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// blur shader from https://stackoverflow.com/questions/29030321/unity3d-blur-the-background-of-a-ui-canvas | |
// added toggle https://forum.unity.com/threads/shader-properties-no-bool-support.157580/#post-3013337 | |
Shader "Custom/TintedUIBlur" { | |
Properties { | |
_Size("Blur", Range(0, 30)) = 3 | |
[HideInInspector] _MainTex("Masking Texture", 2D) = "white" {} | |
_AdditiveColor("Additive Tint color", Color) = (0, 0, 0, 0) | |
_MultiplyColor("Multiply Tint color", Color) = (1, 1, 1, 1) | |
[Toggle(MAKE_DESATURATED)] _MakeDesaturated ("Desaturate", Float) = 0 |
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#!/bin/zsh | |
# pkgAndNotarize.sh | |
# 2019 - Armin Briegel - Scripting OS X | |
# place a copy of this script in in the project folder | |
# when run it will build for installation, | |
# create a pkg from the product, | |
# upload the pkg for notarization and monitor the notarization status |
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using System; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
using VRM; | |
public class BlendShapeAnimationExpoter : EditorWindow | |
{ | |
//対象のVRMBlendShapeProxy | |
public VRMBlendShapeProxy proxy; | |
public string savePath; |
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<linker> | |
<assembly fullname="System"> | |
<type fullname="System.ComponentModel.TypeConverter" preserve="all"/> | |
<type fullname="System.ComponentModel.ArrayConverter" preserve="all"/> | |
<type fullname="System.ComponentModel.BaseNumberConverter" preserve="all"/> | |
<type fullname="System.ComponentModel.BooleanConverter" preserve="all"/> | |
<type fullname="System.ComponentModel.ByteConverter" preserve="all"/> | |
<type fullname="System.ComponentModel.CharConverter" preserve="all"/> | |
<type fullname="System.ComponentModel.CollectionConverter" preserve="all"/> | |
<type fullname="System.ComponentModel.ComponentConverter" preserve="all"/> |
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using System.Collections.Generic; | |
using UnityEngine; | |
namespace Util | |
{ | |
public class KeyCodes | |
{ | |
public const int VK_ABNT_C1 = 0xC1;// Abnt C1 | |
public const int VK_ABNT_C2 = 0xC2;// Abnt C2 | |
public const int VK_ADD = 0x6B;// Numpad + |
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#if UNITY_EDITOR | |
var mockLoginDialog = GameObject.FindObjectOfType<Facebook.Unity.Editor.Dialogs.MockLoginDialog>(); | |
if (mockLoginDialog != null) { | |
typeof(Facebook.Unity.Editor.Dialogs.MockLoginDialog).GetField("accessToken", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance).SetValue(mockLoginDialog, "your_access_token"); | |
typeof(Facebook.Unity.Editor.Dialogs.MockLoginDialog).GetMethod("SendSuccessResult", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance).Invoke(mockLoginDialog, null); | |
MonoBehaviour.Destroy(mockLoginDialog); | |
} | |
#endif |
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32-128,12288-12543,12448-12543,65280-65519,19968,19971,19977,19978,19979,20013,20061,20108,20116,20154,20241,20808,20837,20843,20845,20870,20986,21147,21313,21315,21475,21491,21517,22235,22303,22805,22823,22825,22899,23376,23383,23398,23567,23665,24029,24038,24180,25163,25991,26085,26089,26376,26408,26412,26449,26519,26657,26862,27491,27671,27700,28779,29356,29577,29579,29983,30000,30007,30010,30333,30334,30446,30707,31354,31435,31481,31992,32819,33457,33609,34411,35211,35997,36196,36275,36554,37329,38632,38738,38899,19975,20024,20132,20140,20170,20250,20307,20309,20316,20803,20804,20809,20844,20869,20908,20992,20998,20999,21069,21271,21320,21322,21335,21407,21451,21476,21488,21512,21516,22238,22259,22269,22290,22320,22580,22768,22770,22799,22806,22810,22812,22826,22969,22985,23460,23478,23546,23569,23721,24037,24066,24112,24195,24215,24339,24341,24351,24369,24375,24403,24418,24460,24515,24605,25144,25165,25945,25968,26032,26041,26126,26143,26149,26172,26178,26228,26332,26360,26397,26469,26481,27005,27468,274 |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.IO; | |
public class PlatformSwitcher | |
{ | |
[MenuItem("Platform/PC, Mac and Linux Standalone")] | |
static void SwitchPlatformToDesktop() | |
{ |
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using UnityEngine; | |
using System.Collections; | |
[ExecuteInEditMode] | |
public class visibleCollider : MonoBehaviour { | |
// The Collider itself | |
private EdgeCollider2D thisCollider; | |
// array of collider points | |
private Vector2[] points; |
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using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
namespace BSGTools { | |
namespace EditorUtilities { | |
public class ZeroAll : Editor { | |
[MenuItem("GameObject/Reset/Zero All %&a")] | |
static void ResetAll() { | |
GameObject[] selection = Selection.gameObjects; |
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