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| /** | |
| * Author: David Asmuth | |
| * Contact: [email protected] | |
| * License: Public domain | |
| * | |
| * Converts the .fbx model | |
| * from Blender orientation system (Z is up, Y is forward) | |
| * to the Unity3D orientation system (Y is up, Z is forward) | |
| */ | |
| using System.IO; |
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| // Blend Add Shader (as used in Diablo 3) | |
| // Uses the alpha channel to determine if the pixel needs to be blended additively or by transparency. | |
| // Is a good way prevent the additive buildup that makes a scene with a lot of particle effects white and unreadable while still having some particle texture features. | |
| // Idea by Julian Love - http://www.gdcvault.com/play/1017660/Technical-Artist-Bootcamp-The-VFX | |
| Shader "Custom/Blend Add Particle Test" | |
| { | |
| Properties | |
| { | |
| _MainTex("Base (RGB) Trans (A)", 2D) = "white" {} | |
| _BlendThreshold("Blend Treshold (0.0:Additive, 1.0:Trasparency)", Range(0.0, 1.0)) = 0.5 |
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| ## Unity ## | |
| *.cs diff=csharp text | |
| *.cginc text | |
| *.shader text | |
| *.mat merge=unityyamlmerge eol=lf | |
| *.anim merge=unityyamlmerge eol=lf | |
| *.unity merge=unityyamlmerge eol=lf | |
| *.prefab merge=unityyamlmerge eol=lf |
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| Shader "Custom/BasicGradient" | |
| { | |
| Properties | |
| { | |
| _TopColor ("Top Color", Color) = (1, 1, 1, 1) | |
| _BottomColor ("Bottom Color", Color) = (1, 1, 1, 1) | |
| _RampTex ("Ramp Texture", 2D) = "white" {} | |
| } | |
| SubShader |
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| How to Completely Remove Android Studio | |
| Execute these commands from the terminal | |
| rm -Rf /Applications/Android\ Studio.app | |
| rm -Rf ~/Library/Preferences/AndroidStudio* | |
| rm ~/Library/Preferences/com.google.android.studio.plist | |
| rm -Rf ~/Library/Application\ Support/AndroidStudio* | |
| rm -Rf ~/Library/Logs/AndroidStudio* |
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| // | |
| // Created 8/26/2015 00:23:25 | |
| // Copyright © Hexagon Star Softworks. All Rights Reserved. | |
| // http://www.hexagonstar.com/ | |
| // | |
| using System; | |
| using System.Collections; | |
| using UnityEngine; |
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| # Install Haxe using Brew and set the haxelib path | |
| brew install haxe | |
| haxelib setup /usr/local/Cellar/haxe/lib | |
| # Install lime | |
| haxelib install lime | |
| # Install lime tools | |
| haxelib install format | |
| haxelib install svg |
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| (function() { | |
| // see code in action: https://jsfiddle.net/desaroxx/jp4pmd2u/ | |
| /* Configuration variables */ | |
| var MAX_COLOR = 200; // Max value for a color component | |
| var MIN_COLOR = 120; // Min value for a color component | |
| var FILL_CHANCE = 0.5; // Chance of a square being filled [0, 1] | |
| var SQUARE = 80; // Size of a grid square in pixels | |
| var GRID = 5; // Number of squares width and height |
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| Shader "Custom/Flow Map" | |
| { | |
| Properties | |
| { | |
| [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
| _Color ("Tint", Color) = (1,1,1,1) | |
| // Flow | |
| _FlowMap ("Flow Map", 2D) = "white" {} | |
| _FlowSpeed ("Flow Speed", float) = 0.05 |
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| Pry.config.editor = "vim --noplugin" | |
| if defined?(PryByebug) | |
| Pry.commands.alias_command 'c', 'continue' | |
| Pry.commands.alias_command 's', 'step' | |
| Pry.commands.alias_command 'n', 'next' | |
| Pry.commands.alias_command 'f', 'finish' | |
| Pry.commands.alias_command 'b', 'break' | |
| Pry.commands.alias_command 'bda', 'break --disable-all' | |
| end |