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struct CustomCode1245Output | |
{ | |
float3 color; | |
}; | |
CustomCode1245Output CustomCode1245Func( float2 UV ) | |
{ | |
CustomCode1245Output OUT; | |
float3 output= float3(0.0, 0.0, 0.0); | |
float dist= 0.004; |
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float3 output; | |
for( int i= -1*radius; i< radius; i++ ) { | |
for( int j= -1*radius; j< radius; j++ ) { | |
output+= tex2D( SceneColorTexture,ScreenAlignedUV(uv+ float2(i*dist, j*dist))); | |
} | |
} | |
return (output / ((radius+1)*(radius+1))); |
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// file hq_ikHandle.mel | |
// Create ikHandle tool for MayaLT | |
// author Masahiko.Ishii <[email protected]> | |
// date 2013/11/27 | |
global proc hq_ikHandle() | |
{ | |
string $sels[]= `ls -sl`; | |
string $ik= `createNode "ikHandle"`; | |
string $ef= `createNode "ikEffector"`; |
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float3 output= float3(0.0, 0.0, 0.0); | |
float steps= 10.0f; | |
for( int i=0; i< steps; i++) | |
{ | |
output+= (1.0/steps)*tex2D(tex,uv+(float2((1.0/steps)*i, (1.0/steps)*i) ) ); | |
} | |
return output; |
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// file hq_convertCameraAttribute | |
// CameraDataConvert for unity. | |
// author Masahiko.Ishii <[email protected]> | |
// date 2013/8/16 | |
global proc hq_convertCameraAttribute() | |
{ | |
string $sels[]= `ls -sl`; | |
string $node[]= `listRelatives -shapes $sels[0]`; | |
print $node; |
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using UnityEngine; | |
using System.Collections; | |
public class TouchCamera : MonoBehaviour { | |
public Transform target; | |
Vector3 f0Dir= Vector3.zero; | |
float zoomDistance= 5; | |
float theta= 0.0F; | |
float fai= 0.0F; | |
float dx= 0.0F; |
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using UnityEngine; | |
using System.Collections; | |
public class AimCamera : MonoBehaviour { | |
public Transform target; | |
Vector3 f0Dir= Vector3.zero; | |
Vector3 upVal= Vector3.zero; | |
float zoomDistance= 5; | |
float theta= 0.0F; | |
float fai= 0.0F; |