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ZGC 3 years ago
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  1. 8
      Assets/Anime.meta
  2. 69
      Assets/Anime/Baker_house 1.controller
  3. 8
      Assets/Anime/Baker_house 1.controller.meta
  4. 69
      Assets/Anime/Baker_house.controller
  5. 8
      Assets/Anime/Baker_house.controller.meta
  6. 8
      Assets/Anime/Boat.meta
  7. 19373
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  8. 8
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  9. 235
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  10. 8
      Assets/Anime/LightOpen.anim.meta
  11. 235
      Assets/Anime/New Animation.anim
  12. 8
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  13. 235
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  14. 8
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  15. 8
      Assets/Anime/ScannerExample.meta
  16. 69
      Assets/Anime/ScannerExample/Main Camera 1.controller
  17. 8
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  18. 69
      Assets/Anime/ScannerExample/Main Camera.controller
  19. 8
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  20. 116
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  21. 8
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  22. 69
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  23. 8
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  24. 9
      Assets/Editor.meta
  25. 9
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  26. 33
      Assets/Editor/Chapter10/RenderCubemapWizard.cs
  27. 12
      Assets/Editor/Chapter10/RenderCubemapWizard.cs.meta
  28. 9
      Assets/Editor/Chapter3.meta
  29. 27
      Assets/Editor/Chapter3/CustomShaderGUI.cs
  30. 12
      Assets/Editor/Chapter3/CustomShaderGUI.cs.meta
  31. 9
      Assets/Editor/SetProperty.meta
  32. 66
      Assets/Editor/SetProperty/SetPropertyDrawer.cs
  33. 12
      Assets/Editor/SetProperty/SetPropertyDrawer.cs.meta
  34. 9
      Assets/Materials.meta
  35. 9
      Assets/Materials/Chapter10.meta
  36. 106
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  37. 8
      Assets/Materials/Chapter10/DepthMat.mat.meta
  38. 95
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  39. 8
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  40. 81
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  41. 8
      Assets/Materials/Chapter10/GlassRefractionMat.mat.meta
  42. 114
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  43. 8
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  44. 75
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  45. 8
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  46. 86
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  47. 8
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  48. 90
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  49. 8
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  50. 99
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  51. 8
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  52. 89
      Assets/Materials/Chapter10/WarpMat.mat
  53. 8
      Assets/Materials/Chapter10/WarpMat.mat.meta
  54. 9
      Assets/Materials/Chapter11.meta
  55. 86
      Assets/Materials/Chapter11/BillboardMat.mat
  56. 8
      Assets/Materials/Chapter11/BillboardMat.mat.meta
  57. 77
      Assets/Materials/Chapter11/Cube.mat
  58. 8
      Assets/Materials/Chapter11/Cube.mat.meta
  59. 88
      Assets/Materials/Chapter11/ImageSequenceAnimationMat.mat
  60. 8
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  61. 82
      Assets/Materials/Chapter11/ScrollingBackgroundMat.mat
  62. 8
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  63. 86
      Assets/Materials/Chapter11/VertexAnimationWIthShadowMat.mat
  64. 8
      Assets/Materials/Chapter11/VertexAnimationWIthShadowMat.mat.meta
  65. 86
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  66. 8
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  67. 86
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  68. 8
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  69. 86
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  70. 8
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  71. 9
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  72. 102
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  73. 8
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  74. 80
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  75. 8
      Assets/Materials/Chapter14/ToonShadingMat.mat.meta
  76. 9
      Assets/Materials/Chapter15.meta
  77. 90
      Assets/Materials/Chapter15/DissolveMat.mat
  78. 8
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  79. 106
      Assets/Materials/Chapter15/WaterWaveMat.mat
  80. 8
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  81. 9
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  82. 74
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  83. 8
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  84. 77
      Assets/Materials/Chapter17/NormalExtrusionMat.mat
  85. 8
      Assets/Materials/Chapter17/NormalExtrusionMat.mat.meta
  86. 9
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  87. 75
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  88. 8
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  89. 73
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  90. 8
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  91. 77
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  92. 8
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  93. 77
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  94. 8
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  95. 73
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  96. 8
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  97. 81
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  98. 8
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  99. 77
      Assets/Materials/Chapter18/TerrainMat.mat
  100. 8
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Assets/Editor/Chapter10/RenderCubemapWizard.cs

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using UnityEngine;
using UnityEditor;
using System.Collections;
public class RenderCubemapWizard : ScriptableWizard {
public Transform renderFromPosition;
public Cubemap cubemap;
void OnWizardUpdate () {
helpString = "Select transform to render from and cubemap to render into";
isValid = (renderFromPosition != null) && (cubemap != null);
}
void OnWizardCreate () {
// create temporary camera for rendering
GameObject go = new GameObject( "CubemapCamera");
go.AddComponent<Camera>();
// place it on the object
go.transform.position = renderFromPosition.position;
// render into cubemap
go.GetComponent<Camera>().RenderToCubemap(cubemap);
// destroy temporary camera
DestroyImmediate( go );
}
[MenuItem("GameObject/Render into Cubemap")]
static void RenderCubemap () {
ScriptableWizard.DisplayWizard<RenderCubemapWizard>(
"Render cubemap", "Render!");
}
}

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Assets/Editor/Chapter3/CustomShaderGUI.cs

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using UnityEngine;
using UnityEditor;
using System;
public class CustomShaderGUI : ShaderGUI
{
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
// render the default gui
base.OnGUI(materialEditor, properties);
Material targetMat = materialEditor.target as Material;
// see if redify is set, and show a checkbox
bool redify = Array.IndexOf(targetMat.shaderKeywords, "REDIFY_ON") != -1;
EditorGUI.BeginChangeCheck();
redify = EditorGUILayout.Toggle("Redify material", redify);
if (EditorGUI.EndChangeCheck())
{
// enable or disable the keyword based on checkbox
if (redify)
targetMat.EnableKeyword("REDIFY_ON");
else
targetMat.DisableKeyword("REDIFY_ON");
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}
}

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// Copyright (c) 2014 Luminary LLC
// Licensed under The MIT License (See LICENSE for full text)
using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
using System.Reflection;
[CustomPropertyDrawer(typeof(SetPropertyAttribute))]
public class SetPropertyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
// Rely on the default inspector GUI
EditorGUI.BeginChangeCheck ();
EditorGUI.PropertyField(position, property, label);
// Update only when necessary
SetPropertyAttribute setProperty = attribute as SetPropertyAttribute;
if (EditorGUI.EndChangeCheck())
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// When a SerializedProperty is modified the actual field does not have the current value set (i.e.
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// Therefore, we need to mark this property as dirty, so that it can be updated with a subsequent OnGUI event
// (e.g. Repaint)
setProperty.IsDirty = true;
}
else if (setProperty.IsDirty)
{
// The propertyPath may reference something that is a child field of a field on this Object, so it is necessary
// to find which object is the actual parent before attempting to set the property with the current value.
object parent = GetParentObjectOfProperty(property.propertyPath, property.serializedObject.targetObject);
Type type = parent.GetType();
PropertyInfo pi = type.GetProperty(setProperty.Name);
if (pi == null)
{
Debug.LogError("Invalid property name: " + setProperty.Name + "\nCheck your [SetProperty] attribute");
}
else
{
// Use FieldInfo instead of the SerializedProperty accessors as we'd have to deal with every
// SerializedPropertyType and use the correct accessor
pi.SetValue(parent, fieldInfo.GetValue(parent), null);
}
setProperty.IsDirty = false;
}
}
private object GetParentObjectOfProperty(string path, object obj)
{
string[] fields = path.Split('.');
// We've finally arrived at the final object that contains the property
if (fields.Length == 1)
{
return obj;
}
// We may have to walk public or private fields along the chain to finding our container object, so we have to allow for both
FieldInfo fi = obj.GetType().GetField(fields[0], BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
obj = fi.GetValue(obj);
// Keep searching for our object that contains the property
return GetParentObjectOfProperty(string.Join(".", fields, 1, fields.Length - 1), obj);
}
}

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