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sugi-cho / AlwaysOnTop.cs
Created September 30, 2021 15:26
Windowを強制的に一番上に持ってくる
#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Drawing;
using System.Diagnostics;
using System.Runtime.InteropServices;
@sugi-cho
sugi-cho / blend.hlsl
Created February 17, 2020 13:48
blend additive with alpha blended
c.rgb = lerp(a.rgb+b.rgb, b.rgb, b.a);
@sugi-cho
sugi-cho / Tex2DArrayPlayer.shader
Created May 26, 2019 15:10
Texture2DArray from sequential images. script and shader
Shader "Unlit/Tex2DArrayPlayer"
{
Properties
{
_Prop ("fps, Slices", Vector) = (84, 30, 0,0)
}
SubShader
{
Tags {"Queue" = "Overlay" "IgnoreProjector" = "True" "RenderType" = "Transparent"}
LOD 100
@sugi-cho
sugi-cho / convert_hap.bat
Created March 21, 2019 05:31
ffmpeg convert batches
ECHO OFF
:REPEAT
ffmpeg.exe -i %1 -vcodec hap -format hap "%~n1-hap.mov"
if "%~2"=="" GOTO EXIT
shift
GOTO REPEAT
:EXIT
pause
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class TestCode : MonoBehaviour
{
public TextureFormat format = TextureFormat.RGBAFloat;
public Texture2D tex;
@sugi-cho
sugi-cho / QuadWire.shader
Last active August 14, 2018 07:36
Quad-Wireframe using UV
half wire(half2 uv) {
half2 d = fwidth(uv);
half2 a2 = smoothstep(half2(0, 0), d*1.0, uv);
half w = 1.0 - min(a2.x, a2.y);
return w;
}
fixed4 frag(v2f i) : SV_Target
{
float2 uv = frac(i.uv * 20);
//http://esprog.hatenablog.com/entry/2016/10/17/184146
Shader "Unlit/Unlit-Tess"{
Properties{
_TessFactor("Tess Factor",Vector) = (2,2,2,2)
_DispPhong ("Disp Phong",Range(0,1)) = 0
}
SubShader{
Pass{
CGPROGRAM

すぎのひろのり Hironori Sugino

略歴

2011年、チームラボ入社。インタラクティブグラフィックスの開発を行うインタラクティブチームを発足。リーダーを務める。

2017年、独立。フリーランスとしてインタラクティブコンテンツの企画・開発を行う。

2018年、WideWireWorksに参画。

すぎの ひろのり