OIT_Lab | : pencil2 : Order-independent Transparent in Unity | Serialization library

 by   candycat1992 C# Version: Current License: MIT

kandi X-RAY | OIT_Lab Summary

kandi X-RAY | OIT_Lab Summary

OIT_Lab is a C# library typically used in Utilities, Serialization, Unity, Example Codes applications. OIT_Lab has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

This project implements several OIT (Order-independent Transparent) methods in Unity.
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              OIT_Lab has a low active ecosystem.
              It has 178 star(s) with 44 fork(s). There are 23 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 1 have been closed. On average issues are closed in 26 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of OIT_Lab is current.

            kandi-Quality Quality

              OIT_Lab has 0 bugs and 0 code smells.

            kandi-Security Security

              OIT_Lab has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              OIT_Lab code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              OIT_Lab is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              OIT_Lab releases are not available. You will need to build from source code and install.

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            OIT_Lab Key Features

            No Key Features are available at this moment for OIT_Lab.

            OIT_Lab Examples and Code Snippets

            No Code Snippets are available at this moment for OIT_Lab.

            Community Discussions

            Trending Discussions on OIT_Lab

            QUESTION

            Unity/C# Camera Culling Mask Notation
            Asked 2018-Nov-30 at 22:47

            I have a shader managing script from a github project, and I'm trying to understand what it does line-by-line. At one point it takes the camera and does this:

            ...

            ANSWER

            Answered 2018-Nov-30 at 22:47

            The camera's culling mask tells it which layers to render.

            The first mask, ~(1 << LayerMask.NameToLayer("Transparent")), renders everything except the transparent layer.

            The second mask, 1 << LayerMask.NameToLayer("Transparent"), renders only the transparent layer.

            It's pretty common to render opaque geometry in one pass, then render transparent geometry in a second pass. This makes sure that you render any opaque objects that are behind transparent objects.

            If none of that makes sense, you may want to read up on bit masks.

            Bit masking tends to make heavy use of:

            • left shift (<<) to pick a bit
            • bitwise OR (|) to enable certain bits of a mask
            • bitwise AND (&) to disable certain bits of a mask
            • bitwise NOT (~) to negate a mask

            Source https://stackoverflow.com/questions/53565626

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install OIT_Lab

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone candycat1992/OIT_Lab

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