This commit is contained in:
2023-03-16 18:43:23 +02:00
parent 39ce016c1e
commit fe0ee319e1
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@@ -1,12 +0,0 @@
Thank you so much for downloading the Brick Project Studio Apartment Kit.
The Build Kit folder in this assets walls ceilings & floors follows a grid system of X / Z / Y = 2.5 / 2.5 / 4. By using Unitys build-in Progrids it can assist in building structures quickly.
The doors and drawers can be opened and closed in the demo scenes by clicking on them. Included is a PDF named Prefab Doors in this folder that show you how to link your player to the script so you can have them working on your own creations.
Please rate and review the package, it really helps support my direction on creating new content and improve older assets.
If you have any ideas on my next package or how to improve on this package, please send me an email on your suggestions to support@sojaexiles.com
Thank you again!
Alexis Guevara
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace SojaExiles
{
public class Quitgame : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
Application.Quit();
}
}
}
}
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/FrostedGlass"
{
Properties
{
_Radius("Radius", Range(1, 255)) = 1
}
Category
{
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Tags{ "LightMode" = "Always" }
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#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
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float4 vertex : POSITION;
float4 uvgrab : TEXCOORD0;
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float scale = 1.0;
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
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half4 sum = half4(0,0,0,0);
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sum += GRABXYPIXEL(range, range);
sum += GRABXYPIXEL(range, -range);
sum += GRABXYPIXEL(-range, range);
sum += GRABXYPIXEL(-range, -range);
measurments += 4;
}
return sum / measurments;
}
ENDCG
}
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{
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
};
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float4 uvgrab : TEXCOORD0;
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float scale = -1.0;
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float scale = 1.0;
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o.uvgrab.zw = o.vertex.zw;
return o;
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half4 frag(v2f i) : COLOR
{
half4 sum = half4(0,0,0,0);
float radius = 1.41421356237 * _Radius;
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sum += GRABXYPIXEL(0.0, 0.0);
int measurments = 1;
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sum += GRABXYPIXEL(-range, 0);
sum += GRABXYPIXEL(0, range);
sum += GRABXYPIXEL(0, -range);
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}
return sum / measurments;
}
ENDCG
}
}
}
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