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using UnityEngine; | |
public class DontDestroyOnLoadController<T> : MonoBehaviour where T : MonoBehaviour | |
{ | |
public static T Instance; | |
private object _lock = new object(); | |
protected virtual void Awake() | |
{ |
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// Quick try at doing a "print value" node for Unity ShaderGraph. | |
// Tested on Unity 2019.2.17 with ShaderGraph 6.9.2. | |
// | |
// Use with CustomFunction node, with two inputs: | |
// - Vector1 Value, the value to display, | |
// - Vector2 UV, the UVs of area to display at. | |
// And one output: | |
// - Vector4 Color, the color. | |
// Function name is DoDebug. |
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using UnityEngine; | |
using UnityEditor; | |
public class SaveRenderTextureToFile { | |
[MenuItem("Assets/Save RenderTexture to file")] | |
public static void SaveRTToFile() | |
{ | |
RenderTexture rt = Selection.activeObject as RenderTexture; | |
RenderTexture.active = rt; |
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using UnityEngine; | |
using System; | |
public class MathParabola | |
{ | |
public static Vector3 Parabola(Vector3 start, Vector3 end, float height, float t) | |
{ | |
Func<float, float> f = x => -4 * height * x * x + 4 * height * x; |