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@HolyMonkey
HolyMonkey / GravityScale.cs
Last active August 7, 2021 04:22 — forked from Priler/CubeController.cs
JumpManager.cs
using UnityEngine;
//Внезапно хауди списывая код с уроков забыл послушать что он означал
//В конечном итоге у него получился просто постоянный скейлинг гравитации
[RequireComponent(typeof(Rigidbody))]
class GravityScale : MonoBehaviour
{
[SerializeField] private float _scale = 10f;
private Rigidbody _self;
//clipPos.w = 1, viewPos.z = -1
float2 ClipXYToViewXY(float2 clipXY)
{
//clipXY.xy = mad(1, UNITY_MATRIX_P._m02_m12, clipXY.xy);
clipXY.xy += UNITY_MATRIX_P._m02_m12;
return float2(clipXY.x / UNITY_MATRIX_P._m00, clipXY.y / UNITY_MATRIX_P._m11);
}
float2 InverseTransformStereoScreenSpaceTex(float2 uv, float w)
{
#if UNITY_SINGLE_PASS_STEREO
@Split82
Split82 / UnityShadersCheatSheet.shader
Created April 17, 2018 10:07
Unity Shaders Cheat Sheet
Shader "Name" {
Properties {
_Name ("display name", Range (min, max)) = number
_Name ("display name", Float) = number
_Name ("display name", Int) = number
_Name ("display name", Color) = (number,number,number,number)
_Name ("display name", Vector) = (number,number,number,number)