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@voluntas
voluntas / open_momo.rst
Last active May 12, 2025 03:47
OpenMomo プロジェクト
@Demkeys
Demkeys / MuteTimelineTracksScript.cs
Created June 29, 2018 13:59
Example code showing how to mute Tracks in a Timeline asset.
/// <summary>
/// Instructions
/// - Create a Timeline asset. Add 3 tracks to it.
/// - Create empty GameObject in scene. Attach this script to the GameObject. Then attach a PlayableDirector component to it.
/// Drag and drop the Timeline asset you created into the Playable field of the PlayableDirector.
/// - Hit Play. The 1, 2 and 3 keys on your keyboard mute the first, second and third tracks respectively.
/// </summary>
using System.Collections;
using System.Collections.Generic;
@Split82
Split82 / UnityShadersCheatSheet.shader
Created April 17, 2018 10:07
Unity Shaders Cheat Sheet
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)
@LotteMakesStuff
LotteMakesStuff / 1.md
Last active January 2, 2025 21:54
UPM: How to make a custom package

UPM: How to make a custom package So, Unity has this shiny new package manager, and you have code you want to share between projects - wouldn't it be great if we could bundle up our shared code and plug it into all the projects that need it? Let's figure out how to make our own Package!


Todo

  • Modify the project manifest
  • Make a package manifest
  • Package the manifest up with some test code
  • Try it out in Unity!

@xujiaao
xujiaao / android-set-ntp-server.md
Last active May 4, 2025 12:55
Set the NTP server of your android device
tags
Android
Android Things

Set the NTP server of your android device

@mattatz
mattatz / Matrix.hlsl
Last active March 24, 2025 23:12
Matrix operations for HLSL
#ifndef __MATRIX_INCLUDED__
#define __MATRIX_INCLUDED__
#define IDENTITY_MATRIX float4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1)
float4x4 inverse(float4x4 m) {
float n11 = m[0][0], n12 = m[1][0], n13 = m[2][0], n14 = m[3][0];
float n21 = m[0][1], n22 = m[1][1], n23 = m[2][1], n24 = m[3][1];
float n31 = m[0][2], n32 = m[1][2], n33 = m[2][2], n34 = m[3][2];
float n41 = m[0][3], n42 = m[1][3], n43 = m[2][3], n44 = m[3][3];
@phi-lira
phi-lira / UniversalPipelineTemplateShader.shader
Last active May 6, 2025 08:56
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 7.1.x and above.
// 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
@ken39arg
ken39arg / copyandlink.sh
Last active December 1, 2017 11:16
ISUCON7 MSAの最終コードと自分用メモ
@smkplus
smkplus / UnityShaderCheatSheet.md
Last active October 22, 2024 12:19
Controlling fixed function states from materials/scripts in Unity

16999105_467532653370479_4085466863356780898_n

Shader "MaterialPropertyDrawer"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
 
[HideInInspector] _MainTex2("Hide Texture", 2D) = "white" {}
@atinfinity
atinfinity / opencv3.3_build_vs2015_x64-with-cuda.bat
Last active January 18, 2018 08:00
OpenCV 3.3ビルド用バッチファイル(VS2015/64bit/WITH_CUDA)
:: setting of the environment variables
set SOURCE_DIR=%~dp0
set BUILD_DIR=%SOURCE_DIR%\build
set INSTALL_DIR=%BUILD_DIR%\install
set VC_VERSION_NUM=14
set VCVARSALL_BAT="C:\Program Files (x86)\Microsoft Visual Studio %VC_VERSION_NUM%.0\VC\vcvarsall.bat"
set ARCH=amd64
set GENERATOR_NAME=Visual Studio %VC_VERSION_NUM% Win64
set TBB_ROOT=C:/dev/tbb2017_20170604oss