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/*
produce the error
Shader error in 'Custom/UV2Test': declaration of "_MainTex_ST" conflicts with previous declaration at (48) at line 49
*/
Shader "Custom/UV2Test" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
// n: number of nodes on left side, nodes are numbered 1 to n
// m: number of nodes on right side, nodes are numbered n+1 to n+m
// G = NIL[0] ∪ G1[G[1---n]] ∪ G2[G[n+1---n+m]]
public class Bipartite {
private const int MAX = 100001;
private const int NIL = 0;
// simple "dissolving" shader by genericuser (radware.wordpress.com)
// clips materials, using an image as guidance.
// use clouds or random noise as the slice guide for best results.
//@increpare with separate color and lighting disabled
Shader "Custom/Dissolve" {
Properties {
_MainTex ("Texture (RGB)", 2D) = "white" {}
_SliceGuide ("Slice Guide (RGB)", 2D) = "white" {}
title By Your Side
author Alan Hazelden
homepage www.draknek.org
require_player_movement
key_repeat_interval 0.12
(a port of alan hazelden's game, By Your Side, in 6 lines of code, made with the permission of the author -
the original is here
STR:33
astaire
aster
astir
astor
astray
austere
austria
austro
easter
package main
import (
"fmt"
"math/rand"
"log"
"time"
)
var cards = [][]int{
./gosim.go:61: syntax error: unexpected =, expecting {
./gosim.go:62: syntax error: unexpected for, expecting field name or embedded type
./gosim.go:63: syntax error: unexpected for, expecting }
./gosim.go:79: syntax error: non-declaration statement outside function body
using System;
using System.Collections;
public class SingletonBase<T> where T : SingletonBase<T>{
}
public class MyChildSingleton : SingletonBase<MyChildSingleton> {
}
<!DOCTYPE HTML>
<html>
<head>
<title>pooppsøøoŒõ</title>
<style>
html {height:592px;}
body {width:100%; height:100%; overflow:hidden;}
#game {background:black;margin: 0 auto;margin-top: 40px;display: block;}
</style>
<script>
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Custom/Invert Color (sprite)"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)