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    "path": "Assets/ColorGradientPicker/SampleSceneAssets/ColorPickerExampleScript.cs",
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    "content": "﻿using System.Collections;\r\nusing System.Collections.Generic;\r\nusing UnityEngine;\r\n\r\npublic class GradientPickerExample : MonoBehaviour\r\n{\r\n    private Renderer r;\r\n    private Gradient myGradient;\r\n    void Start()\r\n    {\r\n        r = GetComponent<Renderer>();\r\n        r.sharedMaterial = r.material;\r\n        myGradient = new Gradient();\r\n    }\r\n    private void Update()\r\n    {\r\n        r.sharedMaterial.color = myGradient.Evaluate(0.5f + Mathf.Sin(Time.time * 2f) * 0.5f);\r\n    }\r\n    public void ChooseGradientButtonClick()\r\n    {\r\n        GradientPicker.Create(myGradient, \"Choose the sphere's color!\", SetGradient, GradientFinished);\r\n    }\r\n    private void SetGradient(Gradient currentGradient)\r\n    {\r\n        myGradient = currentGradient;\r\n    }\r\n\r\n    private void GradientFinished(Gradient finishedGradient)\r\n    {\r\n        Debug.Log(\"You chose a Gradient with \" + finishedGradient.colorKeys.Length + \" Color keys\");\r\n    }\r\n}\r\n"
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    "path": "Assets/ColorGradientPicker/SampleSceneAssets/GradientPickerExample.cs.meta",
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    "path": "Assets/ColorGradientPicker/SampleSceneAssets.meta",
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  {
    "path": "Assets/ColorGradientPicker/Scripts/ColorPicker.cs",
    "content": "﻿using System;\r\nusing UnityEngine;\r\nusing UnityEngine.UI;\r\npublic class ColorPicker : MonoBehaviour\r\n{\r\n    /// <summary>\r\n    /// Event that gets called by the ColorPicker\r\n    /// </summary>\r\n    /// <param name=\"c\">received Color</param>\r\n    public delegate void ColorEvent(Color c);\r\n\r\n    private static ColorPicker instance;\r\n    /// <returns>\r\n    /// True when the ColorPicker is closed\r\n    /// </returns>\r\n    public static bool done = true;\r\n\r\n    //onColorChanged event\r\n    private static ColorEvent onCC;\r\n    //onColorSelected event\r\n    private static ColorEvent onCS;\r\n\r\n    //Color before editing\r\n    private static Color32 originalColor;\r\n    //current Color\r\n    private static Color32 modifiedColor;\r\n    private static HSV modifiedHsv;\r\n\r\n    //useAlpha bool\r\n    private static bool useA;\r\n\r\n    private bool interact;\r\n\r\n    // these can only work with the prefab and its children\r\n    public RectTransform positionIndicator;\r\n    public Slider mainComponent;\r\n    public Slider rComponent;\r\n    public Slider gComponent;\r\n    public Slider bComponent;\r\n    public Slider aComponent;\r\n    public InputField hexaComponent;\r\n    public RawImage colorComponent;\r\n\r\n    private void Awake()\r\n    {\r\n        instance = this;\r\n        gameObject.SetActive(false);\r\n    }\r\n\r\n\r\n    /// <summary>\r\n    /// Creates a new Colorpicker\r\n    /// </summary>\r\n    /// <param name=\"original\">Color before editing</param>\r\n    /// <param name=\"message\">Display message</param>\r\n    /// <param name=\"onColorChanged\">Event that gets called when the color gets modified</param>\r\n    /// <param name=\"onColorSelected\">Event that gets called when one of the buttons done or cancel get pressed</param>\r\n    /// <param name=\"useAlpha\">When set to false the colors used don't have an alpha channel</param>\r\n    /// <returns>\r\n    /// False if the instance is already running\r\n    /// </returns>\r\n    public static bool Create(Color original, string message, ColorEvent onColorChanged, ColorEvent onColorSelected, bool useAlpha = false)\r\n    {   \r\n        if(instance is null)\r\n        {\r\n            Debug.LogError(\"No Colorpicker prefab active on 'Start' in scene\");\r\n            return false;\r\n        }\r\n        if(done)\r\n        {\r\n            done = false;\r\n            originalColor = original;\r\n            modifiedColor = original;\r\n            onCC = onColorChanged;\r\n            onCS = onColorSelected;\r\n            useA = useAlpha;\r\n            instance.gameObject.SetActive(true);\r\n            instance.transform.GetChild(0).GetChild(0).GetComponent<Text>().text = message;\r\n            instance.aComponent.gameObject.SetActive(useAlpha);\r\n            instance.RecalculateMenu(true);\r\n            instance.hexaComponent.placeholder.GetComponent<Text>().text = \"RRGGBB\" + (useAlpha ? \"AA\" : \"\");\r\n            return true;\r\n        }\r\n        else\r\n        {\r\n            Done();\r\n            return false;\r\n        }\r\n    }\r\n\r\n    //called when color is modified, to update other UI components\r\n    private void RecalculateMenu(bool recalculateHSV)\r\n    {\r\n        interact = false;\r\n        if(recalculateHSV)\r\n        {\r\n            modifiedHsv = new HSV(modifiedColor);\r\n        }\r\n        else\r\n        {\r\n            modifiedColor = modifiedHsv.ToColor();\r\n        }\r\n        rComponent.value = modifiedColor.r;\r\n        rComponent.transform.GetChild(3).GetComponent<InputField>().text = modifiedColor.r.ToString();\r\n        gComponent.value = modifiedColor.g;\r\n        gComponent.transform.GetChild(3).GetComponent<InputField>().text = modifiedColor.g.ToString();\r\n        bComponent.value = modifiedColor.b;\r\n        bComponent.transform.GetChild(3).GetComponent<InputField>().text = modifiedColor.b.ToString();\r\n        if (useA)\r\n        {\r\n            aComponent.value = modifiedColor.a;\r\n            aComponent.transform.GetChild(3).GetComponent<InputField>().text = modifiedColor.a.ToString();\r\n        }\r\n        mainComponent.value = (float)modifiedHsv.H;\r\n        rComponent.transform.GetChild(0).GetComponent<RawImage>().color = new Color32(255, modifiedColor.g, modifiedColor.b, 255);\r\n        rComponent.transform.GetChild(0).GetChild(0).GetComponent<RawImage>().color = new Color32(0, modifiedColor.g, modifiedColor.b, 255);\r\n        gComponent.transform.GetChild(0).GetComponent<RawImage>().color = new Color32(modifiedColor.r, 255, modifiedColor.b, 255);\r\n        gComponent.transform.GetChild(0).GetChild(0).GetComponent<RawImage>().color = new Color32(modifiedColor.r, 0, modifiedColor.b, 255);\r\n        bComponent.transform.GetChild(0).GetComponent<RawImage>().color = new Color32(modifiedColor.r, modifiedColor.g, 255, 255);\r\n        bComponent.transform.GetChild(0).GetChild(0).GetComponent<RawImage>().color = new Color32(modifiedColor.r, modifiedColor.g, 0, 255);\r\n        if (useA) aComponent.transform.GetChild(0).GetChild(0).GetComponent<RawImage>().color = new Color32(modifiedColor.r, modifiedColor.g, modifiedColor.b, 255);\r\n        positionIndicator.parent.GetChild(0).GetComponent<RawImage>().color = new HSV(modifiedHsv.H, 1d, 1d).ToColor();\r\n        positionIndicator.anchorMin = new Vector2((float)modifiedHsv.S, (float)modifiedHsv.V);\r\n        positionIndicator.anchorMax = positionIndicator.anchorMin;\r\n        hexaComponent.text = useA ? ColorUtility.ToHtmlStringRGBA(modifiedColor) : ColorUtility.ToHtmlStringRGB(modifiedColor);\r\n        colorComponent.color = modifiedColor;\r\n        onCC?.Invoke(modifiedColor);\r\n        interact = true;\r\n    }\r\n\r\n    //used by EventTrigger to calculate the chosen value in color box\r\n    public void SetChooser()\r\n    {\r\n        RectTransformUtility.ScreenPointToLocalPointInRectangle(positionIndicator.parent as RectTransform, Input.mousePosition, GetComponentInParent<Canvas>().worldCamera, out Vector2 localpoint);\r\n        localpoint = Rect.PointToNormalized((positionIndicator.parent as RectTransform).rect, localpoint);\r\n        if (positionIndicator.anchorMin != localpoint)\r\n        {\r\n            positionIndicator.anchorMin = localpoint;\r\n            positionIndicator.anchorMax = localpoint;\r\n            modifiedHsv.S = localpoint.x;\r\n            modifiedHsv.V = localpoint.y;\r\n            RecalculateMenu(false);\r\n        }\r\n    }\r\n\r\n    //gets main Slider value\r\n    public void SetMain(float value)\r\n    {\r\n        if (interact)\r\n        {\r\n            modifiedHsv.H = value;\r\n            RecalculateMenu(false);\r\n        }\r\n    }\r\n\r\n    //gets r Slider value\r\n    public void SetR(float value)\r\n    {\r\n        if (interact)\r\n        {\r\n            modifiedColor.r = (byte)value;\r\n            RecalculateMenu(true);\r\n        }\r\n    }\r\n    //gets r InputField value\r\n    public void SetR(string value)\r\n    {\r\n        if(interact)\r\n        {\r\n            modifiedColor.r = (byte)Mathf.Clamp(int.Parse(value), 0, 255);\r\n            RecalculateMenu(true);\r\n        }\r\n    }\r\n    //gets g Slider value\r\n    public void SetG(float value)\r\n    {\r\n        if(interact)\r\n        {\r\n            modifiedColor.g = (byte)value;\r\n            RecalculateMenu(true);\r\n        }\r\n    }\r\n    //gets g InputField value\r\n    public void SetG(string value)\r\n    {\r\n        if (interact)\r\n        {\r\n            modifiedColor.g = (byte)Mathf.Clamp(int.Parse(value), 0, 255);\r\n            RecalculateMenu(true);\r\n        }\r\n    }\r\n    //gets b Slider value\r\n    public void SetB(float value)\r\n    {\r\n        if (interact)\r\n        {\r\n            modifiedColor.b = (byte)value;\r\n            RecalculateMenu(true);\r\n        }\r\n    }\r\n    //gets b InputField value\r\n    public void SetB(string value)\r\n    {\r\n        if (interact)\r\n        {\r\n            modifiedColor.b = (byte)Mathf.Clamp(int.Parse(value), 0, 255);\r\n            RecalculateMenu(true);\r\n        }\r\n    }\r\n    //gets a Slider value\r\n    public void SetA(float value)\r\n    {\r\n        if (interact)\r\n        {\r\n            modifiedHsv.A = (byte)value;\r\n            RecalculateMenu(false);\r\n        }\r\n    }\r\n    //gets a InputField value\r\n    public void SetA(string value)\r\n    {\r\n        if (interact)\r\n        {\r\n            modifiedHsv.A = (byte)Mathf.Clamp(int.Parse(value), 0, 255);\r\n            RecalculateMenu(false);\r\n        }\r\n    }\r\n    //gets hexa InputField value\r\n    public void SetHexa(string value)\r\n    {\r\n        if (interact)\r\n        {\r\n            if (ColorUtility.TryParseHtmlString(\"#\" + value, out Color c))\r\n            {\r\n                if (!useA) c.a = 1;\r\n                modifiedColor = c;\r\n                RecalculateMenu(true);\r\n            }\r\n            else\r\n            {\r\n                hexaComponent.text = useA ? ColorUtility.ToHtmlStringRGBA(modifiedColor) : ColorUtility.ToHtmlStringRGB(modifiedColor);\r\n            }\r\n        }\r\n    }\r\n    //cancel button call\r\n    public void CCancel()\r\n    {\r\n        Cancel();\r\n    }\r\n    /// <summary>\r\n    /// Manually cancel the ColorPicker and recover the default value\r\n    /// </summary>\r\n    public static void Cancel()\r\n    {\r\n        modifiedColor = originalColor;\r\n        Done();\r\n    }\r\n    //done button call\r\n    public void CDone()\r\n    {\r\n        Done();\r\n    }\r\n    /// <summary>\r\n    /// Manually close the ColorPicker and apply the selected color\r\n    /// </summary>\r\n    public static void Done()\r\n    {\r\n        done = true;\r\n        onCC?.Invoke(modifiedColor);\r\n        onCS?.Invoke(modifiedColor);\r\n        instance.transform.gameObject.SetActive(false);\r\n    }\r\n    //HSV helper class\r\n    private sealed class HSV\r\n    {\r\n        public double H = 0, S = 1, V = 1;\r\n        public byte A = 255;\r\n        public HSV () { }\r\n        public HSV (double h, double s, double v)\r\n        {\r\n            H = h;\r\n            S = s;\r\n            V = v;\r\n        }\r\n        public HSV (Color color)\r\n        {\r\n            float max = Mathf.Max(color.r, Mathf.Max(color.g, color.b));\r\n            float min = Mathf.Min(color.r, Mathf.Min(color.g, color.b));\r\n\r\n            float hue = (float)H;\r\n            if (min != max)\r\n            {\r\n                if (max == color.r)\r\n                {\r\n                    hue = (color.g - color.b) / (max - min);\r\n\r\n                }\r\n                else if (max == color.g)\r\n                {\r\n                    hue = 2f + (color.b - color.r) / (max - min);\r\n\r\n                }\r\n                else\r\n                {\r\n                    hue = 4f + (color.r - color.g) / (max - min);\r\n                }\r\n\r\n                hue *= 60;\r\n                if (hue < 0) hue += 360;\r\n            }\r\n\r\n            H = hue;\r\n            S = (max == 0) ? 0 : 1d - ((double)min / max);\r\n            V = max;\r\n            A = (byte)(color.a * 255);\r\n        }\r\n        public Color32 ToColor()\r\n        {\r\n            int hi = Convert.ToInt32(Math.Floor(H / 60)) % 6;\r\n            double f = H / 60 - Math.Floor(H / 60);\r\n\r\n            double value = V * 255;\r\n            byte v = (byte)Convert.ToInt32(value);\r\n            byte p = (byte)Convert.ToInt32(value * (1 - S));\r\n            byte q = (byte)Convert.ToInt32(value * (1 - f * S));\r\n            byte t = (byte)Convert.ToInt32(value * (1 - (1 - f) * S));\r\n\r\n            switch(hi)\r\n            {\r\n                case 0:\r\n                    return new Color32(v, t, p, A);\r\n                case 1:\r\n                    return new Color32(q, v, p, A);\r\n                case 2:\r\n                    return new Color32(p, v, t, A);\r\n                case 3:\r\n                    return new Color32(p, q, v, A);\r\n                case 4:\r\n                    return new Color32(t, p, v, A);\r\n                case 5:\r\n                    return new Color32(v, p, q, A);\r\n                default:\r\n                    return new Color32();\r\n            }\r\n        }\r\n    }\r\n}"
  },
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    "path": "Assets/ColorGradientPicker/Scripts/ColorPicker.cs.meta",
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  {
    "path": "Assets/ColorGradientPicker/Scripts/DragWindowCntrl.cs",
    "content": "﻿using UnityEngine;\n\npublic class DragWindowCntrl : MonoBehaviour\n{\n    private RectTransform window;\n    //delta drag\n    private Vector2 delta;\n\n    private void Awake()\r\n    {\r\n        window = (RectTransform)transform;\r\n    }\n\n    public void BeginDrag()\r\n    {\r\n        delta = Input.mousePosition - window.position;\r\n    }\n    public void Drag()\r\n    {\r\n        Vector2 newPos = (Vector2)Input.mousePosition - delta;\r\n        Vector2 Transform = new Vector2(window.rect.width * transform.root.lossyScale.x, window.rect.height * transform.root.lossyScale.y);\r\n        Vector2 OffsetMin, OffsetMax;\r\n        OffsetMin.x = newPos.x - window.pivot.x * Transform.x;\r\n        OffsetMin.y = newPos.y - window.pivot.y * Transform.y;\r\n        OffsetMax.x = newPos.x + (1 - window.pivot.x) * Transform.x;\r\n        OffsetMax.y = newPos.y + (1 - window.pivot.y) * Transform.y;\r\n        if (OffsetMin.x < 0)\r\n        {\r\n            newPos.x = window.pivot.x * Transform.x;\r\n        }\r\n        else if (OffsetMax.x > Screen.width)\r\n        {\r\n            newPos.x = Screen.width - (1 - window.pivot.x) * Transform.x;\r\n        }\r\n        if (OffsetMin.y < 0)\r\n        {\r\n            newPos.y = window.pivot.y * Transform.y;\r\n        }\r\n        else if (OffsetMax.y > Screen.height)\r\n        {\r\n            newPos.y = Screen.height - (1 - window.pivot.y) * Transform.y;\r\n        }\r\n        window.position = newPos;\r\n    }\n}\n"
  },
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    "path": "Assets/ColorGradientPicker/Scripts/DragWindowCntrl.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1e02b7694815e9c4885736485792d94c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/ColorGradientPicker/Scripts/GradientPicker.cs",
    "content": "﻿using System.Collections.Generic;\r\nusing System.Linq;\r\nusing UnityEngine;\r\nusing UnityEngine.EventSystems;\r\nusing UnityEngine.UI;\r\n\r\npublic class GradientPicker : MonoBehaviour\r\n{\r\n    /// <summary>\r\n    /// Event that gets called by the GradientPicker.\r\n    /// </summary>\r\n    /// <param name=\"g\">received Gradient</param>\r\n    public delegate void GradientEvent(Gradient g);\r\n\r\n    private static GradientPicker instance;\r\n    /// <summary>\r\n    /// True when the GradientPicker is closed\r\n    /// </summary>\r\n    public static bool done = true;\r\n\r\n\r\n    //onGradientChanged Event\r\n    private static GradientEvent onGC;\r\n    //onGradientSelected Event\r\n    private static GradientEvent onGS;\r\n\r\n    //Gradient before editing\r\n    private static Gradient originalGradient;\r\n    //current Gradient\r\n    private static Gradient modifiedGradient;\r\n\r\n    //key template\r\n    private GameObject key;\r\n\r\n    private static bool interact;\r\n\r\n\r\n    //all these objects only work on Prefab\r\n    private InputField positionComponent;\r\n    private Image colorComponent;\r\n    private Transform alphaComponent;\r\n\r\n    private List<Slider> colorKeyObjects;\r\n    private List<GradientColorKey> colorKeys;\r\n    private int selectedColorKey;\r\n    private List<Slider> alphaKeyObjects;\r\n    private List<GradientAlphaKey> alphaKeys;\r\n    private int selectedAlphaKey;\r\n\r\n    private void Awake()\r\n    {\r\n        instance = this;\r\n        key = transform.GetChild(2).gameObject;\r\n        positionComponent = transform.parent.GetChild(3).GetComponent<InputField>();\r\n        colorComponent = transform.parent.GetChild(4).GetComponent<Image>();\r\n        alphaComponent = transform.parent.GetChild(5);\r\n        transform.parent.gameObject.SetActive(false);\r\n    }\r\n    /// <summary>\r\n    /// Creates a new GradiantPicker\r\n    /// </summary>\r\n    /// <param name=\"original\">Color before editing</param>\r\n    /// <param name=\"message\">Display message</param>\r\n    /// <param name=\"onGradientChanged\">Event that gets called when the gradient gets modified</param>\r\n    /// <param name=\"onGradientSelected\">Event that gets called when one of the buttons done or cancel gets pressed</param>\r\n    /// <returns>False if the instance is already running</returns>\r\n    public static bool Create(Gradient original, string message, GradientEvent onGradientChanged, GradientEvent onGradientSelected)\r\n    {\r\n        if (instance is null)\r\n        {\r\n            Debug.LogError(\"No Gradientpicker prefab active on 'Start' in scene\");\r\n            return false;\r\n        }\r\n        if (done)\r\n        {\r\n            done = false;\r\n            originalGradient = new Gradient();\r\n            originalGradient.SetKeys(original.colorKeys, original.alphaKeys);\r\n            modifiedGradient = new Gradient();\r\n            modifiedGradient.SetKeys(original.colorKeys, original.alphaKeys);\r\n            onGC = onGradientChanged;\r\n            onGS = onGradientSelected;\r\n            instance.transform.parent.gameObject.SetActive(true);\r\n            instance.transform.parent.GetChild(0).GetChild(0).GetComponent<Text>().text = message;\r\n            instance.Setup();\r\n            return true;\r\n        }\r\n        else\r\n        {\r\n            Done();\r\n            return false;\r\n        }\r\n    }\r\n    //Setup new GradientPicker\r\n    private void Setup()\r\n    {\r\n        interact = false;\r\n        colorKeyObjects = new List<Slider>();\r\n        colorKeys = new List<GradientColorKey>();\r\n        alphaKeyObjects = new List<Slider>();\r\n        alphaKeys = new List<GradientAlphaKey>();\r\n        foreach (GradientColorKey k in originalGradient.colorKeys)\r\n        {\r\n            CreateColorKey(k);\r\n        }\r\n        foreach (GradientAlphaKey k in originalGradient.alphaKeys)\r\n        {\r\n            CreateAlphaKey(k);\r\n        }\r\n        CalculateTexture();\r\n        interact = true;\r\n    }\r\n    //creates a ColorKey UI object\r\n    private void CreateColorKey(GradientColorKey k)\r\n    {\r\n        if (colorKeys.Count < 8)\r\n        {\r\n            Slider s = Instantiate(key, transform.position, new Quaternion(), transform).GetComponent<Slider>();\r\n            ((RectTransform)s.transform).anchoredPosition = new Vector2(0, -29f);\r\n            s.name = \"ColorKey\";\r\n            s.gameObject.SetActive(true);\r\n            s.value = k.time;\r\n            s.transform.GetChild(0).GetChild(0).GetChild(0).GetComponent<Image>().color = k.color;\r\n            colorKeyObjects.Add(s);\r\n            colorKeys.Add(k);\r\n            ChangeSelectedColorKey(colorKeys.Count - 1);\r\n        }\r\n    }\r\n    //checks if new ColorKey should be created\r\n    public void CreateNewColorKey(float time)\r\n    {\r\n        if (Input.GetMouseButtonDown(0))\r\n        {\r\n            interact = false;\r\n            CreateColorKey(new GradientColorKey(modifiedGradient.Evaluate(time), time));\r\n            interact = true;\r\n        }\r\n    }\r\n    //creates a AlphaKey UI object\r\n    private void CreateAlphaKey(GradientAlphaKey k)\r\n    {\r\n        if (alphaKeys.Count < 8)\r\n        {\r\n            Slider s = Instantiate(key, transform.position, new Quaternion(), transform).GetComponent<Slider>();\r\n            ((RectTransform)s.transform).anchoredPosition = new Vector2(0, 25f);\r\n            s.transform.GetChild(0).GetChild(0).rotation = new Quaternion();\r\n            s.name = \"AlphaKey\";\r\n            s.gameObject.SetActive(true);\r\n            s.value = k.time;\r\n            s.transform.GetChild(0).GetChild(0).GetChild(0).GetComponent<Image>().color = new Color(k.alpha, k.alpha, k.alpha, 1f);\r\n            alphaKeyObjects.Add(s);\r\n            alphaKeys.Add(k);\r\n            ChangeSelectedAlphaKey(alphaKeys.Count - 1);\r\n        }\r\n    }\r\n    //checks if new AlphaKey should be created\r\n    public void CreateNewAlphaKey(float time)\r\n    {\r\n        if (Input.GetMouseButtonDown(0))\r\n        {\r\n            interact = false;\r\n            CreateAlphaKey(new GradientAlphaKey(modifiedGradient.Evaluate(time).a, time));\r\n            interact = true;\r\n        }\r\n    }\r\n\r\n    private void CalculateTexture()\r\n    {\r\n        Color[] g = new Color[325];\r\n        for (int i = 0; i < g.Length; i++)\r\n        {\r\n            g[i] = modifiedGradient.Evaluate(i / (float)g.Length);\r\n        }\r\n        Texture2D tex = new Texture2D(g.Length, 1)\r\n        {\r\n            wrapMode = TextureWrapMode.Clamp,\r\n            filterMode = FilterMode.Bilinear\r\n        };\r\n        tex.SetPixels(g);\r\n        tex.Apply();\r\n        GetComponent<RawImage>().texture = tex;\r\n        onGC?.Invoke(modifiedGradient);\r\n    }\r\n    //accessed by alpha Slider\r\n    public void SetAlpha(float value)\r\n    {\r\n        if (interact)\r\n        {\r\n            alphaKeys[selectedAlphaKey] = new GradientAlphaKey(value, alphaKeys[selectedAlphaKey].time);\r\n            modifiedGradient.SetKeys(colorKeys.ToArray(), alphaKeys.ToArray());\r\n            CalculateTexture();\r\n            alphaComponent.GetChild(4).GetComponent<InputField>().text = Mathf.RoundToInt(value * 255f).ToString();\r\n            alphaKeyObjects[selectedAlphaKey].transform.GetChild(0).GetChild(0).GetChild(0).GetComponent<Image>().color = new Color(value, value, value, 1f);\r\n        }\r\n    }\r\n    //accessed by alpha InputField\r\n    public void SetAlpha(string value)\r\n    {\r\n        alphaComponent.GetComponent<Slider>().value = Mathf.Clamp(int.Parse(value), 0, 255) / 255f;\r\n        CalculateTexture();\r\n    }\r\n\r\n    private void ChangeSelectedColorKey(int value)\r\n    {\r\n        if (colorKeyObjects.Count() > selectedColorKey)\r\n        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alphaComponent.GetChild(4).GetComponent<InputField>().text = Mathf.RoundToInt(alphaKeys[selectedAlphaKey].alpha * 255f).ToString();\r\n        }\r\n    }\r\n    //accessed by position Slider\r\n    public void SetTime(float time)\r\n    {\r\n        if (interact)\r\n        {\r\n            Slider s = EventSystem.current.currentSelectedGameObject.GetComponent<Slider>();\r\n            if (s.name == \"ColorKey\")\r\n            {\r\n                int index = colorKeyObjects.IndexOf(s);\r\n                colorKeys[index] = new GradientColorKey(colorKeys[index].color, time);\r\n            }\r\n            else\r\n            {\r\n                int index = alphaKeyObjects.IndexOf(s);\r\n                alphaKeys[index] = new GradientAlphaKey(alphaKeys[index].alpha, time);\r\n            }\r\n            modifiedGradient.SetKeys(colorKeys.ToArray(), alphaKeys.ToArray());\r\n            CalculateTexture();\r\n            positionComponent.text = Mathf.RoundToInt(time * 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    "content": "﻿using System.Collections;\r\nusing System.Collections.Generic;\r\nusing UnityEngine;\r\nusing UnityEngine.UI;\r\n\r\npublic class Asteroid : MonoBehaviour, IPlanet {\r\n    [SerializeField] private GameObject g_Asteroid;\r\n    private Material m_Asteroid;\r\n    private string[] color_vars = new string[]{\"_Color1\", \"_Color2\", \"_Color3\"};\r\n    \r\n    private string[] init_colors = new string[] {\"#a3a7c2\", \"#4c6885\", \"#3a3f5e\"};\r\n\r\nprivate void Awake()\r\n    {\r\n        m_Asteroid = g_Asteroid.GetComponent<Image>().material;\r\n        SetInitialColors();\r\n    }\r\n    public void SetPixel(float amount)\r\n    {\r\n        m_Asteroid.SetFloat(ShaderProperties.Key_Pixels, amount);\r\n    }\r\n\r\n    public void SetLight(Vector2 pos)\r\n    {\r\n        m_Asteroid.SetVector(ShaderProperties.Key_Light_origin, pos);\r\n    }\r\n\r\n    public void SetSeed(float seed)\r\n    {\r\n        var converted_seed = seed % 1000f / 100f;\r\n        m_Asteroid.SetFloat(ShaderProperties.Key_Seed, converted_seed);\r\n    }\r\n\r\n    public void SetRotate(float r)\r\n    {\r\n        m_Asteroid.SetFloat(ShaderProperties.Key_Rotation, r);\r\n    }\r\n\r\n    public void UpdateTime(float time)\r\n    {\r\n        return;\r\n    }\r\n\r\n    public void SetCustomTime(float time)\r\n    {\r\n        var dt = time * 6.28f;\r\n        time = Mathf.Clamp(dt,0.1f, 6.28f);\r\n        m_Asteroid.SetFloat(ShaderProperties.Key_Rotation, time);\r\n    }\r\n    public void SetInitialColors()\r\n    {\r\n        for (int i = 0; i < color_vars.Length; i++)\r\n        {\r\n            m_Asteroid.SetColor(color_vars[i], ColorUtil.FromRGB(init_colors[i]));\r\n        }\r\n    }\r\n    public Color[] GetColors()\r\n    {\r\n        var colors = new Color[3];\r\n        for (int i = 0; i < color_vars.Length; i++)\r\n        {\r\n            colors[i] = m_Asteroid.GetColor(color_vars[i]);\r\n        }\r\n        return colors;\r\n    }\r\n\r\n    public void SetColors(Color[] _colors)\r\n    {\r\n        for (int i = 0; i < _colors.Length; i++)\r\n        {\r\n            m_Asteroid.SetColor(color_vars[i], _colors[i]);\r\n        }\r\n    }\r\n}\r\n"
