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// Global temporary variables in GLSL, and access to ambient/reflection/SH9 in shaders: | |
// Requires these patches: | |
// https://github.com/lyuma/godot/tree/shader_improvements_meta (master) | |
// https://github.com/lyuma/godot/tree/shader_global_arrays_3.2 (3.2) | |
// https://github.com/lyuma/godot/tree/shader_npr_lighting_3.2 (3.2) | |
vec4 unity_SHAr = vec4(0.0); | |
vec4 unity_SHAg = vec4(0.0); | |
vec4 unity_SHAb = vec4(0.0); | |
vec4 unity_SHBr = vec4(0.0); |
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/* | |
Most of this code hasn't been made by me (maybe partially tweaked to fit) and just collected those snippets from many sources | |
across the internet. I haven't saved some of the original author names and all the credits | |
should go to them. I'm pretty some of you may find optimizations to them, feel free to leave a comment. | |
HPlass (hermann.plass@gmail.com) - 2020 | |
Source: | |
https://thebookofshaders.com/11/ | |
https://thebookofshaders.com/edit.php#11/lava-lamp.frag |
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Shader "PostProcess/HeightFog" | |
{ | |
Properties | |
{ | |
[HideInInspector] _MainTex ("Texture", 2D) = "white" {} | |
_FogColor ("FogColor", Color) = (1,1,1,1) | |
_FogDensity ("FogDensity", Range(0,1)) = 0.2 | |
_FogHeight ("FogHeight", float) = 5.0 | |
} | |
SubShader |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace HEAP | |
{ | |
[ExecuteInEditMode] | |
public class MeshVertexInfoVisualizer : MonoBehaviour | |
{ | |
[System.Flags] |
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using UnityEngine; | |
using System.Collections; | |
public class FlyCamera : MonoBehaviour { | |
/* | |
Writen by Windexglow 11-13-10. Use it, edit it, steal it I don't care. | |
Converted to C# 27-02-13 - no credit wanted. | |
Simple flycam I made, since I couldn't find any others made public. | |
Made simple to use (drag and drop, done) for regular keyboard layout |