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/* | |
https://answers.unity.com/questions/316064/can-i-obscure-an-object-using-an-invisible-object.html | |
You can use a special shader that only writes to the depth buffer. That's not so difficult, but you may end with a black area in the screen! The problem is: since this shader doesn't actually draw anything, the area behind the object will remain with the original image, which is defined by the camera's Clear Flags. In order to avoid this, you must handle the rendering order so that the background items are rendered first, then the invisible object, and finally the objects that may be obscured. You can do that by setting the property material.renderQueue of each object, assigning greater values to the ones that should be rendered last (read more about renderQueue values in the shader docs). | |
The shader itself could be as simple as this one: | |
*/ | |
Shader "Custom/InvisibleMask" { | |
SubShader { |
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<?xml version="1.0" encoding="UTF-8"?> | |
<Signature xmlns="http://www.w3.org/2000/09/xmldsig#"> | |
<SignedInfo> | |
<CanonicalizationMethod Algorithm="http://www.w3.org/TR/2001/REC-xml-c14n-20010315" /> | |
<SignatureMethod Algorithm="http://www.w3.org/2000/09/xmldsig#rsa-sha1" /> | |
<Reference URI="#object"> | |
<DigestMethod Algorithm="http://www.w3.org/2000/09/xmldsig#sha1" /> | |
<DigestValue>OPnpF/ZNLDxJ/I+1F3iHhlmSwgo=</DigestValue> | |
</Reference> | |
</SignedInfo> |
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<Signature xmlns="http://www.w3.org/2000/09/xmldsig#"> | |
<SignedInfo> | |
<CanonicalizationMethod Algorithm="http://www.w3.org/TR/2001/REC-xml-c14n-20010315#WithComments"/> | |
<SignatureMethod Algorithm="http://www.w3.org/2000/09/xmldsig#dsa-sha1"/> | |
<Reference URI="#object"> | |
<DigestMethod Algorithm="http://www.w3.org/2000/09/xmldsig#sha1"/> | |
<DigestValue>7/XTsHaBSOnJ/jXD5v0zL6VKYsk=</DigestValue> | |
</Reference> | |
</SignedInfo> | |
<SignatureValue> |
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using System.Security.Cryptography; | |
namespace Sample | |
{ | |
/// <summary> | |
/// SignatureDescription impl for http://www.w3.org/2001/04/xmldsig-more#rsa-sha256 | |
/// </summary> | |
public class RSAPKCS1SHA256SignatureDescription : SignatureDescription | |
{ | |
/// <summary> |
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__author__ = 'Sid' | |
import requests | |
from bs4 import BeautifulSoup | |
import csv | |
# search = "game of thrones" | |
search = "person of interest" | |
# search = "friends" | |
# search = "rome" |
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var DraggableBox = new Class({ | |
initialize: function(x, y, w, h) { | |
this.width = w || 15; | |
this.height = h || 15; | |
if (y == null ) { | |
this.center = new ClPoint(0, 0, x); | |
} else { | |
this.center = new ClPoint(x, y); | |
} | |
this.cvt(); |
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openssl pkcs7 -print_certs -in old.p7b -out new.crt | |
# openssl pkcs7 -print_certs -in old.p7b -out new.cer |
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/** | |
* returns: | |
* normalized Vector3 refracted by passing from one medium to another in a realistic manner according to Snell's Law | |
* | |
* parameters: | |
* RI1 - the refractive index of the first medium | |
* RI2 - the refractive index of the second medium | |
* surfNorm - the normal of the interface between the two mediums (for example the normal returned by a raycast) | |
* incident - the incoming Vector3 to be refracted | |
* |
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/* | |
A port of the Fraksl Android App by Ella Jameson | |
WASD to move, QE to rotate, [UP][DOWN] to zoom, P to take a picture in the sketch directory | |
*/ | |
void mirror_screen() | |
{ | |
loadPixels(); | |
for(int row = 0; row < height; row++) | |
{ |
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========================== | |
How Software Companies Die | |
========================== | |
- Orson Scott Card | |
The environment that nurtures creative programmers kills management and | |
marketing types - and vice versa. | |
Programming is the Great Game. It consumes you, body and soul. When | |
you're caught up in it, nothing else matters. When you emerge into |