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    "content": "Shader \"Unlit/Asteroid\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n    \t\n\t    _Pixels(\"Pixels\", range(10,100)) = 100.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n    \t    \t\n\t    _Color1(\"Color1\", Color) = (1,1,1,1)\n    \t_Color2(\"Color2\", Color) = (1,1,1,1)\n    \t_Color3(\"Color3\", Color) = (1,1,1,1)\n    \t\n\t    _Size(\"size\",float) = 5.294\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 2\n\t    _Seed(\"seed\",range(1, 10)) = 1.567\n    \t\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float _Light_border_1;\n\t\t\tfloat _Light_border_2;\n            float _Size;\n            int _OCTAVES;\n            int _Seed;\n    \t\tfixed4 _Color1;\n            fixed4 _Color2;\n            fixed4 _Color3;\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\t\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(1.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\t\t\tbool dither(float2 uv1, float2 uv2) {\n\t\t\t\treturn mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= mat2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));            \t\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\t\t\t// by Leukbaars from https://www.shadertoy.com/view/4tK3zR\n\t\t\tfloat circleNoise(float2 uv) {\n\t\t\t    float uv_y = floor(uv.y);\n\t\t\t    uv.x += uv_y*.31;\n\t\t\t    float2 f = frac(uv);\n\t\t\t\tfloat h = rand(float2(floor(uv.x),floor(uv_y)));\n\t\t\t    float m = (length(f-0.25-(h*0.5)));\n\t\t\t    float r = h*0.25;\n\t\t\t    return m = smoothstep(r-.10*r,r,m);\n\t\t\t}\n\n\t\t\tfloat crater(float2 uv) {\n\t\t\t\tfloat c = 1.0;\n\t\t\t\tfor (int i = 0; i < 2; i++) {\n\t\t\t\t\tc *= circleNoise((uv * _Size) + (float(i+1)+10.));\n\t\t\t\t}\n\t\t\t\treturn 1.0 - c;\n\t\t\t}\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\t\t\n\t\t\t\t// we use this val later to interpolate between shades\n\t\t\t\tbool dith = dither(uv, i.uv);\n\t\t\t\t\n\t\t\t\t// distance from center\n\t\t\t\tfloat d = distance(uv, float2(0.5,0.5));\n\t\t\t\t\n\t\t\t\t// optional rotation, do this after the dither or the dither will look very messed up\n\t\t\t\tuv = rotate(uv, _Rotation);\n\t\t\t\t\n\t\t\t\t// two noise values with one slightly offset according to light source, to create shadows later\n\t\t\t\tfloat n = fbm(uv * _Size);\n\t\t\t\tfloat n2 = fbm(uv * _Size + (rotate(_Light_origin, _Rotation)-0.5) * 0.5);\n\t\t\t\t\n\t\t\t\t// step noise values to determine where the edge of the asteroid is\n\t\t\t\t// step cutoff value depends on distance from center\n\t\t\t\tfloat n_step = step(0.2, n - d);\n\t\t\t\tfloat n2_step = step(0.2, n2 - d);\n\t\t\t\t\n\t\t\t\t// with this val we can determine where the shadows should be\n\t\t\t\tfloat noise_rel = (n2_step + n2) - (n_step + n);\n\t\t\t\t\n\t\t\t\t// two crater values, again one extra for the shadows\n\t\t\t\tfloat c1 = crater(uv );\n\t\t\t\tfloat c2 = crater(uv + (_Light_origin-0.5)*0.03);\n\n\t\t\t\t// now we just assign colors depending on noise values and crater values\n\t\t\t\t// base\n\t\t\t\tfloat3 col = _Color2.rgb;\n\t\t\t\t\n\t\t\t\t// noise\n\t\t\t\tif (noise_rel < -0.06 || (noise_rel < -0.04 && dith)) {\n\t\t\t\t\tcol = _Color1.rgb;\n\t\t\t\t}\n\t\t\t\tif (noise_rel > 0.05 || (noise_rel > 0.03 && dith)) {\n\t\t\t\t\tcol = _Color3.rgb;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\t// crater\n\t\t\t\tif (c1 > 0.4)  {\n\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t}\n\t\t\t\tif (c2<c1) {\n\t\t\t\t\tcol = _Color3.rgb;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn fixed4(col, n_step);\n\t\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "content": "﻿using System.Collections;\r\nusing System.Collections.Generic;\r\nusing UnityEngine;\r\nusing UnityEngine.UI;\r\n\r\npublic class DryTerran : MonoBehaviour, IPlanet {\r\n    [SerializeField] private GameObject Land;\r\n    [SerializeField] private GradientTextureGenerate _gradientLand;\r\n    private Material m_Land;\r\n    private string gradient_vars = \"_GradientTex\";\r\n    private GradientColorKey[] colorKey = new GradientColorKey[5];\r\n    private GradientAlphaKey[] alphaKey = new GradientAlphaKey[5];\r\n    private string[] _colors1 = new[] {\"#ff8933\", \"#e64539\", \"#ad2f45\", \"#52333f\", \"#3d2936\"};\r\n    private float[] _color_times = new float[] { 0, 0.2f, 0.4f, 0.6f, 0.8f, 1.0f };\r\n    private void Awake()\r\n    {\r\n        m_Land = Land.GetComponent<Image>().material;\r\n        setGragientColor();\r\n    }\r\n    public void SetPixel(float amount)\r\n    {\r\n        m_Land.SetFloat(ShaderProperties.Key_Pixels, amount);\r\n    }\r\n\r\n    public void SetLight(Vector2 pos)\r\n    {\r\n        m_Land.SetVector(ShaderProperties.Key_Light_origin, pos);\r\n    }\r\n\r\n    public void SetSeed(float seed)\r\n    {\r\n        var converted_seed = seed % 1000f / 100f;\r\n        m_Land.SetFloat(ShaderProperties.Key_Seed, converted_seed);\r\n    }\r\n\r\n    public void SetRotate(float r)\r\n    {\r\n        m_Land.SetFloat(ShaderProperties.Key_Rotation, r);\r\n    }\r\n\r\n    public void UpdateTime(float time)\r\n    {\r\n        m_Land.SetFloat(ShaderProperties.Key_time, time  );\r\n    }\r\n\r\n    public void SetCustomTime(float time)\r\n    {\r\n        var dt = 10f + time * 60f;\r\n        m_Land.SetFloat(ShaderProperties.Key_time, dt);\r\n    }\r\n\r\n    public void SetInitialColors()\r\n    {\r\n        setGragientColor();\r\n    }\r\n\r\n    private void setGragientColor()\r\n    {\r\n        for (int i = 0; i < colorKey.Length; i++)\r\n        {\r\n            colorKey[i].color = default(Color);\r\n            ColorUtility.TryParseHtmlString(_colors1[i], out colorKey[i].color);\r\n\r\n            colorKey[i].time = _color_times[i];\r\n            alphaKey[i].alpha = 1.0f;\r\n            alphaKey[i].time = _color_times[i];\r\n        }\r\n        _gradientLand.SetColors(colorKey,alphaKey);\r\n\r\n    }\r\n    public Color[] GetColors()\r\n    {\r\n        var colors = new Color[5];\r\n        var gradColors = _gradientLand.GetColorKeys();\r\n        for (int i = 0; i < gradColors.Length; i++)\r\n        {\r\n            colors[i] = gradColors[i].color;\r\n        }\r\n        return colors;\r\n    }\r\n\r\n    public void SetColors(Color[] _colors)\r\n    {\r\n        for (int i = 0; i < colorKey.Length; i++)\r\n        {\r\n            colorKey[i].color = _colors[i];\r\n            colorKey[i].time = _color_times[i];\r\n            alphaKey[i].alpha = 1.0f;\r\n            alphaKey[i].time = _color_times[i];\r\n        }\r\n        _gradientLand.SetColors(colorKey,alphaKey);\r\n    }\r\n}\r\n"
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    "content": "Shader \"Unlit/DryTerran\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n    \t\n\t    _Pixels(\"Pixels\", range(10,100)) = 100.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n    \t\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t    _Dither_size(\"Dither Size\",range(0.0, 10.0)) = 2.0\n    \t\n\t    _Light_distance1(\"Light distance1\",float) = 0.362\n\t    _Light_distance2(\"Light distance2\",float) = 0.525\n    \t    \t\n\t    _GradientTex(\"Gradient\", 2D) = \"white\"{}\n    \t\n\t    _Size(\"size\",float) = 8.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 3\n\t    _Seed(\"seed\",range(1, 10)) = 1.175\n\t    time(\"time\",float) = 0.0\n    \t\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n\n       \t\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n            float _Dither_size;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float _Light_distance1;\n\t\t\tfloat _Light_distance2;\n\t\t\tfloat _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n    \t\tsampler2D _GradientTex;\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(2.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 43758.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;         \t\n\t\t\t\t\n\t\t\t}\n\t\t\tbool dither(float2 uv1, float2 uv2) {\n\t\t\t\treturn mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\t\t\t\tbool dith = dither(uv, uv);\n\t\t\t\t\t\n\t\t\t\t// cut out a circle\n\t\t\t\tfloat d_circle = distance(uv, float2(0.5,0.5));\n\t\t\t\tfloat a = step(d_circle, 0.5);\n\t\t\t\t\n\t\t\t\tuv = spherify(uv);\n\t\t\t\t\n\t\t\t\t// check distance distance to light\n\t\t\t\tfloat d_light = distance(uv , float2(_Light_origin));\n\t\t\t\t\n\t\t\t\tuv = rotate(uv, _Rotation);\n\t\t\t\t\n\t\t\t\t// noise\n\t\t\t\tfloat f = fbm(uv*_Size+float2( time * _Time_speed, 0.0));\n\t\t\t\t\n\t\t\t\t// remap light\n\t\t\t\td_light = smoothstep(-0.3, 1.2, d_light);\n\t\t\t\t\n\t\t\t\tif (d_light < _Light_distance1) {\n\t\t\t\t\td_light *= 0.9;\n\t\t\t\t}\n\t\t\t\tif (d_light < _Light_distance2) {\n\t\t\t\t\td_light *= 0.9;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat c = d_light*pow(f,0.8)*3.5; // change the magic nums here for different light strengths\n\t\t\t\t\n\t\t\t\t// apply dithering\n\t\t\t\tif (dith) {\n\t\t\t\t\tc += 0.02;\n\t\t\t\t\tc *= 1.05;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\t// now we can assign colors based on distance to light origin\n\t\t\t\tfloat posterize = floor(c*4.0)/4.0;\n\t\t\t\tfloat3 col = tex2D(_GradientTex, float2(posterize, 0.0)).rgb;\n\t\t\t\t\n\t\t\t\treturn fixed4(col, a);\n\t\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/GasPlanet/GasPlanet.cs",
    "content": "﻿using System.Collections;\r\nusing System.Collections.Generic;\r\nusing UnityEngine;\r\nusing UnityEngine.UI;\r\n\r\npublic class GasPlanet : MonoBehaviour, IPlanet {\r\n    [SerializeField] private GameObject Cloud1;\r\n    [SerializeField] private GameObject Cloud2;\r\n    private Material m_cloud1;\r\n    private Material m_cloud2;\r\n    private string[] color_vars1 = new string[]{\"_Base_color\", \"_Outline_color\", \"_Shadow_base_color\",\"_Shadow_outline_color\"};\r\n    private string[] init_colors1 = new string[] {\"#3b2027\", \"#3b2027\", \"#21181b\",\"#21181b\"};\r\n    private string[] color_vars2 = new string[]{\"_Base_color\", \"_Outline_color\", \"_Shadow_base_color\",\"_Shadow_outline_color\"};\r\n    private string[] init_colors2 = new string[] {\"#f0b541\", \"#cf752b\",\"#ab5130\",\"#7d3833\"};\r\n    private void Awake()\r\n    {\r\n        m_cloud1 = Cloud1.GetComponent<Image>().material;\r\n        m_cloud2 = Cloud2.GetComponent<Image>().material;\r\n        SetInitialColors();\r\n    }\r\n    public void SetPixel(float amount)\r\n    {\r\n        m_cloud1.SetFloat(ShaderProperties.Key_Pixels, amount);\r\n        m_cloud2.SetFloat(ShaderProperties.Key_Pixels, amount);\r\n    }\r\n\r\n    public void SetLight(Vector2 pos)\r\n    {\r\n        m_cloud1.SetVector(ShaderProperties.Key_Light_origin, pos);\r\n        m_cloud2.SetVector(ShaderProperties.Key_Light_origin, pos);\r\n    }\r\n\r\n    public void SetSeed(float seed)\r\n    {\r\n        var converted_seed = seed % 1000f / 100f;\r\n        m_cloud1.SetFloat(ShaderProperties.Key_Seed, converted_seed);\r\n        m_cloud2.SetFloat(ShaderProperties.Key_Seed, converted_seed);\r\n        m_cloud2.SetFloat(ShaderProperties.Key_Cloud_cover, Random.Range(0.28f, 0.5f));\r\n    }\r\n\r\n    public void SetRotate(float r)\r\n    {\r\n        m_cloud1.SetFloat(ShaderProperties.Key_Rotation, r);\r\n        m_cloud2.SetFloat(ShaderProperties.Key_Rotation, r);\r\n    }\r\n\r\n    public void UpdateTime(float time)\r\n    {\r\n        m_cloud1.SetFloat(ShaderProperties.Key_time, time * 0.5f);\r\n        m_cloud2.SetFloat(ShaderProperties.Key_time, time  * 0.5f);\r\n    }\r\n\r\n    public void SetCustomTime(float time)\r\n    {\r\n        var dt = 10f + time * 60f;\r\n        m_cloud1.SetFloat(ShaderProperties.Key_time, dt * 0.5f);\r\n        m_cloud2.SetFloat(ShaderProperties.Key_time, dt * 0.5f);\r\n    }\r\n    public void SetInitialColors()\r\n    {\r\n        for (int i = 0; i < color_vars1.Length; i++)\r\n        {\r\n            m_cloud1.SetColor(color_vars1[i], ColorUtil.FromRGB(init_colors1[i]));\r\n        }\r\n        for (int i = 0; i < color_vars2.Length; i++)\r\n        {\r\n            m_cloud2.SetColor(color_vars2[i], ColorUtil.FromRGB(init_colors2[i]));\r\n        }\r\n    }\r\n    public Color[] GetColors()\r\n    {\r\n        var colors = new Color[10];\r\n        int pos = 0;\r\n        for (int i = 0; i < color_vars1.Length; i++)\r\n        {\r\n            colors[i] = m_cloud1.GetColor(color_vars1[i]);\r\n        }\r\n        pos = color_vars1.Length;\r\n        for (int i = 0; i < color_vars2.Length; i++)\r\n        {\r\n            colors[i + pos] = m_cloud2.GetColor(color_vars2[i]);\r\n        }\r\n        return colors;\r\n    }\r\n\r\n    public void SetColors(Color[] _colors)\r\n    {\r\n        for (int i = 0; i < color_vars1.Length; i++)\r\n        {\r\n            m_cloud1.SetColor(color_vars1[i], _colors[i]);\r\n        }\r\n        for (int i = 0; i < color_vars2.Length; i++)\r\n        {\r\n            m_cloud2.SetColor(color_vars2[i], _colors[i + color_vars1.Length]);\r\n        }\r\n    }\r\n}"
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    "path": "Assets/Planets/GasPlanet/GasPlanet.shader",
    "content": "Shader \"Unlit/GasPlanet\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n\t    _Pixels(\"Pixels\", range(10,100)) = 100.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0    \t\t    \n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t    _Stretch(\"Stretch\",range(1.0,3.0)) = 1.0\n    \t_Cloud_cover(\"Cloud Cover\",range(0.0, 1.0)) = 0\n\t    _Cloud_curve(\"Cloud Curve\",range(1.0, 2.0)) = 1.3\n\t    _Light_border_1(\"Light border1\",range(0.0, 1.0)) = 0.692\n\t    _Light_border_2(\"Light border2\",range(0.0, 1.0)) = 0.666\n\n\t    _Base_color(\"Base Color\", Color) = (59,32,39,1)\n    \t_Outline_color(\"Outline Color\",Color) = (0,0,0,0)\n\t    _Shadow_base_color(\"Shadow Base Color\",Color) = (0,0,0,0)\n\t    _Shadow_outline_color(\"Shadow outline Color\", Color) = (0,0,0,0)\n\n\t    _Size(\"size\",float) = 9.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 5\n\t    _Seed(\"seed\",range(1, 10)) = 5.938\n\n\t    time(\"time\",float) = 0.0\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n        \t\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float _Stretch;\n            float _Cloud_curve;\n            float _Cloud_cover;\n            float _Light_border_1;\n\t\t\tfloat _Light_border_2;\n\t\t\tfixed4 _Base_color;\n            fixed4 _Outline_color;\n\t\t\tfixed4 _Shadow_base_color;\n\t\t\tfixed4 _Shadow_outline_color;\n\t\t\tfloat _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(1.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\n\t\t\t// by Leukbaars from https://www.shadertoy.com/view/4tK3zR\n\t\t\tfloat circleNoise(float2 uv) {\n\t\t\t    float uv_y = floor(uv.y);\n\t\t\t    uv.x += uv_y*.31;\n\t\t\t    float2 f = frac(uv);\n\t\t\t\tfloat h = rand(float2(floor(uv.x),floor(uv_y)));\n\t\t\t    float m = (length(f-0.25-(h*0.5)));\n\t\t\t    float r = h*0.25;\n\t\t\t    return smoothstep(0.0, r, m*0.75);\n\t\t\t}\n\n\t\t\tfloat cloud_alpha(float2 uv) {\n\t\t\t\tfloat c_noise = 0.0;\n\t\t\t\t\n\t\t\t\t// more iterations for more turbulence\n\t\t\t\tfor (int i = 0; i < 9; i++) {\n\t\t\t\t\tc_noise += circleNoise((uv * _Size * 0.3) + (float(i+1)+10.) + (float2(time*_Time_speed, 0.0)));\n\t\t\t\t}\n\t\t\t\tfloat fbmval = fbm(uv*_Size+c_noise + float2(time*_Time_speed, 0.0));\n\t\t\t\t\n\t\t\t\treturn fbmval;//step(a_cutoff, fbm);\n\t\t\t}\n\n\t\t\tbool dither(float2 uv_pixel, float2 uv_real) {\n\t\t\t\treturn mod(uv_pixel.x+uv_real.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\t\t\t\n\t\t\t\t// cut out a circle\n\t\t\t\tfloat d_circle = distance(uv, float2(0.5,0.5));\n\t\t\t\tfloat a = step(d_circle, 0.5);\n\t\t\t\t\n\t\t\t\tuv = rotate(uv, _Rotation);\n\t\t\t\t\n\t\t\t\t// map to sphere\n\t\t\t\tuv = spherify(uv);\n\t\t\t\t\n\t\t\t\t// distance to light source\n\t\t\t\tfloat d_light = distance(uv , _Light_origin);\n\t\t\t\t\n\t\t\t\t// slightly make uv go down on the right, and up in the left\n\t\t\t\tuv.y += smoothstep(0.0, _Cloud_curve, abs(uv.x-0.4));\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat c = cloud_alpha(uv*float2(1.0, _Stretch));\n\t\t\t\t\n\t\t\t\t// assign some colors based on cloud depth & distance from light\n\t\t\t\tfloat3 col = _Base_color.rgb;\n\t\t\t\tif (c < _Cloud_cover + 0.03) {\n\t\t\t\t\tcol = _Outline_color.rgb;\n\t\t\t\t}\n\t\t\t\tif (d_light + c*0.2 > _Light_border_1) {\n\t\t\t\t\tcol = _Shadow_base_color.rgb;\n\n\t\t\t\t}\n\t\t\t\tif (d_light + c*0.2 > _Light_border_2) {\n\t\t\t\t\tcol = _Shadow_outline_color.rgb;\n\t\t\t\t}\n\t\t\t\t\n            \treturn fixed4(col, step(_Cloud_cover, c) * a);\n\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/GasPlanetLayers/GasLayers.cs",
    "content": "﻿using System.Collections;\r\nusing System.Collections.Generic;\r\nusing UnityEngine;\r\nusing UnityEngine.UI;\r\n\r\npublic class GasLayers : MonoBehaviour, IPlanet {\r\n    [SerializeField] private GameObject _GasLayers;\r\n    [SerializeField] private GameObject _Ring;\r\n    \r\n    [SerializeField] private GradientTextureGenerate _gradientGas1;\r\n    [SerializeField] private GradientTextureGenerate _gradientGas2;\r\n    [SerializeField] private GradientTextureGenerate _gradientRing1;\r\n    [SerializeField] private GradientTextureGenerate _gradientRing2;\r\n\r\n    private Material m_GasLayers;\r\n    private Material m_Ring;\r\n    private string gradient_vars = \"_ColorScheme\";\r\n    private string gradient_dark_vars = \"_Dark_ColorScheme\";\r\n    private GradientColorKey[] colorKey1 = new GradientColorKey[3];\r\n    private GradientColorKey[] colorKey2 = new GradientColorKey[3];\r\n    \r\n    private GradientAlphaKey[] alphaKey = new GradientAlphaKey[3];\r\n    \r\n    private string[] _colors1 = new[] {\"#eec39a\", \"#d9a066\", \"#8f563b\"};\r\n    private string[] _colors2 = new[] {\"#663931\", \"#45283c\", \"#222034\"};\r\n    private float[] _color_times = new float[] { 0, 0.5f, 1.0f };\r\n    private void Awake()\r\n    {\r\n        m_GasLayers = _GasLayers.GetComponent<Image>().material;\r\n        m_Ring = _Ring.GetComponent<Image>().material;\r\n        setGragientColor();\r\n    }\r\n    public void SetPixel(float amount)\r\n    {\r\n        m_GasLayers.SetFloat(ShaderProperties.Key_Pixels, amount);\r\n        m_Ring.SetFloat(ShaderProperties.Key_Pixels, amount * 3f);\r\n    }\r\n\r\n    public void SetLight(Vector2 pos)\r\n    {\r\n        m_GasLayers.SetVector(ShaderProperties.Key_Light_origin, pos * 1.3f  );\r\n        m_Ring.SetVector(ShaderProperties.Key_Light_origin, pos * 1.3f );\r\n    }\r\n\r\n    public void SetSeed(float seed)\r\n    {\r\n        var converted_seed = seed % 1000f / 100f;\r\n        m_GasLayers.SetFloat(ShaderProperties.Key_Seed, converted_seed);\r\n        m_Ring.SetFloat(ShaderProperties.Key_Seed, converted_seed);\r\n      //  _Ring.SetFloat(\"cloud_cover\", Random.Range(0.28f, 0.5f));\r\n    }\r\n\r\n    public void SetRotate(float r)\r\n    {\r\n        m_GasLayers.SetFloat(ShaderProperties.Key_Rotation, r);\r\n        m_Ring.SetFloat(ShaderProperties.Key_Rotation, r + 0.7f);\r\n    }\r\n\r\n    public void UpdateTime(float time)\r\n    {\r\n        m_GasLayers.SetFloat(ShaderProperties.Key_time, time * 0.5f);\r\n        m_Ring.SetFloat(ShaderProperties.Key_time, time  * 0.5f * -3f);\r\n    }\r\n\r\n    public void SetCustomTime(float time)\r\n    {\r\n        var dt = 10f + time * 60f;\r\n        m_GasLayers.SetFloat(ShaderProperties.Key_time, dt * 0.5f);\r\n        m_Ring.SetFloat(ShaderProperties.Key_time, dt * 0.5f * -3f);\r\n    }\r\n    public void SetInitialColors()\r\n    {\r\n        setGragientColor();\r\n    }\r\n\r\n    private void setGragientColor()\r\n    {\r\n        for (int i = 0; i < colorKey1.Length; i++)\r\n        {\r\n            colorKey1[i].color = default(Color);\r\n            ColorUtility.TryParseHtmlString(_colors1[i], out colorKey1[i].color);\r\n\r\n            colorKey1[i].time = _color_times[i];\r\n            alphaKey[i].alpha = 1.0f;\r\n            alphaKey[i].time = _color_times[i];\r\n        }\r\n        \r\n        \r\n        for (int i = 0; i < colorKey2.Length; i++)\r\n        {\r\n            colorKey2[i].color = default(Color);\r\n            ColorUtility.TryParseHtmlString(_colors2[i], out colorKey2[i].color);\r\n\r\n            colorKey2[i].time = _color_times[i];\r\n            alphaKey[i].alpha = 1.0f;\r\n            colorKey2[i].time = _color_times[i];\r\n        }\r\n        _gradientGas1.SetColors(colorKey1,alphaKey,gradient_vars);\r\n        _gradientGas2.SetColors(colorKey2,alphaKey,gradient_dark_vars);\r\n\r\n        _gradientRing1.SetColors(colorKey1,alphaKey,gradient_vars);\r\n        _gradientRing2.SetColors(colorKey2, alphaKey,gradient_dark_vars);\r\n    }\r\n    public Color[] GetColors()\r\n    {\r\n        var colors = new Color[12];\r\n        var gradColors = _gradientGas1.GetColorKeys();\r\n        for (int i = 0; i < gradColors.Length; i++)\r\n        {\r\n            colors[i] = gradColors[i].color;\r\n        }\r\n        var size = gradColors.Length;\r\n        \r\n        var gradColors2 = _gradientGas2.GetColorKeys();\r\n        for (int i = 0; i < gradColors2.Length; i++)\r\n        {\r\n            colors[i + size] = gradColors2[i].color;\r\n        }\r\n\r\n        size += gradColors2.Length;\r\n        \r\n        var gradColors3 = _gradientRing1.GetColorKeys();\r\n        for (int i = 0; i < gradColors3.Length; i++)\r\n        {\r\n            colors[i + size] = gradColors3[i].color;\r\n        }\r\n\r\n        size += gradColors3.Length;\r\n        \r\n        var gradColors4 = _gradientRing2.GetColorKeys();\r\n        for (int i = 0; i < gradColors4.Length; i++)\r\n        {\r\n            colors[i + size] = gradColors4[i].color;\r\n        }\r\n        \r\n        return colors;\r\n    }\r\n\r\n    public void SetColors(Color[] _colors)\r\n    {\r\n        for (int i = 0; i < colorKey1.Length; i++)\r\n        {\r\n            colorKey1[i].color = _colors[i];\r\n            colorKey1[i].time = _color_times[i];\r\n            alphaKey[i].alpha = 1.0f;\r\n            alphaKey[i].time = _color_times[i];\r\n        }\r\n        _gradientGas1.SetColors(colorKey1,alphaKey,gradient_vars);\r\n        var size = colorKey1.Length;\r\n        \r\n        for (int i = 0; i < colorKey2.Length; i++)\r\n        {\r\n            colorKey2[i].color = _colors[ i +size ];\r\n            colorKey2[i].time = _color_times[i];\r\n            alphaKey[i].alpha = 1.0f;\r\n            alphaKey[i].time = _color_times[i];\r\n        }\r\n        _gradientGas1.SetColors(colorKey2,alphaKey,gradient_dark_vars);\r\n        size += colorKey2.Length;\r\n        \r\n        for (int i = 0; i < colorKey1.Length; i++)\r\n        {\r\n            colorKey1[i].color = _colors[ i +size ];\r\n            colorKey1[i].time = _color_times[i];\r\n            alphaKey[i].alpha = 1.0f;\r\n            alphaKey[i].time = _color_times[i];\r\n        }\r\n        _gradientRing1.SetColors(colorKey1,alphaKey,gradient_vars);\r\n        size += colorKey1.Length;\r\n        \r\n        for (int i = 0; i < colorKey2.Length; i++)\r\n        {\r\n            colorKey2[i].color = _colors[ i +size ];\r\n            colorKey2[i].time = _color_times[i];\r\n            alphaKey[i].alpha = 1.0f;\r\n            alphaKey[i].time = _color_times[i];\r\n        }\r\n        _gradientRing2.SetColors(colorKey2,alphaKey,gradient_dark_vars);\r\n        \r\n    }\r\n}"
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    "path": "Assets/Planets/GasPlanetLayers/GasLayers.shader",
