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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System; | |
using System.Linq; | |
using System.Reflection; | |
[InitializeOnLoad] | |
public class RXLookingGlass | |
{ |
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using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine; | |
public static class AutoFitBoxCollider | |
{ | |
[MenuItem("Tools/Autofit BoxCollider")] | |
private static void AutoFitBoxCollider() | |
{ | |
var gos = Selection.gameObjects; |
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using Stride.Games; | |
using Stride.Rendering; | |
using System; | |
using Stride.Core.Serialization; | |
using Stride.Core; | |
using Stride.Physics; | |
using System.Collections.Generic; | |
using Stride.Core.Mathematics; | |
public static class MeshExtensions |
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public class YourGameDefinition : Stride.Engine.Game | |
{ | |
protected override void BeginRun() | |
{ | |
base.BeginRun(); | |
foreach( var feature in SceneSystem.GraphicsCompositor.RenderFeatures ) | |
{ | |
if( feature is MeshRenderFeature meshRf ) | |
{ | |
meshRf.ComputeFallbackEffect += FallbackForAsyncCompilation; |
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using ImmoApocalypse.Code.Core.Structs; | |
using Stride.Core; | |
using Stride.Engine; | |
using System; | |
using System.Windows.Media.Animation; | |
namespace Core; | |
[DataContract(nameof(AnimationEvent))] | |
[AllowMultipleComponents] |
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using System.Collections.Generic; | |
using UnityEngine.Rendering.Universal; | |
using UnityEngine.Rendering; | |
using UnityEngine.Scripting.APIUpdating; | |
namespace UnityEngine.Experimental.Rendering.Universal | |
{ | |
[MovedFrom("UnityEngine.Experimental.Rendering.LWRP")] public class RenderObjectsPass : ScriptableRenderPass | |
{ | |
RenderQueueType renderQueueType; |
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using System.Collections.Generic; | |
using UnityEngine.Rendering.Universal; | |
using UnityEngine.Rendering; | |
using UnityEngine.Scripting.APIUpdating; | |
namespace UnityEngine.Experimental.Rendering.Universal | |
{ | |
[MovedFrom("UnityEngine.Experimental.Rendering.LWRP")]public enum RenderQueueType | |
{ | |
Opaque, |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class getBonesPath : MonoBehaviour { | |
public Transform obj; | |
public AnimationClip _clip; | |
public bool isOn; |
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// Original shader by @bgolus, modified slightly by @alexanderameye for URP, modified slightly more | |
// by @gravitonpunch for ECS/DOTS/HybridRenderer. | |
// https://twitter.com/bgolus | |
// https://medium.com/@bgolus/the-quest-for-very-wide-outlines-ba82ed442cd9 | |
// https://alexanderameye.github.io/ | |
// https://twitter.com/alexanderameye/status/1332286868222775298 | |
Shader "Hidden/Outline" | |
{ | |
Properties |
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Shader "Lightbeam/Lightbeam" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_Width ("Width", Float) = 8.71 | |
_Tweak ("Tweak", Float) = 0.65 | |
} | |
SubShader { | |
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True"} | |
Pass { |
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