├── Screenshot.png
├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── PresetManager.asset
├── XRSettings.asset
├── VersionControlSettings.asset
├── TimeManager.asset
├── EditorBuildSettings.asset
├── VFXManager.asset
├── AudioManager.asset
├── RiderScriptEditorPersistedState.asset
├── TagManager.asset
├── UnityConnectSettings.asset
├── EditorSettings.asset
├── PackageManagerSettings.asset
├── DynamicsManager.asset
├── MemorySettings.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── QualitySettings.asset
└── ProjectSettings.asset
├── Assets
├── Packages.meta
└── Packages
│ ├── RawVATGenerator
│ ├── LICENSE.meta
│ ├── package.json.meta
│ ├── Editor.meta
│ ├── Scripts.meta
│ ├── Shader.meta
│ ├── RawVATGenerator.asmdef.meta
│ ├── Editor
│ │ ├── VATGeneratorEditor.asmdef.meta
│ │ ├── VATGeneratorEditor.cs.meta
│ │ ├── VATGeneratorEditor.asmdef
│ │ └── VATGeneratorEditor.cs
│ ├── Shader
│ │ ├── VAT.cginc.meta
│ │ ├── VAT_Standard.shader.meta
│ │ ├── VAT_Unlit.shader.meta
│ │ ├── VAT_VisNormal.shader.meta
│ │ ├── VAT_Unlit(Instanced).shader.meta
│ │ ├── VAT_Standard(Instanced).shader.meta
│ │ ├── VAT.cginc
│ │ ├── VAT_Standard.shader
│ │ ├── VAT_Standard(Instanced).shader
│ │ ├── VAT_Unlit.shader
│ │ ├── VAT_VisNormal.shader
│ │ └── VAT_Unlit(Instanced).shader
│ ├── Scripts
│ │ ├── VATShader.cs.meta
│ │ ├── VertexAnimationTexture.cs.meta
│ │ ├── VATShader.cs
│ │ └── VertexAnimationTexture.cs
│ ├── RawVATGenerator.asmdef
│ ├── package.json
│ └── LICENSE
│ └── RawVATGenerator.meta
├── .idea
└── .idea.Unity_RawVATGenerator
│ └── .idea
│ ├── encodings.xml
│ ├── vcs.xml
│ ├── indexLayout.xml
│ └── .gitignore
├── README.md
├── .gitignore
├── LICENSE
└── Packages
├── manifest.json
└── packages-lock.json
/Screenshot.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/XJINE/Unity_RawVATGenerator/HEAD/Screenshot.png
--------------------------------------------------------------------------------
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/.idea/.idea.Unity_RawVATGenerator/.idea/.gitignore:
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1 | # Default ignored files
2 | /shelf/
3 | /workspace.xml
4 | # Rider ignored files
5 | /projectSettingsUpdater.xml
6 | /contentModel.xml
7 | /.idea.Unity_RawVATGenerator.iml
8 | /modules.xml
9 | # Datasource local storage ignored files
10 | /dataSources/
11 | /dataSources.local.xml
12 | # Editor-based HTTP Client requests
13 | /httpRequests/
14 |
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1 | {
2 | "name" : "com.xjine.raw_vat_generator",
3 | "displayName": "Raw VAT Generator",
4 | "version" : "1.0.2",
5 | "unity" : "2021.3",
6 | "description": "Generate VAT, NormalTex, Material, and Prefab from animated model.",
7 | "author" :
8 | {
9 | "name": "XJINE",
10 | "url" : "https://github.com/XJINE"
11 | },
12 | "keywords":
13 | [
14 | ],
15 | "dependencies":
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17 | }
18 | }
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/Assets/Packages/RawVATGenerator/Scripts/VATShader.cs:
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1 | namespace VATGenerator
2 | {
3 | public static class VATShader
4 | {
5 | public const string NAME = "VAT/Unlit";
6 | public const string ANIMTEX = "_AnimTex";
7 | public const string ANIMTEX_TIME = "_AnimTex_Time";
8 | public const string ANIMTEX_LENGTH = "_AnimTex_Length";
9 | public const string ANIMTEX_FPS = "_AnimTex_FPS";
10 | public const string ANIMTEX_REPEAT = "_AnimTex_Repeat";
11 | public const string ANIMTEX_NORMAL = "_AnimTex_Normal";
12 | }
13 | }
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7 | layers:
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9 | - TransparentFX
10 | - Ignore Raycast
11 | -
12 | - Water
13 | - UI
14 | -
15 | -
16 | -
17 | -
18 | -
19 | -
20 | -
21 | -
22 | -
23 | -
24 | -
25 | -
26 | -
27 | -
28 | -
29 | -
30 | -
31 | -
32 | -
33 | -
34 | -
35 | -
36 | -
37 | -
38 | -
39 | -
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44 |
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/README.md:
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1 | # Unity_RawVATGenerator
2 |
3 |
4 |
5 | Generate VAT, NormalTex, Material, and Prefab from animated model.
6 |
7 |
8 | ## Importing
9 |
10 | You can use Package Manager or import it directly.
11 |
12 | ```
13 | https://github.com/XJINE/Unity_RawVATGenerator.git?path=Assets/Packages/RawVATGenerator
14 | ```
15 |
16 | ## How to Use
17 |
18 | 1. Open "Custom/VATGenerator" window.
19 | 2. Select target model in Hierarchy.
20 | 3. Set FPS and push "Generate".
21 |
22 | ## Caution
23 |
24 | This VATGenerator use raw data as ARGBFloat texture.
25 | So the extension is ".asset". And such texture size becomes large in most case.
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22 | UnityAnalyticsSettings:
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30 | m_IosGameId:
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33 | m_GameId:
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36 |
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17 | m_EtcTextureNormalCompressor: 2
18 | m_EtcTextureBestCompressor: 4
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17 | m_AdvancedSettingsExpanded: 1
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19 | oneTimeWarningShown: 0
20 | m_Registries:
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22 | m_Name:
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24 | m_Scopes: []
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12 | m_TypetreeBlockSize: -1
13 | m_ProfilerBlockSize: -1
14 | m_ProfilerEditorBlockSize: -1
15 | m_BucketAllocatorGranularity: -1
16 | m_BucketAllocatorBucketsCount: -1
17 | m_BucketAllocatorBlockSize: -1
18 | m_BucketAllocatorBlockCount: -1
19 | m_ProfilerBucketAllocatorGranularity: -1
20 | m_ProfilerBucketAllocatorBucketsCount: -1
21 | m_ProfilerBucketAllocatorBlockSize: -1
22 | m_ProfilerBucketAllocatorBlockCount: -1
23 | m_TempAllocatorSizeMain: -1
24 | m_JobTempAllocatorBlockSize: -1
25 | m_BackgroundJobTempAllocatorBlockSize: -1
26 | m_JobTempAllocatorReducedBlockSize: -1
27 | m_TempAllocatorSizeGIBakingWorker: -1
28 | m_TempAllocatorSizeNavMeshWorker: -1
29 | m_TempAllocatorSizeAudioWorker: -1
30 | m_TempAllocatorSizeCloudWorker: -1
31 | m_TempAllocatorSizeGfx: -1
32 | m_TempAllocatorSizeJobWorker: -1
33 | m_TempAllocatorSizeBackgroundWorker: -1
34 | m_TempAllocatorSizePreloadManager: -1
35 | m_PlatformMemorySettings: {}
36 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Uu]ser[Ss]ettings/
12 |
13 | # MemoryCaptures can get excessive in size.
14 | # They also could contain extremely sensitive data
15 | /[Mm]emoryCaptures/
16 |
17 | # Recordings can get excessive in size
18 | /[Rr]ecordings/
19 |
20 | # Uncomment this line if you wish to ignore the asset store tools plugin
21 | # /[Aa]ssets/AssetStoreTools*
22 |
23 | # Autogenerated Jetbrains Rider plugin
24 | /[Aa]ssets/Plugins/Editor/JetBrains*
25 |
26 | # Visual Studio cache directory
27 | .vs/
28 |
29 | # Gradle cache directory
30 | .gradle/
31 |
32 | # Autogenerated VS/MD/Consulo solution and project files
33 | ExportedObj/
34 | .consulo/
35 | *.csproj
36 | *.unityproj
37 | *.sln
38 | *.suo
39 | *.tmp
40 | *.user
41 | *.userprefs
42 | *.pidb
43 | *.booproj
44 | *.svd
45 | *.pdb
46 | *.mdb
47 | *.opendb
48 | *.VC.db
49 |
50 | # Unity3D generated meta files
51 | *.pidb.meta
52 | *.pdb.meta
53 | *.mdb.meta
54 |
55 | # Unity3D generated file on crash reports
56 | sysinfo.txt
57 |
58 | # Builds
59 | *.apk
60 | *.aab
61 | *.unitypackage
62 | *.app
63 |
64 | # Crashlytics generated file
65 | crashlytics-build.properties
66 |
67 | # Packed Addressables
68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
69 |
70 | # Temporary auto-generated Android Assets
71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta
72 | /[Aa]ssets/[Ss]treamingAssets/aa/*
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | BSD 3-Clause License
2 |
3 | Copyright (c) 2021, XJINE
4 | All rights reserved.
