OIIO build instructions currently just say this for Windows:
Method 1 - from source I really need someone to write correct, modern docs about how to build from source on Windows.
So I decided to figure that out.
OIIO build instructions currently just say this for Windows:
Method 1 - from source I really need someone to write correct, modern docs about how to build from source on Windows.
So I decided to figure that out.
Shader "Unlit/IntegerShader" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Pass | |
{ |
(original: https://blog.unity.com/news/welcome-ironsource)
Unity announced today that it has entered into an agreement to merge with ironSource. Wait, a merge you ask? This is more like an acquisition, but we chose "merge" wording for either accounting reasons, or for better stonks optics reasons.
We continue to believe that the world is a better place with more creators in it. This is actually a great statement that almost no one disagrees with!
We do have a bunch of products, and with our recent acquisitions of Parsec, SyncSketch, Wētā Digital, and Ziva Dynamics, we hope to somehow smash them into a coherent whole, eventually.
// Adds context menu to TextureImporter objects, saves .dds next to input texture, including mipmaps. | |
// Tested with Unity 2021.3.4 | |
using System; | |
using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
using Unity.Collections.LowLevel.Unsafe; | |
struct DDSHeader |
diff --git a/source/blender/io/wavefront_obj/tests/obj_exporter_tests.cc b/source/blender/io/wavefront_obj/tests/obj_exporter_tests.cc | |
index 92d478c20a1a2bd9beebda270848e369dfde3024..009b3eff8a836b5178d17f6675190160d1082d82 100644 | |
--- a/source/blender/io/wavefront_obj/tests/obj_exporter_tests.cc | |
+++ b/source/blender/io/wavefront_obj/tests/obj_exporter_tests.cc | |
@@ -234,6 +234,42 @@ TEST(obj_exporter_writer, mtllib) | |
BLI_delete(out_file_path.c_str(), false, false); | |
} | |
+TEST(obj_exporter_writer, buffer_flushing) | |
+{ |
https://twitter.com/bgolus/status/1379670566961995776
Unity 2021.1.1 on Apple M1 MacMini, Mac standalone player build, capture frame in Xcode and see the timings it prints for the fragment shader of the main draw.
Uncompressed, Aniso on:
// Quick try at doing a "print value" node for Unity ShaderGraph. | |
// Tested on Unity 2019.2.17 with ShaderGraph 6.9.2. | |
// | |
// Use with CustomFunction node, with two inputs: | |
// - Vector1 Value, the value to display, | |
// - Vector2 UV, the UVs of area to display at. | |
// And one output: | |
// - Vector4 Color, the color. | |
// Function name is DoDebug. |
diff -Naur lwrp-690/CHANGELOG.md lwrp-691/CHANGELOG.md | |
--- lwrp-690/CHANGELOG.md 2019-07-05 22:48:46.000000000 +0300 | |
+++ lwrp-691/CHANGELOG.md 2019-07-30 00:57:01.000000000 +0300 | |
@@ -4,6 +4,15 @@ | |
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) | |
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). | |
+## [6.9.1] - 2019-07-29 | |
+ | |
+### Fixed |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using Unity.Burst; | |
using Unity.Collections; | |
using Unity.Jobs; | |
using Unity.Mathematics; | |
using Unity.Profiling; | |
using UnityEngine; | |
using UnityEditor; | |
using UnityEngine.Rendering; |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using UnityEngine; | |
using UnityEditor; | |
using UnityEngine.Rendering; | |
using Debug = UnityEngine.Debug; | |
public class CreateSceneMesh : MonoBehaviour | |
{ | |
[MenuItem("GameObject/Create Scene Mesh %G")] |