├── .gitattributes ├── .gitignore ├── .vscode └── settings.json ├── Assets ├── ItohikiShader.meta └── ItohikiShader │ ├── Sample.meta │ ├── Sample │ ├── Itohiki.fbx │ ├── Itohiki.fbx.meta │ ├── Itohiki.mat │ ├── Itohiki.mat.meta │ ├── ItohikiMat.mat │ ├── ItohikiMat.mat.meta │ ├── Monkey.fbx │ ├── Monkey.fbx.meta │ ├── MonkeysTimeline.playable │ ├── MonkeysTimeline.playable.meta │ ├── SampleScene.unity │ └── SampleScene.unity.meta │ ├── Script.meta │ ├── Script │ ├── Itohiki.cs │ ├── Itohiki.cs.meta │ ├── ItohikiTarget.cs │ ├── ItohikiTarget.cs.meta │ ├── KissReceiver.cs │ └── KissReceiver.cs.meta │ ├── Shader.meta │ └── Shader │ ├── Itohiki.shader │ ├── Itohiki.shader.meta │ ├── ItohikiCore.cginc │ ├── ItohikiCore.cginc.meta │ ├── Itohiki_Tess.shader │ └── Itohiki_Tess.shader.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset ├── README.md └── UnityPackageManager └── manifest.json /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | 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timeCreated: 1526707290 4 | licenseType: Free 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ItohikiShader/Script.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a476b52ef0fd8024fa67aa106d39eb83 3 | folderAsset: yes 4 | timeCreated: 1526707241 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/ItohikiShader/Script/Itohiki.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | /// 6 | /// 液体が糸を引くやつ 7 | /// 8 | namespace ARYKEI 9 | { 10 | public class Itohiki : MonoBehaviour 11 | { 12 | public float ClearSpeed = 0.1f; 13 | public float AddSpeed = 1f; 14 | public int DelayCount = 5; 15 | public float DistanceClearSpeed = 5; 16 | 17 | private List targetList; 18 | private Transform CurrentTarget; 19 | 20 | private float CurrentAmount = 0; 21 | private float DistanceToTarget = 0; 22 | 23 | private MeshRenderer smr; 24 | private Vector3 StartSize; 25 | private int LastAddedFrame; 26 | private Matrix4x4[] DelayedTransformMatrix; 27 | private float parentLossyScale = 1; 28 | 29 | // Property ID 30 | private static int PID_DelayMat = Shader.PropertyToID("_DelayedMat"); 31 | private static int PID_DelayEnable = Shader.PropertyToID("_DelayEnable"); 32 | private static int PID_Distance = Shader.PropertyToID("_Distance"); 33 | private static int PID_Amount = Shader.PropertyToID("_Amount"); 34 | 35 | private void Start() 36 | { 37 | Init(); 38 | InitDelayedTransform(); 39 | InitTarget(); 40 | 41 | if(transform.parent != null) 42 | { 43 | parentLossyScale = transform.parent.lossyScale.x; 44 | } 45 | } 46 | 47 | private void Init() 48 | { 49 | StartSize = transform.localScale; 50 | smr = GetComponent(); 51 | } 52 | private void InitDelayedTransform() 53 | { 54 | DelayedTransformMatrix = new Matrix4x4[DelayCount]; 55 | } 56 | private void UpdateDelayedTransform() 57 | { 58 | DelayedTransformMatrix[Time.frameCount % DelayCount] = transform.localToWorldMatrix; 59 | } 60 | private void InitTarget() 61 | { 62 | var etarget = FindObjectsOfType(); 63 | targetList = new List(); 64 | for (int i = 0; i < etarget.Length; i++) 65 | { 66 | targetList.Add(etarget[i].transform); 67 | } 68 | } 69 | private void UpdateTarget() 70 | { 71 | if (CurrentTarget == null) 72 | { 73 | CurrentTarget = SearchNearestTarget(); 74 | } 75 | DistanceToTarget = (transform.position - CurrentTarget.position).magnitude; 76 | } 77 | 78 | private Transform SearchNearestTarget() 79 | { 80 | float dist = float.MaxValue; 81 | int nearestIdx = 0; 82 | for (int i = 0; i < targetList.Count; i++) 83 | { 84 | var d = (transform.position - targetList[i].position).sqrMagnitude; 85 | if (dist > d) 86 | { 87 | dist = d; 88 | nearestIdx = i; 89 | } 90 | } 91 | return targetList[nearestIdx]; 92 | } 93 | 94 | private void UdpateItohiki() 95 | { 96 | if (Time.frameCount - LastAddedFrame > 1) 97 | { 98 | UpdateTarget(); 99 | 100 | // Rotate toward target 101 | transform.LookAt(CurrentTarget.position, Vector3.up); 102 | // Change the length 103 | transform.localScale = new Vector3(StartSize.x, StartSize.y, DistanceToTarget/parentLossyScale); 104 | 105 | // Reduce the amount of liquid 106 | CurrentAmount -= Time.deltaTime * (ClearSpeed + DistanceToTarget * DistanceClearSpeed); 107 | CurrentAmount = Mathf.Clamp01(CurrentAmount); 108 | } 109 | } 110 | private void UpdateVisibility() 111 | { 112 | if (CurrentAmount > 0) 113 | { 114 | smr.enabled = true; 115 | SetParameters(); 116 | } 117 | else 118 | { 119 | smr.enabled = false; 120 | } 121 | } 122 | private void SetParameters() 123 | { 124 | // Delayed Transform 125 | smr.material.SetMatrix(PID_DelayMat, DelayedTransformMatrix[(Time.frameCount + 1) % DelayCount]); 126 | smr.material.SetFloat(PID_DelayEnable, 1); // for only playmode 127 | smr.material.SetFloat(PID_Distance, DistanceToTarget); 128 | smr.material.SetFloat(PID_Amount, CurrentAmount); 129 | } 130 | 131 | void LateUpdate() 132 | { 133 | UpdateDelayedTransform(); 134 | UdpateItohiki(); 135 | UpdateVisibility(); 136 | } 137 | 138 | public void AddLiquid() 139 | { 140 | CurrentAmount += Time.deltaTime * AddSpeed; 141 | LastAddedFrame = Time.frameCount; 142 | CurrentTarget = null; 143 | DistanceToTarget = 0; 144 | transform.localScale = Vector3.zero; 145 | } 146 | } 147 | } 148 | -------------------------------------------------------------------------------- /Assets/ItohikiShader/Script/Itohiki.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6c5972286bec39149b4123e8aaf7ef06 3 | timeCreated: 1526707802 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/ItohikiShader/Script/ItohikiTarget.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ItohikiTarget : MonoBehaviour 6 | { 7 | } 8 | -------------------------------------------------------------------------------- /Assets/ItohikiShader/Script/ItohikiTarget.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5933ac4f26be63b4a984669b3799f4b5 3 | timeCreated: 1526707850 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/ItohikiShader/Script/KissReceiver.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace ARYKEI 6 | { 7 | public class KissReceiver : MonoBehaviour 8 | { 9 | public Itohiki itohiki; 10 | public bool isKiss = false; 11 | 12 | private void Update() 13 | { 14 | if (isKiss) 15 | { 16 | itohiki.AddLiquid(); 17 | } 18 | } 19 | 20 | private void OnTriggerEnter(Collider other) 21 | { 22 | isKiss = true; 23 | } 24 | private void OnTriggerExit(Collider other) 25 | { 26 | isKiss = false; 27 | } 28 | } 29 | } 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-------------------------------------------------------------------------------- /Assets/ItohikiShader/Shader/Itohiki.shader: -------------------------------------------------------------------------------- 1 | Shader "ARYKEI/Itohiki" 2 | { 3 | Properties { 4 | _Color ("Color", Color) = (1,1,1,1) 5 | _Glossiness ("Smoothness", Range(0,1)) = 0.5 6 | _Metallic ("Metallic", Range(0,1)) = 0.0 7 | _Distance ("Distance", Range(0,50)) = 1.0 8 | _Amount("Liquid Amount",Range(0,1)) = 1 9 | _Catenary ("Catenary Curve",Range(0.1,10)) = 1.0 10 | } 11 | SubShader { 12 | Tags { "RenderType"="Transparent" "Queue"="Transparent" "DisableBatching"="True"} 13 | 14 | CGPROGRAM 15 | #include "ItohikiCore.cginc" 16 | #pragma surface surf Standard fullforwardshadows vertex:ItohikiVert addshadow alpha:fade addshadow 17 | #pragma target 3.0 18 | 19 | sampler2D _MainTex; 20 | 21 | struct Input { 22 | float2 uv_MainTex; 23 | float3 Color:COLOR; 24 | }; 25 | 26 | fixed4 _Color; 27 | half _Glossiness; 28 | half _Metallic; 29 | 30 | void surf (Input IN, inout SurfaceOutputStandard o) 31 | { 32 | o.Albedo = _Color; 33 | o.Emission =_Color; 34 | o.Metallic = _Metallic; 35 | o.Smoothness = _Glossiness; 36 | o.Alpha = _Color.a; 37 | } 38 | ENDCG 39 | } 40 | FallBack "Transparent/Diffuse" 41 | } 42 | -------------------------------------------------------------------------------- /Assets/ItohikiShader/Shader/Itohiki.