View THREE.GradientCubeTexture.js
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// Vertical gradient cube texture | |
export default class GradientCubeTexture extends THREE.CubeTexture { | |
constructor(bottom = '#4488aa', top = '#aaddff', size = 32) { | |
super() | |
// px, nx, py, ny, pz, nz | |
this.images[0] = this.create(top, bottom, size) | |
this.images[1] = this.create(top, bottom, size) |
View SlackWebhook.cs
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using System.Collections; | |
using UnityEngine; | |
using UnityEngine.Networking; | |
[System.Serializable] | |
public class SlackAttachment | |
{ | |
public string title; | |
public string text; |
View Matrix.hlsl
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#ifndef __MATRIX_INCLUDED__ | |
#define __MATRIX_INCLUDED__ | |
#define IDENTITY_MATRIX float4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1) | |
float4x4 inverse(float4x4 m) { | |
float n11 = m[0][0], n12 = m[1][0], n13 = m[2][0], n14 = m[3][0]; | |
float n21 = m[0][1], n22 = m[1][1], n23 = m[2][1], n24 = m[3][1]; | |
float n31 = m[0][2], n32 = m[1][2], n33 = m[2][2], n34 = m[3][2]; | |
float n41 = m[0][3], n42 = m[1][3], n43 = m[2][3], n44 = m[3][3]; |
View Quaternion.hlsl
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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 |
View Easing.hlsl
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#ifndef _EASING_INCLUDED_ | |
#define _EASING_INCLUDED_ | |
float ease_linear(float x) { | |
return x; | |
} | |
float ease_in_quad(float x) { | |
float t = x; float b = 0; float c = 1; float d = 1; | |
return c*(t/=d)*t + b; |
View mat4.h
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// Column major 4x4 matrix for CUDA. | |
// Sources: | |
// - https://github.com/JAGJ10/Snow/blob/master/Snow/matrix.h | |
// - https://github.com/mrdoob/three.js/blob/master/src/math/Matrix4.js | |
#pragma once | |
#include "cuda_runtime.h" | |
struct mat4 { |
View ComponentUtil.cs
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using System; | |
using System.Linq; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Reflection; | |
using UnityEngine; | |
namespace Utils | |
{ |
View Rand.cs
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using Random = System.Random; | |
using UnityEngine; | |
namespace mattatz { | |
public class Rand { | |
Random rnd; |
View GradientTexGen
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using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
using System.IO; | |
using System.Collections; | |
namespace mattatz.Utils { |
View FBXRotationHelper.cs
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using UnityEngine; | |
using System.Collections; | |
namespace mattatz.Utils { | |
/* | |
* FBXモデルのrootにhelperオブジェクトが置いてある場合に発生する回転のバグを修正するやつ. | |
* rootオブジェクトをx軸に-90度回転させ,親オブジェクトを追加する. | |
* http://answers.unity3d.com/questions/13988/asset-import-from-3dsmax-rotation-issue.html | |
*/ |
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