1.定期的に休憩をとっていますか? ペアプログラミングは、精神的な体力を消耗します。定期的に休憩をとってリフレッシュすることがとても大切です。
2.「色々な実装方針がある」という認識がありますか?
| Shader "Unlit/EmissonTestShader" | |
| { | |
| Properties | |
| { | |
| [HDR] | |
| _EmissionColor("Emission Color",Color) = (0,0,0,0) | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Opaque" } | 
| // Copyright 2019 Google LLC. | |
| // SPDX-License-Identifier: Apache-2.0 | |
| // Polynomial approximation in GLSL for the Turbo colormap | |
| // Original LUT: https://gist.github.com/mikhailov-work/ee72ba4191942acecc03fe6da94fc73f | |
| // Authors: | |
| // Colormap Design: Anton Mikhailov ([email protected]) | |
| // GLSL Approximation: Ruofei Du ([email protected]) | 
| public class AssetSave : Editor | |
| { | |
| [MenuItem("File/Save Assets %&s")] | |
| public static void SaveAssets() | |
| { | |
| var selectedObjects = UnityEditor.Selection.objects; | |
| for (var i = 0; i < selectedObjects.Length; i++ ) | |
| { | |
| var any = selectedObjects[i]; | 
| // adapted from intersectCube in https://github.com/evanw/webgl-path-tracing/blob/master/webgl-path-tracing.js | |
| // compute the near and far intersections of the cube (stored in the x and y components) using the slab method | |
| // no intersection means vec.x > vec.y (really tNear > tFar) | |
| vec2 intersectAABB(vec3 rayOrigin, vec3 rayDir, vec3 boxMin, vec3 boxMax) { | |
| vec3 tMin = (boxMin - rayOrigin) / rayDir; | |
| vec3 tMax = (boxMax - rayOrigin) / rayDir; | |
| vec3 t1 = min(tMin, tMax); | |
| vec3 t2 = max(tMin, tMax); | |
| float tNear = max(max(t1.x, t1.y), t1.z); |