- ⎋ (escape):
U+238B
- ⇥ (tab):
U+21E5
- ⇪ (caps lock):
U+21EA
- ⇧ (shift):
U+21E7
- ⌃ (control):
U+2303
- ⌥ (option):
U+2325
- (Apple):
U+F8FF
(in some Apple-provided fonts only) - ⌘ (command):
U+2318
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//Moebius transformations in 3d, by reverse stereographic projection to the 3-sphere, | |
//rotation in 4d space, and projection back. | |
//by Daniel Piker 09/08/20 | |
//Feel free to use, adapt and reshare. I'd appreciate a mention if you post something using this. | |
//You can also now find this transformation as a component in Grasshopper/Rhino | |
//I first wrote about these transformations here: | |
//https://spacesymmetrystructure.wordpress.com/2008/12/11/4-dimensional-rotations/ | |
//If you want to transform about a given circle. Points on the circle and its axis stay on those curves. | |
//You can skip these 2 lines if you want to always use the origin centred unit circle. |
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set cut_paste_input [stack 0] | |
push $cut_paste_input | |
Group { | |
name CornerPinOffset | |
tile_color 0x9073adff | |
addUserKnob {20 PinControl} | |
addUserKnob {26 CornerPinControls l "" +STARTLINE T "<font size=5><b>Corner Pin Data</b></font>"} | |
addUserKnob {20 CornerPinData l "" +STARTLINE n 1} | |
addUserKnob {41 to1 T cpMaster.to1} | |
addUserKnob {41 enable1 -STARTLINE T cpMaster.enable1} |
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//This is based on a shader from https://alastaira.wordpress.com/2014/12/30/adding-shadows-to-a-unity-vertexfragment-shader-in-7-easy-steps/ | |
Shader "Custom/MobileARShadow" | |
{ | |
SubShader { | |
Pass { | |
// 1.) This will be the base forward rendering pass in which ambient, vertex, and | |
// main directional light will be applied. Additional lights will need additional passes | |
// using the "ForwardAdd" lightmode. |
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globals: | |
# Path to the ocio config to use | |
ocioconfig: /path/to/config.ocio | |
# Default ocio profile to use if not specified on the commandline | |
ocio_default_transform: grade | |
############################################### | |
## Reformatting and Cropping | |
############################################### | |
# If debug is true, no encoding will be done and there will be debug prints |
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using System.IO; | |
using UnityEditor; | |
using UnityEditor.Callbacks; | |
using UnityEditor.iOS.Xcode; | |
public class EnableFileSharingPostBuildProcessor | |
{ | |
[PostProcessBuild] | |
public static void ChangeXcodePlist(BuildTarget buildTarget, string pathToBuiltProject) | |
{ |
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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 |
Brought to you by Headjack
FFmpeg is one of the most powerful tools for video transcoding and manipulation, but it's fairly complex and confusing to use. That's why I decided to create this cheat sheet which shows some of the most often used commands.
Let's start with some basics:
ffmpeg
calls the FFmpeg application in the command line window, could also be the full path to the FFmpeg binary or .exe file
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace Entropedia | |
{ | |
[RequireComponent(typeof(Light))] | |
[ExecuteInEditMode] |
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<?php | |
/** | |
* Create a metabox with a single field. | |
* Replace `_namespace` with some namespace for your project to avoid conflicts with other items | |
*/ | |
// | |
// Create Metabox | |
// |
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