Navigation Menu

Skip to content

Instantly share code, notes, and snippets.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Noise2 : MonoBehaviour
{
Shader m_shader;
Material m_mat;
[Range(0,1)]
public float horizonValue;
//------------------------------------------------------------------------------
// Include the IRremote library header
//
#include <IRremote.h>
//------------------------------------------------------------------------------
// Tell IRremote which Arduino pin is connected to the IR Receiver (TSOP4838)
//
int recvPin = 11;
IRrecv irrecv(recvPin);
Shader "UI/Mask"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
@baobao
baobao / AnimationClipRecoveryEditor.cs
Last active March 18, 2023 16:16
アニメーションクリップを少しリカバリーするEditorスクリプト
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
public class AnimationClipRecoveryEditor : EditorWindow
{
[MenuItem("Tools/AnimationClip Recover")]
static void Init ()
{
; global シンボル名で公開したいシンボルを定義(外部から参照可能になる)
global _main
; DATAセクションの始まりを定義
section .data
; str_helloというラベルを定義(あとから参照できるようにする)
; db 文字列で、指定文字列をASCIIコードに変換して数値として連続して書き込むということを意味する
; db "H","e","l","l","o", " World", 0x0a と記述しても同じ
; 0x0aは改行の意味
@baobao
baobao / Main.cs
Last active February 18, 2022 11:30
イントロ実装SoundManager
using UnityEngine;
using System.Collections;
public class Main : MonoBehaviour
{
public AudioClip clip;
private SoundManager _mng;
void Start ()
{
@baobao
baobao / UIToolkit_MouseDownUpTest.cs
Last active January 29, 2022 08:58
UI Toolkitサンプル:MouseDown・MouseUpショートコード
using UnityEngine;
using UnityEngine.UIElements;
// 解説Qiita記事 : https://qiita.com/ohbashunsuke/items/ae1da96e582aef734eee
[RequireComponent(typeof(UIDocument))]
public class UIToolkit_MouseDownUpTest : MonoBehaviour
{
void OnEnable()
{
var document = GetComponent<UIDocument>();
using UnityEngine;
[RequireComponent (typeof(MeshRenderer))]
[RequireComponent (typeof(MeshFilter))]
public class DynamicCreateMesh : MonoBehaviour
{
[SerializeField] Material _colorMaterial;
private void Start ()
{
using UnityEngine;
[RequireComponent (typeof(MeshRenderer))]
[RequireComponent (typeof(MeshFilter))]
public class DynamicCreateMesh : MonoBehaviour
{
[SerializeField] Material _colorMaterial;
private void Start ()
{
@baobao
baobao / ShadowMap.cs
Last active September 29, 2021 21:30
using UnityEngine;
[ExecuteInEditMode]
public class ShadowMap : MonoBehaviour
{
[SerializeField]
Material m_mat;
void OnWillRenderObject ()
{