- low poly modeling https://www.blockbench.net/
| using System.Collections; | |
| using UnityEditor; | |
| public static class EditorCoroutineRunner | |
| { | |
| private static IEnumerator currentCoroutine; | |
| public static void StartCoroutine(IEnumerator coroutine) | |
| { | |
| if (currentCoroutine != null) |
This gets installed, if you plugin logitec device (like wireless mouse usb plug)
Delete this with REGEDIT Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Run Name = Logitech Download Assistant Data = C:\Windows\system32\rundll32.exe C:\Windows\System32\LogiLDA.dll,LogiFetch
// https://www.reddit.com/r/logitech/comments/y4l20q/comment/k120tku/
| // from https://www.youtube.com/watch?v=BHl11AvJuDs | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using Unity.Netcode; | |
| using UnityEngine; | |
| public class MouseController : NetworkBehaviour | |
| { | |
| public LayerMask layerMask; |
ffmpeg.exe -i input.mp4 -c copy -colorspace bt709 -color_trc bt709 -color_primaries bt709 -bsf:v h264_metadata=colour_primaries=1:transfer_characteristics=1:matrix_coefficients=1 output.mp4
https://discussions.unity.com/t/deferred/1579636/3
Render both, transparent and opaque objects, one at a time. For each object, we bind a list of lights that affect that it. On the GPU, we iterate over this list and accumulate lighting.
The upside of this approach is that this is dead-simple, and has a low CPU cost. For very simple scenes, this is a win.
Downsides are (a) overdraw, i.e. you pay for lighting pixels that will be later occluded by other geometry, (b) a smaller light limit, (c) incompatibility with GPU-driven rendering and GPU occlusion culling.
| // https://discussions.unity.com/t/solution-found-and-the-code-is-free-and-cc0-a-better-3d-model-generator-for-simple-unrealistic-outblock-meshes/1579115/109 | |
| using System.Collections.Generic; | |
| using UnityEditor; | |
| using UnityEngine; | |
| public class MeshExtruder : EditorWindow | |
| { | |
| private List<Vector2> linePoints = new List<Vector2>(); | |
| private bool isDrawing = false; |
| // ==UserScript== | |
| // @name Fix Page Scrolling | |
| // @namespace http://unitycoder.com | |
| // @version 1.0 | |
| // @description Allow using PageUp/Down and Home/End keys in chatgpt | |
| // @match https://chatgpt.com/* | |
| // @grant none | |
| // ==/UserScript== | |
| (function () { |
| UNITY_DECLARE_SHADOWMAP(_SunCascadedShadowMap); | |
| float4 _SunCascadedShadowMap_TexelSize; | |
| #define GET_CASCADE_WEIGHTS(wpos, z) getCascadeWeights_splitSpheres(wpos) | |
| #define GET_SHADOW_FADE(wpos, z) getShadowFade_SplitSpheres(wpos) | |
| #define GET_SHADOW_COORDINATES(wpos,cascadeWeights) getShadowCoord(wpos,cascadeWeights) | |
| /** | |
| * Gets the cascade weights based on the world position of the fragment and the poisitions of the split spheres for each cascade. |