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| # use ImageMagick convert | |
| # the order is important. the density argument applies to input.pdf and resize and rotate to output.pdf | |
| convert -density 90 input.pdf -rotate 0.5 -attenuate 0.2 +noise Multiplicative -colorspace Gray output.pdf |
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| /* | |
| LICENSE | |
| The code is provided under the MIT License which is basically just to provide myself some basic legal security. | |
| I definitely ALLOW you to use it in your own sofware (even commercial ones) without attributing me. | |
| But I totally DISALLOW to sell the NonConvexMeshCollider itself (or any derivative work) if you sell it as a solution for 'Non-Convex Mesh Colliding'. | |
| Also please dont repost the code somewhere else withour my approval, place a link to this page instead. | |
| The point is that I don't want anybody to just rip or modify my algorithm and sell it on the unity asset store or anywhere else! | |
| If (ever) anybody should be allowed to sell this algorithm for what it is, it should be me, don't you think? ;) | |
| Anyhow: if you want to use it to provide non-convex mesh colliding in your own unity project, even if its a commercial one, go ahead and enjoy. :) |
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| using TMPro; | |
| using UnityEditor; | |
| using UnityEngine; | |
| using UnityEngine.UI; | |
| namespace NicholasSheehan | |
| { | |
| //Place in an editor folder | |
| class TextToTextMeshPro : MonoBehaviour | |
| { |
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| // When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
| // However, if you want to author shaders in shading language you can use this teamplate as a base. | |
| // Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
| // This shader works with URP 7.1.x and above | |
| Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
| { | |
| Properties | |
| { | |
| // Specular vs Metallic workflow | |
| [HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
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| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using UnityEditor; | |
| using UnityEngine; | |
| using Object = UnityEngine.Object; | |
| public class MaterialGradientDrawer : MaterialPropertyDrawer { | |
| private int resolution; |
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| using UnityEngine; | |
| using System.Collections; | |
| using UnityEditor; | |
| [CustomEditor (typeof(TriggerContainer))] | |
| public class TriggerContainerEditor : Editor | |
| { | |
| private SerializedObject obj; |
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| Shader "Unlit/InfiniteGrid" | |
| { | |
| Properties | |
| { | |
| [Toggle] _WorldUV ("Use World Space UV", Float) = 1.0 | |
| _GridScale ("Grid Scale", Float) = 1.0 | |
| _GridBias ("Grid Bias", Float) = 0.5 | |
| _GridDiv ("Grid Divisions", Float) = 10.0 | |
| _BaseColor ("Base Color", Color) = (0,0,0,1) | |
| _LineColor ("Line Color", Color) = (1,1,1,1) |
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| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.LWRP; | |
| // Inheriting from `ScriptableRendererFeature` will add it to the | |
| // `Renderer Features` list of the custom LWRP renderer data asset. | |
| public class RenderMyCustomPass : ScriptableRendererFeature | |
| { | |
| private class MyCustomPass : ScriptableRenderPass | |
| { |
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| Script.GlobalOptions.CustomConverters.SetScriptToClrCustomConversion(DataType.Table, typeof(Vector3), | |
| dynVal => { | |
| Table table = dynVal.Table; | |
| float x = (float)table.Get("x").CastToNumber(); | |
| float y = (float)table.Get("y").CastToNumber(); | |
| float z = (float)table.Get("z").CastToNumber(); | |
| return new Vector3(x, y, z); | |
| } | |
| ); | |
| Script.GlobalOptions.CustomConverters.SetClrToScriptCustomConversion<Vector3>( |
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| // ------------------------------------------------------------------ | |
| // Fog helpers | |
| // | |
| // multi_compile_fog Will compile fog variants. | |
| // UNITY_FOG_COORDS(texcoordindex) Declares the fog data interpolator. | |
| // UNITY_TRANSFER_FOG(outputStruct,clipspacePos) Outputs fog data from the vertex shader. | |
| // UNITY_APPLY_FOG(fogData,col) Applies fog to color "col". Automatically applies black fog when in forward-additive pass. | |
| // Can also use UNITY_APPLY_FOG_COLOR to supply your own fog color. | |
| // In case someone by accident tries to compile fog code in one of the g-buffer or shadow passes: |
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