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| using UnityEngine; | |
| using System.Collections.Generic; | |
| // Written by Steve Streeting 2017 | |
| // License: CC0 Public Domain http://creativecommons.org/publicdomain/zero/1.0/ | |
| /// <summary> | |
| /// Component which will flicker a linked light while active by changing its | |
| /// intensity between the min and max values given. The flickering can be | |
| /// sharp or smoothed depending on the value of the smoothing parameter. |
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| Shader "Noise/WhiteNoise" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| _Color("Color",Color) = (1,1,1,1) | |
| } | |
| SubShader | |
| { |
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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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| void DrawBounds(Bounds b, float delay=0) | |
| { | |
| // bottom | |
| var p1 = new Vector3(b.min.x, b.min.y, b.min.z); | |
| var p2 = new Vector3(b.max.x, b.min.y, b.min.z); | |
| var p3 = new Vector3(b.max.x, b.min.y, b.max.z); | |
| var p4 = new Vector3(b.min.x, b.min.y, b.max.z); | |
| Debug.DrawLine(p1, p2, Color.blue, delay); | |
| Debug.DrawLine(p2, p3, Color.red, delay); |
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| /******************************************************************************* | |
| * Don't Be a Jerk: The Open Source Software License. | |
| * Adapted from: https://github.com/evantahler/Dont-be-a-Jerk | |
| ******************************************************************************* | |
| * _I_ am the software author - JohannesMP on Github. | |
| * _You_ are the user of this software. You might be a _we_, and that's OK! | |
| * | |
| * This is free, open source software. I will never charge you to use, | |
| * license, or obtain this software. Doing so would make me a jerk. | |
| * |
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| using System.Collections.Generic; | |
| using System.Linq; | |
| using UnityEditor; | |
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| [InitializeOnLoad] | |
| public class RenderingPipelineDefines | |
| { | |
| enum PipelineType |
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| using UnityEngine; | |
| using Medicine; | |
| class Player : MonoBehaviour | |
| { | |
| [Inject.Single] | |
| LevelManager levelManager { get; } | |
| [Inject.Single] | |
| Camera mainCamera { get; } |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEditor; | |
| public static class HighlightObjectUtil | |
| { | |
| [MenuItem("CONTEXT/Object/Ping!")] | |
| static void Ping(MenuCommand command) | |
| { |
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| /* | |
| A simple little editor extension to copy and paste all components | |
| Help from http://answers.unity3d.com/questions/541045/copy-all-components-from-one-character-to-another.html | |
| license: WTFPL (http://www.wtfpl.net/) | |
| author: aeroson | |
| advise: ChessMax | |
| editor: frekons | |
| */ | |
| #if UNITY_EDITOR |
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| Shader "WorldNormalFromDepthTexture" | |
| { | |
| Properties { | |
| [KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
| LOD 100 |
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