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// this code is under MIT License, by Robert Yang + others (credits in comments) | |
// a lot of this is based on http://wiki.unity3d.com/index.php?title=SkinnedMeshCombiner | |
// but I removed the atlasing stuff because I don't need it | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; |
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using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.Collections; | |
[CustomPreview(typeof(YourCustomScriptableObject))] // THIS IS VERY IMPORTANT, this is so the editor knows what this is supposed to be previewing at all | |
public class SkinnedMeshObjectPreviewExample : ObjectPreview { | |
PreviewRenderUtility m_PreviewUtility; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using System.Linq; | |
using System.IO; | |
public class CubemapTextureBuilder : EditorWindow | |
{ | |
[MenuItem("Tools/Cubemap Builder")] |
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using System; | |
using System.Threading; | |
using System.Threading.Tasks; | |
namespace MarcosPereira.UnityUtilities { | |
/// <summary> | |
/// A replacement for `Task.Run()` that cancels tasks when exiting play | |
/// mode, which Unity doesn't do by default. | |
/// Also registers a UnobservedTaskException handler to prevent exceptions | |
/// from being swallowed in both Tasks and SafeTasks, when these are |
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Shader "UI/BlurImage" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
[Space(50)] | |
_BlurX ("X Blur", Range(0.0, 0.5)) = 0.001 | |
_BlurY ("Y Blur", Range(0.0, 0.5)) = 0.001 |
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Shader "Name" { | |
Properties { | |
_Name ("display name", Range (min, max)) = number | |
_Name ("display name", Float) = number | |
_Name ("display name", Int) = number | |
_Name ("display name", Color) = (number,number,number,number) | |
_Name ("display name", Vector) = (number,number,number,number) |
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public static class ExtensionMethods | |
{ | |
public static TaskAwaiter GetAwaiter(this AsyncOperation asyncOp) | |
{ | |
var tcs = new TaskCompletionSource<object>(); | |
asyncOp.completed += obj => { tcs.SetResult(null); }; | |
return ((Task)tcs.Task).GetAwaiter(); | |
} | |
} |
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using UnityEngine.UI; | |
using System.Collections.Generic; | |
using System; | |
using UnityEngine; | |
public class VertBend : BaseMeshEffect | |
{ | |
public override void ModifyMesh(VertexHelper vh) | |
{ | |
if(!IsActive()) return; |
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// Code ported from https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/ | |
// Note this implementation does not support different block types or block normals | |
// The original author describes how to do this here: https://0fps.net/2012/07/07/meshing-minecraft-part-2/ | |
const int CHUNK_SIZE = 32; | |
// These variables store the location of the chunk in the world, e.g. (0,0,0), (32,0,0), (64,0,0) |
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/* Original code[1] Copyright (c) 2022 Shane Celis[2] | |
Licensed under the MIT License[3] | |
[1]: https://gist.github.com/shanecelis/f0e295b12ec1ab09f67ad5980ac9b324 | |
[2]: https://twitter.com/shanecelis | |
[3]: https://opensource.org/licenses/MIT | |
*/ | |
using System; | |
using System.Collections.Generic; |
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