My Unity repo's git config as of today.
For more complex and complete alternatives, look at:
My Unity repo's git config as of today.
For more complex and complete alternatives, look at:
| # Unity | |
| *.cginc text | |
| *.cs diff=csharp text | |
| *.shader text | |
| # Unity YAML | |
| *.mat merge=unityyamlmerge eol=lf | |
| *.anim merge=unityyamlmerge eol=lf | |
| *.unity merge=unityyamlmerge eol=lf | |
| *.prefab merge=unityyamlmerge eol=lf |
| * text=auto | |
| # Unity files | |
| *.meta -text -merge=unityamlmerge | |
| *.unity -text -merge=unityamlmerge | |
| *.asset -text -merge=unityamlmerge | |
| *.prefab -text -merge=unityamlmerge | |
| # Image formats | |
| *.psd filter=lfs diff=lfs merge=lfs -text |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class MeshDestroy : MonoBehaviour | |
| { | |
| private bool edgeSet = false; | |
| private Vector3 edgeVertex = Vector3.zero; | |
| private Vector2 edgeUV = Vector2.zero; |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Profiling; | |
| public class KdTree<T> : IEnumerable<T>, IEnumerable where T : Component | |
| { | |
| protected KdNode _root; | |
| protected KdNode _last; |
| using UnityEngine; | |
| using UnityEditor; | |
| public class ReplaceMaterials : EditorWindow { | |
| static int goCount = 0, replaceCount = 0; | |
| private Material currentMaterial = null; | |
| private Material replaceMaterial = null; | |
| [MenuItem("Stuff/Replace Materials")] | |
| public static void ShowWindow() { | |
| EditorWindow.GetWindow(typeof(ReplaceMaterials)); |
| Shader "Custom/CurveDissolve" | |
| { | |
| Properties | |
| { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| _Noise("Noise", 2D) = "white" {} | |
| _CurveTexture("Curve texture", 2D) = "white" {} | |
| _Cutoff("Cutoff", Range(0,1)) = 0 | |
| _Glossiness ("Smoothness", Range(0,1)) = 0.5 |
| Shader "Unlit/Billboard" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| } | |
| SubShader | |
| { | |
| Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "DisableBatching" = "True" } |
| /* | |
| * | |
| * Adventure Creator | |
| * by Chris Burton, 2013-2019 | |
| * | |
| * "ActionTemplate.cs" | |
| * | |
| * This is a blank action template. | |
| * | |
| */ |
| #if 0 // self-compiling code | |
| gcc -std=c99 -Wall -Wextra -pedantic -Werror -g -O4 -march=native $0 -lm || exit 1 | |
| exec time ./a.out | |
| #endif | |
| // Blue Noise texture generation using the void-and-cluster algorithm | |
| // implemented by Martin Fiedler <keyj@emphy.de> | |
| // using an algorithm description written by Alan Wolfe: | |
| // https://blog.demofox.org/2019/06/25/generating-blue-noise-textures-with-void-and-cluster/ |