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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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// Copyright Unity Technologies 2019 // https://github.com/Unity-Technologies/animation-jobs-samples // // This file has not been modified other to put it in the Animancer.Examples.Jobs namespace and add this message and the comment on the struct. using UnityEngine; #if UNITY_2019_3_OR_NEWER using UnityEngine.Animati...
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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 Unity.Collections; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Experimental.Animations; ...
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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 one float parameter.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; namespace Animancer.Editor { /// <summary>[Editor-Only] /// Causes an Inspector field in an <see cref="ITransition"/> to be drawn after its events where the events would /// normally be dra...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections.Generic; using System.Reflection; using UnityEditor; using UnityEngine; using Object = UnityEngine.Object; namespace Animancer.Editor { /// <summary>[Editor-Only] /// A ...
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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] [Pro-Only] /// An <see cref="EditorWindow"/> which allows the user to preview animation transitions ...
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using static UnityEngine.Mathf; using NormalizedDelegate = System.Func<float, float>; namespace Animancer { /// <summary>A set of common <see href="https://easings.net">easing functions</see>.</summary> /// <rema...
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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="Float1ControllerState.Transition"/>.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik....
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Shader "Hidden/EM-X/ChannerRemover" { Properties{ _MainTex("Texture", Any) = "white" {} _Mask("Mask", Color) = (1,1,1,1) } CGINCLUDE #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoo...
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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 UnityEngin...
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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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// Unlit map preview shader. Based on Unity's "Unlit/Texture". Version 1.3 // - no lighting // - no lightmap support // - no per-material color Shader "Hidden/nu Assets/UI/CanvasOpaque" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _OffsetX ("Offset X", Float) = 0 _OffsetY ("Offset Y", Float) = 0 ...
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using UnityEngine; using UnityEngine.EventSystems; namespace Lean.Common.Examples { /// <summary>This component allows you to open a URL using Unity events (e.g. a button).</summary> [ExecuteInEditMode] [AddComponentMenu("Lean/Common/Lean Link To")] public class LeanLinkTo : MonoBehaviour, IPointerClickHandler {...
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Shader "MTE/Standard/5 Textures/Display Normal" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} [NoScaleOffset]_ControlExtra ("Control Extra (R)", 2D) = "black" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} _Splat3 ("Layer 4", ...
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//NOTE Use corresponding target 2.0 shader if you need to use this shader on lower-end devices that only support OpenGLES 2.0. Shader "MTE/Surface/3 Textures/Specular" { Properties { _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess("Shininess", Range(0.03, 1)) = 0.078125 _Control ("Control ...
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Shader "MTE/Surface/5 Textures/Specular/Fog" { 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" {} _Sp...
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// alpha-cutout billboard shader Shader "MTE/Grass/AlphaCutout" { Properties { _Color("Main Color", Color) = (1,1,1,1) _MainTex("Base (RGB) Trans (A)", 2D) = "white" {} _Cutoff("Alpha cutoff", Range(0,1)) = 0.5 } CGINCLUDE #pragma surface surf Lambert alphatest:_Cutoff ...
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Shader "MTE/VertexColored/ColorOnly" { Properties { } CGINCLUDE #pragma surface surf Lambert vertex:vert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer #pragma multi_compile_fog struct Input { float3 color: COLOR; UNITY_FOG_COORDS(0) ...
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using UnityEngine; using UnityEngine.AI; namespace UnityEditor.AI { [CanEditMultipleObjects] [CustomEditor(typeof(NavMeshLink))] class NavMeshLinkEditor : Editor { SerializedProperty m_AgentTypeID; SerializedProperty m_Area; SerializedProperty m_CostModifier; SerializedP...
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using UnityEngine; using UnityEditor; using System.Collections; namespace ProGrids { public class pg_ParameterWindow : EditorWindow { public pg_Editor editor; GUIContent gc_predictiveGrid = new GUIContent("Predictive Grid", "If enabled, the grid will automatically render at the optimal axis based on movement....
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//forward add setup #ifndef MK_TOON_FORWARD_ADD_SETUP #define MK_TOON_FORWARD_ADD_SETUP #ifndef MK_TOON_FWD_ADD_PASS #define MK_TOON_FWD_ADD_PASS 1 #endif #include "UnityGlobalIllumination.cginc" #include "UnityCG.cginc" #include "AutoLight.cginc" #include "../Common/MKToonV.cginc" #include "../Common/MK...
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//shadow input and output #ifndef MK_TOON_SHADOWCASTER_IO #define MK_TOON_SHADOWCASTER_IO ///////////////////////////////////////////////////////////////////////////////////////////// // INPUT ///////////////////////////////////////////////////////////////////////////////////////////// struct VertexInputShadowCa...
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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 i18n.Ext; using i18n.TranslatorDef; using UnityEngine; using UnityEngine.UI; namespace i18n.TranslateAttacher { /// <summ...
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