I hereby claim:
- I am bcatcho on github.
- I am bcatcho_dd (https://keybase.io/bcatcho_dd) on keybase.
- I have a public key ASCOgsZRcYIZKoBns6wVmK8WkhCYgG9tIqfb16bJ63-hLwo
To claim this, I am signing this object:
I hereby claim:
To claim this, I am signing this object:
# | |
Start: | |
bld_townhall 1, | |
bld_factory 1, | |
bld_collector 1, | |
bld_settlement 2 |
The MIT License (MIT) | |
Copyright (c) 2015 Brandon Catcho | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: |
// The MIT License (MIT) - https://gist.github.com/bcatcho/1926794b7fd6491159e7 | |
// Copyright (c) 2015 Brandon Catcho | |
using UnityEngine; | |
using System.Collections.Generic; | |
namespace CatchCo | |
{ | |
[RequireComponent(typeof(MeshRenderer))] | |
public class UniformTextureAtlasMeshRenderHelper : MonoBehaviour | |
{ |
// The MIT License (MIT) - https://gist.github.com/bcatcho/1926794b7fd6491159e7 | |
// Copyright (c) 2015 Brandon Catcho | |
using UnityEngine; | |
using UnityEditor; | |
namespace CatchCo.EditorScripts.Util | |
{ | |
public class SetMaterialWithSpriteEditorWindow : EditorWindow | |
{ | |
private Material _material; |
Shader "Custom/yar" { | |
Properties { | |
_ColorLow ("Color Low", COLOR) = (1,1,1,1) | |
_ColorHigh ("Color High", COLOR) = (1,1,1,1) | |
_yPosLow ("Y Pos Low", Float) = 0 | |
_yPosHigh ("Y Pos High", Float) = 10 | |
_GradientStrength ("Graident Strength", Float) = 1 | |
_EmissiveStrengh ("Emissive Strengh ", Float) = 1 | |
_ColorX ("Color X", COLOR) = (1,1,1,1) | |
_ColorY ("Color Y", COLOR) = (1,1,1,1) |
// The MIT License (MIT) - https://gist.github.com/bcatcho/1926794b7fd6491159e7 | |
// Copyright (c) 2015 Brandon Catcho | |
using UnityEngine; | |
using System.Collections.Generic; | |
using System.Linq; | |
#if UNITY_EDITOR | |
using System; | |
using UnityEditor; | |
using UnityEditor.Sprites; |
// --------------------------------- | |
// 1. SETUP | |
// We need: | |
// - a frame buffer to do anything | |
// - a color render buffer to draw on off screen | |
// - a texture to paint with | |
// - and a mesh that describes where it is drawn | |
// THE FRAME BUFFER | |
GLuint framebuffer; |
using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
namespace CatchCo.Diagram.EditorScripts | |
{ | |
public class SpriteHelperEditorWindow : EditorWindow | |
{ | |
[MenuItem ("CatchCo/Sprite Helper")] | |
private static void Init () |
Shader "insula/env/outdoor" { | |
Properties { | |
_texture ("texture", 2D) = "white" {} | |
_fakeshadowcolor ("fake shadow color", Color) = (0.5,0.5,0.5,1) | |
_fakeshadowfacenormal ("fake shadow face normal", Vector) = (0,0,0,0) | |
_shadowspread ("shadow spread", Float ) = 0.95 | |
_bgcolor ("bg color", Color) = (0.5,0.5,0.5,1) | |
_silhouette ("silhouette value", Range(0, 1)) = 1 | |
_waterLevel ("water level", Float) = -2 | |
_waterDepth ("water depth", Float) = 4 |