5 |
6 | Redistribution and use in source and binary forms, with or without
7 | modification, are permitted provided that the following conditions are met:
8 |
9 | 1. Redistributions of source code must retain the above copyright notice, this
10 | list of conditions and the following disclaimer.
11 |
12 | 2. Redistributions in binary form must reproduce the above copyright notice,
13 | this list of conditions and the following disclaimer in the documentation
14 | and/or other materials provided with the distribution.
15 |
16 | 3. Neither the name of the copyright holder nor the names of its
17 | contributors may be used to endorse or promote products derived from
18 | this software without specific prior written permission.
19 |
20 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
21 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
23 | DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
24 | FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25 | DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
26 | SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
27 | CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
28 | OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
29 | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
30 |
--------------------------------------------------------------------------------
/Assets/Packages/RawVATGenerator/LICENSE:
--------------------------------------------------------------------------------
1 | BSD 3-Clause License
2 |
3 | Copyright (c) 2021, XJINE
4 | All rights reserved.
5 |
6 | Redistribution and use in source and binary forms, with or without
7 | modification, are permitted provided that the following conditions are met:
8 |
9 | 1. Redistributions of source code must retain the above copyright notice, this
10 | list of conditions and the following disclaimer.
11 |
12 | 2. Redistributions in binary form must reproduce the above copyright notice,
13 | this list of conditions and the following disclaimer in the documentation
14 | and/or other materials provided with the distribution.
15 |
16 | 3. Neither the name of the copyright holder nor the names of its
17 | contributors may be used to endorse or promote products derived from
18 | this software without specific prior written permission.
19 |
20 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
21 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
23 | DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
24 | FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25 | DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
26 | SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
27 | CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
28 | OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
29 | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
30 |
--------------------------------------------------------------------------------
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!126 &1
4 | NavMeshProjectSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | areas:
8 | - name: Walkable
9 | cost: 1
10 | - name: Not Walkable
11 | cost: 1
12 | - name: Jump
13 | cost: 2
14 | - name:
15 | cost: 1
16 | - name:
17 | cost: 1
18 | - name:
19 | cost: 1
20 | - name:
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22 | - name:
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32 | - name:
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34 | - name:
35 | cost: 1
36 | - name:
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38 | - name:
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40 | - name:
41 | cost: 1
42 | - name:
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44 | - name:
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46 | - name:
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48 | - name:
49 | cost: 1
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60 | - name:
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62 | - name:
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64 | - name:
65 | cost: 1
66 | - name:
67 | cost: 1
68 | - name:
69 | cost: 1
70 | - name:
71 | cost: 1
72 | m_LastAgentTypeID: -887442657
73 | m_Settings:
74 | - serializedVersion: 2
75 | agentTypeID: 0
76 | agentRadius: 0.5
77 | agentHeight: 2
78 | agentSlope: 45
79 | agentClimb: 0.75
80 | ledgeDropHeight: 0
81 | maxJumpAcrossDistance: 0
82 | minRegionArea: 2
83 | manualCellSize: 0
84 | cellSize: 0.16666667
85 | manualTileSize: 0
86 | tileSize: 256
87 | accuratePlacement: 0
88 | debug:
89 | m_Flags: 0
90 | m_SettingNames:
91 | - Humanoid
92 |
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/Packages/manifest.json:
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1 | {
2 | "dependencies": {
3 | "com.unity.ai.navigation": "1.1.5",
4 | "com.unity.editorcoroutines": "1.0.0",
5 | "com.unity.ide.rider": "3.0.31",
6 | "com.unity.ide.visualstudio": "2.0.22",
7 | "com.unity.ide.vscode": "1.2.5",
8 | "com.unity.modules.ai": "1.0.0",
9 | "com.unity.modules.androidjni": "1.0.0",
10 | "com.unity.modules.animation": "1.0.0",
11 | "com.unity.modules.assetbundle": "1.0.0",
12 | "com.unity.modules.audio": "1.0.0",
13 | "com.unity.modules.cloth": "1.0.0",
14 | "com.unity.modules.director": "1.0.0",
15 | "com.unity.modules.imageconversion": "1.0.0",
16 | "com.unity.modules.imgui": "1.0.0",
17 | "com.unity.modules.jsonserialize": "1.0.0",
18 | "com.unity.modules.particlesystem": "1.0.0",
19 | "com.unity.modules.physics": "1.0.0",
20 | "com.unity.modules.physics2d": "1.0.0",
21 | "com.unity.modules.screencapture": "1.0.0",
22 | "com.unity.modules.terrain": "1.0.0",
23 | "com.unity.modules.terrainphysics": "1.0.0",
24 | "com.unity.modules.tilemap": "1.0.0",
25 | "com.unity.modules.ui": "1.0.0",
26 | "com.unity.modules.uielements": "1.0.0",
27 | "com.unity.modules.umbra": "1.0.0",
28 | "com.unity.modules.unityanalytics": "1.0.0",
29 | "com.unity.modules.unitywebrequest": "1.0.0",
30 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
31 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
32 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
33 | "com.unity.modules.unitywebrequestwww": "1.0.0",
34 | "com.unity.modules.vehicles": "1.0.0",
35 | "com.unity.modules.video": "1.0.0",
36 | "com.unity.modules.vr": "1.0.0",
37 | "com.unity.modules.wind": "1.0.0",
38 | "com.unity.modules.xr": "1.0.0"
39 | }
