※画像内の文字が見にくい場合はクリックして拡大してください。
既存のファイル(拡張子.ShaderGraph)をダブルクリックするとエディタが開きます。
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
A non-exhaustive list of WebGL and WebGPU frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.
| Name | Stars | Last Commit | Description |
|---|---|---|---|
| three.js | ![GitHub |
This guide will walk through how to decompile/reverse engineer IL2CPP games for modding usage.
Note: expect this entire process to take upwards of an hour. Have something ready to do on the side while waiting for processing to finish.
| using UnityEngine; | |
| namespace Ditzelgames | |
| { | |
| public static class PhysicsHelper | |
| { | |
| public static void ApplyForceToReachVelocity(Rigidbody rigidbody, Vector3 velocity, float force = 1, ForceMode mode = ForceMode.Force) | |
| { | |
| if (force == 0 || velocity.magnitude == 0) |
| #define DEBUG_CONSOLE | |
| #define DEBUG_LEVEL_LOG | |
| #define DEBUG_LEVEL_WARN | |
| #define DEBUG_LEVEL_ERROR | |
| #if (UNITY_EDITOR || DEVELOPMENT_BUILD) | |
| #define DEBUG | |
| #endif | |
| #if (UNITY_IOS || UNITY_ANDROID) |