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| Shader "Custom/PainterlyLighting" | |
| { | |
| Properties | |
| { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| [HDR]_SpecularColor("Specular color", Color) = (1, 1, 1, 1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| [Normal]_Normal("Normal", 2D) = "bump" {} | |
| _NormalStrength("Normal strength", Range(-2, 2)) = 1 | |
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| // Copyright © 2024 Harry Alisavakis | |
| // 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 copies of the Software, and to permit persons to whom the Software is furnished to do so, | |
| // subject to the following conditions: | |
| // The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| [ExecuteAlways] | |
| public class BezierTest : MonoBehaviour { | |
| public int numOfPoints; | |
| public float height = 1; |
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| // Each #kernel tells which function to compile; you can have many kernels | |
| #pragma kernel GrassGeneration | |
| struct InputData { | |
| float3 position; | |
| float3 normal; | |
| float3 tangent; | |
| }; | |
| struct IndirectArgs { |
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| //Shader imported from https://docs.chaosgroup.com/display/OSLShaders/Thin+Film+Shader | |
| Shader "Custom/ThinFilmIridescence" { | |
| Properties { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| [Normal]_Normal("Normal", 2D) = "bump" {} | |
| _Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
| _Metallic ("Metallic", Range(0,1)) = 0.0 | |
| _ThicknessMin("ThicknessMin", float) = 250 | |
| _ThicknessMax("ThicknessMax", float) = 400 |
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| Shader "Custom/CurveDissolve" | |
| { | |
| Properties | |
| { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| _Noise("Noise", 2D) = "white" {} | |
| _CurveTexture("Curve texture", 2D) = "white" {} | |
| _Cutoff("Cutoff", Range(0,1)) = 0 | |
| _Glossiness ("Smoothness", Range(0,1)) = 0.5 |
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| "Sampler2D" : { | |
| "prefix": "sampl", | |
| "body": [ | |
| "$1(\"$2\", 2D) = \"white\" {}", | |
| "sampler2D $1;" | |
| ], | |
| "description": "Makes a sampler2D property" | |
| }, | |
| "Float" : { |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using UnityEditor; | |
| using UnityEngine; | |
| using UnityEngine.Experimental.Rendering; | |
| public class ShaderTextureCombiner : EditorWindow { | |
| //Input textures |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using UnityEditor; | |
| using UnityEngine; | |
| public class TextureCombiner : EditorWindow { | |
| //Input textures | |
| private Texture2D[] textures = new Texture2D[4]; |