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Shader "Pristine Triplanar Grid" | |
{ | |
Properties | |
{ | |
[KeywordEnum(World,Object,ObjectAlignedWorld)] _GridSpace ("Grid Space", Float) = 0.0 | |
_GridScale ("Grid Scale", Float) = 1.0 | |
[Toggle(USE_VERTEX_NORMALS)] _UseVertexNormals ("Use Vertex Normals", Float) = 0.0 | |
[Toggle] _ShowOnlyTwo ("Show Only Two Grid Axis", Float) = 0.0 | |
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Shader "Pristine Grid" | |
{ | |
Properties | |
{ | |
[KeywordEnum(MeshUV, WorldX, WorldY, WorldZ)] _UVMode ("UV Mode", Float) = 2.0 | |
_GridScale ("Grid Scale", Float) = 1.0 | |
_LineWidthX ("Line Width X", Range(0,1.0)) = 0.01 | |
_LineWidthY ("Line Width Y", Range(0,1.0)) = 0.01 |
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using System.Runtime.CompilerServices; | |
using System.Threading.Tasks; | |
public static class IntExtensions | |
{ | |
public static TaskAwaiter GetAwaiter(this int number) | |
{ | |
return Task.Delay(number * 1000).GetAwaiter(); | |
} | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using System.Threading.Tasks; | |
public static class AsyncExtensorUtils | |
{ | |
public static IEnumerator ToCoroutine(this Task _task) | |
{ | |
while (!_task.IsCompleted) yield return null; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using System.Threading.Tasks; | |
public static class AsyncExtensorUtils | |
{ | |
public static IEnumerator ToCoroutine(this Task _task) | |
{ | |
while (!_task.IsCompleted) yield return null; |
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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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Shader "Custom/UI Gradient" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" {} | |
_GradientDirection ("Gradient Direction", Range(0, 360)) = 0 | |
_Color1 ("Color 1", Color) = (1,1,1,1) | |
_Color2 ("Color 2", Color) = (0,0,0,1) | |
} | |
SubShader { | |
Tags { "Queue"="Transparent" "RenderType"="Transparent" } |
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Shader "Custom/GradientWave2" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" {} | |
_ColorStart ("Start Color", Color) = (1, 1, 1, 1) | |
_ColorEnd ("End Color", Color) = (0, 0, 0, 1) | |
_Speed ("Speed", Range(0, 10)) = 1 | |
_WaveSpeedH ("Wave Speed Horizontal", Range(-10, 10)) = 0.5 | |
_WaveSpeedV ("Wave Speed Vertical", Range(-10, 10)) = 0.5 | |
_WaveAmountH ("Wave Amount Horizontal", Range(0, 1)) = 0.1 | |
_WaveAmountV ("Wave Amount Vertical", Range(0, 1)) = 0.1 |
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name: Generate UML | |
on: | |
push: | |
branches: | |
- master | |
workflow_dispatch: | |
jobs: | |
generate-uml: | |
name: 'Generate UML' |
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