1.定期的に休憩をとっていますか? ペアプログラミングは、精神的な体力を消耗します。定期的に休憩をとってリフレッシュすることがとても大切です。
2.「色々な実装方針がある」という認識がありますか?
/* | |
MIT License | |
Copyright (c) 2024 shivaduke28 | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is |
const cid = () => Math.floor(Math.random() * 1e4); | |
const delay = (t, f, a) => { | |
let i = cid(); | |
let l = $.state.l ?? []; | |
l.push([i, t, f.name, a]); | |
$.state.l = l; | |
return i; | |
}; |
float3 SolidAngle(float3 p0, float3 p1, float3 p2) | |
{ | |
// edges | |
float cos01 = dot(p0, p1); | |
float cos12 = dot(p1, p2); | |
float cos20 = dot(p2, p0); | |
float sin01Inv = 1 / sqrt(1 - cos01 * cos01); | |
float sin12Inv = 1 / sqrt(1 - cos12 * cos12); | |
float sin20Inv = 1 / sqrt(1 - cos20 * cos20); |
#include "AutoLight.cginc" | |
#if defined(POINT) | |
// 1/range*range for Unity's PointLight | |
float UnityPointLightRangeInvSqr() | |
{ | |
float3 unitLS = float3(unity_WorldToLight._m00, unity_WorldToLight._m01, unity_WorldToLight._m02); | |
return dot(unitLS, unitLS); | |
} | |
// https://forum.unity.com/threads/light-dist ance-in-shader.509306/#post-3326818 |
using System; | |
using System.IO; | |
using System.Text; | |
using System.Threading; | |
using System.Threading.Tasks; | |
using UnityEditor; | |
using UnityEngine; | |
public static class LightingDataAssetReplacer | |
{ |
Shader "Snell" | |
{ | |
Properties | |
{ | |
_WaterColor ("Water Color", Color) = (0.2, 0.8, 1, 1) | |
_Absorption("Absorption (sigma_a)", Color) = (0.3, 0.04, 0.01) | |
} | |
SubShader | |
{ | |
Tags |
using System; | |
using UdonSharp; | |
using UnityEngine; | |
using VRC.SDKBase; | |
using VRC.Udon; | |
namespace TKMNY | |
{ | |
[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)] | |
public class GlobalMaterialChanger : UdonSharpBehaviour |
#!/bin/sh | |
BASEDIR=$(dirname "$0") | |
open "$BASEDIR/ArshesClient.app/Contents/Resources/Data/StreamingAssets/" | |
osascript -e 'tell application "Terminal" to quit' & | |
exit |
using UdonSharp; | |
using UnityEngine; | |
public class GamingLight : UdonSharpBehaviour | |
{ | |
[SerializeField] Renderer[] renderers; | |
[SerializeField] float intensity; | |
[SerializeField] float speed; |