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1 : -1));\n                \n                var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);\n\n                m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;\n                m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;\n            }\n            \n            // Translation\n            var translation = GetInputTranslationDirection() * Time.deltaTime;\n\n            // Speed up movement when shift key held\n            if (Input.GetKey(KeyCode.LeftShift))\n            {\n                translation *= 10.0f;\n            }\n            \n            // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)\n            boost += Input.mouseScrollDelta.y * 0.2f;\n            translation *= Mathf.Pow(2.0f, boost);\n\n            m_TargetCameraState.Translate(translation);\n\n            // Framerate-independent interpolation\n            // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time\n            var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);\n            var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);\n            m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);\n\n            m_InterpolatingCameraState.UpdateTransform(transform);\n        }\n    }\n\n}"
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    "path": "Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEditor;\nusing System;\nusing System.IO;\nusing System.Reflection;\n\n[CustomEditor(typeof(Readme))]\n[InitializeOnLoad]\npublic class ReadmeEditor : Editor {\n\t\n\tstatic string kShowedReadmeSessionStateName = \"ReadmeEditor.showedReadme\";\n\t\n\tstatic float kSpace = 16f;\n\t\n\tstatic ReadmeEditor()\n\t{\n\t\tEditorApplication.delayCall += SelectReadmeAutomatically;\n\t}\n\t\n\tstatic void SelectReadmeAutomatically()\n\t{\n\t\tif (!SessionState.GetBool(kShowedReadmeSessionStateName, false ))\n\t\t{\n\t\t\tvar readme = SelectReadme();\n\t\t\tSessionState.SetBool(kShowedReadmeSessionStateName, true);\n\t\t\t\n\t\t\tif (readme && !readme.loadedLayout)\n\t\t\t{\n\t\t\t\tLoadLayout();\n\t\t\t\treadme.loadedLayout = true;\n\t\t\t}\n\t\t} \n\t}\n\t\n\tstatic void LoadLayout()\n\t{\n\t\tvar assembly = typeof(EditorApplication).Assembly; \n\t\tvar windowLayoutType = assembly.GetType(\"UnityEditor.WindowLayout\", true);\n\t\tvar method = windowLayoutType.GetMethod(\"LoadWindowLayout\", BindingFlags.Public | BindingFlags.Static);\n\t\tmethod.Invoke(null, new object[]{Path.Combine(Application.dataPath, \"TutorialInfo/Layout.wlt\"), false});\n\t}\n\t\n\t[MenuItem(\"Tutorial/Show Tutorial Instructions\")]\n\tstatic Readme SelectReadme() \n\t{\n\t\tvar ids = AssetDatabase.FindAssets(\"Readme t:Readme\");\n\t\tif (ids.Length == 1)\n\t\t{\n\t\t\tvar readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));\n\t\t\t\n\t\t\tSelection.objects = new UnityEngine.Object[]{readmeObject};\n\t\t\t\n\t\t\treturn (Readme)readmeObject;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tDebug.Log(\"Couldn't find a readme\");\n\t\t\treturn null;\n\t\t}\n\t}\n\t\n\tprotected override void OnHeaderGUI()\n\t{\n\t\tvar readme = (Readme)target;\n\t\tInit();\n\t\t\n\t\tvar iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f);\n\t\t\n\t\tGUILayout.BeginHorizontal(\"In BigTitle\");\n\t\t{\n\t\t\tGUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));\n\t\t\tGUILayout.Label(readme.title, TitleStyle);\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\t}\n\t\n\tpublic override void OnInspectorGUI()\n\t{\n\t\tvar readme = (Readme)target;\n\t\tInit();\n\t\t\n\t\tforeach (var section in readme.sections)\n\t\t{\n\t\t\tif (!string.IsNullOrEmpty(section.heading))\n\t\t\t{\n\t\t\t\tGUILayout.Label(section.heading, HeadingStyle);\n\t\t\t}\n\t\t\tif (!string.IsNullOrEmpty(section.text))\n\t\t\t{\n\t\t\t\tGUILayout.Label(section.text, BodyStyle);\n\t\t\t}\n\t\t\tif (!string.IsNullOrEmpty(section.linkText))\n\t\t\t{\n\t\t\t\tif (LinkLabel(new GUIContent(section.linkText)))\n\t\t\t\t{\n\t\t\t\t\tApplication.OpenURL(section.url);\n\t\t\t\t}\n\t\t\t}\n\t\t\tGUILayout.Space(kSpace);\n\t\t}\n\t}\n\t\n\t\n\tbool m_Initialized;\n\t\n\tGUIStyle LinkStyle { get { return m_LinkStyle; } }\n\t[SerializeField] GUIStyle m_LinkStyle;\n\t\n\tGUIStyle TitleStyle { get { return m_TitleStyle; } }\n\t[SerializeField] GUIStyle m_TitleStyle;\n\t\n\tGUIStyle HeadingStyle { get { return m_HeadingStyle; } }\n\t[SerializeField] GUIStyle m_HeadingStyle;\n\t\n\tGUIStyle BodyStyle { get { return m_BodyStyle; } }\n\t[SerializeField] GUIStyle m_BodyStyle;\n\t\n\tvoid Init()\n\t{\n\t\tif (m_Initialized)\n\t\t\treturn;\n\t\tm_BodyStyle = new GUIStyle(EditorStyles.label);\n\t\tm_BodyStyle.wordWrap = true;\n\t\tm_BodyStyle.fontSize = 14;\n\t\t\n\t\tm_TitleStyle = new GUIStyle(m_BodyStyle);\n\t\tm_TitleStyle.fontSize = 26;\n\t\t\n\t\tm_HeadingStyle = new GUIStyle(m_BodyStyle);\n\t\tm_HeadingStyle.fontSize = 18 ;\n\t\t\n\t\tm_LinkStyle = new GUIStyle(m_BodyStyle);\n\t\tm_LinkStyle.wordWrap = false;\n\t\t// Match selection color which works nicely for both light and dark skins\n\t\tm_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f);\n\t\tm_LinkStyle.stretchWidth = false;\n\t\t\n\t\tm_Initialized = true;\n\t}\n\t\n\tbool LinkLabel (GUIContent label, params GUILayoutOption[] options)\n\t{\n\t\tvar position = GUILayoutUtility.GetRect(label, LinkStyle, options);\n\n\t\tHandles.BeginGUI ();\n\t\tHandles.color = LinkStyle.normal.textColor;\n\t\tHandles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));\n\t\tHandles.color = Color.white;\n\t\tHandles.EndGUI ();\n\n\t\tEditorGUIUtility.AddCursorRect (position, MouseCursor.Link);\n\n\t\treturn GUI.Button (position, label, LinkStyle);\n\t}\n}\n\n"
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    "path": "Assets/TutorialInfo/Scripts/Readme.cs",
    "content": "﻿using System;\nusing UnityEngine;\n\npublic class Readme : ScriptableObject {\n\tpublic Texture2D icon;\n\tpublic string title;\n\tpublic Section[] sections;\n\tpublic bool loadedLayout;\n\t\n\t[Serializable]\n\tpublic class Section {\n\t\tpublic string heading, text, linkText, url;\n\t}\n}\n"
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  {
    "path": "LICENSE",
    "content": "MIT License\n\nCopyright (c) 2020 Daniel Ilett\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n"
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    "content": "# Stylised Water in Unity URP\n\nA stylised water shader for Unity's Universal Render Pipeline.\n\n![Water Banner](banner.jpg)\n\n## Overview\n\nThis project contains a stylised water shader intended to show off some of the features of Shader Graph and Universal RP. An accompanying tutorial is available on [danielilett.com](https://danielilett.com/2020-04-05-tut5-3-urp-stylised-water/).\n\n## Software\n\nThis project was created using Unity 2019.3.0f6 and Universal Render Pipeline 7.1.8.\n\n## Authors\n\nThis project and the corresponding tutorial series were written by Daniel Ilett. [Follow him on Twitter](https://twitter.com/daniel_ilett) for more gamedev tutorials!\n\n## Release\n\nThis project was released on April 5th 2020. \n"
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