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shader_type particles; | |
void start() { | |
if (RESTART_POSITION) { | |
TRANSFORM[3].xyz = EMISSION_TRANSFORM[3].xyz; //sets to emitter position | |
float _time = TIME * 200.0; | |
VELOCITY = vec3(1.*cos(_time),0.,1.*sin(_time)); //sets angle based on time | |
} | |
} |
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shader_type spatial; | |
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx; | |
uniform sampler2D Tile_Texture:source_color; | |
//used for random values on tile | |
vec2 random(float x, float y) { | |
vec2 co = round(vec2(x,y)); | |
return vec2( |
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Shader "Unlit/ScreenSpaceGradient" | |
{ | |
Properties | |
{ | |
_TopColour("Top Colour", Color) = (0.5,0.5,0.5,1) | |
_BottomColour("Bottom Colour", Color) = (0.5,0.5,0.5,1) | |
_Height("Height", float) = 0.0 | |
} | |
SubShader | |
{ |
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Shader "Unlit/TwoPassStencilShader" | |
{ | |
Properties | |
{ | |
_Color1("Colour1", Color) = (1,0,0,1) | |
_Color2("Colour2", Color) = (0,0,1,1) | |
} | |
SubShader | |
{ | |
Tags{ |
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Shader "Unlit/CircleBlur" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_Radius ("Radius", float) = 0.8 | |
} | |
SubShader | |
{ |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[ExecuteInEditMode] | |
public class OnePointPerspective : MonoBehaviour { | |
[SerializeField] | |
private Camera camcam; |
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Shader "Unlit/BorderedDepthCube" | |
{ | |
Properties | |
{ | |
_Color("Colour", Color) = (1,1,1,1) | |
_BorderWidth("Border Width", float) = 0.03 | |
_BorderStrength("Border Strength", float) = 0.3 | |
} | |
SubShader | |
{ |
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Shader "Unlit/GatheringEnergy" | |
{ | |
Properties | |
{ | |
_LineWidth("Line Width", float) = 1.5 | |
_LineLength("Line length", float) = 10.0 | |
_LengthMult("Length Multiplier", float) = 0.2 | |
_InwardSpeed("Inward Speed", float) = 4.0 | |
_Seed("Random Seed", float) = 0.0 | |
_Slices("Radial Slices", int) = 9 |
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Shader "Skybox/MoonSkybox" | |
{ | |
//Displays a skybox with an overlayed texture that can be positioned as a moon | |
Properties | |
{ | |
_MoonTex ("Moon Texture", 2D) = "white" {} | |
_SkyMap ("Sky Map", Cube) = "" {} | |
_MoonDirection ("Moon Direction", Vector) = (0.4, 0.8, 0, 0) | |
_MoonScale ("Moon Scale", Range(0.01, 1.0)) = 0.2 | |
} |
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Shader "Unlit/ColourCycling" | |
{ | |
//cycles through y position in CycleColours based on r value of _CyclePaint | |
//g value of _CyclePaint allows for y offset when selecting from _CycleColours | |
//b value of _CyclePaint acts as a mask, it displays _MainTex as the background anywhere it's 0 | |
//make sure all textures are set to point filter | |
//When making your colours for the r value don't make the mistake I first did and forget that 0 and 255 are equal when cycling | |
//one or the other has to not go all the way to the end so they're spaced correctly | |
Properties |
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