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Shader "Custom/InvertColor" | |
{ | |
// Propertiesはいらなくなる / Properties is unnecessary. | |
SubShader { | |
Tags {"Queue" = "Transparent+10000"} // RenderQueueは最後になるようにとにかくでかく / Set biggest value in your scene. | |
GrabPass{} // 追加 / To add | |
Pass { |
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using UnityEditor; | |
public static class RedoShortcutKey { | |
[MenuItem("Edit/Redo %#Z")] | |
static void Redo() { | |
Undo.PerformRedo (); | |
} | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
/// <summary> | |
/// Extension methods for string. | |
/// </summary> | |
public static class StringExtension{ | |
public static string Bold(this string str) | |
{ |
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using UnityEngine; | |
using UnityEditor; | |
public static class MyShortcuts { | |
[MenuItem("Edit/Redo %#Z")] | |
static void Redo() { | |
Undo.PerformRedo (); | |
} | |
} |
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Shader "UI/Cunstom/transition" | |
{ | |
Properties | |
{ | |
// Set from "source image" in Image component. | |
[HideInInspector]_MainTex ("Texture", 2D) = "white" {} | |
_Edge ("Edge", Range(0, 1)) = 0.01 | |
_Progress ("Progress", Range(0, 1)) = 0 | |
} | |
SubShader |
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Shader "Custom/VertexColorTransparent" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
LOD 100 |
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Shader "Unlit/TwoPasses" | |
{ | |
Properties | |
{ | |
_FrontColor("Front Color", Color) = (1,1,1,1) | |
_BackColor("Back Color", Color) = (1,1,1,1) | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } |
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// Use Gists to store code you would like to remember later on | |
console.log(window); // log the "window" object to the console |
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