A small tool to view real-world ActivityPub objects as JSON! Enter a URL
or username from Mastodon or a similar service below, and we'll send a
request with
the right
Accept
header
to the server to view the underlying object.
{
"@context": [
"https://www.w3.org/ns/activitystreams",
{
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"atomUri": "ostatus:atomUri",
"inReplyToAtomUri": "ostatus:inReplyToAtomUri",
"conversation": "ostatus:conversation",
"sensitive": "as:sensitive",
"toot": "http://joinmastodon.org/ns#",
"votersCount": "toot:votersCount"
}
],
"id": "https://mastodon.gamedev.place/users/bitinn/statuses/113390788338369728",
"type": "Note",
"summary": null,
"inReplyTo": null,
"published": "2024-10-29T12:48:40Z",
"url": "https://mastodon.gamedev.place/@bitinn/113390788338369728",
"attributedTo": "https://mastodon.gamedev.place/users/bitinn",
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],
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"conversation": "tag:mastodon.gamedev.place,2024-10-29:objectId=117274039:objectType=Conversation",
"content": "<p>Question: does Unity SRP batcher require all passes of the subshader to share the same cbuffer?</p><p>I always thought it does (given the hint it gives), but we ran into cases where this isn’t necessary and SRP batcher will happily take a shadow caster pass with different cbuffer than lit pass, and both ran fine under SRP batcher. It confuses the hell out of me.</p>",
"contentMap": {
"en": "<p>Question: does Unity SRP batcher require all passes of the subshader to share the same cbuffer?</p><p>I always thought it does (given the hint it gives), but we ran into cases where this isn’t necessary and SRP batcher will happily take a shadow caster pass with different cbuffer than lit pass, and both ran fine under SRP batcher. It confuses the hell out of me.</p>"
},
"attachment": [],
"tag": [],
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"likes": {
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