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| using System; | |
| using System.Reflection; | |
| using UnityEditor; | |
| using UnityEngine; | |
| using UnityEngine.InputSystem; | |
| [InitializeOnLoad] | |
| public class FullscreenGameWindow { | |
| #if UNITY_EDITOR |
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| import bpy | |
| from concurrent.futures import ThreadPoolExecutor | |
| bl_info = { | |
| "name": "Link Similar Meshes", | |
| "blender": (2, 80, 0), | |
| "category": "Object", | |
| "version": (1, 0, 1), | |
| "author": "dnnkeeper", | |
| "description": "Finds similar meshes in a scene and links their data", |
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| #define UNITY_SAMPLE_TEXCUBE(tex,coord) tex.Sample (sampler##tex,coord) | |
| #define UNITY_SAMPLE_TEXCUBE_LOD(tex,coord,lod) tex.SampleLevel (sampler##tex,coord, lod) | |
| inline half3 DecodeHDR(half4 data, half4 decodeInstructions, int colorspaceIsGamma) | |
| { | |
| // Take into account texture alpha if decodeInstructions.w is true(the alpha value affects the RGB channels) | |
| half alpha = decodeInstructions.w * (data.a - 1.0) + 1.0; | |
| // If Linear mode is not supported we can skip exponent part | |
| if(colorspaceIsGamma) |