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HarukaKajita / PointMeshMaker.cs
Last active October 17, 2022 06:45
UnityのMeshから点だけのMeshを作るwindow
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
public class PointMeshMaker : EditorWindow
{
private Mesh mesh;
private bool update = false;
@HarukaKajita
HarukaKajita / MatrixTest.shader
Created September 16, 2021 22:35
P行列関係の詳しい内容を学びつつ座標変換後の座標の値域検証したシェーダー
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 {
@HarukaKajita
HarukaKajita / AsyncTest.cs
Created April 24, 2021 08:35
unityで非同期処理のテスト
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>();
@HarukaKajita
HarukaKajita / HoudiniHierarchyTransformTest
Last active September 10, 2024 08:39
Houdiniで自分好みの階層的にFBXを書き出す為の行列処理の検証Pythonコード
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)
@HarukaKajita
HarukaKajita / ReceiveShadow.shader
Created March 13, 2020 17:51
Shadowを受けるミニマムなシェーダー
Shader "Unlit/ReceiveShadow"
{
Properties
{
_MainTex ("Texture", 2D) = "white" { }
}
SubShader
{
Tags { "RenderType" = "Opaque" }
@HarukaKajita
HarukaKajita / LookAtWindow.cs
Created February 20, 2020 08:33
複数のオブジェクトを特定のオブジェクトの方に向かせるエディタ拡張
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
@HarukaKajita
HarukaKajita / NoiseNormal.shader
Created February 16, 2020 18:38
ノイズによるプロシージャル法線マップシェーダー
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
@HarukaKajita
HarukaKajita / CubemapOnSphre.shader
Created February 13, 2020 07:53
球にCubemapを貼るだけのシェーダー
// 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" {}
}
@HarukaKajita
HarukaKajita / GlitchEffect.shader
Created November 25, 2019 07:39
グリッチエフェクト
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