

Carpenters normally framed post-and-beam buildings until the end of the 19th century now this old-fashioned carpentry is called timber framing. Carpenters are usually the first tradesmen on a job and the last to leave. In 2006 in the United States, there were about 1.5 million carpentry positions. In the United States, 98.5% of carpenters are male, and it was the fourth most male-dominated occupation in the country in 1999. Carpenters traditionally worked with natural wood and did rougher work such as framing, but today many other materials are also used and sometimes the finer trades of cabinetmaking and furniture building are considered carpentry. The renderer should now be clipped by both boxes simultaneously.Landogo stonemason and carpenter, Bombali District, Northern Province, Republic of Sierra LeoneĬarpentry is a skilled trade and a craft in which the primary work performed is the cutting, shaping and installation of building materials during the construction of buildings, ships, timber bridges, concrete formwork, etc. PrimitiveDistance = min(primitiveDistance, PointVsBox(i.worldPosition.xyz, _ClipBoxSize2.xyz, _ClipBoxInverseTransform2) * _ClipBoxSide2) įinally, add a ClippingBox and SecondClippingBox component to your scene and specify the same renderer for both boxes. PrimitiveDistance = min(primitiveDistance, PointVsBox(i.worldPosition.xyz, _ClipBoxSize.xyz, _ClipBoxInverseTransform) * _ClipBoxSide)

4) In the same shader add the following shader variables: #if defined(_CLIPPING_PLANE) || defined(_CLIPPING_SPHERE) || defined(_CLIPPING_BOX) || defined(_CLIPPING_BOX2) #if defined(_CLIPPING_PLANE) || defined(_CLIPPING_SPHERE) || defined(_CLIPPING_BOX)

2) Within MRTK/Core/StandardAssets/Shaders/MixedRealityStandard.shader (or another MRTK shader) add the following multi_compile pragma: Protected override string ClippingSidePropertyĬlipBoxSizeID = Shader.PropertyToID("_ClipBoxSize2") ĬlipBoxInverseTransformID = Shader.PropertyToID("_ClipBoxInverseTransform2") Public class SecondClippingBox : ClippingBox For example two ClippingBoxes at the same time: // 1) Add the below MonoBehaviour to your project: How to have two of the same ClippingPrimitives clip a render.

The above change will incur additional shader compilation time.
