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 | |
* |