text stringlengths 7 35.3M | id stringlengths 11 185 | metadata dict | __index_level_0__ int64 0 2.14k |
|---|---|---|---|
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... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Standard/5Textures/VertexColored-Fog.shader/0 | {
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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" {}
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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" {}
_... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/5Textures/Specular-NoFog.shader/0 | {
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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 _... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/Grass/Billborad.shader/0 | {
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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... | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/Vertex-colored/Diffuse.shader/0 | {
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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... | jynew/jyx2/Assets/3rd/NavMeshComponents/Editor/NavMeshModifierEditor.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/ProCore/ProGrids/Editor/pg_Preferences.cs/0 | {
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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... | jynew/jyx2/Assets/3rd/_MK/MKToonFree/Shader/Inc/Forward/MKToonForwardBaseSetup.cginc/0 | {
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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"
... | jynew/jyx2/Assets/3rd/_MK/MKToonFree/Shader/Inc/ShadowCaster/MKToonShadowCasterSetup.cginc/0 | {
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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... | jynew/jyx2/Assets/3rd/nu Assets/Easy Decal/Shader/EDVertexAlpha.shader/0 | {
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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> {
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