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using UnityEngine; using UnityEditor; using UnityEditor.ProjectWindowCallback; namespace AmplifyShaderEditor { //Callback on asset creation to open window after finishing renaming the asset public class DoCreateFunction : EndNameEditAction { public override void Action( int instanceId, string pathName, string res...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using UnityEngine; namespace AmplifyShaderEditor { public enum AutoPanLocation { TOP = 0, BOTTOM, LEFT, RIGHT } public class AutoPanData { private Rect m_area; private float m_size; priv...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using System; using System.Collections.Generic; using UnityEngine; namespace AmplifyShaderEditor { [Serializable] public class DuplicatePreventionBuffer { private const string VectorNameStr = "Vector "...
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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 { public sealed class ToolsMenuButtonSep : ToolsMenuButtonParent { private Color m_splitterColor = EditorGUIUtility.isProSkin ? new Co...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using System; using UnityEditor; using UnityEngine; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Sin Time", "Time", "Unity sin time" )] public sealed class SinTimeNode : ConstVecShader...
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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( "Vertex ID", "Vertex Data", "Indicates current vertex number" )] public class VertexIdVariableNode : ParentNode { private ...
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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( "Custom Add Node", "Debug", "Custom Node Debug ( Only for debug purposes)", null, UnityEngine.KeyCode.None, false )] public s...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> // Based on the work by https://github.com/keijiro/NoiseShader using System; using UnityEditor; using UnityEngine; namespace AmplifyShaderEditor { public enum NoiseGeneratorType { Simplex2D, Simplex3D...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using UnityEngine; namespace AmplifyShaderEditor { [System.Serializable] public class CodeGenerationData { [SerializeField] public bool IsActive; [SerializeField] public string Name; [SerializeF...
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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 { [Serializable] [NodeAttributes( "Function Subtitle", "Functions", "Adds a subtitle to its shader function", NodeAvailabi...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using System; using System.Collections.Generic; using UnityEngine; namespace AmplifyShaderEditor { public enum DisableBatchingTagValues { True, False, LODFading } [Serializable] public class Ren...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> namespace AmplifyShaderEditor { [System.Serializable] [NodeAttributes( "Object To World", "Object Transform", "Transforms input to World Space" )] public sealed class ObjectToWorldTransfNode : ParentTrans...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using System; using System.Collections.Generic; namespace AmplifyShaderEditor { public class NodeRestrictionsData { private bool m_allPorts; private Dictionary<int, bool> m_portRestrictions; public N...
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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] [NodeAttributes( "Blend Normals", "Textures", "Blend Normals" )] public class BlendNormalsNode : ParentN...
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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 TexturePropertyValues { white, black, gray, bump } public enum TextureType { Texture1D, Text...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/TexturePropertyNode.cs/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> namespace AmplifyShaderEditor { [System.Serializable] [NodeAttributes( "Edge Length Tessellation With Cull", "Miscellaneous", "Tessellation level computed based on triangle edge length on the screen with ...
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842
// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> // // Custom Node Vertex Tangent World // Donated by Community Member Kebrus using UnityEngine; using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "World Tangent", "Surface Data...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Vertex/VertexTangentNode.cs/0
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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.Reflection; using AmplifyShaderEditor; public static class MaterialPropertyHandlerEx { private static System.Type type = null; public stat...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/CustomMaterialInspector.cs/0
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using UnityEditor; using UnityEngine; namespace AmplifyShaderEditor { [InitializeOnLoad] public class InvalidDataChecker { private static string[] m_invalidData = { "674ea7bed6b1cd94b8057074298096db", //"/Samples", "2738539936eacef409be91f148b2a4a0", //"/Resources", "c880e50f07f2be9499d4...
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#if UNITY_EDITOR using System; using System.Reflection; using UnityEditor; using UnityEngine; public static class WindowHelper { private class R_EditorWindow { private EditorWindow m_instance; private System.Type m_type; public R_EditorWindow( EditorWindow instance ) { m_instance = instance; m_type = ...
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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; namespace AmplifyShaderEditor { public enum WirePortDataType { OBJECT = 1 << 1, FLOAT = 1 << 2, FLOAT2 = 1 << 3, FLOAT3 = 1...