40 | }
41 |
--------------------------------------------------------------------------------
/Assets/Packages/RawVATGenerator/Shader/VAT.cginc:
--------------------------------------------------------------------------------
1 | #ifndef VAT_INCLUDE
2 | #define VAT_INCLUDE
3 |
4 | sampler2D _AnimTex;
5 | sampler2D _AnimTex_Normal;
6 | half4 _AnimTex_TexelSize;
7 | half4 _AnimTex_Normal_TexelSize;
8 | float4 _AnimTex_Length;
9 | float _AnimTex_FPS;
10 | float _AnimTex_Repeat;
11 |
12 | #ifdef INSTANCING_ON
13 |
14 | UNITY_INSTANCING_BUFFER_START(VATProps)
15 | UNITY_DEFINE_INSTANCED_PROP(float, _AnimTex_Time)
16 | UNITY_INSTANCING_BUFFER_END(VATProps)
17 |
18 | #else
19 |
20 | float _AnimTex_Time;
21 |
22 | #endif
23 |
24 | inline float NormalizeAnimTime(float time)
25 | {
26 | #ifdef _REPEAT
27 | return clamp(time % _AnimTex_Length.x, 0, _AnimTex_Length.x);
28 | #else
29 | return clamp(time, 0, _AnimTex_Length.x);
30 | #endif
31 | }
32 |
33 | float3 AnimTexPosition(uint vid, float time)
34 | {
35 | float frame = min(time * _AnimTex_FPS, _AnimTex_Length.y);
36 | float frame1 = floor(frame);
37 | float frame2 = min(frame1 + 1, _AnimTex_Length.y);
38 | float lerpT = frame - frame1;
39 |
40 | float4 uv1 = 0, uv2 = 0;
41 | uv1.xy = (0.5 + float2(vid, frame1)) * _AnimTex_TexelSize;
42 | uv2.xy = (0.5 + float2(vid, frame2)) * _AnimTex_TexelSize;
43 |
44 | float3 pos1 = tex2Dlod(_AnimTex, uv1).rgb;
45 | float3 pos2 = tex2Dlod(_AnimTex, uv2).rgb;
46 |
47 | return lerp(pos1, pos2, lerpT);
48 | }
49 |
50 | float3 AnimTexNormal(uint vid, float time)
51 | {
52 | float frame = min(time * _AnimTex_FPS, _AnimTex_Length.y);
53 | float frame1 = floor(frame);
54 | float frame2 = min(frame1 + 1, _AnimTex_Length.y);
55 | float lerpT = frame - frame1;
56 |
57 | float4 uv1 = 0, uv2 = 0;
58 | uv1.xy = (0.5 + float2(vid, frame1)) * _AnimTex_Normal_TexelSize;
59 | uv2.xy = (0.5 + float2(vid, frame2)) * _AnimTex_Normal_TexelSize;
60 |
61 | float3 normal1 = tex2Dlod(_AnimTex_Normal, uv1).rgb;
62 | float3 normal2 = tex2Dlod(_AnimTex_Normal, uv2).rgb;
63 |
64 | return lerp(normal1, normal2, lerpT);
65 | }
66 |
67 | #endif
--------------------------------------------------------------------------------
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2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!19 &1
4 | Physics2DSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 4
7 | m_Gravity: {x: 0, y: -9.81}
8 | m_DefaultMaterial: {fileID: 0}
9 | m_VelocityIterations: 8
10 | m_PositionIterations: 3
11 | m_VelocityThreshold: 1
12 | m_MaxLinearCorrection: 0.2
13 | m_MaxAngularCorrection: 8
14 | m_MaxTranslationSpeed: 100
15 | m_MaxRotationSpeed: 360
16 | m_BaumgarteScale: 0.2
17 | m_BaumgarteTimeOfImpactScale: 0.75
18 | m_TimeToSleep: 0.5
19 | m_LinearSleepTolerance: 0.01
20 | m_AngularSleepTolerance: 2
21 | m_DefaultContactOffset: 0.01
22 | m_JobOptions:
23 | serializedVersion: 2
24 | useMultithreading: 0
25 | useConsistencySorting: 0
26 | m_InterpolationPosesPerJob: 100
27 | m_NewContactsPerJob: 30
28 | m_CollideContactsPerJob: 100
29 | m_ClearFlagsPerJob: 200
30 | m_ClearBodyForcesPerJob: 200
31 | m_SyncDiscreteFixturesPerJob: 50
32 | m_SyncContinuousFixturesPerJob: 50
33 | m_FindNearestContactsPerJob: 100
34 | m_UpdateTriggerContactsPerJob: 100
35 | m_IslandSolverCostThreshold: 100
36 | m_IslandSolverBodyCostScale: 1
37 | m_IslandSolverContactCostScale: 10
38 | m_IslandSolverJointCostScale: 10
39 | m_IslandSolverBodiesPerJob: 50
40 | m_IslandSolverContactsPerJob: 50
41 | m_AutoSimulation: 1
42 | m_QueriesHitTriggers: 1
43 | m_QueriesStartInColliders: 1
44 | m_CallbacksOnDisable: 1
45 | m_ReuseCollisionCallbacks: 1
46 | m_AutoSyncTransforms: 0
47 | m_AlwaysShowColliders: 0
48 | m_ShowColliderSleep: 1
49 | m_ShowColliderContacts: 0
50 | m_ShowColliderAABB: 0
51 | m_ContactArrowScale: 0.2
52 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
53 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
54 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
55 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
56 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
57 |
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!30 &1
4 | GraphicsSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 13
7 | m_Deferred:
8 | m_Mode: 1
9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0}
10 | m_DeferredReflections:
11 | m_Mode: 1
12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0}
13 | m_ScreenSpaceShadows:
14 | m_Mode: 1
15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0}
16 | m_LegacyDeferred:
17 | m_Mode: 1
18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0}
19 | m_DepthNormals:
20 | m_Mode: 1
21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0}
22 | m_MotionVectors:
23 | m_Mode: 1
24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0}
25 | m_LightHalo:
26 | m_Mode: 1
27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0}
28 | m_LensFlare:
29 | m_Mode: 1
30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0}
31 | m_AlwaysIncludedShaders:
32 | - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0}
33 | - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0}
34 | - {fileID: 15105, guid: 0000000000000000f000000000000000, type: 0}
35 | - {fileID: 15106, guid: 0000000000000000f000000000000000, type: 0}
36 | - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
37 | - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
38 | m_PreloadedShaders: []
39 | m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
40 | type: 0}
41 | m_CustomRenderPipeline: {fileID: 0}
42 | m_TransparencySortMode: 0
43 | m_TransparencySortAxis: {x: 0, y: 0, z: 1}
44 | m_DefaultRenderingPath: 1
45 | m_DefaultMobileRenderingPath: 1
46 | m_TierSettings: []
47 | m_LightmapStripping: 0
48 | m_FogStripping: 0
49 | m_InstancingStripping: 0
50 | m_LightmapKeepPlain: 1
51 | m_LightmapKeepDirCombined: 1
52 | m_LightmapKeepDynamicPlain: 1
53 | m_LightmapKeepDynamicDirCombined: 1
54 | m_LightmapKeepShadowMask: 1
55 | m_LightmapKeepSubtractive: 1
56 | m_FogKeepLinear: 1
57 | m_FogKeepExp: 1
58 | m_FogKeepExp2: 1
59 | m_AlbedoSwatchInfos: []
60 | m_LightsUseLinearIntensity: 0
61 | m_LightsUseColorTemperature: 0
62 | m_LogWhenShaderIsCompiled: 0
63 | m_AllowEnlightenSupportForUpgradedProject: 0
64 |
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/Assets/Packages/RawVATGenerator/Shader/VAT_Standard.shader:
