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zawazawagh / AssetGraphIgnorer.cs
Last active September 11, 2022 03:39
【Unity AssetGraph】Add load ignoresettings with custom menu
using System;
using System.Collections;
using System.IO;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using UnityEngine.AssetGraph;
using UnityEngine.AssetGraph.DataModel.Version2;
public class AssetGraphIgnorer
@zawazawagh
zawazawagh / TextureFilter.cs
Last active September 11, 2022 03:28
【Unity AssetGraph】Custom Texture Filter
using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.AssetGraph;
using Model = UnityEngine.AssetGraph.DataModel.Version2;
[CustomFilter("TextureTypeFilter")]
public class TextureFilter : IFilter
{
[SerializeField]
@zawazawagh
zawazawagh / ComputeShader.compute
Last active September 11, 2022 01:11
RenderTextureDataAccess
#pragma kernel CSMain
RWTexture2D<float4> buffer;
RWStructuredBuffer<int> Result;
int Width;
[numthreads(8,8,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
float4 pixelValue = buffer[int2(id.x, id.y)];
//e.g. pack to result buffer in 8bit rgb order
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
namespace PrefabUtil
{
public static class FindVariantsFromOriginal
{
[MenuItem("Assets/PrefabUtil/Find Prefab Variant from Original Prefab", validate = true)]
using System;
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
namespace PrefabReverter
@zawazawagh
zawazawagh / IndexBuffer.compute
Created February 27, 2022 15:09
IndexBufferEcho
#pragma kernel CSMain
ByteAddressBuffer Indices;
RWStructuredBuffer<int> IndexResultBuffer;
int IndicesCount;
uint2 AsUint16 (uint a)
{
uint x = a >> 16;
@zawazawagh
zawazawagh / VertexBufferVisualizer.compute
Last active February 20, 2022 04:50
VertexBufferVisualizer
#pragma kernel CSMain
struct VertexPosition
{
float3 Position;
};
ByteAddressBuffer Verts;
RWStructuredBuffer<VertexPosition> VertexPositionBuffer;;
@zawazawagh
zawazawagh / FineTextureTiling.shader
Created January 16, 2022 11:53
FineTextureTiling
Shader "Unlit/FineTextureTiling"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_NoiseTex ("Noise Texture", 2D) = "white" {}
_NoiseScale("Noise Scale", float) = 0.005
_SmoothingPower("Smoothing Power", Range(0.001, 2)) = 1
[Toggle]_ShowIndex("Show Index", int) = 0
[Toggle]_FineTiling("Fine Tiling", int) = 0
using UnityEngine;
public class SMBTestMainBehaviour : StateMachineBehaviour
{
private static readonly int _walk = Animator.StringToHash("Walk");
private GameObject _camera;
private GameObject _speechBalloon;
private TextMesh _text;
private void Awake()
using UnityEngine;
using UnityEngine.Rendering;
public class CubemapUpdater : MonoBehaviour {
[SerializeField] private Shader _blitShader;
private Cubemap _cubemap;
private readonly int _cubemapSize = 16;
private Material _blitMat;
private RenderTexture _cubemapRT;