My Unity repo's git config as of today.
For more complex and complete alternatives, look at:
| [Display] | |
| iMaxAnisotropy=8 | |
| fShadowDistance=60000.0000 | |
| fDirShadowDistance=60000.0000 | |
| iShadowMapResolution=2048 | |
| uiShadowFilter=2 | |
| uiOrthoShadowFilter=2 | |
| fBlendSplitDirShadow=48.0000 | |
| iMaxFocusShadows=4 | |
| iMaxDecalsPerFrame=100 |
| //============================================================================================================================== | |
| // An optimized AMD FSR's EASU implementation for Mobiles | |
| // Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/ffx-fsr/ffx_fsr1.h | |
| // Details can be found: https://atyuwen.github.io/posts/optimizing-fsr/ | |
| // Distributed under the MIT License. Copyright (c) 2021 atyuwen. | |
| // -- FsrEasuSampleH should be implemented by calling shader, like following: | |
| // AH3 FsrEasuSampleH(AF2 p) { return MyTex.SampleLevel(LinearSampler, p, 0).xyz; } | |
| //============================================================================================================================== | |
| void FsrEasuL( | |
| out AH3 pix, |
| using System.Linq; | |
| using UnityEngine; | |
| /// <summary> | |
| /// Abstract class for making reload-proof singletons out of ScriptableObjects | |
| /// Returns the asset created on editor, null if there is none | |
| /// Based on https://www.youtube.com/watch?v=VBA1QCoEAX4 | |
| /// </summary> | |
| /// <typeparam name="T">Type of the singleton</typeparam> |
| /* | |
| * 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 |
| using UnityEditor; | |
| using UnityEngine; | |
| namespace com.hololabs.editor | |
| { | |
| public class FindByGuid : EditorWindow | |
| { | |
| [MenuItem("Utility/Find Asset by Guid %&g")] | |
| public static void DoFindByGuidMenu() | |
| { |
| using System; | |
| using System.Collections.Generic; | |
| using System.Globalization; | |
| using System.Text; | |
| using UnityEditor; | |
| using UnityEditor.Compilation; | |
| using UnityEngine; | |
| namespace NoiseCrimeStudios.Editor.Settings | |
| { |
| // NoiseCrime Gist | |
| // 2014.06.21 | |
| // Unity Version: 3.5.7+ | |
| // This script demonstrates how you can use MenuItem to append commands to a script component context menu. | |
| // The new commands will be available by right-clicking on a component header or clicking the little cog icon. | |
| // Docs: http://docs.unity3d.com/ScriptReference/MenuItem.html | |
| // Note: You must use the current class name/type in both the MenuItem and where the context is used in the code. |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Reflection; | |
| using System; | |
| //Special thanks to Shamanim for solution | |
| //https://forum.unity.com/threads/sorta-solved-check-if-gameobject-is-dirty.504894/#post-3967810 | |
| public class IsDirtyUtility | |
| { | |
| //Cached Value |
| using UnityEngine; | |
| using System.Collections; | |
| public class CameraShake : MonoBehaviour | |
| { | |
| // Transform of the camera to shake. Grabs the gameObject's transform | |
| // if null. | |
| public Transform camTransform; | |
| // How long the object should shake for. |
My Unity repo's git config as of today.
For more complex and complete alternatives, look at: