├── Assembly-CSharp.csproj ├── Assets ├── Dlls.meta ├── Dlls │ ├── System.ValueTuple.dll │ ├── System.ValueTuple.dll.meta │ ├── TensorFlowSharp.dll │ └── TensorFlowSharp.dll.meta ├── Materials.meta ├── Materials │ ├── 20161208192247.mat │ ├── 20161208192247.mat.meta │ ├── texture.mat │ └── texture.mat.meta ├── Scripts.meta ├── Scripts │ ├── DataConverter.cs │ ├── DataConverter.cs.meta │ ├── Datasets.meta │ ├── Datasets │ │ ├── Helper.cs │ │ ├── Helper.cs.meta │ │ ├── MNIST.cs │ │ └── MNIST.cs.meta │ ├── SampleTest.cs │ ├── SampleTest.cs.meta │ ├── paint.cs │ └── paint.cs.meta ├── input_pad.unity ├── input_pad.unity.meta ├── models.meta ├── models │ ├── Auto_model.pb │ ├── Auto_model.pb.meta │ ├── labels.txt │ └── labels.txt.meta ├── saveImage.jpg ├── saveImage.jpg.meta ├── texture.jpg └── texture.jpg.meta ├── LICENSE ├── Library ├── AnnotationManager ├── AssetImportState ├── BuildPlayer.prefs ├── BuildSettings.asset ├── CurrentLayout.dwlt ├── EditorUserBuildSettings.asset ├── 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│ ├── 844f815391db42d49455cbf1a7bfc434 │ │ └── 844f815391db42d49455cbf1a7bfc434.info │ ├── 85 │ │ ├── 852e56802eb941638acbb491814497b0 │ │ └── 852e56802eb941638acbb491814497b0.info │ ├── 86 │ │ ├── 86f4de9468454445ac2f39e207fafa3a │ │ └── 86f4de9468454445ac2f39e207fafa3a.info │ ├── 87 │ │ ├── 870353891bb340e2b2a9c8707e7419ba │ │ └── 870353891bb340e2b2a9c8707e7419ba.info │ ├── 88 │ │ ├── 887acd618217441cfa04789818624e9a │ │ └── 887acd618217441cfa04789818624e9a.info │ ├── 90 │ │ ├── 9078b7128e594410d9b89e5b24cffd01 │ │ └── 9078b7128e594410d9b89e5b24cffd01.info │ ├── 97 │ │ ├── 97decbdab0634cdd991f8d23ddf0dead │ │ └── 97decbdab0634cdd991f8d23ddf0dead.info │ ├── 00 │ │ ├── 00000000000000001000000000000000 │ │ ├── 00000000000000001000000000000000.info │ │ ├── 00000000000000002000000000000000 │ │ ├── 00000000000000002000000000000000.info │ │ ├── 00000000000000003000000000000000 │ │ ├── 00000000000000003000000000000000.info │ │ ├── 00000000000000004000000000000000 │ │ ├── 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├── 0000000000000000b000000000000000 │ │ ├── 0000000000000000b000000000000000.info │ │ ├── 0000000000000000c000000000000000 │ │ └── 0000000000000000c000000000000000.info │ ├── 0d │ │ ├── 0d3bb855445e36e479c85976fc88383a │ │ └── 0d3bb855445e36e479c85976fc88383a.info │ ├── 1c │ │ ├── 1c6d1fbb51834b64847b1b73a75bfc77 │ │ └── 1c6d1fbb51834b64847b1b73a75bfc77.info │ ├── 1d │ │ ├── 1d6ca8abb1cf844e49258851d465de9c │ │ └── 1d6ca8abb1cf844e49258851d465de9c.info │ ├── 1e │ │ ├── 1e1416c5af5264d929e9014f3c06337e │ │ └── 1e1416c5af5264d929e9014f3c06337e.info │ ├── 2d │ │ ├── 2d14d32f923f448179d8969f884e6ddb │ │ └── 2d14d32f923f448179d8969f884e6ddb.info │ ├── 3e │ │ ├── 3e3e462cbf56441d3b316bf16920b664 │ │ └── 3e3e462cbf56441d3b316bf16920b664.info │ ├── 3f │ │ ├── 3f53bf641997b479db5923fe603d16aa │ │ └── 3f53bf641997b479db5923fe603d16aa.info │ ├── 4b │ │ ├── 4b3fa4bde7f1451a8218c03ee6a8ded8 │ │ ├── 4b3fa4bde7f1451a8218c03ee6a8ded8.info │ │ ├── 4ba2329b63d54f0187bcaa12486b1b0f │ │ └── 4ba2329b63d54f0187bcaa12486b1b0f.info │ ├── 5f │ │ ├── 5f32cd94baa94578a686d4b9d6b660f7 │ │ └── 5f32cd94baa94578a686d4b9d6b660f7.info │ ├── 6a │ │ ├── 6a10b2909283487f913b00d94cd3faf5 │ │ └── 6a10b2909283487f913b00d94cd3faf5.info │ ├── 8e │ │ ├── 8e0cd8ed44d4412cbe0642067abc9e44 │ │ ├── 8e0cd8ed44d4412cbe0642067abc9e44.info │ │ ├── 8e7066e382b0fc749b25dbb1a3004dfe │ │ └── 8e7066e382b0fc749b25dbb1a3004dfe.info │ ├── 9b │ │ ├── 9bd877114a2064390aaed1866917c3c3 │ │ └── 9bd877114a2064390aaed1866917c3c3.info │ ├── 9d │ │ ├── 9df9b3c46d14d4aa197e58e59930e8a5 │ │ └── 9df9b3c46d14d4aa197e58e59930e8a5.info │ ├── 9e │ │ ├── 9eaed2f3c80434aa4926644019ecc36e │ │ └── 9eaed2f3c80434aa4926644019ecc36e.info │ ├── ad │ │ ├── adebbd281f1a4ef3a30be7f21937e02f │ │ └── adebbd281f1a4ef3a30be7f21937e02f.info │ ├── b2 │ │ ├── b2b693dffac3a4433b3114fea0b7fd4e │ │ ├── b2b693dffac3a4433b3114fea0b7fd4e.info │ │ ├── b2bead50dbf86924f8e51f03ddbebf70 │ │ └── b2bead50dbf86924f8e51f03ddbebf70.info │ ├── b5 │ │ ├── b57810d1f67e7486c85d0a58172dfd2d │ │ └── b57810d1f67e7486c85d0a58172dfd2d.info │ ├── c1 │ │ ├── c1f82b05e203d42e6812ebe46fc73b6d │ │ └── c1f82b05e203d42e6812ebe46fc73b6d.info │ ├── d9 │ │ ├── d91035c548f23744c9bfb107348ed1c0 │ │ └── d91035c548f23744c9bfb107348ed1c0.info │ ├── dc │ │ ├── dc443db3e92b4983b9738c1131f555cb │ │ └── dc443db3e92b4983b9738c1131f555cb.info │ ├── e1 │ │ ├── e1007cd261c84053beb0c3537782908d │ │ └── e1007cd261c84053beb0c3537782908d.info │ ├── f1 │ │ ├── f1fb172508a324bf48f6613d1994d103 │ │ └── f1fb172508a324bf48f6613d1994d103.info │ ├── f5 │ │ ├── f5f67c52d1564df4a8936ccd202a3bd8 │ │ └── f5f67c52d1564df4a8936ccd202a3bd8.info │ └── f7 │ │ ├── f70555f144d8491a825f0804e09c671c │ │ ├── f70555f144d8491a825f0804e09c671c.info │ │ ├── f7b54ff4a43d4fcf81b4538b678e0bcc │ │ └── f7b54ff4a43d4fcf81b4538b678e0bcc.info └── shadercompiler-UnityShaderCompiler0.log ├── 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 ├── how_to_make_models.md ├── how_to_make_unity_project.md ├── python └── expert.py ├── tensorflow_for_unity.sln └── tensorflow_for_unity.userprefs /Assembly-CSharp.csproj: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 6 5 | 6 | 7 | Debug 8 | AnyCPU 9 | 10.0.20506 10 | 2.0 11 | 12 | {65C22CB4-826B-90BB-BB44-D836A8B71263} 13 | Library 14 | Properties 15 | Assembly-CSharp 16 | v4.6 17 | 512 18 | Assets 19 | 20 | 21 | true 22 | full 23 | false 24 | Temp\bin\Debug\ 25 | 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licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/DataConverter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b57810d1f67e7486c85d0a58172dfd2d 3 | timeCreated: 1497105202 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Datasets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1d6ca8abb1cf844e49258851d465de9c 3 | folderAsset: yes 4 | timeCreated: 1497105202 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Datasets/Helper.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.IO; 3 | using System.Net; 4 | 5 | namespace Learn 6 | { 7 | public class Helper 8 | { 9 | public static Stream MaybeDownload (string urlBase, string trainDir, string file) 10 | { 11 | if (!Directory.Exists (trainDir)) 12 | Directory.CreateDirectory (trainDir); 13 | var target = Path.Combine (trainDir, file); 14 | if (!File.Exists (target)) { 15 | var wc = new WebClient (); 16 | wc.DownloadFile (urlBase + file, target); 17 | } 18 | return File.OpenRead (target); 19 | } 20 | 21 | 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Assets/Scripts/Datasets/Helper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c1f82b05e203d42e6812ebe46fc73b6d 3 | timeCreated: 1497105202 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Datasets/MNIST.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Code to download and load the MNIST data. 3 | // 4 | 5 | using System; 6 | using System.IO; 7 | using System.IO.Compression; 8 | using Mono; 9 | using TensorFlow; 10 | using System.Linq; 11 | 12 | namespace Learn.Mnist 13 | { 14 | // Stores the per-image MNIST information we loaded from disk 15 | // 16 | // We store the data in two formats, byte array (as it came in from disk), and float array 17 | // where each 0..255 value has been mapped to 0.0f..1.0f 18 | public struct MnistImage 19 | { 20 | public int Cols, Rows; 21 | public byte [] Data; 22 | public float [] DataFloat; 23 | 24 | public MnistImage (int cols, int rows, byte [] data) 25 | { 26 | Cols = cols; 27 | Rows = rows; 28 | Data = data; 29 | DataFloat = new float [data.Length]; 30 | for (int i = 0; i < data.Length; i++) { 31 | DataFloat [i] = Data [i] / 255f; 32 | } 33 | } 34 | } 35 | 36 | // Helper class used to load and work with the Mnist data set 37 | public class Mnist 38 | { 39 | // 40 | // The loaded results 41 | // 42 | public MnistImage [] TrainImages, TestImages, ValidationImages; 43 | public byte [] TrainLabels, TestLabels, ValidationLabels; 44 | public byte [,] OneHotTrainLabels, OneHotTestLabels, OneHotValidationLabels; 45 | 46 | // Simple batch reader to get pieces of data from the dataset 47 | public BatchReader GetBatchReader (MnistImage [] source) 48 | { 49 | return new BatchReader (source); 50 | } 51 | 52 | public class BatchReader 53 | { 54 | int start = 0; 55 | MnistImage [] source; 56 | 57 | public BatchReader (MnistImage [] source) 58 | { 59 | this.source = source; 60 | } 61 | 62 | public MnistImage [] Read (int batchSize) 63 | { 64 | var result = new MnistImage [batchSize]; 65 | if (start + batchSize < source.Length) { 66 | Array.Copy (source, start, result, 0, batchSize); 67 | start += batchSize; 68 | } else { 69 | var firstLength = source.Length - start; 70 | Array.Copy (source, start, result, 0, firstLength); 71 | Array.Copy (source, 0, result, firstLength, batchSize-firstLength); 72 | start = firstLength; 73 | } 74 | return result; 75 | } 76 | 77 | public TFTensor ReadAsTensor (int batchSize) 78 | { 79 | var result = new float [batchSize, 784]; 80 | 81 | var x = Read (batchSize); 82 | int p = 0; 83 | for (int i = 0; i < batchSize; i++) { 84 | Buffer.BlockCopy (x [i].DataFloat, 0, result, p, 784); 85 | p += 784; 86 | } 87 | return (TFTensor)result; 88 | } 89 | } 90 | 91 | int Read32 (Stream s) 92 | { 93 | var x = new byte [4]; 94 | s.Read (x, 0, 4); 95 | return DataConverter.BigEndian.GetInt32 (x, 0); 96 | } 97 | 98 | MnistImage [] ExtractImages (Stream input, string file) 99 | { 100 | using (var gz = new GZipStream (input, CompressionMode.Decompress)) { 101 | if (Read32 (gz) != 2051) 102 | throw new Exception ("Invalid magic number found on the MNIST " + file); 103 | var count = Read32 (gz); 104 | var rows = Read32 (gz); 105 | var cols = Read32 (gz); 106 | 107 | var result = new MnistImage [count]; 108 | for (int i = 0; i < count; i++) { 109 | var size = rows * cols; 110 | var data = new byte [size]; 111 | gz.Read (data, 0, size); 112 | 113 | result [i] = new MnistImage (cols, rows, data); 114 | } 115 | return result; 116 | } 117 | } 118 | 119 | 120 | byte [] ExtractLabels (Stream input, string file) 121 | { 122 | using (var gz = new GZipStream (input, CompressionMode.Decompress)) { 123 | if (Read32 (gz) != 2049) 124 | throw new Exception ("Invalid magic number found on the MNIST " + file); 125 | var count = Read32 (gz); 126 | var labels = new byte [count]; 127 | gz.Read (labels, 0, count); 128 | 129 | return labels; 130 | } 131 | } 132 | 133 | T [] Pick (T [] source, int first, int last) 134 | { 135 | if (last == 0) 136 | last = source.Length; 137 | var count = last - first; 138 | var result = new T [count]; 139 | Array.Copy (source, first, result, 0, count); 140 | return result; 141 | } 142 | 143 | // Turn the labels array that contains values 0..numClasses-1 into 144 | // a One-hot encoded array 145 | byte [,] OneHot (byte [] labels, int numClasses) 146 | { 147 | var oneHot = new byte [labels.Length, numClasses]; 148 | for (int i = 0; i < labels.Length; i++) { 149 | oneHot [i, labels [i]] = 1; 150 | } 151 | return oneHot; 152 | } 153 | 154 | /// 155 | /// Reads the data sets. 156 | /// 157 | /// Directory where the training data is downlaoded to. 158 | /// Number classes to use for one-hot encoding, or zero if this is not desired 159 | /// Validation size. 160 | public void ReadDataSets (string trainDir, int numClasses = 10, int validationSize = 5000) 161 | { 162 | const string SourceUrl = "http://yann.lecun.com/exdb/mnist/"; 163 | const string TrainImagesName = "train-images-idx3-ubyte.gz"; 164 | const string TrainLabelsName = "train-labels-idx1-ubyte.gz"; 165 | const string TestImagesName = "t10k-images-idx3-ubyte.gz"; 166 | const string TestLabelsName = "t10k-labels-idx1-ubyte.gz"; 167 | 168 | TrainImages = ExtractImages (Helper.MaybeDownload (SourceUrl, trainDir, TrainImagesName), TrainImagesName); 169 | TestImages = ExtractImages (Helper.MaybeDownload (SourceUrl, trainDir, TestImagesName), TestImagesName); 170 | TrainLabels = ExtractLabels (Helper.MaybeDownload (SourceUrl, trainDir, TrainLabelsName), TrainLabelsName); 171 | TestLabels = ExtractLabels (Helper.MaybeDownload (SourceUrl, trainDir, TestLabelsName), TestLabelsName); 172 | 173 | ValidationImages = Pick (TrainImages, 0, validationSize); 174 | ValidationLabels = Pick (TrainLabels, 0, validationSize); 175 | TrainImages = Pick (TrainImages, validationSize, 0); 176 | TrainLabels = Pick (TrainLabels, validationSize, 0); 177 | 178 | if (numClasses != -1) { 179 | OneHotTrainLabels = OneHot (TrainLabels, numClasses); 180 | OneHotValidationLabels = OneHot (ValidationLabels, numClasses); 181 | OneHotTestLabels = OneHot (TestLabels, numClasses); 182 | } 183 | } 184 | 185 | public static Mnist Load () 186 | { 187 | var x = new Mnist (); 188 | x.ReadDataSets ("/tmp"); 189 | return x; 190 | } 191 | } 192 | } 193 | -------------------------------------------------------------------------------- /Assets/Scripts/Datasets/MNIST.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 887acd618217441cfa04789818624e9a 3 | timeCreated: 1497105202 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/SampleTest.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System; 3 | using System.Runtime.CompilerServices; 4 | using System.Runtime.InteropServices; 5 | using TensorFlow; 6 | using System.IO; 7 | using System.Collections.Generic; 8 | using Learn.Mnist; 9 | using System.Linq; 10 | using UnityEngine; 11 | 12 | namespace SampleTest 13 | { 14 | class MainClass 15 | { 16 | 17 | // Convert the image in filename to a Tensor suitable as input to the Inception model. 18 | static TFTensor CreateTensorFromImageFile(string file) 19 | { 20 | var contents = File.ReadAllBytes(file); 21 | 22 | // DecodeJpeg uses a scalar String-valued tensor as input. 23 | var tensor = TFTensor.CreateString(contents); 24 | 25 | TFGraph graph; 26 | TFOutput input, output; 27 | 28 | // Construct a graph to normalize the image 29 | ConstructGraphToNormalizeImage(out graph, out input, out output); 30 | 31 | // Execute that graph to normalize this one image 32 | using (var session = new TFSession(graph)) 33 | { 34 | var normalized = session.Run( 35 | inputs: new[] { input }, 36 | inputValues: new[] { tensor }, 37 | outputs: new[] { output }); 38 | 39 | return normalized[0]; 40 | } 41 | } 42 | 43 | //開始モデルは、非常に特定の正規化されたフォーマット(特定の画像サイズ、入力テンソルの形状、正規化されたピクセル値など) 44 | //でテンソルによって記述された画像を入力として取ります。 45 | //このファンクションは、入力としてJPEGでエンコードされた文字列を取り込み、 46 | //入力モデルとしての入力として適したテンソルを戻すTensorFlow操作のグラフを作成します。 47 | static void ConstructGraphToNormalizeImage(out TFGraph graph, out TFOutput input, out TFOutput output) 48 | { 49 | // - モデルは28x28ピクセルにスケーリングされた画像で訓練されました。 50 | // - モノクロなので表される色は1色のみ。(値 - 平均)/ スケールを使用してfloatに変換して使用する。 51 | // 画素値を0-255 から 0-1 の範囲にするので、変換値 = (Mean - 画素値) / Scale の式から, 52 | // Mean = 255, Scale = 255 となる。 53 | 54 | const int W = 28; 55 | const int H = 28; 56 | const float Mean = 255; 57 | const float Scale = 255; 58 | const int channels = 1; 59 | 60 | graph = new TFGraph(); 61 | input = graph.Placeholder(TFDataType.String); 62 | 63 | output = graph.Div( 64 | x: graph.Sub( 65 | x: graph.Const(Mean, "mean"), 66 | y: graph.ResizeBilinear( 67 | images: graph.ExpandDims( 68 | input: graph.Cast(graph.DecodeJpeg(contents: input, channels: channels), DstT: TFDataType.Float), 69 | dim: graph.Const(0, "make_batch")), 70 | size: graph.Const(new int[] { W, H }, "size"))), 71 | y: graph.Const(Scale, "scale")); 72 | } 73 | // pythonで作成したモデルの読込を行う 74 | public void MNSIT_read_model() 75 | { 76 | var graph = new TFGraph(); 77 | 78 | //var model = File.ReadAllBytes("tensorflow_inception_graph.pb"); 79 | 80 | // シリアル化されたGraphDefをファイルからロードします。 81 | var model = File.ReadAllBytes(Application.dataPath + "/models/Auto_model.pb"); 82 | graph.Import(model, ""); 83 | 84 | using (var session = new TFSession(graph)) 85 | { 86 | var labels = File.ReadAllLines(Application.dataPath + "/models/labels.txt"); 87 | 88 | var file = Application.dataPath + "/saveImage.jpg"; 89 | 90 | //画像ファイルに対して推論を実行する 91 | //複数のイメージの場合、session.Run()はループで(同時に)呼び出すことができます。 92 | //あるいは、モデルが画像データのバッチを入力として受け入れるので、画像をバッチ処理することができる。 93 | var tensor = CreateTensorFromImageFile(file); 94 | 95 | var runner = session.GetRunner(); 96 | // 学習モデルのグラフを指定する。 97 | // 入出力テンソルの名前をsessionに登録する 98 | // 手動で変換したモデルの読込のときは、.AddInput(graph["dropout"][0], 0.5f)はいらない。 99 | runner.AddInput(graph["input"][0], tensor).AddInput(graph["dropout"][0], 0.5f).Fetch(graph["output"][0]); 100 | var output = runner.Run(); 101 | 102 | // output[0].Value()は、「バッチ」内の各画像のラベルの確率を含むベクトルです。 バッチサイズは1であった。 103 | //最も可能性の高いラベルインデックスを見つけます。 104 | var result = output[0]; 105 | var rshape = result.Shape; 106 | if (result.NumDims != 2 || rshape[0] != 1) 107 | { 108 | var shape = ""; 109 | foreach (var d in rshape) 110 | { 111 | shape += $"{d} "; 112 | } 113 | shape = shape.Trim(); 114 | Debug.Log($"Error: expected to produce a [1 N] shaped tensor where N is the number of labels, instead it produced one with shape [{shape}]"); 115 | Environment.Exit(1); 116 | } 117 | 118 | var bestIdx = 0; 119 | float best = 0; 120 | // 尤も確率が高いものを調べて表示する 121 | var probabilities = ((float[][])result.GetValue(true))[0]; 122 | for (int i = 0; i < probabilities.Length; i++) 123 | { 124 | if (probabilities[i] > best) 125 | { 126 | bestIdx = i; 127 | best = probabilities[i]; 128 | } 129 | } 130 | Debug.Log($"{file} best match: [{bestIdx}] {best * 100.0}% {labels[bestIdx]}"); 131 | } 132 | } 133 | } 134 | } -------------------------------------------------------------------------------- /Assets/Scripts/SampleTest.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2d14d32f923f448179d8969f884e6ddb 3 | timeCreated: 1497105471 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/paint.cs: -------------------------------------------------------------------------------- 1 | // 参考 2 | // http://nn-hokuson.hatenablog.com/entry/2016/12/08/200133 3 | using System.Collections; 4 | using System.Collections.Generic; 5 | using UnityEngine; 6 | using System.IO; 7 | using TensorFlow; 8 | 9 | public class paint : MonoBehaviour { 10 | 11 | Texture2D drawTexture; 12 | Color[] buffer; 13 | 14 | // Use this for initialization 15 | void Start () { 16 | Texture2D mainTexture = (Texture2D)GetComponent().material.mainTexture; 17 | Color[] pixels = mainTexture.GetPixels(); 18 | 19 | buffer = new Color[pixels.Length]; 20 | pixels.CopyTo(buffer, 0); 21 | 22 | drawTexture = new Texture2D(mainTexture.width, mainTexture.height, TextureFormat.RGBA32, false); 23 | drawTexture.filterMode = FilterMode.Point; 24 | } 25 | // ブラシの太さを変える 26 | public void Draw(Vector2 p) 27 | { 28 | //buffer.SetValue(Color.black, (int)p.x + 256 * (int)p.y); 29 | 30 | //太字 31 | for (int x = 0; x < 256; x++) 32 | { 33 | for (int y = 0; y < 256; y++) 34 | { 35 | if ((p - new Vector2(x, y)).magnitude < 5) 36 | { 37 | buffer.SetValue(Color.black, x + 256 * y); 38 | } 39 | } 40 | } 41 | } 42 | 43 | // 毎フレーム、テクスチャ上のすべてのピクセルをチェックして、マウスが乗っている座標からの距離が8以下なら黒く塗りつぶします。 44 | void Update () { 45 | if (Input.GetMouseButton(0)) 46 | { 47 | Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); 48 | RaycastHit hit; 49 | if (Physics.Raycast(ray, out hit, 100.0f)) 50 | { 51 | Draw(hit.textureCoord * 256); 52 | } 53 | 54 | drawTexture.SetPixels(buffer); 55 | drawTexture.Apply(); 56 | GetComponent().material.mainTexture = drawTexture; 57 | } 58 | } 59 | 60 | public void SaveTexture() 61 | { 62 | byte[] data = drawTexture.EncodeToJPG(); 63 | 64 | File.WriteAllBytes(Application.dataPath + "/saveImage.jpg", data); 65 | 66 | Debug.Log("Environment.CurrentDirectory"); 67 | Debug.Log("TensorFlow version: " + TFCore.Version); 68 | 69 | var t = new SampleTest.MainClass(); 70 | t.MNSIT_read_model(); 71 | } 72 | } 73 | -------------------------------------------------------------------------------- /Assets/Scripts/paint.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47d385fb4331b4ed38ab60b6fbe2df27 3 | timeCreated: 1496903116 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/input_pad.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9df9b3c46d14d4aa197e58e59930e8a5 3 | timeCreated: 1496898396 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | 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-------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Tama 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Library/AnnotationManager: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MaruTama/tensorflow_for_unity/637a97e3c6ec96a9ae3ac44e62e0dd9d2face9ab/Library/AnnotationManager -------------------------------------------------------------------------------- /Library/AssetImportState: -------------------------------------------------------------------------------- 1 | 27;0;196608;0;0 -------------------------------------------------------------------------------- /Library/BuildPlayer.prefs: 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https://raw.githubusercontent.com/MaruTama/tensorflow_for_unity/637a97e3c6ec96a9ae3ac44e62e0dd9d2face9ab/Library/ShaderCache.db -------------------------------------------------------------------------------- /Library/ShaderCache/0/006ff3386bc9a5cceab2964339c9316c.bin: -------------------------------------------------------------------------------- 1 | 2O  -------------------------------------------------------------------------------- /Library/ShaderCache/0/0107017be7b60191fdd645b4b0b907dc.bin: -------------------------------------------------------------------------------- 1 | 2O  -------------------------------------------------------------------------------- /Library/ShaderCache/0/06a184fc31e16ce23da4ee82b1dd9ffd.bin: -------------------------------------------------------------------------------- 1 | 2O  -------------------------------------------------------------------------------- /Library/ShaderCache/2/25490dfc20c66834be60ef559498978c.bin: -------------------------------------------------------------------------------- 1 | 2O  #ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 7 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 8 | uniform vec4 _MainTex_ST; 9 | in vec4 in_POSITION0; 10 | in vec4 in_COLOR0; 11 | in vec2 in_TEXCOORD0; 12 | out vec4 vs_COLOR0; 13 | out vec2 vs_TEXCOORD0; 14 | vec4 u_xlat0; 15 | vec4 u_xlat1; 16 | void main() 17 | { 18 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 19 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 20 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 21 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 22 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 23 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 24 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 25 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 26 | vs_COLOR0 = in_COLOR0; 27 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 28 | return; 29 | } 30 | 31 | #endif 32 | #ifdef FRAGMENT 33 | #version 150 34 | #extension GL_ARB_explicit_attrib_location : require 35 | #extension GL_ARB_shader_bit_encoding : enable 36 | 37 | uniform sampler2D _MainTex; 38 | in vec4 vs_COLOR0; 39 | in vec2 vs_TEXCOORD0; 40 | layout(location = 0) out vec4 SV_Target0; 41 | vec4 u_xlat16_0; 42 | vec4 u_xlat10_0; 43 | void main() 44 | { 45 | u_xlat10_0 = texture(_MainTex, vs_TEXCOORD0.xy); 46 | u_xlat16_0 = u_xlat10_0 + u_xlat10_0; 47 | SV_Target0 = u_xlat16_0 * vs_COLOR0; 48 | return; 49 | } 50 | 51 | #endif 52 |  -------------------------------------------------------------------------------- /Library/ShaderCache/2/26f56a6c97817dc8790e59f4d901aeee.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MaruTama/tensorflow_for_unity/637a97e3c6ec96a9ae3ac44e62e0dd9d2face9ab/Library/ShaderCache/2/26f56a6c97817dc8790e59f4d901aeee.bin -------------------------------------------------------------------------------- /Library/ShaderCache/2/2c75c06ec4261812e45527bf32692703.bin: -------------------------------------------------------------------------------- 1 | 2O  DIRECTIONAL -------------------------------------------------------------------------------- /Library/ShaderCache/3/3205ead3f8f29a419d8385e63fa8e825.bin: -------------------------------------------------------------------------------- 1 | 2O  -------------------------------------------------------------------------------- /Library/ShaderCache/3/3cf153321c7bcce8de2c6dc18aedca9b.bin: -------------------------------------------------------------------------------- 1 | 2O _SUNDISK_SIMPLE -------------------------------------------------------------------------------- /Library/ShaderCache/4/402bdd417a78cddcbc55ef9094228bf3.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MaruTama/tensorflow_for_unity/637a97e3c6ec96a9ae3ac44e62e0dd9d2face9ab/Library/ShaderCache/4/402bdd417a78cddcbc55ef9094228bf3.bin -------------------------------------------------------------------------------- /Library/ShaderCache/4/49aee543d099b33640bf84e0d45b5dfa.bin: -------------------------------------------------------------------------------- 1 | 2O _SUNDISK_SIMPLE^(#ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 _WorldSpaceLightPos0; 7 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 8 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 9 | uniform vec4 _LightColor0; 10 | uniform float _Exposure; 11 | uniform vec3 _GroundColor; 12 | uniform vec3 _SkyTint; 13 | uniform float _AtmosphereThickness; 14 | in vec4 in_POSITION0; 15 | out vec3 vs_TEXCOORD0; 16 | out vec3 vs_TEXCOORD1; 17 | out vec3 vs_TEXCOORD2; 18 | out vec3 vs_TEXCOORD3; 19 | vec4 u_xlat0; 20 | bool u_xlatb0; 21 | vec4 u_xlat1; 22 | vec4 u_xlat2; 23 | vec3 u_xlat3; 24 | vec3 u_xlat4; 25 | vec4 u_xlat5; 26 | vec3 u_xlat6; 27 | float u_xlat7; 28 | vec3 u_xlat9; 29 | float u_xlat14; 30 | vec2 u_xlat16; 31 | float u_xlat21; 32 | float u_xlat22; 33 | float u_xlat23; 34 | void main() 35 | { 36 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 37 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 38 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 39 | u_xlat1 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 40 | u_xlat2 = u_xlat1.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 41 | u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2; 42 | u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2; 43 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2; 44 | u_xlat1.xyz = (-vec3(_SkyTint.x, _SkyTint.y, _SkyTint.z)) + vec3(1.0, 1.0, 1.0); 45 | u_xlat1.xyz = u_xlat1.xyz * vec3(0.300000012, 0.300000042, 0.300000012) + vec3(0.5, 0.419999987, 0.324999988); 46 | u_xlat1.xyz = u_xlat1.xyz * u_xlat1.xyz; 47 | u_xlat1.xyz = u_xlat1.xyz * u_xlat1.xyz; 48 | u_xlat1.xyz = vec3(1.0, 1.0, 1.0) / u_xlat1.xyz; 49 | u_xlat21 = log2(_AtmosphereThickness); 50 | u_xlat21 = u_xlat21 * 2.5; 51 | u_xlat21 = exp2(u_xlat21); 52 | u_xlat2.xy = vec2(u_xlat21) * vec2(0.049999997, 0.0314159282); 53 | u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz); 54 | u_xlat21 = inversesqrt(u_xlat21); 55 | u_xlat3.xyz = vec3(u_xlat21) * u_xlat0.xyz; 56 | u_xlatb0 = u_xlat3.y>=0.0; 57 | if(u_xlatb0){ 58 | u_xlat0.x = u_xlat3.y * u_xlat3.y + 0.0506249666; 59 | u_xlat0.x = sqrt(u_xlat0.x); 60 | u_xlat0.x = (-u_xlat0.y) * u_xlat21 + u_xlat0.x; 61 | u_xlat7 = (-u_xlat3.y) * 1.0 + 1.0; 62 | u_xlat14 = u_xlat7 * 5.25 + -6.80000019; 63 | u_xlat14 = u_xlat7 * u_xlat14 + 3.82999992; 64 | u_xlat14 = u_xlat7 * u_xlat14 + 0.458999991; 65 | u_xlat7 = u_xlat7 * u_xlat14 + -0.00286999997; 66 | u_xlat7 = u_xlat7 * 1.44269502; 67 | u_xlat0.y = exp2(u_xlat7); 68 | u_xlat0.xyz = u_xlat0.xyx * vec3(0.5, 0.246031836, 20.0); 69 | u_xlat4.xyz = u_xlat0.xxx * u_xlat3.xyz; 70 | u_xlat4.xyz = u_xlat4.xyz * vec3(0.5, 0.5, 0.5) + vec3(0.0, 1.00010002, 0.0); 71 | u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz); 72 | u_xlat21 = sqrt(u_xlat21); 73 | u_xlat22 = (-u_xlat21) + 1.0; 74 | u_xlat22 = u_xlat22 * 230.831207; 75 | u_xlat22 = exp2(u_xlat22); 76 | u_xlat16.x = dot(_WorldSpaceLightPos0.xyz, u_xlat4.xyz); 77 | u_xlat16.x = u_xlat16.x / u_xlat21; 78 | u_xlat23 = dot(u_xlat3.xyz, u_xlat4.xyz); 79 | u_xlat21 = u_xlat23 / u_xlat21; 80 | u_xlat16.x = (-u_xlat16.x) + 1.0; 81 | u_xlat23 = u_xlat16.x * 5.25 + -6.80000019; 82 | u_xlat23 = u_xlat16.x * u_xlat23 + 3.82999992; 83 | u_xlat23 = u_xlat16.x * u_xlat23 + 0.458999991; 84 | u_xlat16.x = u_xlat16.x * u_xlat23 + -0.00286999997; 85 | u_xlat16.x = u_xlat16.x * 1.44269502; 86 | u_xlat16.x = exp2(u_xlat16.x); 87 | u_xlat21 = (-u_xlat21) + 1.0; 88 | u_xlat23 = u_xlat21 * 5.25 + -6.80000019; 89 | u_xlat23 = u_xlat21 * u_xlat23 + 3.82999992; 90 | u_xlat23 = u_xlat21 * u_xlat23 + 0.458999991; 91 | u_xlat21 = u_xlat21 * u_xlat23 + -0.00286999997; 92 | u_xlat21 = u_xlat21 * 1.44269502; 93 | u_xlat21 = exp2(u_xlat21); 94 | u_xlat21 = u_xlat21 * 0.25; 95 | u_xlat21 = u_xlat16.x * 0.25 + (-u_xlat21); 96 | u_xlat21 = u_xlat22 * u_xlat21 + u_xlat0.y; 97 | u_xlat21 = max(u_xlat21, 0.0); 98 | u_xlat21 = min(u_xlat21, 50.0); 99 | u_xlat5.xyz = u_xlat1.xyz * u_xlat2.yyy + vec3(0.0125663709, 0.0125663709, 0.0125663709); 100 | u_xlat6.xyz = (-vec3(u_xlat21)) * u_xlat5.xyz; 101 | u_xlat6.xyz = u_xlat6.xyz * vec3(1.44269502, 1.44269502, 1.44269502); 102 | u_xlat6.xyz = exp2(u_xlat6.xyz); 103 | u_xlat21 = u_xlat0.z * u_xlat22; 104 | u_xlat4.xyz = u_xlat3.xyz * u_xlat0.xxx + u_xlat4.xyz; 105 | u_xlat0.x = dot(u_xlat4.xyz, u_xlat4.xyz); 106 | u_xlat0.x = sqrt(u_xlat0.x); 107 | u_xlat22 = (-u_xlat0.x) + 1.0; 108 | u_xlat22 = u_xlat22 * 230.831207; 109 | u_xlat22 = exp2(u_xlat22); 110 | u_xlat16.x = dot(_WorldSpaceLightPos0.xyz, u_xlat4.xyz); 111 | u_xlat16.x = u_xlat16.x / u_xlat0.x; 112 | u_xlat23 = dot(u_xlat3.xyz, u_xlat4.xyz); 113 | u_xlat0.x = u_xlat23 / u_xlat0.x; 114 | u_xlat16.x = (-u_xlat16.x) + 1.0; 115 | u_xlat23 = u_xlat16.x * 5.25 + -6.80000019; 116 | u_xlat23 = u_xlat16.x * u_xlat23 + 3.82999992; 117 | u_xlat23 = u_xlat16.x * u_xlat23 + 0.458999991; 118 | u_xlat16.x = u_xlat16.x * u_xlat23 + -0.00286999997; 119 | u_xlat16.x = u_xlat16.x * 1.44269502; 120 | u_xlat16.x = exp2(u_xlat16.x); 121 | u_xlat0.x = (-u_xlat0.x) + 1.0; 122 | u_xlat23 = u_xlat0.x * 5.25 + -6.80000019; 123 | u_xlat23 = u_xlat0.x * u_xlat23 + 3.82999992; 124 | u_xlat23 = u_xlat0.x * u_xlat23 + 0.458999991; 125 | u_xlat0.x = u_xlat0.x * u_xlat23 + -0.00286999997; 126 | u_xlat0.x = u_xlat0.x * 1.44269502; 127 | u_xlat0.x = exp2(u_xlat0.x); 128 | u_xlat0.x = u_xlat0.x * 0.25; 129 | u_xlat0.x = u_xlat16.x * 0.25 + (-u_xlat0.x); 130 | u_xlat0.x = u_xlat22 * u_xlat0.x + u_xlat0.y; 131 | u_xlat0.x = max(u_xlat0.x, 0.0); 132 | u_xlat0.x = min(u_xlat0.x, 50.0); 133 | u_xlat4.xyz = u_xlat5.xyz * (-u_xlat0.xxx); 134 | u_xlat4.xyz = u_xlat4.xyz * vec3(1.44269502, 1.44269502, 1.44269502); 135 | u_xlat4.xyz = exp2(u_xlat4.xyz); 136 | u_xlat0.x = u_xlat0.z * u_xlat22; 137 | u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz; 138 | u_xlat0.xyz = u_xlat6.xyz * vec3(u_xlat21) + u_xlat0.xyz; 139 | u_xlat4.xyz = u_xlat1.xyz * u_xlat2.xxx; 140 | u_xlat4.xyz = u_xlat0.xyz * u_xlat4.xyz; 141 | u_xlat0.xyz = u_xlat0.xyz * vec3(0.0199999996, 0.0199999996, 0.0199999996); 142 | } else { 143 | u_xlat21 = min(u_xlat3.y, -0.00100000005); 144 | u_xlat21 = -9.99999975e-05 / u_xlat21; 145 | u_xlat5.xyz = vec3(u_xlat21) * u_xlat3.xyz + vec3(0.0, 1.00010002, 0.0); 146 | u_xlat22 = dot((-u_xlat3.xyz), u_xlat5.xyz); 147 | u_xlat16.x = dot(_WorldSpaceLightPos0.xyz, u_xlat5.xyz); 148 | u_xlat22 = (-u_xlat22) + 1.0; 149 | u_xlat23 = u_xlat22 * 5.25 + -6.80000019; 150 | u_xlat23 = u_xlat22 * u_xlat23 + 3.82999992; 151 | u_xlat23 = u_xlat22 * u_xlat23 + 0.458999991; 152 | u_xlat22 = u_xlat22 * u_xlat23 + -0.00286999997; 153 | u_xlat22 = u_xlat22 * 1.44269502; 154 | u_xlat22 = exp2(u_xlat22); 155 | u_xlat16.x = (-u_xlat16.x) + 1.0; 156 | u_xlat23 = u_xlat16.x * 5.25 + -6.80000019; 157 | u_xlat23 = u_xlat16.x * u_xlat23 + 3.82999992; 158 | u_xlat23 = u_xlat16.x * u_xlat23 + 0.458999991; 159 | u_xlat16.x = u_xlat16.x * u_xlat23 + -0.00286999997; 160 | u_xlat16.x = u_xlat16.x * 1.44269502; 161 | u_xlat16.x = exp2(u_xlat16.x); 162 | u_xlat5.xy = vec2(u_xlat22) * vec2(0.25, 0.249900013); 163 | u_xlat22 = u_xlat16.x * 0.25 + u_xlat5.x; 164 | u_xlat16.xy = vec2(u_xlat21) * vec2(0.5, 20.0); 165 | u_xlat5.xzw = u_xlat16.xxx * u_xlat3.xyz; 166 | u_xlat5.xzw = u_xlat5.xzw * vec3(0.5, 0.5, 0.5) + vec3(0.0, 1.00010002, 0.0); 167 | u_xlat21 = dot(u_xlat5.xzw, u_xlat5.xzw); 168 | u_xlat21 = sqrt(u_xlat21); 169 | u_xlat21 = (-u_xlat21) + 1.0; 170 | u_xlat21 = u_xlat21 * 230.831207; 171 | u_xlat21 = exp2(u_xlat21); 172 | u_xlat22 = u_xlat21 * u_xlat22 + (-u_xlat5.y); 173 | u_xlat22 = max(u_xlat22, 0.0); 174 | u_xlat22 = min(u_xlat22, 50.0); 175 | u_xlat5.xyz = u_xlat1.xyz * u_xlat2.yyy + vec3(0.0125663709, 0.0125663709, 0.0125663709); 176 | u_xlat5.xyz = (-vec3(u_xlat22)) * u_xlat5.xyz; 177 | u_xlat5.xyz = u_xlat5.xyz * vec3(1.44269502, 1.44269502, 1.44269502); 178 | u_xlat0.xyz = exp2(u_xlat5.xyz); 179 | u_xlat21 = u_xlat16.y * u_xlat21; 180 | u_xlat9.xyz = vec3(u_xlat21) * u_xlat0.xyz; 181 | u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xxx + vec3(0.0199999996, 0.0199999996, 0.0199999996); 182 | u_xlat4.xyz = u_xlat1.xyz * u_xlat9.xyz; 183 | //ENDIF 184 | } 185 | u_xlat1.xyz = vec3(_GroundColor.x, _GroundColor.y, _GroundColor.z) * vec3(_GroundColor.x, _GroundColor.y, _GroundColor.z); 186 | u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat4.xyz; 187 | vs_TEXCOORD1.xyz = u_xlat1.xyz * vec3(_Exposure); 188 | u_xlat21 = dot(_WorldSpaceLightPos0.xyz, (-u_xlat3.xyz)); 189 | u_xlat21 = u_xlat21 * u_xlat21; 190 | u_xlat21 = u_xlat21 * 0.75 + 0.75; 191 | u_xlat1.xyz = vec3(u_xlat21) * u_xlat4.xyz; 192 | vs_TEXCOORD2.xyz = u_xlat1.xyz * vec3(_Exposure); 193 | u_xlat0.xyz = u_xlat0.xyz * _LightColor0.xyz; 194 | vs_TEXCOORD3.xyz = u_xlat0.xyz * vec3(_Exposure); 195 | vs_TEXCOORD0.xyz = (-u_xlat3.xyz); 196 | return; 197 | } 198 | 199 | #endif 200 | #ifdef FRAGMENT 201 | #version 150 202 | #extension GL_ARB_explicit_attrib_location : require 203 | #extension GL_ARB_shader_bit_encoding : enable 204 | 205 | uniform vec4 _WorldSpaceLightPos0; 206 | uniform float _SunSize; 207 | in vec3 vs_TEXCOORD0; 208 | in vec3 vs_TEXCOORD1; 209 | in vec3 vs_TEXCOORD2; 210 | in vec3 vs_TEXCOORD3; 211 | layout(location = 0) out vec4 SV_Target0; 212 | vec3 u_xlat0; 213 | bool u_xlatb0; 214 | vec3 u_xlat1; 215 | vec3 u_xlat2; 216 | void main() 217 | { 218 | u_xlat0.xyz = vs_TEXCOORD0.xyz + _WorldSpaceLightPos0.xyz; 219 | u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz); 220 | u_xlat0.x = sqrt(u_xlat0.x); 221 | u_xlat2.x = float(1.0) / _SunSize; 222 | u_xlat0.x = u_xlat2.x * u_xlat0.x; 223 | u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); 224 | u_xlat2.x = u_xlat0.x * -2.0 + 3.0; 225 | u_xlat0.x = u_xlat0.x * u_xlat0.x; 226 | u_xlat0.x = (-u_xlat2.x) * u_xlat0.x + 1.0; 227 | u_xlat0.x = u_xlat0.x * u_xlat0.x; 228 | u_xlat0.x = u_xlat0.x * 8000.0; 229 | u_xlat2.x = vs_TEXCOORD0.y * 50.0; 230 | u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0); 231 | u_xlat1.xyz = vs_TEXCOORD1.xyz + (-vs_TEXCOORD2.xyz); 232 | u_xlat2.xyz = u_xlat2.xxx * u_xlat1.xyz + vs_TEXCOORD2.xyz; 233 | u_xlat1.xyz = u_xlat0.xxx * vs_TEXCOORD3.xyz + u_xlat2.xyz; 234 | u_xlatb0 = vs_TEXCOORD0.y<0.0; 235 | u_xlat0.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : u_xlat2.xyz; 236 | SV_Target0.xyz = sqrt(u_xlat0.xyz); 237 | SV_Target0.w = 1.0; 238 | return; 239 | } 240 | 241 | #endif 242 |  -------------------------------------------------------------------------------- /Library/ShaderCache/6/618c49383ac833b911dcc5508648ca79.bin: -------------------------------------------------------------------------------- 1 | 2O #ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 7 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 8 | uniform vec4 _Color; 9 | in vec4 in_POSITION0; 10 | in vec4 in_COLOR0; 11 | in vec2 in_TEXCOORD0; 12 | out vec4 vs_COLOR0; 13 | out vec2 vs_TEXCOORD0; 14 | out vec4 vs_TEXCOORD1; 15 | vec4 u_xlat0; 16 | vec4 u_xlat1; 17 | void main() 18 | { 19 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 20 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 21 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 22 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 23 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 24 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 25 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 26 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 27 | vs_COLOR0 = in_COLOR0 * _Color; 28 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy; 29 | vs_TEXCOORD1 = in_POSITION0; 30 | return; 31 | } 32 | 33 | #endif 34 | #ifdef FRAGMENT 35 | #version 150 36 | #extension GL_ARB_explicit_attrib_location : require 37 | #extension GL_ARB_shader_bit_encoding : enable 38 | 39 | uniform vec4 _TextureSampleAdd; 40 | uniform vec4 _ClipRect; 41 | uniform sampler2D _MainTex; 42 | in vec4 vs_COLOR0; 43 | in vec2 vs_TEXCOORD0; 44 | in vec4 vs_TEXCOORD1; 45 | layout(location = 0) out vec4 SV_Target0; 46 | vec4 u_xlat0; 47 | bvec4 u_xlatb0; 48 | vec4 u_xlat1; 49 | vec4 u_xlat10_1; 50 | void main() 51 | { 52 | u_xlatb0.xy = greaterThanEqual(vs_TEXCOORD1.xyxx, _ClipRect.xyxx).xy; 53 | u_xlatb0.zw = greaterThanEqual(_ClipRect.zzzw, vs_TEXCOORD1.xxxy).zw; 54 | u_xlat0 = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), vec4(u_xlatb0)); 55 | u_xlat0.xy = u_xlat0.zw * u_xlat0.xy; 56 | u_xlat0.x = u_xlat0.y * u_xlat0.x; 57 | u_xlat10_1 = texture(_MainTex, vs_TEXCOORD0.xy); 58 | u_xlat1 = u_xlat10_1 + _TextureSampleAdd; 59 | u_xlat1 = u_xlat1 * vs_COLOR0; 60 | SV_Target0.w = u_xlat0.x * u_xlat1.w; 61 | SV_Target0.xyz = u_xlat1.xyz; 62 | return; 63 | } 64 | 65 | #endif 66 |  -------------------------------------------------------------------------------- /Library/ShaderCache/6/6bfc8d0a5f4864e36cf499097a3bf149.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MaruTama/tensorflow_for_unity/637a97e3c6ec96a9ae3ac44e62e0dd9d2face9ab/Library/ShaderCache/6/6bfc8d0a5f4864e36cf499097a3bf149.bin -------------------------------------------------------------------------------- /Library/ShaderCache/7/761eed6c1a3c1414a143bc5c95b3ad42.bin: -------------------------------------------------------------------------------- 1 | 2O  DIRECTIONALSHADOWS_SCREEN -------------------------------------------------------------------------------- /Library/ShaderCache/7/79fe171ee255be3c41e0231d0ba0df3a.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MaruTama/tensorflow_for_unity/637a97e3c6ec96a9ae3ac44e62e0dd9d2face9ab/Library/ShaderCache/7/79fe171ee255be3c41e0231d0ba0df3a.bin -------------------------------------------------------------------------------- /Library/ShaderCache/7/7bf2785d1706e0994b1e0d623c9f1a6d.bin: -------------------------------------------------------------------------------- 1 | 2O  -------------------------------------------------------------------------------- /Library/ShaderCache/7/7e6d86b6db705636858ed7b3e52afe8a.bin: -------------------------------------------------------------------------------- 1 | 2O . #ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 7 | uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; 8 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 9 | uniform vec4 _MainTex_ST; 10 | uniform vec4 hlslcc_mtx4x4unity_GUIClipTextureMatrix[4]; 11 | in vec4 in_POSITION0; 12 | in vec4 in_COLOR0; 13 | in vec2 in_TEXCOORD0; 14 | out vec4 vs_COLOR0; 15 | out vec2 vs_TEXCOORD0; 16 | out vec2 vs_TEXCOORD1; 17 | vec4 u_xlat0; 18 | vec4 u_xlat1; 19 | vec2 u_xlat2; 20 | void main() 21 | { 22 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 23 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 24 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 25 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 26 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 27 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 28 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 29 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 30 | vs_COLOR0 = in_COLOR0; 31 | u_xlat1.xy = u_xlat0.yy * hlslcc_mtx4x4unity_MatrixV[1].xy; 32 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy; 33 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy; 34 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[3].xy * u_xlat0.ww + u_xlat0.xy; 35 | u_xlat2.xy = u_xlat0.yy * hlslcc_mtx4x4unity_GUIClipTextureMatrix[1].xy; 36 | u_xlat0.xy = hlslcc_mtx4x4unity_GUIClipTextureMatrix[0].xy * u_xlat0.xx + u_xlat2.xy; 37 | vs_TEXCOORD1.xy = u_xlat0.xy + hlslcc_mtx4x4unity_GUIClipTextureMatrix[3].xy; 38 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 39 | return; 40 | } 41 | 42 | #endif 43 | #ifdef FRAGMENT 44 | #version 150 45 | #extension GL_ARB_explicit_attrib_location : require 46 | #extension GL_ARB_shader_bit_encoding : enable 47 | 48 | uniform sampler2D _MainTex; 49 | uniform sampler2D _GUIClipTexture; 50 | in vec4 vs_COLOR0; 51 | in vec2 vs_TEXCOORD0; 52 | in vec2 vs_TEXCOORD1; 53 | layout(location = 0) out vec4 SV_Target0; 54 | vec4 u_xlat10_0; 55 | void main() 56 | { 57 | u_xlat10_0 = texture(_MainTex, vs_TEXCOORD0.xy); 58 | SV_Target0.xyz = u_xlat10_0.xyz * vs_COLOR0.xyz; 59 | u_xlat10_0 = texture(_GUIClipTexture, vs_TEXCOORD1.xy); 60 | SV_Target0.w = u_xlat10_0.w * vs_COLOR0.w; 61 | return; 62 | } 63 | 64 | #endif 65 |  -------------------------------------------------------------------------------- /Library/ShaderCache/8/8338549c48ea018d9df872f552e49ecc.bin: -------------------------------------------------------------------------------- 1 | 2O  DIRECTIONAL -------------------------------------------------------------------------------- /Library/ShaderCache/8/875b5389fe04e6f6464119222aa6e12e.bin: -------------------------------------------------------------------------------- 1 | 2O SHADOWS_SPLIT_SPHERESz0#ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 _ProjectionParams; 7 | uniform vec4 hlslcc_mtx4x4unity_CameraInvProjection[4]; 8 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 9 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 10 | in vec4 in_POSITION0; 11 | in vec2 in_TEXCOORD0; 12 | in vec3 in_TEXCOORD1; 13 | out vec4 vs_TEXCOORD0; 14 | out vec3 vs_TEXCOORD1; 15 | out vec3 vs_TEXCOORD2; 16 | out vec3 vs_TEXCOORD3; 17 | vec4 u_xlat0; 18 | vec4 u_xlat1; 19 | vec3 u_xlat2; 20 | void main() 21 | { 22 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 23 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 24 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 25 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 26 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 27 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 28 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 29 | u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 30 | gl_Position = u_xlat0; 31 | u_xlat0.y = u_xlat0.y * _ProjectionParams.x; 32 | u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5); 33 | u_xlat2.