Generic 1,2,3 Noise
float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
float fl = floor(p);
float fc = fract(p);
return mix(rand(fl), rand(fl + 1.0), fc);
}
/// <summary> | |
/// The script gives you choice to whether to build addressable bundles when clicking the build button. | |
/// For custom build script, call PreExport method yourself. | |
/// For cloud build, put BuildAddressablesProcessor.PreExport as PreExport command. | |
/// Discussion: https://forum.unity.com/threads/how-to-trigger-build-player-content-when-build-unity-project.689602/ | |
/// | |
/// License: The MIT License https://opensource.org/licenses/MIT | |
/// </summary> | |
using UnityEditor; | |
using UnityEditor.AddressableAssets; |
// Developed by Tom Kail at Inkle | |
// Released under the MIT Licence as held at https://opensource.org/licenses/MIT | |
// Must be placed within a folder named "Editor" | |
using System; | |
using System.Reflection; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; |
# Report removal | |
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action: remove | |
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--- |
'use strict'; | |
var React = require('react'), | |
classSet = require('react/lib/cx'), | |
_ = require('underscore'); | |
var ClassNameMixin = { | |
propTypes: { | |
className: React.PropTypes.string, | |
context: React.PropTypes.string |
float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
float fl = floor(p);
float fc = fract(p);
return mix(rand(fl), rand(fl + 1.0), fc);
}