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using UnityEngine; | |
public class GenerateVectorData : MonoBehaviour | |
{ | |
private SkinnedMeshRenderer m_mesh; | |
private Mesh skinnedMeshCache; | |
private Vector3[] vertexFrameCache1; | |
private Vector3[] vertexFrameCache2; | |
private Vector3[] vertexFrameCache3; | |
private ComputeBuffer vertexBuffer1; |
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Shader "Custom/LED" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_PixelTex ("Pixel Texture", 2D) = "white" {} | |
_Pixelate ("Pixel Resolution", Range(0.03,1)) = 1 | |
_CameraMaskFallof ("Camera Fallof", Float) = 4 | |
} | |
SubShader |
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#pragma kernel StartKernel | |
#pragma kernel StepKernel | |
RWTexture2D<float4> _outTex; | |
RWTexture2D<float4> _inTex; | |
float hash(float2 uv) | |
{ | |
return sin(dot(float2(49104.3, 13059.2), uv)); | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class CCA2DCustom : MonoBehaviour | |
{ | |
//Rendering stuff | |
private RenderTexture inRT; | |
private RenderTexture outRT; |