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| Shader "Mobile VR Highlight" { | |
| Properties { | |
| _ColorOutline ("Outline", Color) = (1,1,1,1) | |
| _ColorInterior ("Interior", Color) = (0.25,0.25,0.25,0.25) | |
| _ColorInteriorFaded ("Interior Faded", Color) = (0.1,0.1,0.1,0.1) | |
| _ColorInteriorOcc ("Interior Occluded", Color) = (0.15,0.15,0.15,0.15) | |
| _ColorInteriorOccFaded ("Interior Occluded Faded", Color) = (0.05,0.05,0.05,0.05) | |
| _PulseRateMod ("Pulse Rate Modifier", Float) = 4.0 | |
| _OutlneWidth ("Outline Pixel Width", Float) = 1.0 | |
| } |
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| /* | |
| * Created by C.J. Kimberlin | |
| * | |
| * The MIT License (MIT) | |
| * | |
| * Copyright (c) 2019 | |
| * | |
| * Permission is hereby granted, free of charge, to any person obtaining a copy | |
| * of this software and associated documentation files (the "Software"), to deal | |
| * in the Software without restriction, including without limitation the rights |
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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/Liquid" | |
| { | |
| Properties | |
| { | |
| _Colour ("Colour", Color) = (1,1,1,1) | |
| _FillAmount ("Fill Amount", Range(-10,10)) = 0.0 |
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| // Based on the Unity Wiki FloatingOrigin script by Peter Stirling | |
| // URL: http://wiki.unity3d.com/index.php/Floating_Origin | |
| using UnityEngine; | |
| using UnityEngine.SceneManagement; | |
| public class FloatingOrigin : MonoBehaviour | |
| { | |
| [Tooltip("Point of reference from which to check the distance to origin.")] | |
| public Transform ReferenceObject = null; |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| // @kurtdekker | |
| // To use: | |
| // import a repeating sprite, FullRect | |
| // drop it on a SpriteRenderer GameObject | |
| // drop this on that same SpriteRenderer you want to be infinitely tiled | |
| // |
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| public static class FileComparer | |
| { | |
| public static bool CompareEquals(string filePath1, string filePath2, int bufferSize = 65536) | |
| { | |
| if (filePath1 == filePath2) return true; | |
| var buffer1 = ArrayPool<byte>.Shared.Rent(bufferSize); | |
| var buffer2 = ArrayPool<byte>.Shared.Rent(bufferSize); | |
| try | |
| { |
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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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| // | |
| // Lookup Tables for Transvoxel's Modified Marching Cubes | |
| // | |
| // Unlike the original paper (Marching Cubes: A High Resolution 3D Surface Construction Algorithm), these tables guarantee | |
| // a closed mesh "whose connected components are continuous and free of holes." | |
| // | |
| // Rotations are prioritised over inversions so that 3 of the 6 cases containing ambiguous faces are never added. 3 extra | |
| // cases are added as a post-process, overriding inverses through custom-build rotations to eliminate the rest. | |
| // | |
| // Uses the exact same co-ordinate system as https://gist.github.com/dwilliamson/c041e3454a713e58baf6e4f8e5fffecd |
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| Shader "Caustics" | |
| { | |
| Properties | |
| { | |
| [Header(Caustics)] | |
| _CausticsTexture("Texture", 2D) = "white" {} | |
| _CausticsStrength("Strength", float) = 0 | |
| _CausticsSplit("RGB Split", float) = 0 | |
| [Header(Movement)] |
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| using UnityEngine; | |
| using UnityEngine.UI; | |
| /* | |
| Radial Layout Group by Just a Pixel (Danny Goodayle) - http://www.justapixel.co.uk | |
| Copyright (c) 2015 | |
| Permission is hereby granted, free of charge, to any person obtaining a copy | |
| of this software and associated documentation files (the "Software"), to deal | |
| in the Software without restriction, including without limitation the rights | |
| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |