├── .gitignore ├── ExampleUnityProject ├── .gitignore ├── .vsconfig ├── Assembly-CSharp-Editor.csproj ├── Assembly-CSharp.Player.csproj ├── Assembly-CSharp.csproj ├── Assets │ ├── .gitkeep │ ├── Cubed's Unity Shaders │ │ ├── Demo Lightmapping.unity │ │ ├── Demo LightmappingSettings.lighting │ │ ├── Demo Scene.unity │ │ ├── Demo SceneSettings.lighting │ │ ├── Editor │ │ │ ├── FlatLitToon │ │ │ │ └── FlatLitToonInspector.cs │ │ │ └── FlatLitToonLite │ │ │ │ ├── FlatLitToonLiteCutoutInspector.cs │ │ │ │ └── FlatLitToonLiteInspector.cs │ │ ├── Materials │ │ │ ├── Ground Plane (Unit Shadowed).mat │ │ │ ├── Lightmapping Material.mat │ │ │ ├── New Material.mat │ │ │ ├── Skybox (Simple Gradient Sky).mat │ │ │ ├── UnityChan (Flat Lit Toon Distance Fade).mat │ │ │ ├── UnityChan (Flat Lit Toon Improved).mat │ │ │ ├── UnityChan (Flat Lit Toon Lite) Back Cull Fade.mat │ │ │ ├── UnityChan (Flat Lit Toon Lite) Back Cull Transparent.mat │ │ │ ├── UnityChan (Flat Lit Toon Lite) Back Cull.mat │ │ │ ├── UnityChan (Flat Lit Toon Lite) Double Sided Cutout.mat │ │ │ ├── UnityChan (Flat Lit Toon Lite) Double Sided.mat │ │ │ ├── UnityChan (Flat Lit Toon Lite) Front Cull.mat │ │ │ ├── UnityChan (Flat Lit Toon Outline).mat │ │ │ ├── UnityChan (Flat Lit Toon Rainbow).mat │ │ │ ├── UnityChan (Flat Lit Toon).mat │ │ │ └── UnityChan (Unlit Shadowed).mat │ │ ├── Shaders │ │ │ ├── CGIncludes │ │ │ │ ├── FlatLitToonCore.cginc │ │ │ │ ├── FlatLitToonCoreLite.cginc │ │ │ │ └── FlatLitToonShadows.cginc │ │ │ ├── Flat Lit Toon Lite │ │ │ │ ├── Flat Lit Toon Lite Cutout.shader │ │ │ │ ├── Flat Lit Toon Lite Fade.shader │ │ │ │ ├── Flat Lit Toon Lite Transparent.shader │ │ │ │ └── Flat Lit Toon Lite.shader │ │ │ ├── Flat Lite Toon │ │ │ │ └── Flat Lit Toon.shader │ │ │ └── Misc Shaders │ │ │ │ ├── Flat Lit Toon Distance Fade.shader │ │ │ │ ├── Flat Lit Toon Rainbow.shader │ │ │ │ ├── Simple Gradient Sky.shader │ │ │ │ └── Unit Shadowed.shader │ │ └── UnityChan │ │ │ ├── License │ │ │ ├── ENGLISH │ │ │ │ ├── Character Use Guidelines.pdf │ │ │ │ ├── LicenseNotice.pdf │ │ │ │ ├── Summary Unity-Chan License.pdf │ │ │ │ └── Unity-Chan License Terms and Condition.pdf │ │ │ ├── Japanese │ │ │ │ ├── Character Use Guidelines.pdf │ │ │ │ ├── License Notice.pdf │ │ │ │ ├── Summary Unity-Chan License.pdf │ │ │ │ └── Unity-Chan License Terms and Conditions.pdf │ │ │ └── License Logo │ │ │ │ ├── LUUL_LOGO_rules02.ai │ │ │ │ ├── LUUL_LOGO_rules02.psd │ │ │ │ ├── LUUL_logo-guideline.pdf │ │ │ │ └── LUUL_logo-guideline_en.pdf │ │ │ ├── Models │ │ │ └── UnityChanShader │ │ │ │ └── Shader │ │ │ │ ├── CharaMain.cg │ │ │ │ ├── CharaOutline.cg │ │ │ │ ├── CharaSkin.cg │ │ │ │ ├── Unitychan_chara_akarami_blend.shader │ │ │ │ ├── Unitychan_chara_eye.shader │ │ │ │ ├── Unitychan_chara_eye_blend.shader │ │ │ │ ├── Unitychan_chara_eyelash_blend.shader │ │ │ │ ├── Unitychan_chara_fuku.shader │ │ │ │ ├── Unitychan_chara_fuku_ds.shader │ │ │ │ ├── Unitychan_chara_hada.shader │ │ │ │ ├── Unitychan_chara_hada_blend.shader │ │ │ │ ├── Unitychan_chara_hair.shader │ │ │ │ └── Unitychan_chara_hair_ds.shader │ │ │ ├── Prefabs │ │ │ └── Directional light for UnityChan.prefab │ │ │ ├── SD_unitychan │ │ │ ├── Animations │ │ │ │ ├── SD_unitychan_motion_Generic.controller │ │ │ │ ├── SD_unitychan_motion_Generic.fbx │ │ │ │ ├── SD_unitychan_motion_humanoid.controller │ │ │ │ └── SD_unitychan_motion_humanoid.fbx │ │ │ ├── FaceAnimations │ │ │ │ ├── Generic │ │ │ │ │ ├── angry@sd_generic.anim │ │ │ │ │ ├── confuse@sd_generic.anim │ │ │ │ │ ├── damaged@sd_generic.anim │ │ │ │ │ ├── default@sd_generic.anim │ │ │ │ │ ├── eye_close@sd_generic.anim │ │ │ │ │ ├── mth_L@sd_generic.anim │ │ │ │ │ ├── mth_R@sd_generic.anim │ │ │ │ │ ├── mth_a@sd_generic.anim │ │ │ │ │ ├── mth_e@sd_generic.anim │ │ │ │ │ ├── mth_i@sd_generic.anim │ │ │ │ │ ├── mth_o@sd_generic.anim │ │ │ │ │ ├── mth_u@sd_generic.anim │ │ │ │ │ ├── relux@sd_generic.anim │ │ │ │ │ ├── sad@sd_generic.anim │ │ │ │ │ ├── scold@sd_generic.anim │ │ │ │ │ ├── smile2@sd_generic.anim │ │ │ │ │ ├── smile@sd_generic.anim │ │ │ │ │ ├── strain@sd_generic.anim │ │ │ │ │ └── surprise@sd_generic.anim │ │ │ │ ├── Humanoid │ │ │ │ │ ├── angry@sd_hmd.anim │ │ │ │ │ ├── confuse@sd_hmd.anim │ │ │ │ │ ├── damaged@sd_hmd.anim │ │ │ │ │ ├── default@sd_hmd.anim │ │ │ │ │ ├── eye_close@sd_hmd.anim │ │ │ │ │ ├── mth_L@sd_hmd.anim │ │ │ │ │ ├── mth_R@sd_hmd.anim │ │ │ │ │ ├── mth_a@sd_hmd.anim │ │ │ │ │ ├── mth_e@sd_hmd.anim │ │ │ │ │ ├── mth_i@sd_hmd.anim │ │ │ │ │ ├── mth_o@sd_hmd.anim │ │ │ │ │ ├── mth_u@sd_hmd.anim │ │ │ │ │ ├── relux@sd_hmd.anim │ │ │ │ │ ├── sad@sd_hmd.anim │ │ │ │ │ ├── scold@sd_hmd.anim │ │ │ │ │ ├── smile2@sd_hmd.anim │ │ │ │ │ ├── smile@sd_hmd.anim │ │ │ │ │ ├── strain@sd_hmd.anim │ │ │ │ │ └── surprise@sd_hmd.anim │ │ │ │ └── _faceOnly.mask │ │ │ ├── Models │ │ │ │ ├── Materials │ │ │ │ │ ├── def_mat.mat │ │ │ │ │ ├── hair_mat.mat │ │ │ │ │ ├── mouth_mat.mat │ │ │ │ │ ├── nol_mat.mat │ │ │ │ │ └── skin_mat.mat │ │ │ │ ├── SD_unitychan_generic.fbx │ │ │ │ ├── SD_unitychan_humanoid.fbx │ │ │ │ └── Textures │ │ │ │ │ ├── ENV2.tga │ │ │ │ │ ├── FO_CLOTH1.tga │ │ │ │ │ ├── FO_RIM1.tga │ │ │ │ │ ├── FO_SKIN1.tga │ │ │ │ │ ├── alphatest.png │ │ │ │ │ ├── utc_all2.tga │ │ │ │ │ ├── utc_nomal.tga │ │ │ │ │ └── utc_spec.tga │ │ │ ├── Prefabs │ │ │ │ ├── SD_unitychan_generic.prefab │ │ │ │ └── SD_unitychan_humanoid.prefab │ │ │ └── Scenes │ │ │ │ ├── SD_unitychan_Generic.unity │ │ │ │ └── SD_unitychan_Humanoid.unity │ │ │ └── Stage │ │ │ ├── Materials │ │ │ ├── unitychan_tile3.mat │ │ │ ├── unitychan_tile4.mat │ │ │ ├── unitychan_tile5.mat │ │ │ └── unitychan_tile6.mat │ │ │ ├── Shader │ │ │ ├── AlphaMask.shader │ │ │ └── Textures │ │ │ │ ├── AlphaMask.png │ │ │ │ └── Unity_Icon.png │ │ │ └── Textures │ │ │ ├── unitychan_tile3.png │ │ │ ├── unitychan_tile4.png │ │ │ ├── unitychan_tile5.png │ │ │ └── unitychan_tile6.png │ ├── DynamicBone │ │ ├── Demo │ │ │ ├── Demo1.unity │ │ │ ├── Demo1Settings.lighting │ │ │ ├── DynamicBoneDemo1.cs │ │ │ ├── GameController.cs │ │ │ ├── c1.fbx │ │ │ └── tail.FBX │ │ ├── ReadMe.txt │ │ └── Scripts │ │ │ ├── DynamicBone.cs │ │ │ ├── DynamicBoneCollider.cs │ │ │ ├── DynamicBoneColliderBase.cs │ │ │ └── DynamicBonePlaneCollider.cs │ ├── Pine_Snowy1 (19).prefab │ ├── ResoniteUnityExporter │ │ └── Plugins │ │ │ └── ResoniteUnityExporterShared.dll │ ├── Shader │ │ ├── ASE_ASE_StandartCutout2Sided.shader │ │ ├── Bakery_Light.shader │ │ ├── Custom_DoubleSidedFoliage.shader │ │ ├── FX_MirrorReflection.shader │ │ ├── Hidden_PostProcessing_Bloom.shader │ │ ├── Hidden_PostProcessing_Copy.shader │ │ ├── Hidden_PostProcessing_CopyStd.shader │ │ ├── Hidden_PostProcessing_CopyStdFromDoubleWide.shader │ │ ├── Hidden_PostProcessing_CopyStdFromTexArray.shader │ │ ├── Hidden_PostProcessing_Debug_Histogram.shader │ │ ├── Hidden_PostProcessing_Debug_LightMeter.shader │ │ ├── Hidden_PostProcessing_Debug_Overlays.shader │ │ ├── Hidden_PostProcessing_Debug_Vectorscope.shader │ │ ├── Hidden_PostProcessing_Debug_Waveform.shader │ │ ├── Hidden_PostProcessing_DeferredFog.shader │ │ ├── Hidden_PostProcessing_DepthOfField.shader │ │ ├── Hidden_PostProcessing_DiscardAlpha.shader │ │ ├── Hidden_PostProcessing_FinalPass.shader │ │ ├── Hidden_PostProcessing_GrainBaker.shader │ │ ├── Hidden_PostProcessing_Lut2DBaker.shader │ │ ├── Hidden_PostProcessing_MotionBlur.shader │ │ ├── Hidden_PostProcessing_MultiScaleVO.shader │ │ ├── Hidden_PostProcessing_ScalableAO.shader │ │ ├── Hidden_PostProcessing_ScreenSpaceReflections.shader │ │ ├── Hidden_PostProcessing_SubpixelMorphologicalAntialiasing.shader │ │ ├── Hidden_PostProcessing_TemporalAntialiasing.shader │ │ ├── Hidden_PostProcessing_Texture2DLerp.shader │ │ ├── Hidden_PostProcessing_Uber.shader │ │ ├── Merlin_World_Standard Video Emission.shader │ │ ├── ProBuilder_Standard Vertex Color.shader │ │ ├── ProTV_VideoScreen.shader │ │ ├── TextMeshPro_Distance Field Overlay.shader │ │ ├── TextMeshPro_Mobile_Distance Field.shader │ │ ├── VRChat_Mobile_Diffuse.shader │ │ └── VRChat_Mobile_Standard Lite.shader │ ├── TestMaterials │ │ ├── ASE │ │ │ └── ASE.mat │ │ └── Liltoon │ │ │ └── NoEmissive.mat │ ├── VRCFury │ │ ├── CONTRIBUTING.md │ │ ├── Editor │ │ │ ├── VF │ │ │ │ ├── Actions │ │ │ │ │ ├── ActionBuilder.cs │ │ │ │ │ ├── AnimationClipActionBuilder.cs │ │ │ │ │ ├── BlendshapeActionBuilder.cs │ │ │ │ │ ├── BlockBlinkingActionBuilder.cs │ │ │ │ │ ├── BlockVisemesActionBuilder.cs │ │ │ │ │ ├── DisableGesturesActionBuilder.cs │ │ │ │ │ ├── FlipBookBuilderActionBuilder.cs │ │ │ │ │ ├── MaterialPropertyActionBuilder.cs │ │ │ │ │ ├── MaterialSwapActionBuilder.cs │ │ │ │ │ ├── ObjectToggleActionBuilder.cs │ │ │ │ │ ├── PoiyomiFlipbookFrameActionBuilder.cs │ │ │ │ │ ├── PoiyomiUVTileActionBuilder.cs │ │ │ │ │ ├── ResetPhysboneActionBuilder.cs │ │ │ │ │ ├── ScaleActionBuilder.cs │ │ │ │ │ ├── ScssShaderInventoryActionBuilder.cs │ │ │ │ │ ├── SetAnFxFloatActionBuilder.cs │ │ │ │ │ ├── SmoothLoopActionBuilder.cs │ │ │ │ │ └── SpsOnActionBuilder.cs │ │ │ │ ├── BadInstallDetector.cs │ │ │ │ ├── Builder │ │ │ │ │ ├── AnimatorConditionLogic.cs │ │ │ │ │ ├── AnimatorIterator.cs │ │ │ │ │ ├── ClipRewriter.cs │ │ │ │ │ ├── Exceptions │ │ │ │ │ │ ├── ExceptionWithCause.cs │ │ │ │ │ │ ├── SneakyException.cs │ │ │ │ │ │ ├── VRCFBuilderException.cs │ │ │ │ │ │ └── VRCFExceptionUtils.cs │ │ │ │ │ ├── GameObjects.cs │ │ │ │ │ ├── Haptics │ │ │ │ │ │ ├── DpsConfigurer.cs │ │ │ │ │ │ ├── HapticUtils.cs │ │ │ │ │ │ ├── PlugMaskGenerator.cs │ │ │ │ │ │ ├── PlugRendererFinder.cs │ │ │ │ │ │ ├── PlugSizeDetector.cs │ │ │ │ │ │ ├── SpsAutoRigger.cs │ │ │ │ │ │ ├── SpsBakedTexture.cs │ │ │ │ │ │ ├── SpsBaker.cs │ │ │ │ │ │ ├── SpsConfigurer.cs │ │ │ │ │ │ ├── SpsDepthContacts.cs │ │ │ │ │ │ ├── SpsErrorMatException.cs │ │ │ │ │ │ ├── SpsPatcher.cs │ │ │ │ │ │ ├── SpsUpgrader.cs │ │ │ │ │ │ └── TpsConfigurer.cs │ │ │ │ │ ├── MainWindowUtils.cs │ │ │ │ │ ├── MenuSplitter.cs │ │ │ │ │ ├── MeshBaker.cs │ │ │ │ │ ├── MmdUtils.cs │ │ │ │ │ ├── MutableManager.cs │ │ │ │ │ ├── PhysboneUtils.cs │ │ │ │ │ ├── VFGameObject.cs │ │ │ │ │ ├── VFGameObjectExtensions.cs │ │ │ │ │ ├── VRCAvatarUtils.cs │ │ │ │ │ ├── VRCFArmatureUtils.cs │ │ │ │ │ ├── VRCFEnumUtils.cs │ │ │ │ │ ├── VRCFPrefabFixer.cs │ │ │ │ │ ├── VRCFuryAssetDatabase.cs │ │ │ │ │ └── VRCFuryBuilder.cs │ │ │ │ ├── Feature │ │ │ │ │ ├── AnchorOverrideFixBuilder.cs │ │ │ │ │ ├── ApplyDuringUploadBuilder.cs │ │ │ │ │ ├── ArmatureLinkBuilder.cs │ │ │ │ │ ├── AvatarScaleBuilder.cs │ │ │ │ │ ├── Base │ │ │ │ │ │ ├── FeatureAliasAttribute.cs │ │ │ │ │ │ ├── FeatureBuilder.cs │ │ │ │ │ │ ├── FeatureBuilderAction.cs │ │ │ │ │ │ ├── FeatureBuilderActionAttribute.cs │ │ │ │ │ │ ├── FeatureEditorAttribute.cs │ │ │ │ │ │ ├── FeatureFailWhenAddedAttribute.cs │ │ │ │ │ │ ├── FeatureFinder.cs │ │ │ │ │ │ ├── FeatureHideInMenuAttribute.cs │ │ │ │ │ │ ├── FeatureHideTitleInEditorAttribute.cs │ │ │ │ │ │ ├── FeatureOnlyOneAllowedAttribute.cs │ │ │ │ │ │ ├── FeatureOrder.cs │ │ │ │ │ │ ├── FeatureRootOnlyAttribute.cs │ │ │ │ │ │ ├── FeatureTitleAttribute.cs │ │ │ │ │ │ └── IVRCFuryBuilder.cs │ │ │ │ │ ├── BlendShapeLinkBuilder.cs │ │ │ │ │ ├── BlendshapeOptimizerBuilder.cs │ │ │ │ │ ├── BlinkingBuilder.cs │ │ │ │ │ ├── BoneConstraintBuilder.cs │ │ │ │ │ ├── BoundingBoxFixBuilder.cs │ │ │ │ │ ├── CrossEyeFixBuilder.cs │ │ │ │ │ ├── DeleteDuringUploadBuilder.cs │ │ │ │ │ ├── DescriptorDebugBuilder.cs │ │ │ │ │ ├── FixWriteDefaultsBuilder.cs │ │ │ │ │ ├── FullControllerBuilder.cs │ │ │ │ │ ├── GestureDriverBuilder.cs │ │ │ │ │ ├── GizmoBuilder.cs │ │ │ │ │ ├── HeadChopHeadBuilder.cs │ │ │ │ │ ├── LayerToTreeBuilder.cs │ │ │ │ │ ├── MmdCompatibilityBuilder.cs │ │ │ │ │ ├── MoveMenuItemBuilder.cs │ │ │ │ │ ├── OGBIntegrationBuilder.cs │ │ │ │ │ ├── OverrideMenuSettingsBuilder.cs │ │ │ │ │ ├── PuppetBuilder.cs │ │ │ │ │ ├── RemoveBlinkingBuilder.cs │ │ │ │ │ ├── RemoveHandGesturesBuilder.cs │ │ │ │ │ ├── ReorderMenuItemBuilder.cs │ │ │ │ │ ├── SecurityLockBuilder.cs │ │ │ │ │ ├── SecurityRestrictedBuilder.cs │ │ │ │ │ ├── SenkyGestureDriverBuilder.cs │ │ │ │ │ ├── SetIconBuilder.cs │ │ │ │ │ ├── ShowInFirstPersonBuilder.cs │ │ │ │ │ ├── Slot4FixBuilder.cs │ │ │ │ │ ├── SpsOptionsBuilder.cs │ │ │ │ │ ├── TPSIntegrationBuilder.cs │ │ │ │ │ ├── TalkingBuilder.cs │ │ │ │ │ ├── ToesBuilder.cs │ │ │ │ │ ├── ToggleBuilder.cs │ │ │ │ │ ├── TpsScaleFixBuilder.cs │ │ │ │ │ ├── UnlimitedParametersBuilder.cs │ │ │ │ │ ├── VRCFuryHapticTouchReceiverBuilder.cs │ │ │ │ │ ├── VRCFuryHapticTouchSenderBuilder.cs │ │ │ │ │ ├── VisemesBuilder.cs │ │ │ │ │ ├── WorldConstraintBuilder.cs │ │ │ │ │ └── ZawooIntegrationBuilder.cs │ │ │ │ ├── GuidWrapperExtensions.cs │ │ │ │ ├── Hooks │ │ │ │ │ ├── AddComponentHook.cs │ │ │ │ │ ├── AllowTooManyParametersHook.cs │ │ │ │ │ ├── AudioLinkPlayModeRefreshHook.cs │ │ │ │ │ ├── Av3EmuAnimatorFixHook.cs │ │ │ │ │ ├── ConstraintUpgradeHook.cs │ │ │ │ │ ├── DefaultToBuilderTabHook.cs │ │ │ │ │ ├── DisableAutoSaveHook.cs │ │ │ │ │ ├── DisableSomeHooksWhenNotUploadingHook.cs │ │ │ │ │ ├── DoNotImportBadPackagesHook.cs │ │ │ │ │ ├── FixAnimatorPreviewBreakingInPlayModeHook.cs │ │ │ │ │ ├── FixDupAnimatorWindowHook.cs │ │ │ │ │ ├── FixNotPlayingWarningHook.cs │ │ │ │ │ ├── FixVrcsdkNonenglishLocaleCrashHook.cs │ │ │ │ │ ├── FixVrcsdkValidatorWrongPlatform.cs │ │ │ │ │ ├── HideXrSettingsHook.cs │ │ │ │ │ ├── IsActuallyUploadingHook.cs │ │ │ │ │ ├── PlayModeContactFixHook.cs │ │ │ │ │ ├── PreProcessingFailureCheckHook.cs │ │ │ │ │ ├── PrefabFixHook.cs │ │ │ │ │ ├── SaneUnitySettingsHook.cs │ │ │ │ │ ├── SuppressAmplitudeErrorsHook.cs │ │ │ │ │ ├── VrcPreuploadHook.cs │ │ │ │ │ └── WhenBlueprintIdReadyHook.cs │ │ │ │ ├── Injector │ │ │ │ │ ├── VFAutowiredAttribute.cs │ │ │ │ │ ├── VFInjectorParent.cs │ │ │ │ │ ├── VFPrototypeScopeAttribute.cs │ │ │ │ │ ├── VFServiceAttribute.cs │ │ │ │ │ ├── VRCFuryInjector.cs │ │ │ │ │ └── VRCFuryInjectorTest.cs │ │ │ │ ├── Inspector │ │ │ │ │ ├── BindingBlock.cs │ │ │ │ │ ├── DepthActionSlider.cs │ │ │ │ │ ├── GuidWrapperPropertyDrawer.cs │ │ │ │ │ ├── PercentSlider2.cs │ │ │ │ │ ├── VRCFGlobalColliderEditor.cs │ │ │ │ │ ├── VRCFuryActionDrawer.cs │ │ │ │ │ ├── VRCFuryActionSetDrawer.cs │ │ │ │ │ ├── VRCFuryComponentEditor.cs │ │ │ │ │ ├── VRCFuryComponentHeader.cs │ │ │ │ │ ├── VRCFuryDebugInfoEditor.cs │ │ │ │ │ ├── VRCFuryEditor.cs │ │ │ │ │ ├── VRCFuryEditorUtils.cs │ │ │ │ │ ├── VRCFuryGizmoUtils.cs │ │ │ │ │ ├── VRCFuryHapticPlugEditor.cs │ │ │ │ │ ├── VRCFuryHapticSocketEditor.cs │ │ │ │ │ ├── VRCFurySearchWindowProvider.cs │ │ │ │ │ ├── VRCFuryTestEditor.cs │ │ │ │ │ ├── VrcRegistryConfig.cs │ │ │ │ │ ├── VrcfDebugLine.cs │ │ │ │ │ └── VrcfSearchWindow.cs │ │ │ │ ├── LegacyPrefabUnpacker.cs │ │ │ │ ├── Menu │ │ │ │ │ ├── AutoUpgradeConstraintsMenuItem.cs │ │ │ │ │ ├── AutoUpgradeDpsMenuItem.cs │ │ │ │ │ ├── BoundingBoxMenuItem.cs │ │ │ │ │ ├── ConstrainedProportionsMenuItem.cs │ │ │ │ │ ├── DebugCopyMenuItem.cs │ │ │ │ │ ├── DuplicatePhysboneDetector.cs │ │ │ │ │ ├── HapticsMenuItem.cs │ │ │ │ │ ├── HapticsToggleMenuItem.cs │ │ │ │ │ ├── MenuItems.cs │ │ │ │ │ ├── MenuUtils.cs │ │ │ │ │ ├── PlayModeMenuItem.cs │ │ │ │ │ ├── RemoveUselessOverridesMenuItem.cs │ │ │ │ │ ├── UnusedBoneCleaner.cs │ │ │ │ │ ├── UseInUploadMenuItem.cs │ │ │ │ │ ├── VRCFuryTestCopyMenuItem.cs │ │ │ │ │ └── ZawooDeleter.cs │ │ │ │ ├── PlayMode │ │ │ │ │ └── FixWriteDefaultsLater.cs │ │ │ │ ├── PlayModeTrigger.cs │ │ │ │ ├── PreSaveVerifier.cs │ │ │ │ ├── Service │ │ │ │ │ ├── ActionClipService.cs │ │ │ │ │ ├── ActionConflictResolverService.cs │ │ │ │ │ ├── AnimatorHolderService.cs │ │ │ │ │ ├── AnimatorLayerControlOffsetService.cs │ │ │ │ │ ├── ArmatureLinkService.cs │ │ │ │ │ ├── AvatarBindingStateService.cs │ │ │ │ │ ├── BakeGlobalCollidersService.cs │ │ │ │ │ ├── BakeHapticPlugsService.cs │ │ │ │ │ ├── BakeHapticSocketsService.cs │ │ │ │ │ ├── BakeHapticVersionsService.cs │ │ │ │ │ ├── BoundingBoxFixService.cs │ │ │ │ │ ├── CleanupEmptyLayersService.cs │ │ │ │ │ ├── CleanupLegacyService.cs │ │ │ │ │ ├── ClipBuilderService.cs │ │ │ │ │ ├── ClipFactoryService.cs │ │ │ │ │ ├── ClipRewriteService.cs │ │ │ │ │ ├── CloneAllControllersService.cs │ │ │ │ │ ├── ControllersService.cs │ │ │ │ │ ├── DbtLayerService.cs │ │ │ │ │ ├── DisableSyncForAapsService.cs │ │ │ │ │ ├── DriveOtherTypesFromFloatService.cs │ │ │ │ │ ├── ExceptionService.cs │ │ │ │ │ ├── FakeHeadService.cs │ │ │ │ │ ├── FinalValidationService.cs │ │ │ │ │ ├── FinalizeControllerService.cs │ │ │ │ │ ├── FinalizeMenuService.cs │ │ │ │ │ ├── FindAnimatedTransformsService.cs │ │ │ │ │ ├── FixAmbiguousObjectNamesService.cs │ │ │ │ │ ├── FixAnimatedPhysbonesService.cs │ │ │ │ │ ├── FixAudioService.cs │ │ │ │ │ ├── FixDoubleFxService.cs │ │ │ │ │ ├── FixEmptyMotionService.cs │ │ │ │ │ ├── FixMasksService.cs │ │ │ │ │ ├── FixMenuIconTexturesService.cs │ │ │ │ │ ├── FixMipmapStreamingService.cs │ │ │ │ │ ├── FixPartiallyWeightedAapsService.cs │ │ │ │ │ ├── FixTreeLengthService.cs │ │ │ │ │ ├── FixWriteDefaultsService.cs │ │ │ │ │ ├── ForceStateInAnimatorService.cs │ │ │ │ │ ├── FrameTimeService.cs │ │ │ │ │ ├── FullBodyEmoteService.cs │ │ │ │ │ ├── GlobalsService.cs │ │ │ │ │ ├── HandGestureDisablingService.cs │ │ │ │ │ ├── HapticAnimContactsService.cs │ │ │ │ │ ├── HapticContactsService.cs │ │ │ │ │ ├── HideAnnoyingGizmosService.cs │ │ │ │ │ ├── LayerSourceService.cs │ │ │ │ │ ├── LayerToTreeService.cs │ │ │ │ │ ├── LocomotionConflictResolverService.cs │ │ │ │ │ ├── MarkThingsAsDirtyJustInCaseService.cs │ │ │ │ │ ├── MenuChangesService.cs │ │ │ │ │ ├── MenuService.cs │ │ │ │ │ ├── NoBadControllerParamsService.cs │ │ │ │ │ ├── NoUnsetPlayableLayersService.cs │ │ │ │ │ ├── ObjectMoveService.cs │ │ │ │ │ ├── OriginalAvatarService.cs │ │ │ │ │ ├── OverlappingContactsFixService.cs │ │ │ │ │ ├── ParameterCompressorService.cs │ │ │ │ │ ├── ParameterSourceService.cs │ │ │ │ │ ├── ParamsService.cs │ │ │ │ │ ├── ParticleSystemFixService.cs │ │ │ │ │ ├── PhysboneResetService.cs │ │ │ │ │ ├── RemoveDefaultControllersService.cs │ │ │ │ │ ├── RemoveExtraDescriptorsService.cs │ │ │ │ │ ├── RemoveNonQuestMaterialsService.cs │ │ │ │ │ ├── RestingStateService.cs │ │ │ │ │ ├── SaveAssetsService.cs │ │ │ │ │ ├── SaveDebugCopiesService.cs │ │ │ │ │ ├── ScaleFactorService.cs │ │ │ │ │ ├── ScalePropertyCompensationService.cs │ │ │ │ │ ├── SmoothingService.cs │ │ │ │ │ ├── SpsOptionsService.cs │ │ │ │ │ ├── SpsSendersForAllService.cs │ │ │ │ │ ├── TmpDirService.cs │ │ │ │ │ ├── TrackingConflictResolverService.cs │ │ │ │ │ ├── TreeFlatteningService.cs │ │ │ │ │ ├── UniqueHapticNamesService.cs │ │ │ │ │ └── UpgradeToVrcConstraintsService.cs │ │ │ │ ├── TmpFilePackage.cs │ │ │ │ ├── UnityReflection.cs │ │ │ │ ├── Updater │ │ │ │ │ └── UpdateMenuItem.cs │ │ │ │ ├── Utils │ │ │ │ │ ├── AnimationClipExtensions.cs │ │ │ │ │ ├── AnimationRewriter.cs │ │ │ │ │ ├── AnimationRewriterExtensions.cs │ │ │ │ │ ├── AnimatorConditionExtensions.cs │ │ │ │ │ ├── AnimatorControllerExtensions.cs │ │ │ │ │ ├── AnimatorControllerParameterExtensions.cs │ │ │ │ │ ├── AnimatorStateExtensions.cs │ │ │ │ │ ├── AnimatorStateMachineExtensions.cs │ │ │ │ │ ├── AnimatorTransitionBaseExtensions.cs │ │ │ │ │ ├── AsyncUtils.cs │ │ │ │ │ ├── AvatarCleaner.cs │ │ │ │ │ ├── AvatarMaskExtensions.cs │ │ │ │ │ ├── BlendTreeExtensions.cs │ │ │ │ │ ├── BlendtreeMath.cs │ │ │ │ │ ├── BuildTargetUtils.cs │ │ │ │ │ ├── BulkUpgradeUtils.cs │ │ │ │ │ ├── ClosestBoneUtils.cs │ │ │ │ │ ├── CollapseUtils.cs │ │ │ │ │ ├── ComponentExtensions.cs │ │ │ │ │ ├── ConstraintUtils.cs │ │ │ │ │ ├── Controller │ │ │ │ │ │ ├── VFABool.cs │ │ │ │ │ │ ├── VFAFloat.cs │ │ │ │ │ │ ├── VFAInteger.cs │ │ │ │ │ │ ├── VFAParam.cs │ │ │ │ │ │ ├── VFCondition.cs │ │ │ │ │ │ ├── VFController.cs │ │ │ │ │ │ ├── VFEntryTransition.cs │ │ │ │ │ │ ├── VFLayer.cs │ │ │ │ │ │ ├── VFState.cs │ │ │ │ │ │ └── VFTransition.cs │ │ │ │ │ ├── ControllerManager.cs │ │ │ │ │ ├── DialogUtils.cs │ │ │ │ │ ├── EditorCurveBindingExtensions.cs │ │ │ │ │ ├── EditorCurveBindingType.cs │ │ │ │ │ ├── EditorOnlyUtils.cs │ │ │ │ │ ├── EnumerableExtensions.cs │ │ │ │ │ ├── ErrorCatcher.cs │ │ │ │ │ ├── FloatOrObject.cs │ │ │ │ │ ├── FloatOrObjectCurve.cs │ │ │ │ │ ├── HarmonyUtils.cs │ │ │ │ │ ├── IConstraintExtensions.cs │ │ │ │ │ ├── MaterialExtensions.cs │ │ │ │ │ ├── MaterialLocker.cs │ │ │ │ │ ├── MenuEstimator.cs │ │ │ │ │ ├── MenuManager.cs │ │ │ │ │ ├── MeshExtensions.cs │ │ │ │ │ ├── MotionExtensions.cs │ │ │ │ │ ├── ObjectExtensions.cs │ │ │ │ │ ├── ParamManager.cs │ │ │ │ │ ├── PoiyomiUtils.cs │ │ │ │ │ ├── RecorderUtils.cs │ │ │ │ │ ├── ReflectionUtils.cs │ │ │ │ │ ├── RendererExtensions.cs │ │ │ │ │ ├── Scheduler.cs │ │ │ │ │ ├── SerializedObjectExtensions.cs │ │ │ │ │ ├── SerializedPropertyExtensions.cs │ │ │ │ │ ├── ShaderExtensions.cs │ │ │ │ │ ├── SkinnedMeshRendererExtensions.cs │ │ │ │ │ ├── StringExtensions.cs │ │ │ │ │ ├── Texture2DExtensions.cs │ │ │ │ │ ├── TypeExtensions.cs │ │ │ │ │ ├── UnityCompatUtils.cs │ │ │ │ │ ├── Unsaved2019FixUtils.cs │ │ │ │ │ ├── VFBlendTree.cs │ │ │ │ │ ├── VFConstraint.cs │ │ │ │ │ ├── VFMultimap.cs │ │ │ │ │ ├── VRCExpressionParameterExtensions.cs │ │ │ │ │ ├── VRCExpressionParametersExtensions.cs │ │ │ │ │ ├── VRCExpressionsMenuExtensions.cs │ │ │ │ │ ├── Vector2Extensions.cs │ │ │ │ │ ├── VfVisualElementExtensions.cs │ │ │ │ │ ├── VrcfAnimationDebugInfo.cs │ │ │ │ │ ├── VrcfMath.cs │ │ │ │ │ ├── VrcfObjectCloner.cs │ │ │ │ │ ├── VrcfObjectFactory.cs │ │ │ │ │ └── VrcfObjectId.cs │ │ │ │ ├── VRCFPackageUtils.cs │ │ │ │ ├── VRCFProgressWindow.cs │ │ │ │ └── VRCFuryComponentExtensions.cs │ │ │ ├── VRCFury-Editor.asmdef │ │ │ └── _InternalsVisibleTo.cs │ │ ├── LICENSE.md │ │ ├── PublicApi │ │ │ ├── Actions │ │ │ │ ├── FuryActionSet.cs │ │ │ │ └── FuryFlipbookBuilder.cs │ │ │ ├── Components │ │ │ │ ├── FuryArmatureLink.cs │ │ │ │ ├── FuryFullController.cs │ │ │ │ ├── FurySocket.cs │ │ │ │ └── FuryToggle.cs │ │ │ ├── FuryComponents.cs │ │ │ ├── FuryUtils.cs │ │ │ └── com.vrcfury.api.asmdef │ │ ├── Runtime │ │ │ ├── VF │ │ │ │ ├── Component │ │ │ │ │ ├── VRCFuryComponent.cs │ │ │ │ │ ├── VRCFuryGlobalCollider.cs │ │ │ │ │ ├── VRCFuryHapticPlug.cs │ │ │ │ │ ├── VRCFuryHapticSocket.cs │ │ │ │ │ ├── VRCFuryHapticTouchReceiver.cs │ │ │ │ │ ├── VRCFuryHapticTouchSender.cs │ │ │ │ │ ├── VRCFuryHideGizmoUnlessSelected.cs │ │ │ │ │ ├── VRCFuryNoUpdateWhenOffscreen.cs │ │ │ │ │ ├── VRCFuryPlayComponent.cs │ │ │ │ │ └── VRCFurySocketGizmo.cs │ │ │ │ ├── Model │ │ │ │ │ ├── Feature │ │ │ │ │ │ ├── AnchorOverrideFix.cs │ │ │ │ │ │ ├── AnchorOverrideFix2.cs │ │ │ │ │ │ ├── ApplyDuringUpload.cs │ │ │ │ │ │ ├── ArmatureLink.cs │ │ │ │ │ │ ├── AvatarScale.cs │ │ │ │ │ │ ├── AvatarScale2.cs │ │ │ │ │ │ ├── BlendShapeLink.cs │ │ │ │ │ │ ├── BlendshapeOptimizer.cs │ │ │ │ │ │ ├── Blinking.cs │ │ │ │ │ │ ├── BoneConstraint.cs │ │ │ │ │ │ ├── BoundingBoxFix.cs │ │ │ │ │ │ ├── BoundingBoxFix2.cs │ │ │ │ │ │ ├── Breathing.cs │ │ │ │ │ │ ├── CrossEyeFix.cs │ │ │ │ │ │ ├── CrossEyeFix2.cs │ │ │ │ │ │ ├── DeleteDuringUpload.cs │ │ │ │ │ │ ├── DescriptorDebug.cs │ │ │ │ │ │ ├── DirectTreeOptimizer.cs │ │ │ │ │ │ ├── FeatureModel.cs │ │ │ │ │ │ ├── FixWriteDefaults.cs │ │ │ │ │ │ ├── FullController.cs │ │ │ │ │ │ ├── GestureDriver.cs │ │ │ │ │ │ ├── Gizmo.cs │ │ │ │ │ │ ├── HeadChopHead.cs │ │ │ │ │ │ ├── LegacyFeatureModel.cs │ │ │ │ │ │ ├── MakeWriteDefaultsOff.cs │ │ │ │ │ │ ├── MakeWriteDefaultsOff2.cs │ │ │ │ │ │ ├── MmdCompatibility.cs │ │ │ │ │ │ ├── Modes.cs │ │ │ │ │ │ ├── MoveMenuItem.cs │ │ │ │ │ │ ├── NewFeatureModel.cs │ │ │ │ │ │ ├── OGBIntegration.cs │ │ │ │ │ │ ├── OGBIntegration2.cs │ │ │ │ │ │ ├── ObjectState.cs │ │ │ │ │ │ ├── OverrideMenuSettings.cs │ │ │ │ │ │ ├── Puppet.cs │ │ │ │ │ │ ├── RemoveBlinking.cs │ │ │ │ │ │ ├── RemoveHandGestures.cs │ │ │ │ │ │ ├── RemoveHandGestures2.cs │ │ │ │ │ │ ├── ReorderMenuItem.cs │ │ │ │ │ │ ├── SecurityLock.cs │ │ │ │ │ │ ├── SecurityRestricted.cs │ │ │ │ │ │ ├── SenkyGestureDriver.cs │ │ │ │ │ │ ├── SetIcon.cs │ │ │ │ │ │ ├── ShowInFirstPerson.cs │ │ │ │ │ │ ├── Slot4Fix.cs │ │ │ │ │ │ ├── SpsOptions.cs │ │ │ │ │ │ ├── TPSIntegration.cs │ │ │ │ │ │ ├── TPSIntegration2.cs │ │ │ │ │ │ ├── Talking.cs │ │ │ │ │ │ ├── Toes.cs │ │ │ │ │ │ ├── Toggle.cs │ │ │ │ │ │ ├── TpsScaleFix.cs │ │ │ │ │ │ ├── UnlimitedParameters.cs │ │ │ │ │ │ ├── Visemes.cs │ │ │ │ │ │ ├── WorldConstraint.cs │ │ │ │ │ │ └── ZawooIntegration.cs │ │ │ │ │ ├── GuidWrapper.cs │ │ │ │ │ ├── State.cs │ │ │ │ │ ├── StateAction │ │ │ │ │ │ ├── Action.cs │ │ │ │ │ │ ├── AnimationClipAction.cs │ │ │ │ │ │ ├── BlendShapeAction.cs │ │ │ │ │ │ ├── BlockBlinkingAction.cs │ │ │ │ │ │ ├── BlockVisemesAction.cs │ │ │ │ │ │ ├── DisableGesturesAction.cs │ │ │ │ │ │ ├── DoNotApplyRestingStateAttribute.cs │ │ │ │ │ │ ├── FlipBookBuilderAction.cs │ │ │ │ │ │ ├── FlipbookAction.cs │ │ │ │ │ │ ├── FxFloatAction.cs │ │ │ │ │ │ ├── MaterialAction.cs │ │ │ │ │ │ ├── MaterialPropertyAction.cs │ │ │ │ │ │ ├── ObjectToggleAction.cs │ │ │ │ │ │ ├── PoiyomiUVTileAction.cs │ │ │ │ │ │ ├── ResetPhysboneAction.cs │ │ │ │ │ │ ├── ScaleAction.cs │ │ │ │ │ │ ├── ShaderInventoryAction.cs │ │ │ │ │ │ ├── SmoothLoopAction.cs │ │ │ │ │ │ └── SpsOnAction.cs │ │ │ │ │ ├── VRCFury.cs │ │ │ │ │ ├── VRCFuryConfig.cs │ │ │ │ │ ├── VRCFuryDebugInfo.cs │ │ │ │ │ └── VRCFuryTest.cs │ │ │ │ ├── UnitySerializationUtils.cs │ │ │ │ └── Upgradeable │ │ │ │ │ ├── IUpgradeable.cs │ │ │ │ │ ├── IUpgradeableUtility.cs │ │ │ │ │ ├── VrcfUpgradeable.cs │ │ │ │ │ └── VrcfUpgradeableMonoBehaviour.cs │ │ │ ├── VRCFury.asmdef │ │ │ └── _InternalsVisibleTo.cs │ │ ├── SPS │ │ │ ├── Standard.shader.orig │ │ │ ├── StandardSpecular.shader.orig │ │ │ ├── sps_bake.cginc │ │ │ ├── sps_bezier.cginc │ │ │ ├── sps_globals.cginc │ │ │ ├── sps_light.cginc │ │ │ ├── sps_main.cginc │ │ │ ├── sps_plus.cginc │ │ │ ├── sps_props.cginc │ │ │ └── sps_utils.cginc │ │ ├── VrcfEditorOnly │ │ │ ├── Editor │ │ │ │ ├── VF │ │ │ │ │ └── VrcfEditorOnly │ │ │ │ │ │ └── WhitelistPatch.cs │ │ │ │ └── VrcfEditorOnly-Editor.asmdef │ │ │ └── Runtime │ │ │ │ ├── VF │ │ │ │ └── VrcfEditorOnly │ │ │ │ │ └── IVrcfEditorOnly.cs │ │ │ │ ├── VrcfEditorOnly.asmdef │ │ │ │ └── _InternalsVisibleTo.cs │ │ ├── VrcfResources │ │ │ ├── VRCFuryStyle.uss │ │ │ ├── logo.png │ │ │ ├── sps_icon.png │ │ │ └── world.prefab │ │ └── package.json │ ├── _PoiyomiShaders │ │ ├── Presets │ │ │ ├── Color & Normals │ │ │ │ ├── AlphaOptions │ │ │ │ │ ├── MP_A2C_Dithering.mat │ │ │ │ │ ├── MP_CenterFade.mat │ │ │ │ │ ├── MP_FadeClose.mat │ │ │ │ │ └── MP_FadeFar.mat │ │ │ │ ├── BackFace │ │ │ │ │ └── MP_BackFace.mat │ │ │ │ └── ColorAdjust │ │ │ │ │ └── MP_ColorAdjust_HueShift.mat │ │ │ ├── Examples │ │ │ │ └── MP_Examples_Sunglasses.mat │ │ │ ├── Rendering │ │ │ │ ├── MP_Blending_2xMultiplicative.mat │ │ │ │ ├── MP_Blending_Additive.mat │ │ │ │ ├── MP_Blending_Multiplicative.mat │ │ │ │ ├── MP_Blending_Premultiplied.mat │ │ │ │ ├── MP_Blending_SoftAdditive.mat │ │ │ │ ├── MP_Blending_Traditional.mat │ │ │ │ ├── MP_DoubleSided.mat │ │ │ │ └── MP_ReduceClipDistance.mat │ │ │ ├── Shading │ │ │ │ ├── ClearCoat │ │ │ │ │ └── MP_ClearCoatShiny.mat │ │ │ │ ├── Cubemap │ │ │ │ │ └── MP_Skybox.mat │ │ │ │ ├── EnvironmentalRim │ │ │ │ │ └── MP_EnvironmentalRim.mat │ │ │ │ ├── Lighting │ │ │ │ │ ├── MP_Lighting_Cloth.mat │ │ │ │ │ ├── MP_Lighting_FullUTS.mat │ │ │ │ │ ├── MP_Lighting_HardToon.mat │ │ │ │ │ ├── MP_Lighting_Realistic.mat │ │ │ │ │ ├── MP_Lighting_ShadeMapping.mat │ │ │ │ │ ├── MP_LilShading.mat │ │ │ │ │ ├── MP_MaxAdditive1.mat │ │ │ │ │ ├── MP_MaxAdditiveInfinite 1.mat │ │ │ │ │ └── MP_UTSStyleAdditive.mat │ │ │ │ ├── Reflections & Specular │ │ │ │ │ ├── MP_DullMetal.mat │ │ │ │ │ ├── MP_DullNonMetal.mat │ │ │ │ │ ├── MP_ShinyMetal.mat │ │ │ │ │ └── MP_ShinyNonMetal.mat │ │ │ │ └── Stylized Specular │ │ │ │ │ └── PM_TwoLayerSpec.mat │ │ │ └── SpecialFX │ │ │ │ ├── DepthFX │ │ │ │ ├── MP_ColorNearObject.mat │ │ │ │ └── MP_FadeNearObject.mat │ │ │ │ ├── Dissolve │ │ │ │ └── MP_DissolveToInvisible.mat │ │ │ │ ├── Emission │ │ │ │ └── MP_RainbowStarEmission.mat │ │ │ │ ├── Glitter │ │ │ │ └── MP_GlitterStars.mat │ │ │ │ ├── Iridescence │ │ │ │ ├── MP_Iridescence.mat │ │ │ │ └── T_Irigradient.png │ │ │ │ ├── Mirror │ │ │ │ └── MP_HideInMirror.mat │ │ │ │ ├── Pathing │ │ │ │ ├── 50 by 50 orthogonal maze 3.png │ │ │ │ └── MP_MazePath.mat │ │ │ │ └── StatsOverlay │ │ │ │ └── MP_FPSCounter.mat │ │ ├── Scripts │ │ │ ├── ThryEditor │ │ │ │ ├── CREDITS.txt │ │ │ │ ├── Editor │ │ │ │ │ ├── Config.cs │ │ │ │ │ ├── DataStructs.cs │ │ │ │ │ ├── Drawers.cs │ │ │ │ │ ├── EditorChanger.cs │ │ │ │ │ ├── EditorStructs.cs │ │ │ │ │ ├── GUIHelper.cs │ │ │ │ │ ├── GradiantEditor.cs │ │ │ │ │ ├── Helper.cs │ │ │ │ │ ├── HelperWeb.cs │ │ │ │ │ ├── Locale.cs │ │ │ │ │ ├── MaterialLinker.cs │ │ │ │ │ ├── Mediator.cs │ │ │ │ │ ├── ModuleHandler.cs │ │ │ │ │ ├── Parser.cs │ │ │ │ │ ├── Presets.cs │ │ │ │ │ ├── Settings.cs │ │ │ │ │ ├── ShaderOptimizer.cs │ │ │ │ │ ├── ShaderTranslator.cs │ │ │ │ │ ├── Styles.cs │ │ │ │ │ ├── ThryAssemblyDefinition.asmdef │ │ │ │ │ ├── ThryEditor.cs │ │ │ │ │ ├── ThryFileBuilder.cs │ │ │ │ │ ├── ThryTexturePacker.compute │ │ │ │ │ ├── Unity.cs │ │ │ │ │ └── UploadAnchorOverrideSetter.cs │ │ │ │ ├── Examples │ │ │ │ │ ├── Example1.shader │ │ │ │ │ ├── Example2.shader │ │ │ │ │ ├── ThryLabelExample.txt │ │ │ │ │ ├── ThryPresetsExample.txt │ │ │ │ │ └── thry_locale_example.csv │ │ │ │ ├── External │ │ │ │ │ ├── Editor │ │ │ │ │ │ └── AbiAutoLock.cs │ │ │ │ │ └── ReadMe.txt │ │ │ │ ├── LICENSE │ │ │ │ ├── README.md │ │ │ │ ├── Resources │ │ │ │ │ ├── thryEditor_iconThry.png │ │ │ │ │ ├── thryEditor_link.png │ │ │ │ │ └── thry_rect.png │ │ │ │ ├── docs.html │ │ │ │ └── thry_editor_locale.csv │ │ │ └── poi-tools │ │ │ │ ├── Editor │ │ │ │ ├── BadImportChecker.cs │ │ │ │ ├── BakeToVertexColorsEditor.cs │ │ │ │ ├── GradientFlood (8).cs │ │ │ │ ├── PoiData.cs │ │ │ │ ├── PoiHelpers.cs │ │ │ │ └── TextureUtility.cs │ │ │ │ └── Resources │ │ │ │ └── Poi │ │ │ │ ├── ModularShadersGeneratorStyle.uss │ │ │ │ ├── PoiTexturePacker.shader │ │ │ │ ├── PoiTextureUnpacker.shader │ │ │ │ ├── icon_link.png │ │ │ │ └── icon_link_pro.png │ │ ├── Shaders │ │ │ ├── 8.0 │ │ │ │ ├── Poiyomi Early Outline.shader │ │ │ │ ├── Poiyomi Outline.shader │ │ │ │ ├── Poiyomi World.shader │ │ │ │ └── Poiyomi.shader │ │ │ ├── Extras │ │ │ │ ├── InvisStencil.shader │ │ │ │ └── MasterScanner.shader │ │ │ └── PoiLabels.txt │ │ ├── TPS │ │ │ ├── Assets │ │ │ │ ├── Baked │ │ │ │ │ └── Penetrator_baked_mesh.png │ │ │ │ ├── Carrot │ │ │ │ │ ├── Baked │ │ │ │ │ │ └── carrot_baked_mesh 11.png │ │ │ │ │ ├── Carrot.mat │ │ │ │ │ ├── Carrot_Base_color.png │ │ │ │ │ └── carrot.fbx │ │ │ │ ├── Jar │ │ │ │ │ ├── Jar.fbx │ │ │ │ │ ├── OptimizedShaders │ │ │ │ │ │ ├── jar │ │ │ │ │ │ │ └── Poiyomi Pro.shader │ │ │ │ │ │ └── ranch │ │ │ │ │ │ │ └── Poiyomi Pro.shader │ │ │ │ │ ├── jar.mat │ │ │ │ │ ├── ranch.mat │ │ │ │ │ └── textures │ │ │ │ │ │ ├── glass_Normal.png │ │ │ │ │ │ ├── glass_Opacity.png │ │ │ │ │ │ ├── glass_Roughness.png │ │ │ │ │ │ ├── ranch_Base_color.png │ │ │ │ │ │ └── ranch_Normal_OpenGL.png │ │ │ │ ├── PenFBX.fbx │ │ │ │ ├── TPS Expl.mat │ │ │ │ ├── TPS Poi Orf.mat │ │ │ │ ├── TPSBlendFiles.zip │ │ │ │ └── orifice.fbx │ │ │ ├── Dev Resources │ │ │ │ ├── TPS.shader │ │ │ │ ├── VRLM_TPS.asset │ │ │ │ ├── VRLT_TPS.poiTemplateCollection │ │ │ │ └── tps.cginc │ │ │ ├── Editor │ │ │ │ └── TPS_Setup.cs │ │ │ ├── Export_ArmatureRotation.png │ │ │ ├── Export_FBX_ExportSettings.png │ │ │ ├── PenetratorSetup.txt │ │ │ ├── [TPS][Orifice] RanchJar.prefab │ │ │ ├── [TPS][Orifice] Simple.prefab │ │ │ ├── [TPS][Penetrator] Carrot.prefab │ │ │ └── [TPS][Penetrator] Simple.prefab │ │ ├── Textures │ │ │ ├── Cubemaps │ │ │ │ ├── T_Clouds_CM.jpg │ │ │ │ ├── T_Gold_CM.png │ │ │ │ ├── T_Shine_CM.png │ │ │ │ ├── T_ToonLit_CM.psd │ │ │ │ └── T_iridescent_CM.png │ │ │ ├── Defaults │ │ │ │ ├── T_Default_CM.exr │ │ │ │ ├── T_Default_SR.png │ │ │ │ └── T_MainTex_D.png │ │ │ ├── Detail │ │ │ │ └── T_Cracks_D.jpg │ │ │ ├── DiscordBannerTrans.png │ │ │ ├── Distortion │ │ │ │ ├── T_DistortionMap0_DM.png │ │ │ │ └── T_DistortionMap1_DM.png │ │ │ ├── Fonts │ │ │ │ ├── T_DigitalBold_FONT.png │ │ │ │ ├── T_RobotoBlack_FONT.png │ │ │ │ ├── T_RobotoMedium_FONT.png │ │ │ │ └── T_RobotoRegular_FONT.png │ │ │ ├── Fur │ │ │ │ ├── Fur (1).jpg │ │ │ │ ├── Fur (1).png │ │ │ │ ├── Fur (10).jpg │ │ │ │ ├── Fur (11).jpg │ │ │ │ ├── Fur (12).jpg │ │ │ │ ├── Fur (13).jpg │ │ │ │ ├── Fur (14).jpg │ │ │ │ ├── Fur (15).jpg │ │ │ │ ├── Fur (16).jpg │ │ │ │ ├── Fur (17).jpg │ │ │ │ ├── Fur (18).jpg │ │ │ │ ├── Fur (19).jpg │ │ │ │ ├── Fur (2).jpg │ │ │ │ ├── Fur (2).png │ │ │ │ ├── Fur (21).jpg │ │ │ │ ├── Fur (22).jpg │ │ │ │ ├── Fur (23).jpg │ │ │ │ ├── Fur (24).jpg │ │ │ │ ├── Fur (3).jpg │ │ │ │ ├── Fur (4).jpg │ │ │ │ ├── Fur (4).png │ │ │ │ ├── Fur (5).jpg │ │ │ │ ├── Fur (6).jpg │ │ │ │ ├── Fur (7).jpg │ │ │ │ ├── Fur (8).jpg │ │ │ │ ├── Fur (9).jpg │ │ │ │ ├── FurHeightMap.gif │ │ │ │ ├── noise_simplex.png │ │ │ │ └── ornage-fur-texture.jpg │ │ │ ├── Gifs │ │ │ │ ├── T_2ColorLines_GIF.gif │ │ │ │ ├── T_3ColorLines_GIF.gif │ │ │ │ ├── T_FireWorks_GIF.asset │ │ │ │ ├── T_FireWorks_GIF.gif │ │ │ │ ├── T_GrayThing_GIF.gif │ │ │ │ ├── T_Hearts_GIF.gif │ │ │ │ ├── T_HorizontalCircles_GIF.gif │ │ │ │ ├── T_Matrix_GIF.gif │ │ │ │ ├── T_Ovals_GIF.gif │ │ │ │ ├── T_Snakes_GIF.gif │ │ │ │ ├── VerticalCircles.gif │ │ │ │ ├── Waves.gif │ │ │ │ └── zigzags.gif │ │ │ ├── Icons │ │ │ │ ├── T_icon-discord.png │ │ │ │ ├── T_icon-github.png │ │ │ │ ├── T_icon-patreon.png │ │ │ │ ├── T_icon-twitter.png │ │ │ │ └── T_icon-youtube.png │ │ │ ├── LUTs │ │ │ │ └── dfg-multiscatter-cloth.exr │ │ │ ├── Masks │ │ │ │ ├── T_Grid_MBW.png │ │ │ │ ├── T_RGBA_Mask.tif │ │ │ │ ├── T_Star.png │ │ │ │ ├── T_Star_MBW.jpg │ │ │ │ └── T_circuit_MBW.png │ │ │ ├── Matcaps │ │ │ │ ├── LatexMatcap2.png │ │ │ │ ├── MatcapLatex.png │ │ │ │ ├── T_Matcap.png │ │ │ │ ├── T_MatcapPinkBlue_MC.png │ │ │ │ ├── T_Matcap_MC (1).bmp │ │ │ │ ├── T_Matcap_MC (1).jpg │ │ │ │ ├── T_Matcap_MC (1).png │ │ │ │ ├── T_Matcap_MC (10).jpg │ │ │ │ ├── T_Matcap_MC (10).png │ │ │ │ ├── T_Matcap_MC (11).jpg │ │ │ │ ├── T_Matcap_MC (11).png │ │ │ │ ├── T_Matcap_MC (12).jpg │ │ │ │ ├── T_Matcap_MC (12).png │ │ │ │ ├── T_Matcap_MC (13).jpg │ │ │ │ ├── T_Matcap_MC (13).png │ │ │ │ ├── T_Matcap_MC (14).jpg │ │ │ │ ├── T_Matcap_MC (14).png │ │ │ │ ├── T_Matcap_MC (15).jpg │ │ │ │ ├── T_Matcap_MC (15).png │ │ │ │ ├── T_Matcap_MC (16).jpg │ │ │ │ ├── T_Matcap_MC (16).png │ │ │ │ ├── T_Matcap_MC (17).jpg │ │ │ │ ├── T_Matcap_MC (17).png │ │ │ │ ├── T_Matcap_MC (18).jpg │ │ │ │ ├── T_Matcap_MC (18).png │ │ │ │ ├── T_Matcap_MC (19).jpg │ │ │ │ ├── T_Matcap_MC (19).png │ │ │ │ ├── T_Matcap_MC (2).jpg │ │ │ │ ├── T_Matcap_MC (2).png │ │ │ │ ├── T_Matcap_MC (20).jpg │ │ │ │ ├── T_Matcap_MC (20).png │ │ │ │ ├── T_Matcap_MC (21).jpg │ │ │ │ ├── T_Matcap_MC (21).png │ │ │ │ ├── T_Matcap_MC (22).jpg │ │ │ │ ├── T_Matcap_MC (22).png │ │ │ │ ├── T_Matcap_MC (23).jpg │ │ │ │ ├── T_Matcap_MC (23).png │ │ │ │ ├── T_Matcap_MC (24).jpg │ │ │ │ ├── T_Matcap_MC (24).png │ │ │ │ ├── T_Matcap_MC (25).jpg │ │ │ │ ├── T_Matcap_MC (25).png │ │ │ │ ├── T_Matcap_MC (26).jpg │ │ │ │ ├── T_Matcap_MC (26).png │ │ │ │ ├── T_Matcap_MC (27).jpg │ │ │ │ ├── T_Matcap_MC (27).png │ │ │ │ ├── T_Matcap_MC (28).jpg │ │ │ │ ├── T_Matcap_MC (28).png │ │ │ │ ├── T_Matcap_MC (29).jpg │ │ │ │ ├── T_Matcap_MC (29).png │ │ │ │ ├── T_Matcap_MC (3).jpg │ │ │ │ ├── T_Matcap_MC (3).png │ │ │ │ ├── T_Matcap_MC (30).jpg │ │ │ │ ├── T_Matcap_MC (30).png │ │ │ │ ├── T_Matcap_MC (31).jpg │ │ │ │ ├── T_Matcap_MC (31).png │ │ │ │ ├── T_Matcap_MC (32).jpg │ │ │ │ ├── T_Matcap_MC (32).png │ │ │ │ ├── T_Matcap_MC (33).jpg │ │ │ │ ├── T_Matcap_MC (33).png │ │ │ │ ├── T_Matcap_MC (34).png │ │ │ │ ├── T_Matcap_MC (35).png │ │ │ │ ├── T_Matcap_MC (36).png │ │ │ │ ├── T_Matcap_MC (37).png │ │ │ │ ├── T_Matcap_MC (38).png │ │ │ │ ├── T_Matcap_MC (39).png │ │ │ │ ├── T_Matcap_MC (4).jpg │ │ │ │ ├── T_Matcap_MC (4).png │ │ │ │ ├── T_Matcap_MC (40).png │ │ │ │ ├── T_Matcap_MC (41).png │ │ │ │ ├── T_Matcap_MC (42).png │ │ │ │ ├── T_Matcap_MC (43).png │ │ │ │ ├── T_Matcap_MC (44).png │ │ │ │ ├── T_Matcap_MC (45).png │ │ │ │ ├── T_Matcap_MC (46).png │ │ │ │ ├── T_Matcap_MC (47).png │ │ │ │ ├── T_Matcap_MC (5).jpg │ │ │ │ ├── T_Matcap_MC (5).png │ │ │ │ ├── T_Matcap_MC (6).jpg │ │ │ │ ├── T_Matcap_MC (6).png │ │ │ │ ├── T_Matcap_MC (7).jpg │ │ │ │ ├── T_Matcap_MC (7).png │ │ │ │ ├── T_Matcap_MC (8).jpg │ │ │ │ ├── T_Matcap_MC (8).png │ │ │ │ ├── T_Matcap_MC (9).jpg │ │ │ │ ├── T_Matcap_MC (9).png │ │ │ │ └── T_Rainbow_Matcap.png │ │ │ ├── Misc │ │ │ │ ├── T_Black.png │ │ │ │ ├── T_Circle.png │ │ │ │ ├── T_LightRainbowVertical.png │ │ │ │ ├── T_PastelRainbowVertical.png │ │ │ │ ├── T_RainbowHorizontal.png │ │ │ │ └── T_RainbowVertical.png │ │ │ ├── Noise │ │ │ │ ├── Gradient.jpg │ │ │ │ ├── Gradient2.jpg │ │ │ │ ├── T_Abstract2_Noise.png │ │ │ │ ├── T_Abstract_Noise.png │ │ │ │ ├── T_Blotch_Noise.png │ │ │ │ ├── T_Brick2_Noise.png │ │ │ │ ├── T_Brick_Noise.png │ │ │ │ ├── T_Caustic_Noise.png │ │ │ │ ├── T_Cell_Noise.png │ │ │ │ ├── T_Checker_Noise.png │ │ │ │ ├── T_Cloudy_Noise.png │ │ │ │ ├── T_InvertedHex_Noise.png │ │ │ │ ├── T_Noise_No (1).jpg │ │ │ │ ├── T_Noise_No (1).png │ │ │ │ ├── T_Noise_No (10).jpg │ │ │ │ ├── T_Noise_No (11).jpg │ │ │ │ ├── T_Noise_No (12).TGA │ │ │ │ ├── T_Noise_No (12).jpg │ │ │ │ ├── T_Noise_No (13).TGA │ │ │ │ ├── T_Noise_No (13).jpg │ │ │ │ ├── T_Noise_No (14).jpg │ │ │ │ ├── T_Noise_No (15).jpg │ │ │ │ ├── T_Noise_No (16).TGA │ │ │ │ ├── T_Noise_No (16).jpg │ │ │ │ ├── T_Noise_No (17).jpg │ │ │ │ ├── T_Noise_No (18).jpg │ │ │ │ ├── T_Noise_No (19).jpg │ │ │ │ ├── T_Noise_No (2).jpg │ │ │ │ ├── T_Noise_No (2).png │ │ │ │ ├── T_Noise_No (20).jpg │ │ │ │ ├── T_Noise_No (21).jpg │ │ │ │ ├── T_Noise_No (22).jpg │ │ │ │ ├── T_Noise_No (23).jpg │ │ │ │ ├── T_Noise_No (3).jpg │ │ │ │ ├── T_Noise_No (4).jpg │ │ │ │ ├── T_Noise_No (5).jpg │ │ │ │ ├── T_Noise_No (6).jpg │ │ │ │ ├── T_Noise_No (7).jpg │ │ │ │ ├── T_Noise_No (8).jpg │ │ │ │ ├── T_Noise_No (9).TGA │ │ │ │ ├── T_Noise_No (9).jpg │ │ │ │ ├── T_Noise_No.png (1).png │ │ │ │ ├── T_Noise_No.png (10).png │ │ │ │ ├── T_Noise_No.png (11).png │ │ │ │ ├── T_Noise_No.png (12).png │ │ │ │ ├── T_Noise_No.png (13).png │ │ │ │ ├── T_Noise_No.png (14).png │ │ │ │ ├── T_Noise_No.png (15).png │ │ │ │ ├── T_Noise_No.png (16).png │ │ │ │ ├── T_Noise_No.png (17).png │ │ │ │ ├── T_Noise_No.png (18).png │ │ │ │ ├── T_Noise_No.png (2).png │ │ │ │ ├── T_Noise_No.png (3).png │ │ │ │ ├── T_Noise_No.png (4).png │ │ │ │ ├── T_Noise_No.png (5).png │ │ │ │ ├── T_Noise_No.png (6).png │ │ │ │ ├── T_Noise_No.png (7).png │ │ │ │ ├── T_Noise_No.png (8).png │ │ │ │ ├── T_Noise_No.png (9).png │ │ │ │ ├── T_Pattern2_Noise.jpg │ │ │ │ ├── T_Pattern_Noise.jpg │ │ │ │ ├── T_Sketch_Noise.png │ │ │ │ ├── T_Smudge_Noise.png │ │ │ │ ├── T_Vornoi2_Noise.png │ │ │ │ ├── T_Voronoi_Noise.png │ │ │ │ ├── T_Wiggly_Noise.png │ │ │ │ └── T_ZigZag_Noise.png │ │ │ ├── Ramps │ │ │ │ ├── SkinLUT.png │ │ │ │ ├── T_Hair_SR.tga │ │ │ │ ├── T_Metal_SR.png │ │ │ │ ├── T_Miami.png │ │ │ │ ├── T_Mihoyo_MCSR.tga │ │ │ │ ├── T_Neitri_skin_SR.png │ │ │ │ ├── T_Skin_SR.tga │ │ │ │ ├── T_SoftHardBlack_SR.png │ │ │ │ ├── T_SoftHardGrey_SR.png │ │ │ │ └── T_ToonSkin_SR.png │ │ │ ├── Shapes │ │ │ │ ├── Normals │ │ │ │ │ ├── T_Cloth_N.jpg │ │ │ │ │ ├── T_Fabric_N.jpg │ │ │ │ │ ├── T_Random_N.jpg │ │ │ │ │ ├── T_Wave_N.jpg │ │ │ │ │ ├── T_couch_N.jpg │ │ │ │ │ ├── T_crystal_N.jpg │ │ │ │ │ └── WaterNorm.png │ │ │ │ └── T_Snowflake.png │ │ │ ├── UV_Check.png │ │ │ ├── poigo.png │ │ │ └── ring.fbx │ │ ├── ThirdPartyLicenses │ │ │ ├── LIL_LICENSE.txt │ │ │ └── SILENT_LICENSE.txt │ │ └── poiToonPresets.txt │ ├── material test.unity │ └── various test.unity ├── ExampleUnityProject.sln ├── Packages │ └── com.vrchat.core.vpm-resolver │ │ ├── Editor │ │ ├── Dependencies │ │ │ ├── ICSharpCode.SharpZipLib.dll │ │ │ ├── SemanticVersioning.License.txt │ │ │ ├── SemanticVersioning.dll │ │ │ ├── Serilog.License.txt │ │ │ ├── Serilog.Sinks.File.dll │ │ │ ├── Serilog.Sinks.File.txt │ │ │ ├── Serilog.Sinks.Unity3D.License.md │ │ │ ├── Serilog.Sinks.Unity3D.dll │ │ │ ├── Serilog.dll │ │ │ ├── YamlDotNet.License.txt │ │ │ ├── YamlDotNet.dll │ │ │ └── vpm-core-lib.dll │ │ ├── PackageMaker │ │ │ ├── PackageMakerWindow.cs │ │ │ └── PackageMakerWindowData.cs │ │ ├── Resolver │ │ │ ├── Resolver.cs │ │ │ └── ResolverWindow.cs │ │ ├── Resources │ │ │ ├── PackageMakerWindowStyle.uss │ │ │ └── ResolverWindowStyle.uss │ │ └── com.vrchat.core.vpm-resolver.Editor.asmdef │ │ ├── License.md │ │ └── package.json ├── Poi.Tools.csproj ├── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── MemorySettings.asset │ ├── NavMeshAreas.asset │ ├── PackageManagerSettings.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── SceneTemplateSettings.json │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ ├── VersionControlSettings.asset │ ├── XRPackageSettings.asset │ ├── XRSettings.asset │ └── lilToonSetting.json ├── ResoniteUnityExporter.Editor.ResoniteTransfer.csproj ├── ResoniteUnityExporter.Editor.csproj ├── ResoniteUnityExporter.NDMF.csproj ├── ResoniteUnityExporter.csproj ├── Thry │ ├── Config.json │ ├── after_compile_data │ ├── linked_materials.json │ ├── modules_location_data │ ├── preset_cache.txt │ ├── presets_known_materials.txt │ └── shaders ├── ThryAssemblyDefinition.csproj ├── UniTask.Addressables.Player.csproj ├── UniTask.Addressables.csproj ├── UniTask.DOTween.Player.csproj ├── UniTask.DOTween.csproj ├── UniTask.Editor.csproj ├── UniTask.Linq.Player.csproj ├── UniTask.Linq.csproj ├── UniTask.Player.csproj ├── UniTask.TextMeshPro.Player.csproj ├── UniTask.TextMeshPro.csproj ├── UniTask.csproj ├── VRC.ExampleCentral.Editor.csproj ├── VRC.SDK3A.Editor.csproj ├── VRC.SDK3A.Player.csproj ├── VRC.SDK3A.csproj ├── VRC.SDKBase.Editor.BuildPipeline.Player.csproj ├── VRC.SDKBase.Editor.BuildPipeline.csproj ├── VRC.SDKBase.Editor.ShaderStripping.csproj ├── VRC.SDKBase.Editor.csproj ├── VRC.SDKBase.Player.csproj ├── VRC.SDKBase.csproj ├── VRCFury-Editor.csproj ├── VRCFury.Player.csproj ├── VRCFury.csproj ├── VrcfEditorOnly-Editor.csproj ├── VrcfEditorOnly.Player.csproj ├── VrcfEditorOnly.csproj ├── com.vrcfury.api.csproj ├── com.vrchat.core.vpm-resolver.Editor.csproj ├── nadena.dev.ndmf.csproj ├── nadena.dev.ndmf.runtime.Player.csproj ├── nadena.dev.ndmf.runtime.csproj └── nadena.dev.ndmf.vrchat.csproj ├── ImportFromUnityLib ├── ImportAvatar.cs ├── ImportCollider.cs ├── ImportConstraint.cs ├── ImportDynamicBones.cs ├── ImportFinalizeAvatarCreator.cs ├── ImportFromUnityLib.cs ├── ImportFromUnityLib.csproj ├── ImportFromUnityLib.sln ├── ImportFromUnityUtils.cs ├── ImportLOD.cs ├── ImportLight.cs ├── ImportMaterial.cs ├── ImportMesh.cs ├── ImportMeshRenderer.cs ├── ImportSkinnedMeshRenderer.cs ├── ImportSlotHierarchy.cs ├── ImportTexture2D.cs ├── MakePackage.cs └── Properties │ └── PublishProfiles │ └── FolderProfile.pubxml ├── LICENSE ├── Published ├── ImportFromUnityLib │ ├── ImportFromUnityLib.dll │ └── ResoniteBridgeLib.dll └── ResoniteUnityExporterShared │ ├── ResoniteUnityExporterShared.deps.json │ └── ResoniteUnityExporterShared.dll ├── README.md ├── Resonite unity exporter logo.pdn ├── ResoniteUnityExporter.png ├── ResoniteUnityExporterMod ├── 0Harmony.dll ├── Properties │ └── AssemblyInfo.cs ├── ResoniteModLoader.dll ├── ResoniteUnityExporterMod.cs ├── ResoniteUnityExporterMod.csproj ├── ResoniteUnityExporterMod.sln ├── app.config └── packages.config ├── ResoniteUnityExporterShared ├── Avatar_U2Res.cs ├── Collider_U2Res.cs ├── Contraint_U2Res.cs ├── DynamicBone_U2Res.cs ├── LODGroup_U2Res.cs ├── Light_U2Res.cs ├── Material_U2Res.cs ├── MeshRenderer_U2Res.cs ├── ObjectHierarchy_U2Res.cs ├── Object_U2Res.cs ├── PackageInfo_U2Res.cs ├── Properties │ └── PublishProfiles │ │ └── FolderProfile.pubxml ├── RefID_U2Res.cs ├── ResoniteUnityExporterShared.csproj ├── ResoniteUnityExporterShared.sln ├── ServerInfo_U2Res.cs ├── SkinnedMeshRenderer_U2Res.cs ├── StaticMesh_U2Res.cs └── Texture2D_U2Res.cs ├── ResoniteUnityExporterStandalone ├── App.config ├── Program.cs ├── Properties │ └── PublishProfiles │ │ └── FolderProfile.pubxml ├── ReflectionUtils.cs ├── ResoniteUnityExporterStandalone.csproj ├── ResoniteUnityExporterStandalone.sln └── app.manifest └── TutorialAssets ├── Download ResoniteUnityExporter Standalone.png ├── Download rml mods.png ├── Import Package.png ├── add package from git url.png ├── connected to standalone.png ├── import package file.png ├── import package popup.png ├── near clip fixed.png ├── open resonite unity exporter.png ├── package manager button.png ├── releases tags.png ├── releases unity package.png ├── resonite exporter window.png ├── rml mods done.png └── which git url to add package.png /ExampleUnityProject/.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/.gitkeep: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/Bloom" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_Copy.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/Copy" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_CopyStd.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/CopyStd" { 2 | Properties { 3 | _MainTex ("", 2D) = "white" {} 4 | } 5 | //DummyShaderTextExporter 6 | SubShader{ 7 | Tags { "RenderType"="Opaque" } 8 | LOD 200 9 | CGPROGRAM 10 | #pragma surface surf Standard 11 | #pragma target 3.0 12 | 13 | sampler2D _MainTex; 14 | struct Input 15 | { 16 | float2 uv_MainTex; 17 | }; 18 | 19 | void surf(Input IN, inout SurfaceOutputStandard o) 20 | { 21 | fixed4 c = tex2D(_MainTex, IN.uv_MainTex); 22 | o.Albedo = c.rgb; 23 | o.Alpha = c.a; 24 | } 25 | ENDCG 26 | } 27 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_CopyStdFromDoubleWide.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/CopyStdFromDoubleWide" { 2 | Properties { 3 | _MainTex ("", 2D) = "white" {} 4 | } 5 | //DummyShaderTextExporter 6 | SubShader{ 7 | Tags { "RenderType"="Opaque" } 8 | LOD 200 9 | CGPROGRAM 10 | #pragma surface surf Standard 11 | #pragma target 3.0 12 | 13 | sampler2D _MainTex; 14 | struct Input 15 | { 16 | float2 uv_MainTex; 17 | }; 18 | 19 | void surf(Input IN, inout SurfaceOutputStandard o) 20 | { 21 | fixed4 c = tex2D(_MainTex, IN.uv_MainTex); 22 | o.Albedo = c.rgb; 23 | o.Alpha = c.a; 24 | } 25 | ENDCG 26 | } 27 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_CopyStdFromTexArray.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/CopyStdFromTexArray" { 2 | Properties { 3 | _MainTex ("", 2DArray) = "white" {} 4 | } 5 | //DummyShaderTextExporter 6 | SubShader{ 7 | Tags { "RenderType"="Opaque" } 8 | LOD 200 9 | CGPROGRAM 10 | #pragma surface surf Standard 11 | #pragma target 3.0 12 | 13 | sampler2D _MainTex; 14 | struct Input 15 | { 16 | float2 uv_MainTex; 17 | }; 18 | 19 | void surf(Input IN, inout SurfaceOutputStandard o) 20 | { 21 | fixed4 c = tex2D(_MainTex, IN.uv_MainTex); 22 | o.Albedo = c.rgb; 23 | o.Alpha = c.a; 24 | } 25 | ENDCG 26 | } 27 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_Debug_Histogram.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/Debug/Histogram" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_Debug_LightMeter.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/Debug/LightMeter" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_Debug_Overlays.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/Debug/Overlays" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_Debug_Vectorscope.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/Debug/Vectorscope" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_Debug_Waveform.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/Debug/Waveform" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_DeferredFog.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/DeferredFog" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_DepthOfField.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/DepthOfField" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_DiscardAlpha.