autopy - simple, cross-platform GUI automation toolkit. MIT - https://github.com/msanders/autopy/
- 432 stars, 102 forks, 2950 monthly downloads at 2015-05-13
- GUI toolkit agnostic
| using UnityEngine; | |
| using UnityEditor; | |
| using System.IO; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| public class CleanUpWindow : EditorWindow | |
| { | |
| bool groupEnabled = true; | |
| List<string> usedAssets = new List<string>(); |
| using UnityEngine; | |
| using System.Collections; | |
| // full reference: http://docs.unity3d.com/ScriptReference/WWW.html | |
| // usage: place this on a gameObject with Mesh Filter and Mesh Renderer (e.g. a Quad, a Plane, a Cube) | |
| // NOTE: this does NOT work in Web Player (browser security sandbox) | |
| public class DemoWebcam : MonoBehaviour { |
autopy - simple, cross-platform GUI automation toolkit. MIT - https://github.com/msanders/autopy/
| using UnityEngine; | |
| using System.Collections; | |
| using UnityEngine.VR; // we need this line here for InputTracking and VRSettings functions | |
| // USAGE: put this on a thing you want the player to look at! | |
| // this code will enable that thing to know if it is being looked at! | |
| [RequireComponent (typeof(Collider)) ] // this thing needs a collider if we should look at it | |
| public class RaycastTargetTrigger : MonoBehaviour { |
| using UnityEngine; | |
| using System.Collections; | |
| using UnityEngine.VR; // you always need this to use special VR functions | |
| public class VRUtility : MonoBehaviour { | |
| // Use this for initialization | |
| public void Start () { | |
| // set render quality to 50%, sacrificing visual quality for higher FPS |
| using UnityEngine; | |
| using UnityEditor; | |
| using System; | |
| using System.Collections; | |
| [CustomPreview(typeof(YourCustomScriptableObject))] // THIS IS VERY IMPORTANT, this is so the editor knows what this is supposed to be previewing at all | |
| public class SkinnedMeshObjectPreviewExample : ObjectPreview { | |
| PreviewRenderUtility m_PreviewUtility; |
| /*** | |
| Create MaxScript .api file for use with the automcomplete feature of the MaxScript editor. | |
| Originally Created by: | |
| James Haywood | |
| http://apps.jhaywood.com/blog/ | |
| Updated by Matt Ostgard | |
| ***/ | |
| ( |
| // this code is under MIT License, by Robert Yang + others (credits in comments) | |
| // a lot of this is based on http://wiki.unity3d.com/index.php?title=SkinnedMeshCombiner | |
| // but I removed the atlasing stuff because I don't need it | |
| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.Linq; |
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand