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Shader "Custom/ExcludeBlackSpriteShader"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_Threshold ("Threshold", Range(0.0, 1.0)) = 0.1
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
[SerializeField] TextMeshPro tmpStandard;
[SerializeField] TextMeshProUGUI tmpUI;
public void SendTmpToRenderTexture()
{
Vector2 size = new Vector2(100f, 100f);
RenderTexture tex = RenderTexture.GetTemporary(100f, Mathf.RoundToInt(size.y * 200f), 24, RenderTextureFormat.ARGB32);
GL.PushMatrix(); // copy current camera matrix settings
GL.LoadIdentity();
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Unlit alpha-blended shader.
// - no lighting
// - no lightmap support
// - no per-material color
Shader "Unlit/Transparent SpriteMask" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
using System.Collections;
using UnityEngine;
public class Example : MonoBehaviour
{
private IEnumerator Start()
{
Screen.SetResolution( 640, 480, true );
yield return null;
using System.Collections;
using Kogane;
using UnityEngine;
using UnityEngine.Networking;
public class Example : MonoBehaviour
{
private IEnumerator Start()
{
const string url =
// ReSharper disable UnusedMember.Global
namespace MyProject
{
/// <summary>
/// 購入エラーコード
/// https://sdk.revenuecat.com/android/4.6.1/public/com.revenuecat.purchases/-purchases-error-code/index.html
/// </summary>
public enum PurchasesErrorCode
{
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
namespace Kogane
{
/// <summary>
/// Purchases 型の拡張メソッド
/// </summary>
public static class PurchasesExtensionMethods
{
using UnityEngine;
namespace Kogane
{
/// <summary>
/// Android 端末の「設定 > システム > 日付と時刻」の「日時を自動的に設定」と「タイムゾーンを自動的に設定」の設定値を取得できるクラス
/// </summary>
public static class AndroidDeviceDateTimeChecker
{
//================================================================================
#if UNITY_EDITOR_OSX
#else
using UnityEditor;
using UnityEditor.ShortcutManagement;
using UnityEngine;
namespace Kogane.Internal
{
/// <summary>
using System.Runtime.InteropServices;
using UnityEditor;
internal static class DarkMode
{
[InitializeOnLoadMethod]
[DllImport( "【ここに UnityEditorDarkMode.dll のパスを書く】", EntryPoint = "DllMain" )]
public static extern void DllMain();
}