- 2011 - A trip through the Graphics Pipeline 2011
- 2013 - Performance Optimization Guidelines and the GPU Architecture behind them
- 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
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| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEditor.ShortcutManagement; | |
| namespace PixelWizards.Utilities | |
| { | |
| // This causes the class' static constructor to be called on load and on starting playmode | |
| [InitializeOnLoad] | |
| class PhysicsSettler |
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| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEditor.ShortcutManagement; | |
| namespace PixelWizards.Utilities | |
| { | |
| // This causes the class' static constructor to be called on load and on starting playmode | |
| [InitializeOnLoad] | |
| class PhysicsSettler |
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| Shader "AR Proxy" | |
| { | |
| Properties | |
| { | |
| } | |
| SubShader | |
| { | |
| Tags | |
| { |
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| public class ParkingCarAgent : Agent | |
| { | |
| [SerializeField] | |
| private Transform TargetParkingSpot; | |
| [SerializeField] | |
| // = Reward every 'interval' units getting closer | |
| private float DistanceRewardInterval = 3f; | |
| // Thresholds defining when the task is complete |
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| using System; | |
| using UnityEngine; | |
| using UnityEditor; | |
| /* | |
| * A custom PropertyDrawer to assign one prefab to each value in an enum. | |
| * Makes for less error-prone editing, avoids a gazillion asserts at runtime, | |
| * and even looks nice. | |
| * Example usage in a MonoBehaviour: |
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| // NOTE DONT put in an editor folder! | |
| using UnityEngine; | |
| public class AutohookAttribute : PropertyAttribute | |
| { | |
| } |
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| // Create by: Nam kazt | |
| // Email: nam.kazt.91@gmail.com | |
| // Event Bus for unity with UniRx | |
| /* How to use: | |
| * | |
| // 1, NormalEventCall | |
| //------------------------------------------------------ | |
| // create test passing data |
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| Shader "Custom/SilhouetteShader" | |
| { | |
| Properties | |
| { | |
| _SilhouetteColor("Silhouette Color", Color) = (0,1,0,1) | |
| } | |
| SubShader | |
| { | |
| Tags{"Queue"="Geometry+1" "RenderType" = "Geometry"} |
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| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| /// <summary> | |
| /// Utility class which stores a dynamic array of objects or value types, and exposes | |
| /// where it places them in its internal storage so you can remove them by index | |
| /// if you need to. Indexes remain stable at all times. | |
| /// | |
| /// This is useful for cases like Coroutine where you may not have a reference |