This gist is part of a blog post. Check it out at:
http://jasonrudolph.com/blog/2011/08/09/programming-achievements-how-to-level-up-as-a-developer
| <!DOCTYPE html> | |
| <html lang="en-us"> | |
| <head> | |
| <style> | |
| canvas { | |
| width: 100%; | |
| height: 100%; | |
| position: absolute; | |
| } | |
| </style> |
| Shader "Custom/GreyScaleForBackPlay" { | |
| Properties | |
| { | |
| [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
| _Color ("Tint", Color) = (1,1,1,1) | |
| [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
| _EffectAmount ("Effect Amount", Range (0, 1)) = 1.0 | |
| } | |
| SubShader |
| Shader "GrayScale" { | |
| Properties | |
| { | |
| [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
| _Color ("Tint", Color) = (1,1,1,1) | |
| [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
| _EffectAmount ("Effect Amount", Range (0, 1)) = 1.0 | |
| } | |
| SubShader |
| using UnityEngine; | |
| using System.Collections; | |
| public class Gismo16to9 : MonoBehaviour { | |
| public void OnDrawGizmos() | |
| { | |
| var camSizeHeight = Camera.main.orthographicSize; | |
| var camSizeWidth = camSizeHeight * 16f / 9f; | |
| var leftUp = new Vector2(-camSizeWidth, camSizeHeight); |
This gist is part of a blog post. Check it out at:
http://jasonrudolph.com/blog/2011/08/09/programming-achievements-how-to-level-up-as-a-developer
L1 cache reference ......................... 0.5 ns
Branch mispredict ............................ 5 ns
L2 cache reference ........................... 7 ns
Mutex lock/unlock ........................... 25 ns
Main memory reference ...................... 100 ns
Compress 1K bytes with Zippy ............. 3,000 ns = 3 µs
Send 2K bytes over 1 Gbps network ....... 20,000 ns = 20 µs
Read 1 MB sequentially from memory ..... 250,000 ns = 250 µs
Round trip within same datacenter ...... 500,000 ns = 0.5 ms