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using UnityEngine; | |
public class CircularMotionXY: MonoBehaviour | |
{ | |
[SerializeField, Range(0, 1000)] private float _Speed; | |
[SerializeField, Range(1, 100)] private float _Radius; | |
[SerializeField] private Transform _Center; | |
private float _theta = 0.0f; | |
void Update() |
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Shader "Custom/RaymarchingSample" | |
{ | |
Properties | |
{ | |
[KeywordEnum(WORLD, OBJECT)] _Coordinate ("Coordinate", int) = 0 | |
[KeywordEnum(SPHERE, TORUS)] _Object ("Object", int) = 0 | |
_MainTex ("Texture", 2D) = "white" {} | |
_MaxStep ("Max Step" , int) = 100 | |
_MaxDist ("Max Ray Distance", int) = 1000 | |
_SurfDist ("Surface Distance", float) = 0.01 |
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import numpy as np | |
def uniform_hemisphere(): | |
# Sampling 2 random numbers | |
u_1 = np.random.rand() | |
u_2 = np.random.rand() | |
# Angles | |
phi = 2 * np.pi * u_1 | |
theta = np.pi / 2 * u_2 | |
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import numpy as np | |
def cosine_lobe(N): | |
# Sampling 2 random numbers | |
u_1 = np.random.rand() | |
u_2 = 1.0 - np.random.rand() | |
# angles | |
phi = 2 * np.pi * u_1 | |
theta = np.arccos(np.power(u_2, 1/(N+1))) | |