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Shader "Toon/HalftoneToon" | |
{ | |
Properties | |
{ | |
_ColorHighlight("Color Highlight", Color) = (1,1,1,1) | |
_RangeHighlight("Range Highlight", Range(0,1)) = 0.8 | |
_Color("Color", Color) = (0.9, 0.9, 0.9, 1) | |
_ColorShaded("Color Shaded", Color) = (0.6, 0.6, 0.6, 1) | |
_RangeShaded("Range Shaded", Range(0,1)) = 0.5 | |
_ColorReflected("Color Reflected", Color) = (0.7, 0.7, 0.7, 1) |
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using UnityEngine; | |
using UnityEditor; | |
public class ObjectDuplicator : MonoBehaviour | |
{ | |
public static void DuplicateMultipleObject(GameObject[] targetObjects, int count, Vector3 positionOffset) | |
{ | |
for (int i = 0; i < count; i++) | |
{ | |
foreach (var go in targetObjects) |
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Shader "GlowingEfx" | |
{ | |
Properties | |
{ | |
_Color("Color", color) = (1,1,1,1) | |
_GlowCenter("Glow Center", Vector) = (0,0,0) | |
_GlowSpread("Glow Spread", float) = 0 | |
_GlowStrength("Glow Strength", float) = 1 | |
_Refraction("Refraction", float) = 1 |
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using System.Collections.Generic; | |
using UnityEngine.Rendering.Universal; | |
using UnityEngine.Rendering; | |
using UnityEngine.Scripting.APIUpdating; | |
namespace UnityEngine.Experimental.Rendering.Universal | |
{ | |
[MovedFrom("UnityEngine.Experimental.Rendering.LWRP")]public enum RenderQueueType | |
{ | |
Opaque, |
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using System.Collections.Generic; | |
using UnityEngine.Rendering.Universal; | |
using UnityEngine.Rendering; | |
using UnityEngine.Scripting.APIUpdating; | |
namespace UnityEngine.Experimental.Rendering.Universal | |
{ | |
[MovedFrom("UnityEngine.Experimental.Rendering.LWRP")] public class RenderObjectsPass : ScriptableRenderPass | |
{ | |
RenderQueueType renderQueueType; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
namespace UnityEngine.Experimental.Rendering.Universal { | |
public class MyRendererFeature : ScriptableRendererFeature { | |
[System.Serializable] |
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using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
namespace UnityEngine.Experimental.Rendering.Universal { | |
public class MyRenderPass :ScriptableRenderPass { | |
string m_profilerTag; | |
Material m_blitMaterial; |
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// https://github.com/Unity-Technologies/UniversalRenderingExamples/blob/master/Assets/Scripts/Runtime/RenderPasses/Blit.cshttps://samdriver.xyz/articles/scriptableRender.html | |
// https://samdriver.xyz/articles/scriptableRender.html | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering.Universal; | |
namespace UnityEngine.Experimental.Rendering.Universal { | |
// https://github.com/Unity-Technologies/UniversalRenderingExamples/blob/master/Assets/Scripts/Runtime/RenderPasses/Blit.cs |
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// https://github.com/Unity-Technologies/UniversalRenderingExamples/blob/master/Assets/Scripts/Runtime/RenderPasses/BlitPass.cs | |
// https://samdriver.xyz/articles/scriptableRender.htm | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
namespace UnityEngine.Experimental.Rendering.Universal { | |
/// <summary> | |
/// Copy the given color buffer to the given destination color buffer. | |
/// |
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using UnityEngine; | |
using System.IO; | |
using System.Text.RegularExpressions; | |
public class FileUtilities | |
{ | |
#region SAVE_LOAD_MOVE | |
public static void SaveFile(string data, string path, string name, bool isOverwrite=true) { | |
if(isOverwrite) { |
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