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. | |
| // jim@bleepsandpops.com | |
| // jim@malkinware.com | |
| // | |
| // 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); |