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/DiscardAlpha" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_FinalPass.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/FinalPass" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_GrainBaker.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/GrainBaker" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_Lut2DBaker.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/Lut2DBaker" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_MotionBlur.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/MotionBlur" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_MultiScaleVO.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/MultiScaleVO" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_ScalableAO.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/ScalableAO" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_ScreenSpaceReflections.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/ScreenSpaceReflections" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_SubpixelMorphologicalAntialiasing.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/SubpixelMorphologicalAntialiasing" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_TemporalAntialiasing.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/TemporalAntialiasing" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_Texture2DLerp.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/Texture2DLerp" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/Hidden_PostProcessing_Uber.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/PostProcessing/Uber" { 2 | Properties { 3 | } 4 | //DummyShaderTextExporter 5 | SubShader{ 6 | Tags { "RenderType" = "Opaque" } 7 | LOD 200 8 | CGPROGRAM 9 | #pragma surface surf Standard 10 | #pragma target 3.0 11 | 12 | struct Input 13 | { 14 | float2 uv_MainTex; 15 | }; 16 | 17 | void surf(Input IN, inout SurfaceOutputStandard o) 18 | { 19 | o.Albedo = 1; 20 | } 21 | ENDCG 22 | } 23 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/Shader/VRChat_Mobile_Diffuse.shader: -------------------------------------------------------------------------------- 1 | Shader "VRChat/Mobile/Diffuse" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "white" {} 4 | } 5 | //DummyShaderTextExporter 6 | SubShader{ 7 | Tags { "RenderType"="Opaque" } 8 | LOD 200 9 | CGPROGRAM 10 | #pragma surface surf Standard 11 | #pragma target 3.0 12 | 13 | sampler2D _MainTex; 14 | struct Input 15 | { 16 | float2 uv_MainTex; 17 | }; 18 | 19 | void surf(Input IN, inout SurfaceOutputStandard o) 20 | { 21 | fixed4 c = tex2D(_MainTex, IN.uv_MainTex); 22 | o.Albedo = c.rgb; 23 | o.Alpha = c.a; 24 | } 25 | ENDCG 26 | } 27 | Fallback "Diffuse" 28 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Actions/ActionBuilder.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using VF.Feature.Base; 3 | using VF.Utils; 4 | using Action = VF.Model.StateAction.Action; 5 | 6 | namespace VF.Actions { 7 | internal abstract class ActionBuilder : ActionBuilder, IVRCFuryBuilder where ModelType : Action { 8 | } 9 | 10 | internal abstract class ActionBuilder { 11 | protected AnimationClip NewClip() { 12 | return VrcfObjectFactory.Create(); 13 | } 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Builder/Exceptions/ExceptionWithCause.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Builder.Exceptions { 4 | internal class ExceptionWithCause : Exception { 5 | public ExceptionWithCause(string message, Exception innerException) : base(message + "\n\n" + innerException.Message, innerException) { 6 | } 7 | } 8 | } 9 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Builder/Exceptions/VRCFBuilderException.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Builder.Exceptions { 4 | internal class VRCFBuilderException : Exception { 5 | public VRCFBuilderException(string message) : base(message) { 6 | } 7 | } 8 | } 9 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Builder/Haptics/SpsErrorMatException.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Builder.Haptics { 4 | internal class SpsErrorMatException : Exception { 5 | public SpsErrorMatException() { 6 | } 7 | 8 | public SpsErrorMatException(string message) : base(message) { 9 | } 10 | } 11 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Feature/AvatarScaleBuilder.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine.UIElements; 3 | using VF.Feature.Base; 4 | using VF.Inspector; 5 | using VF.Model.Feature; 6 | 7 | namespace VF.Feature { 8 | 9 | [FeatureTitle("Avatar Scale")] 10 | [FeatureRootOnly] 11 | [FeatureHideInMenu] 12 | internal class AvatarScaleBuilder : FeatureBuilder { 13 | [FeatureEditor] 14 | public static VisualElement Editor() { 15 | return VRCFuryEditorUtils.Error( 16 | "This Avatar Scale feature is no longer available as scaling is now built into VRChat." 17 | ); 18 | } 19 | } 20 | 21 | } 22 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Feature/Base/FeatureAliasAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Feature.Base { 4 | [AttributeUsage(AttributeTargets.Class)] 5 | internal class FeatureAliasAttribute : Attribute { 6 | private readonly string oldTitle; 7 | 8 | public FeatureAliasAttribute(string oldTitle) { 9 | this.oldTitle = oldTitle; 10 | } 11 | 12 | public string OldTitle => oldTitle; 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Feature/Base/FeatureEditorAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using JetBrains.Annotations; 3 | 4 | namespace VF.Feature.Base { 5 | [AttributeUsage(AttributeTargets.Method)] 6 | [MeansImplicitUse] 7 | internal class FeatureEditorAttribute : Attribute { 8 | } 9 | } 10 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Feature/Base/FeatureFailWhenAddedAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Feature.Base { 4 | [AttributeUsage(AttributeTargets.Class)] 5 | internal class FeatureFailWhenAddedAttribute : Attribute { 6 | private string message; 7 | 8 | public FeatureFailWhenAddedAttribute(string message) { 9 | this.message = message; 10 | } 11 | 12 | public string Message => message; 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Feature/Base/FeatureHideInMenuAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Feature.Base { 4 | [AttributeUsage(AttributeTargets.Class)] 5 | internal class FeatureHideInMenuAttribute : Attribute { 6 | 7 | } 8 | } 9 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Feature/Base/FeatureHideTitleInEditorAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Feature.Base { 4 | [AttributeUsage(AttributeTargets.Class)] 5 | internal class FeatureHideTitleInEditorAttribute : Attribute { 6 | 7 | } 8 | } 9 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Feature/Base/FeatureOnlyOneAllowedAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Feature.Base { 4 | [AttributeUsage(AttributeTargets.Class)] 5 | internal class FeatureOnlyOneAllowedAttribute : Attribute { 6 | 7 | } 8 | } 9 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Feature/Base/FeatureRootOnlyAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Feature.Base { 4 | [AttributeUsage(AttributeTargets.Class)] 5 | internal class FeatureRootOnlyAttribute : Attribute { 6 | 7 | } 8 | } 9 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Feature/Base/FeatureTitleAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using JetBrains.Annotations; 3 | 4 | namespace VF.Feature.Base { 5 | [MeansImplicitUse(ImplicitUseKindFlags.InstantiatedNoFixedConstructorSignature)] 6 | [AttributeUsage(AttributeTargets.Class)] 7 | internal class FeatureTitleAttribute : Attribute { 8 | public FeatureTitleAttribute(string title) { 9 | this.Title = title; 10 | } 11 | 12 | public string Title { get; } 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Feature/Base/IVRCFuryBuilder.cs: -------------------------------------------------------------------------------- 1 | namespace VF.Feature.Base { 2 | internal interface IVRCFuryBuilder : IVRCFuryBuilder where T : class { 3 | } 4 | 5 | internal interface IVRCFuryBuilder { 6 | } 7 | } 8 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Injector/VFAutowiredAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using JetBrains.Annotations; 3 | 4 | namespace VF.Injector { 5 | [AttributeUsage(AttributeTargets.Field)] 6 | [MeansImplicitUse(ImplicitUseKindFlags.Assign)] 7 | internal class VFAutowiredAttribute : Attribute { 8 | 9 | } 10 | } 11 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Injector/VFInjectorParent.cs: -------------------------------------------------------------------------------- 1 | namespace VF.Injector { 2 | internal class VFInjectorParent { 3 | public object parent; 4 | } 5 | } 6 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Injector/VFPrototypeScopeAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Injector { 4 | [AttributeUsage(AttributeTargets.Class)] 5 | internal class VFPrototypeScopeAttribute : Attribute { 6 | 7 | } 8 | } 9 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Injector/VFServiceAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using JetBrains.Annotations; 3 | 4 | namespace VF.Injector { 5 | [AttributeUsage(AttributeTargets.Class)] 6 | [MeansImplicitUse(ImplicitUseKindFlags.InstantiatedNoFixedConstructorSignature)] 7 | internal class VFServiceAttribute : Attribute { 8 | 9 | } 10 | } 11 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Inspector/BindingBlock.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.UIElements; 4 | 5 | namespace VF.Inspector { 6 | /** 7 | * Prevents children of this object from being re-bound by a parent 8 | */ 9 | internal class BindingBlock : VisualElement { 10 | protected override void ExecuteDefaultActionAtTarget(EventBase evt) { 11 | if (UnityReflection.Binding.bindEventType != null && UnityReflection.Binding.bindEventType.IsInstanceOfType(evt)) { 12 | evt.StopPropagation(); 13 | } 14 | base.ExecuteDefaultAction(evt); 15 | } 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Inspector/VRCFuryDebugInfoEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine.UIElements; 3 | using VF.Model; 4 | 5 | namespace VF.Inspector { 6 | [CustomEditor(typeof(VRCFuryDebugInfo), true)] 7 | internal class VRCFuryDebugInfoEditor : VRCFuryComponentEditor { 8 | protected override VisualElement CreateEditor(SerializedObject serializedObject, VRCFuryDebugInfo target) { 9 | return VRCFuryEditorUtils.WrappedLabel(target.debugInfo); 10 | } 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Menu/MenuUtils.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | using VF.Builder; 4 | using VRC.SDK3.Avatars.Components; 5 | 6 | namespace VF.Menu { 7 | internal static class MenuUtils { 8 | public static VFGameObject GetSelectedAvatar() { 9 | var obj = Selection.activeGameObject.asVf(); 10 | while (obj != null) { 11 | var avatar = obj.GetComponent(); 12 | if (avatar != null) return obj; 13 | obj = obj.parent; 14 | } 15 | return null; 16 | } 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Service/UniqueHapticNamesService.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using VF.Injector; 3 | 4 | namespace VF.Service { 5 | [VFService] 6 | internal class UniqueHapticNamesService { 7 | private readonly List usedNames = new List(); 8 | 9 | public string GetUniqueName(string prefix) { 10 | for (var i = 0; ; i++) { 11 | var next = prefix + (i == 0 ? "" : i+""); 12 | if (!usedNames.Contains(next)) { 13 | usedNames.Add(next); 14 | return next; 15 | } 16 | } 17 | } 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Utils/AnimationRewriterExtensions.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace VF.Utils { 4 | internal static class AnimationRewriterExtensions { 5 | public static void Rewrite(this AnimationClip clip, AnimationRewriter rewriter) { 6 | rewriter.Rewrite(clip); 7 | } 8 | } 9 | } 10 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Utils/AnimatorControllerParameterExtensions.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace VF.Utils { 4 | internal static class AnimatorControllerParameterExtensions { 5 | public static float GetDefaultValueAsFloat(this AnimatorControllerParameter p) { 6 | if (p.type == AnimatorControllerParameterType.Bool) return p.defaultBool ? 1 : 0; 7 | if (p.type == AnimatorControllerParameterType.Int) return p.defaultInt; 8 | if (p.type == AnimatorControllerParameterType.Float) return p.defaultFloat; 9 | return 0; 10 | } 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Utils/BuildTargetUtils.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | 3 | namespace VF.Utils { 4 | internal static class BuildTargetUtils { 5 | public static bool IsDesktop() { 6 | return EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneWindows 7 | || EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneWindows64 8 | || EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneOSX 9 | || EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneLinux64; 10 | } 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Utils/ComponentExtensions.cs: -------------------------------------------------------------------------------- 1 | using JetBrains.Annotations; 2 | 3 | namespace VF.Utils { 4 | internal static class ComponentExtensions { 5 | [CanBeNull] 6 | public static VFConstraint AsConstraint(this UnityEngine.Component component) { 7 | return VFConstraint.CreateOrNull(component); 8 | } 9 | } 10 | } 11 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Utils/Controller/VFAParam.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace VF.Utils.Controller { 4 | internal abstract class VFAParam { 5 | public static implicit operator string(VFAParam d) => d.Name(); 6 | 7 | protected readonly string name; 8 | protected VFAParam(string name) { 9 | this.name = name; 10 | } 11 | public string Name() { 12 | return name; 13 | } 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Utils/EditorCurveBindingType.cs: -------------------------------------------------------------------------------- 1 | namespace VF.Utils { 2 | internal enum EditorCurveBindingType { 3 | Muscle, 4 | Aap, 5 | Fx 6 | } 7 | } 8 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Utils/IConstraintExtensions.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.Linq; 3 | using UnityEngine.Animations; 4 | 5 | namespace VF.Utils { 6 | internal static class IConstraintExtensions { 7 | public static ConstraintSource[] GetSources(this IConstraint constraint) { 8 | return Enumerable.Range(0, constraint.sourceCount).Select(constraint.GetSource).ToArray(); 9 | } 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Utils/MeshExtensions.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | namespace VF.Utils { 5 | internal static class MeshExtensions { 6 | public static void ForceReadable(this Mesh mesh) { 7 | var so = new SerializedObject(mesh); 8 | so.Update(); 9 | var sp = so.FindProperty("m_IsReadable"); 10 | sp.boolValue = true; 11 | so.ApplyModifiedPropertiesWithoutUndo(); 12 | } 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Utils/ShaderExtensions.cs: -------------------------------------------------------------------------------- 1 | using System.Linq; 2 | using UnityEngine; 3 | using UnityEngine.Rendering; 4 | 5 | namespace VF.Utils { 6 | internal static class ShaderExtensions { 7 | public static ShaderPropertyType? GetPropertyType(this Shader shader, string propertyName) { 8 | foreach (var i in Enumerable.Range(0, shader.GetPropertyCount())) { 9 | if (shader.GetPropertyName(i) == propertyName) { 10 | return shader.GetPropertyType(i); 11 | } 12 | } 13 | return null; 14 | } 15 | } 16 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Utils/StringExtensions.cs: -------------------------------------------------------------------------------- 1 | namespace VF.Utils { 2 | internal static class StringExtensions { 3 | public static bool IsEmpty(this string str) { 4 | return string.IsNullOrEmpty(str); 5 | } 6 | public static bool IsNotEmpty(this string str) { 7 | return !string.IsNullOrEmpty(str); 8 | } 9 | } 10 | } 11 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Utils/VRCExpressionParametersExtensions.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using VF.Inspector; 3 | using VRC.SDK3.Avatars.ScriptableObjects; 4 | 5 | namespace VF.Utils { 6 | internal static class VRCExpressionParametersExtensions { 7 | public static void RewriteParameters(this VRCExpressionParameters p, Func each) { 8 | foreach (var param in p.parameters) { 9 | param.name = each(param.name); 10 | } 11 | VRCFuryEditorUtils.MarkDirty(p); 12 | } 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/VF/Utils/Vector2Extensions.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace VF.Utils { 5 | internal static class Vector2Extensions { 6 | public static float Min(this Vector2 v) { 7 | return Math.Min(v.x, v.y); 8 | } 9 | public static float Max(this Vector2 v) { 10 | return Math.Max(v.x, v.y); 11 | } 12 | public static Vector2 Ordered(this Vector2 v) { 13 | return new Vector2(v.Min(), v.Max()); 14 | } 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Editor/_InternalsVisibleTo.cs: -------------------------------------------------------------------------------- 1 | using System.Runtime.CompilerServices; 2 | 3 | [assembly: InternalsVisibleTo("wholesomevr.sps-configurator.Editor")] 4 | [assembly: InternalsVisibleTo("com.vrcfury.api")] 5 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/PublicApi/FuryUtils.cs: -------------------------------------------------------------------------------- 1 | using JetBrains.Annotations; 2 | using UnityEngine; 3 | using VF.Builder; 4 | 5 | namespace com.vrcfury.api { 6 | /** Useful code utilities provided by VRCFury */ 7 | [PublicAPI] 8 | public static class FuryUtils { 9 | /** 10 | * Finds the given bone transform from a GameObject containing an Animator with an attached rig. 11 | * An Exception will be thrown if the bone cannot be found. 12 | */ 13 | public static GameObject GetBone(GameObject avatarObject, HumanBodyBones bone) { 14 | return VRCFArmatureUtils.FindBoneOnArmatureOrException(avatarObject, bone); 15 | } 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/PublicApi/com.vrcfury.api.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "com.vrcfury.api", 3 | "rootNamespace": "com.vrcfury.api", 4 | "references": [ 5 | "VRCFury-Editor", 6 | "VRCFury" 7 | ], 8 | "includePlatforms": [ 9 | "Editor" 10 | ], 11 | "excludePlatforms": [], 12 | "allowUnsafeCode": false, 13 | "overrideReferences": true, 14 | "precompiledReferences": [ 15 | "VRCSDK3A.dll" 16 | ], 17 | "autoReferenced": false, 18 | "defineConstraints": [], 19 | "versionDefines": [], 20 | "noEngineReferences": false 21 | } 22 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Component/VRCFuryGlobalCollider.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace VF.Component { 4 | [AddComponentMenu("VRCFury/Global Collider (VRCFury)")] 5 | internal class VRCFuryGlobalCollider : VRCFuryComponent { 6 | public float radius = 0.1f; 7 | public float height = 0; 8 | public Transform rootTransform; 9 | 10 | public Transform GetTransform() { 11 | return rootTransform != null ? rootTransform : transform; 12 | } 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Component/VRCFuryHapticTouchReceiver.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace VF.Component { 4 | [AddComponentMenu("VRCFury/Haptic Touch Receiver (VRCFury)")] 5 | internal class VRCFuryHapticTouchReceiver : VRCFuryComponent { 6 | public new string name; 7 | public float radius = 0.1f; 8 | } 9 | } 10 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Component/VRCFuryHapticTouchSender.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace VF.Component { 4 | [AddComponentMenu("VRCFury/Haptic Touch Sender (VRCFury)")] 5 | internal class VRCFuryHapticTouchSender : VRCFuryComponent { 6 | public float radius = 0.1f; 7 | } 8 | } 9 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Component/VRCFuryNoUpdateWhenOffscreen.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace VF.Component { 4 | [AddComponentMenu("")] 5 | internal class VRCFuryNoUpdateWhenOffscreen : VRCFuryPlayComponent { 6 | private void Update() { 7 | var skin = GetComponent(); 8 | if (skin == null) return; 9 | skin.updateWhenOffscreen = false; 10 | } 11 | } 12 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Component/VRCFuryPlayComponent.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | namespace VF.Component { 5 | internal abstract class VRCFuryPlayComponent : MonoBehaviour { 6 | #if UNITY_EDITOR 7 | private void OnValidate() { 8 | hideFlags |= HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor | HideFlags.NotEditable; 9 | // Ensure this deletes itself if it ever winds up outside play mode 10 | if (!Application.isPlaying) { 11 | EditorApplication.delayCall += () => DestroyImmediate(this); 12 | } 13 | } 14 | #endif 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/AnchorOverrideFix.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class AnchorOverrideFix : LegacyFeatureModel { 6 | public override NewFeatureModel CreateNewInstance() { 7 | return new AnchorOverrideFix2(); 8 | } 9 | } 10 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/AnchorOverrideFix2.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class AnchorOverrideFix2 : NewFeatureModel { 6 | } 7 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/ApplyDuringUpload.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using VF.Model.StateAction; 3 | 4 | namespace VF.Model.Feature { 5 | [Serializable] 6 | internal class ApplyDuringUpload : NewFeatureModel { 7 | [DoNotApplyRestingState] 8 | public State action; 9 | } 10 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/AvatarScale.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class AvatarScale : LegacyFeatureModel { 6 | public override NewFeatureModel CreateNewInstance() { 7 | return new AvatarScale2(); 8 | } 9 | } 10 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/AvatarScale2.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class AvatarScale2 : NewFeatureModel { 6 | } 7 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/BoneConstraint.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace VF.Model.Feature { 5 | [Serializable] 6 | internal class BoneConstraint : NewFeatureModel { 7 | public GameObject obj; 8 | public HumanBodyBones bone; 9 | } 10 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/BoundingBoxFix.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class BoundingBoxFix : LegacyFeatureModel { 6 | public override NewFeatureModel CreateNewInstance() { 7 | return new BoundingBoxFix2(); 8 | } 9 | } 10 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/BoundingBoxFix2.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class BoundingBoxFix2 : NewFeatureModel { 6 | } 7 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/CrossEyeFix.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class CrossEyeFix : LegacyFeatureModel { 6 | public override NewFeatureModel CreateNewInstance() { 7 | return new CrossEyeFix2(); 8 | } 9 | } 10 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/CrossEyeFix2.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class CrossEyeFix2 : NewFeatureModel { 6 | } 7 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/DeleteDuringUpload.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class DeleteDuringUpload : NewFeatureModel { 6 | } 7 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/DescriptorDebug.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class DescriptorDebug : NewFeatureModel { 6 | } 7 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/DirectTreeOptimizer.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class DirectTreeOptimizer : NewFeatureModel { 6 | } 7 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/FixWriteDefaults.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class FixWriteDefaults : NewFeatureModel { 6 | public enum FixWriteDefaultsMode { 7 | Auto, 8 | ForceOff, 9 | ForceOn, 10 | Disabled 11 | } 12 | public FixWriteDefaultsMode mode = FixWriteDefaultsMode.Auto; 13 | } 14 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/Gizmo.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace VF.Model.Feature { 5 | [Serializable] 6 | internal class Gizmo : NewFeatureModel { 7 | public Vector3 rotation; 8 | public string text; 9 | public float sphereRadius; 10 | public float arrowLength; 11 | } 12 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/HeadChopHead.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class HeadChopHead : NewFeatureModel { 6 | 7 | } 8 | } 9 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/MakeWriteDefaultsOff.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class MakeWriteDefaultsOff : LegacyFeatureModel { 6 | public override NewFeatureModel CreateNewInstance() { 7 | return new FixWriteDefaults { 8 | mode = FixWriteDefaults.FixWriteDefaultsMode.ForceOff 9 | }; 10 | } 11 | } 12 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/MakeWriteDefaultsOff2.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class MakeWriteDefaultsOff2 : LegacyFeatureModel { 6 | public override NewFeatureModel CreateNewInstance() { 7 | return new FixWriteDefaults { 8 | mode = FixWriteDefaults.FixWriteDefaultsMode.ForceOff 9 | }; 10 | } 11 | } 12 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/MmdCompatibility.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | 4 | namespace VF.Model.Feature { 5 | [Serializable] 6 | internal class MmdCompatibility : NewFeatureModel { 7 | public List disableLayers = new List(); 8 | public string globalParam; 9 | 10 | [Serializable] 11 | public class DisableLayer { 12 | public string name; 13 | } 14 | } 15 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/OGBIntegration.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class OGBIntegration : LegacyFeatureModel { 6 | public override NewFeatureModel CreateNewInstance() { 7 | return new OGBIntegration2(); 8 | } 9 | } 10 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/OGBIntegration2.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class OGBIntegration2 : NewFeatureModel { 6 | } 7 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/OverrideMenuSettings.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class OverrideMenuSettings : NewFeatureModel { 6 | public string nextText; 7 | public GuidTexture2d nextIcon; 8 | } 9 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/RemoveBlinking.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class RemoveBlinking : NewFeatureModel { 6 | } 7 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/RemoveHandGestures.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class RemoveHandGestures : LegacyFeatureModel { 6 | public override NewFeatureModel CreateNewInstance() { 7 | return new RemoveHandGestures2(); 8 | } 9 | } 10 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/RemoveHandGestures2.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class RemoveHandGestures2 : NewFeatureModel { 6 | } 7 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/ReorderMenuItem.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class ReorderMenuItem : NewFeatureModel { 6 | public string path; 7 | public int position; 8 | } 9 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/SecurityLock.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class SecurityLock : NewFeatureModel { 6 | public string pinNumber; 7 | } 8 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/SecurityRestricted.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class SecurityRestricted : NewFeatureModel { 6 | } 7 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/SenkyGestureDriver.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class SenkyGestureDriver : NewFeatureModel { 6 | public State eyesClosed; 7 | public State eyesHappy; 8 | public State eyesSad; 9 | public State eyesAngry; 10 | 11 | public State mouthBlep; 12 | public State mouthSuck; 13 | public State mouthSad; 14 | public State mouthAngry; 15 | public State mouthHappy; 16 | 17 | public State earsBack; 18 | 19 | public float transitionTime = -1; 20 | } 21 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/SetIcon.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class SetIcon : NewFeatureModel { 6 | public string path; 7 | public GuidTexture2d icon; 8 | 9 | public override bool Upgrade(int fromVersion) { 10 | if (fromVersion < 1) { 11 | if (path.StartsWith("Sockets/") || path == "Sockets") { 12 | path = "SPS" + path.Substring(7); 13 | } 14 | } 15 | return false; 16 | } 17 | 18 | public override int GetLatestVersion() { 19 | return 1; 20 | } 21 | } 22 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/ShowInFirstPerson.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace VF.Model.Feature { 5 | [Serializable] 6 | internal class ShowInFirstPerson : NewFeatureModel { 7 | [NonSerialized] public bool useObjOverride = false; 8 | [NonSerialized] public GameObject objOverride = null; 9 | [NonSerialized] public bool onlyIfChildOfHead = false; 10 | } 11 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/Slot4Fix.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class Slot4Fix : NewFeatureModel { 6 | } 7 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/SpsOptions.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class SpsOptions : NewFeatureModel { 6 | public GuidTexture2d menuIcon; 7 | public string menuPath; 8 | public bool saveSockets = false; 9 | } 10 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/TPSIntegration.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class TPSIntegration : LegacyFeatureModel { 6 | public override NewFeatureModel CreateNewInstance() { 7 | return new TPSIntegration2(); 8 | } 9 | } 10 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/TPSIntegration2.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class TPSIntegration2 : NewFeatureModel { 6 | } 7 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/Talking.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class Talking : NewFeatureModel { 6 | public State state; 7 | } 8 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/Toes.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class Toes : NewFeatureModel { 6 | public State down; 7 | public State up; 8 | public State splay; 9 | } 10 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/TpsScaleFix.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace VF.Model.Feature { 5 | [Serializable] 6 | internal class TpsScaleFix : NewFeatureModel { 7 | [NonSerialized] public Renderer singleRenderer; 8 | } 9 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/UnlimitedParameters.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class UnlimitedParameters : NewFeatureModel { 6 | public bool includeBools = false; 7 | public bool includePuppets = false; 8 | } 9 | } 10 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/WorldConstraint.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class WorldConstraint : NewFeatureModel { 6 | public string menuPath; 7 | } 8 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/Feature/ZawooIntegration.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.Feature { 4 | [Serializable] 5 | internal class ZawooIntegration : NewFeatureModel { 6 | public string submenu; 7 | } 8 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/State.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using Action = VF.Model.StateAction.Action; 5 | 6 | namespace VF.Model { 7 | [Serializable] 8 | internal class State { 9 | [SerializeReference] public List actions = new List(); 10 | } 11 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/StateAction/Action.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine.Serialization; 3 | using VF.Upgradeable; 4 | 5 | namespace VF.Model.StateAction { 6 | [Serializable] 7 | internal class Action : VrcfUpgradeable { 8 | public bool desktopActive = false; 9 | public bool androidActive = false; 10 | 11 | public bool localOnly = false; 12 | public bool remoteOnly = false; 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/StateAction/AnimationClipAction.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace VF.Model.StateAction { 5 | [Serializable] 6 | internal class AnimationClipAction : Action { 7 | public GuidAnimationClip clip; 8 | [NonSerialized] public Motion motion; 9 | } 10 | } 11 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/StateAction/BlendShapeAction.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace VF.Model.StateAction { 5 | [Serializable] 6 | internal class BlendShapeAction : Action { 7 | public string blendShape; 8 | public float blendShapeValue = 100; 9 | public Renderer renderer; 10 | public bool allRenderers = true; 11 | } 12 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/StateAction/BlockBlinkingAction.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.StateAction { 4 | [Serializable] 5 | internal class BlockBlinkingAction : Action { 6 | } 7 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/StateAction/BlockVisemesAction.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.StateAction { 4 | [Serializable] 5 | internal class BlockVisemesAction : Action { 6 | } 7 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/StateAction/DisableGesturesAction.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.StateAction { 4 | [Serializable] 5 | internal class DisableGesturesAction : Action { 6 | } 7 | } 8 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/StateAction/DoNotApplyRestingStateAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.StateAction { 4 | /** 5 | * Some Actions contain an implicit "resting state" which is applied to the avatar during the upload automatically. 6 | * For instance, if you have a Turn On action somewhere, the object will automatically be "turned off" during the upload. 7 | * However, if the action is annotated with this attribute, this behaviour will be skipped. 8 | */ 9 | [AttributeUsage(AttributeTargets.Field)] 10 | internal class DoNotApplyRestingStateAttribute : Attribute { 11 | } 12 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/StateAction/FxFloatAction.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.StateAction { 4 | [Serializable] 5 | internal class FxFloatAction : Action { 6 | public string name; 7 | public float value = 1; 8 | } 9 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/StateAction/PoiyomiUVTileAction.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace VF.Model.StateAction { 5 | [Serializable] 6 | internal class PoiyomiUVTileAction : Action { 7 | public Renderer renderer; 8 | public int row = 0; 9 | public int column = 0; 10 | public bool dissolve = false; 11 | public string renamedMaterial = ""; 12 | } 13 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/StateAction/ResetPhysboneAction.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using VRC.SDK3.Dynamics.PhysBone.Components; 3 | 4 | namespace VF.Model.StateAction { 5 | [Serializable] 6 | internal class ResetPhysboneAction : Action { 7 | public VRCPhysBone physBone; 8 | } 9 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/StateAction/ScaleAction.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace VF.Model.StateAction { 5 | [Serializable] 6 | internal class ScaleAction : Action { 7 | public GameObject obj; 8 | public float scale = 1; 9 | } 10 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/StateAction/ShaderInventoryAction.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace VF.Model.StateAction { 5 | [Serializable] 6 | internal class ShaderInventoryAction : Action { 7 | public Renderer renderer; 8 | public int slot = 1; 9 | } 10 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/StateAction/SmoothLoopAction.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace VF.Model.StateAction { 4 | [Serializable] 5 | internal class SmoothLoopAction : Action { 6 | public State state1; 7 | public State state2; 8 | public float loopTime = 5; 9 | } 10 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/StateAction/SpsOnAction.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using VF.Component; 3 | 4 | namespace VF.Model.StateAction { 5 | [Serializable] 6 | internal class SpsOnAction : Action { 7 | public VRCFuryHapticPlug target; 8 | } 9 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/VRCFuryConfig.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using VF.Model.Feature; 5 | 6 | namespace VF.Model { 7 | [Serializable] 8 | internal class VRCFuryConfig { 9 | [SerializeReference] public List features = new List(); 10 | } 11 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/VRCFuryDebugInfo.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEditor; 3 | using UnityEngine; 4 | using VF.Component; 5 | 6 | namespace VF.Model { 7 | [AddComponentMenu("")] 8 | internal class VRCFuryDebugInfo : VRCFuryComponent { 9 | public string debugInfo; 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Model/VRCFuryTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using VF.Component; 3 | 4 | namespace VF.Model { 5 | [AddComponentMenu("")] 6 | internal class VRCFuryTest : VRCFuryComponent { 7 | 8 | } 9 | } 10 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/VF/Upgradeable/IUpgradeable.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace VF.Upgradeable { 4 | internal interface IUpgradeable : ISerializationCallbackReceiver { 5 | bool Upgrade(int fromVersion); 6 | int GetLatestVersion(); 7 | int Version { get; set; } 8 | } 9 | } 10 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/Runtime/_InternalsVisibleTo.cs: -------------------------------------------------------------------------------- 1 | using System.Runtime.CompilerServices; 2 | 3 | [assembly: InternalsVisibleTo("VRCFury-Editor")] 4 | [assembly: InternalsVisibleTo("wholesomevr.sps-configurator.Editor")] 5 | [assembly: InternalsVisibleTo("com.vrcfury.api")] 6 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/VrcfEditorOnly/Runtime/VF/VrcfEditorOnly/IVrcfEditorOnly.cs: -------------------------------------------------------------------------------- 1 | using VRC.SDKBase; 2 | 3 | namespace VF.Component { 4 | // This is here so we can be compatible with /either/ the whitelist patch, OR the new vrcsdk IEditorOnly 5 | internal interface IVrcfEditorOnly 6 | #if VRC_NEW_HOOK_API 7 | : IEditorOnly 8 | #endif 9 | { 10 | 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/VrcfEditorOnly/Runtime/VrcfEditorOnly.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "VrcfEditorOnly", 3 | "references": [], 4 | "includePlatforms": [], 5 | "excludePlatforms": [], 6 | "allowUnsafeCode": false, 7 | "overrideReferences": true, 8 | "precompiledReferences": [ 9 | "VRCSDKBase.dll", 10 | "VRCSDK3A.dll" 11 | ], 12 | "autoReferenced": false, 13 | "defineConstraints": [], 14 | "versionDefines": [ 15 | { 16 | "name": "com.vrchat.base", 17 | "expression": "3.1.12", 18 | "define": "VRC_NEW_HOOK_API" 19 | } 20 | ], 21 | "noEngineReferences": false 22 | } 23 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/VrcfEditorOnly/Runtime/_InternalsVisibleTo.cs: -------------------------------------------------------------------------------- 1 | using System.Runtime.CompilerServices; 2 | 3 | [assembly: InternalsVisibleTo("VrcfEditorOnly-Editor")] 4 | [assembly: InternalsVisibleTo("VRCFury")] 5 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/VrcfResources/logo.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Phylliida/ResoniteUnityExporter/5a2e543554be761da9c29a1549fd32d70bc6f757/ExampleUnityProject/Assets/VRCFury/VrcfResources/logo.png -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/VRCFury/VrcfResources/sps_icon.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Phylliida/ResoniteUnityExporter/5a2e543554be761da9c29a1549fd32d70bc6f757/ExampleUnityProject/Assets/VRCFury/VrcfResources/sps_icon.png 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-------------------------------------------------------------------------------- /ExampleUnityProject/Assets/_PoiyomiShaders/Scripts/ThryEditor/CREDITS.txt: -------------------------------------------------------------------------------- 1 | Shader Optimizer : Kaj (https://github.com/DarthShader) 2 | sRGBWarningDrawer : z3y (https://github.com/z3y) 3 | Auto Anchor Feature : Pumkin (https://github.com/rurre) 4 | 5 | Shader Optimizer - Property Renaming : RequiDev (https://github.com/RequiDev) 6 | Shader Optimizer - Shared Locked Shaders : 3 (https://github.com/Float3) -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/_PoiyomiShaders/Scripts/ThryEditor/Editor/Mediator.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Thry 6 | { 7 | public class Mediator 8 | { 9 | 10 | private static Material m_copy; 11 | public static Material copy_material 12 | { 13 | set 14 | { 15 | m_copy = value; 16 | } 17 | get 18 | { 19 | return m_copy; 20 | } 21 | } 22 | 23 | public static ShaderPart transfer_group; 24 | } 25 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/_PoiyomiShaders/Scripts/ThryEditor/Editor/ThryAssemblyDefinition.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "ThryAssemblyDefinition", 3 | "references": [], 4 | "optionalUnityReferences": [], 5 | "includePlatforms": [ 6 | "Editor" 7 | ], 8 | "excludePlatforms": [], 9 | "allowUnsafeCode": false, 10 | "overrideReferences": false, 11 | "precompiledReferences": [], 12 | "autoReferenced": true, 13 | "defineConstraints": [] 14 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/_PoiyomiShaders/Scripts/ThryEditor/Examples/ThryLabelExample.txt: -------------------------------------------------------------------------------- 1 | m_start_Lighting:=Light and Shadow--{reference_property:_EnableLighting,button_right:{text:Tutorial,action:{type:URL,data:https://youtu.be/2B-EJutVjs8},hover:YouTube}} 2 | _EnableLighting:=Enable Lighting--{hide_in_inspector:true} 3 | g_start_l:=--{condition_enable:{type:PROPERTY_BOOL,data:_EnableLighting}} 4 | 5 | footer_website:={texture:{name:thry_settings_icon,height:32},action:{type:URL,data:https://www.ShaderEditor.thryrallo.de},hover:Website} 6 | footer_github:={text:Github,action:{type:URL,data:https://github.com/thryrallo/ShaderEditor}} 7 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/_PoiyomiShaders/Scripts/ThryEditor/Examples/ThryPresetsExample.txt: -------------------------------------------------------------------------------- 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/ExampleUnityProject/Assets/_PoiyomiShaders/Scripts/ThryEditor/README.md: -------------------------------------------------------------------------------- 1 | # ThryEditor 2 | General Unity Shader Inspector/Editor with focus on vrchat shaders 3 | 4 | # [Discord Server for all my Assets](https://discord.thryrallo.de/) 5 | -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/_PoiyomiShaders/Scripts/ThryEditor/Resources/thryEditor_iconThry.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Phylliida/ResoniteUnityExporter/5a2e543554be761da9c29a1549fd32d70bc6f757/ExampleUnityProject/Assets/_PoiyomiShaders/Scripts/ThryEditor/Resources/thryEditor_iconThry.png -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/_PoiyomiShaders/Scripts/ThryEditor/Resources/thryEditor_link.png: 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.error 2 | { 3 | background-image: resource("CollabError"); 4 | margin-top: 2px; 5 | margin-left: 6px; 6 | height: 12px; 7 | width: 12px; 8 | } 9 | 10 | .buttons-area 11 | { 12 | flex-direction: row; 13 | margin-bottom: 10px; 14 | } 15 | 16 | .folder-selector 17 | { 18 | flex-direction: row; 19 | margin-top: 10px; 20 | margin-left: 4px; 21 | } 22 | 23 | ModularShadersGeneratorElement 24 | { 25 | margin-left: 4px; 26 | } -------------------------------------------------------------------------------- /ExampleUnityProject/Assets/_PoiyomiShaders/Scripts/poi-tools/Resources/Poi/icon_link.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Phylliida/ResoniteUnityExporter/5a2e543554be761da9c29a1549fd32d70bc6f757/ExampleUnityProject/Assets/_PoiyomiShaders/Scripts/poi-tools/Resources/Poi/icon_link.png -------------------------------------------------------------------------------- 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System.Runtime.InteropServices; 4 | using System.Text; 5 | 6 | namespace ResoniteUnityExporterShared 7 | { 8 | [StructLayout(LayoutKind.Sequential)] 9 | public struct MeshRenderer_U2Res 10 | { 11 | public RefID_U2Res targetSlot; 12 | public RefID_U2Res staticMeshAsset; 13 | public RefID_U2Res[] materials; 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /ResoniteUnityExporterShared/PackageInfo_U2Res.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Runtime.InteropServices; 4 | using System.Text; 5 | 6 | namespace ResoniteUnityExporterShared 7 | { 8 | [StructLayout(LayoutKind.Sequential)] 9 | public struct PackageInfo_U2Res 10 | { 11 | public RefID_U2Res mainParentSlot; 12 | public string packagePath; 13 | public bool includeVariants; 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /ResoniteUnityExporterShared/Properties/PublishProfiles/FolderProfile.pubxml: -------------------------------------------------------------------------------- 1 |  2 | 5 | 6 | 7 | Release 8 | Any CPU 9 | ..\Published\ResoniteUnityExporterShared 10 | FileSystem 11 | <_TargetId>Folder 12 | netstandard2.1 13 | 14 | -------------------------------------------------------------------------------- /ResoniteUnityExporterShared/RefID_U2Res.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Runtime.InteropServices; 4 | using System.Text; 5 | 6 | namespace ResoniteUnityExporterShared 7 | { 8 | [StructLayout(LayoutKind.Sequential)] 9 | public struct RefID_U2Res 10 | { 11 | public ulong id; 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /ResoniteUnityExporterShared/ResoniteUnityExporterShared.csproj: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | netstandard2.1 5 | true 6 | 7 | 8 | 9 | 10 | 11 | -------------------------------------------------------------------------------- /ResoniteUnityExporterShared/ServerInfo_U2Res.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Runtime.InteropServices; 4 | using System.Text; 5 | 6 | namespace ResoniteUnityExporterShared 7 | { 8 | [StructLayout(LayoutKind.Sequential)] 9 | public struct ServerInfo_U2Res 10 | { 11 | public string label; 12 | public string worldName; 13 | public bool allowedToCreateInWorld; 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /ResoniteUnityExporterShared/SkinnedMeshRenderer_U2Res.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Runtime.InteropServices; 4 | using System.Text; 5 | 6 | namespace ResoniteUnityExporterShared 7 | { 8 | public static class SkinnedMeshRendererConstants 9 | { 10 | public static string tempBonePrefix = "_U2Rtempbone"; 11 | } 12 | 13 | [StructLayout(LayoutKind.Sequential)] 14 | public struct SkinnedMeshRenderer_U2Res 15 | { 16 | public RefID_U2Res targetSlot; 17 | public RefID_U2Res staticMeshAsset; 18 | public RefID_U2Res[] bones; 19 | public RefID_U2Res[] materials; 20 | public float[] blendShapeWeights; 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /ResoniteUnityExporterShared/Texture2D_U2Res.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Runtime.InteropServices; 4 | using System.Text; 5 | 6 | namespace ResoniteUnityExporterShared 7 | { 8 | [StructLayout(LayoutKind.Sequential)] 9 | public struct Texture2D_U2Res 10 | { 11 | public RefID_U2Res rootAssetsSlot; 12 | public int width; 13 | public int height; 14 | public Color32_U2Res[] data; 15 | public string path; 16 | } 17 | } -------------------------------------------------------------------------------- /ResoniteUnityExporterStandalone/App.config: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | 9 | 11 | 12 | 13 | 14 | 15 | 16 | -------------------------------------------------------------------------------- /ResoniteUnityExporterStandalone/app.manifest: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | 9 | 10 | 11 | 12 | -------------------------------------------------------------------------------- /TutorialAssets/Download ResoniteUnityExporter Standalone.png: 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