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shop-0761 / FragmentWithSurface.shader
Created Feb 11, 2019
Fragment と surface を一緒に使うやつ
View FragmentWithSurface.shader
Shader "Custom/fragmentWithSurface" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
SubShader {
Tags { "RenderType"="Opaque" }
st0326s / AssetBundleLoad_Unity5.cs
Last active Aug 25, 2016
アセットバンドルの作り方・ロード方法の色々メモ(ver5.4.0f3・ver5.3.0f4・ver5.0.1f・ver4.6.2) ref:
View AssetBundleLoad_Unity5.cs
using UnityEngine;
using System.Collections;
public class AssetBundleLoad_Unity5 : MonoBehaviour {
public void CreateFileAssetBundleFileLoad()
// マニフェストが入っているファイルをパスで指定
string path = Application.streamingAssetsPath + "/" + "BuildOutPut" + "/";
// マニフェストのアセットバンドルを作成
// (マニフェストのアセットバンドルの中にアセットバンドル化したデータ群が入っている)
AssetBundle NoCompress = AssetBundle.CreateFromFile(path + "BuildOutPut");
marukun318 / Build.cs
Created Mar 6, 2015
View Build.cs
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.IO;
public class BuildScript
const string kAssetBundlesOutputPath = "AssetBundles";
// アセットバンドル化するフォルダの設置場所
View FBX
This module provides a python wrapper for every method exposed in the FBX plugin.
The arguments for the calls are the same as for the equivalent mel calls, however they can be passed with typical
python syntax, which is translated to mel-style flags and arguments under the hood. The actual flags and arguments
are documented here:
mstevenson / SaveFBX.cs
Created Aug 5, 2013
ASCII FBX file exporter for Unity. Extracted from Michal Mandrysz's Unity Summer of Code 2009 external lightmapping project.
View SaveFBX.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
nickgravelyn / GameObjectPool.cs
Created Dec 27, 2012
A simple pooling system for Unity plus a helper for Shuriken particles to do one-shot particle effects in a pool. Put the pool component on an object and set the name and prefab. The pool invokes the OnPoolCreate method on objects when they are "created" in the pool (so put your logic that normally would go in Start there) and an OnPoolRelease m…
View GameObjectPool.cs
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class GameObjectPool : MonoBehaviour
private static readonly Dictionary<string, GameObjectPool> _poolsByName = new Dictionary<string, GameObjectPool>();
public static GameObjectPool GetPool(string name) { return _poolsByName[name]; }