    "content": "Shader \"Unlit/GasLayers\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n\t    _Pixels(\"Pixels\", range(10,100)) = 0.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0    \t\t    \n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t    _Stretch(\"Stretch\",range(1.0,3.0)) = 2.0\n    \t_Cloud_cover(\"Cloud Cover\",range(0.0, 1.0)) = 0.3\n\t    _Cloud_curve(\"Cloud Curve\",range(1.0, 2.0)) = 1.3\n\t    _Light_border_1(\"Light border1\",range(0.0, 1.0)) = 0.52\n\t    _Light_border_2(\"Light border2\",range(0.0, 1.0)) = 0.62\n    \t_Bands(\"Bands\",float) = 1.0\n\n        _ColorScheme(\"ColorScheme\", 2D) = \"white\" {}\n    \t_Dark_ColorScheme(\"Dark ColorScheme\", 2D) = \"white\" {}\n\n\t    _Size(\"Size\",float) = 50.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 0\n\t    _Seed(\"Seed\",range(1, 10)) = 7.46\n\t    time(\"time\",float) = 0.0\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n        \t\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float _Stretch;\n            float _Cloud_curve;\n            float _Cloud_cover;\n            float _Light_border_1;\n\t\t\tfloat _Light_border_2;\n            float _Bands;\n\t\t\tsampler2D _ColorScheme;\n            sampler2D _Dark_ColorScheme;\n            float _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(2.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\n\t\t\t// by Leukbaars from https://www.shadertoy.com/view/4tK3zR\n\t\t\tfloat circleNoise(float2 uv) {\n\t\t\t    float uv_y = floor(uv.y);\n\t\t\t    uv.x += uv_y*.31;\n\t\t\t    float2 f = frac(uv);\n\t\t\t\tfloat h = rand(float2(floor(uv.x),floor(uv_y)));\n\t\t\t    float m = (length(f-0.25-(h*0.5)));\n\t\t\t    float r = h*0.25;\n\t\t\t    return smoothstep(0.0, r, m*0.75);\n\t\t\t}\n\n\t\t\tfloat turbulence(float2 uv) {\n\t\t\t\tfloat c_noise = 0.0;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t// more iterations for more turbulence\n\t\t\t\tfor (int i = 0; i < 10; i++) {\n\t\t\t\t\tc_noise += circleNoise((uv * _Size *0.3) + (float(i+1)+10.) + (float2(time * _Time_speed, 0.0)));\n\t\t\t\t}\n\t\t\t\treturn c_noise;\n\t\t\t}\n\t\t\tbool dither(float2 uv_pixel, float2 uv_real) {\n\t\t\t\treturn mod(uv_pixel.x+uv_real.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\t\t\t\t\n\t\t\t\n\t\t\t\tfloat light_d = distance(uv, _Light_origin) ;\n\t\n\t\t\t\t// we use this value later to dither between colors\n\t\t\t\tbool dith = dither(uv, i.uv);\n\t\t\t\tuv = rotate(uv, _Rotation);\n\n\t\t\t\t\n\t\t\t\t// map to sphere\n\t\t\t\tuv = spherify(uv);\n\n\t\t\t\t// a band is just one dimensional noise\n\t\t\t\tfloat band = fbm(float2(0.0, uv.y*_Size*_Bands));\n\t\t\t\t\n\t\t\t\t// turbulence value is circles on top of each other\n\t\t\t\tfloat turb = turbulence(uv);\n\n\t\t\t\t// by layering multiple noise values & combining with turbulence and _Bands\n\t\t\t\t// we get some dynamic looking shape\t\n\t\t\t\tfloat fbm1 = fbm(uv*_Size);\n\t\t\t\tfloat fbm2 = fbm(uv*float2(1.0, 2.0)*_Size+fbm1+float2(-time*_Time_speed,0.0)+turb);\n\n\t\t\t\t\n\t\t\t\t// all of this is just increasing some contrast & applying light\n\t\t\t\tfbm2 *= pow(band,2.0)*7.0;\n\t\t\t\tfloat light = fbm2 + light_d * 1.8;\n\t\t\t\tfbm2 += pow(light_d , 1.0)-0.3;\t\n\t\t\t\tfbm2 = smoothstep(-0.2, 4.0-fbm2, light);\n\t\t\t\t\n\t\t\t\t// here apply the dither value\n\t\t\t\tif (dith ) {\n\t\t\t\t\tfbm2 *= 1.1;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\t// finally add colors\n\t\t\t\tfloat posterized = floor(fbm2*4.0)/2.0;\n\t\t\t\tfloat3 col;\n\t\t\t\tif (fbm2 < 0.625) {\n\t\t\t\t\tcol = tex2D(_ColorScheme, float2(posterized, uv.y)).rgb;\n\t\t\t\t} else {\n\t\t\t\t\tcol = tex2D(_Dark_ColorScheme, float2(posterized-1.0, uv.y)).rgb;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat a = step(length(uv-float2(0.5,0.5)), 0.5);\n\t\t\t\treturn fixed4(col, a);\n\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/GasPlanetLayers/Ring.shader",
    "content": "Shader \"Unlit/Ring\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n\t    _Pixels(\"Pixels\", range(10,300)) = 100.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0    \t\t    \n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t    \n    \t_Light_border_1(\"Light border1\",range(0.0, 1.0)) = 0.52\n\t    _Light_border_2(\"Light border2\",range(0.0, 1.0)) = 0.62\n    \t\n    \t_Ring_width(\"Ring Width\",range(0.0, 0.15)) = 0.1\n\t    _Ring_perspective(\"Ring Perspective\",float) = 4.0\n    \t_Scale_rel_to_planet(\"Scale rel to Planet\",float) = 6.0\n\t    \n        _ColorScheme(\"ColorScheme\", 2D) = \"white\" {}\n    \t_Dark_ColorScheme(\"Dark ColorScheme\", 2D) = \"black\" {}\n\n\t    _Size(\"Size\",float) = 50.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n\t    time(\"time\",float) = 0.0\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n        \t\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float _Light_border_1;\n\t\t\tfloat _Light_border_2;\n\n            float _Ring_width;\n            float _Ring_perspective;\n            float _Scale_rel_to_planet;\n            \n\t\t\tsampler2D _ColorScheme;\n            sampler2D _Dark_ColorScheme;\n            float _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(2.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\n\t\t\t// by Leukbaars from https://www.shadertoy.com/view/4tK3zR\n\t\t\tfloat circleNoise(float2 uv) {\n\t\t\t    float uv_y = floor(uv.y);\n\t\t\t    uv.x += uv_y*.31;\n\t\t\t    float2 f = frac(uv);\n\t\t\t\tfloat h = rand(float2(floor(uv.x),floor(uv_y)));\n\t\t\t    float m = (length(f-0.25-(h*0.5)));\n\t\t\t    float r = h*0.25;\n\t\t\t    return smoothstep(0.0, r, m*0.75);\n\t\t\t}\n\t\t\tbool dither(float2 uv_pixel, float2 uv_real) {\n\t\t\t\treturn mod(uv_pixel.x+uv_real.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\n\t\t\t\t// we use this value later to dither between colors\n\t\t\t\tbool dith = dither(uv, uv);\n\t\t\t\t\n\t\t\t\tfloat light_d = distance(uv, _Light_origin);\n\t\t\t\tuv = rotate(uv, _Rotation);\n\t\t\t\t\n\t\t\t\t// center is used to determine ring position\n\t\t\t\tfloat2 uv_center = uv - float2(0.0, 0.5);\n\t\t\t\t\n\t\t\t\t// tilt ring\n\t\t\t\tuv_center *= float2(1.0, _Ring_perspective);\n\t\t\t\tfloat center_d = distance(uv_center,float2(0.5, 0.0));\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t// cut out 2 circles of different _Sizes and only intersection of the 2.\n\t\t\t\tfloat ring = smoothstep(0.5-_Ring_width*2.0, 0.5-_Ring_width, center_d);\n\t\t\t\tring *= smoothstep(center_d-_Ring_width, center_d, 0.4);\n\t\t\t\t\n\t\t\t\t// pretend like the ring goes behind the planet by removing it if it's in the upper half.\n\t\t\t\tif (uv.y < 0.5) {\n\t\t\t\t\tring *= step(1.0/_Scale_rel_to_planet, distance(uv,float2(0.5,0.5)));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\t// rotate material in the ring\n\t\t\t\tuv_center = rotate(uv_center+float2(0, 0.5), time*_Time_speed);\n\t\t\t\t// some noise\n\t\t\t\tring *= fbm(uv_center*_Size);\n\t\t\t\t\n\t\t\t\t// apply some colors based on final value\n\t\t\t\tfloat posterized = floor((ring+pow(light_d, 2.0)*2.0)*4.0)/4.0;\n\t\t\t\tfloat3 col;\n\t\t\t\tif (posterized <= 1.0) {\n\t\t\t\t\tcol = tex2D(_ColorScheme, float2(posterized, uv.y)).rgb;\n\t\t\t\t} else {\n\t\t\t\t\tcol = tex2D(_Dark_ColorScheme, float2(posterized-1.0, uv.y)).rgb;\n\t\t\t\t}\n\t\t\t\tfloat ring_a = step(0.28, ring);\t\t\t\t\n\t\t\t\treturn fixed4(col, ring_a);\n\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/IceWorld/IceClouds.shader",
    "content": "Shader \"Unlit/IceClouds\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n\t    _Pixels(\"Pixels\", range(10,100)) = 0.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n\t    _Cloud_cover(\"Cloud cover\",range(0.0, 1.0)) = 0.0\n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t    _Stretch(\"Stretch\",range(1.0,3.0)) = 2.0\n\t    _Cloud_curve(\"Cloud Curve\",range(1.0, 2.0)) = 1.3\n\t    _Light_border_1(\"Light border1\",range(0.0, 1.0)) = 0.52\n\t    _Light_border_2(\"Light border2\",range(0.0, 1.0)) = 0.62\n\n\t    _Base_color(\"Base Color\", Color) = (1,1,1,1)\n    \t_Outline_color(\"Outline Color\",Color) = (0,0,0,0)\n\t    _Shadow_Base_color(\"Shadow Base Color\",Color) = (0,0,0,0)\n\t    _Shadow_Outline_color(\"Shadow outline Color\", Color) = (0,0,0,0)\n\n\t    _Size(\"Size\",float) = 50.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n\n\t    time(\"time\",float) = 0.0\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n\n\n        \t\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n            float _Cloud_cover;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float _Stretch;\n            float _Cloud_curve;\n            float _Light_border_1;\n\t\t\tfloat _Light_border_2;\n\t\t\tfixed4 _Base_color;\n            fixed4 _Outline_color;\n\t\t\tfixed4 _Shadow_Base_color;\n\t\t\tfixed4 _Shadow_Outline_color;\n\t\t\tfloat _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(1.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\n\t\t\t// by Leukbaars from https://www.shadertoy.com/view/4tK3zR\n\t\t\tfloat circleNoise(float2 uv) {\n\t\t\t    float uv_y = floor(uv.y);\n\t\t\t    uv.x += uv_y*.31;\n\t\t\t    float2 f = frac(uv);\n\t\t\t\tfloat h = rand(float2(floor(uv.x),floor(uv_y)));\n\t\t\t    float m = (length(f-0.25-(h*0.5)));\n\t\t\t    float r = h*0.25;\n\t\t\t    return smoothstep(0.0, r, m*0.75);\n\t\t\t}\n\n\t\t\tfloat cloud_alpha(float2 uv) {\n\t\t\t\tfloat c_noise = 0.0;\n\t\t\t\t\n\t\t\t\t// more iterations for more turbulence\n\t\t\t\tfor (int i = 0; i < 9; i++) {\n\t\t\t\t\tc_noise += circleNoise((uv * _Size * 0.3) + (float(i+1)+10.) + (float2(time*_Time_speed, 0.0)));\n\t\t\t\t}\n\t\t\t\tfloat fbmval = fbm(uv*_Size+c_noise + float2(time*_Time_speed, 0.0));\n\t\t\t\t\n\t\t\t\treturn fbmval;//step(a_cutoff, fbm);\n\t\t\t}\n\n\t\t\tbool dither(float2 uv_pixel, float2 uv_real) {\n\t\t\t\treturn mod(uv_pixel.x+uv_real.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\t\t\t\t\n\t\t\t\t// distance to light source\n\t\t\t\tfloat d_light = distance(uv , _Light_origin);\n\t\t\t\t\n\t\t\t\t// cut out a circle\n\t\t\t\tfloat d_circle = distance(uv, float2(0.5,0.5));\n\t\t\t\tfloat a = step(d_circle, 0.5);\n\t\t\t\t\n\t\t\t\tfloat d_to_center = distance(uv, float2(0.5,0.5));\n\t\t\t\t\n\t\t\t\tuv = rotate(uv, _Rotation);\n\t\t\t\t\n\t\t\t\t// map to sphere\n\t\t\t\tuv = spherify(uv);\n\t\t\t\t// slightly make uv go down on the right, and up in the left\n\t\t\t\tuv.y += smoothstep(0.0, _Cloud_curve, abs(uv.x-0.4));\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat c = cloud_alpha(uv*float2(1.0, _Stretch));\n\t\t\t\t\n\t\t\t\t// assign some colors based on cloud depth & distance from light\n\t\t\t\tfloat3 col = _Base_color.rgb;\n\t\t\t\tif (c < _Cloud_cover + 0.03) {\n\t\t\t\t\tcol = _Outline_color.rgb;\n\t\t\t\t}\n\t\t\t\tif (d_light + c*0.2 > _Light_border_1) {\n\t\t\t\t\tcol = _Shadow_Base_color.rgb;\n\n\t\t\t\t}\n\t\t\t\tif (d_light + c*0.2 > _Light_border_2) {\n\t\t\t\t\tcol = _Shadow_Outline_color.rgb;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tc *= step(d_to_center, 0.5);\n\t\t\t\t//COLOR = float4(col, step(_Cloud_cover, c) * a);\n            \treturn fixed4(col, step(_Cloud_cover, c) * a);\n\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/IceWorld/IcePlanetUnder.shader",
    "content": "Shader \"Unlit/IcePlanetUnder\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n\t    _Pixels(\"Pixels\", range(10,100)) = 0.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t    _Dither_Size(\"Dither Size\",range(0.0, 10.0)) = 2.0\n    \t\n\t    light_border_1(\"Light border1\",range(0.0, 1.0)) = 0.52\n\t    light_border_2(\"Light border2\",range(0.0, 1.0)) = 0.62\n    \t    \t\n\t    _Color1(\"Color1\", Color) = (1,1,1,1)\n    \t_Color2(\"Color2\", Color) = (1,1,1,1)\n    \t_Color3(\"Color3\", Color) = (1,1,1,1)\n    \t\n\t    _Size(\"Size\",float) = 50.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n\t    time(\"time\",float) = 0.0\n    \t\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n\n\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n            float _Dither_Size;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float light_border_1;\n\t\t\tfloat light_border_2;\n\t\t\tfloat _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n    \t\tfixed4 _Color1;\n            fixed4 _Color2;\n            fixed4 _Color3;\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(2.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\t\t\tbool dither(float2 uv1, float2 uv2) {\n\t\t\t\treturn mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\n\t\t\t\t//uv.y = 1 - uv.y;\n\n\t\t\t\tbool dith = dither(uv, i.uv);\n\t\t\t\t\n\t\t\t\t// check distance distance to light\n\t\t\t\tfloat d_light = distance(uv , float2(_Light_origin));\n\t\t\t\t\n\t\t\t\t// cut out a circle\n\t\t\t\tfloat d_circle = distance(uv, float2(0.5,0.5));\n\t\t\t\tfloat a = step(d_circle, 0.5);\n\t\t\t\t\n\t\t\t\tuv = spherify(uv);\n\t\t\t\tuv = rotate(uv, _Rotation);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t// get a noise value with light distance added\n\t\t\t\td_light += fbm(uv*_Size+float2(time*_Time_speed, 0.0))*0.3; // change the magic 0.3 here for different light strengths\n\t\t\t\t\n\t\t\t\t// _Size of edge in which colors should be dithered\n\t\t\t\tfloat dither_border = (1.0/_Pixels)*_Dither_Size;\n\n\t\t\t\t// now we can assign colors based on distance to light origin\n\t\t\t\tfloat3 col = _Color1.rgb;\n\t\t\t\tif (d_light > light_border_1) {\n\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t\tif (d_light < light_border_1 + dither_border && dith) {\n\t\t\t\t\t\tcol = _Color1.rgb;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (d_light > light_border_2) {\n\t\t\t\t\tcol = _Color3.rgb;\n\t\t\t\t\tif (d_light < light_border_2 + dither_border && dith) {\n\t\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn fixed4(col, a);\n\t\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/IceWorld/IceWorld.cs",
    "content": "using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UI;\n\npublic class IceWorld : MonoBehaviour, IPlanet {\n    [SerializeField] private GameObject PlanetUnder;\n    [SerializeField] private GameObject Lakes;\n    [SerializeField] private GameObject Clouds;\n    private Material m_PlanetUnder;\n    private Material m_Lakes;\n    private Material m_Clouds;\n    private string[] color_vars1 = new string[]{\"_Color1\", \"_Color2\", \"_Color3\"};\n    private string[] init_colors1 = new string[] {\"#faffff\", \"#c7d4e1\", \"#928fb8\"};\n    \n    private string[] color_vars2 = new string[]{\"_Color1\", \"_Color2\", \"_Color3\"};\n    private string[] init_colors2 = new string[] {\"#4fa4b8\", \"#4c6885\", \"#3a3f5e\"};\n    \n    private string[] color_vars3 = new string[]{\"_Base_color\", \"_Outline_color\", \"_Shadow_Base_color\",\"_Shadow_Outline_color\"};\n    private string[] init_colors3 = new string[] {\"#e1f2ff\", \"#c0e3ff\", \"#5e70a5\",\"#404973\"};\n    private void Awake()\n    {\n        m_PlanetUnder = PlanetUnder.GetComponent<Image>().material;\n        m_Lakes = Lakes.GetComponent<Image>().material;\n        m_Clouds = Clouds.GetComponent<Image>().material;\n        SetInitialColors();\n    }\n    public void SetPixel(float amount)\n    {\n        m_PlanetUnder.SetFloat(ShaderProperties.Key_Pixels, amount);\n        m_Lakes.SetFloat(ShaderProperties.Key_Pixels, amount);\n        m_Clouds.SetFloat(ShaderProperties.Key_Pixels, amount);\n    }\n\n    public void SetLight(Vector2 pos)\n    {\n        m_PlanetUnder.SetVector(ShaderProperties.Key_Light_origin, pos);\n        m_Lakes.SetVector(ShaderProperties.Key_Light_origin, pos);\n        m_Clouds.SetVector(ShaderProperties.Key_Light_origin, pos);\n    }\n\n    public void SetSeed(float seed)\n    {\n        var converted_seed = seed % 1000f / 100f;\n        m_PlanetUnder.SetFloat(ShaderProperties.Key_Seed, converted_seed);\n        m_Lakes.SetFloat(ShaderProperties.Key_Seed, converted_seed);\n        m_Clouds.SetFloat(ShaderProperties.Key_Seed, converted_seed);\n    }\n\n    public void SetRotate(float r)\n    {\n        m_PlanetUnder.SetFloat(ShaderProperties.Key_Rotation, r);\n        m_Lakes.SetFloat(ShaderProperties.Key_Rotation, r);\n        m_Clouds.SetFloat(ShaderProperties.Key_Rotation, r);\n    }\n\n    public void UpdateTime(float time)\n    {\n        \n        m_Clouds.SetFloat(ShaderProperties.Key_time, time * 0.5f);\n        m_PlanetUnder.SetFloat(ShaderProperties.Key_time, time );\n        m_Lakes.SetFloat(ShaderProperties.Key_time, time);\n    }\n\n    public void SetCustomTime(float time)\n    {\n        \n        var dt = 10f + time * 60f;\n        m_Clouds.SetFloat(ShaderProperties.Key_time, dt * 0.5f);\n        m_PlanetUnder.SetFloat(ShaderProperties.Key_time, dt);\n        m_Lakes.SetFloat(ShaderProperties.Key_time, dt);\n    }\n    public void SetInitialColors()\n    {\n        for (int i = 0; i < color_vars1.Length; i++)\n        {\n            m_PlanetUnder.SetColor(color_vars1[i], ColorUtil.FromRGB(init_colors1[i]));\n        }\n        for (int i = 0; i < color_vars2.Length; i++)\n        {\n            m_Lakes.SetColor(color_vars2[i], ColorUtil.FromRGB(init_colors2[i]));\n        }\n        for (int i = 0; i < color_vars3.Length; i++)\n        {\n            m_Clouds.SetColor(color_vars3[i], ColorUtil.FromRGB(init_colors3[i]));\n        }\n    }\n    public Color[] GetColors()\n    {\n        var colors = new Color[10];\n        int pos = 0;\n        for (int i = 0; i < color_vars1.Length; i++)\n        {\n            colors[i] = m_PlanetUnder.GetColor(color_vars1[i]);\n        }\n        pos = color_vars1.Length;\n        for (int i = 0; i < color_vars2.Length; i++)\n        {\n            colors[i + pos] = m_Lakes.GetColor(color_vars2[i]);\n        }\n        pos = color_vars1.Length + color_vars2.Length;\n        for (int i = 0; i < color_vars3.Length; i++)\n        {\n            colors[i + pos] = m_Clouds.GetColor(color_vars3[i]);\n        }\n        return colors;\n    }\n\n    public void SetColors(Color[] _colors)\n    {\n        for (int i = 0; i < color_vars1.Length; i++)\n        {\n            m_PlanetUnder.SetColor(color_vars1[i], _colors[i]);\n        }\n        for (int i = 0; i < color_vars2.Length; i++)\n        {\n            m_Lakes.SetColor(color_vars2[i], _colors[i + color_vars1.Length]);\n        }\n        for (int i = 0; i < color_vars3.Length; i++)\n        {\n            m_Clouds.SetColor(color_vars3[i], _colors[i + color_vars1.Length + color_vars2.Length]);\n        }\n    }\n}\n"
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    "content": "Shader \"Unlit/Lakes\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n\t    _Pixels(\"Pixels\", range(10,100)) = 0.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t    _Dither_Size(\"Dither Size\",range(0.0, 10.0)) = 2.0\n    \t\n\t    _Light_border_1(\"Light border1\",range(0.0, 1.0)) = 0.52\n\t    _Light_border_2(\"Light border2\",range(0.0, 1.0)) = 0.62\n\t\t_Lake_cutoff(\"Lake Cutoff\",range(0.0, 1.0)) = 0.0\n    \t    \t\n\t    _Color1(\"Color1\", Color) = (1,1,1,1)\n    \t_Color2(\"Color2\", Color) = (1,1,1,1)\n    \t_Color3(\"Color3\", Color) = (1,1,1,1)\n    \t\n\t    _Size(\"Size\",float) = 50.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n\t    time(\"time\",float) = 0.0\n    \t\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n\n\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n            float _Dither_Size;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float _Light_border_1;\n\t\t\tfloat _Light_border_2;\n            float _Lake_cutoff;\n\t\t\tfloat _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n    \t\tfixed4 _Color1;\n            fixed4 _Color2;\n            fixed4 _Color3;\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(2.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 43758.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\t\t\tbool dither(float2 uv1, float2 uv2) {\n\t\t\t\treturn mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\n\t\t\t\t//uv.y = 1 - uv.y;\n\n\t\t\t\tfloat d_light = distance(uv , _Light_origin);\n\t\t\t\t\n\t\t\t\t// give planet a tilt\n\t\t\t\tuv = rotate(uv, _Rotation);\n\n\t\t\t//\t// map to sphere\n\t\t\t\tuv = spherify(uv);\n\t\t\t\t\n\t\t\t\t// some scrolling noise for landmasses\n\t\t\t\tfloat fbm1 = fbm(uv*_Size+float2(time*_Time_speed,0.0));\n\t\t\t\tfloat lake = fbm(uv*_Size+float2(time*_Time_speed,0.0));\n\t\t\t\t\n\t\t\t\t// increase contrast on d_light\n\t\t\t\td_light = pow(d_light, 2.0)*0.4;\n\t\t\t\td_light -= d_light * lake;\n\n\t\t\t\t\n\t\t\t\tfloat3 col = _Color1.rgb;\n\t\t\t\tif (d_light > _Light_border_1) {\n\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t}\n\t\t\t\tif (d_light > _Light_border_2) {\n\t\t\t\t\tcol = _Color3.rgb;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat a = step(_Lake_cutoff, lake);\n\t\t\t\ta*= step(distance(float2(0.5,0.5), uv), 0.5);\n\t\t\t\treturn fixed4(col, a);\n\t\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/LandMasses/Clouds.shader",
    "content": "Shader \"Unlit/Clouds\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n\t    _Pixels(\"Pixels\", range(10,100)) = 0.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n\t    _Cloud_cover(\"Cloud cover\",range(0.0, 1.0)) = 0.0\n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t    _Stretch(\"Stretch\",range(1.0,3.0)) = 2.0\n\t    _Cloud_curve(\"Cloud Curve\",range(1.0, 2.0)) = 1.3\n\t    _Light_border_1(\"Light border1\",range(0.0, 1.0)) = 0.52\n\t    _Light_border_2(\"Light border2\",range(0.0, 1.0)) = 0.62\n\n\t    _Base_color(\"Base Color\", Color) = (1,1,1,1)\n    \t_Outline_color(\"Outline Color\",Color) = (0,0,0,0)\n\t    _Shadow_Base_color(\"Shadow Base Color\",Color) = (0,0,0,0)\n\t    _Shadow_Outline_color(\"Shadow outline Color\", Color) = (0,0,0,0)\n\n\t    _Size(\"Size\",float) = 50.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n\n\t    time(\"time\",float) = 0.0\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n\n\n        \t\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n            float _Cloud_cover;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float _Stretch;\n            float _Cloud_curve;\n            float _Light_border_1;\n\t\t\tfloat _Light_border_2;\n\t\t\tfixed4 _Base_color;\n            fixed4 _Outline_color;\n\t\t\tfixed4 _Shadow_Base_color;\n\t\t\tfixed4 _Shadow_Outline_color;\n\t\t\tfloat _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(1.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\n\t\t\t// by Leukbaars from https://www.shadertoy.com/view/4tK3zR\n\t\t\tfloat circleNoise(float2 uv) {\n\t\t\t    float uv_y = floor(uv.y);\n\t\t\t    uv.x += uv_y*.31;\n\t\t\t    float2 f = frac(uv);\n\t\t\t\tfloat h = rand(float2(floor(uv.x),floor(uv_y)));\n\t\t\t    float m = (length(f-0.25-(h*0.5)));\n\t\t\t    float r = h*0.25;\n\t\t\t    return smoothstep(0.0, r, m*0.75);\n\t\t\t}\n\n\t\t\tfloat cloud_alpha(float2 uv) {\n\t\t\t\tfloat c_noise = 0.0;\n\t\t\t\t\n\t\t\t\t// more iterations for more turbulence\n\t\t\t\tfor (int i = 0; i < 9; i++) {\n\t\t\t\t\tc_noise += circleNoise((uv * _Size * 0.3) + (float(i+1)+10.) + (float2(time*_Time_speed, 0.0)));\n\t\t\t\t}\n\t\t\t\tfloat fbmval = fbm(uv*_Size+c_noise + float2(time*_Time_speed, 0.0));\n\t\t\t\t\n\t\t\t\treturn fbmval;//step(a_cutoff, fbm);\n\t\t\t}\n\n\t\t\tbool dither(float2 uv_pixel, float2 uv_real) {\n\t\t\t\treturn mod(uv_pixel.x+uv_real.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\t\t\t\t\n\t\t\t\t// distance to light source\n\t\t\t\tfloat d_light = distance(uv , _Light_origin);\n\t\t\t\t\n\t\t\t\t// cut out a circle\n\t\t\t\tfloat d_circle = distance(uv, float2(0.5,0.5));\n\t\t\t\tfloat a = step(d_circle, 0.5);\n\t\t\t\t\n\t\t\t\tfloat d_to_center = distance(uv, float2(0.5,0.5));\n\t\t\t\t\n\t\t\t\tuv = rotate(uv, _Rotation);\n\t\t\t\t\n\t\t\t\t// map to sphere\n\t\t\t\tuv = spherify(uv);\n\t\t\t\t// slightly make uv go down on the right, and up in the left\n\t\t\t\tuv.y += smoothstep(0.0, _Cloud_curve, abs(uv.x-0.4));\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat c = cloud_alpha(uv*float2(1.0, _Stretch));\n\t\t\t\t\n\t\t\t\t// assign some colors based on cloud depth & distance from light\n\t\t\t\tfloat3 col = _Base_color.rgb;\n\t\t\t\tif (c < _Cloud_cover + 0.03) {\n\t\t\t\t\tcol = _Outline_color.rgb;\n\t\t\t\t}\n\t\t\t\tif (d_light + c*0.2 > _Light_border_1) {\n\t\t\t\t\tcol = _Shadow_Base_color.rgb;\n\n\t\t\t\t}\n\t\t\t\tif (d_light + c*0.2 > _Light_border_2) {\n\t\t\t\t\tcol = _Shadow_Outline_color.rgb;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tc *= step(d_to_center, 0.5);\n\t\t\t\t//COLOR = float4(col, step(_Cloud_cover, c) * a);\n            \treturn fixed4(col, step(_Cloud_cover, c) * a);\n\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/LandMasses/LandMasses.cs",
