View test.cs
if (settings.blurBackground)
{
//TODO this is just a quick fix for too much blur at lower resolutions. In time we need to figure out how to handle 4K
int blurIterations = settings.blurKawaseKernelSizes.Length;
blurIterations = Screen.width > 500 ? blurIterations : blurIterations - 1;
blurIterations = Screen.width > 250 ? blurIterations : 0;
int blurTargetID = Shader.PropertyToID("BlurTarget");
RenderTargetIdentifier blurTarget = blurTargetID;
commandBuffer.GetTemporaryRT(blurTargetID, Screen.width / settings.blurTextureSizeDivider, Screen.height / settings.blurTextureSizeDivider, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
commandBuffer.SetGlobalFloat(samplingOffsetId, settings.blurKawaseKernelSizes[0]);
View MIT-license.md
View gist:d8b31eab90195208cc38
var audioManager = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/AudioManager.asset")[0];
var serializedManager = new SerializedObject(audioManager);
var prop = serializedManager.FindProperty("m_DisableAudio");
prop.boolValue = true;
serializedManager.ApplyModifiedProperties();
View SceneUtility.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using Object = UnityEngine.Object;
using UnityEditor;
namespace Swing.Editor
{
View EditorCoroutine.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Swing.Editor
{
public class EditorCoroutine