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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> //https://www.shadertoy.com/view/XsX3zB using System; using UnityEngine; using UnityEditor; namespace AmplifyShaderEditor { public enum NoiseType { Simplex3D, Simplex3DFractal } [Serializable] [N...
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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; using UnityEditor; namespace AmplifyShaderEditor { [Serializable] public class AdditionalPragmasHelper { private const string Addition...
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using System; using UnityEngine; using UnityEditor; namespace AmplifyShaderEditor { [Serializable] public class FallbackPickerHelper : ScriptableObject { private const string FallbackFormat = "Fallback \"{0}\""; private const string FallbackShaderStr = "Fallback"; private const string ShaderPoputContext = "CO...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/FallbackPickerHelper.cs/0
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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; using UnityEditor; using UnityEditorInternal; namespace AmplifyShaderEditor { public enum PrecisionType { Float = 0, Half, Fixed }...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/MasterNode.cs/0
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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; using UnityEditor; namespace AmplifyShaderEditor { [Serializable] public sealed class TessellationOpHelper { public const string Tesse...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Master/TessellationOpHelper.cs/0
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using UnityEngine; using System; using UnityEditor; namespace AmplifyShaderEditor { [Serializable] public class WeightedAvgNode : ParentNode { protected string[] AmountsStr = { "Layer 1", "Layer 2", "L...
jynew/jyx2/Assets/3rd/AmplifyShaderEditor/Plugins/Editor/Nodes/Misc/WeightedAvgNode.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( "Min", "Math Operators", "Minimum of two scalars or each respective component of two vectors" )] public sealed class SimpleMi...
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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 { // Disabling Substance Deprecated warning public enum TexReferenceType { Object = 0, Instance } public enum Mip...
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using UnityEditor; using UnityEngine; using System; namespace AmplifyShaderEditor { [Serializable] public class UndoParentNode : ScriptableObject { private const string MessageFormat = "Changing value {0} on node {1}"; [SerializeField] protected NodeAttributes m_nodeAttribs; [SerializeField] protected P...
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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( "Vertex TexCoord", "Vertex Data", "Vertex texture coordinates, can be used in both local...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> namespace AmplifyShaderEditor { public static class GeneratorUtils { public const string ObjectScaleStr = "ase_objectScale"; public const string ScreenDepthStr = "ase_screenDepth"; public const strin...
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// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda <info@amplify.pt> using System.IO; using System.Reflection; using System; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace AmplifyShaderEditor { [Serializable] public class TipsWindow : Men...
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using UnityEngine; using UnityEditor; using System.Collections.Generic; namespace AmplifyShaderEditor { public class GLDraw { /* * Clipping code: http://forum.unity3d.com/threads/17066-How-to-draw-a-GUI-2D-quot-line-quot?p=230386#post230386 * Thick line drawing code: http://unifycommunity.com/wiki/index.php?ti...
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Shader "Hidden/BlendNormalsNode" { Properties { _A ("_A", 2D) = "white" {} _B ("_B", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" #include "UnityStandardUtils.cginc" sampler2D _A; sampler2D...
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Shader "Hidden/Preview_ConditionalIfNode" { Properties { _A ( "_A", 2D) = "white" {} _B ( "_B", 2D ) = "white" {} _C ( "_AGreaterThanB", 2D ) = "white" {} _D ( "_AEqualToB", 2D ) = "white" {} _E ( "_ALessThanB", 2D ) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pr...
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Shader "Hidden/DecodeFloatRGBAHlpNode" { 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 { float4 a = tex2D( _A, i.uv ); return De...
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Shader "Hidden/FWidthOpNode" { 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 fwidth(tex2D( _A, i.uv )); } ENDCG } } }
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Shader "Hidden/ObjSpaceViewDirHlpNode" { Properties { _A ("_A", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" sampler2D _A; float4 frag( v2f_img i ) : SV_Target { return float4(ObjSpaceViewDir(tex2D( _A, i.u...
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Shader "Hidden/PosterizeNode" { Properties { _A ( "_RGBA", 2D ) = "white" {} _B ( "_Power", 2D ) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag uniform sampler2D _A; uniform sampler2D _B; float4 frag ( v2f_img ...
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Shader "Hidden/ScaleNode" { Properties { _A ("_A", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; float _ScaleFloat; float4 frag( v2f_img i ) : SV_Target { float4 a = tex2D( _A, i.uv ); ret...
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Shader "Hidden/SimpleMultiplyOpNode" { 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" {} _J ...
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Shader "Hidden/SmoothstepOpNode" { Properties { _A ("_Alpha", 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; ...
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Shader "Hidden/SwizzleNode" { Properties { _A ("_A", 2D) = "white" {} _Mask("_Mask", Vector) = (0,0,0,0) } SubShader { CGINCLUDE #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; sampler2D _C; sampler2D _D; float4 _Mask; ENDCG ///...
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Shader "Hidden/TFHCFlipBookUVAnimation" { Properties { _A ("_UV", 2D) = "white" {} _B ("_Columns", 2D) = "white" {} _C ("_Rows", 2D) = "white" {} _D ("_Speed", 2D) = "white" {} _E ("_StartFrame", 2D) = "white" {} _F ("_Speed", 2D) = "white" {} } SubShader { CGINCLUDE #include "UnityCG.cginc" #p...
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Shader "Hidden/TauNode" { SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag float4 frag(v2f_img i) : SV_Target { return UNITY_PI * 2; } ENDCG } } }
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Shader "Hidden/ToggleSwitchNode" { Properties { _A ("_A", 2D) = "white" {} _B ("_B", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert_img #pragma fragment frag sampler2D _A; sampler2D _B; float _Current; float4 frag( v2f_img i ) : SV_Tar...
