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using System.Collections; | |
#if UNITY_5_5_OR_NEWER | |
using UnityEngine.Profiling; | |
#else | |
using UnityEngine; | |
#endif | |
/** Make inserting Profiler call to your code more easily. | |
* |
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' | |
Shader "App/Appear" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_Height("_Height",Float) = 1.0 | |
_AppearTime ("_AppearTime", Range(0.0,1.0)) = 1.0 // sliders | |
_AppearColor ("_AppearColor", Color) = (.34, .85, .92, 1) // color |
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sampler2D _ScreenSpaceShadowMap; | |
#define SHADOW_COORDS(idx1) float4 shadowCoord : TEXCOORD##idx1; | |
#define TRANSFER_SHADOW(a) a.shadowCoord = CustomCalculateScreenPos(a.pos) | |
#define SHADOW_ATTENUATION(i) tex2D(_ScreenSpaceShadowMap, i.shadowCoord.xy/i.shadowCoord.w).x | |
inline float4 CustomCalculateScreenPos(float4 pos) { | |
float4 o = pos * 0.5f; | |
o.xy = float2(o.x, o.y*_ProjectionParams.x) + o.w; | |
o.zw = pos.zw; |
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using UnityEngine; | |
using UnityEditor; | |
public class VersionControlCLITips | |
{ | |
public class GitInfo | |
{ | |
public string branch; | |
public long lastupdate; | |
public string hash; |
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#include "DigiKeyboard.h" | |
const int LED_PIN = 0; | |
const int LED_PIN2 = 1; | |
const int BTN_PIN = 2; | |
void setup() { | |
// don't need to set anything up to use DigiKeyboard | |
pinMode(LED_PIN,OUTPUT); | |
pinMode(LED_PIN2,OUTPUT); | |
pinMode(BTN_PIN,INPUT); |
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/* | |
MIT License | |
Copyright (c) 2020 Yusuke Kurokawa | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all |
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/** | |
MIT License | |
Copyright (c) 2019 Yusuke Kurokawa | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is |
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1.プロジェクトのアセットをザクっと見渡すツールです | |
https://github.com/wotakuro/AssetsReporter | |
2.300フレーム毎にProfilerログを保存することで300フレーム上限問題を回避します。 | |
https://github.com/wotakuro/UnityProfilerIntervalSave | |
3.Profilerのログを分割する事で、300フレーム上限問題を回避します | |
https://github.com/wotakuro/ProfilerBinarylogSplit | |
4.ScreenShotをProfilerのログに埋め込みします |
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using UnityEngine; | |
public class CameraViewer : MonoBehaviour | |
{ | |
// Update is called once per frame | |
void Update() | |
{ | |
if (Application.isMobilePlatform) | |
{ |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Profiling; | |
using System.IO; | |
using System.Text; | |
public class ShaderParseWatcher : MonoBehaviour | |
{ |
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