Entries from 2021-10-01 to 1 month
マグリット100 Famous Paintings by Rene Magritte ダリList of works by Salvador Dalí - Wikipedia ベーコン List of paintings by Francis Bacon - Wikipedia ジェフクーンズ
3.0倍するには以下 ffmpeg -i src.mov -vf setpts=PTS/3.0 -af atempo=3.0 dist.mov
Select "output particle quad". Check "use alpha clipping" on inspector.
You can made sine wave sound like this in Unity using UnityEngine; public class SineGanerator : MonoBehaviour { private AudioSource AudioSource; [SerializeField, Range(0, 1)] private float Volume = 1; [SerializeField, Range(100, 1000)] pri…
WebcamをDropdownから選べるようにする using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using TMPro; public class WebCamSelector : MonoBehaviour { [SerializeField] private TMP_Dropdown _dro…
blur blink https://codepen.io/kitasenjudesign/pen/BadpmMJ underline blink https://codepen.io/kitasenjudesign/pen/LYjxedj bg blink https://codepen.io/kitasenjudesign/pen/MWvJQeJ bg blink https://codepen.io/kitasenjudesign/pen/mdMRXBY
「shift + c」で「Axis center」を検索
複数のdotweenを一つにする 関数名 Append Sequenceの最後にTween/Sequenceを追加する Insert 指定した秒数後に再生開始するTween/Sequenceを追加する Join 直前に追加されたTween/Sequenceと同時再生する Prepend Sequenceの最初にTween/Sequenceを追加する…
slitscan with 3d texture using System.Collections; using System.Collections.Generic; using UnityEngine; public class slitscan3d : MonoBehaviour { public RenderTexture _rt3d; public Material _mat; private WebCamTexture _tex; private int _in…
原点に移動してスケールして、また戻す float s = 1 - 0.95 * (0.5 + 0.5 * sin( _Time.y*0.5 )); float2 center = float2(0.5,0.5); i.uv = (i.uv - center) * s + center; fixed4 col = tex2D(_MainTex, i.uv );
_distMat.CopyPropertiesFromMaterial(_srcMat)
Unity でクロマキーシェーダを作ってみた - 凹みTips をpost effectで使えるようにしてみました。 Shader "ChromaKey/ChromaKey_PostEffect" { Properties { [Header(Material)] _Color ("Color", Color) = (1, 1, 1, 1) _MainTex("Texture", 2D) = "white" …
renderTex.Release(); renderTex.width = _stageWidth; renderTex.height = _stageHeight; renderTex.Create();
Shader "Unlit/ScreenPos" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #inclu…
using UnityEngine; public class RenderTextureColorPicker : MonoBehaviour { [SerializeField] private RenderTexture _target; private Texture2D _texture; private void Awake(){ _texture = new Texture2D(_target.width, _target.height); } private…
#loading{ animation: blink 0.5s infinite alternate; } @keyframes blink{ 0% { color: #000000 } 50% { color: #aaaaaa } 100% { color: #000000 } }
//ARTrackedImageManager _trackedImageManager; void Awake() { _trackedImageManager.trackedImagesChanged += _onChange; } private void _onChange(ARTrackedImagesChangedEventArgs args){ List<ARTrackedImage> added = args.added; List<ARTrackedImage> updated = args.updated; List<ARTrackedImage></artrackedimage></artrackedimage></artrackedimage>…