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| // How it would have been written with standard functions. Class palced inside Editor Folder. | |
| EditorGUILayout.BeginHorizontal(); | |
| int before = target.transparency; | |
| target.transparency = EditorGUILayout.IntField("Transparency:", target.transparency); | |
| if (target.transparency != before) | |
| target.RecalculateShaderParameters(); | |
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| // An example snippet for: https://www.quizcanners.com/single-post/2018/04/20/Story-Trigger-Data-Interface-iSTD | |
| public stdEncoder Encode() => new stdEncoder() | |
| .Add("mrkP", mapMarkerPosition); | |
| .Add("mrkC", mapMarkerColor); | |
| public bool Decode (string tag, string data){ | |
| switch (tag){ | |
| case "mrkP": mapMarkerPosition = data.ToVactor2(); break; | |
| case "mrkC": mapMarkerColor = data.ToColor(); break; |
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| public override void OnInspectorGUI() { | |
| var controller = (MyMaterialController )target; | |
| EditorGUILayout.BeginHorizontal(); | |
| EditorGUI.BeginChangeCheck(); | |
| controller .transparency = EditorGUILayout.FloatField("Object's Transparency:", controller .transparency); |
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| inline float3 DetectSmoothEdge(float3 edge, float3 junkNorm, float3 sharpNorm, float3 edge0, float3 edge1, float3 edge2) { | |
| edge = max(0, edge - 0.965) * 28; | |
| float allof = edge.r + edge.g + edge.b; | |
| float border = min(1, allof); | |
| float3 edgeN = edge0*edge.r + edge1*edge.g + edge2*edge.b; | |
| float junk = min(1, (edge.g*edge.b + edge.r*edge.b + edge.r*edge.g)*2); | |
| return normalize((sharpNorm*(1 - border)+ border*edgeN)*(1 - junk) + junk*(junkNorm)); | |
| } |
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| // Transparency | |
| alpha:fade // Means it is not a glass | |
| Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } | |
| ZWrite Off | |
| Blend SrcAlpha OneMinusSrcAlpha | |
| // Adjusting strength of the Normal | |
| o.Normal = UnpackNormal(bump0); | |
| o.Normal.xy *= wet; | |
| o.Normal.z = 1; |
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| // https://gist.github.com/hecomi/9580605 | |
| //Dirctionary: | |
| View Matrix : camera.worldToCameraMatrix | |
| // How to project a texture: | |
| //cs: | |
| projectionMatrix = camera.projectionMatrix * camera.worldToCameraMatrix | |
| //vert: |
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| // Article: https://medium.com/@quizcanners/unity-i-have-a-custom-editor-for-every-script-5eddf20fdacc | |
| using System.Collections.Generic; | |
| using QuizCanners.Inspector; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| #endif | |
| public class SomeScript : MonoBehaviour: IPEGI { |
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| public Inspect() | |
| { | |
| if ("Object's Transparency:".edit(ref transparency)) | |
| RecalculateShaderParameters(); | |
| if (transparency != 0.5f && icon.Refresh.Click("Will load default value",25).nl()) | |
| transparency = 0.5f; | |
| } |
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| Revolution. Use length(xy) as one of the parameters for any function. | |
| Subtract X from SDF - scale it up. | |
| max - intersect | |
| min - unite | |
| lerp(sdf1, sdf2, t) to morph the two |
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| // This is a starting point for most effects I make. | |
| Shader "Playtime Painter/Effects/Circle" { | |
| Properties{ | |
| _MainTex("Albedo (RGB)", 2D) = "white" {} | |
| [Toggle(_DEBUG)] debugOn("Debug", Float) = 0 | |
| } | |
| SubShader{ | |
| Tags{ |
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