I hereby claim:
- I am hilariouscow on github.
- I am hilariouscow (https://keybase.io/hilariouscow) on keybase.
- I have a public key whose fingerprint is D7E0 4954 0961 1466 0D8D 0845 43DC 7BB1 6526 D32A
To claim this, I am signing this object:
Shader "BezzyLines/VertexTextureAlpha" { | |
Properties { | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
} | |
SubShader { | |
Tags | |
{ | |
"Queue"="Transparent" |
I hereby claim:
To claim this, I am signing this object:
using UnityEngine; | |
using System.Collections; | |
public static class TransformExtensions | |
{ | |
public static void SetLayer(this Transform trans, int layer) | |
{ | |
trans.gameObject.layer = layer; | |
foreach(Transform child in trans) | |
child.SetLayer( layer); |
//... | |
public class MyScript : MonoBehaviour | |
{ | |
[FloatRange(-1f,1f)] //using this will make the randomModulator appear with double handles. | |
public FloatRange randomModulator; | |
using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
[CustomPropertyDrawer(typeof(IntRangeAttribute))] | |
public class IntRangeDrawer : PropertyDrawer | |
{ | |
public override float GetPropertyHeight(SerializedProperty property, GUIContent label) | |
{ |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public static class BoundsHelperExtensions | |
{ | |
public static Bounds WorldBounds<T>(this List<T> listOfThings) where T : MonoBehaviour | |
{ | |
Bounds bounds = new Bounds(listOfThings[0].transform.position, Vector3.zero); | |
foreach (T thing in listOfThings) |
using UnityEngine; | |
using System.Collections; | |
public static class Vector3Extensions { | |
public static Vector3 Flattened(this Vector3 vec, Vector3 planeNormal) | |
{ | |
return Vector3.ProjectOnPlane(vec, planeNormal); | |
} |
public class OneOneOneTwoThree | |
{ | |
bool[] Null(bool[] t) | |
{ | |
return t;// lol | |
} | |
bool[] Swap(bool[] t) | |
{ | |
bool[] s = new bool[4]; |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
public static class PrefabLoader | |
{ | |
//So, there's no "load all assets in directory" function in unity. | |
//I guess this is to avoid people using Prefabs as "data blobs". | |
//They'd rather you use ScriptableObjects... which is fine in some cases, |
Shader "Unlit/VertexAlphaPlusColour" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_Color("Color", Color) = (1,1,1,1) | |
} | |
SubShader | |
{ | |
Tags { "Queue"="Transparent" "RenderType"="Opaque" } |