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belzecue / spriteGlitch.shader
Created April 27, 2019 18:31 — forked from smkplus/spriteGlitch.shader
A glitch effect shader for Sprites in Unity3D
//Copyright (c) 2014 Tilman Schmidt (@KeyMaster_)
//Permission is hereby granted, free of charge, to any person obtaining a copy
//of this software and associated documentation files (the "Software"), to deal
//in the Software without restriction, including without limitation the rights
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions:
//The above copyright notice and this permission notice shall be included in
@belzecue
belzecue / EasingFunctions.cs
Created April 30, 2019 17:51 — forked from cjddmut/EasingFunctions.cs
Easing Functions for Unity3D
/*
* Created by C.J. Kimberlin
*
* The MIT License (MIT)
*
* Copyright (c) 2019
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnByOctree : MonoBehaviour
{
[Header("Spawn Prefab")]
public GameObject prefab;
[Header("Octree Setup")]
public float radius = 10;
#ifndef NOISE_SIMPLEX_FUNC
#define NOISE_SIMPLEX_FUNC
/*
Description:
Array- and textureless CgFx/HLSL 2D, 3D and 4D simplex noise functions.
a.k.a. simplified and optimized Perlin noise.
The functions have very good performance
and no dependencies on external data.
@belzecue
belzecue / PoseManager.cs
Created August 20, 2019 17:04 — forked from Seneral/PoseManager.cs
Allows to save, export, import and restore a SkinnedMeshRenderer's bone transformation state (aka pose). This includes resetting to the initial model pose. Put PoseManagerEditor.cs in an editor folder.
using UnityEngine;
using System;
using System.Linq;
using System.Collections.Generic;
[ExecuteInEditMode]
public class PoseManager : MonoBehaviour
{
public SkinnedMeshRenderer skinnedRenderer;
public List<RigPose> poses = new List<RigPose> ();
@belzecue
belzecue / SerializableAction.cs
Created August 20, 2019 17:05 — forked from Seneral/SerializableAction.cs
Fully capable SerializableAction for Unity. Supports targets of both UnityEngine.Object and System.Object and one-layer serialization of unserializable types. Supports static and generic methods and classes; Supports most anonymous actions, fully capable of using the context. Support: forum.unity3d.com/threads/406299
namespace SerializableActionHelper
{
using UnityEngine;
using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using System.Reflection;
using UnityEngine;
using UnityEditor;
/// <summary>
/// Hierarchy Window Group Header
/// http://diegogiacomelli.com.br/unitytips-hierarchy-window-group-header
/// </summary>
[InitializeOnLoad]
public static class HierarchyWindowGroupHeader
{
using UnityEngine;
using UnityEditor;
/// <summary>
/// Scene preview data.
/// http://diegogiacomelli.com.br/unitytips-scene-preview-window
/// </summary>
public class ScenePreviewData
{
Texture2D _texture;
using UnityEditor;
using UnityEngine;
/// <summary>
/// Hierarchy window game object icon.
/// http://diegogiacomelli.com.br/unitytips-hierarchy-window-gameobject-icon/
/// </summary>
[InitializeOnLoad]
public static class HierarchyWindowGameObjectIcon
{
using UnityEditor;
using UnityEngine;
// <summary>
/// Hierarchy Window Layer Info
/// http://diegogiacomelli.com.br/unitytips-hierarchy-window-layer-info/
/// </summary>
[InitializeOnLoad]
public static class HierarchyWindowLayerInfo
{