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| public class FGlowShader : FShader | |
| { | |
| private float _glowAmount; | |
| private Color _glowColor; | |
| public FGlowShader(float glowAmount,Color glowColor) : base("GlowShader", Shader.Find("Futile/Glow")) | |
| { | |
| _glowAmount = glowAmount; | |
| _glowColor = glowColor; | |
| needsApply = true; |
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| Shader "Unlit/UnlitCastShadow" | |
| { | |
| Properties | |
| { | |
| _MainTex("Texture", 2D) = "white" {} | |
| } | |
| CGINCLUDE | |
| #include "UnityCG.cginc" | |
| struct appdata |
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| /* | |
| optimized-ggx.glsl | |
| This file describes several optimizations you can make when creating a GGX shader. | |
| AUTHOR: John Hable | |
| LICENSE: | |
| This is free and unencumbered software released into the public domain. |
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| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| public class LightProbeRebuilderWindow : EditorWindow | |
| { | |
| string text = "Paste extracted coefficients here."; | |
| float multiplier = 1.0f; | |
| [MenuItem("Window/Light Probe Rebuilder")] |
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| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| public class LightProbeRebuilderWindow : EditorWindow | |
| { | |
| string text = "Paste extracted coefficients here."; | |
| float multiplier = 1.0f; | |
| [MenuItem("Window/Light Probe Rebuilder")] |