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using UnityEngine; | |
using UnityEditor.ShaderGraph; | |
using System.Reflection; | |
// IMPORTANT: | |
// - tested with LWRP and Shader Graph 4.6.0-preview ONLY | |
// - likely to break in SG 5.x and beyond | |
// - for HDRP, add your own keyword to detect environment | |
[Title("Custom", "Main Light Data")] |
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Use https://gist.github.com/phi-lira/225cd7c5e8545be602dca4eb5ed111ba instead. |
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windows CMD命令大全及详细解释和语法 | |
引用: | |
http://letle.iteye.com/blog/169045 | |
http://www.cppblog.com/kyelin/archive/2007/04/21/22540.aspx | |
windows批处理程序中的特殊字符 | |
批处理介绍 | |
纯以dos系统而言,可执行程序大约可以细分为五类,依照执行优先级由高到低排列分别是: | |
DOSKEY宏命令(预先驻留内存) |
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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 |
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using UnityEngine; | |
using System.Collections; | |
public class Orientation : MonoBehaviour { | |
Vector3 pitchYawRoll{ | |
get{ | |
return new Vector3(pitch,yaw,roll); | |
} | |
set{ |
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git config --global https.proxy http://127.0.0.1:1080 | |
git config --global https.proxy https://127.0.0.1:1080 | |
git config --global --unset http.proxy | |
git config --global --unset https.proxy | |
npm config delete proxy |
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#include <iostream> | |
#include "console.hpp" | |
void Console::run() | |
{ | |
std::cout << "First message" << std::endl; | |
std::cout << "> " << std::flush; | |
connect(m_notifier, SIGNAL(activated(int)), this, SLOT(readCommand())); | |
} |