Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.
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/* | |
modified from original source: https://bitbucket.org/mattkotsenas/c-promises/overview | |
*/ | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
namespace Promises |
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Shader "ToggleTest" | |
{ | |
Properties | |
{ | |
[Toggle(FILL_WITH_RED)] | |
_FillWithRed ("Fill With Red", Float) = 0 | |
} | |
SubShader | |
{ | |
Pass |
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using System; | |
class PackingBits | |
{ | |
static void Main(string[] args) | |
{ | |
// say you have this data: | |
byte byteA = 7; | |
byte byteB = 5; | |
ushort someNumber = 1500; |
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// Put this in an editor folder | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.Experimental.LowLevel; | |
using UnityEngine.Profiling; |
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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 |
This document describes the APIs of Memory<T>
, IMemoryOwner<T>
, and MemoryManager<T>
and their relationships to each other.
See also the Memory<T>
usage guidelines document for background information.
Memory<T>
is the basic type that represents a contiguous buffer. This type is a struct, which means that developers cannot subclass it and override the implementation. The basic implementation of the type is aware of contigious memory buffers backed byT[]
andSystem.String
(in the case ofReadOnlyMemory<char>
).
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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) |
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using Unity.Entities; | |
using Unity.Mathematics; | |
using UnityEngine; | |
using Unity.Transforms2D; | |
namespace TwoStickPureExample | |
{ | |
public class PlayerMoveSystem : ComponentSystem | |
{ | |
public struct Data |
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using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
using Unity.Mathematics; | |
using UnityEngine; | |
public class NativeMeshTest : MonoBehaviour | |
{ | |
private NativeArray<float3> vertexBuffer; | |
private Vector3[] vertexArray; |
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