    "content": "using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing System.Linq;\npublic class LandMasses : MonoBehaviour, IPlanet {\n    [SerializeField] private GameObject Water;\n    [SerializeField] private GameObject Land;\n    [SerializeField] private GameObject Cloud;\n    private Material m_Water;\n    private Material m_Land;\n    private Material m_Clouds;\n    private string[] color_vars1 = new string[]{\"_Color1\", \"_Color2\", \"_Color3\"};\n    private string[] init_colors1 = new string[] {\"#92E8C0\", \"#4FA4B8\", \"#2C354D\"};\n    private string[] color_vars2 = new string[]{\"_Color1\", \"_Color2\", \"_Color3\",\"_Color4\"};\n    private string[] init_colors2 = new string[] {\"#C8D45D\", \"#63AB3F\", \"#2F5753\", \"#283540\"};\n    private string[] color_vars3 = new string[]{\"_Base_color\", \"_Outline_color\", \"_Shadow_Base_color\",\"_Shadow_Outline_color\"};\n    private string[] init_colors3 = new string[] {\"#DFE0E8\", \"#A3A7C2\", \"#686F99\",\"#404973\"};\n    private void Awake()\n    {\n        m_Water = Water.GetComponent<Image>().material;\n        m_Land = Land.GetComponent<Image>().material;\n        m_Clouds = Cloud.GetComponent<Image>().material;\n        SetInitialColors();\n    }\n    public void SetPixel(float amount)\n    {\n        m_Water.SetFloat(ShaderProperties.Key_Pixels, amount);\n        m_Land.SetFloat(ShaderProperties.Key_Pixels, amount);\n        m_Clouds.SetFloat(ShaderProperties.Key_Pixels, amount);\n    }\n\n    public void SetLight(Vector2 pos)\n    {\n        m_Water.SetVector(ShaderProperties.Key_Light_origin, pos);\n        m_Land.SetVector(ShaderProperties.Key_Light_origin, pos);\n        m_Clouds.SetVector(ShaderProperties.Key_Light_origin, pos);\n    }\n\n    public void SetSeed(float seed)\n    {\n        var converted_seed = seed % 1000f / 100f;\n        m_Water.SetFloat(ShaderProperties.Key_Seed, converted_seed);\n        m_Land.SetFloat(ShaderProperties.Key_Seed, converted_seed);\n        m_Clouds.SetFloat(ShaderProperties.Key_Seed, converted_seed);\n        m_Clouds.SetFloat(ShaderProperties.Key_Cloud_cover, Random.Range(0.35f, 0.6f));\n    }\n\n    public void SetRotate(float r)\n    {\n        m_Water.SetFloat(ShaderProperties.Key_Rotation, r);\n        m_Land.SetFloat(ShaderProperties.Key_Rotation, r);\n        m_Clouds.SetFloat(ShaderProperties.Key_Rotation, r);\n    }\n\n    public void UpdateTime(float time)\n    {\n        m_Clouds.SetFloat(ShaderProperties.Key_time, time * 0.5f);\n        m_Water.SetFloat(ShaderProperties.Key_time, time );\n        m_Land.SetFloat(ShaderProperties.Key_time, time);\n    }\n\n    public void SetCustomTime(float time)\n    {\n        \n        var dt = 10f + time * 60f;\n        m_Clouds.SetFloat(ShaderProperties.Key_time, dt * 0.5f);\n        m_Water.SetFloat(ShaderProperties.Key_time, dt);\n        m_Land.SetFloat(ShaderProperties.Key_time, dt);\n    }\n    public void SetInitialColors()\n    {\n        for (int i = 0; i < color_vars1.Length; i++)\n        {\n            m_Water.SetColor(color_vars1[i], ColorUtil.FromRGB(init_colors1[i]));\n        }\n        for (int i = 0; i < color_vars2.Length; i++)\n        {\n            m_Land.SetColor(color_vars2[i], ColorUtil.FromRGB(init_colors2[i]));\n        }\n        for (int i = 0; i < color_vars3.Length; i++)\n        {\n            m_Clouds.SetColor(color_vars3[i], ColorUtil.FromRGB(init_colors3[i]));\n        }\n    }\n    public Color[] GetColors()\n    {\n        var colors = new Color[11];\n        int pos = 0;\n        for (int i = 0; i < color_vars1.Length; i++)\n        {\n            colors[i] = m_Water.GetColor(color_vars1[i]);\n        }\n        pos = color_vars1.Length;\n        for (int i = 0; i < color_vars2.Length; i++)\n        {\n            colors[i + pos] = m_Land.GetColor(color_vars2[i]);\n        }\n        pos = color_vars1.Length + color_vars2.Length;\n        for (int i = 0; i < color_vars3.Length; i++)\n        {\n            colors[i + pos] = m_Clouds.GetColor(color_vars3[i]);\n        }\n        return colors;\n    }\n\n    public void SetColors(Color[] _colors)\n    {\n        var colorArray = _colors.ToList();\n\n        for (int i = 0; i < color_vars1.Length; i++)\n        {\n            var key = color_vars1[i];\n            var val = colorArray.GetRange(i, 1).FirstOrDefault();\n            m_Water.SetColor(key,val );\n        }\n        for (int i = 0; i < color_vars2.Length; i++)\n        {\n            var key = color_vars2[i];\n            var val = colorArray.GetRange(i + color_vars1.Length, 1).FirstOrDefault();\n            m_Land.SetColor(key,val );\n        }\n        for (int i = 0; i < color_vars3.Length; i++)\n        {\n            var key = color_vars3[i];\n            var val = colorArray.GetRange(i + color_vars1.Length + color_vars2.Length, 1).FirstOrDefault();\n            m_Clouds.SetColor(key,val );\n        }\n\n    }\n}\n"
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    "path": "Assets/Planets/LandMasses/PlanetLandMass.shader",
    "content": "Shader \"Unlit/PlanetLandMass\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n\t    _Pixels(\"Pixels\", range(10,100)) = 0.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t    _Dither_Size(\"Dither Size\",range(0.0, 10.0)) = 2.0\n    \t\n\t    _Light_border_1(\"Light border1\",range(0.0, 1.0)) = 0.52\n\t    _Light_border_2(\"Light border2\",range(0.0, 1.0)) = 0.62\n\t\t_Land_cutoff(\"Land Cutoff\",range(0.0, 1.0)) = 0.0\n    \t    \t\n\t    _Color1(\"Color1\", Color) = (1,1,1,1)\n    \t_Color2(\"Color2\", Color) = (1,1,1,1)\n    \t_Color3(\"Color3\", Color) = (1,1,1,1)\n    \t_Color4(\"Color4\", Color) = (1,1,1,1)\n    \t\n\t    _Size(\"Size\",float) = 50.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n\t    time(\"time\",float) = 0.0\n    \t\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n\n\n        \t\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n            float _Dither_Size;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float _Land_cutoff;\n            float _Light_border_1;\n\t\t\tfloat _Light_border_2;\n\t\t\tfloat _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n    \t\tfixed4 _Color1;\n            fixed4 _Color2;\n            fixed4 _Color3;\n            fixed4 _Color4;\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(2.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\n\t\t\t\tfloat d_light = distance(uv , _Light_origin);\n\t\t\t\t// cut out a circle\n\t\t\t\tfloat d_circle = distance(uv, float2(0.5,0.5));\n\t\t\t\tfloat a = step(d_circle, 0.5);\n\t\t\t\t\n\t\t\t\t// give planet a tilt\n\t\t\t\tuv = rotate(uv, _Rotation);\n\t\t\t\t\n\t\t\t\t// map to sphere\n\t\t\t\tuv = spherify(uv);\n\t\t\t\t\n\t\t\t\t// some scrolling noise for landmasses\n\t\t\t\tfloat2 base_fbm_uv = (uv)*_Size+float2(time*_Time_speed,0.0);\n\t\t\t\t\n\t\t\t\t// use multiple fbm's at different places so we can determine what color land gets\n\t\t\t\tfloat fbm1 = fbm(base_fbm_uv);\n\t\t\t\tfloat fbm2 = fbm(base_fbm_uv - _Light_origin*fbm1);\n\t\t\t\tfloat fbm3 = fbm(base_fbm_uv - _Light_origin*1.5*fbm1);\n\t\t\t\tfloat fbm4 = fbm(base_fbm_uv - _Light_origin*2.0*fbm1);\n\t\t\t\t\n\t\t\t\t// lots of magic numbers here\n\t\t\t\t// you can mess with them, it changes the color distribution\n\t\t\t\tif (d_light < _Light_border_1) {\n\t\t\t\t\tfbm4 *= 0.9;\n\t\t\t\t}\n\t\t\t\tif (d_light > _Light_border_1) {\n\t\t\t\t\tfbm2 *= 1.05;\n\t\t\t\t\tfbm3 *= 1.05;\n\t\t\t\t\tfbm4 *= 1.05;\n\t\t\t\t} \n\t\t\t\tif (d_light > _Light_border_2) {\n\t\t\t\t\tfbm2 *= 1.3;\n\t\t\t\t\tfbm3 *= 1.4;\n\t\t\t\t\tfbm4 *= 1.8;\n\t\t\t\t} \n\t\t\t\t\n\t\t\t\t// increase contrast on d_light\n\t\t\t\td_light = pow(d_light, 2.0)*0.1;\n\t\t\t\tfloat3 col = _Color4.rgb;\n\t\t\t\t// assign colors based on if there is noise to the top-left of noise\n\t\t\t\t// and also based on how far noise is from light\n\t\t\t\tif (fbm4 + d_light < fbm1) {\n\t\t\t\t\tcol = _Color3.rgb;\n\t\t\t\t}\n\t\t\t\tif (fbm3 + d_light < fbm1) {\n\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t}\n\t\t\t\tif (fbm2 + d_light < fbm1) {\n\t\t\t\t\tcol = _Color1.rgb;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn fixed4(col, step(_Land_cutoff, fbm1) * a);\n\t\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/LandMasses/PlanetUnder.shader",
    "content": "Shader \"Unlit/PlanetUnder\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n\t    _Pixels(\"Pixels\", range(10,100)) = 0.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t    _Dither_Size(\"Dither Size\",range(0.0, 10.0)) = 2.0\n    \t\n\t    _Light_border_1(\"Light border1\",range(0.0, 1.0)) = 0.52\n\t    _Light_border_2(\"Light border2\",range(0.0, 1.0)) = 0.62\n    \t    \t\n\t    _Color1(\"Color1\", Color) = (1,1,1,1)\n    \t_Color2(\"Color2\", Color) = (1,1,1,1)\n    \t_Color3(\"Color3\", Color) = (1,1,1,1)\n    \t\n\t    _Size(\"Size\",float) = 50.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n\t    time(\"time\",float) = 0.0\n    \t\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n\n\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n            float _Dither_Size;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float _Light_border_1;\n\t\t\tfloat _Light_border_2;\n\t\t\tfloat _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n    \t\tfixed4 _Color1;\n            fixed4 _Color2;\n            fixed4 _Color3;\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(2.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\t\t\tbool dither(float2 uv1, float2 uv2) {\n\t\t\t\treturn mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\n\t\t\t\t//uv.y = 1 - uv.y;\n\n\t\t\t\tbool dith = dither(uv, i.uv);\n\t\t\t\t\n\t\t\t\t// check distance distance to light\n\t\t\t\tfloat d_light = distance(uv , float2(_Light_origin));\n\t\t\t\t\n\t\t\t\t// cut out a circle\n\t\t\t\tfloat d_circle = distance(uv, float2(0.5,0.5));\n\t\t\t\tfloat a = step(d_circle, 0.5);\n\t\t\t\t\n\t\t\t\tuv = spherify(uv);\n\t\t\t\tuv = rotate(uv, _Rotation);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t// get a noise value with light distance added\n\t\t\t\td_light += fbm(uv*_Size+float2(time*_Time_speed, 0.0))*0.3; // change the magic 0.3 here for different light strengths\n\t\t\t\t\n\t\t\t\t// _Size of edge in which colors should be dithered\n\t\t\t\tfloat dither_border = (1.0/_Pixels)*_Dither_Size;\n\n\t\t\t\t// now we can assign colors based on distance to light origin\n\t\t\t\tfloat3 col = _Color1.rgb;\n\t\t\t\tif (d_light > _Light_border_1) {\n\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t\tif (d_light < _Light_border_1 + dither_border && dith) {\n\t\t\t\t\t\tcol = _Color1.rgb;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (d_light > _Light_border_2) {\n\t\t\t\t\tcol = _Color3.rgb;\n\t\t\t\t\tif (d_light < _Light_border_2 + dither_border && dith) {\n\t\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn fixed4(col, a);\n\t\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "content": "Shader \"Unlit/LavaCraters\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n    \t\n\t    _Pixels(\"Pixels\", range(10,100)) = 0.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t    \n\t    _Light_border(\"Light border\",range(0.0, 1.0)) = 0.52\n\t        \t\n\t    _Color1(\"Color1\", Color) = (1,1,1,1)\n    \t_Color2(\"Color2\", Color) = (1,1,1,1)\n    \t\n\t    _Size(\"Size\",float) = 50.0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n\t    time(\"time\",float) = 0.0\n    \t\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n        \t\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float _Light_border;\n            float _Size;\n            int _Seed;\n\t\t\tfloat time;\n    \t\tfixed4 _Color1;\n            fixed4 _Color2;\n                        \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\t\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(1.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\t\t\t// by Leukbaars from https://www.shadertoy.com/view/4tK3zR\n\t\t\tfloat circleNoise(float2 uv) {\n\t\t\t    float uv_y = floor(uv.y);\n\t\t\t    uv.x += uv_y*.31;\n\t\t\t    float2 f = frac(uv);\n\t\t\t\tfloat h = rand(float2(floor(uv.x),floor(uv_y)));\n\t\t\t    float m = (length(f-0.25-(h*0.5)));\n\t\t\t    float r = h*0.25;\n\t\t\t    return m = smoothstep(r-.10*r,r,m);\n\t\t\t}\n\n\t\t\tfloat crater(float2 uv) {\n\t\t\t\tfloat c = 1.0;\n\t\t\t\tfor (int i = 0; i < 2; i++) {\n\t\t\t\t\tc *= circleNoise((uv * _Size) + (float(i+1)+10.) + float2(time*_Time_speed,0.0));\n\t\t\t\t}\n\t\t\t\treturn 1.0 - c;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= mat2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));            \t          \t\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\t\n\t\t\t\t// check distance from center & distance to light\n\t\t\t\tfloat d_circle = distance(uv, float2(0.5,0.5));\n\t\t\t\tfloat d_light = distance(uv , float2(_Light_origin));\n\t\t\t\t// cut out a circle\n\t\t\t\tfloat a = step(d_circle, 0.5);\n\t\t\t\t\n\t\t\t\tuv = rotate(uv, _Rotation);\n\t\t\t\tuv = spherify(uv);\n\t\t\t\t\t\n\t\t\t\tfloat c1 = crater(uv );\n\t\t\t\tfloat c2 = crater(uv +(_Light_origin-0.5)*0.03);\n\t\t\t\tfloat3 col = _Color1.rgb;\n\t\t\t\t\n\t\t\t\ta *= step(0.5, c1);\n\t\t\t\tif (c2<c1-(0.5-d_light)*2.0) {\n\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t}\n\t\t\t\tif (d_light > _Light_border) {\n\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t} \n\n\t\t\t\t// cut out a circle\n\t\t\t\ta*= step(d_circle, 0.5);\n\t\t\t\treturn fixed4(col, a);\n\t\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/LavaWorld/LavaPlanetUnder.shader",
    "content": "Shader \"Unlit/LavaPlanetUnder\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n    \t\n\t    _Pixels(\"Pixels\", range(10,100)) = 0.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t    _Dither_Size(\"Dither Size\",range(0.0, 10.0)) = 2.0\n    \t\n\t    _Light_border_1(\"Light border1\",range(0.0, 1.0)) = 0.52\n\t    _Light_border_2(\"Light border2\",range(0.0, 1.0)) = 0.62\n    \t    \t\n\t    _Color1(\"Color1\", Color) = (1,1,1,1)\n    \t_Color2(\"Color2\", Color) = (1,1,1,1)\n    \t_Color3(\"Color3\", Color) = (1,1,1,1)\n    \t\n\t    _Size(\"Size\",float) = 50.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n\t    time(\"time\",float) = 0.0\n    \t\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n\n\n        \t\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n            float _Dither_Size;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float _Light_border_1;\n\t\t\tfloat _Light_border_2;\n            float _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n    \t\tfixed4 _Color1;\n            fixed4 _Color2;\n            fixed4 _Color3;\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\t\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(1.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\t\t\tbool dither(float2 uv1, float2 uv2) {\n\t\t\t\treturn mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= mat2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));            \t\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\t\n\t\t\t\t// check distance from center & distance to light\n\t\t\t\tfloat d_circle = distance(uv, float2(0.5,0.5));\n\t\t\t\tfloat d_light = distance(uv , float2(_Light_origin));\n\t\t\t\t// cut out a circle\n\t\t\t\tfloat a = step(d_circle, 0.5);\n\t\t\t\t\n\t\t\t\tbool dith = dither(uv,uv);\n\t\t\t\tuv = rotate(uv, _Rotation);\n\n\t\t\t\t// get a noise value with light distance added\n\t\t\t\t// this creates a moving dynamic shape\n\t\t\t\tfloat fbm1 = fbm(uv);\n\t\t\t\td_light += fbm(uv*_Size+fbm1+float2(time*_Time_speed, 0.0))*0.3; // change the magic 0.3 here for different light strengths\n\t\t\t\t\n\t\t\t\t// _Size of edge in which colors should be dithered\n\t\t\t\tfloat dither_border = (1.0/_Pixels)*_Dither_Size;\n\n\t\t\t\t// now we can assign colors based on distance to light origin\n\t\t\t\tfloat3 col = _Color1.rgb;\n\t\t\t\tif (d_light > _Light_border_1) {\n\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t\tif (d_light < _Light_border_1 + dither_border && dith) {\n\t\t\t\t\t\tcol = _Color1.rgb;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (d_light > _Light_border_2) {\n\t\t\t\t\tcol = _Color3.rgb;\n\t\t\t\t\tif (d_light < _Light_border_2 + dither_border && dith) {\n\t\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn fixed4(col, a);\n\t\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/LavaWorld/LavaRivers.shader",
    "content": "Shader \"Unlit/LavaRivers\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n\t    _Pixels(\"Pixels\", range(10,100)) = 0.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n    \t    \t\n\t    _Light_border_1(\"Light border1\",range(0.0, 1.0)) = 0.52\n\t    _Light_border_2(\"Light border2\",range(0.0, 1.0)) = 0.62\n    \t\n\t\t_River_cutoff(\"River Cutoff\",range(0.0, 1.0)) = 0.0\n    \t    \t\n\t    _Color1(\"Color1\", Color) = (1,1,1,1)\n    \t_Color2(\"Color2\", Color) = (1,1,1,1)\n    \t_Color3(\"Color3\", Color) = (1,1,1,1)\n    \t\n\t    _Size(\"Size\",float) = 50.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n\t    time(\"time\",float) = 0.0\n    \t\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float _River_cutoff;\n            float _Light_border_1;\n\t\t\tfloat _Light_border_2;\n\t\t\tfloat _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n    \t\tfixed4 _Color1;\n            fixed4 _Color2;\n            fixed4 _Color3;\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(2.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\t\t\tbool dither(float2 uv1, float2 uv2) {\n\t\t\t\treturn mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\n\t\t\t\tfloat d_light = distance(uv , _Light_origin);\n\t\t\t\t\n\t\t\t\t// cut out a circle\n\t\t\t\tfloat d_circle = distance(uv, float2(0.5,0.5));\n\t\t\t\tfloat a = step(d_circle, 0.5);\n\t\t\t\t\n\t\t\t\t// give planet a tilt\n\t\t\t\tuv = rotate(uv, _Rotation);\n\t\t\t\t\n\t\t\t\t// map to sphere\n\t\t\t\tuv = spherify(uv);\n\t\t\t\t\n\t\t\t\t// some scrolling noise for landmasses\n\t\t\t\tfloat fbm1 = fbm(uv*_Size+float2(time*_Time_speed,0.0));\n\t\t\t\tfloat river_fbm = fbm(uv + fbm1*2.5);\n\t\t\t\t\n\t\t\t\t// increase contrast on d_light\n\t\t\t\td_light = pow(d_light, 2.0)*0.4;\n\t\t\t\td_light -= d_light * river_fbm;\n\t\t\t\t\n\t\t\t\triver_fbm = step(_River_cutoff, river_fbm);\n\t\t\t\t\n\t\t\t\t// apply colors\n\t\t\t\tfloat3 col = _Color1.rgb;\n\t\t\t\tif (d_light > _Light_border_1) {\n\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t}\n\t\t\t\tif (d_light > _Light_border_2) {\n\t\t\t\t\tcol = _Color3.rgb;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\ta *= step(_River_cutoff, river_fbm);\n\t\t\t\treturn fixed4(col, a);\n\t\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/LavaWorld/LavaWorld.cs",
    "content": "using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UI;\n\npublic class LavaWorld : MonoBehaviour, IPlanet {\n    [SerializeField] private GameObject PlanetUnder;\n    [SerializeField] private GameObject Craters;\n    [SerializeField] private GameObject LavaRivers;\n    private Material m_Planet;\n    private Material m_Craters;\n    private Material m_Rivers;\n    private string[] color_vars1 = new string[]{\"_Color1\", \"_Color2\", \"_Color3\"};\n    private string[] init_colors1 = new string[] {\"#8f4d57\", \"#52333f\", \"#3d2936\"};\n    \n    private string[] color_vars2 = new string[]{\"_Color1\", \"_Color2\"};\n    private string[] init_colors2 = new string[] {\"#52333f\", \"#3d2936\"};\n    \n    private string[] color_vars3 = new string[]{\"_Color1\", \"_Color2\", \"_Color3\"};\n    private string[] init_colors3 = new string[] {\"#ff8933\", \"#e64539\", \"#ad2f45\"};\n    private void Awake()\n    {\n        m_Planet = PlanetUnder.GetComponent<Image>().material;\n        m_Craters = Craters.GetComponent<Image>().material;\n        m_Rivers = LavaRivers.GetComponent<Image>().material;\n        SetInitialColors();\n    }\n    public void SetPixel(float amount)\n    {\n        m_Planet.SetFloat(ShaderProperties.Key_Pixels, amount);\n        m_Craters.SetFloat(ShaderProperties.Key_Pixels, amount);\n        m_Rivers.SetFloat(ShaderProperties.Key_Pixels, amount);\n    }\n\n    public void SetLight(Vector2 pos)\n    {\n        m_Planet.SetVector(ShaderProperties.Key_Light_origin, pos);\n        m_Craters.SetVector(ShaderProperties.Key_Light_origin, pos);\n        m_Rivers.SetVector(ShaderProperties.Key_Light_origin, pos);\n    }\n\n    public void SetSeed(float seed)\n    {\n        var converted_seed = seed % 1000f / 100f;\n        m_Planet.SetFloat(ShaderProperties.Key_Seed, converted_seed);\n        m_Craters.SetFloat(ShaderProperties.Key_Seed, converted_seed);\n        m_Rivers.SetFloat(ShaderProperties.Key_Seed, converted_seed);\n    }\n\n    public void SetRotate(float r)\n    {\n        m_Planet.SetFloat(ShaderProperties.Key_Rotation, r);\n        m_Craters.SetFloat(ShaderProperties.Key_Rotation, r);\n        m_Rivers.SetFloat(ShaderProperties.Key_Rotation, r);\n    }\n\n    public void UpdateTime(float time)\n    {\n        m_Planet.SetFloat(ShaderProperties.Key_time, time * 0.5f);\n        m_Craters.SetFloat(ShaderProperties.Key_time, time  * 0.5f);\n        m_Rivers.SetFloat(ShaderProperties.Key_time, time  * 0.5f);\n    }\n\n    public void SetCustomTime(float time)\n    {\n        var dt = 10f + time * 60f;\n        m_Planet.SetFloat(ShaderProperties.Key_time, dt * 0.5f);\n        m_Craters.SetFloat(ShaderProperties.Key_time, dt * 0.5f);\n        m_Rivers.SetFloat(ShaderProperties.Key_time, dt * 0.5f);\n    }\n    public void SetInitialColors()\n    {\n        for (int i = 0; i < color_vars1.Length; i++)\n        {\n            m_Planet.SetColor(color_vars1[i], ColorUtil.FromRGB(init_colors1[i]));\n        }\n        for (int i = 0; i < color_vars2.Length; i++)\n        {\n            m_Craters.SetColor(color_vars2[i], ColorUtil.FromRGB(init_colors2[i]));\n        }\n        for (int i = 0; i < color_vars3.Length; i++)\n        {\n            m_Rivers.SetColor(color_vars3[i], ColorUtil.FromRGB(init_colors3[i]));\n        }\n    }\n    public Color[] GetColors()\n    {\n        var colors = new Color[8];\n        int pos = 0;\n        for (int i = 0; i < color_vars1.Length; i++)\n        {\n            colors[i] = m_Planet.GetColor(color_vars1[i]);\n        }\n        pos = color_vars1.Length;\n        for (int i = 0; i < color_vars2.Length; i++)\n        {\n            colors[i + pos] = m_Craters.GetColor(color_vars2[i]);\n        }\n        pos = color_vars1.Length + color_vars2.Length;\n        for (int i = 0; i < color_vars3.Length; i++)\n        {\n            colors[i + pos] = m_Rivers.GetColor(color_vars3[i]);\n        }\n        return colors;\n    }\n\n    public void SetColors(Color[] _colors)\n    {\n        for (int i = 0; i < color_vars1.Length; i++)\n        {\n            m_Planet.SetColor(color_vars1[i], _colors[i]);\n        }\n        for (int i = 0; i < color_vars2.Length; i++)\n        {\n            m_Craters.SetColor(color_vars2[i], _colors[i + color_vars1.Length]);\n        }\n        for (int i = 0; i < color_vars3.Length; i++)\n        {\n            m_Rivers.SetColor(color_vars3[i], _colors[i + color_vars1.Length + color_vars2.Length]);\n        }\n    }\n}\n"
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    "content": "Shader \"Unlit/Craters\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n    \t\n\t    _Pixels(\"Pixels\", range(10,100)) = 0.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t    \n\t    _Light_border(\"Light border\",range(0.0, 1.0)) = 0.52\n\t        \t\n\t    _Color1(\"Color1\", Color) = (1,1,1,1)\n    \t_Color2(\"Color2\", Color) = (1,1,1,1)\n    \t\n\t    _Size(\"Size\",float) = 50.0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n\t    time(\"time\",float) = 0.0\n    \t\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n        \t\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float _Light_border;\n            float _Size;\n            int _Seed;\n\t\t\tfloat time;\n    \t\tfixed4 _Color1;\n            fixed4 _Color2;\n                        \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\t\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(1.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\t\t\t// by Leukbaars from https://www.shadertoy.com/view/4tK3zR\n\t\t\tfloat circleNoise(float2 uv) {\n\t\t\t    float uv_y = floor(uv.y);\n\t\t\t    uv.x += uv_y*.31;\n\t\t\t    float2 f = frac(uv);\n\t\t\t\tfloat h = rand(float2(floor(uv.x),floor(uv_y)));\n\t\t\t    float m = (length(f-0.25-(h*0.5)));\n\t\t\t    float r = h*0.25;\n\t\t\t    return m = smoothstep(r-.10*r,r,m);\n\t\t\t}\n\n\t\t\tfloat crater(float2 uv) {\n\t\t\t\tfloat c = 1.0;\n\t\t\t\tfor (int i = 0; i < 2; i++) {\n\t\t\t\t\tc *= circleNoise((uv * _Size) + (float(i+1)+10.) + float2(time*_Time_speed,0.0));\n\t\t\t\t}\n\t\t\t\treturn 1.0 - c;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= mat2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));            \t          \t\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\t\n\t\t\t\t// check distance from center & distance to light\n\t\t\t\tfloat d_circle = distance(uv, float2(0.5,0.5));\n\t\t\t\tfloat d_light = distance(uv , float2(_Light_origin));\n\t\t\t\t// cut out a circle\n\t\t\t\tfloat a = step(d_circle, 0.5);\n\t\t\t\t\n\t\t\t\tuv = rotate(uv, _Rotation);\n\t\t\t\tuv = spherify(uv);\n\t\t\t\t\t\n\t\t\t\tfloat c1 = crater(uv );\n\t\t\t\tfloat c2 = crater(uv +(_Light_origin-0.5)*0.03);\n\t\t\t\tfloat3 col = _Color1.rgb;\n\t\t\t\t\n\t\t\t\ta *= step(0.5, c1);\n\t\t\t\tif (c2<c1-(0.5-d_light)*2.0) {\n\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t}\n\t\t\t\tif (d_light > _Light_border) {\n\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t} \n\n\t\t\t\t// cut out a circle\n\t\t\t\ta*= step(d_circle, 0.5);\n\t\t\t\treturn fixed4(col, a);\n\t\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/NoAtmosphere/NoAtmosphere.cs",
    "content": "﻿using System.Collections;\r\nusing System.Collections.Generic;\r\nusing UnityEngine;\r\nusing UnityEngine.UI;\r\n\r\npublic class NoAtmosphere : MonoBehaviour, IPlanet {\r\n    [SerializeField] private GameObject Land;\r\n    [SerializeField] private GameObject Craters;\r\n    private Material m_Land;\r\n    private Material m_Craters;\r\n    \r\n    private string[] color_vars1 = new string[]{\"_Color1\", \"_Color2\", \"_Color3\"};\r\n    private string[] init_colors1 = new string[] {\"#A3A7C2\", \"#4C6885\", \"#3A3F5E\"};\r\n    private string[] color_vars2 = new string[] {\"_Color1\", \"_Color2\"};\r\n    private string[] init_colors2 = new string[] {\"#4C6885\", \"#3A3F5E\"};\r\n    private void Awake()\r\n    {\r\n        m_Land = Land.GetComponent<Image>().material;\r\n        m_Craters = Craters.GetComponent<Image>().material;\r\n        SetInitialColors();\r\n    }\r\n    public void SetPixel(float amount)\r\n    {\r\n        m_Land.SetFloat(ShaderProperties.Key_Pixels, amount);\r\n        m_Craters.SetFloat(ShaderProperties.Key_Pixels, amount);\r\n    }\r\n\r\n    public void SetLight(Vector2 pos)\r\n    {\r\n        m_Land.SetVector(ShaderProperties.Key_Light_origin, pos);\r\n        m_Craters.SetVector(ShaderProperties.Key_Light_origin, pos);\r\n    }\r\n\r\n    public void SetSeed(float seed)\r\n    {\r\n        var converted_seed = seed % 1000f / 100f;\r\n        m_Land.SetFloat(ShaderProperties.Key_Seed, converted_seed);\r\n        m_Craters.SetFloat(ShaderProperties.Key_Seed, converted_seed);\r\n    }\r\n\r\n    public void SetRotate(float r)\r\n    {\r\n        m_Land.SetFloat(ShaderProperties.Key_Rotation, r);\r\n        m_Craters.SetFloat(ShaderProperties.Key_Rotation, r);\r\n    }\r\n\r\n    public void UpdateTime(float time)\r\n    {\r\n        m_Land.SetFloat(ShaderProperties.Key_time, time  * 0.5f);\r\n        m_Craters.SetFloat(ShaderProperties.Key_time, time  * 0.5f);\r\n    }\r\n\r\n    public void SetCustomTime(float time)\r\n    {\r\n        var dt = 10f + time * 60f;\r\n        m_Land.SetFloat(ShaderProperties.Key_time, dt * 0.5f);\r\n        m_Craters.SetFloat(ShaderProperties.Key_time, dt * 0.5f);\r\n    }\r\n    public void SetInitialColors()\r\n    {\r\n        for (int i = 0; i < color_vars1.Length; i++)\r\n        {\r\n            m_Land.SetColor(color_vars1[i], ColorUtil.FromRGB(init_colors1[i]));\r\n        }\r\n        for (int i = 0; i < color_vars2.Length; i++)\r\n        {\r\n            m_Craters.SetColor(color_vars2[i], ColorUtil.FromRGB(init_colors2[i]));\r\n        }\r\n    }\r\n    public Color[] GetColors()\r\n    {\r\n        var colors = new Color[10];\r\n        int pos = 0;\r\n        for (int i = 0; i < color_vars1.Length; i++)\r\n        {\r\n            colors[i] = m_Land.GetColor(color_vars1[i]);\r\n        }\r\n        pos = color_vars1.Length;\r\n        for (int i = 0; i < color_vars2.Length; i++)\r\n        {\r\n            colors[i + pos] = m_Craters.GetColor(color_vars2[i]);\r\n        }\r\n        return colors;\r\n    }\r\n\r\n    public void SetColors(Color[] _colors)\r\n    {\r\n        for (int i = 0; i < color_vars1.Length; i++)\r\n        {\r\n            m_Land.SetColor(color_vars1[i], _colors[i]);\r\n        }\r\n        for (int i = 0; i < color_vars2.Length; i++)\r\n        {\r\n            m_Craters.SetColor(color_vars2[i], _colors[i + color_vars1.Length]);\r\n        }\r\n    }\r\n}"
