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| Shader "Custom/StandardSurfaceShaderWithVertexColor" { | |
| Properties { | |
| _MainTint("Global Color Tint", Color) = (1,1,1,1) | |
| } | |
| SubShader { | |
| Tags { "RenderType"="Opaque" } | |
| LOD 200 | |
| CGPROGRAM | |
| #pragma surface surf Lambert vertex:vert |
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| Shader "Name" { | |
| Properties { | |
| _Name ("display name", Range (min, max)) = number | |
| _Name ("display name", Float) = number | |
| _Name ("display name", Int) = number | |
| _Name ("display name", Color) = (number,number,number,number) | |
| _Name ("display name", Vector) = (number,number,number,number) |
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| // ***************** | |
| // Types of Shaders: | |
| // * Surface Shader: | |
| // lit shaders that affect lighting of an object | |
| // * Unlit Shader: | |
| // vertex and fragment shader, control vertex properties | |
| // * Image Effect Shader: |
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| Shader "Unlit/ScreenFade" | |
| { | |
| Properties | |
| { | |
| //https://docs.unity3d.com/Manual/SL-Properties.html | |
| //[HideInInspector] | |
| //[NoScaleOffset] | |
| //[Normal] | |
| //[HDR] | |
| //[Gamma] |
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| //https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html | |
| //https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/CGIncludes/UnityCG.cginc - Most interesting stuff ;) | |
| //https://github.com/TwoTailsGames/Unity-Built-in-Shaders/tree/master/CGIncludes | |
| //https://docs.unity3d.com/Manual/SL-Shader.html | |
| //http://developer.download.nvidia.com/CgTutorial/cg_tutorial_appendix_e.html | |
| //https://unity3d.com/how-to/shader-profiling-and-optimization-tips | |
| //https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html | |
| //http://www.deepskycolors.com/archive/2010/04/21/formulas-for-Photoshop-blending-modes.html | |
| //http://www.iquilezles.org/blog/ | |
| //https://www.youtube.com/channel/UCcAlTqd9zID6aNX3TzwxJXg |
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| Shader "Region28/MaskedPaint" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Main Texture", 2D) = "white" {} | |
| //_Mask("Mask Texture", 2D) = "white" {} | |
| _Brush("Brush Texture", 2D) = "white" {} | |
| [HideInInspector]_BrushPos("Mask Position", Vector) = (0.5,0.5,0.0,0.0) | |
| _BrushSize("Mask Size", Range(0, 10)) = 1.0 | |
| _BrushRotation("Rotation", Range(0, 360)) = 0 |
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| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEngine.Timeline; | |
| using UnityEngine.Playables; | |
| using System.Collections.Generic; | |
| using UnityEditor.Timeline; | |
| using uOSC; | |
| using UnityEngine.Events; | |
| using EVMC4U; | |
| using VRM; |
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| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| public class RandomPointOnMesh : MonoBehaviour | |
| { | |
| public MeshCollider lookupCollider; | |
| public bool bangGetPoint; | |
| private Vector3 randomPoint; |
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| using UnityEngine; | |
| using UnityEngine.Events; | |
| public class MouseFingerEvent | |
| { | |
| public Vector2 position; | |
| public int index; | |
| } | |
| public class MouseFinger : MonoBehaviour |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class CameraEditorMovement : MonoBehaviour | |
| { | |
| [Header("Mouse")] | |
| public float lookSpeedH = 2f; | |
| public float lookSpeedV = 2f; | |
| public float zoomSpeed = 2f; |