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| using System; | |
| using UnityEngine; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| #endif | |
| namespace GG.Utils | |
| { | |
| /// <summary> | |
| /// A small helper to define a range of random values (int or float) in the inspector |
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| Shader "GG/UiDistortion" | |
| { | |
| Properties | |
| { | |
| [NoScaleOffset] [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
| [NoScaleOffset] _DistortionMask ("Distortion mask", 2D) = "white" {} | |
| [Normal] _Distortion ("Distortion", 2D) = "white" {} | |
| _DistortionAmount ("Distortion Amount", Range(-1, 1)) = 0.05 | |
| _DistortionScrollH ("Distortion Horizontal scroll", Range(-0.5, 0.5)) = 0.5 |
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| using System; | |
| using UnityEngine; | |
| namespace GG.Utils | |
| { | |
| [Serializable] | |
| public class FibbonachiXp | |
| { | |
| //just useful value (approx) | |
| public const float FIBBONACHI_MULTIPLIER = 1.618f; |
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| Shader "GG/Chrome" | |
| { | |
| Properties | |
| { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| [NoScaleOffset] _Normal ("Normal", 2D) = "bump" {} | |
| _Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
| _Metallic ("Metallic", Range(0,1)) = 0.0 | |
| _Scale ("Scale", Range(0.0001,1)) = 0.1 |
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| Shader "GG/Skybox/CubemapPsychodelic" | |
| { | |
| Properties | |
| { | |
| _Tint("Tint Color", Color) = (.5, .5, .5, .5) | |
| _Color1 ("Color1", Color) = (1, .5, .5, .5) | |
| _Color2 ("Color2", Color) = (.5, .5, 1, .5) | |
| [Gamma] _Exposure("Exposure", Range(0, 8)) = 1.0 | |
| _Rotation("Rotation", Range(0, 360)) = 0 | |
| [NoScaleOffset] _Tex("Cubemap (HDR)", Cube) = "grey" {} |
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| /* | |
| Cubemap shader with adjustable vertical Scale/Offset and HSV color controls. | |
| Creation goal was to enable user to create several casually-looking skyboxes in different colors from single image, drawn in 2d editing software. | |
| Features: | |
| - Doesn't requires 6-sides cubemap, or spherical projection: texture can be easily drawn in any 2d image editing software; | |
| - "V Offset" option allows to move horizon line up and down with ease; | |
| - "V Scale" allows to stretch texture; | |
| - Rotation feature sets horizontal offset (as in original shader). | |
| - HSV controls allows to change colors. |