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| // | |
| // Lookup Tables for Marching Cubes | |
| // | |
| // These tables differ from the original paper (Marching Cubes: A High Resolution 3D Surface Construction Algorithm) | |
| // | |
| // The co-ordinate system has the more convenient properties: | |
| // | |
| // i = cube index [0, 7] | |
| // x = (i & 1) >> 0 | |
| // y = (i & 2) >> 1 |
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| /* | |
| Made by _pi_ in VRChat/@pimaker on GitHub | |
| Usage: | |
| * Make an empty GameObject | |
| * "Add Component" a Phalanx | |
| * Drop in your Avatar Descriptor | |
| * Click "Get Data From Avatar" | |
| * Get your Avatar ID from the pipeline component beneath the avatar descriptor | |
| * Optionally: Set up a thumbnail and an overlay text to superimpose onto it dynamically |
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| /** Using a faux sphere in screen space, determine the arc transform to orbit | |
| * the camera around a target position. A continuous orientation will | |
| * be provided for further calls. | |
| */ | |
| function arcBallTransform( | |
| scrSize, // Screen size, vec2 | |
| scrPos0, // Starting mouse position, vec2 | |
| scrPos1, // Ending Mouse Positiong, vec2 | |
| rotOrientation, // Current arc orientation, quaternion | |
| targetPos, // Position to orbit around |
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| Shader "Misha/Schwartzschild" | |
| { | |
| Properties | |
| { | |
| [Header(Black Hole)] | |
| _EventHorizonRadius("Event Horizon Radius", Range(0.0, 0.5)) = 0.075 | |
| [Header(Accretion)] | |
| [HDR] _AccretionColor("Color", Color) = (1,1,1,1) |
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