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| using System.Collections; | |
| using System.Collections.Generic; | |
| /// <summary> | |
| /// イベントデリゲートタイプ | |
| /// </summary> | |
| /// <param name="args">引数</param> | |
| public delegate void EventListener<T>(T args); | |
| /// <summary> |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class MouseCameraController : MonoBehaviour | |
| { | |
| [SerializeField] | |
| private float _speed = 0.1f; | |
| [SerializeField] |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class Test : MonoBehaviour | |
| { | |
| [SerializeField] | |
| private float _radius = 1f; | |
| private Vector3 _center = Vector3.zero; |
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| private void OnRenderImage(RenderTexture src, RenderTexture dest) | |
| { | |
| _fadeMaterial.SetPass(0); | |
| GL.PushMatrix(); | |
| GL.LoadOrtho(); | |
| GL.Color(_fadeMaterial.color); // Update内などでこのcolorを変更する想定 | |
| GL.Begin(GL.QUADS); | |
| GL.Vertex3(-1f, -1f, 1f); | |
| GL.Vertex3(-1f, 1f, 1f); | |
| GL.Vertex3( 1f, 1f, 1f); |
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| private void Convert(Color[] colors, int width, int height) | |
| { | |
| int halfWidth = width / 2; | |
| int halfHeight = height / 2; | |
| Texture2D tex = new Texture2D(width, height); | |
| Color[] newColors = new Color[colors.Length]; | |
| GameObject quad = GameObject.CreatePrimitive(PrimitiveType.Quad); | |
| quad.name = "PolarCoord"; |
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| float temperature = 30.5f; | |
| float cold = Cold(temperature); | |
| float warm = Warm(temperature); | |
| float hot = Hot(temperature); |
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| // ---------------------------------------------------------------------------- | |
| // TransformPoint | |
| // 意味: 通常のモデル行列を掛けたポイントを得る | |
| Vector3 point = Vector3.one; | |
| Vector3 newPoint1 = transform.TransformPoint(point); | |
| Vector4 v = new Vector4(point.x, point.y, point.z, 1f); | |
| Vector3 newPoint2 = transform.localToWorldMatrix * v; | |
| // ---------------------------------------------------------------------------- |
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| Shader "Custom/DepthNormal" { | |
| SubShader { | |
| Tags { "RenderType"="Transparent" "Queue"="Transparent+10" } | |
| LOD 200 | |
| Pass | |
| { | |
| CGPROGRAM | |
| #include "UnityCG.cginc" |
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| float[] LUDecomposition(float[,] aMatrix, float[] b) | |
| { | |
| // 行列数(Vector3データの解析なので3x3行列) | |
| int N = aMatrix.GetLength(0); | |
| // L行列(零行列に初期化) | |
| float[,] lMatrix = new float[N, N]; | |
| for (int i = 0; i < N; i++) | |
| { | |
| for (int j = 0; j < N; j++) |
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| \begin{bmatrix} | |
| l_{00} & 0 & 0 \\ | |
| l_{10} & l_{11} & 0 \\ | |
| l_{20} & l_{21} & l_{22} | |
| \end{bmatrix} |