools/场景/打开烘培")] public static void OpenBake() { GameObject bakePoint = GameObject.Find("BakePoint"); if (bakePoint == null) { ...
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# 配置文件说明 配置文件使用Excel文件编写,文件名无要求,但建议使用容易理解的名字。编写好后,在编辑器中启动游戏的时候会自动读取并生成游戏内使用的Lua配置表。如果想要手动刷新,需到Unity编辑器中点击Mod根目录中的`ModSetting`文件,并在右侧`Inspector`面板中点击“生成配置表”按钮,即可重新生成Lua配置表。 Lua配置表为实际上在游戏中使用的配置表,但请不要手动修改。任何对Lua配置表的修改都会在下次启动游戏的时候被刷新覆盖,而且Lua配置表无法上传到项目的GitHub中。想要修改配置时修改对应的Excel即可。 ## Excel配置表格式 示例如下表: Excel|A|B|C --|--|--|-...
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