public override void RebuildMeshInfoForComputeShader(ref DanbiBaseShapeData dat) { m_cylinderShape.local2World = transform.localToWorldMatrix; m_cylinderShape.world2Local = transform.worldToLocalMatrix; m_cylinderShape.specular = new Vector3(0.9f, 0.9f, 0.9f); m_cylinderShape.emission = new Vector3(-1.0f, -1.0f, -1.0f); dat = m_cylinderShape; }
public override void RebuildMeshInfoForComputeShader(ref DanbiBaseShapeData shapesData) { m_domeShape.local2World = transform.localToWorldMatrix; m_domeShape.world2Local = transform.worldToLocalMatrix; m_domeShape.specular = new Vector3(1.0f, 1.0f, 1.0f); m_domeShape.emission = new Vector3(0.0f, 0.0f, 0.0f); float h = m_height; float dr = m_bottomRadius; float ratio = m_maskingRatio; // Debug.Log($"masking ratio : {ratio}"); m_domeShape.radius = ((h * h) + (dr * dr)) / (2 * h); m_domeShape.usedHeight = (1.0f - ratio) * h; shapesData = m_domeShape; }
public virtual void RebuildMeshInfoForComputeShader(ref DanbiBaseShapeData shapesData) { // }