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
| #define STOP_EXTRACTION_WHEN_WINDOW_CLOSED | |
| using System; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using System.IO.Compression; | |
| using System.Reflection; | |
| using System.Text; | |
| using System.Threading; | |
| using UnityEditor; |
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.Runtime.InteropServices; | |
| using UnityEngine; | |
| public class MathUtil | |
| { | |
| // Evil floating point bit level hacking. | |
| [StructLayout(LayoutKind.Explicit)] | |
| private struct FloatIntUnion | |
| { | |
| [FieldOffset(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
| Shader "Lightbeam/Lightbeam" { | |
| Properties { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Base (RGB)", 2D) = "white" {} | |
| _Width ("Width", Float) = 8.71 | |
| _Tweak ("Tweak", Float) = 0.65 | |
| } | |
| SubShader { | |
| Tags { "Queue" = "Transparent" "IgnoreProjector" = "True"} | |
| Pass { |
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
| // Original shader by @bgolus, modified slightly by @alexanderameye for URP, modified slightly more | |
| // by @gravitonpunch for ECS/DOTS/HybridRenderer. | |
| // https://twitter.com/bgolus | |
| // https://medium.com/@bgolus/the-quest-for-very-wide-outlines-ba82ed442cd9 | |
| // https://alexanderameye.github.io/ | |
| // https://twitter.com/alexanderameye/status/1332286868222775298 | |
| Shader "Hidden/Outline" | |
| { | |
| Properties |
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.Generic; | |
| using UnityEngine.Rendering.Universal; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Scripting.APIUpdating; | |
| namespace UnityEngine.Experimental.Rendering.Universal | |
| { | |
| [MovedFrom("UnityEngine.Experimental.Rendering.LWRP")] public class RenderObjectsPass : ScriptableRenderPass | |
| { | |
| RenderQueueType renderQueueType; |
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.Generic; | |
| using System.Runtime.InteropServices; | |
| using UnityEngine; | |
| class Render : MonoBehaviour | |
| { | |
| struct DrawData | |
| { | |
| public Vector3 Pos; | |
| public Quaternion Rot; |
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
| MarchingCubesGPU.cs: | |
| ... | |
| // DrawProceduralIndirect | |
| ComputeBuffer argsBuffer; | |
| [StructLayout(LayoutKind.Sequential)] | |
| struct DrawCallArgBuffer | |
| { | |
| public const int size = | |
| sizeof(int) + | |
| sizeof(int) + |
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.Generic; | |
| /// <summary> | |
| /// A simple static class to get and set globally accessible variables through a key-value approach. | |
| /// </summary> | |
| /// <remarks> | |
| /// <para>Uses a key-value approach (dictionary) for storing and modifying variables.</para> | |
| /// <para>It also uses a lock to ensure consistency between the threads.</para> | |
| /// </remarks> | |
| public static class GlobalVariables |
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
| /** | |
| MIT License | |
| Copyright (c) 2023 Bayat Games | |
| 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 |
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
| # Use the following commands to bind/unbind SSL cert | |
| # netsh http add sslcert ipport=0.0.0.0:443 certhash=3badca4f8d38a85269085aba598f0a8a51f057ae "appid={00112233-4455-6677-8899-AABBCCDDEEFF}" | |
| # netsh http delete sslcert ipport=0.0.0.0:443 | |
| $HttpListener = New-Object System.Net.HttpListener | |
| $HttpListener.Prefixes.Add("http://+:80/") | |
| $HttpListener.Prefixes.Add("https://+:443/") | |
| $HttpListener.Start() | |
| While ($HttpListener.IsListening) { | |
| $HttpContext = $HttpListener.GetContext() | |
| $HttpRequest = $HttpContext.Request |