historyから適当に引っ張ってきたので間違っているかもしれない。
git clone --recursive https://github.com/openMVG/openMVG.git
mkdir openMVG_Build
cd openMVG_Build
cmake -DCMAKE_BUILD_TYPE=RELEASE -DOpenMVG_BUILD_TESTS=ON -DOpenMVG_BUILD_EXAMPLES=ON . ../src/
make -j 7
using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
public class GrabScreenFeature : ScriptableRendererFeature | |
{ | |
[System.Serializable] | |
public class Settings |
// bezier curve with 2 control points | |
// A is the starting point, B, C are the control points, D is the destination | |
// t from 0 ~ 1 | |
vec3 bezier(vec3 A, vec3 B, vec3 C, vec3 D, float t) { | |
vec3 E = mix(A, B, t); | |
vec3 F = mix(B, C, t); | |
vec3 G = mix(C, D, t); | |
vec3 H = mix(E, F, t); | |
vec3 I = mix(F, G, t); |
#!/usr/bin/env python | |
import time | |
import sys | |
from rgbmatrix import RGBMatrix, RGBMatrixOptions | |
from PIL import Image, ImageSequence, GifImagePlugin | |
# Matrix size | |
size = 64, 64 |
Shader "Custom/fragmentWithSurface" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } |
varying vec2 hdConformedUV; | |
varying vec2 uv; | |
uniform sampler2D inputImage; | |
uniform int passIndex; | |
uniform vec2 uRenderSize; | |
uniform float uTime; | |
float random (in vec2 st) | |
{ | |
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123); |
float map(float value, float min1, float max1, float min2, float max2) { | |
return min2 + (value - min1) * (max2 - min2) / (max1 - min1); | |
} |
Shader "Unlit/Billboard" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "DisableBatching" = "True" } |
#ifndef _EASING_INCLUDED_ | |
#define _EASING_INCLUDED_ | |
float ease_linear(float x) { | |
return x; | |
} | |
float ease_in_quad(float x) { | |
float t = x; float b = 0; float c = 1; float d = 1; | |
return c*(t/=d)*t + b; |
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