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| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using UnityEditor; | |
| using UnityEngine; | |
| public class PointMeshMaker : EditorWindow | |
| { | |
| private Mesh mesh; | |
| private bool update = false; |
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| Shader "Unlit/MatrixTest" { | |
| Properties { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| _X ("X", range(0,1)) = 0 | |
| _Y ("Y", range(0,1)) = 0 | |
| _Z ("Z", range(0,1)) = 0 | |
| _W ("W", range(0,1)) = 0 | |
| } | |
| SubShader { | |
| Pass { |
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| using System.Collections.Generic; | |
| using System.Threading.Tasks; | |
| using UnityEngine; | |
| using System.Diagnostics; | |
| using System.Linq; | |
| using System.Threading; | |
| using Debug = UnityEngine.Debug; | |
| public class AsyncTest : MonoBehaviour { | |
| List<int> results = new List<int>(); |
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| import hou | |
| class Transform(object): | |
| translation = [] | |
| rotation = [] | |
| scale = [] | |
| def __init__(self, t, r, s): | |
| self.translation = t | |
| self.rotation = r |
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| import hou | |
| def matrixTest(): | |
| parent_node = hou.node('/obj/grid') | |
| parent_name = parent_node.name() | |
| print(parent_name) | |
| print(parent_name + " local transform") | |
| local_transform = parent_node.localTransform() | |
| print(local_transform) |
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| Shader "Unlit/ReceiveShadow" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" { } | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType" = "Opaque" } | |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using System; | |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Linq; | |
| public class LookAtWindow : EditorWindow | |
| { | |
| public Transform[] objects = null; | |
| /////Angle |
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| Shader "Unlit/NoiseNormal" | |
| { | |
| Properties | |
| { | |
| _MatcapTex ("Matcap Tex", 2D) = "bump" {} | |
| _NoiseScale ("Noise Scale", Range(0,100)) = 10 | |
| [KeywordEnum(Perlin, Value, Cell, Curl, fbm)] _NoiseType ("Noise Type", int) = 0 | |
| _NormalX ("Nroaml X", Range(-3,3)) = 0 | |
| _NormalY ("Nroaml Y", Range(-3,3)) = 0 | |
| _NoiseRange("Noise Range", Range(0,5)) = 0 |
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| // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
| //Based on Unity built-in shader source. | |
| Shader "Custom/CubemapOnSphere" { | |
| Properties { | |
| _Tint ("Tint Color", Color) = (.5, .5, .5, .5) | |
| [Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0 | |
| _Rotation ("Rotation", Range(0, 360)) = 0 | |
| [NoScaleOffset] _Tex ("Cubemap (HDR)", Cube) = "grey" {} | |
| } |
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| Shader "PostEffect/GlitchEffect" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" { } | |
| _NowTime ("NowTime", float) = 0.0 | |
| _Duration ("Duration", float) = 100000000 | |
| [Header(Glitch1)] | |
| _GlitchSize1 ("Glitch Size", Range(0, 2.0)) = 1.0 |
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