- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
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/* | |
** Copyright (c) 2012, Romain Dura [email protected] | |
** | |
** Permission to use, copy, modify, and/or distribute this software for any | |
** purpose with or without fee is hereby granted, provided that the above | |
** copyright notice and this permission notice appear in all copies. | |
** | |
** THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES | |
** WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF | |
** MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY |
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using Unity.Burst; | |
using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
using Unity.Jobs; | |
using UnityEngine; | |
// This example code demonstrates using Unity Burst directly on a static method without jobs. | |
// Unity NativeArrays can't be used directly in Unity Burst methods (only in Burst jobs), | |
// so we have to pass pointers to arrays instead. |
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const io = require("socket.io-client") | |
const socket = io("http://127.0.0.1:9090",{reconnect: true}) | |
const log = console.log.bind(console) | |
socket.on("connect", (socket) => { | |
log(socket) // Connected to api | |
}) | |
socket.on("progressUpdate", (data) => { | |
log(data) // Returns current steps, status etc |
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using System; | |
using UnityEditor; | |
using UnityEditor.XR.Management; | |
using UnityEditor.XR.Management.Metadata; | |
using UnityEngine; | |
namespace FrameSynthesis.XR | |
{ | |
// ref. https://docs.unity3d.com/Packages/[email protected]/manual/EndUser.html | |
public static class XRPluginManagementSettings |
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#!/bin/bash | |
project_name= com.jenkyncorp.bestapp | |
reinstall= | |
# Takes the most recent .apk and .obb (If you have multiple files) | |
OBB=$(ls -t *.obb | head -n1) | |
APK=$(ls -t *.apk | head -n1) | |
while [ "$1" != "" ]; do |
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#define STOP_EXTRACTION_WHEN_WINDOW_CLOSED | |
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.IO.Compression; | |
using System.Reflection; | |
using System.Text; | |
using System.Threading; | |
using UnityEditor; |
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using System.Runtime.InteropServices; | |
using UnityEngine; | |
public class MathUtil | |
{ | |
// Evil floating point bit level hacking. | |
[StructLayout(LayoutKind.Explicit)] | |
private struct FloatIntUnion | |
{ | |
[FieldOffset(0)] |
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Shader "Lightbeam/Lightbeam" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_Width ("Width", Float) = 8.71 | |
_Tweak ("Tweak", Float) = 0.65 | |
} | |
SubShader { | |
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True"} | |
Pass { |
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// Original shader by @bgolus, modified slightly by @alexanderameye for URP, modified slightly more | |
// by @gravitonpunch for ECS/DOTS/HybridRenderer. | |
// https://twitter.com/bgolus | |
// https://medium.com/@bgolus/the-quest-for-very-wide-outlines-ba82ed442cd9 | |
// https://alexanderameye.github.io/ | |
// https://twitter.com/alexanderameye/status/1332286868222775298 | |
Shader "Hidden/Outline" | |
{ | |
Properties |