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Nếu như lần đầu gặp mặt Ai sẽ vì ai mà quay đầu

Aprius aprius

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Nếu như lần đầu gặp mặt Ai sẽ vì ai mà quay đầu
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public int timeSlicing = 2;
public void Update()
{
if (Time.frameCount % timeSlicing == 0)
{
// TODO
}
}
using System;
using System.IO;
using System.Linq;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
public class FooConfig : ScriptableObject
{
Shader "Custom/Freeze" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_ShadeColor ("Shade Color", Color) = (0.5,0.5,0.5)
_SpecularPower ("Specular Power", Range(0, 30)) = 1
_SpecularColor ("Specular Color", Color) = (0.5,0.5,0.5)
_FreezeRate ("Freeze Rate", Range(0.0, 1.0)) = 0
_FreezeRateMax ("Freeze Rate Max", Range(0.0, 1.0)) = 0.7
_FreezeBorder ("Freeze Border", Range(0.0, 1.0)) = 0.05
_FreezeBorderColor ("Freeze Border Color", Color) = (0.5,0.5,0.5)
Shader "Unlit/DemoShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
using UnityEngine;
using UnityEngine.InputSystem;
public class ActionCallbackExample : MonoBehaviour
{
[SerializeField] private InputAction action;
private void OnEnable()
{
// Đăng ký callback
class Renderable : IRenderable
{
public void render()
{
}
}
class Moveable : IMoveable
{
public void move(float time)
@aprius
aprius / edm.json
Last active February 4, 2023 14:56
{
"firebase": {
"source": [
"10.4.0",
"10.3.0",
"10.2.0",
"10.1.1",
"10.1.0",
"10.0.0",
"9.6.0",
@aprius
aprius / Skybox Gradient.shader
Last active December 12, 2022 04:26
Skybox gradient shader unity3d
// Made with Amplify Shader Editor
Shader "Skybox Gradient"
{
Properties
{
_Top("Top", Color) = (1,1,1,0)
_Bottom("Bottom", Color) = (0,0,0,0)
_mult("mult", Float) = 1
_pwer("pwer", Float) = 1
[Toggle(_SCREENSPACE_ON)] _Screenspace("Screen space", Float) = 0
using System;
using UnityEngine;
/// <summary>
/// observer : đạt thành tựu thu thập đủ 10000 coin
/// </summary>
public class CoinArchivementObserver : MonoBehaviour
{
private void Awake()
{
using UnityEngine;
public class BlinkSample1 : MonoBehaviour
{
[SerializeField] private Renderer target;
[SerializeField] private float cycle = 1;
private float _time;
private void Update()