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 202a695c58f003e43925ba9beed1cb8e 3 | timeCreated: 1526709664 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/ItohikiShader/Shader/ItohikiCore.cginc: -------------------------------------------------------------------------------- 1 | float _Distance; 2 | float _Amount; 3 | float _Catenary; 4 | float4x4 _DelayedMat; 5 | float _DelayEnable; 6 | 7 | void ItohikiVert(inout appdata_full v) 8 | { 9 | float center = saturate(1-abs(v.texcoord.y - 0.5)*2); 10 | 11 | // Adjust the thickness 12 | _Amount = 1-_Amount; 13 | float radius = length(v.vertex.xy); 14 | v.vertex.xyz -= v.normal * radius * saturate(_Amount * center + _Amount); 15 | 16 | // Transform vertex to worldspace 17 | float3 wpos = mul(unity_ObjectToWorld,v.vertex).xyz; 18 | float3 wposDelayed = mul(_DelayedMat,v.vertex).xyz; 19 | 20 | // Delay vertices near the center 21 | if(_DelayEnable > 0) 22 | wpos = lerp(wpos,wposDelayed,center); 23 | 24 | // Calculate the catenary curve 25 | float x = (v.texcoord.y - 0.5) * _Distance; 26 | float a = _Catenary; 27 | wpos.y += cosh(x/a); 28 | wpos.y -= cosh((0.5*_Distance)/a); // Adjust so that both sides are zero in height 29 | 30 | // Return vertex to objectspace 31 | v.vertex.xyz = mul(unity_WorldToObject,float4(wpos,1)).xyz; 32 | } -------------------------------------------------------------------------------- /Assets/ItohikiShader/Shader/ItohikiCore.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7e357d071cd7a5147aa17dbf5de8dbdf 3 | timeCreated: 1526711916 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/ItohikiShader/Shader/Itohiki_Tess.shader: -------------------------------------------------------------------------------- 1 | Shader "ARYKEI/Itohiki_Tess" 2 | { 3 | Properties { 4 | _Color ("Color", Color) = (1,1,1,1) 5 | _Glossiness ("Smoothness", Range(0,1)) = 0.5 6 | _Metallic ("Metallic", Range(0,1)) = 0.0 7 | _Distance ("Distance", Range(0,50)) = 1.0 8 | _Amount("Liquid Amount",Range(0,1)) = 1 9 | _Catenary ("Catenary Curve",Range(0.1,10)) = 1.0 10 | _Tessellation ("Tessellation", Range(1,30)) = 1.0 11 | } 12 | SubShader { 13 | Tags { "RenderType"="Transparent" "Queue"="Transparent" "DisableBatching"="True"} 14 | 15 | CGPROGRAM 16 | #include "ItohikiCore.cginc" 17 | #pragma surface surf Standard fullforwardshadows vertex:ItohikiVert addshadow alpha:fade tessellate:tessFixed addshadow 18 | #pragma target 5.0 19 | 20 | sampler2D _MainTex; 21 | 22 | struct Input { 23 | float2 uv_MainTex; 24 | float3 Color:COLOR; 25 | }; 26 | 27 | fixed4 _Color; 28 | half _Glossiness; 29 | half _Metallic; 30 | 31 | float _Tessellation; 32 | float4 tessFixed() 33 | { 34 | return _Tessellation; 35 | } 36 | 37 | void surf (Input IN, inout SurfaceOutputStandard o) 38 | { 39 | o.Albedo = _Color; 40 | o.Emission =_Color; 41 | o.Metallic = _Metallic; 42 | o.Smoothness = _Glossiness; 43 | o.Alpha = _Color.a; 44 | } 45 | ENDCG 46 | } 47 | FallBack "Transparent/Diffuse" 48 | } 49 | -------------------------------------------------------------------------------- /Assets/ItohikiShader/Shader/Itohiki_Tess.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ee9b83760c0aae44299a3d09d6d4ab15 3 | timeCreated: 1526709664 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | BSD 2-Clause License 2 | 3 | Copyright (c) 2018, ARYKEI 4 | All rights reserved. 5 | 6 | Redistribution and use in source and binary forms, with or without 7 | modification, are permitted provided that the following conditions are met: 8 | 9 | * Redistributions of source code must retain the above copyright notice, this 10 | list of conditions and the following disclaimer. 11 | 12 | * Redistributions in binary form must reproduce the above copyright notice, 13 | this list of conditions and the following disclaimer in the documentation 14 | and/or other materials provided with the distribution. 15 | 16 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 17 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 18 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 19 | DISCLAIMED. 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m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 0 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # unity-ItohikiShader 2 | # 糸を引く液体のシェーダー 3 | 4 | 糸を引く液体のシェーダーです。ディープキスとか、納豆とかに使えると思います。 5 | カテナリー曲線の式を用いて、糸の垂れ具合を表現しています。また、数フレーム遅延させたTransform行列を使うことで、引いた糸の中心が遅れて動くような仕組みになっています。 6 | 7 | 糸を引くモデルはZ方向の長さが1でなくてはいけません。 8 | また動作させるのに、スクリプトが必要なタイプのシェーダーです。サンプルシーンを参照してください。 9 | 10 | サンプル画像 11 | ![ito](https://user-images.githubusercontent.com/39085780/40266087-e0c54676-5b7f-11e8-9bc8-ccb56a83919c.png) 12 | 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