OpenTK suited tutorial, OpenTK allows you to use OpenGL in C#
good explanation videos
good explanation slides
#include "Bounding26Dop.h" | |
#include "Math/UnrealMathUtility.h" | |
#include "Containers/UnrealString.h" | |
#include "Logging/LogMacros.h" | |
#include "Engine/Polys.h" | |
#include "DrawDebugHelpers.h" | |
#include "GenericPlatform/GenericPlatformMath.h" | |
#include "Async/ParallelFor.h" | |
#include "Serialization/StructuredArchiveFormatter.h" |
// Unity screen grayscale grabpass overlay shader for Unity's default quad mesh that can be put onto objects. | |
// Due to frustum culling it is only visible if the quad is in camera's view. | |
// If you want it to be visible more you can scale the the quad transform up to make the bounding box/sphere bigger. | |
// If you need this grayscale effect all the time, it would make more sense to instead use post processing shader/stack. | |
// license: Unlicense | |
Shader "FX/Screen Gray" | |
{ | |
Properties | |
{ |
using System; | |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using System.IO; | |
using System.Linq; | |
using System.Windows.Forms; | |
namespace wcclitedumper | |
{ | |
class Program |
using System; | |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using System.IO; | |
using System.Linq; | |
using System.Windows.Forms; | |
namespace wcclitedumper | |
{ | |
class Program |
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) |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.ComponentModel; | |
using System.Linq; | |
using System.Text; | |
using System.Text.RegularExpressions; | |
/// <summary> | |
/// Version 2017-07-08 (yyyy-MM-dd) |
using System.Collections.Generic; | |
using UnityEngine; | |
/// <summary> | |
/// Version: 2017-07-06 (yyyy-MM-dd) | |
/// Many useful Unity3D extensions I've made over the years. | |
/// All in one class. | |
/// </summary> | |
public static class NeitriUnityExtensions | |
{ |
OpenTK suited tutorial, OpenTK allows you to use OpenGL in C#
good explanation videos
good explanation slides
using System; | |
using UnityEngine; | |
public static class ApplicationState | |
{ | |
/// <summary> | |
/// Is editor either currently in play mode, or about to switch to it? | |
/// </summary> | |
public static bool isPlayingOrWillChangePlaymode { get { return Application.isEditor ? InternalEditorState.isPlayingOrWillChangePlaymode : true; } } | |
/// <summary> |
If user is able to type date in text, do show the date format somewhere, i.e.:
Start Date: <input type="text" name="start_date" placeholder="yyyy-MM-dd">
Start Date <small>yyy-MM-dd</small>: <input type="text" name="start_date">
Start Date: <input type="text" name="start_date" alt="yyy-MM-dd">