This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| // @kurtdekker | |
| // To use: | |
| // import a repeating sprite, FullRect | |
| // drop it on a SpriteRenderer GameObject | |
| // drop this on that same SpriteRenderer you want to be infinitely tiled | |
| // |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // Based on the Unity Wiki FloatingOrigin script by Peter Stirling | |
| // URL: http://wiki.unity3d.com/index.php/Floating_Origin | |
| using UnityEngine; | |
| using UnityEngine.SceneManagement; | |
| public class FloatingOrigin : MonoBehaviour | |
| { | |
| [Tooltip("Point of reference from which to check the distance to origin.")] | |
| public Transform ReferenceObject = null; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| /*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
| Legal Stuff: | |
| This code is free to use no restrictions but attribution would be appreciated. | |
| Any damage caused either partly or completly due to usage this stuff is not my responsibility*/ | |
| Shader "BitshiftProgrammer/Liquid" | |
| { | |
| Properties | |
| { | |
| _Colour ("Colour", Color) = (1,1,1,1) | |
| _FillAmount ("Fill Amount", Range(-10,10)) = 0.0 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| /* | |
| * Created by C.J. Kimberlin | |
| * | |
| * The MIT License (MIT) | |
| * | |
| * Copyright (c) 2019 | |
| * | |
| * 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 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| Shader "Mobile VR Highlight" { | |
| Properties { | |
| _ColorOutline ("Outline", Color) = (1,1,1,1) | |
| _ColorInterior ("Interior", Color) = (0.25,0.25,0.25,0.25) | |
| _ColorInteriorFaded ("Interior Faded", Color) = (0.1,0.1,0.1,0.1) | |
| _ColorInteriorOcc ("Interior Occluded", Color) = (0.15,0.15,0.15,0.15) | |
| _ColorInteriorOccFaded ("Interior Occluded Faded", Color) = (0.05,0.05,0.05,0.05) | |
| _PulseRateMod ("Pulse Rate Modifier", Float) = 4.0 | |
| _OutlneWidth ("Outline Pixel Width", Float) = 1.0 | |
| } |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class CameraEditorMovement : MonoBehaviour | |
| { | |
| [Header("Mouse")] | |
| public float lookSpeedH = 2f; | |
| public float lookSpeedV = 2f; | |
| public float zoomSpeed = 2f; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using UnityEngine; | |
| using UnityEngine.Events; | |
| public class MouseFingerEvent | |
| { | |
| public Vector2 position; | |
| public int index; | |
| } | |
| public class MouseFinger : MonoBehaviour |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| public class RandomPointOnMesh : MonoBehaviour | |
| { | |
| public MeshCollider lookupCollider; | |
| public bool bangGetPoint; | |
| private Vector3 randomPoint; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEngine.Timeline; | |
| using UnityEngine.Playables; | |
| using System.Collections.Generic; | |
| using UnityEditor.Timeline; | |
| using uOSC; | |
| using UnityEngine.Events; | |
| using EVMC4U; | |
| using VRM; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| Shader "Region28/MaskedPaint" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Main Texture", 2D) = "white" {} | |
| //_Mask("Mask Texture", 2D) = "white" {} | |
| _Brush("Brush Texture", 2D) = "white" {} | |
| [HideInInspector]_BrushPos("Mask Position", Vector) = (0.5,0.5,0.0,0.0) | |
| _BrushSize("Mask Size", Range(0, 10)) = 1.0 | |
| _BrushRotation("Rotation", Range(0, 360)) = 0 |