I hereby claim:
- I am hilariouscow on github.
- I am hilariouscow (https://keybase.io/hilariouscow) on keybase.
- I have a public key whose fingerprint is D7E0 4954 0961 1466 0D8D 0845 43DC 7BB1 6526 D32A
To claim this, I am signing this object:
| Shader "BezzyLines/VertexTextureAlpha" { | |
| Properties { | |
| _MainTex ("Base (RGB)", 2D) = "white" {} | |
| } | |
| SubShader { | |
| Tags | |
| { | |
| "Queue"="Transparent" |
I hereby claim:
To claim this, I am signing this object:
| using UnityEngine; | |
| using System.Collections; | |
| public static class TransformExtensions | |
| { | |
| public static void SetLayer(this Transform trans, int layer) | |
| { | |
| trans.gameObject.layer = layer; | |
| foreach(Transform child in trans) | |
| child.SetLayer( layer); |
| //... | |
| public class MyScript : MonoBehaviour | |
| { | |
| [FloatRange(-1f,1f)] //using this will make the randomModulator appear with double handles. | |
| public FloatRange randomModulator; | |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| [CustomPropertyDrawer(typeof(IntRangeAttribute))] | |
| public class IntRangeDrawer : PropertyDrawer | |
| { | |
| public override float GetPropertyHeight(SerializedProperty property, GUIContent label) | |
| { |
| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| public static class BoundsHelperExtensions | |
| { | |
| public static Bounds WorldBounds<T>(this List<T> listOfThings) where T : MonoBehaviour | |
| { | |
| Bounds bounds = new Bounds(listOfThings[0].transform.position, Vector3.zero); | |
| foreach (T thing in listOfThings) |
| using UnityEngine; | |
| using System.Collections; | |
| public static class Vector3Extensions { | |
| public static Vector3 Flattened(this Vector3 vec, Vector3 planeNormal) | |
| { | |
| return Vector3.ProjectOnPlane(vec, planeNormal); | |
| } |
| public class OneOneOneTwoThree | |
| { | |
| bool[] Null(bool[] t) | |
| { | |
| return t;// lol | |
| } | |
| bool[] Swap(bool[] t) | |
| { | |
| bool[] s = new bool[4]; |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.IO; | |
| public static class PrefabLoader | |
| { | |
| //So, there's no "load all assets in directory" function in unity. | |
| //I guess this is to avoid people using Prefabs as "data blobs". | |
| //They'd rather you use ScriptableObjects... which is fine in some cases, |
| Shader "Unlit/VertexAlphaPlusColour" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| _Color("Color", Color) = (1,1,1,1) | |
| } | |
| SubShader | |
| { | |
| Tags { "Queue"="Transparent" "RenderType"="Opaque" } |