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| public event System.Action<int> OnJoin; | |
| void Init(){ | |
| this.OnJoin += JoinAction; | |
| } | |
| void JoinAction(int id){ | |
| list.Add(id); | |
| } |
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| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| public class BakeTransformToMesh | |
| { | |
| [MenuItem("sugi.cho/Mesh/Bake Transform")] | |
| public static void BakeTransform () | |
| { |
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| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| public class CreateTex3D : EditorWindow | |
| { | |
| [MenuItem("sugi.cho/Window/CreatePerlin3DTexture")] | |
| public static void Init () | |
| { | |
| EditorWindow window = EditorWindow.GetWindow (typeof(CreateTex3D)); |
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| Shader "Custom/QuaternionTest" { | |
| Properties { | |
| _AX("axis", Vector) = (0,0,0,0) | |
| _TH("theta", Float) = 0 | |
| } | |
| CGINCLUDE | |
| #include "UnityCG.cginc" | |
| #define PI 3.1416 | |
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| // Quaternion multiplication. | |
| // http://mathworld.wolfram.com/Quaternion.html | |
| float4 qmul(float4 q1, float4 q2) | |
| { | |
| return float4( | |
| q2.xyz * q1.w + q1.xyz * q2.w + cross(q1.xyz, q2.xyz), | |
| q1.w * q2.w - dot(q1.xyz, q2.xyz) | |
| ); | |
| } |
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| using System; | |
| void Test(string t){ | |
| Debug.Log(t); | |
| } | |
| void Main(){ | |
| Action<string> a = Test; | |
| a("test"); | |
| } |
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| v2f vert(Input v) { | |
| float4 posWorld = mul(_Object2World, v.vertex); | |
| posWorld.xyz += _POS; | |
| v2f o; | |
| o.vertex = mul(UNITY_MATRIX_P, mul(UNITY_MATRIX_V, posWorld)); | |
| o.uv = v.uv; | |
| return o; | |
| } |
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| Shader "Custom/FragmentLit" { | |
| CGINCLUDE | |
| #include "UnityCG.cginc" | |
| sampler2D _MainTex; | |
| fixed4 _Color; | |
| struct v2f { | |
| float4 pos : SV_POSITION; | |
| fixed4 color : COLOR; | |
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| using UnityEngine; | |
| using System.Collections; | |
| public class SetCamRect : MonoBehaviour | |
| { | |
| public Camera[] cams; | |
| string | |
| propRectMinX = "RectMinX", | |
| propRectMinY = "RectMinY", | |
| propRectMaxX = "RectMaxX", |
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| public void GetBlurTex(RenderTexture targetTexture, int iteration, int ds){ | |
| RenderTexture rt = targetTexture; | |
| float | |
| widthMod = 1f / (1f * (1 << ds)); | |
| int | |
| rtW = rt.width, | |
| rtH = rt.height; | |
| for(int i = 0; i < iteration; i++){ | |
| float iterationOffs = (float)i; |