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| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| public class GlitchRenderFeature : ScriptableRendererFeature { | |
| class CustomRenderPass : ScriptableRenderPass { | |
| private Settings settings; | |
| private FilteringSettings filteringSettings; |
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| private int getSnakeSlot(int slot) { | |
| final int horizontalLength = 2; | |
| final int verticalLength = 5; | |
| final int patternLength = 2 * (horizontalLength + verticalLength); | |
| final int patternNo = slot / (patternLength + 1); // 10 -> 1, 8/10 -> 1, 12/10 -> 2 | |
| int slotNoInPattern = slot % (patternLength + 1); // 8/10 -> 8, 12/10 -> 2 | |
| final boolean isInReversedPattern = slotNoInPattern > patternLength / 2; |
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| import net.md_5.bungee.api.ChatColor; | |
| import java.awt.*; | |
| import java.util.ArrayList; | |
| import java.util.Collections; | |
| import java.util.List; | |
| public class Gradient { | |
| List<String> gradient; |
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| float hash (float2 n) | |
| { | |
| return frac(sin(dot(n, float2(123.456789, 987.654321))) * 54321.9876 ); | |
| } | |
| float noise(float2 p) | |
| { | |
| float2 i = floor(p); | |
| float2 u = smoothstep(0.0, 1.0, frac(p)); | |
| float a = hash(i + float2(0,0)); |
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| using UnityEngine; | |
| using UnityEngine.UI; | |
| /* | |
| Radial Layout Group by Just a Pixel (Danny Goodayle) - http://www.justapixel.co.uk | |
| Copyright (c) 2015 | |
| Permission is hereby granted, free of charge, to any person obtaining a copy | |
| of this software and associated documentation files (the "Software"), to deal | |
| in the Software without restriction, including without limitation the rights | |
| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| copies of the Software, and to permit persons to whom the Software is |
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| /// <summary> | |
| /// Curved Layout Group Created by Freezy - http://www.ElicitIce.com | |
| /// Posted on Unity Forums http://forum.unity3d.com/threads/script-curved-layout.403985/ | |
| /// | |
| /// Free for any use and alteration, source code may not be sold without my permission. | |
| /// If you make improvements on this script please share them with the community. | |
| /// | |
| /// </summary> | |
| namespace UnityEngine.UI.Extensions |
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| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System; | |
| namespace UnityEngine.UI | |
| { | |
| [RequireComponent( typeof( RectTransform ) ), RequireComponent( typeof( Graphic ) ), DisallowMultipleComponent, AddComponentMenu( "UI/Flippable" )] | |
| public class UIFlippable : MonoBehaviour, IMeshModifier | |
| { |
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| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.UI; | |
| [RequireComponent( typeof( Text ), typeof( RectTransform ) )] | |
| public class CurvedText : BaseMeshEffect | |
| { | |
| public AnimationCurve curveForText = AnimationCurve.Linear( 0, 0, 1, 10 ); | |
| public float curveMultiplier = 1; | |
| public RectTransform rectTrans; |
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| #ifndef _EASING_INCLUDED_ | |
| #define _EASING_INCLUDED_ | |
| float ease_linear(float x) { | |
| return x; | |
| } | |
| float ease_in_quad(float x) { | |
| float t = x; float b = 0; float c = 1; float d = 1; | |
| return c*(t/=d)*t + b; |
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| Shader "Distort/CornerPin" | |
| { | |
| Properties{ | |
| _MainTex("Base (RGB)", 2D) = "white" {} | |
| _DLx("Down Left x", Range(-2.0,2.0)) = 0 | |
| _DLy("Down Left y", Range(-2.0,2.0)) = 0 | |
| _DRx("Down Right x", Range(-2.0,2.0)) = 0 | |
| _DRy("Down Right y", Range(-2.0,2.0)) = 0 |
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