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; | |
| using Unity.Burst; | |
| using Unity.Collections; | |
| using Unity.Jobs; | |
| using Unity.Mathematics; | |
| using UnityEngine; | |
| using UnityEngine.UI; | |
| using TMPro; | |
| public class OptimalSpatialHashing : 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
| // Code ported from https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/ | |
| // Note this implementation does not support different block types or block normals | |
| // The original author describes how to do this here: https://0fps.net/2012/07/07/meshing-minecraft-part-2/ | |
| const int CHUNK_SIZE = 32; | |
| // These variables store the location of the chunk in the world, e.g. (0,0,0), (32,0,0), (64,0,0) |
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
| // This file is in the public domain. Where | |
| // a public domain declaration is not recognized, you are granted | |
| // a license to freely use, modify, and redistribute this file in | |
| // any way you choose. | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| // Unity remake of a fake volumetric light glow effect |
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
| /* | |
| 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 |
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 "Custom/StandardSurfaceShaderWithVertexColor" { | |
| Properties { | |
| _MainTint("Global Color Tint", Color) = (1,1,1,1) | |
| } | |
| SubShader { | |
| Tags { "RenderType"="Opaque" } | |
| LOD 200 | |
| CGPROGRAM | |
| #pragma surface surf Lambert vertex:vert |
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; | |
| /// <summary> | |
| /// A set of easy-to-implement animation functions. Compiled by Nick Pattison. | |
| /// </summary> | |
| public static class AnimMath { | |
| /// <summary> | |
| /// A function for lerping between 2 values. Yes, Unity has this Mathf.Lerp() and Vector3.Lerp(), |
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; | |
| /* | |
| Copyright 2016 Max Kaufmann ([email protected]) | |
| 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 furnished to do so, subject to the following conditions: | |
| The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
| THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
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
| // Made with Amplify Shader Editor | |
| // Available at the Unity Asset Store - http://u3d.as/y3X | |
| Shader "Unlit/Directional Tint" | |
| { | |
| Properties | |
| { | |
| _MainTex("MainTex", 2D) = "white" {} | |
| _Color("Color", Color) = (1,1,1,1) | |
| _ColorA("ColorA", Color) = (1,1,1,1) | |
| _ColorB("ColorB", Color) = (1,1,1,1) |
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; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Profiling; | |
| public class KdTree<T> : IEnumerable<T>, IEnumerable where T : Component | |
| { | |
| protected KdNode _root; | |
| protected KdNode _last; |
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
| set -e | |
| adb shell setprop debug.oculus.capture.width 1280 | |
| adb shell setprop debug.oculus.textureWidth 1280 | |
| adb shell setprop debug.oculus.capture.height 720 | |
| adb shell setprop debug.oculus.capture.bitrate 10000000 | |
| adb shell setprop debug.oculus.foveation.level 0 | |
| adb shell setprop debug.oculus.capture.fps 60 |
NewerOlder