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Shader "Hidden/WorldReflectionVector" { Properties { _A ("_TangentNormal", 2D) = "white" {} } SubShader { Pass //not connected { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" float4 frag(v2f_img i) : SV_Target { float2 xy = 2 * i.uv - 1; float z =...
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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; namespace Animancer.Examples.Events { /// <summary> /// A variation of the base <see cref="FootstepEvent...
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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 System; using UnityEngine; using UnityEngine.UI; namespace Animancer.Examples.StateMachines.GameManager { /// https://kyb...
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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; namespace Animancer.Examples.StateMachines.Weapons { /// <summary> /// Takes the root motion from the <s...
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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 Animancer.FSM; using UnityEngine; namespace Animancer.Examples.StateMachines.Platformer { /// <summary>A <see cref="Creat...
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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; namespace Animancer.Examples.InverseKinematics { /// <summary>Demonstrates how to use Unity's Inverse Kinema...
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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; namespace Animancer.Examples.AnimatorControllers.GameKit { /// <summary>Base class for controlling the actio...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System.Diagnostics.CodeAnalysis; using System.Reflection; [assembly: AssemblyTitle("Animancer.Examples")] [assembly: AssemblyDescription("Examples for Animancer.")] [assembly: AssemblyProduct("Animancer")] [assembly: AssemblyCom...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System.Collections.Generic; namespace Animancer { /// <summary> /// An <see cref="IEqualityComparer{T}"/> which ignores overloaded equality operators so it is faster than /// <see cref="EqualityComparer{T}.Default"/>...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables; namespace Animancer { /// https://kybernetik.com.au/animancer/api/Animancer/An...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Audio; using UnityEngine.Playables; using Object = UnityEngine.Object; namespace Animancer { /// <summary>[Pro-Only...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEditorInternal; using UnityEngine; using Object = UnityEngine.Object; namespace Animancer.Editor { partial class Anim...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections; using UnityEditor; using UnityEngine; namespace Animancer.Editor { /// <summary>[Editor-Only] Various GUI utilities used throughout Animancer.</summary> /// https://kyb...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace Animancer.Editor { /// <summary>[Editor-Only] /// Stores data which needs to survive assembly reloading (such as from script c...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; namespace Animancer { /// <summary>Interface for components that manage an <see cref="AnimancerPlayable"/>.</summary> /// <remarks> /// Despite the name, this interface is not necessarily limited to only...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine.Animations; using UnityEngine.Experimental.Animations; using Unity.Collections; namespace Animancer { /// <summary>[Pro-Only] /// A wrapper which allows access to the value of <see cref="int"/> properties tha...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // //#define ANIMANCER_DONT_VALIDATE_STATE_CHANGES using System; namespace Animancer.FSM { /// <summary>A static access point for the details of a key change in a <see cref="StateMachine{TKey, TState}"/>.</summary> /// <remarks>...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System.Collections.Generic; using UnityEngine; namespace Animancer { /// <summary>A system for synchronising the <see cref="AnimancerState.NormalizedTime"/> of certain animations.</summary> /// <example> /// <list ty...
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 #if UNITY_EDITOR using UnityEngine; using System.Collections.Generic; using System.Linq; using UnityEditor; namespace EModules.FastWaterModel20 { partial class FastWaterModel20ControllerEditor : Editor { POP_CLASS __pop_gradientoutput; public POP_CLASS pop_gradientoutput { get { return __po...
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#if !defined(SKIP_3DVERTEX_ANIMATION) && !defined(SKIP_3DVERTEX_HEIGHT_COLORIZE) && !defined(MINIMUM_MODE) //color.rgb += saturate(i._utils.y * 5 * color.rgb * _3DWavesYFoamAmount * i._utils.x); //fixed w3dam01 = i._utils.y * 5 * _3DWavesYFoamAmount; //color.rgb += saturate(color.rgb * w3dam01); #if defined(VER...
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struct appdata { float4 vertex : POSITION; fixed3 normal : NORMAL; fixed4 color : COLOR; fixed4 tangent : TANGENT; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; // xy - world ; zw - object float4 uvscroll : TEXCOORD1; half4 screen : TEXCOORD2; fixed4 wPos : TE...
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using UnityEngine; using UnityEngine.UI; using System.Collections.Generic; using System.Collections; using System.Linq; #if UNITY_EDITOR using UnityEditor; #endif namespace EModules.FastWaterModel20 { public partial class FastWaterModel20Controller : MonoBehaviour { [System.NonSerialized] int? __goID; ...
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using UnityEngine; using UnityEditor; using System; using System.Collections; using System.Collections.Generic; using System.Reflection; using HedgehogTeam.EasyTouch; #if UNITY_5_3_OR_NEWER using UnityEditor.SceneManagement; #endif [CustomEditor(typeof(EasyTouchTrigger))] public class EasyTouchTriggerInspector : Unity...
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using UnityEngine; using System.Collections; using UnityEditor; using HedgehogTeam.EasyTouch; #if UNITY_5_3_OR_NEWER using UnityEditor.SceneManagement; #endif [CustomEditor(typeof(QuickSwipe))] public class QuickSwipeInspector : UnityEditor.Editor { public override void OnInspectorGUI(){ QuickSwipe t = (QuickSw...
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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; namespace HedgehogTeam.EasyTouch{ public...
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