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// written by https://github.com/FreyaHolmer so use at your own risk c: | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
/// <summary>Utility functions to copy GUIDs, as well as Copy/Paste import settings</summary> | |
public static class AssetCopyUtils { | |
const int CTX_MENU_LOCATION = 70; |
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// Allows you to change the up vector in the scene view to the Z axis. | |
// Y-up mode uses Unity's default implementation. | |
// | |
// Original code from Akulist on the Unity forums, modified by Freya Holmér: | |
// • Fixed orbit+RMB zoom not working | |
// • Toggling will now align the camera immediately to the new up vector | |
// • When the camera is upside down in Z axis mode, left/right orbit will no longer be mirrored (pls fix this too Unity~) | |
// • Moved toggle buttons to under the gizmo | |
// • Fixed broken rotation state when focusing a different window in Unity and coming back to the scene view | |
// |
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// alpha blending test | |
// more info: https://twitter.com/FreyaHolmer/status/1293163103035817985 | |
// add this script to an object in the scene, | |
// then edit src and dst to see - will it blend? | |
using UnityEngine; | |
[ExecuteAlways] | |
public class BlendTest : MonoBehaviour { |
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using UnityEngine; | |
[RequireComponent( typeof(Camera) )] | |
public class FlyCamera : MonoBehaviour { | |
public float acceleration = 50; // how fast you accelerate | |
public float accSprintMultiplier = 4; // how much faster you go when "sprinting" | |
public float lookSensitivity = 1; // mouse look sensitivity | |
public float dampingCoefficient = 5; // how quickly you break to a halt after you stop your input | |
public bool focusOnEnable = true; // whether or not to focus and lock cursor immediately on enable |
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public class MathWishlist { | |
// Mathf | |
public const float TAU = 6.28318530717959f; | |
public static float Frac( float x ) => x - Mathf.Floor( x ); | |
public static float Smooth01(float x) => x * x * (3 - 2 * x); | |
public static float InverseLerpUnclamped( float a, float b, float value) => (value - a) / (b - a); | |
public static float Remap(float iMin, float iMax, float oMin, float oMax, float value) { | |
float t = Mathf.InverseLerp(iMin, iMax, value); | |
return Mathf.Lerp( oMin, oMax, t ); |
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using UnityEngine; | |
public class LengthTable { | |
public float[] distances; | |
int SmpCount => distances.Length; | |
float TotalLength => distances[SmpCount - 1]; | |
public LengthTable( OrientedCubicBezier3D bezier, int precision = 16 ) { | |
distances = new float[precision]; |
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using UnityEditor; | |
using System; | |
public static class IMGUIDebugger { | |
static Type type = Type.GetType( "UnityEditor.GUIViewDebuggerWindow,UnityEditor" ); | |
[MenuItem( "Window/IMGUI Debugger" )] | |
public static void Open() => EditorWindow.GetWindow( type ).Show(); | |
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Shader "Custom/Circular Circles" { | |
Properties { | |
_CircleCount ("Circle Count", Float ) = 8 | |
_CircleRadius ("Circle Radius", Range(0, 1)) = 0.18 | |
_CircleSharpness ("Circle Sharpness", Range(0, 0.999)) = 0.95 | |
_GroupRadius("Group Radius", Range(0, 1)) = 0.6 | |
} | |
SubShader { | |
Pass { | |
CGPROGRAM |
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using UnityEngine; | |
using System.Linq; | |
[RequireComponent(typeof(Rigidbody))] | |
public class RigidbodyMassCalculator : MonoBehaviour { | |
public float density = 1f; | |
public bool recalculateOnAwake = true; | |
Rigidbody rb; |
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///////////////////////////////////////////////////////////////////////////// | |
// int2 is similar to Vector2, but with integers instead of floats | |
// Useful for various grid related things. | |
// | |
// - Swizzle operators xx/xy/yx/yy | |
// - Extended arithmetic operators similar to shader data types | |
// A few examples: | |
// int2(8,4) / int2(2,4) -> int2(4,1) | |
// 16 / int2(2,4) -> int2(8,4) | |
// int2(2,3) * int2(4,5) -> int2(8,15) |
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