GUIStyle mystyle = new GUIStyle("some string from the list below");
- "CN Box"
- "Button"
#ifndef __MATRIX_INCLUDED__ | |
#define __MATRIX_INCLUDED__ | |
#define IDENTITY_MATRIX float4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1) | |
float4x4 inverse(float4x4 m) { | |
float n11 = m[0][0], n12 = m[1][0], n13 = m[2][0], n14 = m[3][0]; | |
float n21 = m[0][1], n22 = m[1][1], n23 = m[2][1], n24 = m[3][1]; | |
float n31 = m[0][2], n32 = m[1][2], n33 = m[2][2], n34 = m[3][2]; | |
float n41 = m[0][3], n42 = m[1][3], n43 = m[2][3], n44 = m[3][3]; |
Shader "Name" { | |
Properties { | |
_Name ("display name", Range (min, max)) = number | |
_Name ("display name", Float) = number | |
_Name ("display name", Int) = number | |
_Name ("display name", Color) = (number,number,number,number) | |
_Name ("display name", Vector) = (number,number,number,number) |
Shader "WorldNormalFromDepthTexture" | |
{ | |
Properties { | |
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
LOD 100 |
MarchingCubesGPU.cs: | |
... | |
// DrawProceduralIndirect | |
ComputeBuffer argsBuffer; | |
[StructLayout(LayoutKind.Sequential)] | |
struct DrawCallArgBuffer | |
{ | |
public const int size = | |
sizeof(int) + | |
sizeof(int) + |
Shader "Universal Render Pipeline/Custom/UnlitTexture" | |
{ | |
Properties | |
{ | |
[MainColor] _BaseColor("BaseColor", Color) = (1,1,1,1) | |
[MainTexture] _BaseMap("BaseMap", 2D) = "white" {} | |
} | |
SubShader | |
{ |
Shader "Universal Render Pipeline/Custom/UnlitTexture" | |
{ | |
Properties | |
{ | |
[MainColor] _BaseColor("BaseColor", Color) = (1,1,1,1) | |
[MainTexture] _BaseMap("BaseMap", 2D) = "white" {} | |
} | |
SubShader | |
{ |
// When creating shaders for Lightweight Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
// However, if you want to author shaders in shading language you can use this teamplate as a base. | |
// Please note, this shader does not match perfomance of the built-in LWRP Lit shader. | |
// This shader works with LWRP 5.7.2 version and above | |
Shader "Lightweight Render Pipeline/Custom/Physically Based Example" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
// Non Editor code | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public abstract class TrafficLightAttribute : PropertyAttribute | |
{ | |
public bool DrawLabel = true; | |
public string CustomLabel; | |
public bool AlsoDrawDefault; |