Unity Addressable Asset System ๊ฐ์ด๋.
์ํ ์ฝ๋๋ ์ฌ๊ธฐ๋ฅผ ํ์ธ.
๋ณธ ๊ฐ์ด๋๋ ์๋ ์ธ์ด๋ค์ ์ง์ํจ.
์ต์ด ์์ฑ: 2020-07-06
๋ง์ง๋ง ์
๋ฐ์ดํธ: 2020-07-14
| # Split a repository into batches to avoid `pack exceeds maximum allowed size` on git push | |
| REMOTE=origin | |
| BRANCH=$(git rev-parse --abbrev-ref HEAD) | |
| BATCH_SIZE=500 | |
| # check if the branch exists on the remote | |
| if git show-ref --quiet --verify refs/remotes/$REMOTE/$BRANCH; then | |
| # if so, only push the commits that are not on the remote already | |
| range=$REMOTE/$BRANCH..HEAD |
| // See image comparison https://imgur.com/a/9L2P7GJ | |
| // Read details https://iolite-engine.com/blog_posts/minimal_agx_implementation | |
| // Usage: | |
| // 1. Open "Project Settings" and change "Working Color Space" to "sRGB / Rec709" | |
| // 2. Open `Engine\Shaders\Private\PostProcessTonemap.usf` file | |
| // 3. Find `half3 OutDeviceColor = ColorLookupTable(FinalLinearColor);` line | |
| // 4. Replace it with `half3 OutDeviceColor = ApplyAgX(FinalLinearColor);` line | |
| // 5. Find `half3 ColorLookupTable( half3 LinearColor )` function | |
| // 6. After the scope of the function, add the code below and run `RecompileShaders Changed` from console |