ffmpeg.exe -i input.mp4 -c copy -colorspace bt709 -color_trc bt709 -color_primaries bt709 -bsf:v h264_metadata=colour_primaries=1:transfer_characteristics=1:matrix_coefficients=1 output.mp4
https://discussions.unity.com/t/deferred/1579636/3
Render both, transparent and opaque objects, one at a time. For each object, we bind a list of lights that affect that it. On the GPU, we iterate over this list and accumulate lighting.
The upside of this approach is that this is dead-simple, and has a low CPU cost. For very simple scenes, this is a win.
Downsides are (a) overdraw, i.e. you pay for lighting pixels that will be later occluded by other geometry, (b) a smaller light limit, (c) incompatibility with GPU-driven rendering and GPU occlusion culling.
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// https://discussions.unity.com/t/solution-found-and-the-code-is-free-and-cc0-a-better-3d-model-generator-for-simple-unrealistic-outblock-meshes/1579115/109 | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
public class MeshExtruder : EditorWindow | |
{ | |
private List<Vector2> linePoints = new List<Vector2>(); | |
private bool isDrawing = false; |
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// ==UserScript== | |
// @name Fix Page Scrolling | |
// @namespace http://unitycoder.com | |
// @version 1.0 | |
// @description Allow using PageUp/Down and Home/End keys in chatgpt | |
// @match https://chatgpt.com/* | |
// @grant none | |
// ==/UserScript== | |
(function () { |
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UNITY_DECLARE_SHADOWMAP(_SunCascadedShadowMap); | |
float4 _SunCascadedShadowMap_TexelSize; | |
#define GET_CASCADE_WEIGHTS(wpos, z) getCascadeWeights_splitSpheres(wpos) | |
#define GET_SHADOW_FADE(wpos, z) getShadowFade_SplitSpheres(wpos) | |
#define GET_SHADOW_COORDINATES(wpos,cascadeWeights) getShadowCoord(wpos,cascadeWeights) | |
/** | |
* Gets the cascade weights based on the world position of the fragment and the poisitions of the split spheres for each cascade. |
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using UnityEngine; | |
// Visual effect/illusion where a rotating model alternates between | |
// seeming to rotate one way around and the other. | |
// Unlike many similar effects, the eyes are nudged/forced to see it | |
// in alternating ways by oscillating between regular perspective and | |
// inverse perspective, changing which parts of the model appear | |
// bigger or smaller on the screen. | |
// Attach this script on the GameObject with the Camera component. |
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/* | |
Based on the Anti-aliased Euclidean distance transform described by Stefan Gustavson and | |
Robin Strand. For further information, see https://contourtextures.wikidot.com/ and | |
https://web.archive.org/web/20220503051209/https://weber.itn.liu.se/~stegu/edtaa/ | |
The algorithm is an adapted version of Stefan Gustavson's code, it inherits the copyright | |
statement below, which applies to this file only. | |
The rewrite with Unity Burst support makes the execution 40 times faster by default, | |
and 75 times faster if the passed in textures are both of type TextureFormat.RGBAFloat. |
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[ValheimPlus] | |
; Change false to true to enable this section. | |
enabled = true | |
; Display the Valheim Plus logo in the main menu | |
mainMenuLogo = true | |
; Display the advertisement of our server hosting partner on the server browser menu | |
serverBrowserAdvertisement = true |
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// https://ameye.dev/notes/edge-detection-outlines/ | |
Shader "Custom/Edge Detection" | |
{ | |
Properties | |
{ | |
_OutlineThickness ("Outline Thickness", Float) = 1 | |
_OutlineColor ("Outline Color", Color) = (0, 0, 0, 1) | |
} | |
SubShader |
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