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| // color1 and color2 are R4G4B4 12bit RGB color values, alpha is 0-255 | |
| uint16_t blend_12bit( uint16_t color1, uint16_t color2, uint8_t alpha ) { | |
| uint64_t c1 = (uint64_t) color1; | |
| uint64_t c2 = (uint64_t) color2; | |
| uint64_t a = (uint64_t)( alpha >> 4 ); | |
| // bit magic to alpha blend R G B with single mul | |
| c1 = ( c1 | ( c1 << 12 ) ) & 0x0f0f0f; | |
| c2 = ( c2 | ( c2 << 12 ) ) & 0x0f0f0f; | |
| uint32_t o = ( ( ( ( c2 - c1 ) * a ) >> 4 ) + c1 ) & 0x0f0f0f; |
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| /////////////////////////////////////////////////////////////////////////////// | |
| // ABOUT: A unity Shader .cginc to draw numbers in the fragment shader | |
| // AUTHOR: Freya Holmér | |
| // LICENSE: Use for whatever, commercial or otherwise! | |
| // Don't hold me liable for issues though | |
| // But pls credit me if it works super well <3 | |
| // LIMITATIONS: There's some precision loss beyond 3 decimal places | |
| // CONTRIBUTORS: yes please! if you know a more precise way to get | |
| // decimal digits then pls lemme know! | |
| // GetDecimalSymbolAt() could use some more love/precision |
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| Shader "WorldNormalFromDepthTexture" | |
| { | |
| Properties { | |
| [KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
| LOD 100 |
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| // A modification of Kyle Halladay's Pencil Sketch Effect shader | |
| // http://kylehalladay.com/blog/tutorial/2017/02/21/Pencil-Sketch-Effect.html | |
| // Blends between two scales of hatching based on distance and camera fov to | |
| // keep a perceptually constant hatching scale (assuming consistent mesh UVs). | |
| Shader "Unlit/SingleObjectHatch_DistanceAndFOVCorrected" | |
| { | |
| Properties | |
| { |
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| Shader "Mobile VR Highlight" { | |
| Properties { | |
| _ColorOutline ("Outline", Color) = (1,1,1,1) | |
| _ColorInterior ("Interior", Color) = (0.25,0.25,0.25,0.25) | |
| _ColorInteriorFaded ("Interior Faded", Color) = (0.1,0.1,0.1,0.1) | |
| _ColorInteriorOcc ("Interior Occluded", Color) = (0.15,0.15,0.15,0.15) | |
| _ColorInteriorOccFaded ("Interior Occluded Faded", Color) = (0.05,0.05,0.05,0.05) | |
| _PulseRateMod ("Pulse Rate Modifier", Float) = 4.0 | |
| _OutlneWidth ("Outline Pixel Width", Float) = 1.0 | |
| } |
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| Shader "Unlit/InfiniteGrid" | |
| { | |
| Properties | |
| { | |
| [Toggle] _WorldUV ("Use World Space UV", Float) = 1.0 | |
| _GridScale ("Grid Scale", Float) = 1.0 | |
| _GridBias ("Grid Bias", Float) = 0.5 | |
| _GridDiv ("Grid Divisions", Float) = 10.0 | |
| _BaseColor ("Base Color", Color) = (0,0,0,1) | |
| _LineColor ("Line Color", Color) = (1,1,1,1) |
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| Shader "Unlit/MatCap Techniques" | |
| { | |
| Properties | |
| { | |
| [NoScaleOffset] _MatCap ("MatCap", 2D) = "white" {} | |
| [KeywordEnum(ViewSpaceNormal, ViewDirectionCross, ViewDirectionAligned)] _MatCapType ("Matcap UV Type", Float) = 2 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Opaque" } |