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minami110 / hotkey_handling_sample.py
Last active October 8, 2024 06:34
Houdini viewer state samples
import hou
import viewerstate.utils as su
class State(object):
CONTEXT_MENU_NAME = "foo_menu"
MENU_BAR_CODE = "enter_bar"
MENU_BAZ_CODE = "enter_baz"
@minami110
minami110 / 00_UnlitBase.shader
Last active August 7, 2023 08:46
URP Shader Research
Shader "00_UnlitBase"
{
Properties
{
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
@minami110
minami110 / _base.usda
Last active August 21, 2022 20:20
Standard Surface Material
#usda 1.0
class Material "_base"
{
# ========================
# Connections
# ========================
# USD Connections (usdview / Houdini GL)
token outputs:displacement.connect = </_base/usdPreviewSurface.outputs:displacement>
@minami110
minami110 / fresnel.osl
Last active March 19, 2022 06:33
fresnel.osl
// Fresnel effects shader
float saturate(float in)
{
return clamp(in, 0, 1);
}
shader fresnel
[[
string help = "basic fresnel effect",
@minami110
minami110 / RequiredInterface.cs
Last active February 10, 2022 05:41
Unity C# interface required attribute
// Place at Runtime asmdef
#nullable enable
using System;
using System.Diagnostics;
using UnityEngine;
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
[Conditional("UNITY_EDITOR")]
@minami110
minami110 / NavMeshActivater.cs
Created February 1, 2022 12:19
Add NavMesh at runtime on Unity Engine
#nullable enable
using UnityEngine;
using UnityEngine.AI;
/// <summary>
/// Add new navmesh on enable
/// </summary>
public class NavMeshActivater : MonoBehaviour
{
[SerializeField]
@minami110
minami110 / HelloWorld.cs
Created January 9, 2022 08:35
Python for Unity Examples
using System.IO;
using System.Runtime.CompilerServices;
using UnityEditor;
using Sirenix.OdinInspector;
using Sirenix.OdinInspector.Editor;
using Python.Runtime;
using UnityEditor.Scripting.Python;
public class HelloWorld : OdinEditorWindow
{
@minami110
minami110 / Cross.rpp
Last active January 2, 2022 06:55
Basic Math Blink Scripts
kernel Cross : ImageComputationKernel<ePixelWise> {
// Input image A
Image<eRead, eAccessPoint, eEdgeClamped> A;
// Input image B
Image<eRead, eAccessPoint, eEdgeClamped> B;
// Output image
Image<eWrite, eAccessPoint> dst;
local: