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benanil / PBRShader.hlsl
Last active March 15, 2022 15:14
a pbr shader
cbuffer cbPerObject : register(b0)
{
float4x4 MVP;
float4x4 Model;
};
cbuffer cbPerMaterial : register(b1)
{
float shininess;
float roughness;
using System.IO;
using UnityEngine;
using UnityEngine.Rendering;
using System;
using System.Runtime.InteropServices;
#if UNITY_EDITOR
using UnityEditor;
#endif
using Random = System.Random;
using UnityEngine;
using Assets.scripts;
using System.Collections;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class RopeController : MonoBehaviour
{
public float DistanceBetweenLines = 2;
using System.Collections.Generic;
using UnityEngine;
using AnilTools;
using AnilTools.Move;
using AnilTools.Lerping;
using UnityEngine.UI;
using System.Collections;
public class Stack : MonoBehaviour
{
#pragma once
#include "RenderingCommon.hpp"
#include "D3D12Backend.hpp"
#include <type_traits>
#include <exception>
namespace HSRendering
{
#pragma once
#include <cstdlib>
#include "HContainers" // for queue look at my repositories
namespace HS
{
// Steven Skiena the Algorithm Design Manual Graph traversal section
using VertexIndex = int;
#undef UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class Character : MonoBehaviour
{
#pragma once
#include <cstdlib>
#include <cstdint>
#include <sstream>
#include "Common.hpp"
AX_NAMESPACE
using UnityEngine;
using System;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
// --- Stair System ---
internal class StairTimePair
{
#include "Common.hpp"
namespace ax
{
namespace Random
{
class IRandom
{
public:
virtual uint32 Next() = 0;