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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEditor.ShaderGraph; | |
| using System.Reflection; | |
| [Title("Distance", "Hexagon")] | |
| public class HexagonNode : CodeFunctionNode | |
| { | |
| public HexagonNode() |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| /// <summary> | |
| /// エディター拡張 | |
| /// </summary> |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEditor.ShaderGraph; | |
| using System.Reflection; | |
| [Title("Distance", "Triangle")] | |
| public class TriangleNode : CodeFunctionNode | |
| { | |
| public TriangleNode() |
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| final boolean isSave = true; // save as png | |
| final int FrameN = 4; | |
| final int N = 5000; // random walk number | |
| final int alpha = 15; // line alpha | |
| // random walk parameter | |
| final float startRadius = 45; | |
| final float addRadius = 45; |
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| Shader "Custom/Particles/Alpha Blended - Clamp(TEXCOORD0.z)" { | |
| Properties{ | |
| _MainTex("Grayscale Texture", 2D) = "white" {} | |
| } | |
| Category{ | |
| Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" } | |
| Blend SrcAlpha OneMinusSrcAlpha // Alpha Blended | |
| ColorMask RGB | |
| Cull Off Lighting Off ZWrite Off |
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| using UnityEngine; | |
| using UnityEditor; | |
| namespace Tools | |
| { | |
| public class TimeFrameConverter : EditorWindow | |
| { | |
| static private Color darkColor = new Color(216f , 222f , 226f, 255f) / 255f; | |
| static private GUIStyle rowStyle = null; | |
| static private GUIStyle valueBoxStyle = null; |
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| void HexagonTile_float( | |
| float2 UV, | |
| float Scale, | |
| out float Hexagon, // 六角形 | |
| out float2 HexPos, // 六角形の位置 | |
| out float2 HexUV, // 六角形内のUVを出力 | |
| out float2 HexIndex // 六角形の番号 | |
| ) | |
| { | |
| /////////////////////////////////////////////////////////////////// |
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| // tの分割数 | |
| int tDiv = 200; | |
| // r | |
| float rMin = -1; // rの最小値 | |
| float rMax = 1; // rの最大値 | |
| int rDiv = 2; // rの分割数 | |
| // t | |
| float tMin = 0; // tの最小値 |
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| void TriangleTile_float( | |
| float2 UV, | |
| float Scale, | |
| out float Triangle, | |
| out float2 TrianglePosition | |
| ) | |
| { | |
| #define N Scale | |
| float2 p = UV; | |
| p.x *= 0.86602; // sqrt(3)/2倍 |
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| float Tone(int i) | |
| { | |
| return 420.0 * exp2(float(i + 2) / 12.0); | |
| } | |
| int g_key = 0; | |
| #define PI acos(-1.0) | |
| float SinWave(float time, float freq) | |
| { |