This gist shows how to create a GIF screencast using only free OS X tools: QuickTime, ffmpeg, and gifsicle.
To capture the video (filesize: 19MB), using the free "QuickTime Player" application:
Shader "Sprites/EmissiveSpriteShaderClamped" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_SelfIllum("Self Illumination",Range(0.0,1.0)) = 0.0 | |
_FlashAmount("Flash Amount",Range(0.0,1.0)) = 0.0 | |
_Color("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0 | |
_EmissionMap("Emission Map", 2D) = "black"{} |
Shader "Sprites/EmissiveSpriteShader" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_SelfIllum("Self Illumination",Range(0.0,1.0)) = 0.0 | |
_FlashAmount("Flash Amount",Range(0.0,1.0)) = 0.0 | |
[PerRendererData] _Color("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0 | |
_EmissionMap("Emission Map", 2D) = "black"{} |
// An outline shader made for Unity with the help of @OverlandGame by @miichidk | |
// It adjusts the size of the outline to automatically accomodate screen width and camera distance. | |
// See how it looks here: https://twitter.com/OverlandGame/status/791035637583388672 | |
// How to use: Create a material which uses this shader, and apply this material to any meshrenderer as second material. | |
Shader "OutlineShader" | |
{ | |
Properties | |
{ | |
_Width ("Width", Float ) = 1 | |
_Color ("Color", Color) = (1,1,1,1) |
/* | |
Basic Sprite Shader for aligning pixel art to the same grid, based on the Unity Sprite Shader. | |
Create one Material where you assign the same Pixels Per Unit value you use on your imported Sprites, | |
then reuse this Material on all appropriate Sprite Renderers. | |
(You can use Shader.SetGlobalFloat to set that Pixels Per Unit value for all your shaders: | |
https://docs.unity3d.com/ScriptReference/Shader.SetGlobalFloat.html) | |
This is not for scaled or rotated artwork. If you need those features, look at low res render textures. | |
Use this however you want. |
#content { | |
padding-top: 20px; | |
} | |
i[class^="icon-"].large { | |
font-size: 64px; | |
} | |
.text-right { | |
text-align: right; |
public float Acceleration { get; set; } | |
public void Update(GameTime gameTime) | |
{ | |
var additionalVelocity = new Vector2((float)Mat.Cos(Rotation) * Acceleration, (float)Math.Sin(Rotation) * Acceleration); | |
var newVelocity = CurrentVelocity + additionalVelocity; | |
if (Math.Abs(newVelocity.DistanceTo(Vector2.Zero)) <= 250) | |
{ |
var parser = document.createElement('a'); | |
parser.href = "http://example.com:3000/pathname/?search=test#hash"; | |
parser.protocol; // => "http:" | |
parser.hostname; // => "example.com" | |
parser.port; // => "3000" | |
parser.pathname; // => "/pathname/" | |
parser.search; // => "?search=test" | |
parser.hash; // => "#hash" | |
parser.host; // => "example.com:3000" |
$dontcare = git fetch origin --prune | |
$branches = git branch -a --merged | | |
?{$_ -match "remotes\/origin"} | | |
?{$_ -notmatch "\/master"} | | |
%{$_.Replace("remotes/origin/", "").Trim() } | |
if (-not $branches) { | |
echo "No merged branches detected" | |
exit 0 | |
} |
using System; | |
using System.Dynamic; | |
using Massive; | |
namespace MassiveFluently.Expressions { | |
public class All {} | |
public class First {} | |
public class Last {} | |
} | |
namespace MassiveFluently { |