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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' | |
Shader "Debuggers/AudioLinkLocator" { | |
Properties { | |
_Scale ("Distance", Range(0.0001, 10)) = 1 | |
} | |
SubShader { | |
Tags { | |
"RenderType" = "Opaque" | |
"Queue" = "Overlay" |
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.SceneManagement; | |
using UnityEditor; | |
public static class BakeryAutoMigrate { | |
static Texture2D spotCookie; | |
[MenuItem("Bakery/Utilities/Migrate and Adjust Lights", priority = 60)] |
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#if UNITY_EDITOR | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
using TMPro; | |
using UnityEditor; | |
using QvPen.UdonScript; | |
using QvPen.UdonScript.UI; | |
public class QvPenTMProMigrator { |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.Build; | |
public class AutoPasswordPrompt : EditorWindow { | |
[InitializeOnLoadMethod] | |
static void Register() => BuildPlayerWindow.RegisterBuildPlayerHandler(BuildHandler); | |
static bool IsUnfilled() => |
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Shader "Unlit/PolyRhythmVisualizer" { | |
Properties { | |
_TimeCode ("Input Time", Float) = 0 | |
_OuterRingFreq ("Outer Ring Frequency", Float) = 1 | |
_InnerRingFreq ("Inner Ring Frequency", Float) = 0.922 | |
_RingCount ("Ring Count", Int) = 35 | |
_VibrantFreq ("Vibrant Frequency", Float) = 2 | |
_Vibrant ("Vibrant", Range(0, 1)) = 0.5 | |
_Decay ("Decay", Range(0, 10)) = 2 | |
[Header(Cosine Gradiant)] |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Dynamic; | |
using System.Reflection; | |
using System.Runtime.CompilerServices; | |
namespace JLChnToZ.CommonUtils.Dynamic { | |
using static LimitlessUtilities; | |
/// <summary> |
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using System; | |
using System.Linq; | |
using System.Reflection; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityObject = UnityEngine.Object; |
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEditor; | |
using UnityEditorInternal; | |
public class BoneEditorWindow : EditorWindow { | |
const string BASE_MENU_PATH = "CONTEXT/" + nameof(SkinnedMeshRenderer) + "/"; | |
const string MENU_PATH = BASE_MENU_PATH + "Edit Bone References"; |
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/** | |
* The MIT License (MIT) | |
* | |
* Copyright (c) 2023 Jeremy Lam aka. Vistanz | |
* | |
* 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 |
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// Configurations | |
// 2D: stereoShift = float4(0, 0, 0, 0), stereoExtend = float2(1, 1) | |
// SBS (LR): stereoShift = float4(0, 0, 0.5, 0), stereoExtend = float2(0.5, 1) | |
// SBS (RL): stereoShift = float4(0.5, 0, 0, 0), stereoExtend = float2(0.5, 1) | |
// Over-Under (Left above): stereoShift = float4(0, 0.5, 0, 0), stereoExtend = float2(1, 0.5) | |
// Over-Under (Right above): stereoShift = float4(0, 0, 0, 0.5), stereoExtend = float2(1, 0.5) | |
// Size Mode: 0 = Stratch, 1 = Contain, 2 = Cover | |
float4 getVideoTexture(sampler2D videoTex, float2 uv, float4 texelSize, bool avPro, int sizeMode, float aspectRatio, float4 stereoShift, float2 stereoExtend) { | |
float srcAspectRatio = texelSize.y * texelSize.z * stereoExtend.x / stereoExtend.y; |
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