add displacement mapping example.
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@@ -0,0 +1,58 @@
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using UnityEngine;
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using UnityEngine.Assertions;
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[RequireComponent(typeof(uDesktopDuplication.Texture))]
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public class DisplacementMapping : MonoBehaviour
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{
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public enum TargetMonitor
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{
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Self,
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Next,
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Prev,
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}
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public TargetMonitor target = TargetMonitor.Self;
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uDesktopDuplication.Texture uddTexture_;
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int dispTexId_;
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int dispFactorId_;
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int tessMinDistId_;
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int tessMaxDistId_;
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int tessFactorId_;
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[Range(0.0f, 10f)] public float displacementFactor = 0.1f;
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[Range(0.1f, 10f)] public float tessellationMinDist = 0.5f;
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[Range(1.0f, 50f)] public float tessellationMaxDist = 25f;
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[Range(1.0f, 50f)] public float tessellationFactor = 25f;
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void Start()
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{
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uddTexture_ = GetComponent<uDesktopDuplication.Texture>();
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Assert.IsNotNull(uddTexture_);
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dispTexId_ = Shader.PropertyToID("_DispTex");
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dispFactorId_ = Shader.PropertyToID("_DispFactor");
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tessMinDistId_ = Shader.PropertyToID("_TessMinDist");
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tessMaxDistId_ = Shader.PropertyToID("_TessMaxDist");
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tessFactorId_ = Shader.PropertyToID("_TessFactor");
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}
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void Update()
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{
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var id = uddTexture_.monitor.id;
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switch (target) {
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case TargetMonitor.Self: break;
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case TargetMonitor.Next: ++id; break;
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case TargetMonitor.Prev: --id; break;
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}
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id = Mathf.Clamp(id, 0, uDesktopDuplication.Manager.monitorCount - 1);
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var monitor = uDesktopDuplication.Manager.GetMonitor(id);
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monitor.shouldBeUpdated = true;
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uddTexture_.material.SetTexture(dispTexId_, monitor.texture);
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uddTexture_.material.SetFloat(dispFactorId_, displacementFactor);
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uddTexture_.material.SetFloat(tessMinDistId_, tessellationMinDist);
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uddTexture_.material.SetFloat(tessMaxDistId_, tessellationMaxDist);
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uddTexture_.material.SetFloat(tessFactorId_, tessellationFactor);
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}
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}
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@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 859a2446b86e55c43932212872c82748
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timeCreated: 1480146517
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licenseType: Pro
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -43,32 +43,7 @@ public class GazePointAnalyzer : MonoBehaviour
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public Vector3 GetWorldPositionFromCoord(int u, int v)
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{
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var monitor = uddTexture_.monitor;
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// Mesh & Scale information
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var mesh = GetComponent<MeshFilter>().sharedMesh;
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var width = transform.localScale.x * (mesh.bounds.extents.x * 2f);
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var height = transform.localScale.y * (mesh.bounds.extents.y * 2f);
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// Local position (scale included).
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var x = (float)(u - monitor.width / 2) / monitor.width;
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var y = -(float)(v - monitor.height / 2) / monitor.height;
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var localPos = new Vector3(width * x, height * y, 0f);
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// Bending
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if (uddTexture_.bend) {
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var radius = uddTexture_.radius;
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var angle = localPos.x / radius;
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if (uddTexture_.meshForwardDirection == MeshForwardDirection.Y) {
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localPos.y -= radius * (1f - Mathf.Cos(angle));
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} else {
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localPos.z -= radius * (1f - Mathf.Cos(angle));
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}
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localPos.x = radius * Mathf.Sin(angle);
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}
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// To world position
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return transform.position + (transform.rotation * localPos);
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return uddTexture_.GetWorldPositionFromCoord(u, v);
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}
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void CalcAveragePos()
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@@ -16,7 +16,6 @@ public class Texture : MonoBehaviour
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if (monitor_ != null) {
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material = GetComponent<Renderer>().material; // clone
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material.mainTexture = monitor_.texture;
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material.SetTexture("_DispTex", monitor_.texture);
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material.SetFloat("_Width", transform.localScale.x);
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}
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}
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@@ -204,6 +203,33 @@ public class Texture : MonoBehaviour
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material.DisableKeyword("USE_CLIP");
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}
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}
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public Vector3 GetWorldPositionFromCoord(int u, int v)
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{
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// Mesh & Scale information
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var mesh = GetComponent<MeshFilter>().sharedMesh;
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var width = transform.localScale.x * (mesh.bounds.extents.x * 2f);
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var height = transform.localScale.y * (mesh.bounds.extents.y * 2f);
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// Local position (scale included).
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var x = (float)(u - monitor.width / 2) / monitor.width;
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var y = -(float)(v - monitor.height / 2) / monitor.height;
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var localPos = new Vector3(width * x, height * y, 0f);
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// Bending
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if (bend) {
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var angle = localPos.x / radius;
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if (meshForwardDirection == MeshForwardDirection.Y) {
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localPos.y -= radius * (1f - Mathf.Cos(angle));
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} else {
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localPos.z -= radius * (1f - Mathf.Cos(angle));
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}
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localPos.x = radius * Mathf.Sin(angle);
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}
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// To world position
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return transform.position + (transform.rotation * localPos);
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}
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}
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}
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@@ -79,7 +79,7 @@ inline fixed4 uddGetScreenTexture(float2 uv)
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return uddGetTexture(_MainTex, uv);
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}
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inline void uddBendVertex(inout float4 v, half radius, half width, half thickness)
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inline void uddBendVertex(inout float3 v, half radius, half width, half thickness)
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{
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#ifdef BEND_ON
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half angle = width * v.x / radius;
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@@ -31,7 +31,7 @@ half _Thickness;
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v2f vert(appdata v)
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{
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v2f o;
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uddBendVertex(v.vertex, _Radius, _Width, _Thickness);
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uddBendVertex(v.vertex.xyz, _Radius, _Width, _Thickness);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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@@ -35,7 +35,7 @@ half _Thickness;
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v2f vert(appdata v)
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{
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v2f o;
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uddBendVertex(v.vertex, _Radius, _Width, _Thickness);
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uddBendVertex(v.vertex.xyz, _Radius, _Width, _Thickness);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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@@ -12,7 +12,7 @@ Properties
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[PowerSlider(10.0)] _Thickness("Thickness", Range(0.01, 10)) = 1
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[KeywordEnum(Off, Front, Back)] _Cull("Culling", Int) = 2
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_DispTex ("Displacement Map", 2D) = "black" {}
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_Displacement("Displacement Factor", Range(0, 5.0)) = 1
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_DispFactor("Displacement Factor", Range(0, 5.0)) = 1
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_TessMinDist("Tessellation Min Distance", Range(0.1, 100.0)) = 1.0
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_TessMaxDist("Tessellation Max Distance", Range(0.1, 100.0)) = 5.0
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_TessFactor("Tessellation Factor", Range(0.1, 50.0)) = 10.0
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@@ -35,7 +35,7 @@ half _Width;
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half _Thickness;
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Texture2D _DispTex;
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SamplerState sampler_DispTex;
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half _Displacement;
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half _DispFactor;
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half _TessMinDist;
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half _TessMaxDist;
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half _TessFactor;
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@@ -76,10 +76,7 @@ struct DsOutput
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HsInput vert(VsInput i)
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{
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HsInput o;
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float4 v = float4(i.vertex, 1.0);
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uddBendNormal(v.x, i.normal, _Radius, _Width);
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uddBendVertex(v, _Radius, _Width, _Thickness);
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o.f4Position = v;
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o.f4Position = float4(i.vertex, 1.0);
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o.f3Normal = i.normal;
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o.f2TexCoord = i.texcoord;
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return o;
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@@ -139,7 +136,10 @@ DsOutput domain(
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bary.y * i[1].f2TexCoord +
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bary.z * i[2].f2TexCoord;
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float disp = length(_DispTex.SampleLevel(sampler_DispTex, o.f2TexCoord, 0)) * _Displacement;
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uddBendNormal(f3Position.x, f3Normal, _Radius, _Width);
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uddBendVertex(f3Position, _Radius, _Width, _Thickness);
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float disp = length(_DispTex.SampleLevel(sampler_DispTex, o.f2TexCoord, 0)) * _DispFactor;
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f3Position.xyz += f3Normal * disp;
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o.f4Position = mul(UNITY_MATRIX_MVP, float4(f3Position.xyz, 1.0));
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@@ -33,7 +33,7 @@ half _Thickness;
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v2f vert(appdata v)
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{
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v2f o;
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uddBendVertex(v.vertex, _Radius, _Width, _Thickness);
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uddBendVertex(v.vertex.xyz, _Radius, _Width, _Thickness);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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