#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(); |