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Shader "Unlit/EmissiveDissolve" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
_Color("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0 | |
[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1) | |
[HideInInspector] _Flip("Flip", Vector) = (1,1,1,1) | |
[PerRendererData] _AlphaTex("External Alpha", 2D) = "white" {} |
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Shader "Unlit/BG_DottedWave" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_UpperColor("Upper Color", Color) = (1.0,1.0,1.0,1.0) | |
_LowerColor("Lower Color", Color) = (1.0,1.0,1.0,1.0) | |
_SurfaceHeight("Surface Height", Float) = 0.5 |
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---------------------------------------------------------------------- | |
-- Auto tiling preview for FangAutoTile (https://assetstore.unity.com/packages/tools/sprite-management/fang-auto-tile-132602). | |
-- | |
-- It works for all color modes (RGB/GRAY/INDEXED). | |
---------------------------------------------------------------------- | |
if app.apiVersion < 1 then | |
return app.alert("This script requires Aseprite v1.2.10-beta3") | |
end | |
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using System.Threading; | |
using UnityEngine; | |
public class FPSAdjuster : MonoBehaviour | |
{ | |
[SerializeField, Min(1)] | |
private int fps; | |
[SerializeField] | |
private bool useThreadSleep = false; |
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using UnityEditor; | |
using System.Linq; | |
namespace Ruccho.Utilities | |
{ | |
public class AutoVersion | |
{ | |
[InitializeOnLoadMethod] | |
private static void RegisterEditorIncrementEvent() |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
namespace Ruccho.Utilities | |
{ | |
/// <summary> |
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using UnityEngine; | |
using UnityEngine.LowLevel; | |
using UnityEngine.PlayerLoop; | |
public class InsertPlayerLoopSample | |
{ | |
public struct SampleCustomUpdate{} | |
[RuntimeInitializeOnLoadMethod] | |
private static void RegisterCustomPlayerLoop() |
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using System; | |
using UnityEngine; | |
namespace Ruccho.Utilities | |
{ | |
public abstract class MaterialExposition<T> where T : IEquatable<T> | |
{ | |
protected Material target = default; | |
private T tempValue = default; | |
private int propertyKey = default; |
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace Ruccho.Utilities | |
{ | |
public class LockerSubject | |
{ | |
public bool IsLocked => Keys.Count > 0; |
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering.PostProcessing; | |
namespace Ruccho.Utilities | |
{ | |
public abstract class PostProcessSettingsExposition | |
{ | |
public abstract void Update(PostProcessProfile profile); |