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josephbk117 / ReplacementShaderTest.cs
Created December 22, 2018 10:53
Replacement Shaders & Shader Keywords
using UnityEngine;
public class ReplacementShaderTest : MonoBehaviour
{
public Shader replaceShader;
private string[] KeyWords = new string[] { "UV_VIS", "LOCAL_POS_VIS", "WORLD_POS_VIS", "DEPTH_VIS", "LOCAL_NORMAL_VIS", "WORLD_NORMAL_VIS" };
private void Update()
{
if (Input.GetKeyDown(KeyCode.A))
GetComponent<Camera>().SetReplacementShader(replaceShader, ""); // All objects will have shader applied on it
@josephbk117
josephbk117 / TriPlanarTerrain.shader
Last active July 12, 2023 06:27
Tri-Planar Unity Terrain Shader
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/
Shader "BitshiftProgrammer/TriPlanarTerrain"
{
Properties {
_TransitionFalloff ("Transition Falloff", Range(0.01, 10.0)) = 4.0
[HideInInspector] _Control ("Control (RGBA)", 2D) = "red" {}
[HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {}
@josephbk117
josephbk117 / FirstPass.shader
Created December 7, 2018 16:24
Unity built in Terrain Diffuse Shader
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Nature/Terrain/Diffuse" {
Properties {
[HideInInspector] _Control ("Control (RGBA)", 2D) = "red" {}
[HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {}
[HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {}
[HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {}
[HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {}
[HideInInspector] _Normal3 ("Normal 3 (A)", 2D) = "bump" {}
@josephbk117
josephbk117 / ReflectionProbeAccess.shader
Created November 18, 2018 18:51
Reflection Probe In Custom Unity Shader
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/
Shader "BitshiftProgrammer/ReflectionProbeAccess"
{
Properties
{
_Roughness("Roughness", Range(0.0, 10.0)) = 0.0
}
@josephbk117
josephbk117 / SurfaceFortnite
Last active March 8, 2021 11:44
A Unity shader for Fortnite Construction Procedural Animation
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/
Shader "BitshiftProgrammer/SurfaceFortnite" // Goto www.bitshiftprogrammer.com for more
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
[HideInInspector]_MainTex("Main texture", 2D) = "white"{}
@josephbk117
josephbk117 / Billboard.shader
Last active August 20, 2024 04:58
Advanced Billboard Shader For Unity [ Both Quads & UI ]
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/
Shader "BitshiftProgrammer/Billboard"
{
Properties
{
_MainTex ("Texture Image", 2D) = "white" {}
_Scaling("Scaling", Float) = 1.0
@josephbk117
josephbk117 / Liquid.shader
Last active November 26, 2024 22:55
Unity liquid shader
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/
Shader "BitshiftProgrammer/Liquid"
{
Properties
{
_Colour ("Colour", Color) = (1,1,1,1)
_FillAmount ("Fill Amount", Range(-10,10)) = 0.0
@josephbk117
josephbk117 / ColouredFog.shader
Last active September 11, 2023 14:18
Screen Space Multi-Coloured Fog - Unity Shader
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/
Shader "BitshiftProductions/ColouredFog"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_ColorLookUp("Fog Colour Look Up", 2D) = "white"{}
@josephbk117
josephbk117 / FastUIJigle.shader
Last active June 29, 2019 03:37
Fast UI Jiggle shader for Unity
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/
Shader "BitshiftProductions/Fast-UI-Jiggle"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
@josephbk117
josephbk117 / OptimizedUI.shader
Last active September 11, 2023 14:18
Better UI shaderfor Unity UI
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/
Shader "BitshiftProductions/OptimizedUI"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)