My Unity repo's git config as of today.
For more complex and complete alternatives, look at:
My Unity repo's git config as of today.
For more complex and complete alternatives, look at:
Create new filters and create new labels.
from:(notifications@github.com) AND {"Patch Links" "approved this pull request." "requested changes on this pull request." "commented on this pull request." "pushed 1 commit." "pushed 2 commits." "pushed 3 commits."}
label: gh-pull-request
#if 0 // self-compiling code | |
gcc -std=c99 -Wall -Wextra -pedantic -Werror -g -O4 -march=native $0 -lm || exit 1 | |
exec time ./a.out | |
#endif | |
// Blue Noise texture generation using the void-and-cluster algorithm | |
// implemented by Martin Fiedler <keyj@emphy.de> | |
// using an algorithm description written by Alan Wolfe: | |
// https://blog.demofox.org/2019/06/25/generating-blue-noise-textures-with-void-and-cluster/ |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class FixLightMapTiling : MonoBehaviour { | |
public GameObject _getLightmapScaleObj; | |
public GameObject _setLightmapScaleObj; | |
public Vector4 _lightmapScalOffset; | |
public int _lightmapIndex; | |
void OnDrawGizmos() | |
{ |
Shader "Custom/CurveDissolve" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Noise("Noise", 2D) = "white" {} | |
_CurveTexture("Curve texture", 2D) = "white" {} | |
_Cutoff("Cutoff", Range(0,1)) = 0 | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class MeshDestroy : MonoBehaviour | |
{ | |
private bool edgeSet = false; | |
private Vector3 edgeVertex = Vector3.zero; | |
private Vector2 edgeUV = Vector2.zero; |
using System; | |
using System.Collections.Generic; | |
using System.Globalization; | |
using System.Text; | |
using UnityEditor; | |
using UnityEditor.Compilation; | |
using UnityEngine; | |
namespace NoiseCrimeStudios.Editor.Settings | |
{ |
//============================================================================================================================== | |
// An optimized AMD FSR's EASU implementation for Mobiles | |
// Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/ffx-fsr/ffx_fsr1.h | |
// Details can be found: https://atyuwen.github.io/posts/optimizing-fsr/ | |
// Distributed under the MIT License. Copyright (c) 2021 atyuwen. | |
// -- FsrEasuSampleH should be implemented by calling shader, like following: | |
// AH3 FsrEasuSampleH(AF2 p) { return MyTex.SampleLevel(LinearSampler, p, 0).xyz; } | |
//============================================================================================================================== | |
void FsrEasuL( | |
out AH3 pix, |