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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
// Modifications by David Leon. Copyright (c) 2017 Lince Works SL. MIT license (see license.txt) | |
Shader "ToonDeferredShading2017" { | |
Properties { | |
_LightTexture0 ("", any) = "" {} | |
_LightTextureB0 ("", 2D) = "" {} | |
_ShadowMapTexture ("", any) = "" {} | |
_SrcBlend ("", Float) = 1 | |
_DstBlend ("", Float) = 1 |
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using UnityEngine; | |
using System.Collections; | |
using NAudio.Midi; | |
using System.IO; | |
using System.Linq; | |
public class MidiReader : MonoBehaviour { | |
public MidiFile midi; |
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/************************************************************ | |
* Better Singleton by David Darias | |
* Use as you like - credit where due would be appreciated :D | |
* Licence: WTFPL V2, Dec 2014 | |
* Tested on Unity v5.6.0 (should work on earlier versions) | |
* 03/02/2017 - v1.1 | |
* **********************************************************/ | |
using System; | |
using UnityEngine; |
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using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
public static class ShortcutToggleObjectActivation | |
{ | |
// LEFT ALT + LEFT SHIFT + A to toggle active state of selected GameObjects | |
[MenuItem("Shortcuts/Toggle Selected GameObjects Active #&a")] | |
static void SaveGameOpenFolder() | |
{ |
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public static class UtilsEnum | |
{ | |
public static bool HasFlag(this Enum mask, Enum flags) // Same behavior than Enum.HasFlag is .NET 4 | |
{ | |
#if DEBUG | |
if (mask.GetType() != flags.GetType()) | |
throw new System.ArgumentException( | |
string.Format("The argument type, '{0}', is not the same as the enum type '{1}'.", | |
flags.GetType(), mask.GetType())); | |
#endif |
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using System.IO; | |
using System.Linq; | |
using System.Globalization; | |
using Newtonsoft.Json; | |
using Newtonsoft.Json.Linq; | |
using UnityEngine; | |
using UnityEditor; | |
using System; |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class TimeManipulation : MonoBehaviour { | |
#region Fields and Events | |
private static TimeManipulation _current; |
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using UnityEngine; | |
using UnityEngine.EventSystems; | |
public class OrtographicDrag: MonoBehaviour, IDragHandler | |
{ | |
private Camera _mainCamera; | |
public float DistanceToCamera; | |
public void OnDrag(PointerEventData eventData) | |
{ |
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// c# companion script | |
// SpriteUVToShader.cs -------------------------------------------------------------------------------------------------------------------------------- // | |
// Save you your project, add to your SpriteRenderer gameObject | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
[ExecuteInEditMode] |
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// Put this in an editor folder | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.Experimental.LowLevel; | |
using UnityEngine.Profiling; |