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_CameraInvProjection[1].xyz; 34 | u_xlat0.xyz = hlslcc_mtx4x4unity_CameraInvProjection[0].xyz * u_xlat0.xxx + u_xlat2.xyz; 35 | vs_TEXCOORD0.zw = u_xlat1.zz + u_xlat1.xw; 36 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy; 37 | vs_TEXCOORD1.xyz = in_TEXCOORD1.xyz; 38 | u_xlat1.xyz = u_xlat0.xyz + (-hlslcc_mtx4x4unity_CameraInvProjection[2].xyz); 39 | u_xlat0.xyz = u_xlat0.xyz + hlslcc_mtx4x4unity_CameraInvProjection[2].xyz; 40 | u_xlat0.xyz = u_xlat0.xyz + hlslcc_mtx4x4unity_CameraInvProjection[3].xyz; 41 | u_xlat1.xyz = u_xlat1.xyz + hlslcc_mtx4x4unity_CameraInvProjection[3].xyz; 42 | u_xlat1.w = (-u_xlat1.z); 43 | vs_TEXCOORD2.xyz = u_xlat1.xyw; 44 | u_xlat0.w = (-u_xlat0.z); 45 | vs_TEXCOORD3.xyz = u_xlat0.xyw; 46 | return; 47 | } 48 | 49 | #endif 50 | #ifdef FRAGMENT 51 | #version 150 52 | #extension GL_ARB_explicit_attrib_location : require 53 | #extension GL_ARB_shader_bit_encoding : enable 54 | 55 | uniform vec4 _ZBufferParams; 56 | uniform vec4 unity_OrthoParams; 57 | uniform vec4 hlslcc_mtx4x4unity_CameraToWorld[4]; 58 | uniform vec4 unity_ShadowSplitSpheres[4]; 59 | uniform vec4 unity_ShadowSplitSqRadii; 60 | uniform vec4 hlslcc_mtx4x4unity_WorldToShadow[16]; 61 | uniform vec4 _LightShadowData; 62 | uniform vec4 _ShadowMapTexture_TexelSize; 63 | uniform sampler2D _CameraDepthTexture; 64 | uniform sampler2DShadow hlslcc_zcmp_ShadowMapTexture; 65 | uniform sampler2D _ShadowMapTexture; 66 | in vec4 vs_TEXCOORD0; 67 | in vec3 vs_TEXCOORD1; 68 | in vec3 vs_TEXCOORD2; 69 | in vec3 vs_TEXCOORD3; 70 | layout(location = 0) out vec4 SV_Target0; 71 | vec4 u_xlat0; 72 | vec4 u_xlat10_0; 73 | vec4 u_xlat1; 74 | float u_xlat10_1; 75 | bvec4 u_xlatb1; 76 | vec4 u_xlat2; 77 | vec4 u_xlat3; 78 | vec4 u_xlat4; 79 | vec4 u_xlat5; 80 | vec4 u_xlat6; 81 | vec4 u_xlat7; 82 | vec3 u_xlat8; 83 | float u_xlat10_8; 84 | vec3 u_xlat9; 85 | float u_xlat16; 86 | float u_xlat10_16; 87 | vec2 u_xlat17; 88 | float u_xlat10_17; 89 | float u_xlat10_24; 90 | void main() 91 | { 92 | u_xlat10_0 = texture(_CameraDepthTexture, vs_TEXCOORD0.xy); 93 | u_xlat8.x = _ZBufferParams.x * u_xlat10_0.x + _ZBufferParams.y; 94 | u_xlat8.x = float(1.0) / u_xlat8.x; 95 | u_xlat16 = (-u_xlat8.x) + u_xlat10_0.x; 96 | u_xlat8.x = unity_OrthoParams.w * u_xlat16 + u_xlat8.x; 97 | u_xlat1.xyz = (-vs_TEXCOORD2.xyz) + vs_TEXCOORD3.xyz; 98 | u_xlat0.xzw = u_xlat10_0.xxx * u_xlat1.xyz + vs_TEXCOORD2.xyz; 99 | u_xlat0.xzw = (-vs_TEXCOORD1.xyz) * u_xlat8.xxx + u_xlat0.xzw; 100 | u_xlat1.xyz = u_xlat8.xxx * vs_TEXCOORD1.xyz; 101 | u_xlat0.xyz = unity_OrthoParams.www * u_xlat0.xzw + u_xlat1.xyz; 102 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_CameraToWorld[1]; 103 | u_xlat1 = hlslcc_mtx4x4unity_CameraToWorld[0] * u_xlat0.xxxx + u_xlat1; 104 | u_xlat0 = hlslcc_mtx4x4unity_CameraToWorld[2] * u_xlat0.zzzz + u_xlat1; 105 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_CameraToWorld[3]; 106 | u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowSplitSpheres[0].xyz); 107 | u_xlat1.x = dot(u_xlat1.xyz, u_xlat1.xyz); 108 | u_xlat2.xyz = u_xlat0.xyz + (-unity_ShadowSplitSpheres[1].xyz); 109 | u_xlat1.y = dot(u_xlat2.xyz, u_xlat2.xyz); 110 | u_xlat2.xyz = u_xlat0.xyz + (-unity_ShadowSplitSpheres[2].xyz); 111 | u_xlat1.z = dot(u_xlat2.xyz, u_xlat2.xyz); 112 | u_xlat2.xyz = u_xlat0.xyz + (-unity_ShadowSplitSpheres[3].xyz); 113 | u_xlat1.w = dot(u_xlat2.xyz, u_xlat2.xyz); 114 | u_xlatb1 = lessThan(u_xlat1, unity_ShadowSplitSqRadii); 115 | u_xlat2.x = (u_xlatb1.x) ? float(-1.0) : float(-0.0); 116 | u_xlat2.y = (u_xlatb1.y) ? float(-1.0) : float(-0.0); 117 | u_xlat2.z = (u_xlatb1.z) ? float(-1.0) : float(-0.0); 118 | u_xlat1 = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), vec4(u_xlatb1)); 119 | u_xlat9.xyz = u_xlat2.xyz + u_xlat1.yzw; 120 | u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0)); 121 | u_xlat2.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_WorldToShadow[5].xyz; 122 | u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToShadow[4].xyz * u_xlat0.xxx + u_xlat2.xyz; 123 | u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToShadow[6].xyz * u_xlat0.zzz + u_xlat2.xyz; 124 | u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToShadow[7].xyz * u_xlat0.www + u_xlat2.xyz; 125 | u_xlat2.xyz = u_xlat9.xxx * u_xlat2.xyz; 126 | u_xlat3.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_WorldToShadow[1].xyz; 127 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[0].xyz * u_xlat0.xxx + u_xlat3.xyz; 128 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[2].xyz * u_xlat0.zzz + u_xlat3.xyz; 129 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[3].xyz * u_xlat0.www + u_xlat3.xyz; 130 | u_xlat2.xyz = u_xlat3.xyz * u_xlat1.xxx + u_xlat2.xyz; 131 | u_xlat3.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_WorldToShadow[9].xyz; 132 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[8].xyz * u_xlat0.xxx + u_xlat3.xyz; 133 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[10].xyz * u_xlat0.zzz + u_xlat3.xyz; 134 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[11].xyz * u_xlat0.www + u_xlat3.xyz; 135 | u_xlat1.xyz = u_xlat3.xyz * u_xlat9.yyy + u_xlat2.xyz; 136 | u_xlat2.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_WorldToShadow[13].xyz; 137 | u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToShadow[12].xyz * u_xlat0.xxx + u_xlat2.xyz; 138 | u_xlat0.xyz = hlslcc_mtx4x4unity_WorldToShadow[14].xyz * u_xlat0.zzz + u_xlat2.xyz; 139 | u_xlat0.xyz = hlslcc_mtx4x4unity_WorldToShadow[15].xyz * u_xlat0.www + u_xlat0.xyz; 140 | u_xlat0.xyz = u_xlat0.xyz * u_xlat9.zzz + u_xlat1.xyz; 141 | u_xlat1.xy = u_xlat0.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5); 142 | u_xlat1.xy = floor(u_xlat1.xy); 143 | u_xlat0.xy = u_xlat0.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat1.xy); 144 | u_xlat17.xy = (-u_xlat0.xy) + vec2(1.0, 1.0); 145 | u_xlat2.xy = min(u_xlat0.xy, vec2(0.0, 0.0)); 146 | u_xlat17.xy = (-u_xlat2.xy) * u_xlat2.xy + u_xlat17.xy; 147 | u_xlat17.xy = u_xlat17.xy + vec2(2.0, 2.0); 148 | u_xlat2.xy = u_xlat17.xy * vec2(0.0816320032, 0.0816320032); 149 | u_xlat3.y = u_xlat2.x; 150 | u_xlat17.xy = max(u_xlat0.xy, vec2(0.0, 0.0)); 151 | u_xlat4 = u_xlat0.xxyy + vec4(0.5, 1.0, 0.5, 1.0); 152 | u_xlat17.xy = (-u_xlat17.xy) * u_xlat17.xy + u_xlat4.yw; 153 | u_xlat4 = u_xlat4.xxzz * u_xlat4.xxzz; 154 | u_xlat17.xy = u_xlat17.xy + vec2(2.0, 2.0); 155 | u_xlat5.z = u_xlat17.x * 0.0816320032; 156 | u_xlat6.z = u_xlat17.y * 0.0816320032; 157 | u_xlat17.xy = u_xlat4.xz * vec2(0.5, 0.5) + (-u_xlat0.xy); 158 | u_xlat4.xy = u_xlat4.yw * vec2(0.0408160016, 0.0408160016); 159 | u_xlat6.xy = u_xlat17.yx * vec2(0.0816320032, 0.0816320032); 160 | u_xlat5.x = u_xlat6.y; 161 | u_xlat5.yw = u_xlat0.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); 162 | u_xlat3.xz = u_xlat0.xx * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); 163 | u_xlat3.w = u_xlat4.x; 164 | u_xlat2.w = u_xlat4.y; 165 | u_xlat4 = u_xlat3 + u_xlat5; 166 | u_xlat3 = u_xlat3 / u_xlat4; 167 | u_xlat3 = u_xlat3 + vec4(-3.5, -1.5, 0.5, 2.5); 168 | u_xlat3 = u_xlat3.wxyz * _ShadowMapTexture_TexelSize.xxxx; 169 | u_xlat5.xzw = u_xlat3.yzw; 170 | u_xlat6.yw = u_xlat0.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.163264006, 0.0816320032); 171 | u_xlat2.xz = u_xlat0.yy * vec2(-0.0816320032, 0.0816320032) + vec2(0.0816320032, 0.163264006); 172 | u_xlat6 = u_xlat2 + u_xlat6; 173 | u_xlat2 = u_xlat2 / u_xlat6; 174 | u_xlat2 = u_xlat2 + vec4(-3.5, -1.5, 0.5, 2.5); 175 | u_xlat2 = u_xlat2.xwyz * _ShadowMapTexture_TexelSize.yyyy; 176 | u_xlat5.y = u_xlat2.x; 177 | u_xlat7 = u_xlat1.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat5.xyzy; 178 | vec3 txVec0 = vec3(u_xlat7.xy,u_xlat0.z); 179 | u_xlat10_0.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0); 180 | vec3 txVec1 = vec3(u_xlat7.zw,u_xlat0.z); 181 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0); 182 | u_xlat7 = u_xlat4 * u_xlat6.xxxx; 183 | u_xlat8.x = u_xlat10_8 * u_xlat7.y; 184 | u_xlat0.x = u_xlat7.x * u_xlat10_0.x + u_xlat8.x; 185 | u_xlat8.xz = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat5.wy; 186 | u_xlat3.y = u_xlat5.y; 187 | u_xlat17.xy = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat3.xy; 188 | vec3 txVec2 = vec3(u_xlat17.xy,u_xlat0.z); 189 | u_xlat10_17 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0); 190 | vec3 txVec3 = vec3(u_xlat8.xz,u_xlat0.z); 191 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0); 192 | u_xlat0.x = u_xlat7.z * u_xlat10_8 + u_xlat0.x; 193 | u_xlat0.x = u_xlat7.w * u_xlat10_17 + u_xlat0.x; 194 | u_xlat5.y = u_xlat2.z; 195 | u_xlat7 = u_xlat1.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat5.xyzy; 196 | vec3 txVec4 = vec3(u_xlat7.xy,u_xlat0.z); 197 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec4, 0.0); 198 | vec3 txVec5 = vec3(u_xlat7.zw,u_xlat0.z); 199 | u_xlat10_24 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec5, 0.0); 200 | u_xlat7 = u_xlat4 * u_xlat6.yyyy; 201 | u_xlat0.x = u_xlat7.x * u_xlat10_8 + u_xlat0.x; 202 | u_xlat0.x = u_xlat7.y * u_xlat10_24 + u_xlat0.x; 203 | u_xlat8.xz = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat5.wy; 204 | u_xlat3.z = u_xlat5.y; 205 | u_xlat17.xy = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat3.xz; 206 | vec3 txVec6 = vec3(u_xlat17.xy,u_xlat0.z); 207 | u_xlat10_17 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec6, 0.0); 208 | vec3 txVec7 = vec3(u_xlat8.xz,u_xlat0.z); 209 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec7, 0.0); 210 | u_xlat0.x = u_xlat7.z * u_xlat10_8 + u_xlat0.x; 211 | u_xlat0.x = u_xlat7.w * u_xlat10_17 + u_xlat0.x; 212 | u_xlat5.y = u_xlat2.w; 213 | u_xlat7 = u_xlat1.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat5.xyzy; 214 | vec3 txVec8 = vec3(u_xlat7.xy,u_xlat0.z); 215 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec8, 0.0); 216 | vec3 txVec9 = vec3(u_xlat7.zw,u_xlat0.z); 217 | u_xlat10_24 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec9, 0.0); 218 | u_xlat7 = u_xlat4 * u_xlat6.zzzz; 219 | u_xlat4 = u_xlat4 * u_xlat6.wwww; 220 | u_xlat0.x = u_xlat7.x * u_xlat10_8 + u_xlat0.x; 221 | u_xlat0.x = u_xlat7.y * u_xlat10_24 + u_xlat0.x; 222 | u_xlat8.xz = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat5.wy; 223 | u_xlat2.xzw = u_xlat5.xzw; 224 | u_xlat3.w = u_xlat5.y; 225 | u_xlat17.xy = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat3.xw; 226 | vec3 txVec10 = vec3(u_xlat17.xy,u_xlat0.z); 227 | u_xlat10_17 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec10, 0.0); 228 | vec3 txVec11 = vec3(u_xlat8.xz,u_xlat0.z); 229 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec11, 0.0); 230 | u_xlat0.x = u_xlat7.z * u_xlat10_8 + u_xlat0.x; 231 | u_xlat0.x = u_xlat7.w * u_xlat10_17 + u_xlat0.x; 232 | u_xlat5 = u_xlat1.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat2.xyzy; 233 | u_xlat8.xz = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat2.wy; 234 | u_xlat3.y = u_xlat2.y; 235 | u_xlat1.xy = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat3.xy; 236 | vec3 txVec12 = vec3(u_xlat1.xy,u_xlat0.z); 237 | u_xlat10_1 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec12, 0.0); 238 | vec3 txVec13 = vec3(u_xlat8.xz,u_xlat0.z); 239 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec13, 0.0); 240 | vec3 txVec14 = vec3(u_xlat5.xy,u_xlat0.z); 241 | u_xlat10_24 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec14, 0.0); 242 | vec3 txVec15 = vec3(u_xlat5.zw,u_xlat0.z); 243 | u_xlat10_16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec15, 0.0); 244 | u_xlat0.x = u_xlat4.x * u_xlat10_24 + u_xlat0.x; 245 | u_xlat0.x = u_xlat4.y * u_xlat10_16 + u_xlat0.x; 246 | u_xlat0.x = u_xlat4.z * u_xlat10_8 + u_xlat0.x; 247 | u_xlat0.x = u_xlat4.w * u_xlat10_1 + u_xlat0.x; 248 | u_xlat8.x = (-_LightShadowData.x) + 1.0; 249 | SV_Target0 = u_xlat0.xxxx * u_xlat8.xxxx + _LightShadowData.xxxx; 250 | return; 251 | } 252 | 253 | #endif 254 |  -------------------------------------------------------------------------------- /Library/ShaderCache/8/8d4d2ad8d4294581a38aa588333cfbbf.bin: -------------------------------------------------------------------------------- 1 | 2O SHADOWS_SPLIT_SPHERES -------------------------------------------------------------------------------- /Library/ShaderCache/9/927e1c0a72bb28b961bf27d3cd8e7fc8.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MaruTama/tensorflow_for_unity/637a97e3c6ec96a9ae3ac44e62e0dd9d2face9ab/Library/ShaderCache/9/927e1c0a72bb28b961bf27d3cd8e7fc8.bin -------------------------------------------------------------------------------- /Library/ShaderCache/9/99eb0253b78e16e08e2060c92855ae22.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MaruTama/tensorflow_for_unity/637a97e3c6ec96a9ae3ac44e62e0dd9d2face9ab/Library/ShaderCache/9/99eb0253b78e16e08e2060c92855ae22.bin -------------------------------------------------------------------------------- /Library/ShaderCache/9/9f269d4bd3beb50215b963e9d3e1f9ba.bin: -------------------------------------------------------------------------------- 1 | 2O  -------------------------------------------------------------------------------- /Library/ShaderCache/a/aa696a0ddb0c218e3ecc8d0d5158d536.bin: -------------------------------------------------------------------------------- 1 | 2O  DIRECTIONAL _EMISSION -------------------------------------------------------------------------------- /Library/ShaderCache/d/d0857a3c2fd739d39b1905fb745cdf1a.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MaruTama/tensorflow_for_unity/637a97e3c6ec96a9ae3ac44e62e0dd9d2face9ab/Library/ShaderCache/d/d0857a3c2fd739d39b1905fb745cdf1a.bin -------------------------------------------------------------------------------- /Library/ShaderCache/d/dc69f98f605478f6b46db9c1a20cc755.bin: -------------------------------------------------------------------------------- 1 | 2O  SHADOWS_DEPTH 2 | #ifdef VERTEX 3 | #version 150 4 | #extension GL_ARB_explicit_attrib_location : require 5 | #extension GL_ARB_shader_bit_encoding : enable 6 | 7 | uniform vec4 _WorldSpaceLightPos0; 8 | uniform vec4 unity_LightShadowBias; 9 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 10 | uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; 11 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 12 | in vec4 in_POSITION0; 13 | in vec3 in_NORMAL0; 14 | vec4 u_xlat0; 15 | vec4 u_xlat1; 16 | vec4 u_xlat2; 17 | float u_xlat6; 18 | float u_xlat9; 19 | bool u_xlatb9; 20 | void main() 21 | { 22 | u_xlat0.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); 23 | u_xlat0.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); 24 | u_xlat0.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); 25 | u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz); 26 | u_xlat9 = inversesqrt(u_xlat9); 27 | u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz; 28 | u_xlat1 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 29 | u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1; 30 | u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1; 31 | u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1; 32 | u_xlat2.xyz = (-u_xlat1.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz; 33 | u_xlat9 = dot(u_xlat2.xyz, u_xlat2.xyz); 34 | u_xlat9 = inversesqrt(u_xlat9); 35 | u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz; 36 | u_xlat9 = dot(u_xlat0.xyz, u_xlat2.xyz); 37 | u_xlat9 = (-u_xlat9) * u_xlat9 + 1.0; 38 | u_xlat9 = sqrt(u_xlat9); 39 | u_xlat9 = u_xlat9 * unity_LightShadowBias.z; 40 | u_xlat0.xyz = (-u_xlat0.xyz) * vec3(u_xlat9) + u_xlat1.xyz; 41 | u_xlatb9 = unity_LightShadowBias.z!=0.0; 42 | u_xlat0.xyz = (bool(u_xlatb9)) ? u_xlat0.xyz : u_xlat1.xyz; 43 | u_xlat2 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 44 | u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2; 45 | u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2; 46 | u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0; 47 | u_xlat1.x = unity_LightShadowBias.x / u_xlat0.w; 48 | u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0); 49 | u_xlat6 = u_xlat0.z + u_xlat1.x; 50 | u_xlat1.x = max((-u_xlat0.w), u_xlat6); 51 | gl_Position.xyw = u_xlat0.xyw; 52 | u_xlat0.x = (-u_xlat6) + u_xlat1.x; 53 | gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6; 54 | return; 55 | } 56 | 57 | #endif 58 | #ifdef FRAGMENT 59 | #version 150 60 | #extension GL_ARB_explicit_attrib_location : require 61 | #extension GL_ARB_shader_bit_encoding : enable 62 | 63 | layout(location = 0) out vec4 SV_Target0; 64 | void main() 65 | { 66 | SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0); 67 | return; 68 | } 69 | 70 | #endif 71 |  -------------------------------------------------------------------------------- /Library/ShaderCache/e/e1b16082463c21d21f9287ea7ac7a677.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MaruTama/tensorflow_for_unity/637a97e3c6ec96a9ae3ac44e62e0dd9d2face9ab/Library/ShaderCache/e/e1b16082463c21d21f9287ea7ac7a677.bin -------------------------------------------------------------------------------- /Library/ShaderCache/e/e278a466cb80d4d79371a16959ef6fdc.bin: -------------------------------------------------------------------------------- 1 | 2O ^ #ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 7 | uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; 8 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 9 | uniform vec4 _MainTex_ST; 10 | uniform vec4 hlslcc_mtx4x4unity_GUIClipTextureMatrix[4]; 11 | in vec4 in_POSITION0; 12 | in vec4 in_COLOR0; 13 | in vec2 in_TEXCOORD0; 14 | out vec4 vs_COLOR0; 15 | out vec2 vs_TEXCOORD0; 16 | out vec2 vs_TEXCOORD1; 17 | vec4 u_xlat0; 18 | vec4 u_xlat1; 19 | vec2 u_xlat2; 20 | void main() 21 | { 22 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 23 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 24 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 25 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 26 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 27 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 28 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 29 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 30 | vs_COLOR0 = in_COLOR0; 31 | u_xlat1.xy = u_xlat0.yy * hlslcc_mtx4x4unity_MatrixV[1].xy; 32 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy; 33 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy; 34 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[3].xy * u_xlat0.ww + u_xlat0.xy; 35 | u_xlat2.xy = u_xlat0.yy * hlslcc_mtx4x4unity_GUIClipTextureMatrix[1].xy; 36 | u_xlat0.xy = hlslcc_mtx4x4unity_GUIClipTextureMatrix[0].xy * u_xlat0.xx + u_xlat2.xy; 37 | vs_TEXCOORD1.xy = u_xlat0.xy + hlslcc_mtx4x4unity_GUIClipTextureMatrix[3].xy; 38 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 39 | return; 40 | } 41 | 42 | #endif 43 | #ifdef FRAGMENT 44 | #version 150 45 | #extension GL_ARB_explicit_attrib_location : require 46 | #extension GL_ARB_shader_bit_encoding : enable 47 | 48 | uniform sampler2D _MainTex; 49 | uniform sampler2D _GUIClipTexture; 50 | in vec4 vs_COLOR0; 51 | in vec2 vs_TEXCOORD0; 52 | in vec2 vs_TEXCOORD1; 53 | layout(location = 0) out vec4 SV_Target0; 54 | vec4 u_xlat10_0; 55 | vec4 u_xlat1; 56 | vec4 u_xlat10_1; 57 | void main() 58 | { 59 | u_xlat10_0 = texture(_GUIClipTexture, vs_TEXCOORD1.xy); 60 | u_xlat10_1 = texture(_MainTex, vs_TEXCOORD0.xy); 61 | u_xlat1 = u_xlat10_1 * vs_COLOR0; 62 | SV_Target0.w = u_xlat10_0.w * u_xlat1.w; 63 | SV_Target0.xyz = u_xlat1.xyz; 64 | return; 65 | } 66 | 67 | #endif 68 |  -------------------------------------------------------------------------------- /Library/ShaderCache/e/e68b2f54abd2ddd6f949d964b345736f.bin: -------------------------------------------------------------------------------- 1 | 2O SHADOWS_SPLIT_SPHERESSHADOWS_SINGLE_CASCADE -------------------------------------------------------------------------------- /Library/ShaderCache/f/f0f0de422385da74b37c0432a1cbc10a.bin: -------------------------------------------------------------------------------- 1 | 2O  -------------------------------------------------------------------------------- /Library/ShaderCache/f/f22e5ab94179cf5b61583c9933b14786.bin: -------------------------------------------------------------------------------- 1 | 2O  DIRECTIONALSHADOWS_SCREEN _EMISSION -------------------------------------------------------------------------------- /Library/ShaderCache/f/f3e2d8e8652677939031813ca09373e0.bin: -------------------------------------------------------------------------------- 1 | 2O  SHADOWS_DEPTH -------------------------------------------------------------------------------- /Library/ShaderCache/f/f49b2964f9ba89701ef987e933f3ce4b.bin: -------------------------------------------------------------------------------- 1 | 2O  DIRECTIONAL~ #ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec3 _WorldSpaceCameraPos; 7 | uniform vec4 _WorldSpaceLightPos0; 8 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 9 | uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; 10 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 11 | uniform vec4 _MainTex_ST; 12 | uniform vec4 _DetailAlbedoMap_ST; 13 | uniform float _UVSec; 14 | in vec4 in_POSITION0; 15 | in vec3 in_NORMAL0; 16 | in vec2 in_TEXCOORD0; 17 | in vec2 in_TEXCOORD1; 18 | out vec4 vs_TEXCOORD0; 19 | out vec3 vs_TEXCOORD1; 20 | out vec4 vs_TEXCOORD2; 21 | out vec4 vs_TEXCOORD3; 22 | out vec4 vs_TEXCOORD4; 23 | out vec3 vs_TEXCOORD5; 24 | out vec2 vs_TEXCOORD6; 25 | vec4 u_xlat0; 26 | bool u_xlatb0; 27 | vec4 u_xlat1; 28 | float u_xlat6; 29 | void main() 30 | { 31 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 32 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 33 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 34 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 35 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 36 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 37 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 38 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 39 | u_xlatb0 = _UVSec==0.0; 40 | u_xlat0.xy = (bool(u_xlatb0)) ? in_TEXCOORD0.xy : in_TEXCOORD1.xy; 41 | vs_TEXCOORD0.zw = u_xlat0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; 42 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 43 | u_xlat0.xyz = in_POSITION0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; 44 | u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat0.xyz; 45 | u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat0.xyz; 46 | u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz; 47 | vs_TEXCOORD1.xyz = u_xlat0.xyz + (-_WorldSpaceCameraPos.xyz); 48 | u_xlat1.xyz = (-u_xlat0.