--------------------------------------------------------------------------------
1 | Shader "VAT/Standard"
2 | {
3 | Properties
4 | {
5 | _Color ("Color", Color) = (1, 1, 1, 1)
6 | _MainTex ("Albedo (RGB)", 2D) = "white" {}
7 | _Glossiness ("Smoothness", Range(0,1)) = 0.5
8 | _Metallic ("Metallic", Range(0,1)) = 0.0
9 |
10 | [NoScaleOffset] _AnimTex ("PositionTex", 2D) = "white" {}
11 | [NoScaleOffset] _AnimTex_Normal ("NormalTex", 2D) = "white" {}
12 | _AnimTex_Length ("Length(t,f)", Vector) = (0, 0, 0, 0)
13 | _AnimTex_FPS ("FPS", Float) = 30
14 | [Toggle(_REPEAT)] _AnimTex_Repeat ("Repeat", Float) = 0
15 | _AnimTex_Time ("Time", Float) = 0
16 | }
17 | SubShader
18 | {
19 | Tags { "RenderType" = "Opaque" }
20 | LOD 200
21 |
22 | CGPROGRAM
23 |
24 | #pragma target 5.0
25 | #pragma multi_compile _ _REPEAT
26 | #pragma surface surf Standard addshadow vertex:vert
27 |
28 | #include "VAT.cginc"
29 |
30 | struct appdata
31 | {
32 | float4 vertex : POSITION;
33 | float4 tangent : TANGENT;
34 | float3 normal : NORMAL;
35 | float4 texcoord : TEXCOORD0;
36 | float4 texcoord1 : TEXCOORD1;
37 | float4 texcoord2 : TEXCOORD2;
38 | float4 texcoord3 : TEXCOORD3;
39 | #if defined(SHADER_API_XBOX360)
40 | half4 texcoord4 : TEXCOORD4;
41 | half4 texcoord5 : TEXCOORD5;
42 | #endif
43 | fixed4 color : COLOR;
44 | UNITY_VERTEX_INPUT_INSTANCE_ID
45 | uint vid : SV_VertexID;
46 | };
47 |
48 | struct Input
49 | {
50 | float2 uv_MainTex;
51 | };
52 |
53 | sampler2D _MainTex;
54 | half _Glossiness;
55 | half _Metallic;
56 | fixed4 _Color;
57 |
58 | void vert(inout appdata v)
59 | {
60 | float t = NormalizeAnimTime(_AnimTex_Time);
61 |
62 | v.vertex.xyz = AnimTexPosition(v.vid, t);
63 | v.normal = normalize(AnimTexNormal(v.vid, t));
64 | }
65 |
66 | void surf (Input IN, inout SurfaceOutputStandard o)
67 | {
68 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
69 |
70 | o.Albedo = c.rgb;
71 | o.Metallic = _Metallic;
72 | o.Smoothness = _Glossiness;
73 | o.Alpha = c.a;
74 | }
75 |
76 | ENDCG
77 | }
78 | FallBack "Diffuse"
79 | }
--------------------------------------------------------------------------------
/Assets/Packages/RawVATGenerator/Shader/VAT_Standard(Instanced).shader:
--------------------------------------------------------------------------------
1 | Shader "VAT/Standard(Instanced)"
2 | {
3 | Properties
4 | {
5 | _Color ("Color", Color) = (1, 1, 1, 1)
6 | _MainTex ("Albedo (RGB)", 2D) = "white" {}
7 | _Glossiness ("Smoothness", Range(0,1)) = 0.5
8 | _Metallic ("Metallic", Range(0,1)) = 0.0
9 |
10 | [NoScaleOffset] _AnimTex ("PositionTex", 2D) = "white" {}
11 | [NoScaleOffset] _AnimTex_Normal ("NormalTex", 2D) = "white" {}
12 | _AnimTex_Length ("Length(t,f)", Vector) = (0, 0, 0, 0)
13 | _AnimTex_FPS ("FPS", Float) = 30
14 | [Toggle(_REPEAT)] _AnimTex_Repeat ("Repeat", Float) = 0
15 | _AnimTex_Time ("Time", Float) = 0
16 | }
17 | SubShader
18 | {
19 | Tags { "RenderType" = "Opaque" }
20 | LOD 200
21 |
22 | CGPROGRAM
23 |
24 | #pragma multi_compile_instancing
25 | #pragma multi_compile _ _REPEAT
26 | #pragma surface surf Standard fullforwardshadows addshadow vertex:vert
27 |
28 | #include "VAT.cginc"
29 |
30 | struct appdata
31 | {
32 | float4 vertex : POSITION;
33 | float4 tangent : TANGENT;
34 | float3 normal : NORMAL;
35 | float4 texcoord : TEXCOORD0;
36 | float4 texcoord1 : TEXCOORD1;
37 | float4 texcoord2 : TEXCOORD2;
38 | float4 texcoord3 : TEXCOORD3;
39 | #if defined(SHADER_API_XBOX360)
40 | half4 texcoord4 : TEXCOORD4;
41 | half4 texcoord5 : TEXCOORD5;
42 | #endif
43 | fixed4 color : COLOR;
44 | UNITY_VERTEX_INPUT_INSTANCE_ID
45 | uint vid : SV_VertexID;
46 | };
47 |
48 | struct Input
49 | {
50 | float2 uv_MainTex;
51 | };
52 |
53 | sampler2D _MainTex;
54 | half _Glossiness;
55 | half _Metallic;
56 | fixed4 _Color;
57 |
58 | void vert(inout appdata v)
59 | {
60 | float t = UNITY_ACCESS_INSTANCED_PROP(VATProps, _AnimTex_Time);
61 | t = NormalizeAnimTime(t);
62 |
63 | v.vertex.xyz = AnimTexPosition(v.vid, t);
64 | v.normal = normalize(AnimTexNormal(v.vid, t));
65 | }
66 |
67 | void surf (Input IN, inout SurfaceOutputStandard o)
68 | {
69 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
70 |
71 | o.Albedo = c.rgb;
72 | o.Metallic = _Metallic;
73 | o.Smoothness = _Glossiness;
74 | o.Alpha = c.a;
75 | }
76 |
77 | ENDCG
78 | }
79 |
80 | FallBack "Diffuse"
81 | }
--------------------------------------------------------------------------------
/Assets/Packages/RawVATGenerator/Shader/VAT_Unlit.shader:
--------------------------------------------------------------------------------
1 | Shader "VAT/Unlit"
2 | {
3 | Properties
4 | {
5 | [NoScaleOffset] _MainTex ("Base", 2D) = "white" {}
6 | [NoScaleOffset] _AnimTex ("PositionTex", 2D) = "white" {}
7 | _AnimTex_Length ("Length(t,f)", Vector) = (0, 0, 0, 0)
8 | _AnimTex_FPS ("FPS", Float) = 30
9 | [Toggle(_REPEAT)] _AnimTex_Repeat ("Repeat", Float) = 0
10 | _AnimTex_Time ("Time", Float) = 0
11 | }
12 | SubShader
13 | {
14 | Tags { "RenderType" = "Opaque" }
15 | LOD 100
16 |
17 | Pass
18 | {
19 | CGPROGRAM
20 |
21 | #pragma multi_compile _ _REPEAT
22 | #pragma vertex vert
23 | #pragma fragment frag
24 |
25 | #include "UnityCG.cginc"
26 | #include "VAT.cginc"
27 |
28 | struct appdata
29 | {
30 | uint vid : SV_VertexID;
31 | float4 vertex : POSITION;
32 | float2 uv : TEXCOORD0;
33 | };
34 |
35 | struct v2f
36 | {
37 | float4 vertex : SV_POSITION;
38 | float2 uv : TEXCOORD0;
39 | };
40 |
41 | sampler2D _MainTex;
42 |
43 | v2f vert(appdata v)
44 | {
45 | float t = NormalizeAnimTime(_AnimTex_Time);
46 |
47 | v.vertex.xyz = AnimTexPosition(v.vid, t);
48 |
49 | v2f o;
50 | o.vertex = UnityObjectToClipPos(float4(v.vertex.xyz, 1));
51 | o.uv = v.uv;
52 |
53 | return o;
54 | }
55 |
56 | float4 frag(v2f i) : SV_Target
57 | {
58 | return tex2D(_MainTex, i.uv);
59 | }
60 |
61 | ENDCG
62 | }
63 | Pass
64 | {
65 | Name "ShadowCaster"
66 | Tags { "LightMode" = "ShadowCaster" }
67 |
68 | CGPROGRAM
69 |
70 | #pragma multi_compile_shadowcaster
71 | #pragma multi_compile _ _REPEAT
72 | #pragma vertex vert
73 | #pragma fragment frag
74 |
75 | #include "UnityCG.cginc"
76 | #include "VAT.cginc"
77 |
78 | struct appdata
79 | {
80 | uint vid : SV_VertexID;
81 | float4 vertex : POSITION;
82 | float3 normal : NORMAL;
83 | float2 uv : TEXCOORD0;
84 | };
85 |
86 | struct v2f
87 | {
88 | V2F_SHADOW_CASTER;
89 | };
