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global proc CreateUI() { | |
global int $job; | |
if (`window -ex _uv_window`) { | |
return; | |
} | |
$job = `scriptJob -idleEvent UpdateUI`; | |
window -t "UV Coordinates Editor" _uv_window; | |
columnLayout; | |
rowLayout -numberOfColumns 4; | |
text "u"; |
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precision highp float; | |
varying vec2 vUv; | |
varying vec3 vecPos; | |
varying vec3 vecNormal; | |
uniform sampler2D _Diffuse; | |
uniform sampler2D _Specular; | |
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Shader "Hidden/SpecularDiffuseToAlbedo" | |
{ | |
SubShader | |
{ | |
// No culling or depth | |
Cull Off ZWrite Off ZTest Always | |
Pass | |
{ |
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//Original code from: | |
//https://github.com/RishiAstra/Survive-From-Scratch/blob/21d98a4dcbb3ef25a79bb3ca9733b35b866eda74/Assets/AwesomeTechnologies/VegetationStudio/Utility/LightProbeUtility.cs | |
//Added EvaluateSH2 method to evaluate the SH2 with C#, so it will work with Unity Jobs | |
public class LightProbeUtility | |
{ | |
public struct LightProbeData | |
{ | |
public Vector4 unity_SHAr; | |
public Vector4 unity_SHAg; | |
public Vector4 unity_SHAb; |
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# This Python script for Blender first tries to convert all the Blender scene meshes into quads | |
# It will then proceed to merge all vertices that occupy the same position | |
# Lastly, it will subdivide the quad edges until every edge has at least the length of the "max_edge_length" variable | |
# You can use this script to subdivide the scene into quads, which is ideal for vertex lighting | |
# Please set the "max_edge_length" and "vert_merge_distance" variables value accordingly | |
# Set the maximum edge length here. The smaller the value, the more the edges get subdivided | |
max_edge_length = 300.0 | |
# Set the minimum distance a vertex can have from each other not to be merged here |