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using UnityEngine; | |
using UnityEditor; | |
public class Recorder : EditorWindow { | |
string myString = "FileNameHere"; | |
string status = "Idle"; | |
string recordButton = "Record"; | |
int state = 0; | |
int fps = 24; | |
int[] fpsOptions = new int[] {12,24,30,60}; |
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<canvas id="stage"></canvas> |
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Shader "JaaVuori Gradiend Bumped" { | |
// JaaVuori is Iceberg in finnish | |
// | |
// I use finnish in variable, class etc names, maybe bad habit but it helps me to find my "own" code and stuff faster. | |
// |
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Shader "Base_Texture" | |
{ | |
Properties | |
{ | |
_DiffuseAmount ( "Diffuse Amount", Range( 0.0, 1.0 ) ) = 0.25 | |
_TexAmount ( "Texture Amount", Range( 0.0, 1.0 ) ) = 0.25 | |
_SpecAmount ( "Specular Amount", Range( 0.0, 16.0 ) ) = 1.0 | |
_SpecTexAmount ( "Spec Texture Amount", Range( 0.0, 1.0 ) ) = 0.25 | |
_Diffusemap ( "Diffusemap", 2D ) = "diffuse" {} |
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Shader "Base_Artifact" | |
{ | |
Properties | |
{ | |
_DataTex ( "Data Artifact", 2D ) = "black" {} | |
_Rate ( "Artifact Rate", float ) = 2.0 | |
_Screeny_rate ( "Screen Rate", float ) = 6.0 | |
_WarpScale ( "Warp Scale", range( -2, 2 ) ) = 0.5 | |
_WarpOffset ( "Warp Offset", range( 0, 0.5 ) ) = 0.5 | |
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Shader "Hidden/Vignetting" { | |
Properties { | |
_MainTex ("Base", 2D) = "white" {} | |
_VignetteTex ("Vignette", 2D) = "white" {} | |
_GlitchTex ("Glitch", 2D) = "white" {} | |
} | |
CGINCLUDE | |
#pragma target 3.0 |
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// C# built-in event system used in Unity3D | |
// | |
// Author: Bartek Drozdz | |
// Reference: http://www.everyday3d.com/blog/index.php/2010/10/04/c-events-and-unity3d/ | |
using UnityEngine; | |
public class EventDispatcher : MonoBehaviour | |
{ | |
public delegate void EventHandler(GameObject e); |
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using UnityEngine; | |
using UnityEditor; | |
[CustomEditor (typeof(Trigger))] | |
[CanEditMultipleObjects()] | |
public class TriggerEditor : Editor | |
{ | |
private SerializedObject obj; | |
private SerializedProperty radius; |
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using UnityEngine; | |
using System.Collections; | |
public class MoveTransform : IActivated { | |
public Transform objectMoved; | |
public Movements activatedPos, deactivatedPos; | |
[System.Serializable] | |
public class Movements { |
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// Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF | |
// Copyright (c) 2009 INRIA | |
// All rights reserved. | |
// | |
// Redistribution and use in source and binary forms, with or without | |
// modification, are permitted provided that the following conditions | |
// are met: | |
// 1. Redistributions of source code must retain the above copyright | |
// notice, this list of conditions and the following disclaimer. |