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@sagarpatel
sagarpatel / gist:376ed0b42211a65db0ebdb71b91b7617
Created May 25, 2018 12:02
Using surface shader with compute buffers
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/CS_GeneratedMesh_VertexID_Surf"
{
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
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/CS_GeneratedMesh_VertexID_Surf"
{
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
@sagarpatel
sagarpatel / ApplyScreenshotToMaterial.cs
Last active March 1, 2018 10:31
Capture Screenshot And Apply Texture To Material
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ApplyScreenshotToMaterial : MonoBehaviour
{
public Material m_targetMaterial;
public string m_targetTextureName = "_MainTex";
Texture2D m_lastScreenshot;
using UnityEngine;
using System.Collections;
public class FD_FrequencyDataManager : MonoBehaviour
{
const int m_rawFFTDataSize = 1024; //8192;
float[] m_currentRawFFTDataArray;
const int m_processedFFTDataSize = 128; // separated into 8 sections
float[] m_processedFFTDataArray;
void SpawnMeshStrip(int stripIndex)//, float stripDistanceFromPrevious)
{
Profiler.BeginSample("Set Active");
m_meshStripGeneratorsGOArray[stripIndex].SetActive(true);
Profiler.EndSample();
Profiler.BeginSample("Pre Loop Setup");
m_meshStripGeneratorsGOArray[stripIndex].transform.position = transform.position;
m_meshStripGeneratorsGOArray[stripIndex].transform.rotation = transform.rotation;
m_meshStripGeneratorsGOArray[stripIndex].transform.localScale = Vector3.one;
Shader "Hidden/NewImageEffectShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_EffectScaler ("Effect Scaler", float) = 0
_EffectLerp ("Effect Lerp", float) = 0
}
SubShader
{
Shader "Hidden/NewImageEffectShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_EffectScaler ("Effect Scaler", float) = 0
_EffectLerp ("Effect Lerp", float) = 0
}
SubShader
{
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class FullscreenEffetScript : MonoBehaviour
{
//public Shader m_fullscreenEffectShader;
Material m_shaderMaterial;
public float m_effectLerp_Amplitude = 2;