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// ScriptableRenderPass template created for URP 12 and Unity 2021.2 | |
// Made by Alexander Ameye | |
// https://alexanderameye.github.io/ | |
using System; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
public class TemplatePass : ScriptableRenderPass |
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// Run GOOGLE CHROME - WORKING AS OF MARCH 23 2025 | |
// Please @ me in the comments if this stops working, I will try to get it working again within the month | |
// INSTRUCTIONS | |
// 1. Open Instagram in Chrome | |
// 2. Click on "followers" on any Instagram profile so you can see the list of followers | |
// 3. Open developer tools by right clicking on the page and clicking "INSPECT" | |
// 4. Copy the code below and paste in the developer tools console and press enter to run | |
// 5. Script will not run if tab is navigated away from, minimized of unfocused (It is recommended to open a new chrome window or push tab to the side and let script run in background) |
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// Run GOOGLE CHROME - WORKING AS OF MARCH 23 2025 | |
// Please @ me in the comments if this stops working, I will try to get it working again within the month | |
// INSTRUCTIONS | |
// 1. Open Instagram in Chrome | |
// 2. Click on "FOLLOWING" on your Instagram profile | |
// 3. Open developer tools by right clicking on the page and clicking "INSPECT" | |
// 4. Copy the code below and paste in the developer tools console and press enter to run | |
// 5. Script will not run if tab is navigated away from, minimized of unfocused (It is recommended to open a new chrome window or push tab to the side and let script run in background) |
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using UnityEngine; | |
using System.Collections; | |
using System; | |
//based on the code in this post: http://martinecker.com/martincodes/unity-editor-window-zooming/ | |
//but I changed how the API works and made it much more flexible | |
//usage: create an EditorZoomer instance wherever you want to use it (it tracks the pan + zoom state) | |
//in your OnGUI, draw your scrollable content between zoomer.Begin() and zoomer.End(); | |
//you also must offset your content by zoomer.GetContentOffset(); |
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using System.Collections; | |
using System; | |
using System.Xml; | |
using UnityEngine.Networking; | |
/* | |
Requirement: | |
Yandex Translate API key (https://tech.yandex.com/translate/) | |
Usage: |
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// ------------------- | |
// To mass follow | |
// ------------------- | |
// 1. Open instagram page (eg. https://www.instagram.com/visatoronto/) utilizing google chrome | |
// 2. Click 'xxx followers' on instagram page, this will open up a modal containing user's followers | |
// 3. Open google chrome developer tools by either (1) right clicking on the screen and clicking 'inspect' | |
// OR (2) Command + Option + J | |
// 4. Click on the 'console' method in dev tools | |
// 5. First paste the following code to instantiate jquery and press enter |
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// c# companion script | |
// SpriteUVToShader.cs -------------------------------------------------------------------------------------------------------------------------------- // | |
// Save you your project, add to your SpriteRenderer gameObject | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
[ExecuteInEditMode] |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class FpsController : MonoBehaviour { | |
public float mouseSensitivityX = 1.0f; | |
public float mouseSensitivityY = 1.0f; | |
public float walkSpeed = 10.0f; |
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/** | |
* The following code is derived from the original code from: http://schemingdeveloper.com. | |
* The derived version was developed by Rune Skovbo Johansen - http://runevision.com | |
* | |
* Modifications in the derived version: | |
* | |
* - Averaged normals are calculated as a weighted average based on face area, | |
* known as "face weighted normals" or "area weighted normals". | |
* | |
* - An ignoreFactor parameter has been added which can cull normals from the average |
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#include <iostream> | |
#define _USE_MATH_DEFINES | |
#include <cmath> | |
#include <SDL2/SDL.h> | |
#include <SDL2/SDL_opengl.h> | |
constexpr int SCREEN_WIDTH = 800; | |
constexpr int SCREEN_HEIGHT = 600; |
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