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@AlexanderDzhoganov
AlexanderDzhoganov / DebugUtil.cs
Created March 14, 2015 14:08
Dump RenderTexture to PNG in Unity
public static class DebugUtil
{
public static void DumpRenderTexture(RenderTexture rt, string pngOutPath)
{
var oldRT = RenderTexture.active;
var tex = new Texture2D(rt.width, rt.height);
RenderTexture.active = rt;
tex.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
@roxlu
roxlu / H264_Decoder.cpp
Created March 3, 2014 16:57
LibAV parser and decoder example with openGL (YUV420 -> RGB shader).
#include "H264_Decoder.h"
H264_Decoder::H264_Decoder(h264_decoder_callback frameCallback, void* user)
:codec(NULL)
,codec_context(NULL)
,parser(NULL)
,fp(NULL)
,frame(0)
,cb_frame(frameCallback)
,cb_user(user)
@tsubaki
tsubaki / LoadTexture.cs
Last active July 16, 2019 09:48
ネイティブプラグインが作成したテクスチャをUnityで使用するサンプル
using UnityEngine;
using System;
using System.Runtime.InteropServices;
public class LoadTexture : MonoBehaviour {
[DllImport ("__Internal")]
private static extern IntPtr CreateTexture(string filename, out int w, out int h);
Texture2D tex = null;
@Farfarer
Farfarer / CubemapToEquirectangularWizard.cs
Last active July 2, 2024 06:54
Create dynamic equirectangular maps for Unity. These have the benefit that, as they're flat images, you can sample lower mips to get blurry reflections. The straight cubemap version (detailed here: http://www.farfarer.com/blog/2011/07/25/dynamic-ambient-lighting-in-unity/ ) will give you hard seams when you sample mips from the cubemap. Although…
// Wizard to convert a cubemap to an equirectangular cubemap.
// Put this into an /Editor folder
// Run it from Tools > Cubemap to Equirectangular Map
using UnityEditor;
using UnityEngine;
using System.IO;
class CubemapToEquirectangularWizard : ScriptableWizard {
@mashiro
mashiro / message.hpp
Last active June 15, 2023 09:54
zeromq + msgpack
#include <string>
#include <ctime>
#include <msgpack.hpp>
struct message
{
std::string tag;
std::time_t time;
std::string text;
MSGPACK_DEFINE(tag, time, text);