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    "content": "Shader \"Unlit/NoAtmosphere\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n    \t\n\t    _Pixels(\"Pixels\", range(10,100)) = 0.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t    _Dither_Size(\"Dither Size\",range(0.0, 10.0)) = 2.0\n    \t\n\t    _Light_border_1(\"Light border1\",range(0.0, 1.0)) = 0.52\n\t    _Light_border_2(\"Light border2\",range(0.0, 1.0)) = 0.62\n    \t    \t\n\t    _Color1(\"Color1\", Color) = (1,1,1,1)\n    \t_Color2(\"Color2\", Color) = (1,1,1,1)\n    \t_Color3(\"Color3\", Color) = (1,1,1,1)\n    \t\n\t    _Size(\"Size\",float) = 50.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n\t    time(\"time\",float) = 0.0\n    \t\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n\n\n        \t\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n            float _Dither_Size;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float _Light_border_1;\n\t\t\tfloat _Light_border_2;\n            float _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n    \t\tfixed4 _Color1;\n            fixed4 _Color2;\n            fixed4 _Color3;\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\t\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(1.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\t\t\tbool dither(float2 uv1, float2 uv2) {\n\t\t\t\treturn mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= mat2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));            \t\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\t\n\t\t\t\t// check distance from center & distance to light\n\t\t\t\tfloat d_circle = distance(uv, float2(0.5,0.5));\n\t\t\t\tfloat d_light = distance(uv , float2(_Light_origin));\n\t\t\t\t// cut out a circle\n\t\t\t\tfloat a = step(d_circle, 0.5);\n\t\t\t\t\n\t\t\t\tbool dith = dither(uv,uv);\n\t\t\t\tuv = rotate(uv, _Rotation);\n\n\t\t\t\t// get a noise value with light distance added\n\t\t\t\t// this creates a moving dynamic shape\n\t\t\t\tfloat fbm1 = fbm(uv);\n\t\t\t\td_light += fbm(uv*_Size+fbm1+float2(time*_Time_speed, 0.0))*0.3; // change the magic 0.3 here for different light strengths\n\t\t\t\t\n\t\t\t\t// _Size of edge in which colors should be dithered\n\t\t\t\tfloat dither_border = (1.0/_Pixels)*_Dither_Size;\n\n\t\t\t\t// now we can assign colors based on distance to light origin\n\t\t\t\tfloat3 col = _Color1.rgb;\n\t\t\t\tif (d_light > _Light_border_1) {\n\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t\tif (d_light < _Light_border_1 + dither_border && dith) {\n\t\t\t\t\t\tcol = _Color1.rgb;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (d_light > _Light_border_2) {\n\t\t\t\t\tcol = _Color3.rgb;\n\t\t\t\t\tif (d_light < _Light_border_2 + dither_border && dith) {\n\t\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn fixed4(col, a);\n\t\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/Rivers/LandRivers.cs",
    "content": "using System.Collections;\nusing System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.UI;\n\npublic class LandRivers : MonoBehaviour, IPlanet {\n    [SerializeField] private GameObject Land;\n    [SerializeField] private GameObject Cloud;\n\n    private Material m_Land;\n    private Material m_Cloud;\n\n    private string[] color_vars1 = new string[]{\"_Color1\", \"_Color2\", \"_Color3\",\"_Color4\",\"_River_color\",\"_River_color_dark\"};\n    private string[] init_colors1 = new string[] {\"#63AB3F\", \"#3B7D4F\", \"#2F5753\", \"#283540\", \"#4FA4B8\", \"#404973\"};\n    private string[] color_vars2 = new string[]{\"_Base_color\", \"_Outline_color\", \"_Shadow_Base_color\",\"_Shadow_Outline_color\"};\n    private string[] init_colors2 = new string[] {\"#FFFFFF\", \"#DFE0E8\", \"#686F99\",\"#404973\"};\n    private void Awake()\n    {\n        m_Land = Land.GetComponent<Image>().material;\n        m_Cloud = Cloud.GetComponent<Image>().material;\n        SetInitialColors();\n    }\n\n    public void SetPixel(float amount)\n    {\n        m_Land.SetFloat(ShaderProperties.Key_Pixels, amount);\n        m_Cloud.SetFloat(ShaderProperties.Key_Pixels, amount);\n    }\n\n    public void SetLight(Vector2 pos)\n    {\n        m_Land.SetVector(ShaderProperties.Key_Light_origin, pos);\n        m_Cloud.SetVector(ShaderProperties.Key_Light_origin, pos);\n    }\n\n    public void SetSeed(float seed)\n    {\n        var converted_seed = seed % 1000f / 100f;\n        m_Land.SetFloat(ShaderProperties.Key_Seed, converted_seed);\n        m_Cloud.SetFloat(ShaderProperties.Key_Seed, converted_seed);\n        m_Cloud.SetFloat(ShaderProperties.Key_Cloud_cover, Random.Range(0.35f, 0.6f));\n    }\n\n    public void SetRotate(float r)\n    {\n        m_Land.SetFloat(ShaderProperties.Key_Rotation, r);\n        m_Cloud.SetFloat(ShaderProperties.Key_Rotation, r);\n    }\n\n    public void UpdateTime(float time)\n    {\n        m_Cloud.SetFloat(ShaderProperties.Key_time, time * 0.25f);\n        m_Land.SetFloat(ShaderProperties.Key_time, time * 0.5f);\n    }\n\n    public void SetCustomTime(float time)\n    {\n        var dt = 10f + time * 60f;\n        m_Cloud.SetFloat(ShaderProperties.Key_time, dt * 0.25f );\n        m_Land.SetFloat(ShaderProperties.Key_time, dt * 0.5f);\n    }\n    \n    public void SetInitialColors()\n    {\n        for (int i = 0; i < color_vars1.Length; i++)\n        {\n            m_Land.SetColor(color_vars1[i], ColorUtil.FromRGB(init_colors1[i]));\n        }\n        for (int i = 0; i < color_vars2.Length; i++)\n        {\n            m_Cloud.SetColor(color_vars2[i], ColorUtil.FromRGB(init_colors2[i]));\n        }\n    }\n    public Color[] GetColors()\n    {\n        var colors = new Color[10];\n        int pos = 0;\n        for (int i = 0; i < color_vars1.Length; i++)\n        {\n            colors[i] = m_Land.GetColor(color_vars1[i]);\n        }\n        pos = color_vars1.Length;\n        for (int i = 0; i < color_vars2.Length; i++)\n        {\n            colors[i + pos] = m_Cloud.GetColor(color_vars2[i]);\n        }\n        return colors;\n    }\n\n    public void SetColors(Color[] _colors)\n    {\n        for (int i = 0; i < color_vars1.Length; i++)\n        {\n            m_Land.SetColor(color_vars1[i], _colors[i]);\n        }\n        for (int i = 0; i < color_vars2.Length; i++)\n        {\n            m_Cloud.SetColor(color_vars2[i], _colors[i + color_vars1.Length]);\n        }\n    }\n}\n"
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    "path": "Assets/Planets/Rivers/LandRivers.shader",
    "content": "Shader \"Unlit/LandRivers\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n\t    _Pixels(\"Pixels\", range(10,100)) = 0.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n    \t_Light_origin(\"Light origin\", Vector) = (0.39,0.39,0.39,0.39)\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t    _Dither_Size(\"Dither Size\",range(0.0, 10.0)) = 2.0\n    \t\n\t    _Light_border_1(\"Light border1\",range(0.0, 1.0)) = 0.52\n\t    _Light_border_2(\"Light border2\",range(0.0, 1.0)) = 0.62\n    \t\n\t\t_River_cutoff(\"River Cutoff\",range(0.0, 1.0)) = 0.0\n    \t    \t\n\t    _Color1(\"Color1\", Color) = (1,1,1,1)\n    \t_Color2(\"Color2\", Color) = (1,1,1,1)\n    \t_Color3(\"Color3\", Color) = (1,1,1,1)\n    \t_Color4(\"Color4\", Color) = (1,1,1,1)\n    \t_River_color(\"River Color\", Color) = (1,1,1,1)\n    \t_River_color_dark(\"River Color Dark\", Color) = (1,1,1,1)\n    \t\n\t    _Size(\"Size\",float) = 50.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n\t    time(\"time\",float) = 0.0\n    \t\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n\n\n        \t\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n            float _Dither_Size;\n\t\t\tfloat2 _Light_origin;    \t\n\t\t\tfloat _Time_speed;\n            float land_cutoff;\n            float _Light_border_1;\n\t\t\tfloat _Light_border_2;\n            float _River_cutoff;\n\t\t\tfloat _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n    \t\tfixed4 _Color1;\n            fixed4 _Color2;\n            fixed4 _Color3;\n            fixed4 _Color4;\n            fixed4 _River_color;\n            fixed4 _River_color_dark;\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(2.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\t\t\tbool dither(float2 uv1, float2 uv2) {\n\t\t\t\treturn mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 uv = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\n\t\n\t\t\t\tfloat d_light = distance(uv , _Light_origin);\n\t\t\t\tbool dith = dither(uv, uv);\n\t\t\t\tfloat a = step(distance(float2(0.5,0.5), uv), 0.5);\n\t\t\t\t\n\t\t\t\t// give planet a tilt\n\t\t\t\tuv = rotate(uv, _Rotation);\n\t\t\t\t\n\t\t\t\t// map to sphere\n\t\t\t\tuv = spherify(uv);\n\t\t\t\t\n\t\t\t\t// some scrolling noise for landmasses\n\t\t\t\tfloat2 base_fbm_uv = (uv)*_Size+float2(time*_Time_speed,0.0);\n\t\t\t\t\n\t\t\t\t// use multiple fbm's at different places so we can determine what color land gets\n\t\t\t\tfloat fbm1 = fbm(base_fbm_uv);\n\t\t\t\tfloat fbm2 = fbm(base_fbm_uv - _Light_origin*fbm1);\n\t\t\t\tfloat fbm3 = fbm(base_fbm_uv - _Light_origin*1.5*fbm1);\n\t\t\t\tfloat fbm4 = fbm(base_fbm_uv - _Light_origin*2.0*fbm1);\n\t\t\t\t\n\t\t\t\tfloat river_fbm = fbm(base_fbm_uv+fbm1*6.0);\n\t\t\t\triver_fbm = step(_River_cutoff, river_fbm);\n\t\t\t\t\n\t\t\t\t// _Size of edge in which colors should be dithered\n\t\t\t\tfloat dither_border = (1.0/_Pixels)*_Dither_Size;\n\t\t\t\t// lots of magic numbers here\n\t\t\t\t// you can mess with them, it changes the color distribution\n\t\t\t\tif (d_light < _Light_border_1) {\n\t\t\t\t\tfbm4 *= 0.9;\n\t\t\t\t}\n\t\t\t\tif (d_light > _Light_border_1) {\n\t\t\t\t\tfbm2 *= 1.05;\n\t\t\t\t\tfbm3 *= 1.05;\n\t\t\t\t\tfbm4 *= 1.05;\n\t\t\t\t} \n\t\t\t\tif (d_light > _Light_border_2) {\n\t\t\t\t\tfbm2 *= 1.3;\n\t\t\t\t\tfbm3 *= 1.4;\n\t\t\t\t\tfbm4 *= 1.8;\n\t\t\t\t\tif (d_light < _Light_border_2 + dither_border && dith) {\n\t\t\t\t\t\tfbm4 *= 0.5;\n\t\t\t\t\t}\n\t\t\t\t} \n\t\t\t\t\n\t\t\t\t// increase contrast on d_light\n\t\t\t\td_light = pow(d_light, 2.0)*0.4;\n\t\t\t\tfloat3 col = _Color4.rgb;\n\t\t\t\tif (fbm4 + d_light < fbm1*1.5) {\n\t\t\t\t\tcol = _Color3.rgb;\n\t\t\t\t}\n\t\t\t\tif (fbm3 + d_light < fbm1*1.0) {\n\t\t\t\t\tcol = _Color2.rgb;\n\t\t\t\t}\n\t\t\t\tif (fbm2 + d_light < fbm1) {\n\t\t\t\t\tcol = _Color1.rgb;\n\t\t\t\t}\n\t\t\t\tif (river_fbm < fbm1*0.5) {\n\t\t\t\t\tcol = _River_color_dark.rgb;\n\t\t\t\t\tif (fbm4 + d_light < fbm1*1.5) {\n\t\t\t\t\t\tcol = _River_color.rgb;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn fixed4(col, a);\n\t\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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  },
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    "path": "Assets/Planets/Scripts/ColorChooserButton.cs",
    "content": "﻿using UnityEngine;\r\n\r\npublic class ColorChooserButton : MonoBehaviour {\r\n\r\n    private int buttonID = 0;\r\n\r\n    public int ButtonID\r\n    {\r\n        get { return buttonID; }\r\n        set { buttonID = value; }\r\n    }\r\n}\r\n"
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  },
  {
    "path": "Assets/Planets/Scripts/ColorUtil.cs",
    "content": "﻿using UnityEngine;\r\n    public static class ColorUtil {\r\n        public static Color FromRGB( byte r, byte g, byte b )\r\n        {\r\n            return new Color( r / 255f, g / 255f, b / 255f );\r\n        }\r\n        public static Color FromRGB( string htmlString )\r\n        {\r\n            ColorUtility.TryParseHtmlString( htmlString, out var color );\r\n            return color;\r\n        }\r\n    }\r\n"
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    "path": "Assets/Planets/Scripts/ExportControl.cs",
    "content": "﻿using System;\r\nusing UnityEngine;\r\nusing UnityEngine.UI;\r\n\r\npublic class ExportControl : MonoBehaviour {\r\n    [SerializeField] private Button btnUpWidth;\r\n    [SerializeField] private Button btnDownWidth;\r\n    [SerializeField] private Button btnUpHeight;\r\n    [SerializeField] private Button btnDownHeight;\r\n\r\n    [SerializeField] private InputField inputWidth;\r\n    [SerializeField] private InputField inputHeight;\r\n    [SerializeField] private Text textFrame;\r\n    [SerializeField] private Text textResolution;\r\n\r\n    private int width = 5;\r\n    private int height = 2;\r\n    private int frames = 0;\r\n    private const int max_frame = 100;\r\n    private void Start()\r\n    {\r\n        updateFrame();\r\n        \r\n    }\r\n\r\n    public int GetWidth()\r\n    {\r\n        return width;\r\n    }\r\n\r\n    public int GetHeight()\r\n    {\r\n        return height;\r\n    }\r\n    public void OnUpdateFrames()\r\n    {\r\n        var w = 0;\r\n        var h = 0;\r\n        int.TryParse(inputWidth.text, out w);\r\n        int.TryParse(inputHeight.text, out h);\r\n        if (w < 1 || w > max_frame) {\r\n            inputWidth.text = width.ToString();\r\n            return;\r\n        }\r\n        \r\n        if (h < 1 || h > max_frame) {\r\n            inputHeight.text = height.ToString();\r\n            return;\r\n        }\r\n\r\n        width = w;\r\n        height = h;\r\n        updateFrame();\r\n    }\r\n\r\n    private void updateFrame()\r\n    {\r\n        frames = width * height;\r\n        \r\n        inputWidth.text = width.ToString();\r\n        textFrame.text = frames.ToString();\r\n        textResolution.text = (width * 100).ToString() + \"x\" + (height * 100).ToString();\r\n    }\r\n    public void OnWidthUp()\r\n    {\r\n        if (width < max_frame)\r\n        {\r\n            width++;\r\n        }\r\n        updateFrame();\r\n\r\n    }\r\n    public void OnWidthDown()\r\n    {\r\n        if (width > 1)\r\n        {\r\n            width--;\r\n        }\r\n        updateFrame();\r\n    }\r\n    public void OnHeightUp()\r\n    {\r\n        if (height < max_frame)\r\n        {\r\n            height++;\r\n        }\r\n        updateFrame();\r\n\r\n    }\r\n    public void OnHeightDown()\r\n    {\r\n        if (height > 1)\r\n        {\r\n            height--;\r\n        }\r\n        updateFrame();\r\n    }\r\n}\r\n"
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    "path": "Assets/Planets/Scripts/GradientTextureGenerate.cs",
    "content": "﻿using System;\r\nusing UnityEngine;\r\nusing UnityEngine.UI;\r\n[ExecuteInEditMode]\r\npublic class GradientTextureGenerate : MonoBehaviour {\r\n\r\n    [SerializeField] private Gradient gradient;\r\n    [SerializeField] private Material targetMaterial;\r\n\r\n    [SerializeField] private string Shader_key = \"\";\r\n    private GradientColorKey[] _colorKeys;\r\n    private void Awake()\r\n    {\r\n      //  targetMaterial = GetComponent<Image>().material;    \r\n        //Material material = new Material(Shader.Find(\"Unlit/DryTerran\"));\r\n        targetMaterial.SetTexture(Shader_key, CreateTexture());\r\n        //GetComponent<Renderer>().material = material;\r\n    }\r\n\r\n    public void SetColors(GradientColorKey[] colorkey, GradientAlphaKey[] alphakey,string key = \"\")\r\n    {\r\n        if (string.IsNullOrEmpty(key))\r\n        {\r\n            key = Shader_key;\r\n        }\r\n        gradient = new Gradient();\r\n        gradient.SetKeys(colorkey,alphakey);\r\n        targetMaterial.SetTexture(key, CreateTexture());\r\n        _colorKeys = new GradientColorKey[colorkey.Length];\r\n        _colorKeys = colorkey;\r\n\r\n    }\r\n\r\n    public GradientColorKey[] GetColorKeys()\r\n    {\r\n        return _colorKeys;\r\n    }\r\n    private Texture2D CreateTexture()\r\n    {\r\n        Texture2D texture = new Texture2D(128, 1);\r\n        for (int h = 0; h < texture.height; h++)\r\n        {\r\n            for (int w = 0; w < texture.width; w++)\r\n            {\r\n                texture.SetPixel(w, h, gradient.Evaluate((float)w / texture.width));\r\n            }\r\n        }\r\n\r\n        texture.Apply();\r\n        texture.wrapMode = TextureWrapMode.Clamp;\r\n        return texture;\r\n    }\r\n}"
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    "path": "Assets/Planets/Scripts/GradientTextureMultiGenerate.cs",
    "content": "﻿using UnityEngine;\r\n\r\n[ExecuteInEditMode]\r\npublic class GradientTextureMultiGenerate : MonoBehaviour {\r\n\r\n    [SerializeField] private Gradient gradient1;\r\n    [SerializeField] private Gradient gradient2;\r\n    [SerializeField] private Material mat1;\r\n    [SerializeField] private Material mat2;\r\n\r\n    private void Awake()\r\n    {\r\n        //Material material = new Material(Shader.Find(\"Unlit/DryTerran\"));\r\n        mat1.SetTexture(ShaderProperties.Key_TextureKeyword1, CreateTexture1());\r\n        mat1.SetTexture(ShaderProperties.Key_TextureKeyword2, CreateTexture2());\r\n        mat2.SetTexture(ShaderProperties.Key_TextureKeyword1, CreateTexture1());\r\n        mat2.SetTexture(ShaderProperties.Key_TextureKeyword2, CreateTexture2());\r\n        //GetComponent<Renderer>().material = material;\r\n    }\r\n\r\n    private Texture2D CreateTexture1()\r\n    {\r\n        Texture2D texture = new Texture2D(128, 1);\r\n        for (int h = 0; h < texture.height; h++)\r\n        {\r\n            for (int w = 0; w < texture.width; w++)\r\n            {\r\n                texture.SetPixel(w, h, gradient1.Evaluate((float)w / texture.width));\r\n            }\r\n        }\r\n\r\n        texture.Apply();\r\n        texture.wrapMode = TextureWrapMode.Clamp;\r\n        return texture;\r\n    }\r\n    private Texture2D CreateTexture2()\r\n    {\r\n        Texture2D texture = new Texture2D(128, 1);\r\n        for (int h = 0; h < texture.height; h++)\r\n        {\r\n            for (int w = 0; w < texture.width; w++)\r\n            {\r\n                texture.SetPixel(w, h, gradient2.Evaluate((float)w / texture.width));\r\n            }\r\n        }\r\n\r\n        texture.Apply();\r\n        texture.wrapMode = TextureWrapMode.Clamp;\r\n        return texture;\r\n    }\r\n}"
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  {
    "path": "Assets/Planets/Scripts/IPlanet.cs",
    "content": "﻿using System.Collections.Generic;\r\nusing UnityEngine;\r\n\r\npublic interface IPlanet {\r\n    void SetPixel(float amount);\r\n    void SetLight(Vector2 pos);\r\n    void SetSeed(float seed);\r\n    void SetRotate(float r);\r\n    void UpdateTime(float time);\r\n    void SetCustomTime(float time);\r\n    Color[] GetColors();\r\n    void SetColors(Color[] _colors);\r\n    void SetInitialColors();\r\n\r\n}\r\n"
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    "path": "Assets/Planets/Scripts/IPlanet.cs.meta",
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  },
  {
    "path": "Assets/Planets/Scripts/MaterialSave.cs",
    "content": "using System.Collections.Generic;\nusing System.IO;\nusing System.Collections;\nusing UnityEngine;\nusing SFB;\n#if UNITY_WEBGL && !UNITY_EDITOR\nusing System.Runtime.InteropServices;\n#endif\n\npublic class MaterialSave : MonoBehaviour\n{\n    private int base_width = 100;\n    private int base_height = 100;\n    private List<Material> materials = new List<Material>();\n\n#if UNITY_WEBGL && !UNITY_EDITOR\n    //\n    // WebGL\n    //\n    [DllImport(\"__Internal\")]\n    private static extern void DownloadFile(string gameObjectName, string methodName, string filename, byte[] byteArray, int byteArraySize);\n\n    // Broser plugin should be called in OnPointerDown.\n    //public void OnPointerDown(PointerEventData eventData) {\n    //    DownloadFile(gameObject.name, \"OnFileDownload\", \"sample.png\", _textureBytes, _textureBytes.Length);\n    //}\n\n    // Called from browser\n    public void OnFileDownload() {\n        \n    }\n#endif\n    public void SaveImage(List<Material> mats, string filename)\n    {\n        var texture = Texture2D.whiteTexture;\n        \n        var renderTexture = RenderTexture.GetTemporary(base_width, base_height, 0);\n\n   \n        foreach (var mat in mats)\n        {\n            Graphics.Blit(texture, renderTexture, mat);    \n        }\n        \n        RenderTexture.active = renderTexture;\n        var tex = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.RGBA32, false);\n        tex.ReadPixels(new Rect(0f, 0f, renderTexture.width, renderTexture.height), 0, 0);\n        tex.Apply();\n        var bytes = tex.EncodeToPNG();\n        Object.DestroyImmediate(tex);\n        RenderTexture.ReleaseTemporary(renderTexture);\n\n#if UNITY_WEBGL && !UNITY_EDITOR\n        DownloadFile(gameObject.name, \"OnFileDownload\", filename + \".png\",bytes, bytes.Length);\n#else\n        var path = StandaloneFileBrowser.SaveFilePanel(\"Save Png\", \"\", filename, \"png\");\n        File.WriteAllBytes(path, bytes);\n#endif\n        \n        \n        \n    }\n    public void SaveSheets(List<Material> mats, string filename, int w, int h,IPlanet planet, int customesize)\n    {\n        StartCoroutine(SaveSheetCoroutine(mats, filename, w, h, planet,customesize));\n    }\n\n    private IEnumerator SaveSheetCoroutine(List<Material> mats, string filename, int w, int h,IPlanet planet, int size)\n    {\n        var scale =  size / base_width;\n        base_width = base_height = size;\n        var texture = Texture2D.whiteTexture;\n\n        var renderTexture = RenderTexture.GetTemporary(base_width , base_height , 0);\n\n        var tex = new Texture2D(base_width * w,base_height * h , TextureFormat.RGBA32, false);\n\n        int index = 1;\n        for (int y = 0; y < h; y++) {\n            for (int x = 0; x < w; x++) {\n                texture = Texture2D.whiteTexture;\n                foreach (var mat in mats) {\n                    Graphics.Blit(texture, renderTexture, mat ); \n                }\n                RenderTexture.active = renderTexture;\n        \n                tex.ReadPixels(new Rect(0f, 0f, renderTexture.width, renderTexture.height), base_width * x , base_height * y);\n\n                var atime = (float) index / (float) (w * h);\n                var t = Mathf.Lerp(0f, 1f, atime );\n                planet.SetCustomTime(t);\n                \n                index++;\n            }\n        }\n        \n        // apply tex and write png file\n        tex.Apply();\n        var bytes = tex.EncodeToPNG();\n        Object.DestroyImmediate(tex);\n        RenderTexture.ReleaseTemporary(renderTexture);\n        yield return new WaitForEndOfFrame();\n        \n#if UNITY_WEBGL && !UNITY_EDITOR\n        DownloadFile(gameObject.name, \"OnFileDownload\", filename+ \".png\",bytes, bytes.Length);\n#else\n        var path = StandaloneFileBrowser.SaveFilePanel(\"Save Sprite Sheets\", \"\", filename, \"png\");\n        File.WriteAllBytes(path, bytes);\n#endif\n\n\n    }\n}\n"
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    "path": "Assets/Planets/Scripts/PlanetControl.cs",
