- 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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| 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; |
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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 |
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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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| 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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| #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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| #!/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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| using System; | |
| using UnityEditor; | |
| using UnityEditor.XR.Management; | |
| using UnityEditor.XR.Management.Metadata; | |
| using UnityEngine; | |
| namespace FrameSynthesis.XR | |
| { | |
| // ref. https://docs.unity3d.com/Packages/com.unity.xr.management@4.1/manual/EndUser.html | |
| public static class XRPluginManagementSettings |
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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 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. |