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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class noisetex : MonoBehaviour { | |
public int width=256; | |
public int height=256; | |
private Texture2D tex; | |
private Color32[] colors; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class noiseland : MonoBehaviour { | |
public int numRows=10, numCols=10; | |
public float minX=-1, maxX=1, minY=-1, maxY=1; | |
float height(float x, float y) |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class fractalland : MonoBehaviour { | |
Vector3[][] newArray(int size) | |
{ | |
Vector3[][] v = new Vector3[size][]; | |
for (int i=0; i < size; i++) |
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// Creating Mesh data in Unity | |
// This script should be attached to a GameObject that has a MeshFilter and MeshRenderer. | |
// The script will replace the MeshFilter's geometry by 2 triangles with texture coordinates. | |
// The vertex coords & tex coords are public variables so they can be manipulated from the Unity inspector. | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class triangles3 : MonoBehaviour { |
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// Creates a Unity Mesh that contains a wavy 2D surface, then animates that surface. | |
// Based on grid.cs (except now in the X/Z plane), gives each vertex a different height using Sin & Cos. | |
// Should be attached to a GameObject that already has a MeshFilter component. | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class waves : MonoBehaviour { | |
public int numRows=10, numCols=10; |
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// Create a mesh of triangles in a 2D grid | |
// Attach this script to a GameObject that already has a MeshFilter - it will use that MeshFilter, replacing its existing mesh data | |
// Creates a numCols x numRows grid of vertices in the X/Y plane. Then for each square cell in the grid it creates 2 triangles | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class grid : MonoBehaviour { | |
public int numRows=10, numCols=10; |
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// Draw a set of triangles that follow the mouse. | |
// This script should be attached to a GameObject that has a MeshRenderer (with Material). | |
// The script will create a MeshFilter and fill it with triangles. On each frame, one triangle will be changed to appear at the mouse position. It cycles through all the triangles, to create a tail of fixed length. | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class mouseTriangles : MonoBehaviour { | |
public int numTriangles=1; |
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// Creating Mesh data in Unity | |
// This script should be attached to an empty GameObject. It requires vertexColor.shader (https://gist.github.com/davepape/0dee3b1550a1f4159bc173e1b32dbe0c) | |
// On startup, it will create a MeshFilter containing 2 triangles, and apply a Material. | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class triangles2 : MonoBehaviour { | |
void Start () |
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// taken from http://answers.unity3d.com/questions/391561/create-a-mesh-and-color-cubes.html | |
Shader "Custom/Vertex Colored" | |
{ | |
Properties | |
{ | |
} | |
SubShader | |
{ | |
Pass | |
{ |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class triangles : MonoBehaviour { | |
void Start () | |
{ | |
gameObject.AddComponent<MeshFilter>(); | |
gameObject.AddComponent<MeshRenderer>(); |