View Sprites-Default-Additive.shader
Shader "Sprites/DefaultAdditive" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
} | |
SubShader |
View mayapy.bat
set MayaWorkspace=%CD% | |
echo %MayaWorkspace% | |
set EscapedMayaWorkspace=%MayaWorkspace% | |
:: 置換 | |
set old=:\ | |
set new=// | |
call set EscapedMayaWorkspace=%%EscapedMayaWorkspace:%old%=%new%%% | |
set old=\ | |
set new=/ | |
call set EscapedMayaWorkspace=%%EscapedMayaWorkspace:%old%=%new%%% |
View UnityCG.cginc
#ifndef UNITY_CG_INCLUDED | |
#define UNITY_CG_INCLUDED | |
#define UNITY_PI 3.14159265359f | |
#include "UnityShaderVariables.cginc" | |
uniform fixed4 unity_ColorSpaceGrey; | |
uniform fixed4 unity_ColorSpaceDouble; | |
uniform half4 unity_ColorSpaceDielectricSpec; |
View DisplayAnimation.py
from fbx import * | |
#from samples.ImportScene.DisplayCommon import * | |
def DisplayString(pHeader, pValue="" , pSuffix=""): | |
lString = pHeader | |
lString += str(pValue) | |
lString += pSuffix | |
print(lString) | |
def DisplayBool(pHeader, pValue, pSuffix=""): |
View FixMask.cs
//saves you from agonizing manual clicking "Fix Mask" on each user-created clip, | |
//when you have updated/edited the original FBX changing the skeleton hierarchy | |
//drop this in your Scripts/Editor folder, | |
//select FBX's and right click context menu Fix Animation Masks | |
//reImporot Foloder | |
//tested on Unity 5.3.4p3 | |
//minor update, sets all transforms of the avatarMask to active (assuming you are just using 'Mask Definition Create From This Model' with all transforms active (Default behavior) |
View ModelAnimationSplitterWithAnimeControllerTrigger.cs
using UnityEngine; | |
using UnityEngine.UI; | |
using UnityEditor; | |
using UnityEditor.Animations; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Text.RegularExpressions; | |
using System.Linq; | |
using System; |
View CSharpReNameFileNameExtention_And_Meta.cs
static public void CSharpReNameFileNameExtention_And_Meta(string path,string newName) | |
{ | |
string[] pathArr = path.Split("/"[0]); | |
string tempStr = ""; | |
for (int i = 0; i < pathArr.Length-1; i++) | |
{ | |
tempStr = tempStr + pathArr[i]+"/"; | |
} | |
string renameDir = tempStr; |
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" } |
View Maya.env
//PCの環境変数 | |
//Path C:\Users\ゆーざ\AppDうata\Local\Programs\EmEditor;C:\Users\ゆーざ\AppData\Local\atom\bin | |
//TEMP %USERPROFILE%\AppData\Local\Temp | |
//TMP %USERPROFILE%\AppData\Local\Temp | |
//Mayaの環境変数 http://www.dfx.co.jp/dftalk/?p=72 | |
// Share plugin | |
//MAYA_PLUG_IN_PATH=Z:\share\maya\version\plugins;Z:\usr\maya\version\plugins; | |
//知っていると便利かもしれない環境変数一覧 | |
//書き方がわかったところで | |
//本題の知っていると便利かも知れない環境変数の一覧です。 |
View AnimationWindowExtends.cs
using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
using System.Reflection; | |
using System.Runtime.CompilerServices; | |
using System.Reflection; |
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