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz; 49 | vs_TEXCOORD5.xyz = u_xlat0.xyz; 50 | u_xlat1.w = 0.0; 51 | vs_TEXCOORD2 = u_xlat1.wwwx; 52 | vs_TEXCOORD3 = u_xlat1.wwwy; 53 | vs_TEXCOORD4.w = u_xlat1.z; 54 | u_xlat0.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); 55 | u_xlat0.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); 56 | u_xlat0.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); 57 | u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz); 58 | u_xlat6 = inversesqrt(u_xlat6); 59 | vs_TEXCOORD4.xyz = vec3(u_xlat6) * u_xlat0.xyz; 60 | vs_TEXCOORD6.xy = vec2(0.0, 0.0); 61 | return; 62 | } 63 | 64 | #endif 65 | #ifdef FRAGMENT 66 | #version 150 67 | #extension GL_ARB_explicit_attrib_location : require 68 | #extension GL_ARB_shader_bit_encoding : enable 69 | 70 | uniform vec4 unity_OcclusionMaskSelector; 71 | uniform vec4 unity_ProbeVolumeParams; 72 | uniform vec4 hlslcc_mtx4x4unity_ProbeVolumeWorldToObject[4]; 73 | uniform vec3 unity_ProbeVolumeSizeInv; 74 | uniform vec3 unity_ProbeVolumeMin; 75 | uniform vec4 _LightColor0; 76 | uniform vec4 _Color; 77 | uniform float _Metallic; 78 | uniform float _Glossiness; 79 | uniform sampler2D _MainTex; 80 | uniform sampler3D unity_ProbeVolumeSH; 81 | in vec4 vs_TEXCOORD0; 82 | in vec3 vs_TEXCOORD1; 83 | in vec4 vs_TEXCOORD2; 84 | in vec4 vs_TEXCOORD3; 85 | in vec4 vs_TEXCOORD4; 86 | in vec3 vs_TEXCOORD5; 87 | layout(location = 0) out vec4 SV_Target0; 88 | vec3 u_xlat0; 89 | vec4 u_xlat10_0; 90 | vec3 u_xlat1; 91 | vec4 u_xlat2; 92 | vec3 u_xlat3; 93 | vec4 u_xlat4; 94 | vec3 u_xlat5; 95 | vec3 u_xlat6; 96 | float u_xlat9; 97 | float u_xlat10; 98 | float u_xlat16; 99 | float u_xlat17; 100 | float u_xlat21; 101 | float u_xlat22; 102 | bool u_xlatb22; 103 | float u_xlat23; 104 | void main() 105 | { 106 | u_xlat10_0 = texture(_MainTex, vs_TEXCOORD0.xy); 107 | u_xlat1.xyz = u_xlat10_0.xyz * _Color.xyz; 108 | u_xlat0.xyz = _Color.xyz * u_xlat10_0.xyz + vec3(-0.220916301, -0.220916301, -0.220916301); 109 | u_xlat0.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat0.xyz + vec3(0.220916301, 0.220916301, 0.220916301); 110 | u_xlat21 = (-_Metallic) * 0.779083729 + 0.779083729; 111 | u_xlat1.xyz = vec3(u_xlat21) * u_xlat1.xyz; 112 | u_xlat21 = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz); 113 | u_xlat21 = inversesqrt(u_xlat21); 114 | u_xlat2.xyz = vec3(u_xlat21) * vs_TEXCOORD4.xyz; 115 | u_xlat21 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz); 116 | u_xlat21 = inversesqrt(u_xlat21); 117 | u_xlat3.xyz = vec3(u_xlat21) * vs_TEXCOORD1.xyz; 118 | u_xlatb22 = unity_ProbeVolumeParams.x==1.0; 119 | if(u_xlatb22){ 120 | u_xlatb22 = unity_ProbeVolumeParams.y==1.0; 121 | u_xlat4.xyz = vs_TEXCOORD5.yyy * hlslcc_mtx4x4unity_ProbeVolumeWorldToObject[1].xyz; 122 | u_xlat4.xyz = hlslcc_mtx4x4unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat4.xyz; 123 | u_xlat4.xyz = hlslcc_mtx4x4unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat4.xyz; 124 | u_xlat4.xyz = u_xlat4.xyz + hlslcc_mtx4x4unity_ProbeVolumeWorldToObject[3].xyz; 125 | u_xlat4.xyz = (bool(u_xlatb22)) ? u_xlat4.xyz : vs_TEXCOORD5.xyz; 126 | u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz); 127 | u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz; 128 | u_xlat22 = u_xlat4.y * 0.25 + 0.75; 129 | u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75; 130 | u_xlat4.x = max(u_xlat22, u_xlat23); 131 | u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw); 132 | } else { 133 | u_xlat4.x = float(1.0); 134 | u_xlat4.y = float(1.0); 135 | u_xlat4.z = float(1.0); 136 | u_xlat4.w = float(1.0); 137 | //ENDIF 138 | } 139 | u_xlat22 = dot(u_xlat4, unity_OcclusionMaskSelector); 140 | u_xlat22 = clamp(u_xlat22, 0.0, 1.0); 141 | u_xlat4.xyz = vec3(u_xlat22) * _LightColor0.xyz; 142 | u_xlat22 = (-_Glossiness) + 1.0; 143 | u_xlat5.x = vs_TEXCOORD2.w; 144 | u_xlat5.y = vs_TEXCOORD3.w; 145 | u_xlat5.z = vs_TEXCOORD4.w; 146 | u_xlat6.xyz = (-vs_TEXCOORD1.xyz) * vec3(u_xlat21) + u_xlat5.xyz; 147 | u_xlat21 = dot(u_xlat6.xyz, u_xlat6.xyz); 148 | u_xlat21 = max(u_xlat21, 0.00100000005); 149 | u_xlat21 = inversesqrt(u_xlat21); 150 | u_xlat6.xyz = vec3(u_xlat21) * u_xlat6.xyz; 151 | u_xlat21 = dot(u_xlat2.xyz, (-u_xlat3.xyz)); 152 | u_xlat23 = dot(u_xlat2.xyz, u_xlat5.xyz); 153 | u_xlat23 = clamp(u_xlat23, 0.0, 1.0); 154 | u_xlat2.x = dot(u_xlat2.xyz, u_xlat6.xyz); 155 | u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0); 156 | u_xlat9 = dot(u_xlat5.xyz, u_xlat6.xyz); 157 | u_xlat9 = clamp(u_xlat9, 0.0, 1.0); 158 | u_xlat16 = u_xlat9 * u_xlat9; 159 | u_xlat16 = dot(vec2(u_xlat16), vec2(u_xlat22)); 160 | u_xlat16 = u_xlat16 + -0.5; 161 | u_xlat3.x = (-u_xlat23) + 1.0; 162 | u_xlat10 = u_xlat3.x * u_xlat3.x; 163 | u_xlat10 = u_xlat10 * u_xlat10; 164 | u_xlat3.x = u_xlat3.x * u_xlat10; 165 | u_xlat3.x = u_xlat16 * u_xlat3.x + 1.0; 166 | u_xlat10 = -abs(u_xlat21) + 1.0; 167 | u_xlat17 = u_xlat10 * u_xlat10; 168 | u_xlat17 = u_xlat17 * u_xlat17; 169 | u_xlat10 = u_xlat10 * u_xlat17; 170 | u_xlat16 = u_xlat16 * u_xlat10 + 1.0; 171 | u_xlat16 = u_xlat16 * u_xlat3.x; 172 | u_xlat16 = u_xlat23 * u_xlat16; 173 | u_xlat3.x = u_xlat22 * u_xlat22; 174 | u_xlat22 = (-u_xlat22) * u_xlat22 + 1.0; 175 | u_xlat10 = abs(u_xlat21) * u_xlat22 + u_xlat3.x; 176 | u_xlat22 = u_xlat23 * u_xlat22 + u_xlat3.x; 177 | u_xlat21 = abs(u_xlat21) * u_xlat22; 178 | u_xlat21 = u_xlat23 * u_xlat10 + u_xlat21; 179 | u_xlat21 = u_xlat21 + 9.99999975e-06; 180 | u_xlat21 = 0.5 / u_xlat21; 181 | u_xlat22 = u_xlat3.x * u_xlat3.x; 182 | u_xlat3.x = u_xlat2.x * u_xlat22 + (-u_xlat2.x); 183 | u_xlat2.x = u_xlat3.x * u_xlat2.x + 1.0; 184 | u_xlat22 = u_xlat22 * 0.318309873; 185 | u_xlat2.x = u_xlat2.x * u_xlat2.x + 1.00000001e-07; 186 | u_xlat22 = u_xlat22 / u_xlat2.x; 187 | u_xlat21 = u_xlat21 * u_xlat22; 188 | u_xlat21 = u_xlat21 * 3.14159274; 189 | u_xlat21 = max(u_xlat21, 9.99999975e-05); 190 | u_xlat21 = sqrt(u_xlat21); 191 | u_xlat21 = u_xlat23 * u_xlat21; 192 | u_xlat22 = dot(u_xlat0.xyz, u_xlat0.xyz); 193 | u_xlatb22 = u_xlat22!=0.0; 194 | u_xlat22 = u_xlatb22 ? 1.0 : float(0.0); 195 | u_xlat21 = u_xlat21 * u_xlat22; 196 | u_xlat2.xzw = vec3(u_xlat16) * u_xlat4.xyz; 197 | u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat21); 198 | u_xlat21 = (-u_xlat9) + 1.0; 199 | u_xlat22 = u_xlat21 * u_xlat21; 200 | u_xlat22 = u_xlat22 * u_xlat22; 201 | u_xlat21 = u_xlat21 * u_xlat22; 202 | u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0); 203 | u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat21) + 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20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_Enabled: 0 14 | m_CaptureEditorExceptions: 1 15 | UnityPurchasingSettings: 16 | m_Enabled: 0 17 | m_TestMode: 0 18 | UnityAnalyticsSettings: 19 | m_Enabled: 0 20 | m_InitializeOnStartup: 1 21 | m_TestMode: 0 22 | m_TestEventUrl: 23 | m_TestConfigUrl: 24 | UnityAdsSettings: 25 | m_Enabled: 0 26 | m_InitializeOnStartup: 1 27 | m_TestMode: 0 28 | m_EnabledPlatforms: 4294967295 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Reference Notes 2 | [C#でTensorFlowを動かす。](http://qiita.com/Tama_maru/items/9ce0e7f88ae4f00cb18f "C#でTensorFlowを動かす。") 3 | [C#でTensorFlowのCNNを動かす。](http://qiita.com/Tama_maru/items/6e50edfd8f8dea184d18 "C#でTensorFlowのCNNを動かす。") 4 | [Unity上でTensorFlowのCNNを動かす。](http://qiita.com/Tama_maru/items/25346d8cf3a142dd6aaa "Unity上でTensorFlowのCNNを動かす。") 5 | 6 | # Quick start 7 | 1. To set up the development environment and build TensorFlowSharp, please refer to the following. 8 | 2. [Create a CNN model](./how_to_make_models.md) 9 | 3. [Create a project with unity](./how_to_make_unity_project.md) 10 | 11 | # How to make development environment 12 | 13 | ## Clone( or Download) TensorFlowSharp 14 | https://github.com/migueldeicaza/TensorFlowSharp 15 | 16 | Link of dll file 17 | https://github.com/migueldeicaza/TensorFlowSharp#working-on-tensorflowsharp 18 | 19 | ## ubuntu 16.04 20 | 22 | ### Install flatpak 23 | Reference: [Install MonoDevelop preview via FlatPak](http://www.monodevelop.com/download/linux/ "Install MonoDevelop preview via FlatPak") 24 | ```:txt 25 | $ sudo add-apt-repository ppa:alexlarsson/flatpak 26 | $ sudo apt update 27 | $ sudo apt install flatpak 28 | ``` 29 | 30 | ### Install mono Dev 31 | ```:txt 32 | $ flatpak install --user --from https://download.mono-project.com/repo/monodevelop.flatpakref 33 | # Check if it can be started 34 | $ flatpak run com.xamarin.MonoDevelop 35 | ``` 36 | 37 | ### Add library to system 38 | Reference1 : [LD_LIBRARY_PATH を設定しても反映されないことがある](https://kokufu.blogspot.jp/2016/01/ldlibrarypath.html "LD_LIBRARY_PATH を設定しても反映されないことがある") 39 | Reference2 : [Interop with Native Libraries](http://www.mono-project.com/docs/advanced/pinvoke/ "Interop with Native Libraries") 40 | ```:txt 41 | $ cd Downloads 42 | $ wget https://storage.googleapis.com/tensorflow/libtensorflow/libtensorflow-cpu-linux-x86_64-1.1.0.tar.gz 43 | $ cd /usr/local 44 | $ sudo tar xzvf ~/Downloads/libtensorflow-cpu-linux-x86_64-1.1.0.tar.gz 45 | #Configuration a path 46 | $ cd /etc/ld.so.conf.d 47 | $ sudo vim lib_path.conf 48 | #Save the string below(A directory with Libtensorflow.so) 49 | /usr/local/lib 50 | #Rebuild /etc/ld.so.cache 51 | $ sudo ldconfig 52 | $ ldconfig -p > ~/out.txt 53 | #Check if the library has been added 54 | $ find ~/ -type f -name "out.txt" | xargs grep 'libtensorflow.so' 55 | ``` 56 | 57 | ### Build the solution 58 | Open the solution (.sin) right under the clone (or download) directory with MonoDevelop. 59 | ![Screenshot from 2017-03-17 23-33-57.png](https://qiita-image-store.s3.amazonaws.com/0/70879/eb95faf2-839b-f075-d082-ff96760cb067.png) 60 | Next, rebuild the solution with Build -> Rebuild All. 61 | ![Screenshot from 2017-03-17 23-34-52.png](https://qiita-image-store.s3.amazonaws.com/0/70879/28353ddb-4aae-c0d1-bb24-958c4c0777d6.png) 62 | I move SampleTest. Select SampleTest and press Build Project. 