Shader "MaterialPropertyDrawer"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
[HideInInspector] _MainTex2("Hide Texture", 2D) = "white" {}
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| import bpy | |
| def get_grease_pencil(gpencil_obj_name='GPencil') -> bpy.types.GreasePencil: | |
| """ | |
| Return the grease-pencil object with the given name. Initialize one if not already present. | |
| :param gpencil_obj_name: name/key of the grease pencil object in the scene | |
| """ | |
| # If not present already, create grease pencil object | |
| if gpencil_obj_name not in bpy.context.scene.objects: |
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| // Non Editor code | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public abstract class TrafficLightAttribute : PropertyAttribute | |
| { | |
| public bool DrawLabel = true; | |
| public string CustomLabel; | |
| public bool AlsoDrawDefault; |
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| using UnityEngine; | |
| using UnityEditor; | |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.Reflection; | |
| public class EditorCoroutineRunner | |
| { | |
| [MenuItem("Window/Lotte's Coroutine Runner: Demo")] |
- http://courses.cms.caltech.edu/cs179/
- http://www.amd.com/Documents/GCN_Architecture_whitepaper.pdf
- https://community.arm.com/graphics/b/blog
- http://cdn.imgtec.com/sdk-documentation/PowerVR+Hardware.Architecture+Overview+for+Developers.pdf
- http://cdn.imgtec.com/sdk-documentation/PowerVR+Series5.Architecture+Guide+for+Developers.pdf
- https://www.imgtec.com/blog/a-look-at-the-powervr-graphics-architecture-tile-based-rendering/
- https://www.imgtec.com/blog/the-dr-in-tbdr-deferred-rendering-in-rogue/
- http://developer.amd.com/tools-and-sdks/opencl-zone/amd-accelerated-parallel-processing-app-sdk/opencl-optimization-guide/#50401334_pgfId-412605
- https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/
- https://community.arm.com/graphics/b/documents/posts/moving-mobile-graphics#siggraph2015
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| cmake_minimum_required( VERSION 2.8 ) | |
| set( CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}" ${CMAKE_MODULE_PATH} ) | |
| project( sample ) | |
| add_executable( sample main.cpp ) | |
| set_property( DIRECTORY PROPERTY VS_STARTUP_PROJECT "sample" ) | |
| # Find Packages | |
| find_package( PCL 1.8 REQUIRED ) | |
| find_package( KinectSDK2 REQUIRED ) |
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| ## Unity ## | |
| *.cs diff=csharp text | |
| *.cginc text | |
| *.shader text | |
| *.mat merge=unityyamlmerge eol=lf | |
| *.anim merge=unityyamlmerge eol=lf | |
| *.unity merge=unityyamlmerge eol=lf | |
| *.prefab merge=unityyamlmerge eol=lf |
You generally want this compilation target:
// uses texture arrays, so needs DX10/ES3 which is 3.5 target
#pragma target 3.5
Inside Properties block: _MyArr ("Tex", 2DArray) = "" {}
Declare the texture array sampler inside CGPROGRAM: UNITY_DECLARE_TEX2DARRAY(_MyArr);
This article has been updated and is available here.
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| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| public static class AStar { | |
| // A* pathfinding | |
| /// <summary> | |
| /// Returns estimated cost of moving from point A to point B. |
