日時: | 2024-02-01 |
---|---|
作: | 時雨堂 |
資料 バージョン: | 2024.1 |
GitHub URL: | https://github.com/shiguredo/momo |
製品 URL: | https://momo.shiguredo.jp/ |
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/// <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; |
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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) |
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!
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#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]; |
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// 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 |
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isu1$ rsync -avr isu{1..4}:/etc/mysql ~/repo/etc/isu{1..4}/ | |
isu1$ rsync -avr isu{1..4}:/etc/nginx ~/repo/etc/isu{1..4}/ | |
isuN$ sudo rm /etc/nginx/nginx.conf && ln -s ~/repo/etc/isuN/nginx/nginx.conf /etc/nginx/nginx.conf | |
isuN$ sudo rm /etc/nginx/sites-enabled/cco.nginx.conf && ln -s ~/repo/etc/isuN/nginx/sites-available/cco.nginx.conf /etc/nginx/sites-enabled/cco.nginx.conf |
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:: 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 |