autohide cursor
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@@ -142,7 +142,7 @@ Material:
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- _AlphaToMaskInspectorValue: 0
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- _Anisotropy: 0
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- _BlendMode: 0
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- _Brightness: 3.9499998
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- _Brightness: 3.1000001
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- _CoatMask: 0
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- _CullMode: 2
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- _CullModeForward: 2
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@@ -235,7 +235,7 @@ Material:
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- _UVEmissive: 0
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- _UseEmissiveIntensity: 0
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- _UseShadowThreshold: 0
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- _Wildness: 5.721429
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- _Wildness: 4.921429
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- _Wow: 4
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- _ZTestDepthEqualForOpaque: 3
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- _ZTestGBuffer: 4
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@@ -243,7 +243,7 @@ Material:
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- _ZWrite: 1
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- _Zing: 0
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- _Zip: 0.5
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- _Zoom: -0.2628572
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- _Zoom: -0.54285717
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0}
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@@ -820,11 +820,11 @@ PrefabInstance:
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objectReference: {fileID: 0}
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propertyPath: m_SizeDelta.x
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value: 219
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value: 64
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objectReference: {fileID: 0}
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- target: {fileID: 6299956056252612629, guid: 31660dba95ae9a9408051002a1e4c382, type: 3}
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propertyPath: m_SizeDelta.y
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value: 60
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value: 64
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objectReference: {fileID: 0}
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- target: {fileID: 7200639167805561534, guid: 31660dba95ae9a9408051002a1e4c382, type: 3}
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propertyPath: m_RootOrder
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@@ -833,7 +833,7 @@ PrefabInstance:
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- target: {fileID: 7817393215567595311, guid: 31660dba95ae9a9408051002a1e4c382, type: 3}
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propertyPath: m_Texture
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value:
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objectReference: {fileID: 2800000, guid: 9c39ce62ca6b36f45af28ac4bb70d702, type: 3}
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objectReference: {fileID: 2800000, guid: bcf19558d625cc1459278eea869f67c1, type: 3}
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 31660dba95ae9a9408051002a1e4c382, type: 3}
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--- !u!1 &667181310
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@@ -211,8 +211,8 @@ Material:
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- _SpecularAAScreenSpaceVariance: 0.1
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- _SpecularAAThreshold: 0.2
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- _SpecularOcclusionMode: 1
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- _SphereSize: 0.94285715
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- _SphereStretch: 0.5928571
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- _SphereSize: 0.9785714
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- _SphereStretch: 0.6
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- _SrcBlend: 1
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- _StencilRef: 0
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- _StencilRefDepth: 8
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@@ -152,10 +152,14 @@ Shader "FullScreen/GeneDrive"
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// camera coordinates
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float2 uv = guv;
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float3 eye = float3(sin(time * 0.1) * 5.0, cos(time * 0.1) * 5.0 + 0.5, 1.0);
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float tau = 6.283185307179586;
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float3 eye = float3(0.0, 0.0, 0.0);
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// float3 at = float3(sin(time * 0.1) * tau, cos(time * 0.1) * tau + 0.5, sin(time * 0.1) + 0.2 * tau);
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float3 at = float3(sin(time * 0.1) * tau, cos(time * 0.1) * tau + 0.5, sin(time * 0.1) + 0.2 * tau);
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// float3 eye = float3(5.0, 5.0, 1.0);
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float3 at = float3(0.0, 0.0, 0.0);
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// float3 at = float3(0.0, 0.0, 0.0);
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float3 z = normalize(at-eye);
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float3 x = normalize(cross(z, float3(0.0,1.0,0.0)));
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float3 y = cross(x, z);
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