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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; using UnityEngine.Events; namespace Animancer.Examples.AnimatorControllers.GameKit { /// <summary>A <see cre...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; using UnityEngine.Events; namespace Animancer.Examples.AnimatorControllers.GameKit { /// <summary> /// A...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using UnityEngine; namespace Animancer { /// <summary>[Pro-Only] A <see cref="ControllerState"/> which manages three float parameters.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik....
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using UnityEditor; using UnityEngine; namespace Animancer.Editor { /// <summary>[Editor-Only] A custom Inspector for <see cref="AnimancerComponent"/>s.</summary> /// https://kybernetik.com.au/animancer/api/An...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEditor; using UnityEngine; using UnityEngine.Events; namespace Animancer.Editor { /// <summary> ...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using UnityEditor; using UnityEngine; namespace Animancer.Editor { /// <summary>[Editor-Only] Draws the Inspector GUI for a <see cref="AnimancerState.Transition{TState}"/>.</summary> /// https:/...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Text; using UnityEngine; namespace Animancer { /// <summary>[Pro-Only] /// An <see cref="AnimancerState"/> which blends an array of other states together based on a two dimensional /// parameter ...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections.Generic; using System.IO; using UnityEngine; namespace Animancer { /// <summary>A set of up/right/down/left animations.</summary> /// <remarks> /// Documentation: <see href="https://k...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; namespace Animancer { /// <summary>A <see cref="ScriptableObject"/> which holds a <see cref="Float3ControllerState.Transition"/>.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik....
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 #if UNITY_IPHONE || UNITY_ANDROID || UNITY_TIZEN || UNITY_TVOS || UNITY_WP_8 || UNITY_WP_8_1 #define MOBILE_TARGET #endif using UnityEngine; using System.Collections.Generic; using System.Linq; #if UNITY_EDITOR using UnityEditor; #endif namespace EModules.FastWaterModel20 { #if UNITY_EDITOR public partial...
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##### What happened? ##### Post-processing stack version (v1, v2)? ##### Unity version, operating system, target platform (standalone windows, mac, iOS, PS4...)?
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/*********************************************** EasyTouch V Copyright © 2014-2015 The Hedgehog Team http://www.thehedgehogteam.com/Forum/ The.Hedgehog.Team@gmail.com **********************************************/ using UnityEngine; using System.Collections; using UnityEngine.Events; using UnityEngi...
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/*********************************************** EasyTouch Controls Copyright © 2016 The Hedgehog Team http://www.thehedgehogteam.com/Forum/ The.Hedgehog.Team@gmail.com **********************************************/ using UnityEngine; using UnityEngine.UI; using UnityEngine.Events; using UnityEngi...
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Canvas shader utils. Version 1.3 // Copyright (c) by Sycoforge #define RGB_ 0 #define RGBA_ 1 #define R_ 2 #define G_ 3 #define B_ 4 #define A_ 5 #define Grayscale_ 6 struct appdata_t { float4 vertex : POSITION; float2 texcoord ...
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using System.Collections.Generic; namespace Lean.Pool { /// <summary>This class allows you to pool normal C# classes, for example: /// var foo = Lean.Pool.LeanClassPool<Foo>.Spawn() ?? new Foo(); /// Lean.Pool.LeanClassPool<Foo>.Despawn(foo);</summary> public static class LeanClassPool<T> where T : class { /...
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using MTE.Undo; using System; using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; namespace MTE { internal class MeshToolbox : IEditor { public int Id { get; } = 9; public bool Enabled { get; set; } = true; public string Name { get; } = "MeshToo...
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using UnityEditor; using UnityEngine; namespace MTE { internal class Preview { public bool IsReady = false; private bool IsArray = false; private Shader shader; private RenderPipeline renderPipeline = RenderPipeline.NotDetermined; private GameObject previewObj; ...
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using System; using System.Collections.Generic; using System.IO; using System.Linq; using MTE.Undo; using UnityEditor; using UnityEngine; using System.Runtime.CompilerServices; using static MTE.TextureArrayShaderPropertyNames; using System.Runtime.InteropServices; namespace MTE { /// <summary> /// Texture-arr...
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namespace MTE { public struct GrassGenerationSettings { public bool UseStaticBatch { get; set; } public bool HideGrassObjectInEditor { get; set; } } }
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Shader "MTE/Surface/3 Textures/Diffuse VertexColored" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} } CGINCLUDE #pragma surface surf Lambert vertex:MTE_SplatmapVert finalcolor:MTE_S...
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// Unlit alpha-cutout shader. // - no lighting // - no lightmap support Shader "MTE/Grass/UnlitAlphaCutout" { Properties { _MainTex("Grass Texture", 2D) = "white" {} _Cutoff("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "T...
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Shader "MTE/VertexColored/Bumped Specular" { Properties { _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess("Shininess", Range(0.03, 1)) = 0.078125 _MainTex ("Base (RGB)", 2D) = "white" {} _Normal ("Normalmap", 2D) = "bump" {} } CGINCLUDE #pragma surface surf BlinnPhong vertex:vert fin...
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using UnityEditor.IMGUI.Controls; using UnityEditorInternal; using UnityEngine.AI; using UnityEngine; namespace UnityEditor.AI { [CanEditMultipleObjects] [CustomEditor(typeof(NavMeshModifierVolume))] class NavMeshModifierVolumeEditor : Editor { SerializedProperty m_AffectedAgents; Seria...
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using UnityEngine; using System.Collections; namespace ProGrids { /** * A substitute for GUIContent that offers some additional functionality. */ [System.Serializable] public class pg_ToggleContent { public string text_on, text_off; public Texture2D image_on, image_off; public string tooltip; GUICont...
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// // Outline.cs // QuickOutline // // Created by Chris Nolet on 3/30/18. // Copyright © 2018 Chris Nolet. All rights reserved. // using System; using System.Collections.Generic; using System.Linq; using UnityEngine; [DisallowMultipleComponent] public class QuickOutline : MonoBehaviour { private static Hash...
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using UnityEngine; using System.Collections; public class bl_TextOnCollision : MonoBehaviour { public bl_HUDText m_HudText; void OnCollisionEnter(Collision c) { if (c.transform == null) return; if(m_HudText == null) { Debug.LogError("Please assign the HudText...
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金庸群侠传3D重制版项目特殊授权声明文件 放置本文件的目录,表示本项目未取得该素材授权,如果您有异议,可以与我们联系。 而在任何其他场景使用的情况下,均与金庸群侠传3D重制版无关,请自行遵循版权规范。 以下是未授权资产声明:(如无,则默认是本目录及所有子目录内容)
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//Vertexshader Input and Output #ifndef MK_TOON_IO_FORWARD #define MK_TOON_IO_FORWARD #include "UnityCG.cginc" #include "AutoLight.cginc" ///////////////////////////////////////////////////////////////////////////////////////////// // INPUT //////////////////////////////////////////////////////////////////////...
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// Easy Decal shader using Unity's standard pbs workflow. v1.1 Shader "Easy Decal/ED Standard Normal (Vertex Alpha)" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _BumpMap ("Normal Map", 2D) = "bump" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ...
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using UnityEditor; using UnityEngine; #if ODIN_INSPECTOR using Sirenix.OdinInspector.Editor; using Sirenix.Utilities; using Sirenix.Utilities.Editor; #endif namespace XNodeEditor { /// <summary> Override graph inspector to show an 'Open Graph' button at the top </summary> [CustomEditor(typeof(XNode.NodeGraph)...
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