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Shader "Sprites/GlowLevels" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_AlphaIntensity_Fade_1("_AlphaIntensity_Fade_1", Range(0, 3)) = 1 | |
_TintRGBA_Color_1("_TintRGBA_Color_1", COLOR) = (1,1,1,1) | |
_AlphaIntensity_Fade_2("_AlphaIntensity_Fade_2", Range(0, 3)) = 1 | |
_TintRGBA_Color_2("_TintRGBA_Color_2", COLOR) = (1,1,1,1) |
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using System; | |
using System.Numerics; | |
namespace Common | |
{ | |
/// <summary> | |
/// Arbitrary precision decimal. | |
/// All operations are exact, except for division. Division never determines more digits than the given precision. | |
/// Source: https://gist.github.com/JcBernack/0b4eef59ca97ee931a2f45542b9ff06d | |
/// Based on https://stackoverflow.com/a/4524254 |
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// Includes functions for exporting active sheet or all sheets as JSON object (also Python object syntax compatible). | |
// Tweak the makePrettyJSON_ function to customize what kind of JSON to export. | |
var FORMAT_ONELINE = 'One-line'; | |
var FORMAT_MULTILINE = 'Multi-line'; | |
var FORMAT_PRETTY = 'Pretty'; | |
var LANGUAGE_JS = 'JavaScript'; | |
var LANGUAGE_PYTHON = 'Python'; |
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/* | |
* Copyright (c) 2013 Calvin Rien | |
* | |
* Based on the JSON parser by Patrick van Bergen | |
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html | |
* | |
* Simplified it so that it doesn't throw exceptions | |
* and can be used in Unity iPhone with maximum code stripping. | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining |