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Nobuyuki Kobayashi Nobuyuki-Kobayashi

  • Unity Technologies Japan
  • Japan
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@Nobuyuki-Kobayashi
Nobuyuki-Kobayashi / SetShadowQuality.cs
Last active February 22, 2024 02:53
Unity:QualitySettings/Shadows内のShadow Distance/Shadow Cascades/Cascade splitsなどをシーンから設定する.
//
// QualitySettings/Shadows内のShadow Distance/Shadow Cascades/Cascade splitsをシーンから設定する.
//
//
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityChan
{
@Nobuyuki-Kobayashi
Nobuyuki-Kobayashi / BeautifyDOFHelper.cs
Created April 18, 2018 15:49
Unity:BeautifyDOFHelper.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BeautifyEffect;
public class BeautifyDOFHelper : MonoBehaviour {
public Transform dOFtarget;
GameObject mainCamera;
Beautify beautify;
@Nobuyuki-Kobayashi
Nobuyuki-Kobayashi / PostEffectMaskRendererHelper.cs
Created April 18, 2018 15:54
Unity : PostEffectMaskRendererHelper.cs
// This is the helper script for PostEffectMaskRenderer.cs and attaches "MainCamera(with PostEffectMask)"
// to the "Mask" property of Post Effect Mask Renderer component.
// Attach to the gameobject with Post Effect Mask Renderer component.
//
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(PostEffectMaskRenderer))]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace UnityChan
{
public class CopyMaterialParameter : EditorWindow
{
[SerializeField]
//Unitychan Toon Shader ver.2.0
//UTS2GUI.cs for UTS2 v.2.0.7
//nobuyuki@unity3d.com
//https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project
//(C)Unity Technologies Japan/UCL
using UnityEngine;
using UnityEditor;
namespace UnityChan
{
//
// https://qiita.com/Akematty/items/04fadac40f7ea45fd5ab
// https://github.com/Unity-Technologies/UnityCsReference/blob/master/Runtime/Animation/ScriptBindings/LookAtConstraint.bindings.cs
// を参考に、LookAt Constraint版ペアレントを動的に追加するヘルパー
//
using UnityEngine;
using UnityEngine.Animations;
namespace UnityChan
//
// LookAtConstraintHelperのヘルパー.
// ユニティちゃんのHipsジョイントにつける場合の例.
// unityChanJointHips = GameObject.Find("/CandyRockStar/Character1_Reference/Character1_Hips").transform;
// とやってもいいけど、初期化のプレファブ生成と同時やるとタイミングの面で難しいので、ターゲットにTagを付けたほうがいいです.
//
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.PostProcessing.Utilities;
public class FocusPullerHelper : MonoBehaviour {
private Transform focusObj;
private FocusPuller focusPuller;
private Transform _target;
using UnityEditor;
using UnityEngine;
public class AssetBundleChecker
{
[MenuItem("Assets/CreateLink.xml")]
static void Create()
{
var generator = new LinkXmlGenerator();
// UnityEditor.Animations.AnimatorControllerを取得してしまうので、RuntimeAnimatorControllerに変更
@Nobuyuki-Kobayashi
Nobuyuki-Kobayashi / StrippingByVariantCollection.cs
Created April 8, 2020 06:28 — forked from wotakuro/StrippingByVariantCollection.cs
プロジェクト内にあるShaderVariantCollectionにないKeywordはビルドに含まないようにするEditor拡張です
/*
MIT License
Copyright (c) 2020 Yusuke Kurokawa
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is