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Shader "MaskVertex" { | |
Properties { | |
_Color ("Main Color", Color) = (1,1,1,0) | |
_Emission ("Emmisive Color", Color) = (0,0,0,0) | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_Mask ("Culling Mask", 2D) = "white" {} | |
_Cutoff ("Alpha cutoff", Range (0,1)) = 0.1 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } |
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using UnityEngine; | |
using System.Collections; | |
public class sample : MonoBehaviour { | |
private float MAP_RADIUS = 10.0f; | |
public Transform target; | |
// float Z { | |
// get { |
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Shader "MaskedLightTexture" { | |
Properties { | |
_Color ("Main Color", Color) = (1,1,1,0) | |
_SpecColor ("Spec Color", Color) = (1,1,1,1) | |
_Emission ("Emmisive Color", Color) = (0,0,0,0) | |
_Shininess ("Shininess", Range (0.01, 1)) = 0.7 | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_Mask ("Culling Mask", 2D) = "white" {} | |
_Cutoff ("Alpha cutoff", Range (0,1)) = 0.1 | |
} |
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using UnityEngine; | |
using System.Collections; | |
public class Mirror : MonoBehaviour | |
{ | |
private float MAP_RADIUS = 10.0f; | |
public Transform target; | |
void Start() | |
{ |
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Shader "MaskedTexture" | |
{ | |
Properties | |
{ | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_Mask ("Culling Mask", 2D) = "white" {} | |
_Cutoff ("Alpha cutoff", Range (0,1)) = 0.1 | |
} | |
SubShader | |
{ |
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Shader "VertexLit" { | |
Properties { | |
_Color ("Main Color", Color) = (1,1,1,0) | |
_SpecColor ("Spec Color", Color) = (1,1,1,1) | |
_Emission ("Emmisive Color", Color) = (0,0,0,0) | |
_Shininess ("Shininess", Range (0.01, 1)) = 0.7 | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
} | |
SubShader { | |
Pass { |
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Shader "Example/Diffuse Texture" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" { } | |
} | |
SubShader { | |
Tags { "RenderType" = "Opaque" } | |
CGPROGRAM | |
#pragma surface surf Lambert | |
struct Input { | |
float2 uv_MainTex; |
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Shader "Example/Diffuse Texture2" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader { | |
Tags { "RenderType" = "Opaque" } | |
CGPROGRAM | |
#pragma surface surf SimpleLambert | |
half4 LightingSimpleLambert (SurfaceOutput s, half3 lightDir, half atten) { |
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Shader "Example/Diffuse ShadowColor" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" {} | |
_ShadowColor ("ShadowColor", Color) = (0,0,1,1) | |
} | |
SubShader { | |
Tags { "RenderType" = "Opaque" } | |
CGPROGRAM | |
#pragma surface surf SimpleLambert |
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using UnityEngine; | |
using System.Collections; | |
public class CleatePlane : MonoBehaviour | |
{ | |
public GameObject shadowColorPlanePrefab; | |
void Start () | |
{ | |
for (int h = 0; h <= 360; h++) { |