This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Used to generate Texture Array asset | |
// Menu button is available in GameObject > Create Texture Array | |
// See CHANGEME in the file | |
using UnityEngine; | |
using UnityEditor; | |
public class TextureArray : MonoBehaviour { | |
[MenuItem("GameObject/Create Texture Array")] | |
static void Create() |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Credits: John Stewien | |
// From: http://code.cheesydesign.com/?p=572 | |
/* | |
Reading the Portable Executable (PE) header in C# | |
My job consists of writing fully custom applications for groups of people. The time pressure of these projects is quite high, so generally people start using the application while I’m still writing it, which means I write it modularly and add features as I go along. I also fix bugs as they are discovered. My clients are 2 tiered where expert users get a new build first, they test if for a while, and if they think it’s acceptable they then pass it on to others. | |
This method of distribution is quite ad-hoc so when a client rings me up and asks me to view their screen to look at something, it’s useful to know what build they are running. To facillitate this I print the link date in the main Window Title so I instantly have an idea about how old the version is that I am looking at. This date is calculated at run time. To do this requires reading in the Portable Executable (PE) header from th |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEditor; | |
using System.Linq; | |
/// This just exposes the Sorting Layer / Order in MeshRenderer since it's there | |
/// but not displayed in the inspector. Getting MeshRenderer to render in front | |
/// of a SpriteRenderer is pretty hard without this. | |
[CustomEditor(typeof(MeshRenderer))] | |
public class MeshRendererSortingEditor : Editor | |
{ |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Developed by Tom Kail at Inkle | |
// Released under the MIT Licence as held at https://opensource.org/licenses/MIT | |
// Must be placed within a folder named "Editor" | |
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using UnityEditor; | |
using UnityEngine; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/// <summary> | |
/// A celestial body that exists in a solar system | |
/// See http://www.stjarnhimlen.se/comp/ppcomp.html | |
/// </summary> | |
public abstract class CelestialBody | |
{ | |
/// <summary> | |
/// The day number | |
/// </summary> | |
public static float d; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// This file is in the public domain. Where | |
// a public domain declaration is not recognized, you are granted | |
// a license to freely use, modify, and redistribute this file in | |
// any way you choose. | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// Unity remake of a fake volumetric light glow effect |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<Style | |
x:Key="ButtonFocusVisual"> | |
<Setter | |
Property="Control.Template"> | |
<Setter.Value> | |
<ControlTemplate> | |
<Rectangle Margin="2" SnapsToDevicePixels="true" Stroke="{DynamicResource {x:Static SystemColors.ControlTextBrushKey}}" StrokeThickness="1" StrokeDashArray="1 2" /> | |
</ControlTemplate> | |
</Setter.Value> | |
</Setter> |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Custom/Pearlescent" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_ColorDirect("Indirect Color", Color) = (1,1,1,1) | |
//_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
_Iterations("Iridescence Function Iterations (Power)", Range(0,20)) = 5 | |
} | |
SubShader { |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Custom/Pearlescent" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_ColorDirect("Indirect Color", Color) = (1,1,1,1) | |
_Iterations("Iridescence Function Iterations (Power)", Range(0,10)) = 5 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/// <summary> | |
/// Algo from: https://stackoverflow.com/questions/22583391/peak-signal-detection-in-realtime-timeseries-data/22771985 | |
/// </summary> | |
public static (IList<double> avg, IList<double> sd, IList<int> detected) | |
ThresholdingAlgo(this IList<double> values, int windowSize, double threshold, double influence){ | |
//number in constructor represent capacity, not size | |
var avg = new List<double>(values.Count); | |
var mad = new List<double>(values.Count); | |
var filteredValues = new List<double>(values.Count); //used for calculating avg and sd |