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@mstevenson
mstevenson / SaveFBX.cs
Created August 5, 2013 20:05
ASCII FBX file exporter for Unity. Extracted from Michal Mandrysz's Unity Summer of Code 2009 external lightmapping project.
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
/*
@theodox
theodox / FBX Wrapper.py
Last active December 19, 2021 12:05
FBXWrapper
'''
FBXWrapper
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:
usage:
@marukun318
marukun318 / Build.cs
Created March 6, 2015 07:02
Unity5で選択したファイルにアセットバンドルの名前を自動で付ける
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
@st0326s
st0326s / AssetBundleLoad_Unity5.cs
Last active August 25, 2016 12:19
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: http://qiita.com/satotin/items/7a481c69230e9393401b
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");
@shop-0761
shop-0761 / FragmentWithSurface.shader
Created February 11, 2019 12:40
Fragment と surface を一緒に使うやつ
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" }