#UNITY_MATRIX_IT_MVの使い方とか
View空間座標から、Object空間座標に変換する。
float4 objectSpacePos = mul(viewSpacePos, UNITY_MATRIX_IT_MV);
Projection空間座標から、View空間座標に変換 これは違った!!
float4 viewSpacePos = mul(eyeSpacePos, UNITY_MATRIX_P);
| Shader "Unlit/ViewPortToPos" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| _VP ("viewport position", Vector) = (0.5,0.5,1,0) | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Opaque" } |
| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| public class MultiRenderTexture : MonoBehaviour | |
| { | |
| public RenderTextureUtil util; | |
| public Material updateMat; | |
| public string[] propNames; |
| Shader "Hidden/NewImageEffectShader" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| } | |
| CGINCLUDE | |
| #include "UnityCG.cginc" |
| Shader "Custom/Generated-SurfDeferred" { | |
| Properties { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| _Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
| _Metallic ("Metallic", Range(0,1)) = 0.0 | |
| } | |
| CGINCLUDE | |
| #include "HLSLSupport.cginc" |
| void vert(inout appdata_full v){ | |
| half4 worldPos = mul(_Object2World, v.vertex); | |
| half4 viewPos = mul(UNITY_MATRIX_V, worldPos); | |
| half4 eyePos = mul(UNITY_MATRIX_P, viewPos); | |
| viewPos = mul(unity_CameraInvProjection, eyePos); | |
| half4 localPos = mul(viewPos, UNITY_MATRIX_IT_MV); | |
| v.vertex = localPos; | |
| } |
#UNITY_MATRIX_IT_MVの使い方とか
View空間座標から、Object空間座標に変換する。
float4 objectSpacePos = mul(viewSpacePos, UNITY_MATRIX_IT_MV);
Projection空間座標から、View空間座標に変換 これは違った!!
float4 viewSpacePos = mul(eyeSpacePos, UNITY_MATRIX_P);
| Shader "Custom/Uneune" { | |
| Properties { | |
| _Color ("Color", Color) = (1,1,1,1) | |
| _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| _Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
| _Metallic ("Metallic", Range(0,1)) = 0.0 | |
| _BumpMap ("bump",2D) = "bump" {} | |
| _VNF ("vert normal factor", Float) = 1.0 | |
| _MNF ("map normal factor", Float) = 1.0 | |
| } |
| using UnityEngine; | |
| using UnityEngine.Networking; | |
| public class MyNetManager:NetworkManager{ | |
| public override void OnStartClient(NetworkClient client){ | |
| base.OnStartClient(client); | |
| //処理 | |
| } | |
| public override void OnClientConnect(NetworkConnection conn){ | |
| //..... |
| var manager = GetComponent<NetworkManager>(); | |
| manager.StartServer(); //server | |
| manager.StartClient(); //client | |
| manager.StartHost(); //serverかつclient | |
| manager.StopServer(); |