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@darkfall
darkfall / gist:1656050
Created January 22, 2012 07:15
A simple class that converts a image to a icon in c# without losing image color data, unlike System.Drawing.Icon; ico with png data requires Windows Vista or above
class PngIconConverter
{
/* input image with width = height is suggested to get the best result */
/* png support in icon was introduced in Windows Vista */
public static bool Convert(System.IO.Stream input_stream, System.IO.Stream output_stream, int size, bool keep_aspect_ratio = false)
{
System.Drawing.Bitmap input_bit = (System.Drawing.Bitmap)System.Drawing.Bitmap.FromStream(input_stream);
if (input_bit != null)
{
int width, height;
@MattRix
MattRix / RXDivider.cs
Last active May 1, 2024 18:15
Adds dividers into the inspector. Based on a brilliant idea by Matthew Wegner, see: https://twitter.com/mwegner/status/355147544818495488
//Based on a brilliant idea by Matthew Wegner - https://twitter.com/mwegner/status/355147544818495488
//Code for drawing the base PropertyDrawers is from here: http://forum.unity3d.com/threads/173401-Getting-Default-SerializedProperty-Drawing-within-a-PropertyDrawer?p=1186347&viewfull=1#post1186347
//My implementation is super lazy with magic numbers everywhere! :D
#if UNITY_EDITOR
using System;
using UnityEngine;
using System.Collections.Generic;
using UnityEditor;
@gfsl
gfsl / RXDivider.cs
Created September 25, 2013 04:00 — forked from MattRix/RXDivider.cs
//Based on a brilliant idea by Matthew Wegner - https://twitter.com/mwegner/status/355147544818495488
//Code for drawing the base PropertyDrawers is from here: http://forum.unity3d.com/threads/173401-Getting-Default-SerializedProperty-Drawing-within-a-PropertyDrawer?p=1186347&viewfull=1#post1186347
//My implementation is super lazy with magic numbers everywhere! :D
#if UNITY_EDITOR
using System;
using UnityEngine;
using System.Collections.Generic;
using UnityEditor;
@ChemiKhazi
ChemiKhazi / gist:9014977
Created February 15, 2014 05:33
Unity3D Enum Flags PropertyDrawer
[CustomPropertyDrawer(typeof(EnumType))]
public class PlayerUnitDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
property.intValue = (int) (EnumType) EditorGUI.EnumMaskField(position, "Property Name", (EnumType)property.intValue);
EditorGUI.EndProperty();
}
@frarees
frarees / MinMaxSliderAttribute.cs
Last active April 4, 2024 12:13
MinMaxSlider for Unity
// https://frarees.github.io/default-gist-license
using System;
using UnityEngine;
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
public class MinMaxSliderAttribute : PropertyAttribute
{
public float Min { get; set; }
public float Max { get; set; }
Shader "Sprites/Cutout"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.5
}
@ruby0x1
ruby0x1 / tilt.shift.glsl
Last active February 19, 2024 02:46
Tilt shift shader, modified from something @grapefrukt gave me
// Modified version of a tilt shift shader from Martin Jonasson (http://grapefrukt.com/)
// Read http://notes.underscorediscovery.com/ for context on shaders and this file
// License : MIT
uniform sampler2D tex0;
varying vec2 tcoord;
varying vec4 color;
/*
Take note that blurring in a single pass (the two for loops below) is more expensive than separating
@KeyMaster-
KeyMaster- / spriteGlitch.shader
Last active May 20, 2024 14:58
A glitch effect shader for Sprites in Unity3D
//Copyright (c) 2014 Tilman Schmidt (@KeyMaster_)
//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 above copyright notice and this permission notice shall be included in
@trentpolack
trentpolack / EnumerationType.h
Last active June 7, 2021 18:30
Enumerations in Unreal Engine 4
// Generally, developers in UE4 tend towards the following convention for enumerations:
UENUM( BlueprintType )
enum class ENoiseGeneratorCellularType : uint8
{
NGCT_Natural UMETA( DisplayName = "Natural" ),
NGCT_Euclidean UMETA( DisplayName = "Euclidean" ),
NGCT_Manhattan UMETA( DisplayName = "Manhattan" ),
NGCT_Max UMETA( Hidden )
};