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| Shader "Unlit/Gouge2" | |
| { | |
| Properties | |
| { | |
| _Color ("Color", Color) = (1,0,0) | |
| _NoiseScale ("Noise Scale", float) = 100 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Transparent" "Queue"="Transparent+300" } |
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| //関数内で大量に変数を定義するとGPU時間がめちゃ遅くなるのでスコープを使って書き直している部分があるので可読性が少し落ちている。ので注意。 | |
| ///ret : 0.0 - <1.0 | |
| float rand(float n) | |
| { | |
| return frac(sin(n) * 63452.5453123); | |
| } | |
| ///ret : 0.0 - <1.0 | |
| float rand(float2 co) | |
| { |
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| #include <iostream> | |
| #include <cstdlib> | |
| using namespace std; | |
| //アクセサを定義しないIntervalクラス | |
| class Interval | |
| { | |
| private: | |
| double upperLimit; |
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| int charsToInt(const char[] chars){ | |
| int ret = 0;//返り値 | |
| int digits = chars.size()-1;//桁 | |
| for(int i = 0; i < digits; i++){ | |
| int num = charToInt(chars[i]); | |
| ret += number * pow(10,i); | |
| } | |
| return ret; | |
| } |
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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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| // 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 "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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| 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/ReceiveShadow" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" { } | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType" = "Opaque" } | |
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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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