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using System.Collections; | |
using UnityEngine; | |
using UnityEngine.Networking; | |
namespace Invertex.Unity.Audio | |
{ | |
/// <summary> | |
/// Component that allows playback of an audio file from a server or locally that begins playing before the file is completely downloaded. | |
/// </summary> | |
public class StreamingAudioPlayer : MonoBehaviour |
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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine; | |
namespace blablalblalmao | |
{ | |
[InitializeOnLoad] |
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using UnityEngine; | |
using UnityEngine.InputSystem; | |
//!!>> This script should NOT be placed in an "Editor" folder. Ideally placed in a "Plugins" folder. | |
namespace Invertex.UnityInputExtensions.Interactions | |
{ | |
//https://gist.github.com/Invertex | |
/// <summary> | |
/// Custom Hold interaction for New Input System. | |
/// With this, the .performed callback will be called everytime the Input System updates. |
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# https://superuser.com/a/1434648 | |
Add-Type -AssemblyName System.Runtime.WindowsRuntime | |
$asTaskGeneric = ([System.WindowsRuntimeSystemExtensions].GetMethods() | ? { $_.Name -eq 'AsTask' -and $_.GetParameters().Count -eq 1 -and $_.GetParameters()[0].ParameterType.Name -eq 'IAsyncOperation`1' })[0] | |
Function Await($WinRtTask, $ResultType) { | |
$asTask = $asTaskGeneric.MakeGenericMethod($ResultType) | |
$netTask = $asTask.Invoke($null, @($WinRtTask)) | |
$netTask.Wait(-1) | Out-Null | |
$netTask.Result |
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// Quick try at doing a "print value" node for Unity ShaderGraph. | |
// Tested on Unity 2019.2.17 with ShaderGraph 6.9.2. | |
// | |
// Use with CustomFunction node, with two inputs: | |
// - Vector1 Value, the value to display, | |
// - Vector2 UV, the UVs of area to display at. | |
// And one output: | |
// - Vector4 Color, the color. | |
// Function name is DoDebug. |
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extends Spatial | |
var _materials := [] | |
var _process_materials := [] | |
var _count := 0 | |
func _ready() -> void: | |
_find_all_materials("res://") | |
print(_process_materials) |
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using UnityEngine; | |
public class MeshBlit : MonoBehaviour | |
{ | |
public RenderTexture rt; | |
public Mesh mesh; | |
public Material material; | |
public Vector3 meshPosition = new Vector3(0.5f, 0.5f, -1); |
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Shader "Unlit/Stable Constant Texture Size" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 |
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// Put this in an editor folder | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.Experimental.LowLevel; | |
using UnityEngine.Profiling; |
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Shader "Transparent/Transmission" | |
{ | |
Properties | |
{ | |
_Color ("Main Color", Color) = (1,1,1,1) | |
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} | |
_TransparencyLM("Transmission", 2D) = "white" {} | |
} | |
SubShader |
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