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public List<string> HDfilePassNameList;
Debug.Log ("////////////////////////////////////////////////////////////////////////////");
Debug.Log ("////////////////////////再帰呼び出し はじめ///////////////////////////////////");
Debug.Log ("////////////////////////////////////////////////////////////////////////////");
HDfilePassNameList = new List<string> ();
Directory_Have_Re_call(HDpath);
Debug.Log ("////////////////////////////////////////////////////////////////////////////");
Debug.Log ("////////////////////////再帰呼び出し おわり///////////////////////////////////");
Debug.Log ("////////////////////////////////////////////////////////////////////////////");
@whaison
whaison / ModelAnimationSpliter.cs
Last active August 29, 2015 14:23 — forked from asus4/ModelAnimationSpliter.cs
ModelAnimationSpliterAddEventHandler
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
/// <summary>
/// Model animation spliter.
/// by Koki Ibukuro @asus4 >whaison.jugem.jp
/// </summary>
public class ModelAnimationSpliter : EditorWindow {
TextAsset csvAsset;
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
/// <summary>
/// Model animation spliter.
/// by Koki Ibukuro @asus4 >Noboru Otsuka
/// </summary>
public class ModelAnimationSpliter : EditorWindow {
TextAsset csvAsset;
using UnityEngine;
using UnityEditor;
using UnityEditor.Animations;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using System.Linq;
//public class SdDataToEffectPrefabMaker : MonoBehaviour {
Shader "Sprites/Default"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
Shader "Sprites//CicleMask"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_CenterPosX( "CenterPosX", Range(0.0,1.0)) = 0.5 // 円の中心となるX座標
_CenterPosY( "CenterPosY", Range(0.0,1.0)) = 0.5 // 円の中心となるY座標
_InnerRadius ("Inner Radius", Range (0.0, 1.0)) = 0.3 // 描画する範囲
_FadeRadius("Fade Radisu", Range(0.0,1.0)) = 0.05 // フェード範囲
_HWRate("Height / Width Rate", float) = 1 // テクスチャの縦/横の比率
// Simplified Additive Particle shader. Differences from regular Additive Particle one:
// - no Tint color
// - no Smooth particle support
// - no AlphaTest
// - no ColorMask
Shader "Mobile/Particles/Additive" {
Properties {
_MainTex ("Particle Texture", 2D) = "white" {}
}
using UnityEngine;
using UnityEditor;
using UnityEditor.Animations;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using System.Linq;
using DMM.MB.Battle.Effect;
//public class SdDataToEffectPrefabMaker : MonoBehaviour {
@whaison
whaison / FindAllPropatiesAndWrite.cs
Last active August 29, 2015 14:25
Prefab Particle System YAML EDITOR
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System;
using System.Runtime.CompilerServices;
public class PassObject :object
{
@whaison
whaison / Ef_pngToParticleAnimation.cs
Last active August 29, 2015 14:25
Ef_pngToParticleAnimation2.cs(ParticleSystem Maker) with FindAllPropatiesAndWrite.cs(Prefab YAML EDITOR)
using UnityEngine;
using UnityEditor;
using UnityEditor.Animations;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using System.Linq;
//public class SdDataToEffectPrefabMaker : MonoBehaviour {