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EsProgram / UnityCopyAssetMenuSample.cs
Created August 26, 2020 08:00
プロジェクトビュー右クリックした時のメニューから好きな適当なアセットをコピーしてくるサンプル
using UnityEditor;
using UnityEngine;
using System.IO;
public class UnityCopyAssetMenuSample
{
[MenuItem("Assets/Create/好きなパス")]
private static void 作る()
{
// NOTE: プロジェクトビュー右クリックから、任意のアセットをコピー
//=================================================================================================/
/// <summary>
/// Easing関数
/// https://easings.net/ja
/// https://gist.github.com/gre/1650294
/// </summary>
//=================================================================================================/
public static class Easing
{
//=================================================================================================/
@EsProgram
EsProgram / Nega.shader
Created January 31, 2018 12:50
なざわにき♂ 用
Shader "NazawaOssuOssu/Nega"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Lerp("Lerp", RANGE(0, 1)) = 1
}
SubShader
{
Tags{"Queue"="Transparent"}
@EsProgram
EsProgram / WaterSurface.shader
Created January 23, 2018 03:54
波のやつ
Shader "Es/WaveformProvider/Sample/WaterSurface"
{
Properties
{
[HideInInspector]
_WaveInputTex("Wave Input Texture", 2D) = "black" {}
_RefTex("Ref",2D) = "black" {}
_BumpMap("Normalmap", 2D) = "bump" {}
_BumpAmt("BumpAmt", Range(0,100)) = 0
@EsProgram
EsProgram / LocalNormalMapCreator.cs
Last active December 28, 2017 01:15
Meshのローカル座標系における法線情報を指定サイズのテクスチャに焼いて保存するUnityEditor拡張。InkPainter( https://github.com/EsProgram/InkPainter ) を利用する。この法線テクスチャ情報を使うサンプルのスクリプトとShaderもついでに乗っけとく
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Linq;
using System.IO;
using Es.InkPainter;
public class LocalNormalMapCreator : EditorWindow
{
@EsProgram
EsProgram / ReplaceRenderTextureSample.cs
Created December 5, 2017 01:34
Sample replacing RenderTexture with InkPainter.
using System.Linq;
using UnityEngine;
using Es.InkPainter;
public class ReplaceRenderTextureSample : MonoBehaviour
{
[SerializeField]
InkCanvas canvas;
[SerializeField]
using UnityEngine;
namespace Es.InkPainter.Sample
{
public class MousePainter : MonoBehaviour
{
/// <summary>
/// Types of methods used to paint.
/// </summary>
[System.Serializable]
@EsProgram
EsProgram / BundleTextureWindow.cs
Created March 2, 2017 08:42
UnityでTextureのAssetBundleを確認するWindow
using UnityEngine;
using UnityEditor;
using System.Linq;
using System.Collections;
public class BundleTextureWindow : EditorWindow
{
static EditorWindow window;
Texture[] texs;
Vector2 scroll;
@EsProgram
EsProgram / CreateUnityAssembliesLoader.csx
Last active October 12, 2016 14:39
Unityで利用しているアセンブリをロードするcsxファイルを生成する
DirectoryInfo info = new DirectoryInfo(Path.Combine(Directory.GetCurrentDirectory(), "Library"));
var assemblies = info.GetFiles("*.dll", SearchOption.AllDirectories);
using(var writer = File.CreateText("LoadUnityAssemblies.csx"))
{
foreach(var assembliyPath in assemblies)
{
writer.WriteLine(string.Format("#r \"{0}\"", assembliyPath.FullName));
}
}
#r "C:\\Program Files\Unity\Editor\Data\Managed\CrossDomainPolicyParser.dll"
#r "C:\\Program Files\Unity\Editor\Data\Managed\ICSharpCode.NRefactory.dll"
#r "C:\\Program Files\Unity\Editor\Data\Managed\Mono.Cecil.dll"
#r "C:\\Program Files\Unity\Editor\Data\Managed\Mono.Cecil.Mdb.dll"
#r "C:\\Program Files\Unity\Editor\Data\Managed\Mono.Cecil.Pdb.dll"
#r "C:\\Program Files\Unity\Editor\Data\Managed\nunit.core.dll"
#r "C:\\Program Files\Unity\Editor\Data\Managed\nunit.core.interfaces.dll"
#r "C:\\Program Files\Unity\Editor\Data\Managed\nunit.framework.dll"
#r "C:\\Program Files\Unity\Editor\Data\Managed\Unity.CecilTools.dll"
#r "C:\\Program Files\Unity\Editor\Data\Managed\Unity.DataContract.dll"