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using System.IO; | |
using System.Threading; | |
using System.Threading.Tasks; | |
using Newtonsoft.Json; // https://docs.unity3d.com/Packages/com.unity.nuget.newtonsoft-json@2.0/manual/index.html | |
using UnityEngine; | |
public static class FileUtils | |
{ | |
public static string RootDirectory | |
{ |
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# Pytorch implementation of Hungarian Algorithm | |
# Inspired from here : https://python.plainenglish.io/hungarian-algorithm-introduction-python-implementation-93e7c0890e15 | |
# Despite my effort to parallelize the code, there is still some sequential workflows in this code | |
from typing import Tuple | |
import torch | |
from torch import Tensor | |
device = torch.device('cuda') if torch.cuda.is_available() else torch.device('cpu') |
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Shader "Name" { | |
Properties { | |
_Name ("display name", Range (min, max)) = number | |
_Name ("display name", Float) = number | |
_Name ("display name", Int) = number | |
_Name ("display name", Color) = (number,number,number,number) | |
_Name ("display name", Vector) = (number,number,number,number) |
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// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
// However, if you want to author shaders in shading language you can use this teamplate as a base. | |
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
// This shader works with URP 7.1.x and above | |
Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |