Attention: the list was moved to
https://github.com/dypsilon/frontend-dev-bookmarks
This page is not maintained anymore, please update your bookmarks.
Attention: the list was moved to
https://github.com/dypsilon/frontend-dev-bookmarks
This page is not maintained anymore, please update your bookmarks.
Terminal Style.
A Pen by Benedikt Wolters on CodePen.
| using UnityEditor; | |
| [InitializeOnLoad] | |
| public class StopPlayingOnRecompile | |
| { | |
| static StopPlayingOnRecompile() | |
| { | |
| EditorApplication.update = () => | |
| { | |
| if (EditorApplication.isCompiling && EditorApplication.isPlaying) |
This list of resources is all about acquring and processing aerial imagery. It's generally broken up in three ways: how to go about this in Photoshop/GIMP, using command-line tools, or in GIS software, depending what's most comfortable to you. Often these tools can be used in conjunction with each other.
| Shader "Custom/DiffuseOverlay" { | |
| Properties { | |
| _Color ("Main Color", Color) = (1,1,1,1) | |
| _MainTex ("Base (RGB)", 2D) = "white" {} | |
| } | |
| SubShader { | |
| // Tags {"RenderType"="Opaque"} // original | |
| Tags {"Queue" = "Overlay" "RenderType"="Opaque"} // modified | |
| ZTest Always // this line is added | |
| LOD 200 |
| void OnEnable() | |
| { | |
| Application.RegisterLogCallback(HandleUnityLog); | |
| } | |
| private void OnDisable() | |
| { | |
| Application.RegisterLogCallback(null); | |
| } | |
| ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | |
| // Enables exporting of several PBR texture maps from a single PSD with a few clicks: | |
| // | |
| // 1. Select an export folder | |
| // 2. Choose which PSD layer group corresponds to which map (split into separate RGB/Alpha channels) | |
| // 3. Change the file export options (if required) | |
| // 4. Hit export. | |
| // | |
| // Created by Ash Kendall. ash.kendall(at)gmail.com | |
| ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| [RequireComponent(typeof(Collider))] | |
| /// <summary> | |
| /// General purpose trigger volume system | |
| /// | |
| /// </summary> | |
| /// <author>Bruno Mikoski</author> |
| /// <summary> | |
| /// Returns a position on the edge of the screen | |
| /// </summary> | |
| /// <param name="horizontal">0 being left, and 1 being right</param> | |
| /// <param name="vertical">0 being botton, and 1 being top of the screen</param> | |
| /// <param name="horizontalPadding">Padding from the screen, 0 means on screen, and 0.1 will be 10% off the screen</param> | |
| /// <param name="verticalPadding"> </param> | |
| /// <returns></returns> | |
| public Vector3 GetOffScreenPosition(float horizontal, | |
| float vertical, |
| /* | |
| * Unity Batch Burner: A script designed to reduce static mesh draw calls automatically in scenes | |
| * with a large amount of static geometry entities. | |
| * | |
| * Copyright 2016-2017 Will Preston & Die-Cast Magic Studios, LLC. | |
| * | |
| * Licensed under the Apache License, Version 2.0 (the "License"); | |
| * you may not use this file except in compliance with the License. | |
| * You may obtain a copy of the License at | |
| * |