90 |
91 | sampler2D _MainTex;
92 |
93 | v2f vert(appdata v)
94 | {
95 | float t = NormalizeAnimTime(_AnimTex_Time);
96 |
97 | v.vertex.xyz = AnimTexPosition(v.vid, t);
98 |
99 | v2f o;
100 | TRANSFER_SHADOW_CASTER_NORMALOFFSET(o);
101 |
102 | return o;
103 | }
104 |
105 | float4 frag(v2f i) : SV_Target
106 | {
107 | SHADOW_CASTER_FRAGMENT(i);
108 | }
109 |
110 | ENDCG
111 | }
112 | }
113 |
114 | FallBack Off
115 | }
--------------------------------------------------------------------------------
/Assets/Packages/RawVATGenerator/Shader/VAT_VisNormal.shader:
--------------------------------------------------------------------------------
1 | Shader "VAT/VisNormal"
2 | {
3 | Properties
4 | {
5 | [NoScaleOffset] _MainTex ("Base", 2D) = "white" {}
6 | [NoScaleOffset] _AnimTex ("PositionTex", 2D) = "white" {}
7 | [NoScaleOffset] _AnimTex_Normal ("NormalTex", 2D) = "white" {}
8 | _AnimTex_Length ("Length(t,f)", Vector) = (0, 0, 0, 0)
9 | _AnimTex_FPS ("FPS", Float) = 30
10 | [Toggle(_REPEAT)] _AnimTex_Repeat ("Repeat", Float) = 0
11 | _AnimTex_Time ("Time", Float) = 0
12 | }
13 | SubShader
14 | {
15 | Tags { "RenderType" = "Opaque" }
16 | LOD 100
17 |
18 | Pass
19 | {
20 | CGPROGRAM
21 |
22 | #pragma target 5.0
23 | #pragma multi_compile _ _REPEAT
24 | #pragma vertex vert
25 | #pragma fragment frag
26 |
27 | #include "UnityCG.cginc"
28 | #include "VAT.cginc"
29 |
30 | struct appdata
31 | {
32 | uint vid : SV_VertexID;
33 | float4 vertex : POSITION;
34 | float2 uv : TEXCOORD0;
35 | };
36 |
37 | struct v2f
38 | {
39 | float4 vertex : SV_POSITION;
40 | float3 normal : NORMAL;
41 | float2 uv : TEXCOORD0;
42 | };
43 |
44 | sampler2D _MainTex;
45 |
46 | v2f vert(appdata v)
47 | {
48 | float t = NormalizeAnimTime(_AnimTex_Time);
49 |
50 | v.vertex.xyz = AnimTexPosition(v.vid, t);
51 |
52 | float3 n = AnimTexNormal(v.vid, t);
53 | n = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, n));
54 |
55 | v2f o;
56 | o.vertex = UnityObjectToClipPos(float4(v.vertex.xyz, 1));
57 | o.normal = n;
58 | o.uv = v.uv;
59 |
60 | return o;
61 | }
62 |
63 | float4 frag(v2f i) : SV_Target
64 | {
65 | return float4(0.5 * i.normal + 0.5, 1.0);
66 | }
67 |
68 | ENDCG
69 | }
70 | Pass
71 | {
72 | Name "ShadowCaster"
73 | Tags { "LightMode" = "ShadowCaster" }
74 |
75 | CGPROGRAM
76 |
77 | #pragma target 5.0
78 | #pragma multi_compile _ _REPEAT
79 | #pragma multi_compile_shadowcaster
80 | #pragma vertex vert
81 | #pragma fragment frag
82 |
83 | #include "UnityCG.cginc"
84 | #include "VAT.cginc"
85 |
86 | struct appdata
87 | {
88 | uint vid : SV_VertexID;
89 | float4 vertex : POSITION;
90 | float3 normal : NORMAL;
91 | float2 uv : TEXCOORD0;
92 | };
93 |
94 | struct v2f
95 | {
96 | V2F_SHADOW_CASTER;
97 | };
98 |
99 | sampler2D _MainTex;
100 |
101 | v2f vert(appdata v)
102 | {
103 | float t = NormalizeAnimTime(_AnimTex_Time);
104 |
105 | v.vertex.xyz = AnimTexPosition(v.vid, t);
106 |
107 | v2f o;
108 | TRANSFER_SHADOW_CASTER_NORMALOFFSET(o);
109 |
110 | return o;
111 | }
112 |
113 | float4 frag(v2f i) : SV_Target
114 | {
115 | SHADOW_CASTER_FRAGMENT(i);
116 | }
117 |
118 | ENDCG
119 | }
120 | }
121 |
122 | FallBack Off
123 | }
--------------------------------------------------------------------------------
/Assets/Packages/RawVATGenerator/Shader/VAT_Unlit(Instanced).shader:
--------------------------------------------------------------------------------
1 | Shader "VAT/Unlit(Instanced)"
2 | {
3 | Properties
4 | {
5 | [NoScaleOffset] _MainTex ("Base", 2D) = "white" {}
6 | [NoScaleOffset] _AnimTex ("PositionTex", 2D) = "white" {}
7 | _AnimTex_Length ("Length(t,f)", Vector) = (0, 0, 0, 0)
8 | _AnimTex_FPS ("FPS", Float) = 30
9 | [Toggle(_REPEAT)] _AnimTex_Repeat ("Repeat", Float) = 0
10 | _AnimTex_Time ("Time", Float) = 0
11 | }
12 | SubShader
13 | {
14 | Tags { "RenderType" = "Opaque" }
15 | LOD 100
16 |
17 | Pass
18 | {
19 | CGPROGRAM
20 |
21 | #pragma multi_compile_instancing
22 | #pragma multi_compile _ _REPEAT
23 | #pragma vertex vert
24 | #pragma fragment frag
25 |
26 | #include "UnityCG.cginc"
27 | #include "VAT.cginc"
28 |
29 | struct appdata
30 | {
31 | uint vid : SV_VertexID;
32 | float4 vertex : POSITION;
33 | float2 uv : TEXCOORD0;
34 | UNITY_VERTEX_INPUT_INSTANCE_ID
35 | };
36 |
37 | struct v2f
38 | {
39 | float4 vertex : SV_POSITION;
40 | float2 uv : TEXCOORD0;
41 | UNITY_VERTEX_INPUT_INSTANCE_ID
42 | };
43 |
44 | sampler2D _MainTex;
45 |
46 | v2f vert(appdata v)
47 | {
48 | v2f o;
49 |
50 | UNITY_SETUP_INSTANCE_ID(v);
51 | UNITY_TRANSFER_INSTANCE_ID(v, o);
52 |
53 | float t = UNITY_ACCESS_INSTANCED_PROP(VATProps, _AnimTex_Time);
54 | t = NormalizeAnimTime(t);
55 |
56 | float3 pos = AnimTexPosition(v.vid, t);
57 |
58 | o.vertex = UnityObjectToClipPos(pos);
59 | o.uv = v.uv;
60 |
61 | return o;
62 | }
63 |
64 | float4 frag(v2f i) : SV_Target
65 | {
66 | UNITY_SETUP_INSTANCE_ID(i);
67 | return tex2D(_MainTex, i.uv);
68 | }
69 |
70 | ENDCG
71 | }
72 | Pass
73 | {
74 | Name "ShadowCaster"
75 | Tags { "LightMode" = "ShadowCaster" }
76 |
77 | CGPROGRAM
78 |
79 | #pragma multi_compile_shadowcaster
80 | #pragma multi_compile_instancing
81 | #pragma multi_compile _ _REPEAT
82 | #pragma vertex vert
83 | #pragma fragment frag
84 |
85 | #include "UnityCG.cginc"
86 | #include "VAT.cginc"
87 |
88 | struct appdata
89 | {
90 | uint vid : SV_VertexID;
91 | float4 vertex : POSITION;
92 | float3 normal : NORMAL;
93 | float2 uv : TEXCOORD0;
94 | UNITY_VERTEX_INPUT_INSTANCE_ID
95 | };
96 |
97 | struct v2f
98 | {
99 | V2F_SHADOW_CASTER;
100 | };
101 |
102 | sampler2D _MainTex;
103 |
104 | v2f vert(appdata v)
105 | {
106 | UNITY_SETUP_INSTANCE_ID(v);
107 |
108 | float t = UNITY_ACCESS_INSTANCED_PROP(VATProps, _AnimTex_Time);
109 | t = NormalizeAnimTime(t);
110 |
111 | v.vertex.xyz = AnimTexPosition(v.vid, t);
112 |
113 | v2f o;
114 | TRANSFER_SHADOW_CASTER_NORMALOFFSET(o);
115 |
116 | return o;
117 | }
118 |
119 | float4 frag(v2f i) : SV_Target
120 | {
121 | SHADOW_CASTER_FRAGMENT(i);
122 | }
123 |
124 | ENDCG
125 | }
126 | }
127 |
128 | FallBack Off
129 | }
--------------------------------------------------------------------------------
/Assets/Packages/RawVATGenerator/Scripts/VertexAnimationTexture.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections.Generic;
3 |
4 | namespace VATGenerator
5 | {
6 | // NOTE:
7 | // Texture(x, y) = (Position, Time)
8 | // Origin (0, 0) is lower left.
9 |
10 | public class VertexAnimationTexture : System.IDisposable
11 | {
12 | #region Field
13 |
14 | public readonly string Name;
15 | public readonly float LengthSec;
16 | public readonly float FrameCounts;
17 | public readonly Texture2D PosTex;
18 | public readonly Texture2D NmlTex;
19 | public readonly Bounds Bounds;
20 |
21 | #endregion Field
22 |
23 | #region Constructor
24 |
25 | public VertexAnimationTexture(SkinnedMeshRenderer renderer,
26 | Animation animation,
27 | AnimationState animationState,
28 | float fps = 30f)
29 | {
30 | Name = animationState.name;
31 | LengthSec = animationState.length;
32 |
33 | animationState.speed = 0;
34 | animation.Play(animationState.name);
35 |
36 | var verticesList = new List();
37 | var normalsList = new List();
38 |
39 | var deltaTime = 1f / fps;
40 | var meshPosition = renderer.localToWorldMatrix;
41 | var meshNormal = renderer.worldToLocalMatrix.transpose;
42 |
43 | for (float t = 0; t < LengthSec + deltaTime; t += deltaTime)
44 | {
45 | var tempMesh = new Mesh();
46 |
47 | animationState.time = Mathf.Clamp(t, 0f, LengthSec);
48 | animation.Sample();
49 | renderer.BakeMesh(tempMesh);
50 |
51 | var vertices = tempMesh.vertices;
52 | var normals = tempMesh.normals;
53 |
54 | for (var i = 0; i < vertices.Length; i++)
55 | {
56 | vertices[i] = meshPosition.MultiplyPoint3x4(vertices[i]);
57 | normals[i] = meshNormal.MultiplyVector(normals[i]);
58 | }
59 |
60 | verticesList.Add(vertices);
61 | normalsList.Add(normals);
62 |
63 | Object.DestroyImmediate(tempMesh);
64 | }
65 |
66 | FrameCounts = verticesList.Count - 1;
67 |
68 | // Get Bounds
69 |
70 | var firstVertices = verticesList[0];
71 | var firstVertex = firstVertices[0];
72 |
73 | var minX = firstVertex.x;
74 | var minY = firstVertex.y;
75 | var minZ = firstVertex.z;
76 | var maxX = firstVertex.x;
77 | var maxY = firstVertex.y;
78 | var maxZ = firstVertex.z;
79 |
80 | foreach (var vertices in verticesList)
81 | {
82 | foreach (var vertex in vertices)
83 | {
84 | minX = Mathf.Min(minX, vertex.x);
85 | minY = Mathf.Min(minY, vertex.y);
86 | minZ = Mathf.Min(minZ, vertex.z);
87 | maxX = Mathf.Max(maxX, vertex.x);
88 | maxY = Mathf.Max(maxY, vertex.y);
89 | maxZ = Mathf.Max(maxZ, vertex.z);
90 | }
91 | }
92 |
93 | var scale = new Vector4(maxX - minX, maxY - minY, maxZ - minZ, 1f);
94 | var offset = new Vector4(minX, minY, minZ, 1f);
95 | Bounds = new Bounds (offset + scale * 0.5f, scale);
96 |
97 | // Get Texture2D
98 |
99 | var texWidth = Mathf.NextPowerOfTwo(firstVertices.Length);
100 | var texHeight = Mathf.NextPowerOfTwo(verticesList.Count);
101 |
102 | PosTex = new Texture2D(texWidth, texHeight, TextureFormat.RGBAFloat, false, true);
103 | NmlTex = new Texture2D(texWidth, texHeight, TextureFormat.RGBAFloat, false, true);
104 |
105 | for (var y = 0; y < verticesList.Count; y++)
106 | {
107 | var vertices = verticesList[y];
108 | var normals = normalsList[y];
109 |
110 | for (var x = 0; x < vertices.Length; x++)
111 | {
112 | var pos = vertices[x];
113 | var nml = normals[x];
114 |
115 | var posColor = new Color(pos.x, pos.y, pos.z);
116 | var nmlColor = new Color(nml.x, nml.y, nml.z);
117 |
118 | PosTex.SetPixel(x, y, posColor);
119 | NmlTex.SetPixel(x, y, nmlColor);
120 | }
121 | }
122 |
123 | PosTex.Apply();
124 | NmlTex.Apply();
125 | }
126 |
127 | #endregion Constructor
128 |
129 | #region Method
130 |
131 | public void Dispose()
132 | {
133 | Object.DestroyImmediate(PosTex, true);
134 | Object.DestroyImmediate(NmlTex, true);
135 | }
136 |
137 | #endregion Method
138 | }
139 | }
--------------------------------------------------------------------------------
/ProjectSettings/InputManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!13 &1
4 | InputManager:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_Axes:
8 | - serializedVersion: 3
9 | m_Name: Horizontal
10 | descriptiveName:
11 | descriptiveNegativeName:
12 | negativeButton: left
13 | positiveButton: right
14 | altNegativeButton: a
15 | altPositiveButton: d
16 | gravity: 3
17 | dead: 0.001
18 | sensitivity: 3
19 | snap: 1
20 | invert: 0
21 | type: 0
22 | axis: 0
23 | joyNum: 0
24 | - serializedVersion: 3
25 | m_Name: Vertical
26 | descriptiveName:
27 | descriptiveNegativeName:
28 | negativeButton: down
29 | positiveButton: up
30 | altNegativeButton: s
31 | altPositiveButton: w
32 | gravity: 3
33 | dead: 0.001
34 | sensitivity: 3
35 | snap: 1
36 | invert: 0
37 | type: 0
38 | axis: 0
39 | joyNum: 0
40 | - serializedVersion: 3
41 | m_Name: Fire1
42 | descriptiveName:
43 | descriptiveNegativeName:
44 | negativeButton:
45 | positiveButton: left ctrl
46 | altNegativeButton:
47 | altPositiveButton: mouse 0
48 | gravity: 1000
49 | dead: 0.001
50 | sensitivity: 1000
51 | snap: 0
52 | invert: 0
53 | type: 0
54 | axis: 0
55 | joyNum: 0
56 | - serializedVersion: 3
57 | m_Name: Fire2
58 | descriptiveName:
59 | descriptiveNegativeName:
60 | negativeButton:
61 | positiveButton: left alt
62 | altNegativeButton:
63 | altPositiveButton: mouse 1
64 | gravity: 1000
65 | dead: 0.001
66 | sensitivity: 1000
67 | snap: 0
68 | invert: 0
69 | type: 0
70 | axis: 0
71 | joyNum: 0
72 | - serializedVersion: 3
73 | m_Name: Fire3
74 | descriptiveName:
75 | descriptiveNegativeName:
76 | negativeButton:
77 | positiveButton: left shift
78 | altNegativeButton:
79 | altPositiveButton: mouse 2
80 | gravity: 1000
81 | dead: 0.001
82 | sensitivity: 1000
83 | snap: 0
84 | invert: 0
85 | type: 0
86 | axis: 0
87 | joyNum: 0
88 | - serializedVersion: 3
89 | m_Name: Jump
90 | descriptiveName:
91 | descriptiveNegativeName:
92 | negativeButton:
93 | positiveButton: space
94 | altNegativeButton:
95 | altPositiveButton:
96 | gravity: 1000
97 | dead: 0.001
98 | sensitivity: 1000
99 | snap: 0
100 | invert: 0
101 | type: 0
102 | axis: 0
103 | joyNum: 0
104 | - serializedVersion: 3
105 | m_Name: Mouse X
106 | descriptiveName:
107 | descriptiveNegativeName:
108 | negativeButton:
109 | positiveButton:
110 | altNegativeButton:
111 | altPositiveButton:
112 | gravity: 0
113 | dead: 0
114 | sensitivity: 0.1
115 | snap: 0
116 | invert: 0
117 | type: 1
118 | axis: 0
119 | joyNum: 0
120 | - serializedVersion: 3
121 | m_Name: Mouse Y
122 | descriptiveName:
123 | descriptiveNegativeName:
124 | negativeButton:
125 | positiveButton:
126 | altNegativeButton:
127 | altPositiveButton:
128 | gravity: 0
129 | dead: 0
130 | sensitivity: 0.1
131 | snap: 0
132 | invert: 0
133 | type: 1
134 | axis: 1
135 | joyNum: 0
136 | - serializedVersion: 3
137 | m_Name: Mouse ScrollWheel
138 | descriptiveName:
139 | descriptiveNegativeName:
140 | negativeButton:
141 | positiveButton:
142 | altNegativeButton:
143 | altPositiveButton:
144 | gravity: 0
145 | dead: 0
146 | sensitivity: 0.1
147 | snap: 0
148 | invert: 0
149 | type: 1
150 | axis: 2
151 | joyNum: 0
152 | - serializedVersion: 3
153 | m_Name: Horizontal
154 | descriptiveName:
