Shader "MaterialPropertyDrawer"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
[HideInInspector] _MainTex2("Hide Texture", 2D) = "white" {}
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System; | |
using System.Linq; | |
using System.Reflection; | |
[InitializeOnLoad] | |
public class RXLookingGlass | |
{ |
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/* OpenSimplex Noise in C# | |
* Ported from https://gist.github.com/KdotJPG/b1270127455a94ac5d19 | |
* and heavily refactored to improve performance. */ | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Runtime.CompilerServices; | |
namespace NoiseTest |
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/// | |
/// Simple pooling for Unity. | |
/// Author: Martin "quill18" Glaude (quill18@quill18.com) | |
/// Latest Version: https://gist.github.com/quill18/5a7cfffae68892621267 | |
/// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/) | |
/// UPDATES: | |
/// 2015-04-16: Changed Pool to use a Stack generic. | |
/// | |
/// Usage: | |
/// |
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// Developed by Tom Kail at Inkle | |
// Released under the MIT Licence as held at https://opensource.org/licenses/MIT | |
// Must be placed within a folder named "Editor" | |
using System; | |
using System.Reflection; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; |
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/************************************************************ | |
* Better Singleton by David Darias | |
* Use as you like - credit where due would be appreciated :D | |
* Licence: WTFPL V2, Dec 2014 | |
* Tested on Unity v5.6.0 (should work on earlier versions) | |
* 03/02/2017 - v1.1 | |
* **********************************************************/ | |
using System; | |
using UnityEngine; |
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// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
// However, if you want to author shaders in shading language you can use this teamplate as a base. | |
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
// This shader works with URP 7.1.x and above | |
Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
The .?
operator ignores the overridden ==
operator of UnityEngine.Object.
It is basically a x is null
check under the hood.
assuming obj is a UnityEngine.Object
UnityEngine obj;
// declare and set null
obj = null;
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using UnityEngine; | |
public class ReadOnlyAttribute : PropertyAttribute | |
{ | |
} |
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