Shader "MaterialPropertyDrawer"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
[HideInInspector] _MainTex2("Hide Texture", 2D) = "white" {}
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/************************************************************ | |
* Better Singleton by David Darias | |
* Use as you like - credit where due would be appreciated :D | |
* Licence: WTFPL V2, Dec 2014 | |
* Tested on Unity v5.6.0 (should work on earlier versions) | |
* 03/02/2017 - v1.1 | |
* **********************************************************/ | |
using System; | |
using UnityEngine; |
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/// <summary> | |
/// Trying to reference another Visual Studio project (for example a class library with core functionality) in your Unity3D project usually does not work. | |
/// You can add the project to your VS solution, but you still need to copy the compiled DLL to Unity in order to use it. An exemplary copy instruction in the post-build event command line might look like this: | |
/// | |
/// xcopy /C /Y /R "$(ProjectDir)bin\Debug\MyProjectName.dll" "$(ProjectDir)..\MyProjectUnityFolder\Assets\" | |
/// | |
/// When Unity autogenerates its project files for Visual Studio, it only adds a reference to the compiled dll that you have built and copied. | |
/// Unity does not care about the original project and neither does Visual Studio when you make changes to the Unity3D project itself. | |
/// This means you cannot use various meta related editor actions like go to definition, refactor etc. in the class library. The Unity3D source files will not be affected. | |
/// |
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Shader "ToggleTest" | |
{ | |
Properties | |
{ | |
[Toggle(FILL_WITH_RED)] | |
_FillWithRed ("Fill With Red", Float) = 0 | |
} | |
SubShader | |
{ | |
Pass |
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git clean -xfd | |
git submodule foreach --recursive git clean -xfd | |
git reset --hard | |
git submodule foreach --recursive git reset --hard | |
git submodule update --init --recursive |