155 | descriptiveNegativeName:
156 | negativeButton:
157 | positiveButton:
158 | altNegativeButton:
159 | altPositiveButton:
160 | gravity: 0
161 | dead: 0.19
162 | sensitivity: 1
163 | snap: 0
164 | invert: 0
165 | type: 2
166 | axis: 0
167 | joyNum: 0
168 | - serializedVersion: 3
169 | m_Name: Vertical
170 | descriptiveName:
171 | descriptiveNegativeName:
172 | negativeButton:
173 | positiveButton:
174 | altNegativeButton:
175 | altPositiveButton:
176 | gravity: 0
177 | dead: 0.19
178 | sensitivity: 1
179 | snap: 0
180 | invert: 1
181 | type: 2
182 | axis: 1
183 | joyNum: 0
184 | - serializedVersion: 3
185 | m_Name: Fire1
186 | descriptiveName:
187 | descriptiveNegativeName:
188 | negativeButton:
189 | positiveButton: joystick button 0
190 | altNegativeButton:
191 | altPositiveButton:
192 | gravity: 1000
193 | dead: 0.001
194 | sensitivity: 1000
195 | snap: 0
196 | invert: 0
197 | type: 0
198 | axis: 0
199 | joyNum: 0
200 | - serializedVersion: 3
201 | m_Name: Fire2
202 | descriptiveName:
203 | descriptiveNegativeName:
204 | negativeButton:
205 | positiveButton: joystick button 1
206 | altNegativeButton:
207 | altPositiveButton:
208 | gravity: 1000
209 | dead: 0.001
210 | sensitivity: 1000
211 | snap: 0
212 | invert: 0
213 | type: 0
214 | axis: 0
215 | joyNum: 0
216 | - serializedVersion: 3
217 | m_Name: Fire3
218 | descriptiveName:
219 | descriptiveNegativeName:
220 | negativeButton:
221 | positiveButton: joystick button 2
222 | altNegativeButton:
223 | altPositiveButton:
224 | gravity: 1000
225 | dead: 0.001
226 | sensitivity: 1000
227 | snap: 0
228 | invert: 0
229 | type: 0
230 | axis: 0
231 | joyNum: 0
232 | - serializedVersion: 3
233 | m_Name: Jump
234 | descriptiveName:
235 | descriptiveNegativeName:
236 | negativeButton:
237 | positiveButton: joystick button 3
238 | altNegativeButton:
239 | altPositiveButton:
240 | gravity: 1000
241 | dead: 0.001
242 | sensitivity: 1000
243 | snap: 0
244 | invert: 0
245 | type: 0
246 | axis: 0
247 | joyNum: 0
248 | - serializedVersion: 3
249 | m_Name: Submit
250 | descriptiveName:
251 | descriptiveNegativeName:
252 | negativeButton:
253 | positiveButton: return
254 | altNegativeButton:
255 | altPositiveButton: joystick button 0
256 | gravity: 1000
257 | dead: 0.001
258 | sensitivity: 1000
259 | snap: 0
260 | invert: 0
261 | type: 0
262 | axis: 0
263 | joyNum: 0
264 | - serializedVersion: 3
265 | m_Name: Submit
266 | descriptiveName:
267 | descriptiveNegativeName:
268 | negativeButton:
269 | positiveButton: enter
270 | altNegativeButton:
271 | altPositiveButton: space
272 | gravity: 1000
273 | dead: 0.001
274 | sensitivity: 1000
275 | snap: 0
276 | invert: 0
277 | type: 0
278 | axis: 0
279 | joyNum: 0
280 | - serializedVersion: 3
281 | m_Name: Cancel
282 | descriptiveName:
283 | descriptiveNegativeName:
284 | negativeButton:
285 | positiveButton: escape
286 | altNegativeButton:
287 | altPositiveButton: joystick button 1
288 | gravity: 1000
289 | dead: 0.001
290 | sensitivity: 1000
291 | snap: 0
292 | invert: 0
293 | type: 0
294 | axis: 0
295 | joyNum: 0
296 |
--------------------------------------------------------------------------------
/Assets/Packages/RawVATGenerator/Editor/VATGeneratorEditor.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using System.IO;
4 | using System.Linq;
5 | using UnityEngine;
6 | using UnityEditor;
7 | using Unity.EditorCoroutines.Editor;
8 |
9 | namespace VATGenerator
10 | {
11 | public class VATGeneratorEditor : EditorWindow
12 | {
13 | #region Field
14 |
15 | private float _fps = 30f;
16 |
17 | #endregion Field
18 |
19 | #region Method
20 |
21 | [MenuItem("Custom/VATGenerator")]
22 | private static void Init()
23 | {
24 | GetWindow("VATGenerator");
25 | }
26 |
27 | private void OnGUI()
28 | {
29 | EditorGUILayout.BeginHorizontal();
30 | EditorGUILayout.LabelField("FPS");
31 | _fps = EditorGUILayout.FloatField(_fps);
32 | EditorGUILayout.EndHorizontal();
33 |
34 | if (!GUILayout.Button("Generate"))
35 | {
36 | return;
37 | }
38 |
39 | var selectedObject = Selection.activeGameObject;
40 |
41 | if (selectedObject == null)
42 | {
43 | EditorUtility.DisplayDialog
44 | ("VATGenerator", "Failed : Select GameObject", "OK");
45 | return;
46 | }
47 |
48 | var renderer = selectedObject.GetComponentInChildren();
49 | var animation = selectedObject.GetComponentInChildren();
50 |
51 | if (renderer == null)
52 | {
53 | EditorUtility.DisplayDialog
54 | ("VATGenerator", "Failed : Select GameObject has no SkinnedMeshRenderer", "OK");
55 | return;
56 | }
57 |
58 | if (animation == null)
59 | {
60 | EditorUtility.DisplayDialog
61 | ("VATGenerator", "Failed : Select GameObject has no Animation", "OK");
62 | return;
63 | }
64 |
65 | EditorCoroutineUtility.StartCoroutine
66 | (GenerateVertexTexture(selectedObject.name, renderer, animation, _fps), this);
67 | }
68 |
69 | private IEnumerator GenerateVertexTexture(string name,
70 | SkinnedMeshRenderer renderer,
71 | Animation animation,
72 | float fps)
73 | {
74 | var directoryPath = GetSaveDirectoryPath(name);
75 |
76 | var vats = new List(animation.GetClipCount());
77 |
78 | foreach (AnimationState animationState in animation)
79 | {
80 | vats.Add(new VertexAnimationTexture(renderer, animation, animationState, fps));
81 | }
82 |
83 | var materials = new List(vats.Count);
84 | var bounds = vats[0].Bounds;
85 |
86 | foreach (var vat in vats)
87 | {
88 | // Save Texture
89 |
90 | var vatName = vats.Count == 0 ? name : name + "_" + vat.Name;
91 | var posTexPath = Path.Combine(directoryPath, vatName + ".asset");
92 | var nmlTexPath = Path.Combine(directoryPath, vatName + "_normal.asset");
93 |
94 | AssetDatabase.CreateAsset(vat.PosTex, posTexPath);
95 | AssetDatabase.CreateAsset(vat.NmlTex, nmlTexPath);
96 |
97 | // Save Material
98 |
99 | var material = new Material(Shader.Find(VATShader.NAME))
100 | {
101 | mainTexture = renderer.sharedMaterial.mainTexture
102 | };
103 | material.SetTexture(VATShader.ANIMTEX, vat.PosTex);
104 | material.SetTexture(VATShader.ANIMTEX_NORMAL, vat.NmlTex);
105 | material.SetVector (VATShader.ANIMTEX_LENGTH, new Vector2(vat.LengthSec, vat.FrameCounts));
106 | material.SetFloat (VATShader.ANIMTEX_FPS, fps);
107 |
108 | AssetDatabase.CreateAsset(material, Path.Combine(directoryPath, vatName + ".mat"));
109 | materials.Add(material);
110 |
111 | // Update Bounds
112 |
113 | bounds = UpdateBounds(bounds, vat.Bounds);
114 | }
115 |
116 | // Save Mesh
117 |
118 | var mesh = Instantiate(renderer.sharedMesh);
119 | mesh.bounds = bounds;
120 |
121 | AssetDatabase.CreateAsset(mesh, Path.Combine(directoryPath, name + ".asset"));
122 |
123 | // Save Prefab
124 |
125 | // NOTE:
126 | // If there are lot of materials, Unity sometimes lost the reference
127 | // even if AssetDatabase.SaveAssets/Refresh are done. So needs reload.
128 |
129 | var materialName = materials.Count == 0 ?
130 | materials[0].name :
131 | materials.FirstOrDefault(mat => mat.name.Contains(animation.clip.name)).name;
132 | materialName += ".mat";
133 |
134 | var defaultMaterial = AssetDatabase.LoadAssetAtPath(Path.Combine(directoryPath, materialName));
135 |
136 | var vatObject = new GameObject(name);
137 | vatObject.AddComponent().sharedMaterial = defaultMaterial;
138 | vatObject.AddComponent().sharedMesh = mesh;
139 |
140 | PrefabUtility.SaveAsPrefabAsset(vatObject, Path.Combine(directoryPath, name + ".prefab"));
141 | AssetDatabase.SaveAssets();
142 | AssetDatabase.Refresh();
143 |
144 | yield return null;
145 | }
146 |
147 | private static string GetSaveDirectoryPath(string name)
148 | {
149 | const string dirAssets = "Assets";
150 | const string dirRoot = "VAT";
151 |
152 | var directoryPath = Path.Combine(dirAssets, dirRoot);
153 |
154 | if (!Directory.Exists(directoryPath))
155 | {
156 | AssetDatabase.CreateFolder(dirAssets, dirRoot);
157 | }
158 |
159 | var guid = AssetDatabase.CreateFolder(directoryPath, name);
160 |
161 | directoryPath = AssetDatabase.GUIDToAssetPath(guid);
162 |
163 | return directoryPath;
164 | }
165 |
166 | private static Bounds UpdateBounds(Bounds boundsA, Bounds boundsB)
167 | {
168 | var minA = boundsA.min;
169 | var maxA = boundsA.max;
170 | var minB = boundsB.min;
171 | var maxB = boundsB.max;
172 |
173 | var bounds = new Bounds();
174 |
175 | bounds.SetMinMax(new Vector3(Mathf.Min(minA.x, minB.x),
176 | Mathf.Min(minA.y, minB.y),
177 | Mathf.Min(minA.z, minB.z)),
178 | new Vector3(Mathf.Max(maxA.x, maxB.x),
179 | Mathf.Max(maxA.y, maxB.y),
180 | Mathf.Max(maxA.z, maxB.z)));
181 | return bounds;
182 | }
183 |
184 | #endregion Method
185 | }
186 | }
--------------------------------------------------------------------------------
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10 | "url": "https://packages.unity.com"
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12 | "com.unity.editorcoroutines": {
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15 | "source": "registry",
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17 | "url": "https://packages.unity.com"
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24 | "url": "https://packages.unity.com"
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31 | "com.unity.ext.nunit": "1.0.6"
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33 | "url": "https://packages.unity.com"
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41 | },
42 | "url": "https://packages.unity.com"
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44 | "com.unity.ide.vscode": {
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47 | "source": "registry",
48 | "dependencies": {},
49 | "url": "https://packages.unity.com"
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58 | "com.unity.modules.jsonserialize": "1.0.0"
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60 | "url": "https://packages.unity.com"
61 | },
62 | "com.unity.modules.ai": {
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74 | "com.unity.modules.animation": {
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80 | "com.unity.modules.assetbundle": {
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83 | "source": "builtin",
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85 | },
86 | "com.unity.modules.audio": {
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91 | },
92 | "com.unity.modules.cloth": {
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96 | "dependencies": {
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121 | "com.unity.modules.jsonserialize": {
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125 | "dependencies": {}
126 | },
127 | "com.unity.modules.particlesystem": {
128 | "version": "1.0.0",
129 | "depth": 0,
130 | "source": "builtin",
131 | "dependencies": {}
132 | },
133 | "com.unity.modules.physics": {
134 | "version": "1.0.0",
135 | "depth": 0,
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138 | },
139 | "com.unity.modules.physics2d": {
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141 | "depth": 0,
142 | "source": "builtin",
143 | "dependencies": {}
144 | },
145 | "com.unity.modules.screencapture": {
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147 | "depth": 0,
148 | "source": "builtin",
149 | "dependencies": {
150 | "com.unity.modules.imageconversion": "1.0.0"
151 | }
152 | },
153 | "com.unity.modules.subsystems": {
154 | "version": "1.0.0",
155 | "depth": 1,
156 | "source": "builtin",
157 | "dependencies": {
158 | "com.unity.modules.jsonserialize": "1.0.0"
159 | }
160 | },
161 | "com.unity.modules.terrain": {
162 | "version": "1.0.0",
163 | "depth": 0,
164 | "source": "builtin",
165 | "dependencies": {}
166 | },
167 | "com.unity.modules.terrainphysics": {
168 | "version": "1.0.0",
169 | "depth": 0,
170 | "source": "builtin",
171 | "dependencies": {
172 | "com.unity.modules.physics": "1.0.0",
173 | "com.unity.modules.terrain": "1.0.0"
174 | }
175 | },
176 | "com.unity.modules.tilemap": {
177 | "version": "1.0.0",
178 | "depth": 0,
179 | "source": "builtin",
180 | "dependencies": {
181 | "com.unity.modules.physics2d": "1.0.0"
182 | }
183 | },
184 | "com.unity.modules.ui": {
185 | "version": "1.0.0",
186 | "depth": 0,
187 | "source": "builtin",
188 | "dependencies": {}
189 | },
190 | "com.unity.modules.uielements": {
191 | "version": "1.0.0",
192 | "depth": 0,
193 | "source": "builtin",
194 | "dependencies": {
195 | "com.unity.modules.ui": "1.0.0",
196 | "com.unity.modules.imgui": "1.0.0",
197 | "com.unity.modules.jsonserialize": "1.0.0"
198 | }
199 | },
200 | "com.unity.modules.umbra": {
201 | "version": "1.0.0",
202 | "depth": 0,
203 | "source": "builtin",
204 | "dependencies": {}
205 | },
206 | "com.unity.modules.unityanalytics": {
207 | "version": "1.0.0",
208 | "depth": 0,
209 | "source": "builtin",
210 | "dependencies": {
211 | "com.unity.modules.unitywebrequest": "1.0.0",
212 | "com.unity.modules.jsonserialize": "1.0.0"
213 | }
214 | },
215 | "com.unity.modules.unitywebrequest": {
216 | "version": "1.0.0",
217 | "depth": 0,
218 | "source": "builtin",
219 | "dependencies": {}
220 | },
221 | "com.unity.modules.unitywebrequestassetbundle": {
222 | "version": "1.0.0",
223 | "depth": 0,
224 | "source": "builtin",
225 | "dependencies": {
226 | "com.unity.modules.assetbundle": "1.0.0",
227 | "com.unity.modules.unitywebrequest": "1.0.0"
228 | }
229 | },
230 | "com.unity.modules.unitywebrequestaudio": {
231 | "version": "1.0.0",
232 | "depth": 0,
233 | "source": "builtin",
234 | "dependencies": {
235 | "com.unity.modules.unitywebrequest": "1.0.0",
236 | "com.unity.modules.audio": "1.0.0"
237 | }
238 | },
239 | "com.unity.modules.unitywebrequesttexture": {
240 | "version": "1.0.0",
241 | "depth": 0,
242 | "source": "builtin",
243 | "dependencies": {
244 | "com.unity.modules.unitywebrequest": "1.0.0",
245 | "com.unity.modules.imageconversion": "1.0.0"
246 | }
247 | },
248 | "com.unity.modules.unitywebrequestwww": {
249 | "version": "1.0.0",
250 | "depth": 0,
251 | "source": "builtin",
252 | "dependencies": {
253 | "com.unity.modules.unitywebrequest": "1.0.0",
254 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
255 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
256 | "com.unity.modules.audio": "1.0.0",
257 | "com.unity.modules.assetbundle": "1.0.0",
258 | "com.unity.modules.imageconversion": "1.0.0"
259 | }
260 | },
261 | "com.unity.modules.vehicles": {
262 | "version": "1.0.0",
263 | "depth": 0,
264 | "source": "builtin",
265 | "dependencies": {
266 | "com.unity.modules.physics": "1.0.0"
267 | }
268 | },
269 | "com.unity.modules.video": {
270 | "version": "1.0.0",
271 | "depth": 0,
272 | "source": "builtin",
273 | "dependencies": {
274 | "com.unity.modules.audio": "1.0.0",
275 | "com.unity.modules.ui": "1.0.0",
276 | "com.unity.modules.unitywebrequest": "1.0.0"
277 | }
278 | },
279 | "com.unity.modules.vr": {
280 | "version": "1.0.0",
281 | "depth": 0,
282 | "source": "builtin",
283 | "dependencies": {
284 | "com.unity.modules.jsonserialize": "1.0.0",
285 | "com.unity.modules.physics": "1.0.0",
286 | "com.unity.modules.xr": "1.0.0"
287 | }
288 | },
289 | "com.unity.modules.wind": {
290 | "version": "1.0.0",
291 | "depth": 0,
292 | "source": "builtin",
293 | "dependencies": {}
294 | },
295 | "com.unity.modules.xr": {
296 | "version": "1.0.0",
297 | "depth": 0,
298 | "source": "builtin",
299 | "dependencies": {
300 | "com.unity.modules.physics": "1.0.0",
301 | "com.unity.modules.jsonserialize": "1.0.0",
302 | "com.unity.modules.subsystems": "1.0.0"
303 | }
304 | }
305 | }
306 | }
307 |
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