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/* | |
Based on the Anti-aliased Euclidean distance transform described by Stefan Gustavson and | |
Robin Strand. For further information, see https://contourtextures.wikidot.com/ and | |
https://web.archive.org/web/20220503051209/https://weber.itn.liu.se/~stegu/edtaa/ | |
The algorithm is an adapted version of Stefan Gustavson's code, it inherits the copyright | |
statement below, which applies to this file only. | |
The rewrite with Unity Burst support makes the execution 40 times faster by default, | |
and 75 times faster if the passed in textures are both of type TextureFormat.RGBAFloat. |
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// written by https://github.com/FreyaHolmer so use at your own risk c: | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
/// <summary>Utility functions to copy GUIDs, as well as Copy/Paste import settings</summary> | |
public static class AssetCopyUtils { | |
const int CTX_MENU_LOCATION = 70; |
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# BZipAll script to quickly bzip all files in a directory. | |
# Made by rob5300 | |
# FILL ME IN!!! THIS MAY NOT BE RIGHT FOR YOU!! | |
# Full path to your 7z.exe executable from your 7z install. Plz download or install it if you need from 7-zip.org | |
_7zpath = r"C:\Program Files\7-Zip\7z.exe" | |
#Extensions to ignore | |
ignore = [".py", ".sp", ".smx", ".bz2"] |
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Shader "Custom/URPSimpleLit" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,0,0,1) | |
} | |
SubShader | |
{ | |
Tags { | |
"RenderPipeline" = "UniversalPipeline" |
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#if UNITY_EDITOR | |
using UnityEngine; | |
using UnityEditor; | |
/// <summary> | |
/// Applies preset layermask on scene open and restores it on scene closed. | |
/// Made for use in custom ui prefab editing scenes to show the UI layer automatically. | |
/// </summary> | |
[ExecuteInEditMode] | |
public class CanvasEditorHelper : MonoBehaviour |
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Texture2D[] layers; | |
Texture2D compiledTexture = new Texture2D(layers[0].width, layers[0].height); | |
foreach(Texture2D layer in layers){ | |
Color[] baseColors = compiledTexture.GetPixels(); | |
Color[] layerColors = layer.GetPixels(); | |
for(int p = 0; p < baseColors.Length; p++){ |
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using System; | |
using System.Collections.Generic; | |
using System.Threading.Tasks; | |
using AssetBundles; | |
using UnityEngine; | |
public class BundlesManager { | |
private static BundlesManager _instance; | |
private Dictionary<string, AssetBundle> _assetBundles; | |
private Dictionary<string, Task<AssetBundle>> _loadingAssetBundles; |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using System.Collections.Generic; | |
using System.IO; | |
// Scene selection |
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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; |
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