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point remap(point origFrom, point origTo, point targetFrom, point targetTo, point value) | |
{ | |
return targetFrom + (value - origFrom) * (targetTo - targetFrom) / (origTo - origFrom); | |
} |
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Shader "Unlit/#NAME#" | |
{ | |
Properties | |
{ | |
[MainTexture][HideInInspector]_MainTex ("Texture", 2D) = "white" {} | |
// Stencil comparison to make UI mask work | |
[HideInInspector]_StencilComp ("Stencil Comparison", Float) = 8 | |
[HideInInspector]_Stencil ("Stencil ID", Float) = 0 | |
[HideInInspector]_StencilOp ("Stencil Operation", Float) = 0 |
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Shader "Unlit/#NAME#" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 |
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Shader "UI/UISmoke_shader" | |
{ | |
Properties | |
{ | |
[Header(Textures)] | |
_NoiseTex ("Noise texture", 2D) = "white" { } | |
_MaskTex ("Mask texture", 2D) = "white" { } | |
[Header(Noise)] | |
_NoiseTexScale("Noise scale", float) = 1 |
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Shader "SW/Environment_shader" | |
{ | |
Properties | |
{ | |
[Header(Textures)] | |
[MainTexture] _MainTex ("Main texture", 2D) = "white" { } | |
_TerraformTex ("Terraform texture", 2D) = "white" { } | |
[Header(World parameters)] | |
_TerrainSize ("Terrain size", Vector) = (0, 0, 0, 0) |
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Shader "PostProcess/BlurPostProcess" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_BlurQuality("Blur quality", float) = 2 | |
_BlurDirections("Blur directions", int) = 6 | |
_BlurRadius("Blur radius", Range(0, 0.1)) = 1 | |
} | |
SubShader |
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#ifndef #NAME#_INCLUDED | |
#define #NAME#_INCLUDED | |
// Remember to put the previous name in capital letters | |
float Function() | |
{ | |
return 0; | |
} |
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using UnityEditor; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
public class OpenByExtensionEditor : Editor | |
{ | |
[MenuItem("Assets/Open with default program")] | |
private static void OpenAssetByDefaultProgram() | |
{ | |
var selected = Selection.activeObject; |
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Shader "Unlit/PostProcessingCRT" | |
{ | |
Properties | |
{ | |
} | |
SubShader | |
{ | |
Tags | |
{ |