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Shader "Custom/SvenssonToonLighting"
{
Properties
{
[Header(Diffuse)]
_MainTex ("Main Texture", 2D) = "white" {}
_Color ("Albedo", color) = (1., 1., 1., 1.)
_ToonRamp("Toon ramp", 2D) = "white" {}
_ShadowColor ("Shadow color", color) = (1., 1., 1., 1.)
@johans2
johans2 / SSS.hlsl
Created August 17, 2018 11:42
Subsurface scattering shader
Shader "Custom/SSS" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalMap ("MormalMap", 2D) = "white" {}
_Thickness ("Thickness", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Distortion("Distortion", Range(0,1)) = 0.0
_Power("Power", Range(0,10)) = 0.0
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/GrassGeometryShader" {
Properties{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_TrampleTex("Trample Texture", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
_GrassHeight("Grass Height", Float) = 0.25
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FireParticleSimulation : MonoBehaviour
{
struct Particle
{
public Vector3 startPos;
using Cakewalk.IoC.Core;
public class ExampleBootStrapper : BaseBootStrapper {
public override void Configure(Container container) {
container.Register<IExampleClass, ExampleClass>();
container.Register<ExampleClass2>();
}
using UnityEngine;
using UnityEngine.Assertions;
using Cakewalk.IoC;
public class ExampleBehaviour : MonoBehaviour {
[Dependency] IExampleClass exampleClass;
[Dependency] ExampleClass2 exampleClass2;
void Awake() {
using UnityEngine;
using Cakewalk.Signal;
using System.Collections;
public class SignalSender : MonoBehaviour {
public static Signal<string, int> TestSignal = new Signal<string, int>();
public float eventDelayTime = 1f;
public string text = "Hello from SignalSender!";
using UnityEngine;
public class SignalListener : MonoBehaviour {
public int maxNum = 5;
void Start () {
Debug.Log(ToString() + "Adding listener..");
SignalSender.TestSignal.AddListener(OnSignal);
}
// Written by: Johan Svensson (https://medium.com/dotcrossdot).
Shader "DotCrossDot/Water" {
Properties{
// Color
_Color("Color", Color) = (0,0,1,1)
_SmoothNess("SmoothNess", Range(0.0,1.0)) = 0
_Metallic("Reflectivity", Range(0.0,1.0)) = 0
_WaveFoamDir("Wave foam direction", Vector) = (0,0,0,0)
// Distortion (normals and height maps)
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
// http://framebunker.com/blog/viewing-image-effects-in-the-scene-view/
public class SceneViewFilter : MonoBehaviour {
#if UNITY_EDITOR
bool hasChanged = false;