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Unity Addressable Asset System ๊ฐ€์ด๋“œ.
์ƒ˜ํ”Œ ์ฝ”๋“œ๋Š” ์—ฌ๊ธฐ๋ฅผ ํ™•์ธ.

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์ตœ์ดˆ ์ƒ์„ฑ: 2020-07-06
๋งˆ์ง€๋ง‰ ์—…๋ฐ์ดํŠธ: 2020-07-14

@ignore444
ignore444 / git-split-and-push.sh
Created March 9, 2024 11:20 — forked from maxrodrigo/git-split-and-push.sh
Split a repository into batches to avoid `pack exceeds maximum allowed size` on push
# 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
@ignore444
ignore444 / Unreal-AgX-Tonemapper.usf
Created August 28, 2024 09:14 — forked from nxrighthere/Unreal-AgX-Tonemapper.usf
AgX tonemapping for Unreal Engine 5
// 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