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
Scanned by Melora of HistoryofHyrule.com [email protected] | |
Credit Sources: If you talk about, or use these, somewhere then a link back to historyofhyrule.com would be greatly appreciated. When people know where to find things it helps them learn more and find more of what they might love. It also often helps connect me with people who can help me find out more about information or content I may be missing. | |
Please be respectful of the wishes of publishers: If you use this volume somewhere, and it comes back into print, please proactively remove it to help reduce conflicts. Please be kind towards the artists and creatives that are responsible for the history of this series. | |
--- | |
Notes as of 2025-07-29: | |
- This was scanned at 2400dpi on an Epson Perfection v600 Flatbed |
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; | |
// a different way of generating random values that may "feel" better than true randomness | |
// every possible value will show up once, but in a random order | |
// it simply draws from the "bag" every time you get NextValue | |
// | |
// construct either with a list of values, or a size for the most common use | |
// list values like: new {1, 1, 2, 2, 3, 4}; |
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
// surface shader version of https://forum.unity.com/threads/gltfutility-a-simple-gltf-plugin.654319/page-4#post-6854009 | |
// how to enable transparency for surface shaders | |
// https://forum.unity.com/threads/transparency-with-standard-surface-shader.394551/ | |
// https://forum.unity.com/threads/simply-adding-alpha-fade-makes-my-shader-only-work-in-scene-view.546852/ | |
Shader "Custom/LitTransparentWithDepth" | |
{ | |
Properties | |
{ |
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
// addresses https://forum.unity.com/threads/gltfutility-a-simple-gltf-plugin.654319/page-3#post-6041123 | |
// relevant documentation: | |
// https://docs.unity3d.com/Manual/SL-Blend.html | |
// https://docs.unity3d.com/Manual/SL-CullAndDepth.html | |
// https://forum.unity.com/threads/function-of-the-clip-command.93179/ | |
// clip() is basically the same as 'discard' https://learnopengl.com/Advanced-OpenGL/Blending | |
// https://answers.unity.com/questions/1242982/discard-pixels-from-fragment-shader-based-on-scree.html | |
// if you don't want 'float4 _MainTex_ST;' and TRANSFORM_TEX(v.uv, _MainTex); |
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
// https://gamedev.stackexchange.com/questions/129116/how-to-create-a-boxcollider-which-surrounds-the-gameobject-and-all-of-his-child | |
private void AddColliderAroundChildren(GameObject assetModel) | |
{ | |
var pos = assetModel.transform.localPosition; | |
var rot = assetModel.transform.localRotation; | |
var scale = assetModel.transform.localScale; | |
// need to clear out transforms while encapsulating bounds | |
assetModel.transform.localPosition = Vector3.zero; | |
assetModel.transform.localRotation = Quaternion.identity; |
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
// blur shader from https://stackoverflow.com/questions/29030321/unity3d-blur-the-background-of-a-ui-canvas | |
// added toggle https://forum.unity.com/threads/shader-properties-no-bool-support.157580/#post-3013337 | |
Shader "Custom/TintedUIBlur" { | |
Properties { | |
_Size("Blur", Range(0, 30)) = 3 | |
[HideInInspector] _MainTex("Masking Texture", 2D) = "white" {} | |
_AdditiveColor("Additive Tint color", Color) = (0, 0, 0, 0) | |
_MultiplyColor("Multiply Tint color", Color) = (1, 1, 1, 1) | |
[Toggle(MAKE_DESATURATED)] _MakeDesaturated ("Desaturate", Float) = 0 |