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Shader "PostEffect/Bezel" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_HorizontalCount ("Horizontal Screen Count", Int) = 7 | |
_VerticalCount ("Vertical Screen Count", Int) = 2 | |
_Bezel ("Bezel Size", Vector) = (0.01, 0.01, -1, -1) |
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using Random = System.Random; | |
using UnityEngine; | |
namespace mattatz { | |
public class Rand { | |
Random rnd; |
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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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Shader "Mattatz/UVTransform" { | |
Properties { | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_TexScale ("Scale of Tex", Float) = 1.0 | |
_TexRatio ("Ratio of Tex", Float) = 1.0 | |
_Theta ("Rotation of Tex", Float) = 0.0 | |
_PlaneScale ("Scale of Plane Mesh", Vector) = (1, 1, 0, 0) | |
} |
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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) |
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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 { |
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using UnityEngine; | |
using System.Collections; | |
[RequireComponent (typeof (MeshFilter))] | |
public class Corn : MonoBehaviour { | |
public int subdivisions = 10; | |
public float radius = 1f; | |
public float height = 2f; |
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Shader "Mattaz/LIC" { | |
Properties { | |
_VectorFieldTex ("Vector Field Texture", 2D) = "white" {} | |
_NoiseTex ("Noise Texture", 2D) = "white" {} | |
_FlowLength ("Flow Length", int) = 10 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 |
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#ifndef _LOOK_AT_MATRIX_ | |
#define _LOOK_AT_MATRIX_ | |
float4x4 look_at_matrix(float3 at, float3 eye, float3 up) { | |
float3 zaxis = normalize(at - eye); | |
float3 xaxis = normalize(cross(up, zaxis)); | |
float3 yaxis = cross(zaxis, xaxis); | |
return float4x4( | |
xaxis.x, yaxis.x, zaxis.x, 0, | |
xaxis.y, yaxis.y, zaxis.y, 0, |
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#ifndef _MATRIX_TO_QUATERNION_ | |
#define _MATRIX_TO_QUATERNION_ | |
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/ | |
float4 matrix_to_quaternion(float4x4 m) { | |
float tr = m[0][0] + m[1][1] + m[2][2]; | |
float4 q = float4(0, 0, 0, 0); | |
if (tr > 0) { |
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