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import * as THREE from "three"; | |
/* | |
Implemented from a technique described here: | |
http://paulbourke.net/geometry/capsule/ | |
PID2 taken from Paul Bourke's paulslib.h | |
PID2 = 1.570796326794896619231322; | |
ISSUES: |
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// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
// However, if you want to author shaders in shading language you can use this teamplate as a base. | |
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
// This shader works with URP 7.1.x and above | |
Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
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// Created by inigo quilez - iq/2013 | |
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. | |
// Volumetric clouds. It performs level of detail (LOD) for faster rendering | |
float noise( in vec3 x ) | |
{ | |
vec3 p = floor(x); | |
vec3 f = fract(x); | |
f = f*f*(3.0-2.0*f); |
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using UnityEngine; | |
using System.Collections; | |
public class Greyscale : MonoBehaviour { | |
public Material mat; | |
void Start() { | |
mat.SetFloat( "_Power", 0.0f ); | |
} |