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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' //////////////////////////////////////////// // CameraFilterPack - by VETASOFT 2018 ///// //////////////////////////////////////////// Shader "CameraFilterPack/Drawing_EnhancedComics" { Properties { _MainTex ("Base (RGB)", 2D) = "whit...
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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; using AmplifyShaderEditor; [Serializable] public class AmplifyShaderFunction : ScriptableObject { [SerializeField] pri...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> //#define ASE_CONSOLE_WINDOW using UnityEngine; using UnityEditor; using System.Collections.Generic; namespace AmplifyShaderEditor { public sealed class DebugConsoleWindow : EditorWindow { private cons...
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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 sealed class ToolsMenuButton : ToolsMenuButtonParent { public delegate void ToolButtonPress...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using System; using UnityEngine; using System.Collections.Generic; using UnityEditor; namespace AmplifyShaderEditor { public enum eResizeAxis { X_AXIS, Y_AXIS, ALL } [Serializable] public sealed...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/CommentaryNode.cs/0
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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( "Delta Time", "Time", "Delta time" )] public sealed class DeltaTime : ConstVecShaderVariable { protected override void Comm...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> #if UNITY_EDITOR_WIN using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Primitive ID", "Vertex Data", "Per-primitive identifier automatically generated by the runtime" )] publi...
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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 { [System.Serializable] [NodeAttributes( "Vector3", "Constants And Properties", "Vector3 property", null, KeyCode.Alpha3 )...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Constants/Vector3Node.cs/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> // http://stackoverflow.com/questions/9320953/what-algorithm-does-photoshop-use-to-desaturate-an-image // https://www.shadertoy.com/view/lsdXDH namespace AmplifyShaderEditor { [System.Serializable] [NodeA...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/ImageEffects/DesaturateOpNode.cs/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> // Billboard based on: // https://gist.github.com/renaudbedard/7a90ec4a5a7359712202 using System; using UnityEngine; using System.Collections.Generic; namespace AmplifyShaderEditor { public enum BillboardT...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/BillboardOpHelper.cs/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> //#define ADD_SHADER_FUNCTION_HEADERS using UnityEngine; using UnityEditor; using System.Collections.Generic; using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Function Node",...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/FunctionNode.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.Collections.Generic; namespace AmplifyShaderEditor { public enum OutlineMode { VertexOffset, VertexScale } [Serializable] public sea...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/OutlineOpHelper.cs/0
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using System; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace AmplifyShaderEditor { public enum ZWriteMode { On, Off } public enum ZTestMode { Less, Greater, LEqual, GEqual, Equal, NotEqual, Always } [Serializable] class ZBufferOpHelper { public static r...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/ZBufferOpHelper.cs/0
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using System; using UnityEngine; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Wire Node", "Miscellaneous", "Wire Node", null, KeyCode.None, false )] public sealed class WireNode : ParentNode { private bool m_markedToDelete = false; [SerializeField] private WirePortDataType m_visualDataTy...
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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( "Remainder", "Math Operators", "Remainder between two variables" )] public sealed class SimpleRemainderNode : DynamicTypeNode...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> // // Custom Node Pixelate UV // Donated by The Four Headed Cat - @fourheadedcat using UnityEngine; using UnityEditor; using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Pixela...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/TFHCPixelate.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( "Vertex Color", "Vertex Data", "Vertex color interpolated on fragment" )] public sealed class VertexColorNode : VertexDataNode { p...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using System; using System.IO; using System.Security.Cryptography; using System.Collections.Generic; using UnityEngine; using UnityEditor; using System.Threading; using UnityEditor.VersionControl; namespace...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/IOUtils.cs/0
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using UnityEditor; using UnityEngine; using UnityEngine.Internal; using System; namespace AmplifyShaderEditor { public class UndoUtils { } }
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Utils/UndoUtils.cs/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using UnityEditor; using UnityEngine; namespace AmplifyShaderEditor { [System.Serializable] public sealed class OutputPort : WirePort { [SerializeField] private bool m_connectedToMasterNode; [Seri...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Wires/OutputPort.cs/0
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Shader "Hidden/BreakToComponentsNode" { 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 tex2D( _A, i.uv ).x; } ENDCG } ...
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Shader "Hidden/CosTime" { SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" float _EditorTime; float4 frag( v2f_img i ) : SV_Target { float4 t = _EditorTime; t.x = _EditorTime / 8; t.y = _EditorTime / 4; t.z = _EditorTime / 2...
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Shader "Hidden/DynamicAppendNode" { Properties { _A ("_A", 2D) = "white" {} _B ("_B", 2D) = "white" {} _C ("_C", 2D) = "white" {} _D ("_D", 2D) = "white" {} _Mask("_Mask", Vector) = (0,0,0,0) } SubShader { CGINCLUDE #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sam...
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Shader "Hidden/FloorOpNode" { 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 floor(tex2D( _A, i.uv )); } ENDCG } } }
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Shader "Hidden/ObjectToWorldTransfNode" { 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 mul(unity_ObjectToWorld, tex2D( _A, i.uv...
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Shader "Hidden/PrimitiveIDVariableNode" { SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag float4 frag( v2f_img i, uint ase_primitiveId : SV_PrimitiveID ) : SV_Target { return ase_primitiveId; } ENDCG } } }
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Shader "Hidden/RotatorNode" { Properties { _A ("_UVs", 2D) = "white" {} _B ("_Anchor", 2D) = "white" {} _C ("_RotTimeTex", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" sampler2D _A; sampler2D _B; sampler2D _C;...
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Shader "Hidden/StaticSwitchNode" { Properties { _A ("_A", 2D) = "white" {} _B ("_B", 2D) = "white" {} _C ("_C", 2D) = "white" {} _D ("_D", 2D) = "white" {} _E ("_E", 2D) = "white" {} _F ("_F", 2D) = "white" {} _G ("_G", 2D) = "white" {} _H ("_H", 2D) = "white" {} _I ("_I", 2D) = "white" {} } SubSh...
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Shader "Hidden/TFHCPixelateUV" { Properties { _A ("_UV", 2D) = "white" {} _B ("_PixelX", 2D) = "white" {} _C ("_PixelY", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; ...
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Shader "Hidden/TexCoordVertexDataNode" { SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag float4 frag( v2f_img i ) : SV_Target { return float4( i.uv, 0, 0 ); } ENDCG } } }
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Shader "Hidden/VertexTangentNode" { SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" float4 frag( v2f_img i ) : SV_Target { float2 tp = 2 * i.uv - 1; float tr = sqrt( dot(tp,tp) ); tr = saturate( tr ); //if ( tr < 1 ) { flo...
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Shader "Hidden/WorldSpaceLightDirHlpNode" { SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" float4 _EditorWorldLightPos; float4 frag( v2f_img i ) : SV_Target { float3 lightDir = normalize( _EditorWorldLightPos.xyz ); return float4 ...
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