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| Shader "WorldNormalFromDepthTexture" | |
| { | |
| Properties { | |
| [KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
| LOD 100 |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public static class ObjectPreviewer | |
| { | |
| struct Node | |
| { | |
| public Matrix4x4 transform; | |
| public Mesh mesh; | |
| public Material[] mats; |
| /// Add this script to the parent of colliders you wish to sync to the root rigidbody | |
| using KinematicCharacterController; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class BuildKCCPlatform : MonoBehaviour | |
| { | |
| public Transform source; |
| // I don't dance now, I make muscle moves... | |
| // Configurable Params | |
| MaxMoveF = 4000 | |
| MaxHoldF = 1.334 * MaxMoveF | |
| MaxTorque = 500 | |
| MaxHoldTorque = 1.334 * MaxTorque | |
| MaxMoveSpeed = 4.5 // m/s | |
| HillParamA = 0.25 // Coefficient of shortening heat in Hill's muscle model | |
| SetAngularDrag(0) |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| // Moves Camera similar to how camera is moved in the Unity view port. Drop the scrip on the game object which has the camera and you wish to move. | |
| public class SmoothGameCameraMovement : MonoBehaviour | |
| { | |
| public float lateralSpeed = 0.0015f; |
| using UnityEditor; | |
| using UnityEngine; | |
| /// <summary> | |
| /// Hierarchy window game object icon. | |
| /// http://diegogiacomelli.com.br/unitytips-hierarchy-window-gameobject-icon/ | |
| /// </summary> | |
| [InitializeOnLoad] | |
| public static class HierarchyWindowGameObjectIcon | |
| { |
| // put me in an Editor folder | |
| using System.IO; | |
| using UnityEditor; | |
| using UnityEditorInternal; | |
| using UnityEngine; | |
| public static class LayoutUtils | |
| { | |
| // unity stores layouts in a path referenced in WindowLayout.LayoutsPreferencesPath. | |
| // Unfortunately, thats internal - well just creat the path in the same way they do! |
| // NOTE DONT put in an editor folder! | |
| using UnityEngine; | |
| public class AutohookAttribute : PropertyAttribute | |
| { | |
| } |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using UnityEditor; | |
| using UnityEngine; | |
| public class TextureCombiner : EditorWindow { | |
| //Input textures | |
| private Texture2D[] textures = new Texture2D[4]; |