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| # Perforce File Type Mapping Specifications. | |
| # | |
| # TypeMap: a list of filetype mappings; one per line. | |
| # Each line has two elements: | |
| # | |
| # Filetype: The filetype to use on 'p4 add'. | |
| # | |
| # Path: File pattern which will use this filetype. | |
| # | |
| # See 'p4 help typemap' for more information. |
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| Shader "WorldNormalFromDepthTexture" | |
| { | |
| Properties { | |
| [KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
| LOD 100 |
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| public class MathWishlist { | |
| // Mathf | |
| public const float TAU = 6.28318530717959f; | |
| public static float Frac( float x ) => x - Mathf.Floor( x ); | |
| public static float Smooth01(float x) => x * x * (3 - 2 * x); | |
| public static float InverseLerpUnclamped( float a, float b, float value) => (value - a) / (b - a); | |
| public static float Remap(float iMin, float iMax, float oMin, float oMax, float value) { | |
| float t = Mathf.InverseLerp(iMin, iMax, value); | |
| return Mathf.Lerp( oMin, oMax, t ); |
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| using UnityEngine; | |
| using System.Collections; | |
| using System.IO; | |
| /* | |
| Usage: | |
| 1. Attach this script to your chosen camera's game object. | |
| 2. Set that camera's Clear Flags field to Solid Color. | |
| 3. Use the inspector to set frameRate and framesToCapture |