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| import unreal | |
| # ---- CONFIG ---- | |
| INSTANCE_PREFIX = "MI_" | |
| TEXTURE_PREFIX = "T_" | |
| # texture suffix -> parent material parameter name (case-sensitive!) | |
| PARAMS = {"D": "D", "N": "N", "R": "R", "M": "M"} | |
| # ---------------- | |
| eal = unreal.EditorAssetLibrary |
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| // See image comparison https://imgur.com/a/9L2P7GJ | |
| // Read details https://iolite-engine.com/blog_posts/minimal_agx_implementation | |
| // Usage: | |
| // 1. Open "Project Settings" and change "Working Color Space" to "sRGB / Rec709" | |
| // 2. Open `Engine\Shaders\Private\PostProcessTonemap.usf` file | |
| // 3. Find `half3 OutDeviceColor = ColorLookupTable(FinalLinearColor);` line | |
| // 4. Replace it with `half3 OutDeviceColor = ApplyAgX(FinalLinearColor);` line | |
| // 5. Find `half3 ColorLookupTable( half3 LinearColor )` function | |
| // 6. After the scope of the function, add the code below and run `RecompileShaders Changed` from console |
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| bl_info = { | |
| "name": "GUMDROP", | |
| "author": "NathoSteveo", | |
| "version": (1, 0, 0),} | |
| import bpy | |
| import os | |
| import math | |
| import bmesh | |
| import mathutils |
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| using UnityEngine; | |
| using UnityEngine.Events; | |
| [ExecuteInEditMode] | |
| public class SDFTextureGenerator : MonoBehaviour | |
| { | |
| [Header("[ TEXTURE TO SDF ]")] | |
| [SerializeField] Texture _SOURCE_TEXTURE = null; | |
| [SerializeField] Texture _RESULT_TEXTURE = null; |
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| using UnityEngine; | |
| using UnityEngine.Experimental.Rendering; | |
| using UnityEngine.Rendering; | |
| public class SDFTexture | |
| { | |
| RenderTexture _sdfTexture; | |
| RenderTexture _floodTexture; | |
| ComputeShader _computeShader; |
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| #include "UnityCG.cginc" | |
| #pragma kernel _SeedKernel | |
| #pragma kernel _FloodKernel | |
| #pragma kernel _DistKernel | |
| #pragma kernel _ShowSeedsKernel | |
| #pragma multi_compile_local __ _ADD_BORDERS | |
| #define THREAD_GROUP_WIDTH 8 |
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| private MeshFilter filter; | |
| public void CombineGridPointMeshes() | |
| { | |
| combineInstances.Clear(); | |
| HashSet<MeshFilter> meshes = new HashSet<MeshFilter>(gridPointMeshes); | |
| foreach (MeshFilter filter in meshes) | |
| { |
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| @tool | |
| extends Node3D | |
| @export var grid_parent: Node3D | |
| var grid_size | |
| var block_size | |
| @export var current_grid_size: int | |
| @export var current_block_size: int | |
| var grid_block = preload("res://assets/open_world/scenes/grid_block.tscn") | |
| var grid_block_mat = preload("res://assets/open_world/shaders/grid_block.tres") |
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| /* | |
| ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ | |
| ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ | |
| ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ | |
| ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ | |
| ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ | |
| ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ | |
| */ | |
| //-------------------------------------------------------------------------------[ OPEN WORLD ] | |
| #ifndef SHADOWCOORD_INCLUDED |
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| /* | |
| ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ | |
| ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ | |
| ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ | |
| ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ | |
| ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ | |
| ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ | |
| */ | |
| //-------------------------------------------------------------------------------[ OPEN WORLD ] | |
| Shader"NATHO/SHADOW_OUTLINE" |