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Shader "Hidden/ClampOpNode" { Properties { _A ("_Value", 2D) = "white" {} _B ("_Min", 2D) = "white" {} _C ("_Max", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; flo...
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Shader "Hidden/CrossProductOpNode" { Properties { _A ("_Lhs", 2D) = "white" {} _B ("_Rhs", 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 { fl...
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Shader "Hidden/FractNode" { 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 { return frac(tex2D( _A, i.uv )); } ENDCG } } }
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Shader "Hidden/HSVToRGBNode" { Properties { _A ( "_Hue", 2D ) = "white" {} _B ( "_Saturation", 2D ) = "white" {} _C ( "_Value", 2D ) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag uniform sampler2D _A; uniform samp...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_HSVToRGBNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_HSVToRGBNode.shader", "repo_id": "jynew", "token_count": 423 }
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Shader "Hidden/LightAttenuation" { SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" float4 _EditorWorldLightPos; float4 frag(v2f_img i) : SV_Target { float2 xy = 2 * i.uv - 1; float z = -sqrt(1-saturate(...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_LightAttenuation.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_LightAttenuation.shader", "repo_id": "jynew", "token_count": 253 }
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Shader "Hidden/NoiseGeneratorNode" { Properties { _A ("_RGB", 2D) = "white" {} } SubShader { Pass //Simplex2D { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; float3 mod2D289 ( float3 x ) { return x - floor ( x * ( 1.0 / 289.0 ) ) * 289.0; }...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_NoiseGeneratorNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_NoiseGeneratorNode.shader", "repo_id": "jynew", "token_count": 2196 }
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Shader "Hidden/PannerNode" { Properties { _A ("_UVs", 2D) = "white" {} _B ("_PanTime", 2D) = "white" {} _C ("_PanSpeed", 2D ) = "white" {} } SubShader { Pass { Name "Panner" // 14 - UV panner node CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" sampler2...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_PannerNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_PannerNode.shader", "repo_id": "jynew", "token_count": 371 }
856
Shader "Hidden/RSqrtOpNode" { 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 { return rsqrt(tex2D( _A, i.uv )); } ENDCG } } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_RsqrtOpNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_RsqrtOpNode.shader", "repo_id": "jynew", "token_count": 178 }
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Shader "Hidden/SimpleContrastNode" { Properties { _A ( "_RBG", 2D ) = "white" {} _B ( "_Fraction", 2D ) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag uniform sampler2D _A; uniform sampler2D _B; float4 Calculat...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SimpleContrastNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SimpleContrastNode.shader", "repo_id": "jynew", "token_count": 373 }
858
Shader "Hidden/SubstanceSamplerNode" { Properties { _A ("_UV", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _GenTex; int _CustomUVs; float4 frag( v2f_img i ) : SV_Target { float2...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SubstanceSamplerNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_SubstanceSamplerNode.shader", "repo_id": "jynew", "token_count": 475 }
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Shader "Hidden/TextureArrayNode" { Properties { _A ("_UVs", 2D) = "white" {} _B ("_Index", 2D) = "white" {} _C ("_Lod", 2D) = "white" {} _D ("_NormalScale", 2D) = "white" {} _G ("_Tex", 2D) = "white" {} _TexConnected ("_TexConnected", Int) = 0 } SubShader { Pass { CGPROGRAM #pragma vertex ver...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_TextureArrayNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_TextureArrayNode.shader", "repo_id": "jynew", "token_count": 705 }
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Shader "Hidden/WeightedBlendNode" { Properties { _A ( "_Weights", 2D) = "white" {} _B ( "_Layer1", 2D) = "white" {} _C ( "_Layer2", 2D ) = "white" {} _D ( "_Layer3", 2D ) = "white" {} _E ( "_Layer4", 2D ) = "white" {} } SubShader { CGINCLUDE #include "UnityCG.cginc" #pragma vertex vert_img #...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_WeightedBlendNode.shader/0
{ "file_path": "jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/EditorResources/Previews/Preview_WeightedBlendNode.shader", "repo_id": "jynew", "token_count": 922 }
861