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EsProgram / UnityCopyAssetMenuSample.cs
Created Aug 26, 2020
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
View UnityCopyAssetMenuSample.cs
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
View Easing.cs
//=================================================================================================/
/// <summary>
/// Easing関数
/// https://easings.net/ja
/// https://gist.github.com/gre/1650294
/// </summary>
//=================================================================================================/
public static class Easing
{
//=================================================================================================/
@EsProgram
EsProgram / Nega.shader
Created Jan 31, 2018
なざわにき 用
View Nega.shader
Shader "NazawaOssuOssu/Nega"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Lerp("Lerp", RANGE(0, 1)) = 1
}
SubShader
{
Tags{"Queue"="Transparent"}
View WaterSurface.shader
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 Dec 28, 2017
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
View LocalNormalMapCreator.cs
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 Dec 5, 2017
Sample replacing RenderTexture with InkPainter.
View ReplaceRenderTextureSample.cs
using System.Linq;
using UnityEngine;
using Es.InkPainter;
public class ReplaceRenderTextureSample : MonoBehaviour
{
[SerializeField]
InkCanvas canvas;
[SerializeField]
View MousePainter.cs
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 Mar 2, 2017
UnityでTextureのAssetBundleを確認するWindow
View BundleTextureWindow.cs
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 Oct 12, 2016
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
View CreateUnityAssembliesLoader.csx
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));
}
}
View LoadUnityAssemblies.csx
#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"