-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
-
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // is there a game to claim ? if yes, claim it | |
| if ($('[value="claim"]') && $('[value="claim"]')[0]) { | |
| $('[value="claim"]')[0].click(); | |
| // have I claimed a game ? If yes, go back | |
| } else if (!window.location.toString().includes("/bundle/download")) { | |
| window.history.back(); | |
| // no game to claim, no game claimed, change page | |
| } else { |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| <body onload=z=c.getContext`2d`,setInterval(`c.width=W=150,Y<W&&P<Y&Y<P+E|9<p?z.fillText(S++${Y=`,9,9|z.fillRect(p`}*0,Y-=--M${Y+Y},P+E,9,W),P))):p=M=Y=S=6,p=p-6||(P=S%E,W)`,E=49) onclick=M=9><canvas id=c> |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using System; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| #endif | |
| [ExecuteInEditMode] | |
| public class GlobalShaderParams : MonoBehaviour | |
| { |
This guide applies only to KSP 1.8 and latter. It covers modifying a KSP installation to allow :
- In IDE debugging of KSP plugins by using breakpoints, inspecting runtime variables, doing step-by-step execution, etc. Both Visual Studio (including VS for Mac) and JetBrains Rider support debugging Unity games, and by extension KSP plugins.
- Using the Unity editor profiling tools, which include great tools to measure and analyze CPU/GPU usage and memory allocations.
This guide is extensively tested for a Windows / Visual Studio scenario. However, it is theoretically possible to make all that work under MacOS or Linux, either with the Rider IDE or Visual Studio for Mac. This guide has limited details about those scenarios. I encourage you to leave a comment if you have additional information / experience.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| /////////////////////////////////////////////////////////////////////////////// | |
| // ABOUT: A unity Shader .cginc to draw numbers in the fragment shader | |
| // AUTHOR: Freya Holmér | |
| // LICENSE: Use for whatever, commercial or otherwise! | |
| // Don't hold me liable for issues though | |
| // But pls credit me if it works super well <3 | |
| // LIMITATIONS: There's some precision loss beyond 3 decimal places | |
| // CONTRIBUTORS: yes please! if you know a more precise way to get | |
| // decimal digits then pls lemme know! | |
| // GetDecimalSymbolAt() could use some more love/precision |
OlderNewer