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// Convert tiling from UnityTerrain to CustomTerrain | |
material.SetTextureScale("_Splat0", new Vector2(1.0f / terrainLayer.tileSize.x * terrainData.size.x, 1.0f / terrainLayer.tileSize.y * terrainData.size.z)) |
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// rotation and transform a 2d array | |
// aniticlockwise 90 degree | |
Vector2[] tUV2 = new Vector2[tUV.Length]; | |
System.Array.Copy(tUV, 0, tUV2, 0, tUV.Length); | |
for (int pi = 0; pi < h; ++pi) | |
{ | |
for (int pj = 0; pj < w; ++pj) | |
{ | |
Vector2 pc = tUV2[pi * w + pj]; | |
tUV[(w - pj - 1) * w + pi] = pc; |
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Vector3 pos = targetTransform.position; | |
Matrix4x4 vp = mainCamera.projectionMatrix * mainCamera.worldToCameraMatrix; | |
Vector4 porjPos = vp * new Vector4(pos.x, pos.y, pos.z, 1); | |
// projPos.xyz / projPos.w [-1, 1] in view frustum |
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private Vector3 AnchoredPositionToWorldPosition(Vector2 anchoredPosition) | |
{ | |
Vector2 canvasSize = canvasRectTransform.sizeDelta; | |
Vector2 viewportPosition = new Vector2( | |
(anchoredPosition.x + (canvasSize.x * 0.5f)) / canvasSize.x, | |
(anchoredPosition.y + (canvasSize.y * 0.5f)) / canvasSize.y | |
); | |
Vector3 worldPosition = CameraManager.GetInstance().GetUICamera().ViewportToWorldPoint(viewportPosition); | |
worldPosition.z = canvasRectTransform.position.z; |