This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.Diagnostics; | |
| #if UNITY_5_5_OR_NEWER | |
| using Profiler = UnityEngine.Profiling.Profiler; | |
| #endif | |
| public class StopWatchProfiler : MonoBehaviour |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| float4 vTexels; | |
| vTexels.x = LastMip.Load( nCoords ); | |
| vTexels.y = LastMip.Load( nCoords, uint2(1,0) ); | |
| vTexels.z = LastMip.Load( nCoords, uint2(0,1) ); | |
| vTexels.w = LastMip.Load( nCoords, uint2(1,1) ); | |
| float fMaxDepth = max( max( vTexels.x, vTexels.y ), max( vTexels.z, vTexels.w ) ); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| cbuffer CB | |
| { | |
| matrix View; | |
| matrix Projection; | |
| matrix ViewProjection; | |
| float4 FrustumPlanes[6]; // view-frustum planes in world space (normals face out) | |
| float2 ViewportSize; // Viewport Width and Height in pixels | |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // ScriptExecutionAttribute | |
| // NoiseCrime | |
| // 10.11.2016 | |
| // 05.06.2016 | |
| // | |
| // Support Attribute class that works with the editor script 'ScriptExecutionAssignment' to automatically populate the ScriptExecutionOrder. | |
| // Simply add [ScriptExecutionAttribute( value )] prior to your class declaration, where value indicates the script order you want ( -9999 to +9999 ) | |
| // This script must NOT be placed in an Editor Folder. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // ScriptExecutionAssignment | |
| // NoiseCrime | |
| // 11.10.2016 | |
| // 05.06.2016 | |
| // | |
| // | |
| // Editor class that will automatically set the scriptExecutionOrder based on using a ScriptExecutionAttribute. | |
| // See ScriptExecutionAttribute.cs Gist! | |
| // The class is called automatically everytime Unity recompiles the project - see [InitializeOnLoad] | |
| // |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // Based on | |
| // http://answers.unity3d.com/questions/956123/add-and-select-game-view-resolution.html | |
| using System; | |
| using UnityEditor; | |
| using UnityEngine; | |
| namespace NoiseCrime.Editor.Tools | |
| { | |
| public static class GameViewAddResolutions |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using System; | |
| using System.Collections.Generic; | |
| using UnityEditor; | |
| using UnityEngine; | |
| //Unity 4.1.5 | |
| public class UnityTextures : EditorWindow | |
| { |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| static public IEnumerator Wait( float duration ) | |
| { | |
| while( duration > 0 ) | |
| { | |
| duration -= Time.deltaTime; | |
| yield return null; // 'yield return 0;' generates garbage from C# boxing, so always use 'yield return null;' instead | |
| } | |
| } |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // Place this file into a directory called Editor inside of your Assets directory. | |
| // Models imported after you do that will have: | |
| // - Smoothing Angle seto to 180. | |
| // - Normals set to Import. | |
| // - Tangents set to Calculate. | |
| // - Tangents set to Split Tangents. | |
| // Any models that are already imported can have this applied by selecting them in | |
| // the Project panel, right clicking and selecting "Reimport" from the pop-op menu. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // ShuffleDeck | |
| // Simple generic (mostly) deck shuffling utility. | |
| using System.Collections.Generic; | |
| using System; | |
| public class ShuffleDeck | |
| { | |
| public static Stack<T> CreateShuffledDeck<T>(IEnumerable<T> values, int numDecks) |