View AmbientProbeUpdateSystem.cs
#if ENABLE_HYBRID_RENDERER_V2 && URP_9_0_0_OR_NEWER | |
using Unity.Burst; | |
using Unity.Entities; | |
using Unity.Mathematics; | |
using static Unity.Mathematics.math; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
namespace Unity.Rendering | |
{ |
View fxpass.cs
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Experimental.Rendering; | |
using UnityEngine.Experimental.Rendering.LightweightPipeline; | |
[ImageEffectAllowedInSceneView] | |
public class WaterFXPass : MonoBehaviour, DefaultRendererSetup.IAfterSkyboxPass | |
{ | |
private WaterFXPassImpl m_WaterFXPass; |
View MyLWRenderer.cs
using System; | |
using UnityEngine.Rendering; | |
namespace UnityEngine.Experimental.Rendering.LightweightPipeline | |
{ | |
/// <summary> | |
/// A Custom tweaking of the LWRP using the passes system, in this example a 'WaterFXPass' is added | |
/// </summary> | |
public class MyLWRenderer : MonoBehaviour, IRendererSetup | |
{ |
View package.json
{ | |
"dependencies": { | |
"com.unity.postprocessing": "file:../ScriptableRenderPipeline/com.unity.postprocessing", | |
"com.unity.render-pipelines.core": "file:../ScriptableRenderPipeline/com.unity.render-pipelines.core", | |
"com.unity.shadergraph": "file:../ScriptableRenderPipeline/com.unity.shadergraph", | |
"com.unity.render-pipelines.lightweight": "file:../ScriptableRenderPipeline/com.unity.render-pipelines.lightweight" | |
} | |
} |
View SpecialEventClass.cs
/* | |
* When developing the UI system we came across a bunch of things we were not happy | |
* with with regards to how certain events and calls could be sent in a loosely coupled | |
* way. We had this requirement because with a UI you tend to implement widgets that receive | |
* certain events, but you don't really want to have lots of glue code to manage them | |
* and keep track of them. The eventing interfaces we developed helped with this. One of | |
* the interesting things, is that they are not justfor the UI system! You can use this as | |
* a type-safe, fast, and simple alternative to SendMessage (never use SendMessage!). | |
* So how does it all work? |
View TouchInputModule.cs
using System.Text; | |
namespace UnityEngine.EventSystems | |
{ | |
[AddComponentMenu("Event/Touch Input Module")] | |
public class TouchInputModule : PointerInputModule | |
{ | |
protected TouchInputModule() | |
{} |
View Text.cs
using System; | |
using System.Collections.Generic; | |
using System.Text; | |
namespace UnityEngine.UI | |
{ | |
/// <summary> | |
/// Labels are graphics that display text. | |
/// </summary> |
View ScrollRect.cs
using System; | |
using UnityEngine.Events; | |
using UnityEngine.EventSystems; | |
namespace UnityEngine.UI | |
{ | |
[AddComponentMenu ("UI/Scroll Rect", 33)] | |
[SelectionBase] | |
[ExecuteInEditMode] |
View Shadow.cs
using System.Collections.Generic; | |
namespace UnityEngine.UI | |
{ | |
[AddComponentMenu ("UI/Effects/Shadow", 14)] | |
public class Shadow : BaseVertexEffect | |
{ | |
[SerializeField] | |
private Color m_EffectColor = new Color (0f, 0f, 0f, 0.5f); |
View CustomEvents.cs
using System; | |
using System.Collections.Generic; | |
using UnityEngine.Events; | |
// interface you implement in your MB to receive events | |
public interface ICustomHandler : IEventSystemHandler | |
{ | |
void OnCustomCode(CustomEventData eventData); | |
} |
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