Skip to content

Instantly share code, notes, and snippets.

@peroon
peroon / Unlit-CastShadow.shader
Created November 16, 2016 13:52 — forked from pigeon6/Unlit-CastShadow.shader
Unlit texture shader which casts shadow on Forward/Defered
// Unlit texture shader which casts shadow on Forward/Defered
Shader "Unlit/Texture CastShadow" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader {
Tags {"Queue"="Opaque" }
LOD 100
s = "山賀琴子ことこ"
output = ""
140.times{
index = rand(s.length)
add_s = s[index]
output = output + add_s
}
using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
// Assets/Editorに置く
public class UIExtension {
// Textのフォントなどの設定
[MenuItem ("Tools/UI/SetText")]
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace UnityEngine.UI{
public class MyText : Text{
#if UNITY_EDITOR
//Inspectorに複数データを表示するためのクラス
[System.SerializableAttribute]
public class ValueList{
public List<int> List = new List<int>();
public ValueList(List<int> list){
List = list;
}
}
@peroon
peroon / .cs
Last active July 12, 2016 08:37
SetPass CallとFPSの関係を調べる.cs
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class Test : MonoBehaviour {
public GameObject meshPrefab;
public Transform cubeRoot;
public InputField generateNum;
using UnityEngine;
using System.Collections;
public class GyroScene : MonoBehaviour {
public Transform target;
private Quaternion initialRotation;
private Quaternion gyroInitialRotation;
/// <summary>
///
/// </summary>
using UnityEngine;
using System;
using System.Collections;
[RequireComponent(typeof(Animator))]
using UnityEngine;
using System.Collections;
using DG.Tweening;
// 逃げる子猫
public class Kitten : MonoBehaviour {
private Animator animator;
public float runDuration = 1.0f;
@peroon
peroon / [Slate]CharacterInspector.cs
Last active June 6, 2016 11:40
アセットのSlate, BlendShapeの候補が出てこないのでとりあえず対応
foreach(var shape in expression.blendShapes.ToArray()){
GUILayout.BeginHorizontal("box");
GUILayout.BeginVertical();
var skin = shape.skin;
// me
skin = character.GetComponentsInChildren<SkinnedMeshRenderer> ().Where (s => s.sharedMesh.blendShapeCount > 0).First ();
var name = shape.name;