Shader "MaterialPropertyDrawer"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
[HideInInspector] _MainTex2("Hide Texture", 2D) = "white" {}
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using System.Reflection; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
using ShadowResolution = UnityEngine.Rendering.Universal.ShadowResolution; | |
/// <summary> | |
/// Enables getting/setting URP graphics settings properties that don't have built-in getters and setters. |
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using UnityEngine; | |
using UnityEngine.Rendering; | |
using Unity.Mathematics; | |
[RequireComponent(typeof(Camera))] | |
public class Draw : MonoBehaviour | |
{ | |
[SerializeField] public Mesh Mesh; | |
[SerializeField] public Material Material; | |
private Camera mainCamera; |
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/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
Legal Stuff: | |
This code is free to use no restrictions but attribution would be appreciated. | |
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/ | |
Shader "BitshiftProgrammer/ReflectionProbeAccess" | |
{ | |
Properties | |
{ | |
_Roughness("Roughness", Range(0.0, 10.0)) = 0.0 | |
} |
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' | |
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' | |
//Star Nest algorithm by Pablo Román Andrioli | |
//Unity 5.x shader by Jonathan Cohen | |
//This content is under the MIT License. | |
// | |
//Original Shader: | |
//https://www.shadertoy.com/view/XlfGRj | |
// |
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using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
using Unity.Mathematics; | |
using UnityEngine; | |
public class NativeMeshTest : MonoBehaviour | |
{ | |
private NativeArray<float3> vertexBuffer; | |
private Vector3[] vertexArray; |
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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 |
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Shader "Custom/ToggleTest" { | |
Properties{ | |
_BackgroundTex("Background Texture", 2D) = "white"{} | |
[Toggle(USE_TEXTURE)] _UseTexture("Use Texture", Float) = 0 | |
} | |
SubShader{ | |
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" } |
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// 2 sided standard surface shader (using 2 passes), with fixed normals for flipped faces | |
Shader "Custom/TwoSided (FixedNormals)" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 |
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Shader "ToggleTest" | |
{ | |
Properties | |
{ | |
[Toggle(FILL_WITH_RED)] | |
_FillWithRed ("Fill With Red", Float) = 0 | |
} | |
SubShader | |
{ | |
Pass |
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