-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
-
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
[ExecuteInEditMode] | |
public class GlobalShaderParams : MonoBehaviour | |
{ |
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<body onload=z=c.getContext`2d`,setInterval(`c.width=W=150,Y<W&&P<Y&Y<P+E|9<p?z.fillText(S++${Y=`,9,9|z.fillRect(p`}*0,Y-=--M${Y+Y},P+E,9,W),P))):p=M=Y=S=6,p=p-6||(P=S%E,W)`,E=49) onclick=M=9><canvas id=c> |
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// is there a game to claim ? if yes, claim it | |
if ($('[value="claim"]') && $('[value="claim"]')[0]) { | |
$('[value="claim"]')[0].click(); | |
// have I claimed a game ? If yes, go back | |
} else if (!window.location.toString().includes("/bundle/download")) { | |
window.history.back(); | |
// no game to claim, no game claimed, change page | |
} else { |
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/******************************************************************************* | |
* Don't Be a Jerk: The Open Source Software License. | |
* Adapted from: https://github.com/evantahler/Dont-be-a-Jerk | |
******************************************************************************* | |
* _I_ am the software author - JohannesMP on Github. | |
* _You_ are the user of this software. You might be a _we_, and that's OK! | |
* | |
* This is free, open source software. I will never charge you to use, | |
* license, or obtain this software. Doing so would make me a jerk. | |
* |
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Shader "Name" { | |
Properties { | |
_Name ("display name", Range (min, max)) = number | |
_Name ("display name", Float) = number | |
_Name ("display name", Int) = number | |
_Name ("display name", Color) = (number,number,number,number) | |
_Name ("display name", Vector) = (number,number,number,number) |
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AAFILE | |
AANEI | |
AARSHAT | |
ABA | |
ABABEI | |
ABABI | |
ABABIE | |
ABADAL | |
ABADI | |
ABADY |
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// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
// However, if you want to author shaders in shading language you can use this teamplate as a base. | |
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
// This shader works with URP 7.1.x and above | |
Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
- In Unity, go to Edit > Project Settings > Edit > Asset Serialization > Mode and select Force Text.
- Add UnityYAMLMerge.exe in %PATH%. (C:\Program Files\Unity\Editor\Data\Tools)
- In .gitconfig (C:\Users<user>) add at the end of the file:
[merge]
tool = unityyamlmerge
[mergetool "unityyamlmerge"]
trustExitCode = false
cmd = UnityYAMLMerge merge -p "$BASE" "$REMOTE" "$LOCAL" "$MERGED"
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