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| // See image comparison https://imgur.com/a/9L2P7GJ | |
| // Read details https://iolite-engine.com/blog_posts/minimal_agx_implementation | |
| // Usage: | |
| // 1. Open "Project Settings" and change "Working Color Space" to "sRGB / Rec709" | |
| // 2. Open `Engine\Shaders\Private\PostProcessTonemap.usf` file | |
| // 3. Find `half3 OutDeviceColor = ColorLookupTable(FinalLinearColor);` line | |
| // 4. Replace it with `half3 OutDeviceColor = ApplyAgX(FinalLinearColor);` line | |
| // 5. Find `half3 ColorLookupTable( half3 LinearColor )` function | |
| // 6. After the scope of the function, add the code below and run `RecompileShaders Changed` from console |
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| //#define SHADER_COMPILATION_LOGGING | |
| //#define SKIP_SHADER_COMPILATION | |
| using System.Collections.Generic; | |
| using UnityEditor.Build; | |
| using UnityEditor.Rendering; | |
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| public class ShaderStripper : IPreprocessShaders |
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| Dishonored2.exe+3BFC7F0 | aas_subdivisionSize = 64 | Dishonored2.exe+3BFC818 -> 64 | |
| the size of subdivisions to use for debug drawing | |
| Dishonored2.exe+340CC20 | achievements_Verbose = 0 | Dishonored2.exe+340CC48 -> 0 | |
| debug spam for achievements | |
| Dishonored2.exe+3BFA570 | ai_debugCam = 0 | Dishonored2.exe+3BFA598 -> 0 | |
| enable debug camera | |
| Dishonored2.exe+3BFA470 | ai_debugScript = -1 | Dishonored2.exe+3BFA498 -> 4294967295 |
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| using System; | |
| using UnityEngine; | |
| [AttributeUsage(AttributeTargets.Field)] | |
| public class MinMaxSliderAttribute : PropertyAttribute | |
| { | |
| public readonly float max; | |
| public readonly float min; |
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| :: Build client | |
| RunUAT BuildCookRun -project="full_path.uproject"^ | |
| -noP4 -platform=Win64^ | |
| -clientconfig=Development -serverconfig=Development^ | |
| -cook -allmaps -build -stage^ | |
| -pak -archive -archivedirectory="Output Directory" | |
| :: Cook client | |
| RunUAT BuildCookRun -project="full_project_path_and_project_name".uproject^ | |
| -noP4 -platform=Win64^ |
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| // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
| Shader "Standard 2-Sided" | |
| { | |
| Properties | |
| { | |
| _Color("Color", Color) = (1,1,1,1) | |
| _MainTex("Albedo", 2D) = "white" {} | |
| _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
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| // xray mouse pos shader test v2.0 - mgear - http://unitycoder.com/blog | |
| Shader "UnityLibrary/Effects/XRay2017" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Base (RGB)", 2D) = "white" {} | |
| _ObjPos ("ObjPos", Vector) = (1,1,1,1) | |
| _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 | |
| _Radius ("HoleRadius", Range(0.1,5)) = 2 |
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| Shader "Nature/Terrain/Diffuse" { | |
| Properties { | |
| [HideInInspector] _Control ("Control (RGBA)", 2D) = "red" {} | |
| [HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {} | |
| [HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {} | |
| [HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {} | |
| [HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {} | |
| // used in fallback on old cards & base map | |
| [HideInInspector] _MainTex ("BaseMap (RGB)", 2D) = "white" {} | |
| [HideInInspector] _Color ("Main Color", Color) = (1,1,1,1) |
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| using UnityEngine; | |
| using UnityEditor; | |
| using System; | |
| using System.Collections; | |
| [CustomPreview(typeof(YourCustomScriptableObject))] // THIS IS VERY IMPORTANT, this is so the editor knows what this is supposed to be previewing at all | |
| public class SkinnedMeshObjectPreviewExample : ObjectPreview { | |
| PreviewRenderUtility m_PreviewUtility; |
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| Shader "Hidden/ComputeOcclusion" | |
| { | |
| Properties | |
| { | |
| _MainTex ("", 2D) = "white" {} | |
| } | |
| SubShader | |
| { | |
| Pass | |
| { |
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