It is loaded by default by /Library/LaunchAgents/com.adobe.AdobeCreativeCloud.plist.
If you run
launchctl unload -w /Library/LaunchAgents/com.adobe.AdobeCreativeCloud.plist
Shader "Unlit/InfiniteGrid" | |
{ | |
Properties | |
{ | |
[Toggle] _WorldUV ("Use World Space UV", Float) = 1.0 | |
_GridScale ("Grid Scale", Float) = 1.0 | |
_GridBias ("Grid Bias", Float) = 0.5 | |
_GridDiv ("Grid Divisions", Float) = 10.0 | |
_BaseColor ("Base Color", Color) = (0,0,0,1) | |
_LineColor ("Line Color", Color) = (1,1,1,1) |
\documentclass[12pt,oneside]{article} | |
\renewcommand{\familydefault}{\sfdefault} | |
\usepackage[a4paper,margin=1in]{geometry} | |
\usepackage{hyperref} | |
\usepackage[utf8]{inputenc} | |
\usepackage[none]{hyphenat} | |
\usepackage{tabularx} | |
\usepackage{emoji} | |
\usepackage[document]{ragged2e} | |
\usepackage{xspace} |
public class MeshHelper | |
{ | |
static List<Vector3> vertices; | |
static List<Vector3> normals; | |
// [... all other vertex data arrays you need] | |
static List<int> indices; | |
static Dictionary<uint, int> newVectices; |
#ifndef MAINLIGHT_INCLUDED | |
#define MAINLIGHT_INCLUDED | |
void GetMainLightData_float(out half3 direction, out half3 color, out half distanceAttenuation, out half shadowAttenuation) | |
{ | |
#ifdef SHADERGRAPH_PREVIEW | |
// In Shader Graph Preview we will assume a default light direction and white color | |
direction = half3(-0.3, -0.8, 0.6); | |
color = half3(1, 1, 1); | |
distanceAttenuation = 1.0; |
#ifndef __MATRIX_INCLUDED__ | |
#define __MATRIX_INCLUDED__ | |
#define IDENTITY_MATRIX float4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1) | |
float4x4 inverse(float4x4 m) { | |
float n11 = m[0][0], n12 = m[1][0], n13 = m[2][0], n14 = m[3][0]; | |
float n21 = m[0][1], n22 = m[1][1], n23 = m[2][1], n24 = m[3][1]; | |
float n31 = m[0][2], n32 = m[1][2], n33 = m[2][2], n34 = m[3][2]; | |
float n41 = m[0][3], n42 = m[1][3], n43 = m[2][3], n44 = m[3][3]; |
// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
// However, if you want to author shaders in shading language you can use this teamplate as a base. | |
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
// This shader works with URP 7.1.x and above | |
Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
// Developed by Tom Kail at Inkle | |
// Released under the MIT Licence as held at https://opensource.org/licenses/MIT | |
// Must be placed within a folder named "Editor" | |
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using UnityEditor; | |
using UnityEngine; |
// | |
// wavecuepoint.c | |
// Created by Jim McGowan on 29/11/12. | |
// Turned into command-line utility by David Hilowitz on 19/11/16. | |
// [email protected] | |
// [email protected] | |
// | |
// This function reads a .wav file and a text file containing marker locations (specified as frame indexes, one per line) | |
// and creates a new .wav file with embedded cue points for each location. The code is standard, portable C. | |
// |
It is loaded by default by /Library/LaunchAgents/com.adobe.AdobeCreativeCloud.plist.
If you run
launchctl unload -w /Library/LaunchAgents/com.adobe.AdobeCreativeCloud.plist
using UnityEngine; | |
using System.IO; | |
using UnityEditor; | |
public static class DumpEditorTextures | |
{ | |
const string AssetsFolder = "Assets"; | |
const string TexturesDestFolderNamePro = "TexturesPro"; | |
const string TexturesDestFolderNameNormal = "TexturesNormal"; | |
static readonly string TexturesDestPathPro = Path.Combine(AssetsFolder, TexturesDestFolderNamePro); |