-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
-
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
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/* Original code[1] Copyright (c) 2022 Shane Celis[2] | |
Licensed under the MIT License[3] | |
[1]: https://gist.github.com/shanecelis/b6fb3fe8ed5356be1a3aeeb9e7d2c145 | |
[2]: https://twitter.com/shanecelis | |
[3]: https://opensource.org/licenses/MIT | |
*/ | |
using UnityEngine; | |
using UnityEngine.UIElements; |
- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
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// this code is under MIT License, by Robert Yang + others (credits in comments) | |
// a lot of this is based on http://wiki.unity3d.com/index.php?title=SkinnedMeshCombiner | |
// but I removed the atlasing stuff because I don't need it | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; |
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/*** | |
Create MaxScript .api file for use with the automcomplete feature of the MaxScript editor. | |
Originally Created by: | |
James Haywood | |
http://apps.jhaywood.com/blog/ | |
Updated by Matt Ostgard | |
***/ | |
( |
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using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.Collections; | |
[CustomPreview(typeof(YourCustomScriptableObject))] // THIS IS VERY IMPORTANT, this is so the editor knows what this is supposed to be previewing at all | |
public class SkinnedMeshObjectPreviewExample : ObjectPreview { | |
PreviewRenderUtility m_PreviewUtility; |
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using UnityEngine; | |
using System.Collections; | |
using UnityEngine.VR; // you always need this to use special VR functions | |
public class VRUtility : MonoBehaviour { | |
// Use this for initialization | |
public void Start () { | |
// set render quality to 50%, sacrificing visual quality for higher FPS |
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using UnityEngine; | |
using System.Collections; | |
using UnityEngine.VR; // we need this line here for InputTracking and VRSettings functions | |
// USAGE: put this on a thing you want the player to look at! | |
// this code will enable that thing to know if it is being looked at! | |
[RequireComponent (typeof(Collider)) ] // this thing needs a collider if we should look at it | |
public class RaycastTargetTrigger : MonoBehaviour { |
autopy - simple, cross-platform GUI automation toolkit. MIT - https://github.com/msanders/autopy/
- 432 stars, 102 forks, 2950 monthly downloads at 2015-05-13
- GUI toolkit agnostic
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using UnityEngine; | |
using System.Collections; | |
// full reference: http://docs.unity3d.com/ScriptReference/WWW.html | |
// usage: place this on a gameObject with Mesh Filter and Mesh Renderer (e.g. a Quad, a Plane, a Cube) | |
// NOTE: this does NOT work in Web Player (browser security sandbox) | |
public class DemoWebcam : MonoBehaviour { |
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