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Shader "Starfield" | |
{ | |
Properties | |
{ | |
_iMouse ("iMouse", Vector) = (0,0,0,0) | |
_Iterations ("Iterations", int) = 17 | |
_Formuparam ("Formuparam", float) = .53 | |
_Steps ("Steps", int) = 20 | |
_StepSize ("StepSize", float) = .1 | |
_Zoom ("Zoom", float) = .8 |
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#!/usr/bin/env bash | |
[ ! -d .git ] && "This is not a git directory." && exit 1 | |
# Setup the gource info for the repo. | |
~/gource/setup | |
# Create the video. | |
gource --load-config ./.git/gource/config.ini | ffmpeg -y -r 60 -f image2pipe -vcodec ppm -i - -vcodec libx264 -preset ultrafast -pix_fmt yuv420p -crf 1 -threads 8 -bf 0 ./gource.mp4 |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.XR.iOS; | |
public class BlendShapeObjectSwitcher : MonoBehaviour { | |
private static float THRESHOLD = 0.4f; | |
bool enabled = false; |
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// An adaptaion of Frank Otto's AutoFocus script for Unity's new PostProcessing Stack | |
// Original at: http://wiki.unity3d.com/index.php?title=DoFAutoFocus | |
// Adapted by Michael Hazani | |
// For more info see: http://www.michaelhazani.com/autofocus-on-whats-important | |
using UnityEngine; | |
using System.Collections; | |
using System; | |
using UnityEngine.PostProcessing; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class GPSController : MonoBehaviour { | |
public LocationInfo currentGPSInfo; | |
public float updateRate = 3f; | |
public bool debugging = true; |
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using UnityEngine; | |
public class AsteroidSpawner : MonoBehaviour | |
{ | |
public int count = 10; | |
public GameObject prefab; | |
private void Start() | |
{ | |
for (int i = 0; i < count; i++) |
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using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
[RequireComponent(typeof(GeneratePlaneMesh))] | |
public class DeformableMesh : MonoBehaviour { | |
public float maximumDepression; | |
public List<Vector3> originalVertices; |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
/// <summary> | |
/// | |
/// </summary> | |
/// <remarks>Source: https://forum.unity3d.com/threads/trying-extrude-a-2d-polygon-to-create-a-mesh.102629/ </remarks> | |
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer), typeof(PolygonCollider2D))] | |
public class ExtrudeSprite : MonoBehaviour |
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// (c) 2016 Markakod | |
#include "HitMe.h" | |
#include "WebImageDownloader.h" | |
UWebImageDownloader* UWebImageDownloader::GetWebImageDownloader(FString WebImageName, FString URL, bool& IsValid) | |
{ | |
IsValid = false; | |
UWebImageDownloader *Object = NewObject<UWebImageDownloader>(); |
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// An outline shader made for Unity with the help of @OverlandGame by @miichidk | |
// It adjusts the size of the outline to automatically accomodate screen width and camera distance. | |
// See how it looks here: https://twitter.com/OverlandGame/status/791035637583388672 | |
// How to use: Create a material which uses this shader, and apply this material to any meshrenderer as second material. | |
Shader "OutlineShader" | |
{ | |
Properties | |
{ | |
_Width ("Width", Float ) = 1 | |
_Color ("Color", Color) = (1,1,1,1) |