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#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
using UnityEngine; | |
[AddComponentMenu("Comment")] | |
public class CommentComponent : MonoBehaviour | |
{ | |
#if UNITY_EDITOR | |
[SerializeField] |
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/////////////////////////////////////////////////////////////////////////////// | |
// ABOUT: A unity Shader .cginc to draw numbers in the fragment shader | |
// AUTHOR: Freya Holmér | |
// LICENSE: Use for whatever, commercial or otherwise! | |
// Don't hold me liable for issues though | |
// But pls credit me if it works super well <3 | |
// LIMITATIONS: There's some precision loss beyond 3 decimal places | |
// CONTRIBUTORS: yes please! if you know a more precise way to get | |
// decimal digits then pls lemme know! | |
// GetDecimalSymbolAt() could use some more love/precision |
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using System; | |
using System.Collections.Generic; | |
using System.Reflection; | |
using System.Text; | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.UI; | |
#if UNITY_2021_2_OR_NEWER | |
using PrefabStage = UnityEditor.SceneManagement.PrefabStage; | |
using PrefabStageUtility = UnityEditor.SceneManagement.PrefabStageUtility; |
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Shader "SimpleLit/Glass" | |
{ | |
Properties | |
{ | |
[MainTex] _BaseMap ("Base Map", 2D) = "white" { } | |
[MainColor][HDR] _Color ("Color", Color) = (1, 1, 1, 1) | |
_BlurStrength("Blur Strength", Range(0, 1)) = 1 | |
_Gloss("Gloss", Range(0, 1)) = 1 | |
_Thickness("Thickness", Range(0, 1)) = 0.5 | |
} |
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using System.Collections.Generic; | |
using UnityEngine; | |
public static class BetterWaitForSeconds | |
{ | |
private class WaitForSeconds : CustomYieldInstruction | |
{ | |
private float waitUntil; | |
public override bool keepWaiting | |
{ |