Hull shader constant function, in triangle domain:
HSConstData HS_FlatConstant(InputPatch<InterpData, 3> I)
{
float3 f;
// factors computed per vertex
f.x = I[0].fact;
f.y = I[1].fact;
f.z = I[2].fact;
| // in our case, | |
| const float kRGBMMaxRange = 8.0f; | |
| const float kOneOverRGBMMaxRange = 1.0f / kRGBMMaxRange; | |
| // encode to RGBM, c = ARGB colors in 0..1 floats | |
| float r = c[1] * kOneOverRGBMMaxRange; | |
| float g = c[2] * kOneOverRGBMMaxRange; | |
| float b = c[3] * kOneOverRGBMMaxRange; |
| #define DEBUG_CONSOLE | |
| #define DEBUG_LEVEL_LOG | |
| #define DEBUG_LEVEL_WARN | |
| #define DEBUG_LEVEL_ERROR | |
| #if (UNITY_EDITOR || DEVELOPMENT_BUILD) | |
| #define DEBUG | |
| #endif | |
| #if (UNITY_IOS || UNITY_ANDROID) |
| // THIS IS ONLY A PORTION OF THE FILE | |
| // WILL NOT COMPILE OUT OF THE BOX! | |
| void OrthogonalizeTangent (TangentInfo& tangentInfo, Vector3f normalf, Vector4f& outputTangent) | |
| { | |
| TangentInfo::Vector3d normal = { normalf.x, normalf.y, normalf.z }; | |
| TangentInfo::Vector3d tangent = tangentInfo.tangent; | |
| TangentInfo::Vector3d binormal = tangentInfo.binormal; |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| public class EditorWindowExample : EditorWindow | |
| { | |
| List<Node> nodes = new List<Node> (); |
Hull shader constant function, in triangle domain:
HSConstData HS_FlatConstant(InputPatch<InterpData, 3> I)
{
float3 f;
// factors computed per vertex
f.x = I[0].fact;
f.y = I[1].fact;
f.z = I[2].fact;
| using UnityEngine; | |
| using System.Collections; | |
| public class NaturalOrientation : MonoBehaviour { | |
| public static int ORIENTATION_UNDEFINED = 0x00000000; | |
| public static int ORIENTATION_PORTRAIT = 0x00000001; | |
| public static int ORIENTATION_LANDSCAPE = 0x00000002; | |
| public static int ROTATION_0 = 0x00000000; |
| using UnityEngine; | |
| using System.Collections; | |
| /* | |
| Runtime use: | |
| To be available, AirPlay needs to be switched on for the device either via a native AirPlay UI component or | |
| via the global AirPlay mirroring setting. Your options are: | |
| A: Modify your Xcode project to layer a native AirPlay Cocoa control somewhere over your Unity content. |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| public class DragAndDropTest : EditorWindow | |
| { | |
| // Add menu item to the Window menu |
| // Wizard to convert a cubemap to an equirectangular cubemap. | |
| // Put this into an /Editor folder | |
| // Run it from Tools > Cubemap to Equirectangular Map | |
| using UnityEditor; | |
| using UnityEngine; | |
| using System.IO; | |
| class CubemapToEquirectangularWizard : ScriptableWizard { |
| using System; | |
| using System.Collections.Generic; | |
| using UnityEditor; | |
| using UnityEngine; | |
| //Unity 4.1.5 | |
| public class UnityTextures : EditorWindow | |
| { |