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<?xml version="1.0" encoding="utf-8"?> | |
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.arm.mgdactivity" android:versionName="1.0.0" android:versionCode="1"> | |
<supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:xlargeScreens="true" android:anyDensity="true" /> | |
<application android:icon="@drawable/app_icon" android:label="@string/app_name" android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:debuggable="false"> | |
<activity android:name="com.arm.mgdactivity.MGDNativeActivity" android:label="@string/app_name" android:screenOrientation="landscape" android:configChanges="screenSize|orientation|keyboardHidden|keyboard"> | |
<intent-filter> | |
<action android:name="android.intent.action.MAIN" /> | |
<category android:name="android.intent.category.LAUNCHER" /> | |
</intent-filter> | |
</activity> |
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// As seen on https://gamedevdaily.io/the-srgb-learning-curve-773b7f68cf7a | |
float D3DX_FLOAT_to_SRGB(float val) | |
{ | |
if( val < 0.0031308f ) | |
val *= 12.92f; | |
else | |
val = 1.055f * pow(val,1.0f/2.4f) — 0.055f; | |
return val; | |
} |
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# =============== # | |
# Unity generated # | |
# =============== # | |
[Tt]emp/ | |
[Oo]bj/ | |
[Bb]uild | |
[Ll]ibrary/ | |
sysinfo.txt | |
ShaderForge.dll | |
Assets/ShaderForge/ |
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{ | |
"dependencies": { | |
"com.unity.render-pipelines.core": "file:/users/felipe/Development/Graphics/com.unity.render-pipelines.core", | |
"com.unity.shadergraph": "file:/users/felipe/Development/Graphics/com.unity.shadergraph", | |
"com.unity.render-pipelines.universal": "file:/users/felipe/Development/Graphics/com.unity.render-pipelines.universal", | |
} | |
} |
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// Script made by aleks01010101 | |
// Slightly modified | |
// Displays avg and median ms + frames sampled during clipLenght | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class PerfTracker : MonoBehaviour { | |
public float clipLength = 20.0f; |
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Use https://gist.github.com/phi-lira/225cd7c5e8545be602dca4eb5ed111ba instead. |
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{ | |
"registry": "https://staging-packages.unity.com", | |
"dependencies": { | |
"com.unity.render-pipelines.lightweight" : "2.0.0-preview" | |
} | |
} |
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using UnityEngine; | |
using System.Collections; | |
public class OverdrawDebugReplacement : MonoBehaviour | |
{ | |
public Shader _OverdrawShader; | |
private Camera _Camera; | |
private bool _SceneFogSettings = false; |
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//Copyright(c) 2015 Phil Lira - phil.rlira [at] gmail [dot] com | |
//Permission is hereby granted, free of charge, to any person obtaining a copy | |
//of this software and associated documentation files (the "Software"), to deal | |
//in the Software without restriction, including without limitation the rights | |
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
//copies of the Software, and to permit persons to whom the Software is | |
//furnished to do so, subject to the following conditions: | |
//The above copyright notice and this permission notice shall be included in all |
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using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.LWRP; | |
public class CustomRenderPassFeature : ScriptableRendererFeature | |
{ | |
class CustomRenderPass : ScriptableRenderPass | |
{ | |
// This method is called before executing the render pass. | |
// It can be used to configure render targets and their clear state. Also to create temporary render target textures. |
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