View ShaderGraphDependencies.json
{
"registry": "https://staging-packages.unity.com",
"dependencies": {
"com.unity.render-pipelines.lightweight" : "0.1.21",
"com.unity.shadergraph" : "0.1.9"
}
}
View 80characters.txt
<!--4567890123456789012345678901234567890123456789012345678901234567890123456-->
View gist:cac2a218833805d04e159587898fe097
using UnityEngine;
public class SetRotation : MonoBehaviour { public Material material; public void Set(Vector3 r) { var q = Quaternion.Euler(r.x, r.y, r.z); var m = Matrix4x4.TRS(Vector3.zero, q, Vector3.one); material.SetVector("_Rotation1", m.GetRow(0)); material.SetVector("_Rotation2", m.GetRow(1)); material.SetVector("_Rotation3", m.GetRow(2)); } }
View AngleAxis3x3.hlsl
// Rotation with angle (in radians) and axis
float3x3 AngleAxis3x3(float angle, float3 axis)
{
float c, s;
sincos(angle, s, c);
float t = 1 - c;
float x = axis.x;
float y = axis.y;
float z = axis.z;
View MyMachines.md

A4

Part Name Status
Case Dan A4-SFX OK
CPU Intel Core i7 7700 NG
Mobo ASUS STRIX H270I GAMING OK
PSU 600W (SilverStone SST-SX600-G) OK
Drive M.2 SSD 240GB (Patriot PH240GPM280SSDR) OK
RAM 16GB (CFD W4U2400CM-8G x2) OK
View mesh_to_pointcloud.md

screenshot

  1. Import the source geometry.
  2. Append a Point Wrangle SOP and set the following snippet.
int vlist[] = pointvertices(0, @ptnum);
vector uv = vertex(0, "uv", vlist[0]);
@Cd = colormap("$HIP/TEXTURE_FILENAME.jpg", uv);
  1. Insert a Delete SOP. Change the pattern to "*". Enable "Keep Points".
View Hue2RGB.hlsl
half3 Hue2RGB(half h)
{
h = frac(saturate(h)) * 6 - 2;
half3 rgb = saturate(half3(abs(h - 1) - 1, 2 - abs(h), 2 - abs(h - 2)));
#ifndef UNITY_COLORSPACE_GAMMA
rgb = GammaToLinearSpace(rgb);
#endif
return rgb;
}
View Random.hlsl
// Hash function from H. Schechter & R. Bridson, goo.gl/RXiKaH
uint Hash(uint s)
{
s ^= 2747636419u;
s *= 2654435769u;
s ^= s >> 16;
s *= 2654435769u;
s ^= s >> 16;
s *= 2654435769u;
return s;
View EulerRotation.hlsl
float3x3 Euler3x3(float3 v)
{
float sx, cx;
float sy, cy;
float sz, cz;
sincos(v.x, sx, cx);
sincos(v.y, sy, cy);
sincos(v.z, sz, cz);
View houdini_engine.md

Creating a Houdini asset

  • Select a group of nodes or a subnet node.
  • "Assets" -> "New Digital Asset From Selection..."

A Houdini asset file (.hdalc) will be created in the asset library directory ($HOUDINI_PATH/otls). To maintain this file within the Git repository, it should be moved into the project asset directory ($HIP/otls).