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| using System; | |
| using UnityEngine; | |
| public enum ValueType { Int, Float, Bool, String, Vector3 } | |
| [Serializable] | |
| public struct AnyValue { | |
| public ValueType type; | |
| // Storage for different types of values |
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| Shader "Custom/holographic_foil" { | |
| Properties { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| _FlowTex("flow)", 2D) = "white" {} | |
| _Glossiness("Smoothness", Range(0,1)) = 0.5 | |
| _Metallic("Metallic", Range(0,1)) = 0.0 | |
| _Distance("Grating distance", Range(0,10000)) = 1600 // nm | |
| _DiffractionRepeat("Num Diffraction Repeat", Range(1, 20)) = 8 | |
| } |
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| // This one is tied up with JMO toon shading, so I can't just past the shader :/ | |
| half _SmushMinZ; | |
| half _SmushXYOffset; | |
| half4 _SmushCenterPos; | |
| half4 initWorldPos; | |
| // Vert | |
| o.initWorldPos = worldPos; | |
| half dist = _SmushMinZ - o.initWorldPos.z; | |
| if(worldPos.z < _SmushMinZ) |
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| // This one is tied up with JMO toon shading, so I can't just past the shader :/ | |
| half _SmushMinZ; | |
| half _SmushXYOffset; | |
| half4 _SmushCenterPos; | |
| half4 initWorldPos; | |
| // Vert | |
| o.initWorldPos = worldPos; | |
| half dist = _SmushMinZ - o.initWorldPos.z; | |
| if(worldPos.z < _SmushMinZ) |
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| // RenderPipelineHelper | |
| // by Andy Miira (Andrei Müller), November 2020 | |
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| namespace MirrorMirai.Helpers | |
| { | |
| public enum RenderPipelines | |
| { |
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| // MToon to RealToon Shader Swapper for Unity | |
| // by Andy Miira (Andrei Müller), October 2019 | |
| // | |
| // | |
| // [IMPORTANT] | |
| // You must add the file RenderPipelineHelper.cs to your project, linked below: | |
| // https://gist.github.com/andreiagmu/b862ae47ef91be05f61ae2da26627a01 | |
| // | |
| // | |
| // [INSTRUCTIONS] |