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using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
using System.IO; | |
using System.Collections; | |
namespace mattatz.Utils { |
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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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#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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using UnityEngine; | |
using System.Collections; | |
using System; | |
using System.Runtime.InteropServices; | |
namespace Utils { | |
// ここからコードを拝借させてもらいました! | |
// http://answers.unity3d.com/questions/13523/is-there-a-way-to-set-the-position-of-a-standalone.html |
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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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using UnityEngine; | |
using System.Collections; | |
namespace Utils { | |
public class RandomPointOnMesh { | |
public static Vector3 Sample (Mesh mesh) { | |
int[] triangles = mesh.triangles; | |
int index = Mathf.FloorToInt(Random.value * (triangles.Length / 3)); |
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Shader "Mattatz/TextureAnimation" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_Color ("Color", Color) = (1, 1, 1, 1) | |
_Cols ("Cols Count", Int) = 5 | |
_Rows ("Rows Count", Int) = 3 | |
_Frame ("Per Frame Length", Float) = 0.5 |
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#ifndef __LAB_COLORSPACE__ | |
#define __LAB_COLORSPACE__ | |
/* | |
* Conversion between RGB and LAB colorspace. | |
* Import from flowabs glsl program : https://code.google.com/p/flowabs/source/browse/glsl/?r=f36cbdcf7790a28d90f09e2cf89ec9a64911f138 | |
*/ | |
float3 rgb2xyz( float3 c ) { | |
float3 tmp; |
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// BitwiseOperations.glsl | |
const int BIT_COUNT = 8; | |
int modi(int x, int y) { | |
return x - y * (x / y); | |
} | |
int or(int a, int b) { | |
int result = 0; |
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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) |