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FOR %%a IN (Original/*.mp4) DO ffmpeg -i ".\Original\%%a" -vf "split[original][copy];[copy]scale=-1:ih*(16/9)*(16/9),crop=w=ih*9/16,gblur=sigma=20[blurred];[blurred][original]overlay=(main_w-overlay_w)/2:(main_h-overlay_h)/2" ".\Edited\%%~na.mp4" | |
pause |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using System.Linq; | |
/// <summary> | |
/// A tool used to make sure TriggerExit is reliably called for a MonoBehavior. This will ensure when a collider is disabled, your exit events still happens outside of it. | |
/// Just hook in the AddTrigger, FixedUpdate, and RemoveTrigger to your OnTriggerEnter, FixedUpdate, and OnTriggerExit to get started. | |
/// </summary> | |
public class TrackTrigger |
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using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.InputSystem; | |
using UnityEngine.InputSystem.Layouts; | |
[InputControlLayout(stateType = typeof(StadiaControllerState))] | |
#if UNITY_EDITOR | |
[InitializeOnLoad] // Make sure static constructor is called during startup. | |
#endif | |
public class StadiaController : Gamepad |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.Build; | |
using UnityEditor.Build.Reporting; | |
using System.Diagnostics; | |
using System.Text; | |
using System.IO; | |
// Will run the script whenever the editor loads | |
[InitializeOnLoad] | |
public class SetVersion: IPreprocessBuildWithReport |
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@echo off | |
call :treeProcess | |
goto :eof | |
:treeProcess | |
for %%F in (*.wav) DO ( | |
ffmpeg -i "%%F" "%%~nF.mp3" | |
DEL %%F |
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Shader "Transparent/TwoSidedCutOut" | |
{ | |
Properties | |
{ | |
_Color("Main Color", Color) = (1,1,1,1) | |
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {} | |
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5 | |
} | |
SubShader |