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/////////////////////////////////////////////////////////////////////////////// | |
// ABOUT: A unity Shader .cginc to draw numbers in the fragment shader | |
// AUTHOR: Freya Holmér | |
// LICENSE: Use for whatever, commercial or otherwise! | |
// Don't hold me liable for issues though | |
// But pls credit me if it works super well <3 | |
// LIMITATIONS: There's some precision loss beyond 3 decimal places | |
// CONTRIBUTORS: yes please! if you know a more precise way to get | |
// decimal digits then pls lemme know! | |
// GetDecimalSymbolAt() could use some more love/precision |
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// https://forum.unity.com/threads/programming-tools-constrained-delaunay-triangulation.1066148/#post-9180485 | |
// https://en.wikipedia.org/wiki/Bowyer%E2%80%93Watson_algorithm | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class DelaunayTriangulation : MonoBehaviour | |
{ | |
public int VertexCount = 128; | |
Material _Material; | |
List<Triangle> _Triangles = new List<Triangle>(); |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class MeshCut | |
{ | |
private static Plane blade; | |
private static Transform victim_transform; | |
private static Mesh victim_mesh; |
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using Sirenix.OdinInspector; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
using System; | |
public class MyUnityObject : MonoBehaviour { | |
[InlineButton("AddNextAnimationSprite", "Add Next")] | |
[PreviewField(ObjectFieldAlignment.Left, Height = 50)] |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
using Object = UnityEngine.Object; | |
public class MaterialGradientDrawer : MaterialPropertyDrawer { | |
private int resolution; |
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// gist by Roystan (IronWarrior): https://gist.github.com/IronWarrior/005f649e443bf51b656729231d0b8af4 | |
// Video demo: https://twitter.com/DavigoGame/status/1300842800964018178 | |
// | |
// CONTRIBUTIONS: | |
// Mac and Linux support added by Creature Coding: https://creaturecoding.com/ | |
// | |
// PURPOSE: | |
// Unity does not permit a project to be open in two different editor instances. | |
// This can be frustrating when building projects with multiplayer networking, | |
// as it would require you to create a build every time you wish you test your netcode. |
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using System.Reflection; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
using ShadowResolution = UnityEngine.Rendering.Universal.ShadowResolution; | |
/// <summary> | |
/// Enables getting/setting URP graphics settings properties that don't have built-in getters and setters. |
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even_letters = "bcdfghlmnprstwx" | |
odd_letters = "aeiou" | |
def format_uid_digit (n, level): | |
if n != 0: | |
letters = odd_letters if (level & 1) else even_letters | |
base = len(letters) | |
s = format_uid_digit(n / base, level + 1) | |
return s + letters[(n % base)] | |
return "" |
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Shader "Custom/UIBlur" | |
{ | |
Properties | |
{ | |
[Toggle(IS_BLUR_ALPHA_MASKED)] _IsAlphaMasked("Image Alpha Masks Blur", Float) = 1 | |
[Toggle(IS_SPRITE_VISIBLE)] _IsSpriteVisible("Show Image", Float) = 1 | |
// Internally enforced by MAX_RADIUS | |
_Radius("Blur Radius", Range(0, 64)) = 1 |
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using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
using Unity.Mathematics; | |
using UnityEngine; | |
public class NativeMeshTest : MonoBehaviour | |
{ | |
private NativeArray<float3> vertexBuffer; | |
private Vector3[] vertexArray; |
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