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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
public class PointMeshMaker : EditorWindow | |
{ | |
private Mesh mesh; | |
private bool update = false; |
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Shader "Unlit/MatrixTest" { | |
Properties { | |
_MainTex ("Texture", 2D) = "white" {} | |
_X ("X", range(0,1)) = 0 | |
_Y ("Y", range(0,1)) = 0 | |
_Z ("Z", range(0,1)) = 0 | |
_W ("W", range(0,1)) = 0 | |
} | |
SubShader { | |
Pass { |
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using System.Collections.Generic; | |
using System.Threading.Tasks; | |
using UnityEngine; | |
using System.Diagnostics; | |
using System.Linq; | |
using System.Threading; | |
using Debug = UnityEngine.Debug; | |
public class AsyncTest : MonoBehaviour { | |
List<int> results = new List<int>(); |
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import hou | |
class Transform(object): | |
translation = [] | |
rotation = [] | |
scale = [] | |
def __init__(self, t, r, s): | |
self.translation = t | |
self.rotation = r |
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import hou | |
def matrixTest(): | |
parent_node = hou.node('/obj/grid') | |
parent_name = parent_node.name() | |
print(parent_name) | |
print(parent_name + " local transform") | |
local_transform = parent_node.localTransform() | |
print(local_transform) |
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Shader "Unlit/ReceiveShadow" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" { } | |
} | |
SubShader | |
{ | |
Tags { "RenderType" = "Opaque" } | |
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using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
using UnityEngine; | |
using UnityEditor; | |
using System.Linq; | |
public class LookAtWindow : EditorWindow | |
{ | |
public Transform[] objects = null; | |
/////Angle |
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Shader "Unlit/NoiseNormal" | |
{ | |
Properties | |
{ | |
_MatcapTex ("Matcap Tex", 2D) = "bump" {} | |
_NoiseScale ("Noise Scale", Range(0,100)) = 10 | |
[KeywordEnum(Perlin, Value, Cell, Curl, fbm)] _NoiseType ("Noise Type", int) = 0 | |
_NormalX ("Nroaml X", Range(-3,3)) = 0 | |
_NormalY ("Nroaml Y", Range(-3,3)) = 0 | |
_NoiseRange("Noise Range", Range(0,5)) = 0 |
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
//Based on Unity built-in shader source. | |
Shader "Custom/CubemapOnSphere" { | |
Properties { | |
_Tint ("Tint Color", Color) = (.5, .5, .5, .5) | |
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0 | |
_Rotation ("Rotation", Range(0, 360)) = 0 | |
[NoScaleOffset] _Tex ("Cubemap (HDR)", Cube) = "grey" {} | |
} |
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Shader "PostEffect/GlitchEffect" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" { } | |
_NowTime ("NowTime", float) = 0.0 | |
_Duration ("Duration", float) = 100000000 | |
[Header(Glitch1)] | |
_GlitchSize1 ("Glitch Size", Range(0, 2.0)) = 1.0 |
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