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
#!/bin/bash | |
### steps #### | |
# verify the system has a cuda-capable gpu | |
# download and install the nvidia cuda toolkit and cudnn | |
# setup environmental variables | |
# verify the installation | |
### | |
### to verify your gpu is cuda enable check |
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 UnityEditor.Build; | |
using UnityEditor; | |
public class StreamingAssetsDynamicTest : BuildPlayerProcessor | |
{ | |
public override void PrepareForBuild(BuildPlayerContext buildPlayerContext) | |
{ | |
var buildTarget = buildPlayerContext.BuildPlayerOptions.target; |
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
static Lifecycle() => Debug.Log(Prefix + "Static Constructor"); | |
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] static void Subs() => Debug.Log(Prefix + "Subsystem Registration"); | |
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)] static void AfterAsm() => Debug.Log(Prefix + "AfterAssembliesLoaded"); | |
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)] static void BeforeSlash() => Debug.Log(Prefix + "Before Splash"); | |
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void BeforeScene() => Debug.Log(Prefix + "BeforeScene"); | |
private void Awake() => Debug.Log(Prefix + "Awake"); | |
private void OnEnable() => Debug.Log(Prefix + "OnEnable"); | |
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] static void AfterScene() => Debug.Log(Prefix + "AfterSceneLoad"); | |
[RuntimeInitializeOnLoadMethod] static void DefaultLog() => Debug.Log(Prefix + "RuntimeInit Default"); | |
void Start() => Debug |
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
│。「」、・ヲァィゥェォャュョッーアイウエオカキクケコサシスセソタチツテトナニヌネノハヒフヘホマミムメモヤユヨラリルレロワン゙゚ 、。,.・:;?!゛゜´`¨^ ̄_ヽヾゝゞ〃仝々〆〇ー―‐/\〜~‖|…‥()〔〕[]{}〈〈〉〉《》「」『』【】+−-±×÷=≠<>≦≧∞∴♂♀°′″℃¥$¢£%#&*@§☆★○●◎◇◆□■△▲▽▼※〒→↑←↓↑←↓→〓∈∋⊆⊇⊂⊃∪∩∧∨¬⇒⇔∀∃∠⊥⌒∂∇≡≒≪≫√∽∝∵∫∬ʼn♯♭♪†‡¶◯0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyzぁあぃいぅうぇえぉおかがきぎくぐけげこごさざしじすずせぜそぞただちぢっつづてでとどなにぬねのはばぱひびぴふぶぷへべぺほぼぽまみむめもゃやゅゆょよらりるれろゎわゐゑをんァアィイゥウェエォオカガキギクグケゲコゴサザシジスズセゼソゾタダチヂッツヅテデトドナニヌネノハバパヒビピフブプヘベペホボポマミムメモャヤュユョヨラリルレロヮワヰヱヲンヴヵヶ亜哀挨愛曖悪握圧扱宛嵐安案暗以衣位囲医依委威為畏胃尉異移萎偉椅彙意違維慰遺緯域育一壱逸茨芋引印因咽姻員院淫陰飲隠韻右宇羽雨唄鬱畝浦運雲永泳英映栄営詠影鋭衛易疫益液駅悦越謁閲円延沿炎怨宴媛援園煙猿遠鉛塩演縁艶汚王凹央応往押旺欧殴桜翁奥横岡屋億憶臆虞乙俺卸音恩温穏下化火加可仮何花佳価果河苛科架夏家荷華菓貨渦過嫁暇禍靴寡歌箇稼課蚊牙瓦我画芽賀雅餓介回灰会快戒改怪拐悔海界皆械絵開階塊楷解潰壊懐諧貝外劾害崖涯街慨蓋該概骸垣柿各角拡革格核殻郭覚較隔閣確獲嚇穫学岳楽額顎掛潟括活喝渇割葛滑褐轄且株釜鎌刈干刊甘汗缶完肝官冠巻看陥乾勘患貫寒喚堪換敢棺款間閑勧寛幹感漢慣管関歓監緩憾還館環簡観韓艦鑑丸含岸岩玩眼頑顔願企伎危机気岐希忌汽奇祈季紀軌既記起飢鬼帰基寄規亀喜幾揮期棋貴棄毀旗器畿輝機騎技宜偽欺義疑儀戯擬犠議菊吉喫詰却客脚逆虐九久及弓丘旧休吸朽臼求究泣急級糾宮救球給嗅窮牛去巨居拒拠挙虚許距魚御漁凶共叫狂京享供協況峡挟狭恐恭胸脅強教郷境橋矯鏡競響驚仰暁業凝曲局極玉巾斤均近金菌勤琴筋僅禁緊錦謹襟吟銀区句苦駆具惧愚空偶遇隅串屈掘窟熊繰君訓勲薫軍郡群兄刑形系径茎係型契計恵啓掲渓経蛍敬景軽傾携継詣慶憬稽憩警鶏芸迎鯨隙劇撃激桁欠穴血決結傑潔月犬件見券肩建研県倹兼剣拳軒健険圏堅検嫌献絹遣権憲賢謙鍵繭顕験懸元幻玄言弦限原現舷減源厳己戸古呼固股虎孤弧故枯個庫湖雇誇鼓錮顧五互 |
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
// Copyright 2020-2022 Andreas Atteneder | |
// | |
// Licensed under the Apache License, Version 2.0 (the "License"); | |
// you may not use this file except in compliance with the License. | |
// You may obtain a copy of the License at | |
// | |
// http://www.apache.org/licenses/LICENSE-2.0 | |
// | |
// Unless required by applicable law or agreed to in writing, software | |
// distributed under the License is distributed on an "AS IS" BASIS, |
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
Create a folder at the root of your app or project called ```.ebextensions``` | |
Inside the folder ```.ebextensions``` create a file called ```01_ffmpeg.config``` | |
Inside this file paste in the below contents: | |
``` | |
commands: | |
command1: | |
command: ls | |
command2: | |
command: "cd /usr/local/bin" |
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
void HexagonTile_float( | |
float2 UV, | |
float Scale, | |
out float Hexagon, // 六角形 | |
out float2 HexPos, // 六角形の位置 | |
out float2 HexUV, // 六角形内のUVを出力 | |
out float2 HexIndex // 六角形の番号 | |
) | |
{ | |
/////////////////////////////////////////////////////////////////// |
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 UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
public class DepthNormalsFeature : ScriptableRendererFeature | |
{ | |
class DepthNormalsPass : ScriptableRenderPass | |
{ | |
int kDepthBufferBits = 32; | |
private RenderTargetHandle depthAttachmentHandle { get; set; } |
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 UnityEngine; | |
using TMPro; | |
public class ShowCharacter : MonoBehaviour | |
{ | |
[SerializeField] | |
TextMeshProUGUI label; | |
[Range(0, 99999)] | |
[SerializeField] |
NewerOlder