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Shader "Unlit/Stable Constant Texture Size" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 |
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// A modification of Kyle Halladay's Pencil Sketch Effect shader | |
// http://kylehalladay.com/blog/tutorial/2017/02/21/Pencil-Sketch-Effect.html | |
// Blends between two scales of hatching based on distance and camera fov to | |
// keep a perceptually constant hatching scale (assuming consistent mesh UVs). | |
Shader "Unlit/SingleObjectHatch_DistanceAndFOVCorrected" | |
{ | |
Properties | |
{ |
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Shader "Unlit/StereographicProjectionBubble" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_PanSpeed ("Pan Speed", Float) = 0.1 | |
_Spherify ("Spherify", Range(0,1)) = 1 | |
} | |
SubShader | |
{ |
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Shader "Custom/ACNH_SewingCloth" | |
{ | |
Properties | |
{ | |
[NoScaleOffset] _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
[NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {} | |
[NoScaleOffset] _EdgeAlpha ("Alpha", 2D) = "white" {} | |
_Cutoff ("Alpha Test Cutoff", Range(0,1)) = 0.5 | |
_Offset ("Offset (XY)", Vector) = (0,0,0,0) |
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Shader "Unlit/CameraFacingBoxRaycast" | |
{ | |
Properties | |
{ | |
_Cube ("Texture", Cube) = "" {} | |
_MeshScale ("Mesh Scale", Float) = 1.0 | |
[Toggle] _DisableCameraFacing ("Disable Camera Facing", Float) = 0.0 | |
} | |
SubShader | |
{ |
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Shader "WorldNormalFromDepthTexture" | |
{ | |
Properties { | |
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
LOD 100 |
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Shader "Mobile VR Highlight" { | |
Properties { | |
_ColorOutline ("Outline", Color) = (1,1,1,1) | |
_ColorInterior ("Interior", Color) = (0.25,0.25,0.25,0.25) | |
_ColorInteriorFaded ("Interior Faded", Color) = (0.1,0.1,0.1,0.1) | |
_ColorInteriorOcc ("Interior Occluded", Color) = (0.15,0.15,0.15,0.15) | |
_ColorInteriorOccFaded ("Interior Occluded Faded", Color) = (0.05,0.05,0.05,0.05) | |
_PulseRateMod ("Pulse Rate Modifier", Float) = 4.0 | |
_OutlneWidth ("Outline Pixel Width", Float) = 1.0 | |
} |
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Shader "Unlit/MatCap Techniques" | |
{ | |
Properties | |
{ | |
[NoScaleOffset] _MatCap ("MatCap", 2D) = "white" {} | |
[KeywordEnum(ViewSpaceNormal, ViewDirectionCross, ViewDirectionAligned)] _MatCapType ("Matcap UV Type", Float) = 2 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } |
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Shader "Unlit/InfiniteGrid" | |
{ | |
Properties | |
{ | |
[Toggle] _WorldUV ("Use World Space UV", Float) = 1.0 | |
_GridScale ("Grid Scale", Float) = 1.0 | |
_GridBias ("Grid Bias", Float) = 0.5 | |
_GridDiv ("Grid Divisions", Float) = 10.0 | |
_BaseColor ("Base Color", Color) = (0,0,0,1) | |
_LineColor ("Line Color", Color) = (1,1,1,1) |
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