// NOTE: this class assumes that you designate StringTable keys in label fields (as seen in Label, Button, etc) // and start them all with '#' char (so other labels will be left be)
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// http://paulirish.com/2011/requestanimationframe-for-smart-animating/ | |
// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating | |
// requestAnimationFrame polyfill by Erik Möller. fixes from Paul Irish and Tino Zijdel | |
// MIT license | |
(function() { | |
var lastTime = 0; | |
var vendors = ['ms', 'moz', 'webkit', 'o']; |
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/** | |
* requestAnimationFrame polyfill by Erik Möller & Paul Irish et. al. | |
* https://gist.github.com/1866474 | |
* | |
* http://paulirish.com/2011/requestanimationframe-for-smart-animating/ | |
* http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating | |
**/ | |
/*jshint asi: false, browser: true, curly: true, eqeqeq: true, forin: false, newcap: true, noempty: true, strict: true, undef: true */ |
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// Updated requestAnimationFrame polyfill that uses new high-resolution timestamp | |
// | |
// References: | |
// http://paulirish.com/2011/requestanimationframe-for-smart-animating/ | |
// https://gist.github.com/1579671 | |
// http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision | |
// | |
// Note: this is my initial stab at it, *requires additional testing* | |
(function () { |
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Shader "UI/Fast-Default" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
} | |
SubShader | |
{ |
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using System.IO; | |
using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.iOS.Xcode; | |
using UnityEditor.Callbacks; | |
using System.Collections; | |
public class XcodeSettingsPostProcesser | |
{ |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.Callbacks; | |
using UnityEditor.iOS.Xcode; | |
using System.IO; | |
using System.Collections.Generic; | |
public class PostBuildProcess : MonoBehaviour | |
{ | |
internal static void CopyAndReplaceDirectory(string srcPath, string dstPath) |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine.SceneManagement; | |
// From https://gist.github.com/JohannesDeml/5802473b569718c9c86de906b7039aec | |
// Original https://gist.github.com/ulrikdamm/338392c3b0900de225ec6dd10864cab4 | |
// Adds a "Edit Prefab" option in the Assets menu (or right clicking an asset in the project browser). | |
// This opens an empty scene with your prefab where you can edit it. | |
// Put this script in your project as Assets/Editor/EditPrefab.cs |
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// This gist can be found at https://gist.github.com/bestknighter/660e6a53cf6a6643618d8531f962be2c | |
// I modified Aras Pranckevičius's awesome shader code to be able to handle Infinite and Not A Number numbers | |
// Tested on Unity 2023.1.0a15 with ShaderGraph 15.0.1. | |
// Quick try at doing a "print value" node for Unity ShaderGraph. | |
// | |
// Use with CustomFunction node, with two inputs: | |
// - Vector1 Value, the value to display, | |
// - Vector2 UV, the UVs of area to display at. |
Shader Graph files to create billboard trees with billboard shadows. Exported from Unity 2023.2 and Shader Graph 16.0.4
Note: Shaders written for default
Quad
meshes in mind.
To make sure shadows are being drawn always behind tree billboards change shadow material’s Sorting Priority to a negative value:
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