    "content": "﻿using System;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\nusing UnityEngine;\r\nusing UnityEngine.Animations;\r\nusing UnityEngine.EventSystems;\r\nusing UnityEngine.UI;\r\nusing Random = System.Random;\r\n\r\n\r\npublic class PlanetControl : MonoBehaviour {\r\n    \r\n    [SerializeField] private Slider sliderPixel;\r\n    [SerializeField] private Text textPixel;\r\n    [SerializeField] private Slider sliderRotation;\r\n    [SerializeField] private InputField inputSeed;\r\n\r\n    [SerializeField] private GameObject[] planets;\r\n    [SerializeField] private Dropdown dd_planets;\r\n\r\n    [SerializeField] private ExportControl _exportControl;\r\n    [SerializeField] private GameObject exportPanel;\r\n    [SerializeField] private MaterialSave _materialSave;\r\n    [SerializeField] private GameObject pref_colorButton;\r\n    [SerializeField] private RectTransform colorButtonHolder;\r\n    \r\n    private float time = 0f;\r\n    private float pixels = 100;\r\n    private int seed = 0;\r\n    private bool override_time = false;\r\n    private List<Color> colors = new List<Color>();\r\n    private List<GameObject> colorBtns = new List<GameObject>();\r\n    private int selectedColorButtonID = 0;\r\n    private GameObject selectedColorButton;\r\n    private void Start()\r\n    {\r\n        OnChangeSeedRandom();\r\n        GetColors();\r\n        MakeColorButtons();\r\n    }\r\n\r\n    private int selected_planet = 0;\r\n\r\n    public void OnClickChooseColor()\r\n    {\r\n        selectedColorButton = EventSystem.current.currentSelectedGameObject;\r\n        selectedColorButtonID = EventSystem.current.currentSelectedGameObject.GetComponent<ColorChooserButton>().ButtonID;\r\n        ColorPicker.Create(colors[selectedColorButtonID], \"Choose color\", onColorChanged, onColorSelected, false);\r\n    }\r\n\r\n    private void onColorChanged(Color currentColor)\r\n    {\r\n        colors[selectedColorButtonID] = currentColor;\r\n        SetColor();\r\n    }\r\n\r\n    private void onColorSelected(Color finishedColor)\r\n    {\r\n        colors[selectedColorButtonID] = finishedColor;\r\n        SetColor();\r\n    }\r\n    private void MakeColorButtons()\r\n    {\r\n        for (int i = 0; i < colors.Count; i++)\r\n        {\r\n            var btn = GameObject.Instantiate(pref_colorButton, colorButtonHolder);\r\n            colorBtns.Add(btn);\r\n            btn.GetComponent<Image>().color = colors[i];\r\n            btn.GetComponent<ColorChooserButton>().ButtonID = i;\r\n            btn.GetComponent<Button>().onClick.AddListener(() => OnClickChooseColor());\r\n        }\r\n    }\r\n    private void GetColors()\r\n    {\r\n        foreach (var btn in colorBtns)\r\n        {\r\n            DestroyImmediate(btn);\r\n        }\r\n        \r\n        colors.Clear();\r\n        colorBtns.Clear();\r\n        colors = planets[selected_planet].GetComponent<IPlanet>().GetColors().ToList();\r\n    }\r\n\r\n    private void SetColor()\r\n    {\r\n        //Debug.Log(selected_planet + \":\"+planets[selected_planet]);\r\n        selectedColorButton.GetComponent<Image>().color = colors[selectedColorButtonID];\r\n        planets[selected_planet].GetComponent<IPlanet>().SetColors(colors.ToArray());\r\n    }\r\n    public void OnSelectPlanet()\r\n    {\r\n        selected_planet = dd_planets.value;\r\n        IPlanet _planet = null;\r\n        for (int i = 0; i < planets.Length; i++)\r\n        {\r\n            if (i == selected_planet) {\r\n                planets[i] .SetActive(true);\r\n            } else {\r\n                planets[i].SetActive(false);\r\n            }\r\n        }\r\n        \r\n        GetColors();\r\n        MakeColorButtons();\r\n    }\r\n    public void OnSliderPixelChanged()\r\n    {\r\n        pixels = sliderPixel.value;\r\n        planets[selected_planet].GetComponent<IPlanet>().SetPixel(sliderPixel.value);\r\n        textPixel.text = pixels.ToString(\"F0\") + \"x\" + pixels.ToString(\"F0\");\r\n\r\n    }\r\n    public void OnSliderRotationChanged()\r\n    {\r\n        planets[selected_planet].GetComponent<IPlanet>().SetRotate(sliderRotation.value);\r\n\r\n    }\r\n    public void OnLightPositionChanged(Vector2 pos)\r\n    {\r\n        planets[selected_planet].GetComponent<IPlanet>().SetLight(pos);\r\n    }\r\n\r\n    private void UpdateTime(float time)\r\n    {\r\n        planets[selected_planet].GetComponent<IPlanet>().UpdateTime(time);\r\n        \r\n    }\r\n\r\n    public void OnChangeSeedInput()\r\n    {\r\n        if (int.TryParse(inputSeed.text, out seed))\r\n        {\r\n            planets[selected_planet].GetComponent<IPlanet>().SetSeed(seed);\r\n        }\r\n    }\r\n    public void OnChangeSeedRandom()\r\n    {\r\n        seedRandom();\r\n        planets[selected_planet].GetComponent<IPlanet>().SetSeed(seed);\r\n    }\r\n    private void seedRandom()\r\n    {\r\n        UnityEngine.Random.InitState( System.DateTime.Now.Millisecond );\r\n        seed = UnityEngine.Random.Range(0, int.MaxValue);\r\n        inputSeed.text = seed.ToString();\r\n\r\n    }\r\n    private void Update()\r\n    {\r\n        if (isOnGui()) return;\r\n        \r\n        if (Input.GetMouseButton(0))\r\n        {\r\n            var pos = Camera.main.ScreenToViewportPoint(Input.mousePosition);\r\n            OnLightPositionChanged(pos);\r\n        }\r\n\r\n        time += Time.deltaTime;\r\n        if (!override_time) {\r\n            UpdateTime(time);\r\n        }\r\n\r\n    }\r\n\r\n    private bool isOnGui()\r\n    {\r\n        var eventData = new PointerEventData(EventSystem.current);\r\n        eventData.position = Input.mousePosition;\r\n        var result = new List<RaycastResult>();\r\n        EventSystem.current.RaycastAll(eventData, result);\r\n\r\n        if (result.Count(x => x.gameObject.GetComponent<Selectable>()) > 0) {\r\n            return true;\r\n        }\r\n\r\n        return false;\r\n    }\r\n\r\n    public void OnExportPng()\r\n    {\r\n        var mats = new List<Material>();\r\n        var images = planets[selected_planet].GetComponentsInChildren<Image>();\r\n        foreach (var img in images)\r\n        {\r\n            mats.Add(img.material);\r\n        }\r\n        _materialSave.SaveImage(mats, seed.ToString());\r\n        mats.Clear();\r\n    }\r\n\r\n    public void OnExportSheets()\r\n    {\r\n        override_time = true;\r\n        var customeSize = 100;\r\n        if (dd_planets.value == 9)\r\n        {\r\n            customeSize = 200;\r\n        }\r\n        var mats = new List<Material>();\r\n        var images = planets[selected_planet].GetComponentsInChildren<Image>();\r\n        foreach (var img in images)\r\n        {\r\n            mats.Add(img.material);\r\n            Debug.Log(img.gameObject.name);\r\n        }\r\n\r\n        IPlanet iplanet = planets[selected_planet].GetComponent<IPlanet>();\r\n        _materialSave.SaveSheets(mats, seed.ToString(), _exportControl.GetWidth(), _exportControl.GetHeight(),iplanet, customeSize);\r\n        mats.Clear();\r\n        override_time = false;\r\n    }\r\n    \r\n    public void ShowExport()\r\n    {\r\n        exportPanel.SetActive(true);\r\n    }\r\n\r\n    public void HideExport()\r\n    {\r\n        exportPanel.SetActive(false);\r\n    }\r\n    \r\n}\r\n"
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    "path": "Assets/Planets/Scripts/ShaderProperties.cs",
    "content": "﻿\r\npublic class ShaderProperties {\r\n    public const string Key_Pixels = \"_Pixels\";\r\n    public const string Key_Light_origin = \"_Light_origin\";\r\n    public const string Key_Seed = \"_Seed\";\r\n    public const string Key_Rotation = \"_Rotation\";\r\n    public const string Key_time = \"time\";\r\n    public const string Key_Cloud_cover = \"_Cloud_cover\";\r\n\r\n    public const string Key_GradientTex = \"_GradientTex\";\r\n    public const string Key_TextureKeyword1 = \"_ColorScheme\";\r\n    public const string Key_TextureKeyword2 = \"_Dark_ColorScheme\";\r\n}\r\n"
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    "path": "Assets/Planets/Stars/Star.shader",
    "content": "Shader \"Unlit/Star\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n    \t\n\t    _Pixels(\"Pixels\", range(10,100)) = 0.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t        \t\n\t    _GradientTex(\"Texture\", 2D) = \"white\" {}\n    \t_TILES(\"TILES\", range(0,20)) = 1\n    \t\n\t    _Size(\"Size\",float) = 50.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n\t    time(\"time\",float) = 0.0\n    \t\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n\t\t\tfloat _Time_speed;\n            float _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n            sampler2D _GradientTex;\n            float _TILES;            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\t\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(1.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 43758.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\t\t\tbool dither(float2 uv1, float2 uv2) {\n\t\t\t\treturn mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= mat2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));            \t\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\t\t\t\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\t\t\tfloat2 Hash2(float2 p) {\n\t\t\t\tfloat t = (time+10.0)*.3;\n\t\t\t\t//p = mod(p, vec2(1.0,1.0)*round(_Size));\n\t\t\t\treturn float2(noise(p), noise(p*float2(.3135+sin(t), .5813-cos(t))));\n\t\t\t}\n\n\t\t\t// Tileable cell noise by Dave_Hoskins from shadertoy: https://www.shadertoy.com/view/4djGRh\n\t\t\tfloat Cells(in float2 p, in float numCells) {\n\t\t\t\tp *= numCells;\n\t\t\t\tfloat d = 1.0e10;\n\t\t\t\tfor (int xo = -1; xo <= 1; xo++)\n\t\t\t\t{\n\t\t\t\t\tfor (int yo = -1; yo <= 1; yo++)\n\t\t\t\t\t{\n\t\t\t\t\t\tfloat2 tp = floor(p) + float2(float(xo), float(yo));\n\t\t\t\t\t\ttp = p - tp - Hash2(mod(tp, numCells / _TILES));\n\t\t\t\t\t\td = min(d, dot(tp, tp));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn sqrt(d);\n\t\t\t}\n\n\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 pixelized = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\t\t\t\t// use dither val later to mix between colors\n\t\t\t\tbool dith = dither(i.uv, pixelized);\n\t\t\t\t\n\t\t\t\tpixelized = rotate(pixelized, _Rotation);\n\t\t\t\t\n\t\t\t\t// spherify has to go after dither\n\t\t\t\tpixelized = spherify(pixelized);\n\t\t\t\t\n\t\t\t\t// use two different _Sized cells for some variation\n\t\t\t\tfloat n = Cells(pixelized - float2(time * _Time_speed * 2.0, 0), 10);\n\t\t\t\tn *= Cells(pixelized - float2(time * _Time_speed * 2.0, 0), 20);\n\t\t\t\t//n *= Cells(pixelized - vec2(time * _Time_speed * 2.0, 0), 30);\n\t\t\t\t\n\t\t\t\t// adjust cell value to get better looking stuff\n\t\t\t\tn*= 2.;\n\t\t\t\tn = clamp(n, 0.0, 1.0);\n\t\t\t\tif (dith) { // here we dither\n\t\t\t\t\tn *= 1.3;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\t// constrain values 4 possibilities and then choose color based on those\n\t\t\t\tfloat interpolate = floor(n * 3.0) / 3.0;\n\t\t\t\tfloat3 c = tex2D(_GradientTex, float2(interpolate, 0.0)).rgb;\n\t\t\t\t\n\t\t\t\t// cut out a circle\n\t\t\t\tfloat a = step(distance(pixelized, float2(0.5,0.5)), .5);\n\t\t\t\t\n\t\t\t\treturn fixed4(c, a);\n\t\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/Stars/StarBlobs.shader",
    "content": "Shader \"Unlit/StarBlobs\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n    \t\n\t    _Pixels(\"Pixels\", range(10,300)) = 200.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n\t        \t\n\t    _Color1(\"Color\", Color) = (1,1,1,1)\n    \t\n\t    _Size(\"Size\",float) = 50.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n    \t_Circle_amount(\"Circle Amount\",range(2, 30)) = 5\n    \t_Circle_Size(\"Circle Size\",range(0.0, 1.0)) = 1.0\n\t    time(\"time\",float) = 0.0\n    \t\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;\n            float _Rotation;\n\t\t\tfloat _Time_speed;\n            float _Size;\n            int _OCTAVES;\n            int _Seed;\n\t\t\tfloat time;\n            float _Circle_amount;\n            float _Circle_Size;           \n    \t\tfixed4 _Color1;\n\n            \n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\t\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(1.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= mat2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));            \t\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\t\t\t\n\t\t\tfloat circle(float2 uv) {\n\t\t\t\tfloat invert = 1.0 / _Circle_amount;\n\t\t\t\t\n\t\t\t\tif (mod(uv.y, invert*2.0) < invert) {\n\t\t\t\t\tuv.x += invert*0.5;\n\t\t\t\t}\n\t\t\t\tfloat2 rand_co = floor(uv*_Circle_amount)/_Circle_amount;\n\t\t\t\tuv = mod(uv, invert)*_Circle_amount;\n\t\t\t\t\n\t\t\t\tfloat r = rand(rand_co);\n\t\t\t\tr = clamp(r, invert, 1.0 - invert);\n\t\t\t\tfloat circle = distance(uv, float2(r,r));\n\t\t\t\treturn smoothstep(circle, circle+0.5, invert * _Circle_Size * rand(rand_co*1.5));\n\t\t\t}\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\tscale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\t\t\tbool dither(float2 uv1, float2 uv2) {\n\t\t\t\treturn mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 pixelized = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\t\t\t\t// use dither val later to mix between colors\n\t\t\t\tbool dith = dither(i.uv, pixelized);\n\t\t\t\t\n\t\t\t\tfloat2 uv = rotate(pixelized, _Rotation);\n\n\t\t\t\t// angle from centered uv's\n\t\t\t\tfloat angle = atan2(uv.x - 0.5, uv.y - 0.5);\n\t\t\t\tfloat d = distance(pixelized, float2(0.5,0.5));\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tfloat c = 0.0;\n\t\t\t\tfor(int i = 0; i < 15; i++) {\n\t\t\t\t\tfloat r = rand(float2(float(i),float(i)));\n\t\t\t\t\tfloat2 circleUV = float2(d, angle);\n\t\t\t\t\tc += circle(circleUV*_Size -time * _Time_speed - (1.0/d) * 0.1 + r);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tc *= 0.37 - d;\n\t\t\t\tc = step(0.07, c - d);\n\t\t\t\t\n\t\t\t\treturn fixed4(float3(_Color1.rgb), c);\n\t\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/Stars/StarFlares.shader",
    "content": "Shader \"Unlit/StarFlares\"\n{\n    Properties\n    {\n        _MainTex (\"Texture\", 2D) = \"white\" {}\n    \t\n\t    _Pixels(\"Pixels\", range(10,300)) = 200.0\n    \t_GradientTex(\"Texture\", 2D) = \"white\" {}\t    \n\t    _Time_speed(\"Time Speed\",range(-1.0, 1.0)) = 0.2\n    \ttime(\"time\",float) = 0.0\n\t    _Rotation(\"Rotation\",range(0.0, 6.28)) = 0.0\n    \t    \t\n    \t_Storm_width(\"Storm Width\",range(0.0, 0.5)) = 0.3\n    \t_Storm_dither_width(\"Storm Dither Width\",range(0.0, 0.5)) = 0.07\n\t        \t\n\t    _Scale(\"Scale\", float) = 1.0\n\t    _Seed(\"Seed\",range(1, 10)) = 1\n    \t_Circle_amount(\"Circle Amount\",range(2, 30)) = 5\n    \t_Circle_Size(\"Circle Size\",range(0.0, 1.0)) = 1.0\n\t    \n    \t_Size(\"Size\",float) = 50.0\n\t    _OCTAVES(\"OCTAVES\", range(0,20)) = 0\n    }\n    SubShader\n    {\n        //Tags { \"RenderType\"=\"Opaque\" }\n        Tags { \"RenderType\"=\"Opaque\" \"RenderPipeline\" = \"UniversalPipeline\" \"IgnoreProjector\" = \"True\"}\n        LOD 100\n\n        Pass\n        {\n\t\t\tTags { \"LightMode\"=\"UniversalForward\"}\n\n\t\t\tCULL Off\n\t\t\tZWrite Off // don't write to depth buffer \n         \tBlend SrcAlpha OneMinusSrcAlpha // use alpha blending\n\n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            // make fog work\n            #pragma multi_compile_fog\n\n            #include \"UnityCG.cginc\"\n            #include \"../cginc/hlmod.cginc\"\n            \n            struct appdata\n            {\n                float4 vertex : POSITION;\n                float2 uv : TEXCOORD0;\n            };\n\n            struct v2f\n            {\n                float2 uv : TEXCOORD0;\n                UNITY_FOG_COORDS(1)\n                float4 vertex : SV_POSITION;\n            };\n\n            sampler2D _MainTex;\n            float4 _MainTex_ST;\n            float _Pixels;            \n            sampler2D _GradientTex;       \n            float _Rotation;\n\t\t\tfloat _Time_speed;\n            float time;\n\n            float _Scale;\n            float _Size;\n            int _OCTAVES;\n            int _Seed;\n\n            float _Circle_amount;\n            float _Circle_Size;\n            float _Storm_width;\n            float _Storm_dither_width;\n\n\t\t\tstruct Input\n\t        {\n\t            float2 uv_MainTex;\n\t        };\n            v2f vert (appdata v)\n            {\n                v2f o;\n                o.vertex = UnityObjectToClipPos(v.vertex);\n                o.uv = TRANSFORM_TEX(v.uv, _MainTex);\n                UNITY_TRANSFER_FOG(o,o.vertex);\n                return o;\n            }\n\t\t\t\n\t\t\tfloat rand(float2 coord) {\n\t\t\t\tcoord = mod(coord, float2(1.0,1.0)*round(_Size));\n\t\t\t\treturn frac(sin(dot(coord.xy ,float2(12.9898,78.233))) * 15.5453 * _Seed);\n\t\t\t}\n\n\t\t\tfloat2 rotate(float2 coord, float angle){\n\t\t\t\tcoord -= 0.5;\n\t\t\t\t//coord *= mat2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle)));            \t\n            \tcoord = mul(coord,float2x2(float2(cos(angle),-sin(angle)),float2(sin(angle),cos(angle))));\n\t\t\t\treturn coord + 0.5;\n\t\t\t}\n\t\t\t\n\t\t\tfloat circle(float2 uv) {\n\t\t\t\tfloat invert = 1.0 / _Circle_amount;\n\t\t\t\t\n\t\t\t\tif (mod(uv.y, invert*2.0) < invert) {\n\t\t\t\t\tuv.x += invert*0.5;\n\t\t\t\t}\n\t\t\t\tfloat2 rand_co = floor(uv*_Circle_amount)/_Circle_amount;\n\t\t\t\tuv = mod(uv, invert)*_Circle_amount;\n\t\t\t\t\n\t\t\t\tfloat r = rand(rand_co);\n\t\t\t\tr = clamp(r, invert, 1.0 - invert);\n\t\t\t\tfloat circle = distance(uv, float2(r,r));\n\t\t\t\treturn smoothstep(circle, circle+0.5, invert * _Circle_Size * rand(rand_co*1.5));\n\t\t\t}\n\t\t\tfloat noise(float2 coord){\n\t\t\t\tfloat2 i = floor(coord);\n\t\t\t\tfloat2 f = frac(coord);\n\t\t\t\t\n\t\t\t\tfloat a = rand(i);\n\t\t\t\tfloat b = rand(i + float2(1.0, 0.0));\n\t\t\t\tfloat c = rand(i + float2(0.0, 1.0));\n\t\t\t\tfloat d = rand(i + float2(1.0, 1.0));\n\n\t\t\t\tfloat2 cubic = f * f * (3.0 - 2.0 * f);\n\n\t\t\t\treturn lerp(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;\n\t\t\t}\n\n\t\t\tfloat fbm(float2 coord){\n\t\t\t\tfloat value = 0.0;\n\t\t\t\tfloat _Scale = 0.5;\n\n\t\t\t\tfor(int i = 0; i < _OCTAVES ; i++){\n\t\t\t\t\tvalue += noise(coord) * _Scale;\n\t\t\t\t\tcoord *= 2.0;\n\t\t\t\t\t_Scale *= 0.5;\n\t\t\t\t}\n\t\t\t\treturn value;\n\t\t\t}\n\n\t\t\tbool dither(float2 uv1, float2 uv2) {\n\t\t\t\treturn mod(uv1.x+uv2.y,2.0/_Pixels) <= 1.0 / _Pixels;\n\t\t\t}\n\n\t\t\tfloat2 spherify(float2 uv) {\n\t\t\t\tfloat2 centered= uv *2.0-1.0;\n\t\t\t\tfloat z = sqrt(1.0 - dot(centered.xy, centered.xy));\n\t\t\t\tfloat2 sphere = centered/(z + 1.0);\n\t\t\t\treturn sphere * 0.5+0.5;\n\t\t\t}\n\t\t\tfixed4 frag(v2f i) : COLOR {\n\t\t\t\t// pixelize uv\n            \t\n\t\t\t\tfloat2 pixelized = floor(i.uv*_Pixels)/_Pixels;\t\t\t\t\n\t\t\t\t//uv.y = 1 - uv.y;\n\t\t\t\t// use dither val later to mix between colors\n\t\t\t\tbool dith = dither(i.uv, pixelized);\n\t\t\t\t\t\n\t\t\t\tpixelized = rotate(pixelized, _Rotation);\n\t\t\t\t\n\t\t\t\t// counter _Rotation against _Rotation caused by the way uv's are made later\n\t\t\t\tfloat2 uv = pixelized;//rotate(pixelized, -time  * _Time_speed);\n\t\t\t\t\n\t\t\t\t// angle from centered uv's\n\t\t\t\tfloat angle = atan2(uv.x - 0.5, uv.y - 0.5) * 0.4;\n\t\t\t\t// distance from center\n\t\t\t\tfloat d = distance(pixelized, float2(0.5,0.5));\n\t\t\t\t\n\t\t\t\t// we make uv circular here to have eternally outward moving stuff\n\t\t\t\tfloat2 circleUV = float2(d, angle);\n\t\t\t\t\n\t\t\t\t// two types of noise values\n\t\t\t\tfloat n = fbm(circleUV*_Size -time * _Time_speed);\n\t\t\t\tfloat nc = circle(circleUV*_Scale -time * _Time_speed + n);\n\t\t\t\t\n\t\t\t\tnc *= 1.5;\n\t\t\t\tfloat n2 = fbm(circleUV*_Size -time + float2(100, 100));\n\t\t\t\tnc -= n2 * 0.1;\n\t\t\t\t\n\t\t\t\t// our alpha, default 0\n\t\t\t\tfloat a = 0.0;\n\t\t\t\tif (1.0 - d > nc) {\n\t\t\t\t\t// now we generate very thin strips of positive alpha if our noise has certain values and is close enough to center\n\t\t\t\t\tif (nc > _Storm_width - _Storm_dither_width + d && dith) {\n\t\t\t\t\t\ta = 1.0;\n\t\t\t\t\t} else if (nc > _Storm_width + d) { // could use an or statement instead, but this looks more clear to me\n\t\t\t\t\t\ta = 1.0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\t// use our two noise values to assign colors\n\t\t\t\tfloat interpolate = floor(n2 + nc);\n\t\t\t\tfloat3 c = tex2D(_GradientTex, float2(interpolate, 0.0)).rgb;\t\n\t\t\t\t\n\t\t\t\t// final step to not have everything appear from the center\n\t\t\t\ta *= step(n2 * 0.25, d);\n\t\t\t\treturn fixed4(c, a);\n\t\t\t\t}\n            \n            ENDCG\n        }\n    }\n}\n"
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    "path": "Assets/Planets/Stars/Stars.cs",
    "content": "using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UI;\n\npublic class Stars : MonoBehaviour, IPlanet {\n    [SerializeField] private GameObject StarBackground;\n    [SerializeField] private GameObject Star;\n    [SerializeField] private GameObject StarFlares;\n    private Material m_Starbackground;\n    private Material m_Star;\n    private Material m_StarFlares;\n    [SerializeField] private GradientTextureGenerate _gradientStar;\n    [SerializeField] private GradientTextureGenerate _gradientStarFlare;\n    \n    private string gradient_vars = \"_GradientTex\";\n    \n\n    private GradientColorKey[] colorKey1 = new GradientColorKey[4];\n    private GradientColorKey[] colorKey2 = new GradientColorKey[2];\n    private GradientAlphaKey[] alphaKey1 = new GradientAlphaKey[4];\n    private GradientAlphaKey[] alphaKey2 = new GradientAlphaKey[2];\n    \n    private string[] color_vars1 = new string[]{\"_Color1\"};\n    private string[] init_colors1 = new string[] {\"#ffffe4\"};\n    \n    private string[] _colors1 = new[] {\"#f5ffe8\", \"#77d6c1\", \"#1c92a7\", \"#033e5e\"};\n    private string[] _colors2 = new[] {\"#77d6c1\", \"#ffffe4\"};\n    private float[] _color_times1 = new float[4] { 0f, 0.33f, 0.66f, 1.0f };\n    private float[] _color_times2 = new float[2] { 0f, 1.0f };\n    private void Awake()\n    {\n        m_Starbackground = StarBackground.GetComponent<Image>().material;\n        m_Star = Star.GetComponent<Image>().material;\n        m_StarFlares = StarFlares.GetComponent<Image>().material;\n        SetInitialColors();\n    }\n    public void SetPixel(float amount)\n    {\n        m_Starbackground.SetFloat(ShaderProperties.Key_Pixels, amount * 2);\n        m_Star.SetFloat(ShaderProperties.Key_Pixels, amount);\n        m_StarFlares.SetFloat(ShaderProperties.Key_Pixels, amount * 2);\n    }\n\n    public void SetLight(Vector2 pos)\n    {\n        return;\n    }\n\n    public void SetSeed(float seed)\n    {\n        var converted_seed = seed % 1000f / 100f;\n        m_Starbackground.SetFloat(ShaderProperties.Key_Seed, converted_seed);\n        m_Star.SetFloat(ShaderProperties.Key_Seed, converted_seed);\n        m_StarFlares.SetFloat(ShaderProperties.Key_Seed, converted_seed);\n       // setGragientColor(seed);\n    }\n\n    public void SetRotate(float r)\n    {\n        m_Starbackground.SetFloat(ShaderProperties.Key_Rotation, r);\n        m_Star.SetFloat(ShaderProperties.Key_Rotation, r);\n        m_StarFlares.SetFloat(ShaderProperties.Key_Rotation, r);\n    }\n\n    public void UpdateTime(float time)\n    {\n        m_Starbackground.SetFloat(ShaderProperties.Key_time, time );\n        m_Star.SetFloat(ShaderProperties.Key_time, time  * 0.1f);\n        m_StarFlares.SetFloat(ShaderProperties.Key_time, time  );\n    }\n\n    public void SetCustomTime(float time)\n    {\n        m_Starbackground.SetFloat(ShaderProperties.Key_time, time);\n        m_Star.SetFloat(ShaderProperties.Key_time, time);\n        m_StarFlares.SetFloat(ShaderProperties.Key_time, time);\n    }\n    public void SetInitialColors()\n    {\n        for (int i = 0; i < color_vars1.Length; i++)\n        {\n            m_Starbackground.SetColor(color_vars1[i], ColorUtil.FromRGB(init_colors1[i]));\n        }\n        setGragientColor();\n    }\n\n    private void setGragientColor()\n    {\n        for (int i = 0; i < colorKey1.Length; i++)\n        {\n            colorKey1[i].color = default(Color);\n            ColorUtility.TryParseHtmlString(_colors1[i], out colorKey1[i].color);\n\n            colorKey1[i].time = _color_times1[i];\n            alphaKey1[i].alpha = 1.0f;\n            alphaKey1[i].time = _color_times1[i];\n        }\n        \n        \n        for (int i = 0; i < colorKey2.Length; i++)\n        {\n            colorKey2[i].color = default(Color);\n            ColorUtility.TryParseHtmlString(_colors2[i], out colorKey2[i].color);\n\n            colorKey2[i].time = _color_times2[i];\n            alphaKey2[i].alpha = 1.0f;\n            colorKey2[i].time = _color_times2[i];\n        }\n        _gradientStar.SetColors(colorKey1,alphaKey1,gradient_vars);\n        _gradientStarFlare.SetColors(colorKey2,alphaKey2,gradient_vars);\n    }\n    public Color[] GetColors()\n    {\n        var colors = new Color[7];\n        for (int i = 0; i < color_vars1.Length; i++)\n        {\n            colors[i] = m_Starbackground.GetColor(color_vars1[i]);\n        }\n        var size = color_vars1.Length;\n        \n        var gradColors = _gradientStar.GetColorKeys();\n        for (int i = 0; i < gradColors.Length; i++)\n        {\n            colors[i + size] = gradColors[i].color;\n        }\n        size += gradColors.Length;\n        \n        var gradColors2 = _gradientStarFlare.GetColorKeys();\n        for (int i = 0; i < gradColors2.Length; i++)\n        {\n            colors[i + size] = gradColors2[i].color;\n        }\n\n        return colors;\n    }\n\n    public void SetColors(Color[] _colors)\n    {\n        for (int i = 0; i < color_vars1.Length; i++)\n        {\n            m_Starbackground.SetColor(color_vars1[i], _colors[i]);\n        }\n        var size = color_vars1.Length;\n        \n        for (int i = 0; i < colorKey1.Length; i++)\n        {\n            colorKey1[i].color = _colors[i + size];\n            colorKey1[i].time = _color_times1[i];\n            alphaKey1[i].alpha = 1.0f;\n            alphaKey1[i].time = _color_times1[i];\n        }\n        _gradientStar.SetColors(colorKey1,alphaKey1,gradient_vars);\n        size += colorKey1.Length;\n        \n        for (int i = 0; i < colorKey2.Length; i++)\n        {\n            colorKey2[i].color = _colors[ i + size ];\n            colorKey2[i].time = _color_times2[i];\n            alphaKey2[i].alpha = 1.0f;\n            alphaKey2[i].time = _color_times2[i];\n        }\n        _gradientStarFlare.SetColors(colorKey2,alphaKey2,gradient_vars);\n\n    }\n}\n"
