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using UnityEngine; | |
using UnityEngine.InputSystem; | |
public class CursorLocker : MonoBehaviour | |
{ | |
public InputAction lockCursorAction; | |
private bool _cursorLocked; | |
private void Start() |
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using System.Collections; | |
using UnityEngine; | |
using UnityEngine.Playables; | |
public class TimelineBinder : MonoBehaviour | |
{ | |
public PlayableDirector playableDirector; //the component which references the Timeline we want to target | |
public Animator objectToBind; //bound object is an Animator because we are targeting an Animation track | |
public string trackName; |
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//This API to create new nodes has been deprecated in early 2019. | |
//This means that if you are on a more recent version of Shader Graph and Universal Render Pipeline, you should use instead a pre-made node, which acts like a container that allows you to inject custom HLSL code into Shader Graph without the need to create a node from scratch. | |
//Please use the new node, not the C# API described here. | |
// | |
//You can find more details about that node in the Docs: https://docs.unity3d.com/Packages/com.unity.shadergraph@6.7/manual/Custom-Function-Node.html | |
//I also blogged about it here: https://connect.unity.com/p/adding-your-own-hlsl-code-to-shader-graph-the-custom-function-node | |
// | |
//If you are still on a very old version of Lightweight Render Pipeline (you shouldn't!!), you can still see the C# code for this custom node by rolling back to a previous version. |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor.ShaderGraph; | |
using System.Reflection; | |
[Title("Custom", "Main Light")] | |
public class MainLightNode : CodeFunctionNode | |
{ | |
public override bool hasPreview {get {return false;}} |
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using UnityEngine; | |
using UnityEngine.UI; | |
using System.Collections; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using System; | |
using System.IO; | |
public class InjectionTool : MonoBehaviour | |
{ |