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| // example of how to move a current value towards a target value at a constant speed | |
| // without going over the target value | |
| // formula is the same for vectors of any dimension | |
| Vector3 Seek(Vector3 currentValue, Vector3 targetValue, float maxSpeed, float dt) | |
| { | |
| // delta/difference from current value to target value | |
| Vector3 delta = targetValue - currentValue; | |
| // don't take the square root of magnitude yet | |
| // so we can potentially early out on degenerate case of currenvValue ~= targetValue |
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| Vector3 inputVec = Vector3.zero; | |
| if (Input.GetKey(KeyCode.UpArrow)) | |
| inputVec += Vector3.up; | |
| if (Input.GetKey(KeyCode.DownArrow)) | |
| inputVec += Vector3.down; | |
| if (Input.GetKey(KeyCode.LeftArrow)) | |
| inputVec += Vector3.left; |
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| float3 quantize(float3 p, float cellSize, float strength) | |
| { | |
| float3 r = p / cellSize; | |
| float3 f = floor(r); | |
| float3 t = r - f; | |
| return (f + smoothstep(0.0f, 1.0f, strength * (t - 0.5f) + 0.5f)) * cellSize; | |
| } |
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| string rpAsset = ""; | |
| if (GraphicsSettings.renderPipelineAsset != null) | |
| rpAsset = GraphicsSettings.renderPipelineAsset.GetType().Name; | |
| if (rpAsset.Equals("HDRenderPipelineAsset")) | |
| renderPipeline = RenderPipeline.HDRP; | |
| else if (rpAsset.Equals("UniversalRenderPipelineAsset")) | |
| renderPipeline = RenderPipeline.URP; | |
| else | |
| renderPipeline = RenderPipeline.BuiltIn; |
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| bool (*functions[])() = | |
| { | |
| Function0, | |
| Function1, | |
| Function2, | |
| }; | |
| bool LogicalAnd() | |
| { | |
| for (auto f : functions) |
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