| 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 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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| // | |
| // Debug Compute Buffer | |
| // When you define a struct/class, | |
| // please use override ToString(), public override string ToString() => $"MpmParticle(position={position}, velocity={velocity})"; | |
| // | |
| // debugging range is startIndex <= x < endIndex | |
| // example: | |
| // Util.PrintBuffer<uint2>(this.particlesBuffer, 1024, 1027); | |
| // | |
| public static void PrintBuffer<T>(ComputeBuffer buffer, int startIndex, int endIndex) where T : struct |
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| v2f vert_inflation(appdata v) { | |
| v2f o; | |
| v.vertex = LeapGetLateVertexPos(v.vertex, _isLeftHand); // late-latch support | |
| o.vertex = UnityObjectToClipPos(v.vertex + float4(_InflationAmount * v.normal, 0)); | |
| return o; | |
| } | |
| fixed4 frag(v2f i) : SV_Target{ | |
| return _Color; | |
| } |
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| void surf (Input IN, inout SurfaceOutput o) { | |
| fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); | |
| o.Albedo = 0.0; | |
| o.Gloss = 0.0; | |
| o.Alpha = 1.0; | |
| o.Specular = 0.0; | |
| o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); | |
| o.Emission = tex.rgb; | |
| } |