Fixed Line endings on shaders (?)
Removed unnecessary usings (who knew there were so many, I'm normally so tidy :P)pull/413/head
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dc809858b9
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35b88a2487
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@ -1,9 +1,7 @@
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///Credit Jason Horsburgh
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///Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/127/uilinerenderer-mesh-not-updating-in-editor
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UI.Extensions;
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using UnityEditor;
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namespace UnityEngine.UI.Extensions
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{
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@ -7,7 +7,6 @@
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using UnityEngine;
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using UnityEngine.UI;
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using System;
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using UnityEngine.UI.Extensions;
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@ -1,7 +1,6 @@
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///Credit ChoMPHi
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///Sourced from - http://forum.unity3d.com/threads/accordion-type-layout.271818/
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using System.Collections;
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using UnityEngine.Events;
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namespace UnityEngine.UI.Extensions.Tweens
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@ -1,7 +1,6 @@
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///Credit ChoMPHi
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///Sourced from - http://forum.unity3d.com/threads/accordion-type-layout.271818/
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using System.Collections;
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namespace UnityEngine.UI.Extensions.Tweens
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{
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@ -1,11 +1,10 @@
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///Credit judah4
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///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
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using System.Globalization;
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namespace UnityEngine.UI.Extensions.ColorPicker
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{
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[RequireComponent(typeof(Image))]
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[RequireComponent(typeof(Image))]
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public class ColorImage : MonoBehaviour
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{
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public ColorPickerControl picker;
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@ -1,12 +1,11 @@
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///Credit judah4
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///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
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using System.Globalization;
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namespace UnityEngine.UI.Extensions.ColorPicker
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{
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[RequireComponent(typeof(Text))]
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[RequireComponent(typeof(Text))]
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public class ColorLabel : MonoBehaviour
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{
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public ColorPickerControl picker;
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@ -1,7 +1,6 @@
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///Credit judah4
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///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
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using System.Globalization;
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namespace UnityEngine.UI.Extensions.ColorPicker
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{
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@ -1,5 +1,5 @@
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using UnityEngine;
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using System;
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using System;
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using UnityEngine;
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using UnityEngine.Events;
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[Serializable]
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@ -1,5 +1,4 @@
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Events;
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public class HSVChangedEvent : UnityEvent<float, float, float>
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{
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@ -6,7 +6,7 @@ using System.Globalization;
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namespace UnityEngine.UI.Extensions.ColorPicker
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{
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[RequireComponent(typeof(InputField))]
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[RequireComponent(typeof(InputField))]
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public class HexColorField : MonoBehaviour
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{
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public ColorPickerControl ColorPicker;
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@ -1,7 +1,6 @@
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///Credit judah4
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///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
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using System.Globalization;
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namespace UnityEngine.UI.Extensions.ColorPicker
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{
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@ -1,11 +1,10 @@
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///Credit judah4
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///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
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using System.Globalization;
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namespace UnityEngine.UI.Extensions
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{
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public class TiltWindow : MonoBehaviour
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public class TiltWindow : MonoBehaviour
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{
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public Vector2 range = new Vector2(5f, 3f);
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@ -22,7 +22,7 @@ namespace UnityEngine.UI.Extensions
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private InputField _mainInput;
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private RectTransform _inputRT;
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private Button _arrow_Button;
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//private Button _arrow_Button;
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private RectTransform _rectTransform;
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@ -136,7 +136,7 @@ namespace UnityEngine.UI.Extensions
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_inputRT = _rectTransform.FindChild("InputField").GetComponent<RectTransform>();
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_mainInput = _inputRT.GetComponent<InputField>();
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_arrow_Button = _rectTransform.FindChild ("ArrowBtn").GetComponent<Button> ();
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//_arrow_Button = _rectTransform.FindChild ("ArrowBtn").GetComponent<Button> ();
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_overlayRT = _rectTransform.FindChild("Overlay").GetComponent<RectTransform>();
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_overlayRT.gameObject.SetActive(false);
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@ -2,8 +2,6 @@
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/// Sourced from - http://forum.unity3d.com/threads/free-reorderable-list.364600/
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using System;
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using System.Collections;
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using System.Linq;
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using UnityEngine.Events;
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namespace UnityEngine.UI.Extensions
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@ -4,7 +4,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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@ -1,8 +1,5 @@
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using System;
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/// Credit ChoMPHi
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/// Sourced from - http://forum.unity3d.com/threads/script-flippable-for-ui-graphics.291711/
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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@ -7,7 +7,8 @@
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///
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/// </summary>
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namespace UnityEngine.UI.Extensions {
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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/// TODO:
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/// - add automatic child sizing, like in the HorizontalOrVerticalLayoutGroup.cs
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@ -1,7 +1,6 @@
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/// Credit Ges
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-3#post-2280109
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using System.Collections;
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using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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@ -16,7 +16,8 @@
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///
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/// </summary>
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namespace UnityEngine.UI.Extensions {
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/Cut Corners")]
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public class UICornerCut : UIPrimitiveBase
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{
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@ -1,7 +1,6 @@
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/// Credit John Hattan (http://thecodezone.com/)
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/// Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/117/uigridrenderer
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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@ -1,8 +1,8 @@
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine.EventSystems;
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using System.Linq;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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namespace UnityEngine.UI
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{
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@ -1,5 +1,3 @@
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using System.Runtime.Serialization;
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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@ -1,5 +1,3 @@
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using System.Runtime.Serialization;
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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@ -1,5 +1,3 @@
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using System.Runtime.Serialization;
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namespace UnityEngine.UI.Extensions
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{
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/// <summary>
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@ -1,5 +1,4 @@
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using UnityEngine;
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using System.Collections;
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public class TestCompression : MonoBehaviour {
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@ -1,4 +1,5 @@
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/// Credit zero3growlithe
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using System.Collections.Generic;
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/// Credit zero3growlithe
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/// sourced from: http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-2011648
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/*USAGE:
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and drag'n'drop the RectTransform of the options "container" that we'll be scrolling.*/
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using UnityEngine.EventSystems;
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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@ -1,7 +1,6 @@
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/// Credit Ralph Barbagallo (www.flarb.com /www.ralphbarbagallo.com / @flarb)
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/// Sourced from - http://forum.unity3d.com/threads/vr-cursor-possible-unity-4-6-gui-bug-or-is-it-me
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using System.Collections;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/VR Cursor")]
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@ -1,4 +1,6 @@
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Shader "UI Extensions/SoftMaskShader"
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UI Extensions/SoftMaskShader"
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{
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Properties
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{
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v2f OUT;
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float4 wolrdPos = IN.vertex;
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OUT.maskTexcoord = TRANSFORM_TEX(wolrdPos.xy, _AlphaMask);
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OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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Shader "UI Extensions/UIAdditive"
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UI Extensions/UIAdditive"
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{
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Properties
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{
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
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/// Credit 00christian00
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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/// Credit 00christian00
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/// Sourced from - http://forum.unity3d.com/threads/any-way-to-show-part-of-an-image-without-using-mask.360085/#post-2332030
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Shader "UI Extensions/UI Image Crop" {
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v2f o;
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o.color=v.color;
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o.color.a=0.1;
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o.pos = mul (UNITY_MATRIX_MVP, v.pos);
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o.pos = UnityObjectToClipPos (v.pos);
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o.uv=TRANSFORM_TEX(v.uv, _MainTex);
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Shader "UI Extensions/UILinearDodge"
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UI Extensions/UILinearDodge"
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{
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Properties
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{
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
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Shader "UI Extensions/UIMultiply"
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UI Extensions/UIMultiply"
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{
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Properties
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{
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
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@ -1,4 +1,6 @@
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Shader "UI Extensions/UIScreen"
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UI Extensions/UIScreen"
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{
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Properties
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{
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
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Shader "UI Extensions/UISoftAdditive"
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "UI Extensions/UISoftAdditive"
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{
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Properties
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{
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v2f vert(appdata_t IN)
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{
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v2f OUT;
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OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
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