Last major update: 25.08.2020
- Что такое авторизация/аутентификация
- Где хранить токены
- Как ставить куки ?
- Процесс логина
- Процесс рефреш токенов
- Кража токенов/Механизм контроля токенов
| // | |
| // Based on Unity's "ProjectorMultiply" shader: | |
| // Slightly modified to apply effect only when the surface is pointing up. | |
| // | |
| // Upgrade NOTE: replaced '_Projector' with 'unity_Projector' | |
| // Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip' | |
| Shader "Projector/BlobShadow" { | |
| Properties { |
| // Blend Add Shader (as used in Diablo 3) | |
| // Uses the alpha channel to determine if the pixel needs to be blended additively or by transparency. | |
| // Is a good way prevent the additive buildup that makes a scene with a lot of particle effects white and unreadable while still having some particle texture features. | |
| // Idea by Julian Love - http://www.gdcvault.com/play/1017660/Technical-Artist-Bootcamp-The-VFX | |
| Shader "Custom/Blend Add Particle Test" | |
| { | |
| Properties | |
| { | |
| _MainTex("Base (RGB) Trans (A)", 2D) = "white" {} | |
| _BlendThreshold("Blend Treshold (0.0:Additive, 1.0:Trasparency)", Range(0.0, 1.0)) = 0.5 |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| using System; | |
| using System.Linq; | |
| using System.Reflection; | |
| [InitializeOnLoad] | |
| public class RXLookingGlass | |
| { |