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| /* | |
| Cubemap shader with adjustable vertical Scale/Offset and HSV color controls. | |
| Creation goal was to enable user to create several casually-looking skyboxes in different colors from single image, drawn in 2d editing software. | |
| Features: | |
| - Doesn't requires 6-sides cubemap, or spherical projection: texture can be easily drawn in any 2d image editing software; | |
| - "V Offset" option allows to move horizon line up and down with ease; | |
| - "V Scale" allows to stretch texture; | |
| - Rotation feature sets horizontal offset (as in original shader). | |
| - HSV controls allows to change colors. |
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| /* | |
| A simple little editor extension to copy and paste all components | |
| Help from http://answers.unity3d.com/questions/541045/copy-all-components-from-one-character-to-another.html | |
| license: WTFPL (http://www.wtfpl.net/) | |
| author: aeroson | |
| advise: ChessMax | |
| editor: frekons | |
| */ | |
| #if UNITY_EDITOR |
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| /*Blending 6 Sided skybox. By tlt*/ | |
| Shader "Skybox/VertBlendedSkybox" | |
| { | |
| Properties{ | |
| _Tint("Tint Color", Color) = (.5, .5, .5, .5) | |
| [Gamma] _Exposure("Exposure", Range(0, 8)) = 1.0 | |
| _Rotation("Rotation", Range(0, 360)) = 0 | |
| _Blend("Blend", Range(0.0,1.0)) = 0.5 |
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| //Perfect Door/Chest/DrawBridge Animation Script | |
| //Author: HolyFot | |
| //License: CC0 | |
| using UnityEngine; | |
| using System.Collections; | |
| public class Door : MonoBehaviour | |
| { | |
| [SerializeField] public GameObject doorObj; | |
| [SerializeField] public GameObject pivot; |
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| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| // Fixes wrong Skinned Mesh Renderer bounds occurring with Cloth component. | |
| // Attach this to camera. | |
| // | |
| // Idea: Before camera determines culling, we override the automatically computed | |
| // bounds with our own for all game objects with a Skinned Mesh Render in the present scene. | |
| // In this example, we use the bounds of the undeformed mesh |
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| // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
| Shader "Standard2Sided" | |
| { | |
| Properties | |
| { | |
| _Color("Color", Color) = (1,1,1,1) | |
| _MainTex("Albedo", 2D) = "white" {} | |
| _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
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| using UnityEngine; | |
| using UnityEngine.XR; | |
| using UnityEngine.XR.Management; | |
| public class XRSubSystemTest : MonoBehaviour | |
| { | |
| public void Start() | |
| { | |
| var xrSettings = XRGeneralSettings.Instance; | |
| if (xrSettings == null) |
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| # begin build properties | |
| # autogenerated by buildinfo.sh | |
| ro.build.id=NGI77B | |
| ro.build.display.id=user-358570.9320.0 | |
| ro.build.version.incremental=3585700093200000 | |
| ro.build.version.sdk=25 | |
| ro.build.version.preview_sdk=0 | |
| ro.build.version.codename=REL | |
| ro.build.version.all_codenames=REL | |
| ro.build.version.release=7.1.1 |
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| ## Photon Methods | |
| **public class Blank : Photon.PunBehaviour** | |
| instead of mono behavior, use this to receive photon callbacks in your script. | |
| **public override void OnLeftRoom()** | |
| An example of overriding a punbehavior callback |
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| Shader "Custom/VertexColor" { | |
| SubShader { | |
| Tags { "RenderType"="Opaque" } | |
| LOD 200 | |
| CGPROGRAM | |
| #pragma surface surf Lambert vertex:vert | |
| #pragma target 3.0 | |
| struct Input { |
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