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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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""" | |
python -m pip install moviepy | |
""" | |
import os | |
from time import time | |
import moviepy.editor as moviepy | |
def convert_avi_to_mp4(avi_file_path): | |
# function guard |
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[global] | |
trusted-host = pypi.python.org | |
pypi.org | |
files.pythonhosted.org | |
proxy = http://[domain name]%5C[username]:[password]@[proxy address]:[proxy port] |
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#!/usr/bin/env python | |
""" | |
Microproxy | |
This code is based on http://pastebin.com/mdsAjhdQ based on code based on microproxy.py written by ubershmekel in 2006. | |
Microproxy is a very small HTTP proxy. It relays all bytes from the client to the server at a socket send and recv level. | |
It looks at the Host: header to recognise where to connect to. | |
""" |
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license: gpl-3.0 | |
redirect: https://observablehq.com/@mbostock/raster-reprojection |
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// Editor script that displays the number and UV coordinates of each individual vertex making up a triangle within a mesh | |
// To install, place in the Assets folder of a Unity project | |
// Open via Window > Show Vertex Info | |
// Author: Luke Gane | |
// Last updated: 2015-02-07 | |
using UnityEditor; | |
using UnityEngine; | |
public class ShowVertexNumber : EditorWindow { |
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//!Warning does not model intersection with the Planet itself in the middle of the atmosphere | |
float calculateHazeFactor(in float fragDepth, in vec3 viewDir) | |
{ | |
//hazeHeight and camPos are heights above sea level | |
bool aboveHaze = camPos>hazeHeight; | |
if (aboveHaze&&viewDir.y>=0.0) | |
return 1.0; | |
float planetRadius = 6357.0; | |
float hazeRadius = planetRadius+hazeHeight; |
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using UnityEditor; | |
using UnityEngine; | |
using System.IO; | |
public class BuildAsssetBundles : MonoBehaviour { | |
[MenuItem ("Bundles/Build AssetBundles")] | |
static void BuildAllAssetBundles () { | |
var path = "./AssetsBundle/default"; | |
if (!Directory.Exists(path)) { | |
Directory.CreateDirectory(path); |
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/*Texture Bombing | |
The basic idea behind texture bombing is to divide UV space into a regular grid of cells. | |
We then place an image within each cell at a random location, using a noise or pseudo-random number function. | |
The final result is the composite of these images over the background. | |
*/ | |
color blend( | |
color a, | |
color b, | |
color x) |
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using System.Collections.Generic; | |
using System.IO; | |
using UnityEngine; | |
public class SaveLoad_JSON : MonoBehaviour | |
{ | |
private Json_SaveData _SaveData = new Json_SaveData(); | |
void Start() | |
{ |
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