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//Based on a brilliant idea by Matthew Wegner - https://twitter.com/mwegner/status/355147544818495488 | |
//Code for drawing the base PropertyDrawers is from here: http://forum.unity3d.com/threads/173401-Getting-Default-SerializedProperty-Drawing-within-a-PropertyDrawer?p=1186347&viewfull=1#post1186347 | |
//My implementation is super lazy with magic numbers everywhere! :D | |
#if UNITY_EDITOR | |
using System; | |
using UnityEngine; | |
using System.Collections.Generic; | |
using UnityEditor; |
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ScriptableObject Icon | |
_Popup | |
_Help | |
Clipboard | |
SocialNetworks.UDNOpen | |
SocialNetworks.Tweet | |
SocialNetworks.FacebookShare | |
SocialNetworks.LinkedInShare | |
SocialNetworks.UDNLogo | |
animationvisibilitytoggleoff |
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using UnityEngine; | |
using System.Collections; | |
using System; | |
//based on the code in this post: http://martinecker.com/martincodes/unity-editor-window-zooming/ | |
//but I changed how the API works and made it much more flexible | |
//usage: create an EditorZoomer instance wherever you want to use it (it tracks the pan + zoom state) | |
//in your OnGUI, draw your scrollable content between zoomer.Begin() and zoomer.End(); | |
//you also must offset your content by zoomer.GetContentOffset(); |
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using System.IO; | |
using System.Text; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Text.RegularExpressions; | |
using System.Linq; | |
using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.Callbacks; |
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Shader "Milkbag/CurvatureImageEffect" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_LightStrength ("LightStrength", Float) = 0.3 | |
_DarkStrength ("DarkStrength", Float) = 0.3 | |
_Spread ("Spread", Float) = 1.0 | |
[Toggle(USE_MULTIPLY)] _UseMultiply("Use Multiply", Float) = 0 | |
[Toggle(CURVATURE_ONLY)] _CurvatureOnly("Curvature Only", Float) = 0 |
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// Cellular noise ("Worley noise") in 2D in GLSL. | |
// Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved. | |
// This code is released under the conditions of the MIT license. | |
// See LICENSE file for details. | |
// https://github.com/stegu/webgl-noise | |
// Modulo 289 without a division (only multiplications) | |
float3 mod289(float3 x) { | |
return x - floor(x * (1.0 / 289.0)) * 289.0; |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System; | |
using System.Linq; | |
using System.Reflection; | |
[InitializeOnLoad] | |
public class RXLookingGlass | |
{ |
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using UnityEngine; | |
using System.Collections; | |
using System; | |
[RequireComponent (typeof(Rigidbody))] | |
public class PhysicsFollower : MonoBehaviour | |
{ | |
public Transform target; | |
Rigidbody rb; |
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using UnityEngine; | |
using System; | |
using System.Reflection; | |
using System.Text.RegularExpressions; | |
[AttributeUsage (AttributeTargets.Field,Inherited = true)] | |
public class ReadOnlyAttribute : PropertyAttribute {} | |
#if UNITY_EDITOR | |
[UnityEditor.CustomPropertyDrawer (typeof(ReadOnlyAttribute))] |
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using UnityEngine.UI; | |
using System.Collections.Generic; | |
using System; | |
using UnityEngine; | |
public class VertBend : BaseMeshEffect | |
{ | |
public override void ModifyMesh(VertexHelper vh) | |
{ | |
if(!IsActive()) return; |
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