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#ifndef __QUATERNION_INCLUDED__ | |
#define __QUATERNION_INCLUDED__ | |
#define QUATERNION_IDENTITY float4(0, 0, 0, 1) | |
#ifndef PI | |
#define PI 3.14159265359f | |
#endif | |
// Quaternion multiplication |
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// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
// However, if you want to author shaders in shading language you can use this teamplate as a base. | |
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
// This shader works with URP 7.1.x and above | |
Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
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using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
[System.Serializable] | |
public class SceneObject | |
{ | |
[SerializeField] | |
private string m_SceneName; |
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using UnityEngine; | |
using UnityEngine.EventSystems; | |
[AddComponentMenu("Event/Controller Input Module")] | |
public class ControllerInputModule : BaseInputModule | |
{ | |
private float m_NextAction; | |
protected ControllerInputModule() | |
{} |
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using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
using System.IO; | |
/// <summary> | |
// ScriptableObjectをプレハブとして出力する汎用スクリプト | |
/// </summary> | |
// <remarks> | |
// 指定したScriptableObjectをプレハブに変換する。 |