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Sovereign Stake — 정부 지분 인수 이벤트 매매 전략

콜로퀴얼: "트럼프 매매" · 코드네임: Sovereign Stake (정부=sovereign 가 지분=stake 인수) 상태: 탐색/검증 단계 (CONDITIONAL PASS, 협소) · 작성 2026-05-30 검증 스크립트: scripts/trump_event_study.py · 알림: Telegram (src/notifications/channels/telegram.py)

1. Thesis

미국 연방정부(2025~ 행정부)가 전략 섹터의 상장사 지분(보통주/우선주/워런트)을 직접 인수한다고 발표하면, 해당 종목으로 단기 매수세가 몰린다. 이 문서는 그 현상이 실재하는지 base-rate로 검증하고, 현실적으로 먹을 수 있는 부분만 추려 거래 규칙으로 정리한다.

@wonkee-kim
wonkee-kim / BoidSimulator.cs
Last active January 12, 2025 23:09
Unity Boid Simulation System using Job System and Burst Compiler
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Mathematics;
using Unity.Jobs;
using Unity.Burst;
using Unity.Collections;
public class BoidSimulator : IDisposable
@wonkee-kim
wonkee-kim / EditorButtonAttribute.cs
Last active January 7, 2025 22:10
Unity EditorButton attribute that shows buttons of methods in the inspector.
using System;
using System.Linq;
using System.Reflection;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace AnimalCompany
@wonkee-kim
wonkee-kim / HalftoneToon.shader
Last active July 21, 2025 11:27
Halftone toon shader - Unity URP
Shader "Toon/HalftoneToon"
{
Properties
{
_ColorHighlight("Color Highlight", Color) = (1,1,1,1)
_RangeHighlight("Range Highlight", Range(0,1)) = 0.8
_Color("Color", Color) = (0.9, 0.9, 0.9, 1)
_ColorShaded("Color Shaded", Color) = (0.6, 0.6, 0.6, 1)
_RangeShaded("Range Shaded", Range(0,1)) = 0.5
_ColorReflected("Color Reflected", Color) = (0.7, 0.7, 0.7, 1)
@wonkee-kim
wonkee-kim / ObjectDuplicator.cs
Last active April 11, 2023 01:26
Duplicate multiple objects in Unity Editor.
using UnityEngine;
using UnityEditor;
public class ObjectDuplicator : MonoBehaviour
{
public static void DuplicateMultipleObject(GameObject[] targetObjects, int count, Vector3 positionOffset)
{
for (int i = 0; i < count; i++)
{
foreach (var go in targetObjects)
@wonkee-kim
wonkee-kim / GlowingCoreShader.shader
Last active November 10, 2023 03:36
Glowing Core Shader vertex version
Shader "GlowingEfx"
{
Properties
{
_Color("Color", color) = (1,1,1,1)
_GlowCenter("Glow Center", Vector) = (0,0,0)
_GlowSpread("Glow Spread", float) = 0
_GlowStrength("Glow Strength", float) = 1
_Refraction("Refraction", float) = 1
@wonkee-kim
wonkee-kim / RenderObjects.cs
Created August 11, 2020 00:40
Unity URP sample -RenderObjects's RendererFeature
using System.Collections.Generic;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Experimental.Rendering.Universal
{
[MovedFrom("UnityEngine.Experimental.Rendering.LWRP")]public enum RenderQueueType
{
Opaque,
@wonkee-kim
wonkee-kim / RenderObjectsPass.cs
Created August 11, 2020 00:39
Unity URP sample -RenderObjects's RenderPass
using System.Collections.Generic;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Experimental.Rendering.Universal
{
[MovedFrom("UnityEngine.Experimental.Rendering.LWRP")] public class RenderObjectsPass : ScriptableRenderPass
{
RenderQueueType renderQueueType;
@wonkee-kim
wonkee-kim / MyRendererFeature.cs
Created August 11, 2020 00:33
Simplified version of ScriptableRendererFeature
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace UnityEngine.Experimental.Rendering.Universal {
public class MyRendererFeature : ScriptableRendererFeature {
[System.Serializable]
@wonkee-kim
wonkee-kim / MyRenderPass.cs
Created August 11, 2020 00:33
Simplified version of ScriptableRenderPass
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace UnityEngine.Experimental.Rendering.Universal {
public class MyRenderPass :ScriptableRenderPass {
string m_profilerTag;
Material m_blitMaterial;