Value01() public method

public Value01 ( int data ) : float
data int
return float
Esempio n. 1
0
    void OnEnable()
    {
        var shader = Shader.Find("SpherePoints");

        _material           = new Material(shader);
        _material.hideFlags = HideFlags.DontSave;

        var hash = new Klak.Math.XXHash(123);

        var va = new List <Vector3>();
        var ia = new List <int>();

        for (var i = 0; i < _pointCount; i++)
        {
            var rand1 = hash.Value01(i * 2);
            var rand2 = hash.Value01(i * 2 + 1);

            var vi = va.Count;

            va.Add(new Vector3(rand1, rand2, 0));
            va.Add(new Vector3(rand1, rand2, 1));
            va.Add(new Vector3(rand1, rand2, 2));
            va.Add(new Vector3(rand1, rand2, 3));

            ia.Add(vi);
            ia.Add(vi + 1);
            ia.Add(vi + 2);

            ia.Add(vi + 1);
            ia.Add(vi + 3);
            ia.Add(vi + 2);
        }

        _mesh           = new Mesh();
        _mesh.name      = "Points";
        _mesh.hideFlags = HideFlags.DontSave;
        _mesh.vertices  = va.ToArray();
        _mesh.SetIndices(ia.ToArray(), MeshTopology.Triangles, 0);
        _mesh.bounds = new Bounds(Vector3.zero, Vector3.one);
        _mesh.UploadMeshData(true);
    }
Esempio n. 2
0
    void Start()
    {
        var hash = new XXHash();
        var texture = new Texture2D(size, size);

        for (var y = 0; y < size; y++)
        {
            for (var x = 0; x < size; x++)
            {
                var c = hash.Value01(x + y * size);
                texture.SetPixel(x, y, new Color(c, c, c));
            }
        }

        texture.Apply();

        GetComponent<Renderer>().material.mainTexture = texture;
    }