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    "content": "﻿Copyright (c) 2020,  “Kobliznik”\n(https://fontstruct.com/fontstructors/1734375/kobliznik)\r\n\r\nThis Font Software is licensed under the SIL Open Font License, Version 1.1.\r\nThis license is copied below, and is also available with a FAQ at:\r\nhttp://scripts.sil.org/OFL\r\n\r\n-----------------------------------------------------------\r\nSIL OPEN FONT LICENSE Version 1.1 - 26 February 2007\r\n-----------------------------------------------------------\r\n\r\nPREAMBLE\r\nThe goals of the Open Font License (OFL) are to stimulate worldwide\r\ndevelopment of collaborative font projects, to support the font creation\r\nefforts of academic and linguistic communities, and to provide a free and\r\nopen framework in which fonts may be shared and improved in partnership\r\nwith others.\r\n\r\nThe OFL allows the licensed fonts to be used, studied, modified and\r\nredistributed freely as long as they are not sold by themselves. The\r\nfonts, including any derivative works, can be bundled, embedded, \r\nredistributed and/or sold with any software provided that any reserved\r\nnames are not used by derivative works. The fonts and derivatives,\r\nhowever, cannot be released under any other type of license. The\r\nrequirement for fonts to remain under this license does not apply\r\nto any document created using the fonts or their derivatives.\r\n\r\nDEFINITIONS\r\n\"Font Software\" refers to the set of files released by the Copyright\r\nHolder(s) under this license and clearly marked as such. This may\r\ninclude source files, build scripts and documentation.\r\n\r\n\"Reserved Font Name\" refers to any names specified as such after the\r\ncopyright statement(s).\r\n\r\n\"Original Version\" refers to the collection of Font Software components as\r\ndistributed by the Copyright Holder(s).\r\n\r\n\"Modified Version\" refers to any derivative made by adding to, deleting,\r\nor substituting -- in part or in whole -- any of the components of the\r\nOriginal Version, by changing formats or by porting the Font Software to a\r\nnew environment.\r\n\r\n\"Author\" refers to any designer, engineer, programmer, technical\r\nwriter or other person who contributed to the Font Software.\r\n\r\nPERMISSION & CONDITIONS\r\nPermission is hereby granted, free of charge, to any person obtaining\r\na copy of the Font Software, to use, study, copy, merge, embed, modify,\r\nredistribute, and sell modified and unmodified copies of the Font\r\nSoftware, subject to the following conditions:\r\n\r\n1) Neither the Font Software nor any of its individual components,\r\nin Original or Modified Versions, may be sold by itself.\r\n\r\n2) Original or Modified Versions of the Font Software may be bundled,\r\nredistributed and/or sold with any software, provided that each copy\r\ncontains the above copyright notice and this license. These can be\r\nincluded either as stand-alone text files, human-readable headers or\r\nin the appropriate machine-readable metadata fields within text or\r\nbinary files as long as those fields can be easily viewed by the user.\r\n\r\n3) No Modified Version of the Font Software may use the Reserved Font\r\nName(s) unless explicit written permission is granted by the corresponding\r\nCopyright Holder. This restriction only applies to the primary font name as\r\npresented to the users.\r\n\r\n4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font\r\nSoftware shall not be used to promote, endorse or advertise any\r\nModified Version, except to acknowledge the contribution(s) of the\r\nCopyright Holder(s) and the Author(s) or with their explicit written\r\npermission.\r\n\r\n5) The Font Software, modified or unmodified, in part or in whole,\r\nmust be distributed entirely under this license, and must not be\r\ndistributed under any other license. The requirement for fonts to\r\nremain under this license does not apply to any document created\r\nusing the Font Software.\r\n\r\nTERMINATION\r\nThis license becomes null and void if any of the above conditions are\r\nnot met.\r\n\r\nDISCLAIMER\r\nTHE FONT SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\r\nEXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF\r\nMERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT\r\nOF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE\r\nCOPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,\r\nINCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL\r\nDAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\r\nFROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM\r\nOTHER DEALINGS IN THE FONT SOFTWARE."
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    "content": "﻿The font file in this archive was created using Fontstruct the free, online\nfont-building tool.\r\nThis font was created by “Kobliznik”.\r\nThis font has a homepage where this archive and other versions may be found:\nhttps://fontstruct.com/fontstructions/show/1733653\r\n\r\nTry Fontstruct at https://fontstruct.com\r\nIt’s easy and it’s fun.\r\n\r\nFontstruct is copyright ©2020 Rob Meek\r\n\r\nLEGAL NOTICE:\r\nIn using this font you must comply with the licensing terms described in the\nfile “license.txt” included with this archive.\r\nIf you redistribute the font file in this archive, it must be accompanied by all\nthe other files from this archive, including this one.\r\n"
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    "path": "Assets/SimplePixelUI/fonts/Font2/license.txt",
    "content": "﻿Copyright (c) 2020,  “Kobliznik”\n(https://fontstruct.com/fontstructors/1734375/kobliznik)\r\n\r\nThis Font Software is licensed under the SIL Open Font License, Version 1.1.\r\nThis license is copied below, and is also available with a FAQ at:\r\nhttp://scripts.sil.org/OFL\r\n\r\n-----------------------------------------------------------\r\nSIL OPEN FONT LICENSE Version 1.1 - 26 February 2007\r\n-----------------------------------------------------------\r\n\r\nPREAMBLE\r\nThe goals of the Open Font License (OFL) are to stimulate worldwide\r\ndevelopment of collaborative font projects, to support the font creation\r\nefforts of academic and linguistic communities, and to provide a free and\r\nopen framework in which fonts may be shared and improved in partnership\r\nwith others.\r\n\r\nThe OFL allows the licensed fonts to be used, studied, modified and\r\nredistributed freely as long as they are not sold by themselves. The\r\nfonts, including any derivative works, can be bundled, embedded, \r\nredistributed and/or sold with any software provided that any reserved\r\nnames are not used by derivative works. The fonts and derivatives,\r\nhowever, cannot be released under any other type of license. The\r\nrequirement for fonts to remain under this license does not apply\r\nto any document created using the fonts or their derivatives.\r\n\r\nDEFINITIONS\r\n\"Font Software\" refers to the set of files released by the Copyright\r\nHolder(s) under this license and clearly marked as such. This may\r\ninclude source files, build scripts and documentation.\r\n\r\n\"Reserved Font Name\" refers to any names specified as such after the\r\ncopyright statement(s).\r\n\r\n\"Original Version\" refers to the collection of Font Software components as\r\ndistributed by the Copyright Holder(s).\r\n\r\n\"Modified Version\" refers to any derivative made by adding to, deleting,\r\nor substituting -- in part or in whole -- any of the components of the\r\nOriginal Version, by changing formats or by porting the Font Software to a\r\nnew environment.\r\n\r\n\"Author\" refers to any designer, engineer, programmer, technical\r\nwriter or other person who contributed to the Font Software.\r\n\r\nPERMISSION & CONDITIONS\r\nPermission is hereby granted, free of charge, to any person obtaining\r\na copy of the Font Software, to use, study, copy, merge, embed, modify,\r\nredistribute, and sell modified and unmodified copies of the Font\r\nSoftware, subject to the following conditions:\r\n\r\n1) Neither the Font Software nor any of its individual components,\r\nin Original or Modified Versions, may be sold by itself.\r\n\r\n2) Original or Modified Versions of the Font Software may be bundled,\r\nredistributed and/or sold with any software, provided that each copy\r\ncontains the above copyright notice and this license. These can be\r\nincluded either as stand-alone text files, human-readable headers or\r\nin the appropriate machine-readable metadata fields within text or\r\nbinary files as long as those fields can be easily viewed by the user.\r\n\r\n3) No Modified Version of the Font Software may use the Reserved Font\r\nName(s) unless explicit written permission is granted by the corresponding\r\nCopyright Holder. This restriction only applies to the primary font name as\r\npresented to the users.\r\n\r\n4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font\r\nSoftware shall not be used to promote, endorse or advertise any\r\nModified Version, except to acknowledge the contribution(s) of the\r\nCopyright Holder(s) and the Author(s) or with their explicit written\r\npermission.\r\n\r\n5) The Font Software, modified or unmodified, in part or in whole,\r\nmust be distributed entirely under this license, and must not be\r\ndistributed under any other license. The requirement for fonts to\r\nremain under this license does not apply to any document created\r\nusing the Font Software.\r\n\r\nTERMINATION\r\nThis license becomes null and void if any of the above conditions are\r\nnot met.\r\n\r\nDISCLAIMER\r\nTHE FONT SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\r\nEXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF\r\nMERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT\r\nOF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE\r\nCOPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,\r\nINCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL\r\nDAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\r\nFROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM\r\nOTHER DEALINGS IN THE FONT SOFTWARE."
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    "content": "﻿The font file in this archive was created using Fontstruct the free, online\nfont-building tool.\r\nThis font was created by “Kobliznik”.\r\nThis font has a homepage where this archive and other versions may be found:\nhttps://fontstruct.com/fontstructions/show/1733653\r\n\r\nTry Fontstruct at https://fontstruct.com\r\nIt’s easy and it’s fun.\r\n\r\nFontstruct is copyright ©2020 Rob Meek\r\n\r\nLEGAL NOTICE:\r\nIn using this font you must comply with the licensing terms described in the\nfile “license.txt” included with this archive.\r\nIf you redistribute the font file in this archive, it must be accompanied by all\nthe other files from this archive, including this one.\r\n"
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    "content": "using System.Collections;\nusing UnityEngine;\nusing SFB;\n\npublic class BasicSample : MonoBehaviour {\n    private string _path;\n\n    void OnGUI() {\n        var guiScale = new Vector3(Screen.width / 800.0f, Screen.height / 600.0f, 1.0f);\n        GUI.matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, guiScale);\n\n        GUILayout.Space(20);\n        GUILayout.BeginHorizontal();\n        GUILayout.Space(20);\n        GUILayout.BeginVertical();\n\n        // Open File Samples\n\n        if (GUILayout.Button(\"Open File\")) {\n            WriteResult(StandaloneFileBrowser.OpenFilePanel(\"Open File\", \"\", \"\", false));\n        }\n        GUILayout.Space(5);\n        if (GUILayout.Button(\"Open File Async\")) {\n            StandaloneFileBrowser.OpenFilePanelAsync(\"Open File\", \"\", \"\", false, (string[] paths) => { WriteResult(paths); });\n        }\n        GUILayout.Space(5);\n        if (GUILayout.Button(\"Open File Multiple\")) {\n            WriteResult(StandaloneFileBrowser.OpenFilePanel(\"Open File\", \"\", \"\", true));\n        }\n        GUILayout.Space(5);\n        if (GUILayout.Button(\"Open File Extension\")) {\n            WriteResult(StandaloneFileBrowser.OpenFilePanel(\"Open File\", \"\", \"txt\", true));\n        }\n        GUILayout.Space(5);\n        if (GUILayout.Button(\"Open File Directory\")) {\n            WriteResult(StandaloneFileBrowser.OpenFilePanel(\"Open File\", Application.dataPath, \"\", true));\n        }\n        GUILayout.Space(5);\n        if (GUILayout.Button(\"Open File Filter\")) {\n            var extensions = new [] {\n                new ExtensionFilter(\"Image Files\", \"png\", \"jpg\", \"jpeg\" ),\n                new ExtensionFilter(\"Sound Files\", \"mp3\", \"wav\" ),\n                new ExtensionFilter(\"All Files\", \"*\" ),\n            };\n            WriteResult(StandaloneFileBrowser.OpenFilePanel(\"Open File\", \"\", extensions, true));\n        }\n\n        GUILayout.Space(15);\n\n        // Open Folder Samples\n\n        if (GUILayout.Button(\"Open Folder\")) {\n            var paths = StandaloneFileBrowser.OpenFolderPanel(\"Select Folder\", \"\", true);\n            WriteResult(paths);\n        }\n        GUILayout.Space(5);\n        if (GUILayout.Button(\"Open Folder Async\")) {\n            StandaloneFileBrowser.OpenFolderPanelAsync(\"Select Folder\", \"\", true, (string[] paths) => { WriteResult(paths); });\n        }\n        GUILayout.Space(5);\n        if (GUILayout.Button(\"Open Folder Directory\")) {\n            var paths = StandaloneFileBrowser.OpenFolderPanel(\"Select Folder\", Application.dataPath, true);\n            WriteResult(paths);\n        }\n\n        GUILayout.Space(15);\n\n        // Save File Samples\n\n        if (GUILayout.Button(\"Save File\")) {\n            _path = StandaloneFileBrowser.SaveFilePanel(\"Save File\", \"\", \"\", \"\");\n        }\n        GUILayout.Space(5);\n        if (GUILayout.Button(\"Save File Async\")) {\n            StandaloneFileBrowser.SaveFilePanelAsync(\"Save File\", \"\", \"\", \"\", (string path) => { WriteResult(path); });\n        }\n        GUILayout.Space(5);\n        if (GUILayout.Button(\"Save File Default Name\")) {\n            _path = StandaloneFileBrowser.SaveFilePanel(\"Save File\", \"\", \"MySaveFile\", \"\");\n        }\n        GUILayout.Space(5);\n        if (GUILayout.Button(\"Save File Default Name Ext\")) {\n            _path = StandaloneFileBrowser.SaveFilePanel(\"Save File\", \"\", \"MySaveFile\", \"dat\");\n        }\n        GUILayout.Space(5);\n        if (GUILayout.Button(\"Save File Directory\")) {\n            _path = StandaloneFileBrowser.SaveFilePanel(\"Save File\", Application.dataPath, \"\", \"\");\n        }\n        GUILayout.Space(5);\n        if (GUILayout.Button(\"Save File Filter\")) {\n            // Multiple save extension filters with more than one extension support.\n            var extensionList = new [] {\n                new ExtensionFilter(\"Binary\", \"bin\"),\n                new ExtensionFilter(\"Text\", \"txt\"),\n            };\n            _path = StandaloneFileBrowser.SaveFilePanel(\"Save File\", \"\", \"MySaveFile\", extensionList);\n        }\n\n        GUILayout.EndVertical();\n        GUILayout.Space(20);\n        GUILayout.Label(_path);\n        GUILayout.EndHorizontal();\n    }\n\n    public void WriteResult(string[] paths) {\n        if (paths.Length == 0) {\n            return;\n        }\n\n        _path = \"\";\n        foreach (var p in paths) {\n            _path += p + \"\\n\";\n        }\n    }\n\n    public void WriteResult(string path) {\n        _path = path;\n    }\n}\n"
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    "path": "Assets/StandaloneFileBrowser/Sample/CanvasSampleOpenFileImage.cs",
    "content": "using System.Text;\nusing System.Collections;\nusing System.Collections.Generic;\nusing System.Runtime.InteropServices;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing UnityEngine.EventSystems;\nusing SFB;\n\n[RequireComponent(typeof(Button))]\npublic class CanvasSampleOpenFileImage : MonoBehaviour, IPointerDownHandler {\n    public RawImage output;\n\n#if UNITY_WEBGL && !UNITY_EDITOR\n    //\n    // WebGL\n    //\n    [DllImport(\"__Internal\")]\n    private static extern void UploadFile(string gameObjectName, string methodName, string filter, bool multiple);\n\n    public void OnPointerDown(PointerEventData eventData) {\n        UploadFile(gameObject.name, \"OnFileUpload\", \".png, .jpg\", false);\n    }\n\n    // Called from browser\n    public void OnFileUpload(string url) {\n        StartCoroutine(OutputRoutine(url));\n    }\n#else\n    //\n    // Standalone platforms & editor\n    //\n    public void OnPointerDown(PointerEventData eventData) { }\n\n    void Start() {\n        var button = GetComponent<Button>();\n        button.onClick.AddListener(OnClick);\n    }\n\n    private void OnClick() {\n        var paths = StandaloneFileBrowser.OpenFilePanel(\"Title\", \"\", \".png\", false);\n        if (paths.Length > 0) {\n            StartCoroutine(OutputRoutine(new System.Uri(paths[0]).AbsoluteUri));\n        }\n    }\n#endif\n\n    private IEnumerator OutputRoutine(string url) {\n        var loader = new WWW(url);\n        yield return loader;\n        output.texture = loader.texture;\n    }\n}"
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    "path": "Assets/StandaloneFileBrowser/Sample/CanvasSampleOpenFileText.cs",
    "content": "using System.Text;\nusing System.Collections;\nusing System.Collections.Generic;\nusing System.Runtime.InteropServices;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing UnityEngine.EventSystems;\nusing SFB;\n\n[RequireComponent(typeof(Button))]\npublic class CanvasSampleOpenFileText : MonoBehaviour, IPointerDownHandler {\n    public Text output;\n\n#if UNITY_WEBGL && !UNITY_EDITOR\n    //\n    // WebGL\n    //\n    [DllImport(\"__Internal\")]\n    private static extern void UploadFile(string gameObjectName, string methodName, string filter, bool multiple);\n\n    public void OnPointerDown(PointerEventData eventData) {\n        UploadFile(gameObject.name, \"OnFileUpload\", \".txt\", false);\n    }\n\n    // Called from browser\n    public void OnFileUpload(string url) {\n        StartCoroutine(OutputRoutine(url));\n    }\n#else\n    //\n    // Standalone platforms & editor\n    //\n    public void OnPointerDown(PointerEventData eventData) { }\n\n    void Start() {\n        var button = GetComponent<Button>();\n        button.onClick.AddListener(OnClick);\n    }\n\n    private void OnClick() {\n        var paths = StandaloneFileBrowser.OpenFilePanel(\"Title\", \"\", \"txt\", false);\n        if (paths.Length > 0) {\n            StartCoroutine(OutputRoutine(new System.Uri(paths[0]).AbsoluteUri));\n        }\n    }\n#endif\n\n    private IEnumerator OutputRoutine(string url) {\n        var loader = new WWW(url);\n        yield return loader;\n        output.text = loader.text;\n    }\n}"
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    "path": "Assets/StandaloneFileBrowser/Sample/CanvasSampleOpenFileTextMultiple.cs",
    "content": "using System.Text;\nusing System.Collections;\nusing System.Collections.Generic;\nusing System.Runtime.InteropServices;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing UnityEngine.EventSystems;\nusing SFB;\n\n[RequireComponent(typeof(Button))]\npublic class CanvasSampleOpenFileTextMultiple : MonoBehaviour, IPointerDownHandler {\n    public Text output;\n\n#if UNITY_WEBGL && !UNITY_EDITOR\n    //\n    // WebGL\n    //\n    [DllImport(\"__Internal\")]\n    private static extern void UploadFile(string gameObjectName, string methodName, string filter, bool multiple);\n\n    public void OnPointerDown(PointerEventData eventData) {\n        UploadFile(gameObject.name, \"OnFileUpload\", \".txt\", true);\n    }\n\n    // Called from browser\n    public void OnFileUpload(string urls) {\n        StartCoroutine(OutputRoutine(urls.Split(',')));\n    }\n#else\n    //\n    // Standalone platforms & editor\n    //\n    public void OnPointerDown(PointerEventData eventData) { }\n\n    void Start() {\n        var button = GetComponent<Button>();\n        button.onClick.AddListener(OnClick);\n    }\n\n    private void OnClick() {\n        // var paths = StandaloneFileBrowser.OpenFilePanel(\"Title\", \"\", \"txt\", true);\n        var paths = StandaloneFileBrowser.OpenFilePanel(\"Open File\", \"\", \"\", true);\n        if (paths.Length > 0) {\n            var urlArr = new List<string>(paths.Length);\n            for (int i = 0; i < paths.Length; i++) {\n                urlArr.Add(new System.Uri(paths[i]).AbsoluteUri);\n            }\n            StartCoroutine(OutputRoutine(urlArr.ToArray()));\n        }\n    }\n#endif\n\n    private IEnumerator OutputRoutine(string[] urlArr) {\n        var outputText = \"\";\n        for (int i = 0; i < urlArr.Length; i++) {\n            var loader = new WWW(urlArr[i]);\n            yield return loader;\n            outputText += loader.text;\n        }\n        output.text = outputText;\n    }\n}"
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    "path": "Assets/StandaloneFileBrowser/Sample/CanvasSampleSaveFileImage.cs",
    "content": "using System.IO;\nusing System.Text;\nusing System.Runtime.InteropServices;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing UnityEngine.EventSystems;\nusing SFB;\n\n[RequireComponent(typeof(Button))]\npublic class CanvasSampleSaveFileImage : MonoBehaviour, IPointerDownHandler {\n    public Text output;\n\n    private byte[] _textureBytes;\n\n    void Awake() {\n        // Create red texture\n        var width = 100;\n        var height = 100;\n        Texture2D tex = new Texture2D(width, height, TextureFormat.RGB24, false);\n        for (int i = 0; i < width; i++) {\n            for (int j = 0; j < height; j++) {\n                tex.SetPixel(i, j, Color.red);\n            }\n        }\n        tex.Apply();\n        _textureBytes = tex.EncodeToPNG();\n        UnityEngine.Object.Destroy(tex);\n    }\n\n#if UNITY_WEBGL && !UNITY_EDITOR\n    //\n    // WebGL\n    //\n    [DllImport(\"__Internal\")]\n    private static extern void DownloadFile(string gameObjectName, string methodName, string filename, byte[] byteArray, int byteArraySize);\n\n    // Broser plugin should be called in OnPointerDown.\n    public void OnPointerDown(PointerEventData eventData) {\n        DownloadFile(gameObject.name, \"OnFileDownload\", \"sample.png\", _textureBytes, _textureBytes.Length);\n    }\n\n    // Called from browser\n    public void OnFileDownload() {\n        output.text = \"File Successfully Downloaded\";\n    }\n#else\n    //\n    // Standalone platforms & editor\n    //\n    public void OnPointerDown(PointerEventData eventData) { }\n\n    // Listen OnClick event in standlone builds\n    void Start() {\n        var button = GetComponent<Button>();\n        button.onClick.AddListener(OnClick);\n    }\n\n    public void OnClick() {\n        var path = StandaloneFileBrowser.SaveFilePanel(\"Title\", \"\", \"sample\", \"png\");\n        if (!string.IsNullOrEmpty(path)) {\n            File.WriteAllBytes(path, _textureBytes);\n        }\n    }\n#endif\n}"
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    "path": "Assets/StandaloneFileBrowser/Sample/CanvasSampleSaveFileText.cs",
    "content": "using System.IO;\nusing System.Text;\nusing System.Runtime.InteropServices;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing UnityEngine.EventSystems;\nusing SFB;\n\n[RequireComponent(typeof(Button))]\npublic class CanvasSampleSaveFileText : MonoBehaviour, IPointerDownHandler {\n    public Text output;\n\n    // Sample text data\n    private string _data = \"Example text created by StandaloneFileBrowser\";\n\n#if UNITY_WEBGL && !UNITY_EDITOR\n    //\n    // WebGL\n    //\n    [DllImport(\"__Internal\")]\n    private static extern void DownloadFile(string gameObjectName, string methodName, string filename, byte[] byteArray, int byteArraySize);\n\n    // Broser plugin should be called in OnPointerDown.\n    public void OnPointerDown(PointerEventData eventData) {\n        var bytes = Encoding.UTF8.GetBytes(_data);\n        DownloadFile(gameObject.name, \"OnFileDownload\", \"sample.txt\", bytes, bytes.Length);\n    }\n\n    // Called from browser\n    public void OnFileDownload() {\n        output.text = \"File Successfully Downloaded\";\n    }\n#else\n    //\n    // Standalone platforms & editor\n    //\n    public void OnPointerDown(PointerEventData eventData) { }\n\n    // Listen OnClick event in standlone builds\n    void Start() {\n        var button = GetComponent<Button>();\n        button.onClick.AddListener(OnClick);\n    }\n\n    public void OnClick() {\n        var path = StandaloneFileBrowser.SaveFilePanel(\"Title\", \"\", \"sample\", \"txt\");\n        if (!string.IsNullOrEmpty(path)) {\n            File.WriteAllText(path, _data);\n        }\n    }\n#endif\n}"
