ctx
| Current file context Scope Everywhere Body Parameters CTX - Provides a list of items describing current context. This includes file name, containing type name, namespace name, etc.
|
nguid
| Insert new GUID Scope Everywhere Body Parameters GUID - Generates a new Globally Unique Identifier (GUID)
|
Unity CreateAssetMenu attribute Scope C# 2.0+ types and namespaces, Unity C# file Body [UnityEngine.CreateAssetMenu(fileName = $FILENAME$, menuName = $MENUNAME$, order = $ORDER$)]
Parameters FILENAME - Shows basic code completion list at the point where the variable is evaluated
MENUNAME - Shows basic code completion list at the point where the variable is evaluated
ORDER - Shows basic code completion list at the point where the variable is evaluated
|
logwarn
| Unity log warning Scope C# 2.0+ statements, Unity C# file Body UnityEngine.Debug.LogWarning($VAR$);
Parameters VAR - Shows basic code completion list at the point where the variable is evaluated
|
logex
| Unity log exception Scope C# 2.0+ statements, Unity C# file Body UnityEngine.Debug.LogException($VAR$);
Parameters VAR - Shows basic code completion list at the point where the variable is evaluated
|
Unity menu item handler Scope C# 2.0+ type members, Unity C# file Body [UnityEditor.MenuItem($MENUNAME$)]
public static void $NAME$()
{
$END$
}
Parameters MENUNAME - Shows basic code completion list at the point where the variable is evaluated
NAME - Shows basic code completion list at the point where the variable is evaluated
END - The caret position after the template is applied.
|
sfield
| Unity serialized field Scope C# 2.0+ type members, Unity serializable type members Body [UnityEngine.SerializeField] private $TYPE$ $NAME$;$END$
Parameters TYPE - no macro
NAME - When executed in a variable declaration (where variable name should stand), suggests a name for the variable
END - The caret position after the template is applied.
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logerr
| Unity log error Scope C# 2.0+ statements, Unity C# file Body UnityEngine.Debug.LogError($VAR$);
Parameters VAR - Shows basic code completion list at the point where the variable is evaluated
|
log
| Unity log object/message Scope C# 2.0+ statements, Unity C# file Body UnityEngine.Debug.Log($VAR$);
Parameters VAR - Shows basic code completion list at the point where the variable is evaluated
|
reqcomp
| Unity RequireComponent attribute Scope C# 2.0+ types and namespaces, Unity C# file Body [UnityEngine.RequireComponent(typeof($TYPE$))]
Parameters TYPE - Shows basic code completion list at the point where the variable is evaluated
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sprop
| Unity property with serialized backing field Scope C# 2.0+ type members, Unity serializable type members Body [UnityEngine.SerializeField] private $type$ $fieldName$;
public $type$ $propertyName$ { get { return this.$fieldName$; } }$END$
Parameters type - no macro
propertyName - When executed in a variable declaration (where variable name should stand), suggests a name for the variable
fieldName - Decapitalizes string value (i.e. changes the case of the first letter to lowercase)
END - The caret position after the template is applied.
|
cor
| Unity coroutine method Scope C# 2.0+ type members, Unity C# file Body private System.Collections.IEnumerator $NAME$()
{
$END$yield break;
}
Parameters NAME - no macro
END - The caret position after the template is applied.
|
logvar
| Unity log variable Scope C# 2.0+ statements, Unity C# file Body UnityEngine.Debug.Log("$VAR$ = " + $VAR$);
Parameters VAR - Shows basic code completion list at the point where the variable is evaluated
|
int
| ShaderLab Integer property Scope Unity ShaderLab Properties Block Body _$NAME$("$NAME$", Integer) = $VALUE$$END$
Parameters NAME - no macro
VALUE - Evaluates to the specified constant value
END - The caret position after the template is applied.
|
blendmultiplicative2x
| ShaderLab Blend 2x multiplicative (srcdst+dstsrc) Scope Unity ShaderLab Category Block, Unity ShaderLab SubShader Block, Unity ShaderLab Pass Block Body |
float
| ShaderLab Float property Scope Unity ShaderLab Properties Block Body _$NAME$("$NAME$", Float) = $VALUE$$END$
Parameters NAME - no macro
VALUE - Evaluates to the specified constant value
END - The caret position after the template is applied.
|
surf
| ShaderLab Surface Shader Scope Unity ShaderLab Shader Block Body SubShader
{
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input
{
float4 color : COLOR;
};
void surf(Input IN, inout SurfaceOutput o)
{
o.Albedo = 1;
}
ENDCG
}
|
shader
| ShaderLab Shader block Scope Unity ShaderLab Root Body Shader "$NAME$"
{
$END$
}
Parameters NAME - no macro
END - The caret position after the template is applied.
|
tex3d
| ShaderLab 3D property Scope Unity ShaderLab Properties Block Body _$NAME$("$NAME$", 3D) = "$TEXTURE$" { $END$ }
Parameters NAME - no macro
TEXTURE - Evaluates to the specified constant value
END - The caret position after the template is applied.
|
vec
| ShaderLab Vector property Scope Unity ShaderLab Properties Block Body _$NAME$("$NAME$", Vector) = ($X$, $Y$, $Z$, $W$)$END$
Parameters NAME - no macro
X - Evaluates to the specified constant value
Y - Evaluates to the specified constant value
Z - Evaluates to the specified constant value
W - Evaluates to the specified constant value
END - The caret position after the template is applied.
|
blendadditivesoft
| ShaderLab Blend soft additive (src*(1-dst)+dst) Scope Unity ShaderLab Category Block, Unity ShaderLab SubShader Block, Unity ShaderLab Pass Block Body Blend OneMinusDstColor One
|
blendadditive
| ShaderLab Blend additive (src + dst) Scope Unity ShaderLab Category Block, Unity ShaderLab SubShader Block, Unity ShaderLab Pass Block Body |
vfshader
| ShaderLab Vertex/Fragment Shader Scope Unity ShaderLab Shader Block Body SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag (v2f i) : SV_Target
{
return 1;
}
ENDCG
}
}
|
tex2d
| ShaderLab 2D property Scope Unity ShaderLab Properties Block Body _$NAME$("$NAME$", 2D) = "$TEXTURE$" { $END$ }
Parameters NAME - no macro
TEXTURE - Evaluates to the specified constant value
END - The caret position after the template is applied.
|
blendtransparent
| ShaderLab Blend traditional transparency (src*srcAlpha+(1-srcAlpha)*dst) Scope Unity ShaderLab Category Block, Unity ShaderLab SubShader Block, Unity ShaderLab Pass Block Body Blend SrcAlpha OneMinusSrcAlpha
|
cubearr
| ShaderLab CubeArray property Scope Unity ShaderLab Properties Block Body _$NAME$("$NAME$", CubeArray) = "$TEXTURE$" { $END$ }
Parameters NAME - no macro
TEXTURE - Evaluates to the specified constant value
END - The caret position after the template is applied.
|
blendmultiplicative
| ShaderLab Blend multiplicative (src*dst) Scope Unity ShaderLab Category Block, Unity ShaderLab SubShader Block, Unity ShaderLab Pass Block Body |
cube
| ShaderLab Cube property Scope Unity ShaderLab Properties Block Body _$NAME$("$NAME$", Cube) = "$TEXTURE$" { $END$ }
Parameters NAME - no macro
TEXTURE - Evaluates to the specified constant value
END - The caret position after the template is applied.
|
tex2darr
| ShaderLab 2DArray property Scope Unity ShaderLab Properties Block Body _$NAME$("$NAME$", 2DArray) = "$TEXTURE$" { $END$ }
Parameters NAME - no macro
TEXTURE - Evaluates to the specified constant value
END - The caret position after the template is applied.
|
color
| ShaderLab Color property Scope Unity ShaderLab Properties Block Body _$NAME$("$NAME$", Color) = ($R$, $G$, $B$, $A$)$END$
Parameters NAME - no macro
R - Evaluates to the specified constant value
G - Evaluates to the specified constant value
B - Evaluates to the specified constant value
A - Evaluates to the specified constant value
END - The caret position after the template is applied.
|
blendtransparentpremul
| ShaderLab Blend premultiplied transparency (src+(1-srcAlpha)*dst) Scope Unity ShaderLab Category Block, Unity ShaderLab SubShader Block, Unity ShaderLab Pass Block Body Blend One OneMinusSrcAlpha
|
vfpass
| ShaderLab Vertex/Fragment Shader Pass Scope Unity ShaderLab SubShader Block Body Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
half4 frag (v2f i) : SV_Target
{
return 1;
}
ENDCG
}
|