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HarukaKajita / MaterialBreaker
Created October 7, 2018 09:44
Environmental Transporterの改悪シェーダーMaterialBreakerの完成版
Shader "Unlit/Gouge2"
{
Properties
{
_Color ("Color", Color) = (1,0,0)
_NoiseScale ("Noise Scale", float) = 100
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent+300" }
@HarukaKajita
HarukaKajita / Noise.cginc
Last active June 5, 2020 16:12
ノイズ関数のまとめ
//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)
{
@HarukaKajita
HarukaKajita / 0517
Last active May 17, 2019 05:41
C++の授業:「区間」クラスのオペレーター
#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;
@HarukaKajita
HarukaKajita / CharToInt.cpp
Last active May 18, 2019 06:29
C++の授業(int)charの自前実装
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;
}
@HarukaKajita
HarukaKajita / GlitchEffect.shader
Created November 25, 2019 07:39
グリッチエフェクト
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
@HarukaKajita
HarukaKajita / CubemapOnSphre.shader
Created February 13, 2020 07:53
球にCubemapを貼るだけのシェーダー
// 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" {}
}
@HarukaKajita
HarukaKajita / NoiseNormal.shader
Created February 16, 2020 18:38
ノイズによるプロシージャル法線マップシェーダー
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
@HarukaKajita
HarukaKajita / LookAtWindow.cs
Created February 20, 2020 08:33
複数のオブジェクトを特定のオブジェクトの方に向かせるエディタ拡張
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
@HarukaKajita
HarukaKajita / ReceiveShadow.shader
Created March 13, 2020 17:51
Shadowを受けるミニマムなシェーダー
Shader "Unlit/ReceiveShadow"
{
Properties
{
_MainTex ("Texture", 2D) = "white" { }
}
SubShader
{
Tags { "RenderType" = "Opaque" }
@HarukaKajita
HarukaKajita / HoudiniHierarchyTransformTest
Last active September 10, 2024 08:39
Houdiniで自分好みの階層的にFBXを書き出す為の行列処理の検証Pythonコード
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)