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| // =================================================================================================================== | |
| // Raymarching shader. The shader uses code from two sources. One articles by iq https://www.iquilezles.org/www/articles/terrainmarching/terrainmarching.htm | |
| // Another source is for the PBR lighting, the lighting is abit of an over kills, https://github.com/Nadrin/PBR/blob/master/data/shaders/hlsl/pbr.hlsl | |
| // =================================================================================================================== | |
| Shader "Unlit/Raymarcher" | |
| { | |
| SubShader | |
| { |
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| Shader "Custom/Hologram" { | |
| Properties { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| [HDR]_Emission ("Emission", Color) = (0.0, 0.0, 0.0, 0.0) | |
| _Speed ("Scroll Speed", float) = .5 | |
| _Space ("Space", Range(0,1)) = .1 | |
| _Division ("Division Count", float) = 150 | |
| } |
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| // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' | |
| // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' | |
| //Star Nest algorithm by Pablo Román Andrioli | |
| //Unity 5.x shader by Jonathan Cohen | |
| //This content is under the MIT License. | |
| // | |
| //Original Shader: | |
| //https://www.shadertoy.com/view/XlfGRj | |
| // |
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| * text=auto | |
| # Unity files | |
| *.meta -text -merge=unityamlmerge | |
| *.unity -text -merge=unityamlmerge | |
| *.asset -text -merge=unityamlmerge | |
| *.prefab -text -merge=unityamlmerge | |
| # Image formats | |
| *.psd filter=lfs diff=lfs merge=lfs -text |
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| ### JHW 2018 | |
| import numpy as np | |
| import umap | |
| # This code from the excellent module at: | |
| # https://stackoverflow.com/questions/4643647/fast-prime-factorization-module | |
| import random |
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| using System.Collections.Generic; | |
| /// <summary> | |
| /// Modified Gradient effect script from http://answers.unity3d.com/questions/1086415/gradient-text-in-unity-522-basevertexeffect-is-obs.html | |
| /// -Uses Unity's Gradient class to define the color | |
| /// -Offset is now limited to -1,1 | |
| /// -Multiple color blend modes | |
| /// | |
| /// Remember that the colors are applied per-vertex so if you have multiple points on your gradient where the color changes and there aren't enough vertices, you won't see all of the colors. | |
| /// </summary> |
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| Shader "Starfield" | |
| { | |
| Properties | |
| { | |
| _iMouse ("iMouse", Vector) = (0,0,0,0) | |
| _Iterations ("Iterations", int) = 17 | |
| _Formuparam ("Formuparam", float) = .53 | |
| _Steps ("Steps", int) = 20 | |
| _StepSize ("StepSize", float) = .1 | |
| _Zoom ("Zoom", float) = .8 |
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| #!/usr/bin/env bash | |
| [ ! -d .git ] && "This is not a git directory." && exit 1 | |
| # Setup the gource info for the repo. | |
| ~/gource/setup | |
| # Create the video. | |
| gource --load-config ./.git/gource/config.ini | ffmpeg -y -r 60 -f image2pipe -vcodec ppm -i - -vcodec libx264 -preset ultrafast -pix_fmt yuv420p -crf 1 -threads 8 -bf 0 ./gource.mp4 |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.XR.iOS; | |
| public class BlendShapeObjectSwitcher : MonoBehaviour { | |
| private static float THRESHOLD = 0.4f; | |
| bool enabled = false; |
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| // An adaptaion of Frank Otto's AutoFocus script for Unity's new PostProcessing Stack | |
| // Original at: http://wiki.unity3d.com/index.php?title=DoFAutoFocus | |
| // Adapted by Michael Hazani | |
| // For more info see: http://www.michaelhazani.com/autofocus-on-whats-important | |
| using UnityEngine; | |
| using System.Collections; | |
| using System; | |
| using UnityEngine.PostProcessing; |