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/* | |
Unity C# Port of Andrea Giammarchi's JavaScript A* algorithm (http://devpro.it/javascript_id_137.html) | |
Usage: | |
0 = walkable; | |
1 = wall; | |
int[][] map = new int[][] | |
{ |
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Shader "Custom/bitmask" | |
{ | |
Properties | |
{ | |
//_MainTex ("Base", 2D) = "black" {} | |
_Mask ("Culling Mask", 2D) = "" {} | |
_Cutoff ("Alpha Cutoff", Range(0,1)) = 0 |
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Shader "Seventy Sevian/Pixelated" | |
{ | |
Properties | |
{ | |
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} | |
_Color ("Color", Color) = (1, 1, 1, 1) | |
_PixelCountU ("Pixel Count U", float) = 100 | |
_PixelCountV ("Pixel Count V", float) = 100 | |
} |
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using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Threading; | |
class BitmapEncoder | |
{ | |
public static void WriteBitmap(Stream stream, int width, int height, byte[] imageData) |
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// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
// However, if you want to author shaders in shading language you can use this teamplate as a base. | |
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
// This shader works with URP 7.1.x and above | |
Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |