On mac:
- Download the latest release.
- Extract the binary and place it in
/usr/local/bin
.
/* | |
* Copyright (c) 2013 Calvin Rien | |
* | |
* Based on the JSON parser by Patrick van Bergen | |
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html | |
* | |
* Simplified it so that it doesn't throw exceptions | |
* and can be used in Unity iPhone with maximum code stripping. | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining |
public class Perlin { | |
public static double OctavePerlin(double x, double y, double z, int octaves, double persistence) { | |
double total = 0; | |
double frequency = 1; | |
double amplitude = 1; | |
for(int i=0;i<octaves;i++) { | |
total += perlin(x * frequency, y * frequency, z * frequency) * amplitude; | |
amplitude *= persistence; |
On mac:
/usr/local/bin
.EDIT: this is an old post and a lof the information in this document is outdated.
Git is a popular free and open source distributed version control system.
I am new to Unity, but as a long time git user, I wanted to use git for my
Find the Discord channel in which you would like to send commits and other updates
In the settings for that channel, find the Webhooks option and create a new webhook. Note: Do NOT give this URL out to the public. Anyone or service can post messages to this channel, without even needing to be in the server. Keep it safe!
[merge]
tool = unityyamlmerge
[mergetool "unityyamlmerge"]
trustExitCode = false
cmd = UnityYAMLMerge merge -p "$BASE" "$REMOTE" "$LOCAL" "$MERGED"
// 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 |
AAFILE | |
AANEI | |
AARSHAT | |
ABA | |
ABABEI | |
ABABI | |
ABABIE | |
ABADAL | |
ABADI | |
ABADY |
Shader "Name" { | |
Properties { | |
_Name ("display name", Range (min, max)) = number | |
_Name ("display name", Float) = number | |
_Name ("display name", Int) = number | |
_Name ("display name", Color) = (number,number,number,number) | |
_Name ("display name", Vector) = (number,number,number,number) |
/******************************************************************************* | |
* Don't Be a Jerk: The Open Source Software License. | |
* Adapted from: https://github.com/evantahler/Dont-be-a-Jerk | |
******************************************************************************* | |
* _I_ am the software author - JohannesMP on Github. | |
* _You_ are the user of this software. You might be a _we_, and that's OK! | |
* | |
* This is free, open source software. I will never charge you to use, | |
* license, or obtain this software. Doing so would make me a jerk. | |
* |