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//named with '.hlsl' extension to get highlighting, it's really a '.compute'-file | |
#pragma kernel CSMain | |
RWTexture3D<float4> Result; | |
// if Shader Model doesn't support kernel threadgroups in the Z axis | |
// organize the threads differently | |
#if SHADER_TARGET < 40 | |
[numthreads(16, 16, 1)] | |
#else |
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using UnityEngine; | |
public class MinMaxSliderAttribute : PropertyAttribute | |
{ | |
public readonly float max; | |
public readonly float min; | |
public MinMaxSliderAttribute( float min, float max ) | |
{ | |
this.min = min; | |
this.max = max; |
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using System; | |
using UnityEngine; | |
using UnityEngine.Events; | |
namespace HumanAPI | |
{ | |
[RequireComponent(typeof(Collider))] | |
public class Trigger : MonoBehaviour | |
{ |
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using UnityEngine; | |
using UnityEngine.Events; | |
public abstract class Trigger : MonoBehaviour { | |
public LayerMask activatorLayers; | |
[SerializeField] | |
private bool explicitActivator; | |
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace LowPolySystems | |
{ | |
[System.Serializable] | |
[CreateAssetMenu( fileName = "default blends", menuName = "wat")] | |
public class BlendMode : ScriptableObject | |
{ |
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Shader "Custom/StandardVertex" { | |
Properties { | |
_Color ("ColorTint", Color) = (1,1,1) | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
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using UnityEngine; | |
using UnityEditor; | |
using System.Reflection; | |
using System; | |
namespace EditorAttributes | |
{ | |
[CustomPropertyDrawer(typeof(ButtonAttribute))] | |
public class ButtonDrawer : PropertyDrawer | |
{ |
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using UnityEngine; | |
using System; | |
/// <summary> | |
/// All scripted behaviour that needs access to internal components should inherit from this. | |
/// </summary> | |
public static class ExtensionMethods | |
{ | |
/// <summary> | |
/// Requires a component from the gameobject currently beeing scripted | |
/// without the need for constant use of GetComponent or messy inspectors |
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using UnityEngine; | |
using System; | |
/// <summary> | |
/// All scripted behaviour that needs access to internal components should inherit from this. | |
/// </summary> | |
public abstract class ScriptedBehaviour : MonoBehaviour | |
{ | |
/// <summary> | |
/// Requires a component from the gameobject currently beeing scripted | |
/// without the need for constant use of GetComponent or messy inspectors |
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/* ==================================================== | |
* Company: Unity Technologies | |
* Author: Rickard Andersson, [email protected] | |
* ==================================================== | |
* Modified by : Halvor Smedås, [email protected] | |
* ==================================================== */ | |
/*Fix for bottom part of the page, as pointed out by /u/EristicEscalator. Thanks!*/ | |
body { background-color: #1E1E1E; } |
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