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| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEngine.Rendering; | |
| using UnityEditor.Rendering; | |
| using System.Collections.Generic; | |
| namespace UTJ.Sample | |
| { | |
| public class ShaderConstantBufferAnalyzer : EditorWindow |
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| using UnityEngine; | |
| using Unity.IO.LowLevel.Unsafe; | |
| using Unity.Collections; | |
| using Unity.Collections.LowLevel.Unsafe; | |
| // AsyncReadManagerを使った同期ファイル読み込みです | |
| // AndroidでもStreamingAsset以下にあるファイルにアクセスすることが可能になっています | |
| public class AsyncReadManagerSyncReadSample : MonoBehaviour | |
| { | |
| void Start() |
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| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEngine.UIElements; | |
| using UnityEditor.UIElements; | |
| using UnityEngine.Experimental.Rendering; | |
| using UnityEditor.Playables; | |
| namespace UTJ.Sample | |
| { | |
| public class GraphicsStateCollectionSeparatorUI : EditorWindow |
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| using UnityEngine; | |
| using UnityEditor; | |
| using System; | |
| using System.Reflection; | |
| namespace UTJ | |
| { | |
| public class WebGLUtility | |
| { | |
| private static Type httpServerEditorWrapperType; |
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| using UnityEditor; | |
| using UnityEngine; | |
| using UnityEditor.UIElements; | |
| using UnityEngine.UIElements; | |
| using UnityEngine.Experimental.Rendering; | |
| using System.Collections.Generic; | |
| using UnityEngine.Rendering; | |
| using System.Text; | |
| namespace UTJ |
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| using System.Reflection; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| using UnityEngine.UI; | |
| #if DEBUG |
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| using UnityEditor.Build; | |
| using UnityEditor; | |
| public class StreamingAssetsDynamicTest : BuildPlayerProcessor | |
| { | |
| public override void PrepareForBuild(BuildPlayerContext buildPlayerContext) | |
| { | |
| var buildTarget = buildPlayerContext.BuildPlayerOptions.target; |
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| #if DEBUG | |
| using UnityEngine; | |
| using Unity.Profiling.LowLevel.Unsafe; | |
| using System; | |
| using Unity.Profiling.LowLevel; | |
| using Unity.Profiling; | |
| using Unity.Collections.LowLevel.Unsafe; | |
| using System.Runtime.CompilerServices; | |
| using System.Diagnostics.Contracts; | |
| using System.Diagnostics; |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEngine.UIElements; | |
| using UnityEditor.UIElements; | |
| using System.IO; | |
| using System.Text; | |
| public class SerializedObjectDebugWindow : EditorWindow |
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| /** | |
| * ビルドをしたりすると描画がおかしくなってしまうと言う事が起きているので、 | |
| * ビルド時のShaderVariant周りをログに書き出すデバッグ機能を作りました | |
| * | |
| * これは、IPreprocessShaders(Stripping scriptable shader variants)でログ書き出しのみを行う事で実現しています。 | |
| * https://blog.unity.com/engine-platform/stripping-scriptable-shader-variants | |
| * | |
| * デフォルト挙動では、プロジェクト直下に「ShaderBuildLog」というフォルダを作成し、 | |
| * ビルドのタイムスタンプごとにフォルダを作成するようにしています | |
| * |
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