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path: root/_appControlerShaderOnTriplanarMesh.cs
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using UnityEngine;

public class _appControlerShaderOnTriplanarMesh : MonoBehaviour
{
	public bool shadows;

	public bool forward_path = true;

	private bool panel_enabled;

	public float model_dir;

	private void Awake()
	{
		panel_enabled = true;
	}

	private void Update()
	{
		if (Input.GetKeyDown(KeyCode.P))
		{
			panel_enabled = !panel_enabled;
		}
	}

	private void OnGUI()
	{
		GUILayout.Space(10f);
		GUILayout.BeginVertical("box");
		GUILayout.Label(string.Empty + FPSmeter.fps);
		if (panel_enabled)
		{
			shadows = GUILayout.Toggle(shadows, "disable Unity's shadows");
			Light component = GameObject.Find("Directional light").GetComponent<Light>();
			component.shadows = ((!shadows) ? LightShadows.Soft : LightShadows.None);
			forward_path = GUILayout.Toggle(forward_path, "forward rendering");
			Camera component2 = GameObject.Find("Main Camera").GetComponent<Camera>();
			component2.renderingPath = (forward_path ? RenderingPath.Forward : RenderingPath.DeferredShading);
			GUILayout.Label("  Drag model/env to rotate");
			GUILayout.Label("  Wheel - zoom camera");
		}
		GUILayout.Label("  P - toggle panel");
		GUILayout.EndVertical();
	}
}