63 | ![Screenshot from 2017-03-18 00-55-02.png](https://qiita-image-store.s3.amazonaws.com/0/70879/fd556ade-8d0a-ee75-8898-79f0316710af.png) 64 | 65 | Start the executable file on the console. 66 | 67 | ### Install mono-complete 68 | ```:txt 69 | $ sudo apt-get install mono-complete 70 | $ cd ~/workspace/c_sharp/TensorFlowSharp/SampleTest/bin/Debug 71 | $ mono SampleTest.exe 72 | ``` 73 | 74 | **[Additional notes]** 75 | Reference:[Nuget and “Unable to load the service index”](https://stackoverflow.com/questions/44688192/nuget-and-unable-to-load-the-service-index "Nuget and “Unable to load the service index”") 76 | 77 | I got an error as below. (on 7.29 2017) 78 | ```:txt 79 | [nuget.org] Unable to load the service index for source https://api.nuget.org/v3/index.json. An error occurred while sending the request 80 | Error: SecureChannelFailure (Object reference not set an instance of an object) Object reference not set to an instance of an object 81 | ``` 82 | 83 | How to deal 84 | run command below from terminal. 85 | ```:txt 86 | export MONO_TLS_PROVIDER=legacy 87 | ``` 88 | 89 | So the build will pass. 90 | 91 | ## Mac 92 | ### Version 93 | macOS Sierra 10.12.6 94 | Visual Studio 7.0.1 (build 24) 95 | unity 2017.1.0f3 96 | ### Install VisualStudio 97 | download and install the installer from the below link 98 | https://www.visualstudio.com/vs/visual-studio-mac/ 99 | 100 | ### Add library to system 101 | ```:txt 102 | $ cd ~/Downloads 103 | $ curl -O https://storage.googleapis.com/tensorflow/libtensorflow/libtensorflow-cpu-darwin-x86_64-1.1.0.tar.gz 104 | $ cd /usr/local 105 | $ sudo tar zxvf ~/Downloads/libtensorflow-cpu-darwin-x86_64-1.1.0.tar.gz 106 | $ cd lib 107 | $ sudo mv libtensorflow.so libtensorflow.dylib 108 | #Check if the library has been added 109 | $ find /usr/local/ -type f -name "libtensorflow.dylib" 110 | ``` 111 | 112 | ### Build the solution 113 | Open the solution (.sin) right under the clone (or download) directory with VisualStudio. 114 | Next, rebuild the solution with Build -> Rebuild All. 115 | スクリーンショット 2017-07-31 00.40.19.png 116 | 117 | 118 | 119 | 120 | ## Windows 121 | 122 | ### Version 123 | Microsoft Visual Studio Community 2017 124 | Version 15.2 (26430.16) Releasec 125 | Microsoft .NET Framework 126 | Version 4.6.01586 127 | 128 | ### Add library to system 129 | download dll file from the below link 130 | https://storage.googleapis.com/tensorflow/libtensorflow/libtensorflow-cpu-windows-x86_64-1.2.0-rc0.zip 131 | 132 | After expansion, rename from tensorflow.dll to libtensorflow.dll and move in C:\Windows\System32. 133 | スクリーンショット 2017-05-15 23.50.34.png 134 | 135 | ### Install VisualStudio 136 | download and install the installer from the below link. 137 | https://www.visualstudio.com/downloads/ 138 | Follow the instructions to install the tool. 139 | 140 | ### Build the solution 141 | Open the solution (.sin) right under the clone (or download) directory with VisualStudio. 142 | Next, rebuild the solution with Build -> Rebuild All. 143 | スクリーンショット 2017-07-31 00.52.47.png 144 | 145 | 146 | 147 | 159 | -------------------------------------------------------------------------------- /python/expert.py: -------------------------------------------------------------------------------- 1 | from __future__ import absolute_import, unicode_literals 2 | import input_data 3 | import tensorflow as tf 4 | import shutil 5 | import os.path 6 | 7 | # モデルの出力先 8 | export_dir = './tmp/expert-export' 9 | 10 | if os.path.exists(export_dir): 11 | shutil.rmtree(export_dir) 12 | 13 | # 勾配消失問題を防ぐために小さなノイズで重みを初期化する関数 14 | ''' 15 | Weight Initialization 16 | 17 | To create this model, we're going to need to create a lot of weights and biases. 18 | One should generally initialize weights with a small amount of noise for symmetry breaking, 19 | and to prevent 0 gradients. Since we're using ReLU neurons, it is also good practice to initialize 20 | them with a slightly positive initial bias to avoid "dead neurons." Instead of doing this repeatedly 21 | while we build the model, let's create two handy functions to do it for us. 22 | ''' 23 | def weight_variable(shape): 24 | initial = tf.truncated_normal(shape, stddev=0.1) 25 | return tf.Variable(initial) 26 | 27 | def bias_variable(shape): 28 | initial = tf.constant(0.1, shape=shape) 29 | return tf.Variable(initial) 30 | 31 | # 畳み込み層 32 | def conv2d(x, W): 33 | return tf.nn.conv2d(x, W, strides=[1, 1, 1, 1], padding='SAME') 34 | 35 | # プーリング層 36 | def max_pool_2x2(x): 37 | return tf.nn.max_pool(x, ksize=[1, 2, 2, 1], 38 | strides=[1, 2, 2, 1], padding='SAME') 39 | 40 | mnist = input_data.read_data_sets("MNIST_data/", one_hot=True) 41 | 42 | # グラフを作成する 43 | g = tf.Graph() 44 | with g.as_default(): 45 | x = tf.placeholder("float", shape=[None, 784]) 46 | y_ = tf.placeholder("float", shape=[None, 10]) 47 | 48 | # 第一レイヤー 49 | # [5, 5, 1, 32] は最初の5,5はパッチサイズ,1は入力チャンネル数,32は出力チャンネル数 50 | W_conv1 = weight_variable([5, 5, 1, 32]) 51 | b_conv1 = bias_variable([32]) 52 | x_image = tf.reshape(x, [-1, 28, 28, 1]) 53 | h_conv1 = tf.nn.relu(conv2d(x_image, W_conv1) + b_conv1) 54 | h_pool1 = max_pool_2x2(h_conv1) 55 | 56 | # 第二レイヤー 57 | W_conv2 = weight_variable([5, 5, 32, 64]) 58 | b_conv2 = bias_variable([64]) 59 | h_conv2 = tf.nn.relu(conv2d(h_pool1, W_conv2) + b_conv2) 60 | h_pool2 = max_pool_2x2(h_conv2) 61 | 62 | # 全結合層 63 | # チャネルを全て平坦化する。 64 | W_fc1 = weight_variable([7 * 7 * 64, 1024]) 65 | b_fc1 = bias_variable([1024]) 66 | h_pool2_flat = tf.reshape(h_pool2, [-1, 7 * 7 * 64]) 67 | h_fc1 = tf.nn.relu(tf.matmul(h_pool2_flat, W_fc1) + b_fc1) 68 | 69 | # 過学習制御のためのDropout 70 | keep_prob = tf.placeholder("float") 71 | h_fc1_drop = tf.nn.dropout(h_fc1, keep_prob) 72 | 73 | # 読み出し層 74 | # 第一層と同様にsoftmax(ロジスティック回帰)を追加する 75 | W_fc2 = weight_variable([1024, 10]) 76 | b_fc2 = bias_variable([10]) 77 | 78 | y_conv = tf.nn.softmax(tf.matmul(h_fc1_drop, W_fc2) + b_fc2) 79 | 80 | # モデルの学習と評価 81 | cross_entropy = -tf.reduce_sum(y_ * tf.log(y_conv)) 82 | train_step = tf.train.AdamOptimizer(1e-4).minimize(cross_entropy) 83 | correct_prediction = tf.equal(tf.argmax(y_conv, 1), tf.argmax(y_, 1)) 84 | accuracy = tf.reduce_mean(tf.cast(correct_prediction, "float")) 85 | 86 | # セッションを作成し、変数を初期化する 87 | sess = tf.Session() 88 | sess.run(tf.global_variables_initializer()) 89 | 90 | # 学習を開始する 91 | for i in range(20000): 92 | batch = mnist.train.next_batch(50) 93 | if i % 100 == 0: 94 | train_accuracy = accuracy.eval( 95 | {x: batch[0], y_: batch[1], keep_prob: 1.0}, sess) 96 | print("step %d, training accuracy %g" % (i, train_accuracy)) 97 | train_step.run( 98 | {x: batch[0], y_: batch[1], keep_prob: 0.5}, sess) 99 | 100 | # スコア表示 101 | print("test accuracy %g" % accuracy.eval( 102 | {x: mnist.test.images, y_: mnist.test.labels, keep_prob: 1.0}, sess)) 103 | 104 | # http://qiita.com/miyosuda/items/e53ad2efeed0ff040606 105 | # グラフとテンソルデータの両方を出力するために、VariablesをConstantに変換後、 106 | # 再度グラフを作成してProtocolBuffersファイルとして出力する。 107 | # すると、python以外の言語でのtensorflowで読み込めるようになる。 108 | 109 | # Viriablesの内容をndarrayに変換する 110 | _W_conv1 = W_conv1.eval(sess) 111 | _b_conv1 = b_conv1.eval(sess) 112 | _W_conv2 = W_conv2.eval(sess) 113 | _b_conv2 = b_conv2.eval(sess) 114 | _W_fc1 = W_fc1.eval(sess) 115 | _b_fc1 = b_fc1.eval(sess) 116 | _W_fc2 = W_fc2.eval(sess) 117 | _b_fc2 = b_fc2.eval(sess) 118 | 119 | sess.close() 120 | 121 | # ndarrayをConstantに変換後、新しいグラフを再構成する。 122 | g_2 = tf.Graph() 123 | with g_2.as_default(): 124 | # 入力ノードは"input"とする。これは、.pb を読み込むときに指定する。 125 | x_2 = tf.placeholder("float", shape=[None, 784], name="input") 126 | 127 | W_conv1_2 = tf.constant(_W_conv1, name="constant_W_conv1") 128 | b_conv1_2 = tf.constant(_b_conv1, name="constant_b_conv1") 129 | x_image_2 = tf.reshape(x_2, [-1, 28, 28, 1]) 130 | h_conv1_2 = tf.nn.relu(conv2d(x_image_2, W_conv1_2) + b_conv1_2) 131 | h_pool1_2 = max_pool_2x2(h_conv1_2) 132 | 133 | W_conv2_2 = tf.constant(_W_conv2, name="constant_W_conv2") 134 | b_conv2_2 = tf.constant(_b_conv2, name="constant_b_conv2") 135 | h_conv2_2 = tf.nn.relu(conv2d(h_pool1_2, W_conv2_2) + b_conv2_2) 136 | h_pool2_2 = max_pool_2x2(h_conv2_2) 137 | 138 | W_fc1_2 = tf.constant(_W_fc1, name="constant_W_fc1") 139 | b_fc1_2 = tf.constant(_b_fc1, name="constant_b_fc1") 140 | h_pool2_flat_2 = tf.reshape(h_pool2_2, [-1, 7 * 7 * 64]) 141 | h_fc1_2 = tf.nn.relu(tf.matmul(h_pool2_flat_2, W_fc1_2) + b_fc1_2) 142 | 143 | W_fc2_2 = tf.constant(_W_fc2, name="constant_W_fc2") 144 | b_fc2_2 = tf.constant(_b_fc2, name="constant_b_fc2") 145 | 146 | # 学習後のデータを出力するだけなので、ドロップアウトは入れなくて良い 147 | # 出力ノードは"output"とする。入力ノードと同様に.pb を読み込むときに指定する。 148 | y_conv_2 = tf.nn.softmax(tf.matmul(h_fc1_2, W_fc2_2) + b_fc2_2, name="output") 149 | 150 | sess_2 = tf.Session() 151 | init_2 = tf.global_variables_initializer(); 152 | sess_2.run(init_2) 153 | 154 | # グラフを ProtocolBuffersファイルとして書き出す。 155 | graph_def = g_2.as_graph_def() 156 | tf.train.write_graph(graph_def, export_dir, 'expert-graph.pb', as_text=False) 157 | 158 | # 訓練後のモデルのテストを行う 159 | y__2 = tf.placeholder("float", [None, 10]) 160 | correct_prediction_2 = tf.equal(tf.argmax(y_conv_2, 1), tf.argmax(y__2, 1)) 161 | accuracy_2 = tf.reduce_mean(tf.cast(correct_prediction_2, "float")) 162 | 163 | # スコア表示 164 | print("check accuracy %g" % accuracy_2.eval( 165 | {x_2: mnist.test.images, y__2: mnist.test.labels}, sess_2)) 166 | -------------------------------------------------------------------------------- /tensorflow_for_unity.sln: -------------------------------------------------------------------------------- 1 |  2 | Microsoft Visual Studio Solution File, Format Version 11.00 3 | # Visual Studio 2010 4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MNSIT_CNN_Test", "Assembly-CSharp.csproj", "{65C22CB4-826B-90BB-BB44-D836A8B71263}" 5 | EndProject 6 | Global 7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 8 | Debug|Any CPU = Debug|Any CPU 9 | Release|Any CPU = Release|Any CPU 10 | EndGlobalSection 11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 12 | {65C22CB4-826B-90BB-BB44-D836A8B71263}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 13 | {65C22CB4-826B-90BB-BB44-D836A8B71263}.Debug|Any CPU.Build.0 = Debug|Any CPU 14 | {65C22CB4-826B-90BB-BB44-D836A8B71263}.Release|Any CPU.ActiveCfg = Release|Any CPU 15 | {65C22CB4-826B-90BB-BB44-D836A8B71263}.Release|Any CPU.Build.0 = Release|Any CPU 16 | EndGlobalSection 17 | GlobalSection(SolutionProperties) = preSolution 18 | HideSolutionNode = FALSE 19 | EndGlobalSection 20 | GlobalSection(MonoDevelopProperties) = preSolution 21 | StartupItem = Assembly-CSharp.csproj 22 | EndGlobalSection 23 | EndGlobal 24 | -------------------------------------------------------------------------------- /tensorflow_for_unity.userprefs: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | --------------------------------------------------------------------------------