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// based on this shader (https://assetstore.unity.com/packages/vfx/shaders/gem-shader-3) | |
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' | |
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' | |
Shader "FX/Gem_CameraSpace" | |
{ | |
Properties { | |
[HDR] _Color ("Color", Color) = (1,1,1,1) | |
_ReflectionStrength ("Reflection Strength", Range(0.0,2.0)) = 1.0 | |
_EnvironmentLight ("Environment Light", Range(0.0,2.0)) = 1.0 |
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' | |
Shader "Unlit/Architecture_Base_Unlit" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_Color("Color", Color) = (1,1,1,1) | |
_Luminosity("Luminosity", Float) = 10 | |
_ArchitectureScale("Arch Scale", Float) = 30 |
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// This shader is hugely based on "saturation" by megaloler (https://www.shadertoy.com/view/XttGWB) | |
Shader "Hidden/CustomColorGrading" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_saturation("saturation value", Float) = 0.3 | |
} | |
SubShader |
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// The shader code is converted to use in Unity3D from | |
// "Displacement with Dispersion" created by cornusammonis on Shadertoy(https://www.shadertoy.com/view/4ldGDB) | |
Shader "Custom/Dispersion" { | |
Properties { | |
iChannel1("Albedo (RGB)", 2D) = "white" {} | |
iChannel2("Albedo (RGB)", 2D) = "white" {} | |
} | |
SubShader{ | |
Tags { "RenderType" = "Opaque" } |
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//Code is converted to use in Unity(ShaderLab) from | |
//Lightining by asti | |
//on Shadertoy(https://www.shadertoy.com/view/Xds3Rj) | |
Shader "Custom/Lightning" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_CustomTime("TimeDiff", Float) = 0.5 |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class AnimationController : MonoBehaviour { | |
private float speed; | |
private Vector3 destination = new Vector3(10, 20, 1); | |
private Vector3 initialTargetPosition; | |
private bool isInitialMotion = true; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class Controller : MonoBehaviour { | |
public Transform prefab; | |
// Use this for initialization | |
void Start () { | |
for (int i = 0; i < 300; i++) |
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//Code is converted to use in Unity(ShaderLab) from | |
//Lightining by asti | |
//on Shadertoy(https://www.shadertoy.com/view/Xds3Rj) | |
Shader "Custom/Lightning" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} |
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//Code is converted to use in Unity(ShaderLab) from | |
//Lightining by asti | |
//on Shadertoy(https://www.shadertoy.com/view/Xds3Rj) | |
Shader "Custom/Lightning" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} |
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// https://github.com/keijiro/NoiseShader | |
#include "HLSL/SimplexNoise3D.hlsl" | |
#pragma kernel CSParticle | |
// Particle's data | |
struct Particle | |
{ | |
float3 position; | |
float3 velocity; |
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