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Shader "Custom/fragmentWithSurface" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } |
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//PCの環境変数 | |
//Path C:\Users\ゆーざ\AppDうata\Local\Programs\EmEditor;C:\Users\ゆーざ\AppData\Local\atom\bin | |
//TEMP %USERPROFILE%\AppData\Local\Temp | |
//TMP %USERPROFILE%\AppData\Local\Temp | |
//Mayaの環境変数 http://www.dfx.co.jp/dftalk/?p=72 | |
// Share plugin | |
//MAYA_PLUG_IN_PATH=Z:\share\maya\version\plugins;Z:\usr\maya\version\plugins; | |
//知っていると便利かもしれない環境変数一覧 | |
//書き方がわかったところで | |
//本題の知っていると便利かも知れない環境変数の一覧です。 |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
using System.Reflection; | |
using System.Runtime.CompilerServices; | |
using System.Reflection; |
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bb = NodeLocalBoundingBox $ | |
bmax = bb[2] | |
bmin = bb[1] | |
Point pos:bmax box:off cross:on | |
Point pos:bmin box:off cross:on |
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# -*- coding: cp932 -*- | |
import pymel.core as pm | |
import pymel.tools.mel2py as mel2py | |
import re | |
import math | |
import random | |
melCmd = """ | |
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""" | |
Copyright (C) 2001 - 2010 Autodesk, Inc. and/or its licensors. | |
All Rights Reserved. | |
The coded instructions, statements, computer programs, and/or related material | |
(collectively the "Data") in these files contain unpublished information | |
proprietary to Autodesk, Inc. and/or its licensors, which is protected by | |
Canada and United States of America federal copyright law and by international | |
treaties. |
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Begin Object Class=AnimSequence Name="ue4_fbx_extention" | |
Begin Object Class=FbxAnimSequenceImportData Name="FbxAnimSequenceImportData_0" | |
End Object | |
Begin Object Class=AnimCompress_BitwiseCompressOnly Name="AnimCompress_BitwiseCompressOnly_0" | |
End Object | |
Begin Object Name="FbxAnimSequenceImportData_0" | |
SourceAnimationName="Take 001" | |
End Object | |
Begin Object Name="AnimCompress_BitwiseCompressOnly_0" | |
End Object |
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Begin Object Class=AnimSequence Name="ue4_fbx_extention" | |
Begin Object Class=FbxAnimSequenceImportData Name="FbxAnimSequenceImportData_0" | |
End Object | |
Begin Object Class=AnimCompress_BitwiseCompressOnly Name="AnimCompress_BitwiseCompressOnly_0" | |
End Object | |
Begin Object Name="FbxAnimSequenceImportData_0" | |
SourceAnimationName="Take 001" | |
End Object | |
Begin Object Name="AnimCompress_BitwiseCompressOnly_0" | |
End Object |
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float phongExponent(float glossiness) { | |
return (1/pow(1-glossiness, 3.5)-1); | |
} | |
surface emily_material | |
( | |
string specularUnlitNormTexture="00_specular_unlit.exr", | |
string singleScatterTexture="00_single_scatter.exr", | |
string diffuseUnlitTexture="00_diffuse_unlit.exr", | |
float scatterRadius=0.5, |
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// -- Cornell.osl - Generate the Cornell box material --------------- | |
#include "stdosl.h" | |
#define POS_Y normal(0.0, 1.0, 0.0) | |
#define NEG_Y normal(0.0, -1.0, 0.0) | |
#define EPSILON 1e-5 | |
surface Cornell(output closure color bsdf = 0) | |
{ | |
color result = color(0, 1, 0); |