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    "content": "using System;\n\nnamespace SFB {\n    public struct ExtensionFilter {\n        public string Name;\n        public string[] Extensions;\n\n        public ExtensionFilter(string filterName, params string[] filterExtensions) {\n            Name = filterName;\n            Extensions = filterExtensions;\n        }\n    }\n\n    public class StandaloneFileBrowser {\n        private static IStandaloneFileBrowser _platformWrapper = null;\n\n        static StandaloneFileBrowser() {\n#if UNITY_STANDALONE_OSX\n            _platformWrapper = new StandaloneFileBrowserMac();\n#elif UNITY_STANDALONE_WIN\n            _platformWrapper = new StandaloneFileBrowserWindows();\n#elif UNITY_STANDALONE_LINUX\n            _platformWrapper = new StandaloneFileBrowserLinux();\n#elif UNITY_EDITOR\n            _platformWrapper = new StandaloneFileBrowserEditor();\n#endif\n        }\n\n        /// <summary>\n        /// Native open file dialog\n        /// </summary>\n        /// <param name=\"title\">Dialog title</param>\n        /// <param name=\"directory\">Root directory</param>\n        /// <param name=\"extension\">Allowed extension</param>\n        /// <param name=\"multiselect\">Allow multiple file selection</param>\n        /// <returns>Returns array of chosen paths. Zero length array when cancelled</returns>\n        public static string[] OpenFilePanel(string title, string directory, string extension, bool multiselect) {\n            var extensions = string.IsNullOrEmpty(extension) ? null : new [] { new ExtensionFilter(\"\", extension) };\n            return OpenFilePanel(title, directory, extensions, multiselect);\n        }\n\n        /// <summary>\n        /// Native open file dialog\n        /// </summary>\n        /// <param name=\"title\">Dialog title</param>\n        /// <param name=\"directory\">Root directory</param>\n        /// <param name=\"extensions\">List of extension filters. Filter Example: new ExtensionFilter(\"Image Files\", \"jpg\", \"png\")</param>\n        /// <param name=\"multiselect\">Allow multiple file selection</param>\n        /// <returns>Returns array of chosen paths. Zero length array when cancelled</returns>\n        public static string[] OpenFilePanel(string title, string directory, ExtensionFilter[] extensions, bool multiselect) {\n            return _platformWrapper.OpenFilePanel(title, directory, extensions, multiselect);\n        }\n\n        /// <summary>\n        /// Native open file dialog async\n        /// </summary>\n        /// <param name=\"title\">Dialog title</param>\n        /// <param name=\"directory\">Root directory</param>\n        /// <param name=\"extension\">Allowed extension</param>\n        /// <param name=\"multiselect\">Allow multiple file selection</param>\n        /// <param name=\"cb\">Callback\")</param>\n        public static void OpenFilePanelAsync(string title, string directory, string extension, bool multiselect, Action<string[]> cb) {\n            var extensions = string.IsNullOrEmpty(extension) ? null : new [] { new ExtensionFilter(\"\", extension) };\n            OpenFilePanelAsync(title, directory, extensions, multiselect, cb);\n        }\n\n        /// <summary>\n        /// Native open file dialog async\n        /// </summary>\n        /// <param name=\"title\">Dialog title</param>\n        /// <param name=\"directory\">Root directory</param>\n        /// <param name=\"extensions\">List of extension filters. Filter Example: new ExtensionFilter(\"Image Files\", \"jpg\", \"png\")</param>\n        /// <param name=\"multiselect\">Allow multiple file selection</param>\n        /// <param name=\"cb\">Callback\")</param>\n        public static void OpenFilePanelAsync(string title, string directory, ExtensionFilter[] extensions, bool multiselect, Action<string[]> cb) {\n            _platformWrapper.OpenFilePanelAsync(title, directory, extensions, multiselect, cb);\n        }\n\n        /// <summary>\n        /// Native open folder dialog\n        /// NOTE: Multiple folder selection doesn't supported on Windows\n        /// </summary>\n        /// <param name=\"title\"></param>\n        /// <param name=\"directory\">Root directory</param>\n        /// <param name=\"multiselect\"></param>\n        /// <returns>Returns array of chosen paths. Zero length array when cancelled</returns>\n        public static string[] OpenFolderPanel(string title, string directory, bool multiselect) {\n            return _platformWrapper.OpenFolderPanel(title, directory, multiselect);\n        }\n\n        /// <summary>\n        /// Native open folder dialog async\n        /// NOTE: Multiple folder selection doesn't supported on Windows\n        /// </summary>\n        /// <param name=\"title\"></param>\n        /// <param name=\"directory\">Root directory</param>\n        /// <param name=\"multiselect\"></param>\n        /// <param name=\"cb\">Callback\")</param>\n        public static void OpenFolderPanelAsync(string title, string directory, bool multiselect, Action<string[]> cb) {\n            _platformWrapper.OpenFolderPanelAsync(title, directory, multiselect, cb);\n        }\n\n        /// <summary>\n        /// Native save file dialog\n        /// </summary>\n        /// <param name=\"title\">Dialog title</param>\n        /// <param name=\"directory\">Root directory</param>\n        /// <param name=\"defaultName\">Default file name</param>\n        /// <param name=\"extension\">File extension</param>\n        /// <returns>Returns chosen path. Empty string when cancelled</returns>\n        public static string SaveFilePanel(string title, string directory, string defaultName , string extension) {\n            var extensions = string.IsNullOrEmpty(extension) ? null : new [] { new ExtensionFilter(\"\", extension) };\n            return SaveFilePanel(title, directory, defaultName, extensions);\n        }\n\n        /// <summary>\n        /// Native save file dialog\n        /// </summary>\n        /// <param name=\"title\">Dialog title</param>\n        /// <param name=\"directory\">Root directory</param>\n        /// <param name=\"defaultName\">Default file name</param>\n        /// <param name=\"extensions\">List of extension filters. Filter Example: new ExtensionFilter(\"Image Files\", \"jpg\", \"png\")</param>\n        /// <returns>Returns chosen path. Empty string when cancelled</returns>\n        public static string SaveFilePanel(string title, string directory, string defaultName, ExtensionFilter[] extensions) {\n            return _platformWrapper.SaveFilePanel(title, directory, defaultName, extensions);\n        }\n\n        /// <summary>\n        /// Native save file dialog async\n        /// </summary>\n        /// <param name=\"title\">Dialog title</param>\n        /// <param name=\"directory\">Root directory</param>\n        /// <param name=\"defaultName\">Default file name</param>\n        /// <param name=\"extension\">File extension</param>\n        /// <param name=\"cb\">Callback\")</param>\n        public static void SaveFilePanelAsync(string title, string directory, string defaultName , string extension, Action<string> cb) {\n            var extensions = string.IsNullOrEmpty(extension) ? null : new [] { new ExtensionFilter(\"\", extension) };\n            SaveFilePanelAsync(title, directory, defaultName, extensions, cb);\n        }\n\n        /// <summary>\n        /// Native save file dialog async\n        /// </summary>\n        /// <param name=\"title\">Dialog title</param>\n        /// <param name=\"directory\">Root directory</param>\n        /// <param name=\"defaultName\">Default file name</param>\n        /// <param name=\"extensions\">List of extension filters. Filter Example: new ExtensionFilter(\"Image Files\", \"jpg\", \"png\")</param>\n        /// <param name=\"cb\">Callback\")</param>\n        public static void SaveFilePanelAsync(string title, string directory, string defaultName, ExtensionFilter[] extensions, Action<string> cb) {\n            _platformWrapper.SaveFilePanelAsync(title, directory, defaultName, extensions, cb);\n        }\n    }\n}"
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  {
    "path": "Assets/StandaloneFileBrowser/StandaloneFileBrowserEditor.cs",
    "content": "#if UNITY_EDITOR\n\nusing System;\nusing UnityEditor;\n\nnamespace SFB {\n    public class StandaloneFileBrowserEditor : IStandaloneFileBrowser  {\n        public string[] OpenFilePanel(string title, string directory, ExtensionFilter[] extensions, bool multiselect) {\n            string path = \"\";\n\n            if (extensions == null) {\n                path = EditorUtility.OpenFilePanel(title, directory, \"\");\n            }\n            else {\n                path = EditorUtility.OpenFilePanelWithFilters(title, directory, GetFilterFromFileExtensionList(extensions));\n            }\n\n            return string.IsNullOrEmpty(path) ? new string[0] : new[] { path };\n        }\n\n        public void OpenFilePanelAsync(string title, string directory, ExtensionFilter[] extensions, bool multiselect, Action<string[]> cb) {\n            cb.Invoke(OpenFilePanel(title, directory, extensions, multiselect));\n        }\n\n        public string[] OpenFolderPanel(string title, string directory, bool multiselect) {\n            var path = EditorUtility.OpenFolderPanel(title, directory, \"\");\n            return string.IsNullOrEmpty(path) ? new string[0] : new[] {path};\n        }\n\n        public void OpenFolderPanelAsync(string title, string directory, bool multiselect, Action<string[]> cb) {\n            cb.Invoke(OpenFolderPanel(title, directory, multiselect));\n        }\n\n        public string SaveFilePanel(string title, string directory, string defaultName, ExtensionFilter[] extensions) {\n            var ext = extensions != null ? extensions[0].Extensions[0] : \"\";\n            var name = string.IsNullOrEmpty(ext) ? defaultName : defaultName + \".\" + ext;\n            return EditorUtility.SaveFilePanel(title, directory, name, ext);\n        }\n\n        public void SaveFilePanelAsync(string title, string directory, string defaultName, ExtensionFilter[] extensions, Action<string> cb) {\n            cb.Invoke(SaveFilePanel(title, directory, defaultName, extensions));\n        }\n\n        // EditorUtility.OpenFilePanelWithFilters extension filter format\n        private static string[] GetFilterFromFileExtensionList(ExtensionFilter[] extensions) {\n            var filters = new string[extensions.Length * 2];\n            for (int i = 0; i < extensions.Length; i++) {\n                filters[(i * 2)] = extensions[i].Name;\n                filters[(i * 2) + 1] = string.Join(\",\", extensions[i].Extensions);\n            }\n            return filters;\n        }\n    }\n}\n\n#endif\n"
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  {
    "path": "Assets/StandaloneFileBrowser/StandaloneFileBrowserLinux.cs",
    "content": "#if UNITY_STANDALONE_LINUX\n\nusing System;\nusing System.IO;\nusing System.Runtime.InteropServices;\nusing UnityEngine;\n\nnamespace SFB {\n\n    public class StandaloneFileBrowserLinux : IStandaloneFileBrowser {\n        \n        private static Action<string[]> _openFileCb;\n        private static Action<string[]> _openFolderCb;\n        private static Action<string> _saveFileCb;\n\n        [UnmanagedFunctionPointer(CallingConvention.StdCall)]\n        public delegate void AsyncCallback(string path);\n\n        [DllImport(\"StandaloneFileBrowser\")]\n        private static extern void DialogInit();\n        [DllImport(\"StandaloneFileBrowser\")]\n        private static extern IntPtr DialogOpenFilePanel(string title, string directory, string extension, bool multiselect);\n        [DllImport(\"StandaloneFileBrowser\")]\n        private static extern void DialogOpenFilePanelAsync(string title, string directory, string extension, bool multiselect, AsyncCallback callback);\n        [DllImport(\"StandaloneFileBrowser\")]\n        private static extern IntPtr DialogOpenFolderPanel(string title, string directory, bool multiselect);\n        [DllImport(\"StandaloneFileBrowser\")]\n        private static extern void DialogOpenFolderPanelAsync(string title, string directory, bool multiselect, AsyncCallback callback);\n        [DllImport(\"StandaloneFileBrowser\")]\n        private static extern IntPtr DialogSaveFilePanel(string title, string directory, string defaultName, string extension);\n        [DllImport(\"StandaloneFileBrowser\")]\n        private static extern void DialogSaveFilePanelAsync(string title, string directory, string defaultName, string extension, AsyncCallback callback);\n\n        public StandaloneFileBrowserLinux()\n        {\n            DialogInit();\n        }\n\n        public string[] OpenFilePanel(string title, string directory, ExtensionFilter[] extensions, bool multiselect) {\n            var paths = Marshal.PtrToStringAnsi(DialogOpenFilePanel(\n                title,\n                directory,\n                GetFilterFromFileExtensionList(extensions),\n                multiselect));\n            return paths.Split((char)28);\n        }\n\n        public void OpenFilePanelAsync(string title, string directory, ExtensionFilter[] extensions, bool multiselect, Action<string[]> cb) {\n            _openFileCb = cb;\n            DialogOpenFilePanelAsync(\n                title,\n                directory,\n                GetFilterFromFileExtensionList(extensions),\n                multiselect,\n                (string result) => { _openFileCb.Invoke(result.Split((char)28)); });\n        }\n\n        public string[] OpenFolderPanel(string title, string directory, bool multiselect) {\n            var paths = Marshal.PtrToStringAnsi(DialogOpenFolderPanel(\n                title,\n                directory,\n                multiselect));\n            return paths.Split((char)28);\n        }\n\n        public void OpenFolderPanelAsync(string title, string directory, bool multiselect, Action<string[]> cb) {\n            _openFolderCb = cb;\n            DialogOpenFolderPanelAsync(\n                title,\n                directory,\n                multiselect,\n                (string result) => { _openFolderCb.Invoke(result.Split((char)28)); });\n        }\n\n        public string SaveFilePanel(string title, string directory, string defaultName, ExtensionFilter[] extensions) {\n            return Marshal.PtrToStringAnsi(DialogSaveFilePanel(\n                title,\n                directory,\n                defaultName,\n                GetFilterFromFileExtensionList(extensions)));\n        }\n\n        public void SaveFilePanelAsync(string title, string directory, string defaultName, ExtensionFilter[] extensions, Action<string> cb) {\n            _saveFileCb = cb;\n            DialogSaveFilePanelAsync(\n                title,\n                directory,\n                defaultName,\n                GetFilterFromFileExtensionList(extensions),\n                (string result) => { _saveFileCb.Invoke(result); });\n        }\n\n        private static string GetFilterFromFileExtensionList(ExtensionFilter[] extensions) {\n            if (extensions == null) {\n                return \"\";\n            }\n\n            var filterString = \"\";\n            foreach (var filter in extensions) {\n                filterString += filter.Name + \";\";\n\n                foreach (var ext in filter.Extensions) {\n                    filterString += ext + \",\";\n                }\n\n                filterString = filterString.Remove(filterString.Length - 1);\n                filterString += \"|\";\n            }\n            filterString = filterString.Remove(filterString.Length - 1);\n            return filterString;\n        }\n    }\n}\n\n#endif"
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  {
    "path": "Assets/StandaloneFileBrowser/StandaloneFileBrowserMac.cs",
    "content": "#if UNITY_STANDALONE_OSX\n\nusing System;\nusing System.Runtime.InteropServices;\n\nnamespace SFB {\n    public class StandaloneFileBrowserMac : IStandaloneFileBrowser {\n        private static Action<string[]> _openFileCb;\n        private static Action<string[]> _openFolderCb;\n        private static Action<string> _saveFileCb;\n\n        [UnmanagedFunctionPointer(CallingConvention.StdCall)]\n        public delegate void AsyncCallback(string path);\n\n        [AOT.MonoPInvokeCallback(typeof(AsyncCallback))]\n        private static void openFileCb(string result) {\n            _openFileCb.Invoke(result.Split((char)28));\n        }\n\n        [AOT.MonoPInvokeCallback(typeof(AsyncCallback))]\n        private static void openFolderCb(string result) {\n            _openFolderCb.Invoke(result.Split((char)28));\n        }\n\n        [AOT.MonoPInvokeCallback(typeof(AsyncCallback))]\n        private static void saveFileCb(string result) {\n            _saveFileCb.Invoke(result);\n        }\n\n        [DllImport(\"StandaloneFileBrowser\")]\n        private static extern IntPtr DialogOpenFilePanel(string title, string directory, string extension, bool multiselect);\n        [DllImport(\"StandaloneFileBrowser\")]\n        private static extern void DialogOpenFilePanelAsync(string title, string directory, string extension, bool multiselect, AsyncCallback callback);\n        [DllImport(\"StandaloneFileBrowser\")]\n        private static extern IntPtr DialogOpenFolderPanel(string title, string directory, bool multiselect);\n        [DllImport(\"StandaloneFileBrowser\")]\n        private static extern void DialogOpenFolderPanelAsync(string title, string directory, bool multiselect, AsyncCallback callback);\n        [DllImport(\"StandaloneFileBrowser\")]\n        private static extern IntPtr DialogSaveFilePanel(string title, string directory, string defaultName, string extension);\n        [DllImport(\"StandaloneFileBrowser\")]\n        private static extern void DialogSaveFilePanelAsync(string title, string directory, string defaultName, string extension, AsyncCallback callback);\n\n        public string[] OpenFilePanel(string title, string directory, ExtensionFilter[] extensions, bool multiselect) {\n            var paths = Marshal.PtrToStringAnsi(DialogOpenFilePanel(\n                title,\n                directory,\n                GetFilterFromFileExtensionList(extensions),\n                multiselect));\n            return paths.Split((char)28);\n        }\n\n        public void OpenFilePanelAsync(string title, string directory, ExtensionFilter[] extensions, bool multiselect, Action<string[]> cb) {\n            _openFileCb = cb;\n            DialogOpenFilePanelAsync(\n                title,\n                directory,\n                GetFilterFromFileExtensionList(extensions),\n                multiselect,\n                openFileCb);\n        }\n\n        public string[] OpenFolderPanel(string title, string directory, bool multiselect) {\n            var paths = Marshal.PtrToStringAnsi(DialogOpenFolderPanel(\n                title,\n                directory,\n                multiselect));\n            return paths.Split((char)28);\n        }\n\n        public void OpenFolderPanelAsync(string title, string directory, bool multiselect, Action<string[]> cb) {\n            _openFolderCb = cb;\n            DialogOpenFolderPanelAsync(\n                title,\n                directory,\n                multiselect,\n                openFolderCb);\n        }\n\n        public string SaveFilePanel(string title, string directory, string defaultName, ExtensionFilter[] extensions) {\n            return Marshal.PtrToStringAnsi(DialogSaveFilePanel(\n                title,\n                directory,\n                defaultName,\n                GetFilterFromFileExtensionList(extensions)));\n        }\n\n        public void SaveFilePanelAsync(string title, string directory, string defaultName, ExtensionFilter[] extensions, Action<string> cb) {\n            _saveFileCb = cb;\n            DialogSaveFilePanelAsync(\n                title,\n                directory,\n                defaultName,\n                GetFilterFromFileExtensionList(extensions),\n                saveFileCb);\n        }\n\n        private static string GetFilterFromFileExtensionList(ExtensionFilter[] extensions) {\n            if (extensions == null) {\n                return \"\";\n            }\n\n            var filterString = \"\";\n            foreach (var filter in extensions) {\n                filterString += filter.Name + \";\";\n\n                foreach (var ext in filter.Extensions) {\n                    filterString += ext + \",\";\n                }\n\n                filterString = filterString.Remove(filterString.Length - 1);\n                filterString += \"|\";\n            }\n            filterString = filterString.Remove(filterString.Length - 1);\n            return filterString;\n        }\n    }\n}\n\n#endif"
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    "path": "Assets/StandaloneFileBrowser/StandaloneFileBrowserWindows.cs",
    "content": "#if UNITY_STANDALONE_WIN\n\nusing System;\nusing System.IO;\nusing System.Windows.Forms;\nusing System.Runtime.InteropServices;\nusing Ookii.Dialogs;\n\nnamespace SFB {\n    // For fullscreen support\n    // - WindowWrapper class and GetActiveWindow() are required for modal file dialog.\n    // - \"PlayerSettings/Visible In Background\" should be enabled, otherwise when file dialog opened app window minimizes automatically.\n\n    public class WindowWrapper : IWin32Window {\n        private IntPtr _hwnd;\n        public WindowWrapper(IntPtr handle) { _hwnd = handle; }\n        public IntPtr Handle { get { return _hwnd; } }\n    }\n\n    public class StandaloneFileBrowserWindows : IStandaloneFileBrowser {\n        [DllImport(\"user32.dll\")]\n        private static extern IntPtr GetActiveWindow();\n\n        public string[] OpenFilePanel(string title, string directory, ExtensionFilter[] extensions, bool multiselect) {\n            var fd = new VistaOpenFileDialog();\n            fd.Title = title;\n            if (extensions != null) {\n                fd.Filter = GetFilterFromFileExtensionList(extensions);\n                fd.FilterIndex = 1;\n            }\n            else {\n                fd.Filter = string.Empty;\n            }\n            fd.Multiselect = multiselect;\n            if (!string.IsNullOrEmpty(directory)) {\n                fd.FileName = GetDirectoryPath(directory);\n            }\n            var res = fd.ShowDialog(new WindowWrapper(GetActiveWindow()));\n            var filenames = res == DialogResult.OK ? fd.FileNames : new string[0];\n            fd.Dispose();\n            return filenames;\n        }\n\n        public void OpenFilePanelAsync(string title, string directory, ExtensionFilter[] extensions, bool multiselect, Action<string[]> cb) {\n            cb.Invoke(OpenFilePanel(title, directory, extensions, multiselect));\n        }\n\n        public string[] OpenFolderPanel(string title, string directory, bool multiselect) {\n            var fd = new VistaFolderBrowserDialog();\n            fd.Description = title;\n            if (!string.IsNullOrEmpty(directory)) {\n                fd.SelectedPath = GetDirectoryPath(directory);\n            }\n            var res = fd.ShowDialog(new WindowWrapper(GetActiveWindow()));\n            var filenames = res == DialogResult.OK ? new []{ fd.SelectedPath } : new string[0];\n            fd.Dispose();\n            return filenames;\n        }\n\n        public void OpenFolderPanelAsync(string title, string directory, bool multiselect, Action<string[]> cb) {\n            cb.Invoke(OpenFolderPanel(title, directory, multiselect));\n        }\n\n        public string SaveFilePanel(string title, string directory, string defaultName, ExtensionFilter[] extensions) {\n            var fd = new VistaSaveFileDialog();\n            fd.Title = title;\n\n            var finalFilename = \"\";\n\n            if (!string.IsNullOrEmpty(directory)) {\n                finalFilename = GetDirectoryPath(directory);\n            }\n\n            if (!string.IsNullOrEmpty(defaultName)) {\n                finalFilename += defaultName;\n            }\n\n            fd.FileName = finalFilename;\n            if (extensions != null) {\n                fd.Filter = GetFilterFromFileExtensionList(extensions);\n                fd.FilterIndex = 1;\n                fd.DefaultExt = extensions[0].Extensions[0];\n                fd.AddExtension = true;\n            }\n            else {\n                fd.DefaultExt = string.Empty;\n                fd.Filter = string.Empty;\n                fd.AddExtension = false;\n            }\n            var res = fd.ShowDialog(new WindowWrapper(GetActiveWindow()));\n            var filename = res == DialogResult.OK ? fd.FileName : \"\";\n            fd.Dispose();\n            return filename;\n        }\n\n        public void SaveFilePanelAsync(string title, string directory, string defaultName, ExtensionFilter[] extensions, Action<string> cb) {\n            cb.Invoke(SaveFilePanel(title, directory, defaultName, extensions));\n        }\n\n        // .NET Framework FileDialog Filter format\n        // https://msdn.microsoft.com/en-us/library/microsoft.win32.filedialog.filter\n        private static string GetFilterFromFileExtensionList(ExtensionFilter[] extensions) {\n            var filterString = \"\";\n            foreach (var filter in extensions) {\n                filterString += filter.Name + \"(\";\n\n                foreach (var ext in filter.Extensions) {\n                    filterString += \"*.\" + ext + \",\";\n                }\n\n                filterString = filterString.Remove(filterString.Length - 1);\n                filterString += \") |\";\n\n                foreach (var ext in filter.Extensions) {\n                    filterString += \"*.\" + ext + \"; \";\n                }\n\n                filterString += \"|\";\n            }\n            filterString = filterString.Remove(filterString.Length - 1);\n            return filterString;\n        }\n\n        private static string GetDirectoryPath(string directory) {\n            var directoryPath = Path.GetFullPath(directory);\n            if (!directoryPath.EndsWith(\"\\\\\")) {\n                directoryPath += \"\\\\\";\n            }\n            if (Path.GetPathRoot(directoryPath) == directoryPath) {\n                return directory;\n            }\n            return Path.GetDirectoryName(directoryPath) + Path.DirectorySeparatorChar;\n        }\n    }\n}\n\n#endif"
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    "path": "LICENSE",
    "content": "MIT License\n\nCopyright (c) 2019 Harry Kilian\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": "\n# UniPixelPlanet\n![color:ff69b4](https://img.shields.io/badge/licence-MIT-blue)\n![color:ff69b4](https://img.shields.io/badge/Unity-2020.2.x-red)\n![color:ff69b4](https://img.shields.io/badge/Unity-URP-green)\n\n<img src=\"https://user-images.githubusercontent.com/7788005/111736087-82884880-88c0-11eb-9850-6d56b5f0ecae.gif\" width=\"960\" alt=\"UniPixelPlanet Sample gif\">\n\nUniPixelPlanet is Pixel Planet generator (Made with Unity).\n\nPixelPlanet created with shader.\n\nTested with URP.（It will works with standard shader, but not tested)\n\n\n# DEMO\n \n [WebGL Demo](https://hmcgit.github.io/UniPixelPlanetWebGLDemo/)\n \n# Features\n  \n* Generate Planet \n ```\n Wet\n Dry\n Island\n No Atmosphere\n Gas Giant1\n Gas Giant2\n Ice\n Lava\n Asteroids\n Star\n ```\n* Random seed\n* Light origin\n* Rotation\n* Pixels\n* Pick Color and Gradation\n* Export png \n* Export spritesheet\n\n# Usage\n \nUse Prefab or Materials/Shaders.\n \n# Note\n \n![export1](https://user-images.githubusercontent.com/7788005/111735443-6506af00-88bf-11eb-9d60-6ff56987265c.png)\n![export2](https://user-images.githubusercontent.com/7788005/111735453-67690900-88bf-11eb-9907-41ed87bf2408.png)\n\n\n* Export : In some planet type ( Gas Giant2/Asterois/Stars ), export png and export spritesheets doesn't work properly.Image does not fit in area.\n\n# Using free assets\n \n* [Simple pixel art UI pack](https://kobliznik.itch.io/pixel-ui-pack) - UI Asset\n* [Unity Standalone File Browser](https://github.com/gkngkc/UnityStandaloneFileBrowser) - Save File Dialog \n* [Easy Color & Gradient Picker](https://assetstore.unity.com/packages/2d/gui/easy-color-gradient-picker-176831) - Color and Gradient Picker\n\n# Author\n\n* [hmcGit](https://github.com/hmcGit)\n \n# License\n \nUniPixelPlanet is under [MIT license](https://en.wikipedia.org/wiki/MIT_License).\n\n# Thanks\n\nAwesome tool PixelPlanet made with Godot by Deep-Fold.\n\nUniPixelPlanet is ported from PixelPlanet(Godot) .\n\n[PixelPlanets](https://github.com/Deep-Fold/PixelPlanets)\n"
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