Skip to content

Instantly share code, notes, and snippets.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(RectTransform))]
[RequireComponent(typeof(Image))]
public class RaycastMaskTest : MonoBehaviour, ICanvasRaycastFilter {
[SerializeField]
private float _ignoreAlpha = 0f;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OutlineSwitch : MonoBehaviour {
public Material _mtl;
public Color _color;
// Use this for initialization
void Start () {
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class WMipmapBias
{
[MenuItem("Assets/SetMipmapBias5")]
public static void SetMipmapBias5()
{
@sasame
sasame / gist:218883fe36821a80e0dba6cb94070b76
Created August 2, 2018 04:30
Zオフセットをつけるシェーダー
Shader "Custom/ZOffsetStandard" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
_ZOffset ("ZOffset", Range(-100,100)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }