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using UnityEngine; namespace MTE { /// <summary> /// Make sure the lightmap data are correct at runtime. /// Unity somehow starts clear programmatically assigned lightMapIndex and lightmapScaleOffset when enter play mode. /// This class fixed the issue https://github.com/zwcloud/MeshTerrainEditor-issu...
jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Scripts/Util/BakedLightmapKeeper.cs/0
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Shader "MTE/Standard/5 Textures/VertexColored/Fog" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} _ControlExtra ("Control Extra (R)", 2D) = "black" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} _Splat3 ("Layer 4", 2D) = "white...
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Shader "MTE/Surface/3 Textures/Specular_for_target_2.0" { Properties { _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess("Shininess", Range(0.03, 1)) = 0.078125 _Control ("Control (RGBA)", 2D) = "red" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ...
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Shader "MTE/Surface/5 Textures/Specular/NoFog" { Properties { _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess("Shininess", Range(0.03, 1)) = 0.078125 _Control ("Control (RGBA)", 2D) = "red" {} _ControlExtra ("Control Extra (R)", 2D) = "black" {} _Splat0 ("Layer 1", 2D) = "white" {} _...
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// alpha-cutout billboard shader Shader "MTE/Grass/Billboard" { Properties { _Color("Main Color", Color) = (1,1,1,1) _MainTex("Grass Texture", 2D) = "white" {} _Cutoff("Alpha cutoff", Range(0,1)) = 0.5 } CGINCLUDE #pragma surface surf Lambert vertex:vert alphatest:_Cutoff addshadow uniform sampler2D _...
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Shader "MTE/VertexColored/Diffuse" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } CGINCLUDE #pragma surface surf Lambert vertex:vert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer #pragma multi_compile_fog struct Input { float...
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using UnityEngine.AI; namespace UnityEditor.AI { [CanEditMultipleObjects] [CustomEditor(typeof(NavMeshModifier))] class NavMeshModifierEditor : Editor { SerializedProperty m_AffectedAgents; SerializedProperty m_Area; SerializedProperty m_IgnoreFromBuild; SerializedProper...
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using UnityEngine; using UnityEditor; using System.Collections; namespace ProGrids { public class pg_Preferences { static Color _gridColorX; static Color _gridColorY; static Color _gridColorZ; static float _alphaBump; static bool _scaleSnapEnabled; static int _snapMethod; static float _BracketIncreaseV...
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//forward base setup #ifndef MK_TOON_FORWARD_BASE_SETUP #define MK_TOON_FORWARD_BASE_SETUP #ifndef MK_TOON_FWD_BASE_PASS #define MK_TOON_FWD_BASE_PASS 1 #endif #include "UnityGlobalIllumination.cginc" #include "UnityCG.cginc" #include "AutoLight.cginc" #include "../Common/MKToonV.cginc" #include "../Commo...
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//Shadowcaster setup #ifndef MK_TOON_SHADOWCASTER_SETUP #define MK_TOON_SHADOWCASTER_SETUP #ifndef MK_TOON_SHADOWCASTER_PASS #define MK_TOON_SHADOWCASTER_PASS 1 #endif #include "UnityGlobalIllumination.cginc" #include "UnityCG.cginc" #include "../Common/MKToonDef.cginc" #include "../Common/MKToonV.cginc" ...
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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) */ using System; using System.Collections.Generic; using System.IO; using i18n.Ext; using i18n.TranslateAttacher; using i18n.TranslatorDef; using Sir...
jynew/jyx2/Assets/3rd/i18n/Translator.cs/0
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// Easy Decal shader using Unity's standard pbs workflow. v1.3 Shader "Easy Decal/ED Standard (Metallic, Vertex Alpha)" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _MetallicMap ("Metallic (R) Smoothness (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bu...
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#if UNITY_EDITOR && ODIN_INSPECTOR using Sirenix.OdinInspector; using Sirenix.OdinInspector.Editor; using Sirenix.Utilities.Editor; using UnityEngine; using XNode; namespace XNodeEditor { public class OutputAttributeDrawer : OdinAttributeDrawer<XNode.Node.OutputAttribute> { protected override bool CanDrawAttribute...
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