Year | Events |
---|---|
1992 | Born in Kyoto, Japan |
H.S. 3rd year | Started JS |
Univ. 1st year | Started a computer science course. Implemented a game in C |
Univ. 2nd year | Web design and creation |
Univ. 3rd year | Started 3DCG with Blender Joined a distributed systems lab |
Univ. 4th year | Started Unity5 |
M.C. First year | reated my own programming language. |
Break (a year) | Studied abroad in USA and Vietnam for a year |
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using System.Collections.Generic; | |
using UnityEngine; | |
public class GpuInstancingStressTest : MonoBehaviour | |
{ | |
[SerializeField] | |
private Mesh _mesh; | |
[SerializeField] | |
private Material _material; |
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var file = new File("~/Desktop/points.tsv"); // 出力先を指定 | |
file.open("w"); | |
var offsetX = 0; | |
var offsetY = -4271; | |
var doc = app.activeDocument; | |
var selection = doc.selection; | |
for (var i = selection.length - 1; i >= 0; i--) { | |
var item = selection[i]; |
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public static class RosettaUiToolkitExtension | |
{ | |
private static readonly List<Action> _afterBuildActions = new(); | |
public static void Clear() | |
{ | |
_afterBuildActions.Clear(); | |
} | |
public static void Apply() | |
{ |
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using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
public class Texture2DPNGExporter : MonoBehaviour | |
{ | |
[MenuItem("Assets/Export Selected Textures to PNG")] | |
public static void SaveTexturesToPNG() | |
{ | |
foreach (Object selectedObject in Selection.objects) |
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import oscP5.*; | |
import netP5.*; | |
OscP5 oscP5; | |
void setup() { | |
size(400, 400); | |
frameRate(25); | |
int port = 7474; |
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float3 ShowFloat(float2 uv, float val, int digits){ | |
int a[210] = | |
{ | |
1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,0,0,1,1,1, 0,0,0,0,0,0, | |
1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 1, 0, 1, 1, 0, 1, 0,0,0,1,0,0, 0,1,0,0,0,0, | |
1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0,0,0,1,1,1, 1,1,1,1,1,1, | |
1, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0, 1, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0,0,0,1,0,0, 0,1,0,0,0,0, | |
1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1,0,0,1,1,1, 0,0,0,0,0,0 |
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float remap(float v, float minOld, float maxOld, float minNew, float maxNew) { | |
return minNew + (v-minOld) * (maxNew - minNew) / (maxOld-minOld); | |
} |
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// -- Triangle fx -- | |
// Simple scattering animation | |
// We use smoothstep to make naturally damped linear motion. | |
// Q. Why don't you use 1-pow(1-param,2)? | |
// A. Smoothstep is cooler than it. Forget Newtonian physics. | |
float ss_param = smoothstep(0, 1, param); | |
// Random motion | |
float3 move = RandomVector(seed + 1) * ss_param * 0.5; |
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# | |
# Shader functions to ShaderGraph converter | |
# | |
# | |
# How to use | |
# 1. Create the file "./functions.hlsl" | |
# 2. Execute `python shaderGraphFunctionGen.py` | |
# 3. Write the input file path "#inlude ./<functions>.hlsl" on "./output_functions.hlsl" | |
# | |
# INPUT (functions.hlsl): |
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