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// NOTE DONT put in an editor folder | |
using UnityEngine; | |
public class StatsBarAttribute : PropertyAttribute | |
{ | |
public string valueMax; | |
public StatsBarColor color; | |
public StatsBarAttribute(string valueMax = null, StatsBarColor color = StatsBarColor.Red) |
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using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
public static class CustomInspectorCreator | |
{ | |
[MenuItem("Assets/Create/Custom Inspector", priority = 81)] | |
static void CreateInsptorEditorClass() | |
{ | |
foreach (var script in Selection.objects) |
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#!/bin/bash | |
# list-unitypackage | |
# | |
# @shanecelis | |
# | |
# Based off of Gabriel Le Breton's answer: | |
# | |
# http://answers.unity3d.com/questions/511269/how-can-i-use-the-unitypackage-without-unity.html | |
if [ $# -ne 1 ]; then |
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/** | |
* The following code is derived from the original code from: http://schemingdeveloper.com. | |
* The derived version was developed by Rune Skovbo Johansen - http://runevision.com | |
* | |
* Modifications in the derived version: | |
* | |
* - Averaged normals are calculated as a weighted average based on face area, | |
* known as "face weighted normals" or "area weighted normals". | |
* | |
* - An ignoreFactor parameter has been added which can cull normals from the average |
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<!-- | |
Basic syntax highlight for Unity ShaderLab code in Project Rider. | |
v1.0 | |
Download this file and put it into your "filetypes" folder. | |
Windows Vista, 7, 8, 10: | |
<SYSTEM DRIVE>\Users\<USER ACCOUNT NAME>\.Rider10\config\filetypes | |
Mac OS X: |
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/** | |
* Author: David Asmuth | |
* Contact: [email protected] | |
* License: Public domain | |
* | |
* Converts the .fbx model | |
* from Blender orientation system (Z is up, Y is forward) | |
* to the Unity3D orientation system (Y is up, Z is forward) | |
*/ | |
using System.IO; |
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using UnityEngine; | |
using System.Collections; | |
public class CursorManager : MonoBehaviour { | |
#region Static | |
#region Singleton | |
/* Class is a MonoBehaviour to recieve OnApplicationFocus(bool) message | |
* If no instance already present, one will be created BEFORE scene load | |
* CursorManager placed in scene will override auto-created instance | |
* Any created instance will call DontDestroyOnLoad on itself, but still gets overridden by scene |
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using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
using System.Collections; | |
[ExecuteInEditMode] | |
public class PreviewCulling : MonoBehaviour { | |
#if UNITY_EDITOR |
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// The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae | |
// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16. | |
// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details | |
float4 SampleTextureCatmullRom(in Texture2D<float4> tex, in SamplerState linearSampler, in float2 uv, in float2 texSize) | |
{ | |
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding | |
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at | |
// location [1, 1] in the grid, where [0, 0] is the top left corner. | |
float2 samplePos = uv * texSize; |
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Shader "Custom/GreyScaleForBackPlay" { | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
_EffectAmount ("Effect Amount", Range (0, 1)) = 1.0 | |
} | |
SubShader |