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@gam0022
gam0022 / zozuar-cloud.glsl
Last active October 24, 2021 07:07
@zozuar さんのシェーダーが凄すぎたのでコードリーディング
// @zozuar さんのシェーダーが凄すぎたのでコードリーディング
// https://twitter.com/zozuar/status/1441384708441456651
float i, // レイマーチングのループカウンター
e, // ボリュームの密度(値が小さいほど密度が濃くなる)
s, // fbmのループカウンター
g, // レイの進んだ距離(カメラのパースのためにも利用)
k = .01;// 0.01の定数
// レイマーチングのループ
@neon-izm
neon-izm / HumanTrait.MuscleNames.csv
Created September 17, 2018 02:36
HumanPose.musclesの中身の95個のfloatはこんな感じ。55から94に指の情報が入っている
0 Spine Front-Back
1 Spine Left-Right
2 Spine Twist Left-Right
3 Chest Front-Back
4 Chest Left-Right
5 Chest Twist Left-Right
6 UpperChest Front-Back
7 UpperChest Left-Right
8 UpperChest Twist Left-Right
9 Neck Nod Down-Up
@thorikawa
thorikawa / japanese.txt
Last active March 8, 2022 00:07
日本語の文字コード範囲指定(ascii・ひらがな・カタカナ・頻出漢字)
32-128,12288-12543,12448-12543,65280-65519,19968,19971,19977,19978,19979,20013,20061,20108,20116,20154,20241,20808,20837,20843,20845,20870,20986,21147,21313,21315,21475,21491,21517,22235,22303,22805,22823,22825,22899,23376,23383,23398,23567,23665,24029,24038,24180,25163,25991,26085,26089,26376,26408,26412,26449,26519,26657,26862,27491,27671,27700,28779,29356,29577,29579,29983,30000,30007,30010,30333,30334,30446,30707,31354,31435,31481,31992,32819,33457,33609,34411,35211,35997,36196,36275,36554,37329,38632,38738,38899,19975,20024,20132,20140,20170,20250,20307,20309,20316,20803,20804,20809,20844,20869,20908,20992,20998,20999,21069,21271,21320,21322,21335,21407,21451,21476,21488,21512,21516,22238,22259,22269,22290,22320,22580,22768,22770,22799,22806,22810,22812,22826,22969,22985,23460,23478,23546,23569,23721,24037,24066,24112,24195,24215,24339,24341,24351,24369,24375,24403,24418,24460,24515,24605,25144,25165,25945,25968,26032,26041,26126,26143,26149,26172,26178,26228,26332,26360,26397,26469,26481,27005,27468,274
@DashW
DashW / ScreenRecorder.cs
Last active July 21, 2024 13:29
ScreenRecorder - High Performance Unity Video Capture Script
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Threading;
class BitmapEncoder
{
public static void WriteBitmap(Stream stream, int width, int height, byte[] imageData)
@voluntas
voluntas / webrtc.rst
Last active June 27, 2024 02:25
WebRTC コトハジメ
@tsubaki
tsubaki / Ghost.shader
Last active February 23, 2024 03:43
ghost shader
/**
* These codes are licensed under CC0.
* http://creativecommons.org/publicdomain/zero/1.0/deed.ja
*/
Shader "FX/Ghost" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalTex ("Normal (RGB)", 2D) = "white" {}
_EmissionTex ("Emission (RGB)", 2D) = "white" {}
@hecomi
hecomi / Detector.cs
Last active April 9, 2022 14:18
図形を認識するヤツ
/*
The MIT License (MIT)
Copyright (c) 2014 hecomi
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
@HaiyangXu
HaiyangXu / Server.py
Created May 18, 2014 14:00
A simper python http server can handle mime type properly
# -*- coding: utf-8 -*-
#test on python 3.4 ,python of lower version has different module organization.
import http.server
from http.server import HTTPServer, BaseHTTPRequestHandler
import socketserver
PORT = 8080
Handler = http.server.SimpleHTTPRequestHandler
// http://ejohn.org/blog/simple-javascript-inheritance/
function Class() {}
Class.extend = function extend(props) {
var SuperClass = this;
function Class() {
if (typeof this.init === 'function') {
this.init.apply(this, arguments);
@tsubaki
tsubaki / ScriptableObjectToAsset.cs
Last active May 25, 2024 15:22
ScriptableObjectをAssetsファイルとして出力する汎用スクリプト
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
/// <summary>
// ScriptableObjectをプレハブとして出力する汎用スクリプト
/// </summary>
// <remarks>
// 指定したScriptableObjectをプレハブに変換する。