This gist shows how to create a GIF screencast using only free OS X tools: QuickTime, ffmpeg, and gifsicle.
To capture the video (filesize: 19MB), using the free "QuickTime Player" application:
| Shader "Sprites/EmissiveSpriteShaderClamped" | |
| { | |
| Properties | |
| { | |
| [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
| _SelfIllum("Self Illumination",Range(0.0,1.0)) = 0.0 | |
| _FlashAmount("Flash Amount",Range(0.0,1.0)) = 0.0 | |
| _Color("Tint", Color) = (1,1,1,1) | |
| [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 | |
| _EmissionMap("Emission Map", 2D) = "black"{} |
| Shader "Sprites/EmissiveSpriteShader" | |
| { | |
| Properties | |
| { | |
| [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} | |
| _SelfIllum("Self Illumination",Range(0.0,1.0)) = 0.0 | |
| _FlashAmount("Flash Amount",Range(0.0,1.0)) = 0.0 | |
| [PerRendererData] _Color("Tint", Color) = (1,1,1,1) | |
| [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 | |
| _EmissionMap("Emission Map", 2D) = "black"{} |
| // An outline shader made for Unity with the help of @OverlandGame by @miichidk | |
| // It adjusts the size of the outline to automatically accomodate screen width and camera distance. | |
| // See how it looks here: https://twitter.com/OverlandGame/status/791035637583388672 | |
| // How to use: Create a material which uses this shader, and apply this material to any meshrenderer as second material. | |
| Shader "OutlineShader" | |
| { | |
| Properties | |
| { | |
| _Width ("Width", Float ) = 1 | |
| _Color ("Color", Color) = (1,1,1,1) |
| /* | |
| Basic Sprite Shader for aligning pixel art to the same grid, based on the Unity Sprite Shader. | |
| Create one Material where you assign the same Pixels Per Unit value you use on your imported Sprites, | |
| then reuse this Material on all appropriate Sprite Renderers. | |
| (You can use Shader.SetGlobalFloat to set that Pixels Per Unit value for all your shaders: | |
| https://docs.unity3d.com/ScriptReference/Shader.SetGlobalFloat.html) | |
| This is not for scaled or rotated artwork. If you need those features, look at low res render textures. | |
| Use this however you want. |
| #content { | |
| padding-top: 20px; | |
| } | |
| i[class^="icon-"].large { | |
| font-size: 64px; | |
| } | |
| .text-right { | |
| text-align: right; |
| public float Acceleration { get; set; } | |
| public void Update(GameTime gameTime) | |
| { | |
| var additionalVelocity = new Vector2((float)Mat.Cos(Rotation) * Acceleration, (float)Math.Sin(Rotation) * Acceleration); | |
| var newVelocity = CurrentVelocity + additionalVelocity; | |
| if (Math.Abs(newVelocity.DistanceTo(Vector2.Zero)) <= 250) | |
| { |
| var parser = document.createElement('a'); | |
| parser.href = "http://example.com:3000/pathname/?search=test#hash"; | |
| parser.protocol; // => "http:" | |
| parser.hostname; // => "example.com" | |
| parser.port; // => "3000" | |
| parser.pathname; // => "/pathname/" | |
| parser.search; // => "?search=test" | |
| parser.hash; // => "#hash" | |
| parser.host; // => "example.com:3000" |
| $dontcare = git fetch origin --prune | |
| $branches = git branch -a --merged | | |
| ?{$_ -match "remotes\/origin"} | | |
| ?{$_ -notmatch "\/master"} | | |
| %{$_.Replace("remotes/origin/", "").Trim() } | |
| if (-not $branches) { | |
| echo "No merged branches detected" | |
| exit 0 | |
| } |
| using System; | |
| using System.Dynamic; | |
| using Massive; | |
| namespace MassiveFluently.Expressions { | |
| public class All {} | |
| public class First {} | |
| public class Last {} | |
| } | |
| namespace MassiveFluently { |