├── .gitignore ├── Assets ├── OctahedralImposter.meta ├── OctahedralImposter │ ├── CameraController.cs │ ├── CameraController.cs.meta │ ├── Editor.meta │ ├── Editor │ │ ├── GridShader.shader │ │ ├── GridShader.shader.meta │ │ ├── OctahedralTextureEditor.cs │ │ ├── OctahedralTextureEditor.cs.meta │ │ ├── WireframeShader.shader │ │ └── WireframeShader.shader.meta │ ├── OctahedralBillboard.mat │ ├── OctahedralBillboard.mat.meta │ ├── OctahedralBillboard.shader │ ├── OctahedralBillboard.shader.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── SampleScene.unity │ │ └── SampleScene.unity.meta │ ├── capture.png │ └── capture.png.meta ├── UnityChan.meta └── UnityChan │ ├── Toon.meta │ ├── Toon │ ├── Editor.meta │ ├── Editor │ │ ├── CopyMaterialParameter.cs │ │ ├── CopyMaterialParameter.cs.meta │ │ ├── RemoveUnusedMaterialProperties.cs │ │ ├── RemoveUnusedMaterialProperties.cs.meta │ │ ├── RemoveUnusedShaderKeywordsFromUTS2Material.cs │ │ ├── RemoveUnusedShaderKeywordsFromUTS2Material.cs.meta │ │ ├── UTS2GUI.cs │ │ └── UTS2GUI.cs.meta │ ├── Materials.meta │ ├── Materials │ │ ├── ToonShader_Eye_Clipping_StencilMask.mat │ │ ├── ToonShader_Eye_Clipping_StencilMask.mat.meta │ │ ├── ToonShader_Eyebrow_StencilMask.mat │ │ ├── ToonShader_Eyebrow_StencilMask.mat.meta │ │ ├── ToonShader_Face.mat │ │ ├── ToonShader_Face.mat.meta │ │ ├── ToonShader_Fhair_StencilOut.mat │ │ ├── ToonShader_Fhair_StencilOut.mat.meta │ │ ├── ToonShader_Hair_Clipping.mat │ │ ├── ToonShader_Hair_Clipping.mat.meta │ │ ├── ToonShader_Head_Clipping.mat │ │ ├── ToonShader_Head_Clipping.mat.meta │ │ ├── ToonShader_Main.mat │ │ └── ToonShader_Main.mat.meta │ ├── Shader.meta │ ├── Shader │ │ ├── README.txt │ │ ├── README.txt.meta │ │ ├── ToonColor_DoubleShadeWithFeather_Clipping_StencilMask.shader │ │ ├── ToonColor_DoubleShadeWithFeather_Clipping_StencilMask.shader.meta │ │ ├── Toon_DoubleShadeWithFeather.shader │ │ ├── Toon_DoubleShadeWithFeather.shader.meta │ │ ├── Toon_DoubleShadeWithFeather_Clipping.shader │ │ ├── Toon_DoubleShadeWithFeather_Clipping.shader.meta │ │ ├── Toon_DoubleShadeWithFeather_Clipping_StencilMask.shader │ │ ├── Toon_DoubleShadeWithFeather_Clipping_StencilMask.shader.meta │ │ ├── Toon_DoubleShadeWithFeather_StencilOut.shader │ │ ├── Toon_DoubleShadeWithFeather_StencilOut.shader.meta │ │ ├── UCTS_DoubleShadeWithFeather.cginc │ │ ├── UCTS_DoubleShadeWithFeather.cginc.meta │ │ ├── UCTS_Outline.cginc │ │ ├── UCTS_Outline.cginc.meta │ │ ├── UCTS_ShadingGradeMap.cginc │ │ ├── UCTS_ShadingGradeMap.cginc.meta │ │ ├── UCTS_ShadowCaster.cginc │ │ └── UCTS_ShadowCaster.cginc.meta │ ├── Textures.meta │ └── Textures │ │ ├── BakedNormal_SDunitychan.png │ │ ├── BakedNormal_SDunitychan.png.meta │ │ ├── Clipping_Eye.png │ │ ├── Clipping_Eye.png.meta │ │ ├── Clipping_Eyebrow.png │ │ ├── Clipping_Eyebrow.png.meta │ │ ├── Clipping_Head.png │ │ ├── Clipping_Head.png.meta │ │ ├── HairNormalMask.png │ │ ├── HairNormalMask.png.meta │ │ ├── HiLight_Matcap.png │ │ ├── HiLight_Matcap.png.meta │ │ ├── SD_Unitychan_normal.png │ │ ├── SD_Unitychan_normal.png.meta │ │ ├── SampleMatcapMask.png │ │ ├── SampleMatcapMask.png.meta │ │ ├── utc_all2_dark.png │ │ ├── utc_all2_dark.png.meta │ │ ├── utc_all2_light.png │ │ ├── utc_all2_light.png.meta │ │ ├── utc_all2_outlinesmpler.png │ │ └── utc_all2_outlinesmpler.png.meta │ ├── UnityChan.meta │ └── UnityChan │ ├── License.meta │ ├── License │ ├── Light_Frame.png │ └── Light_Frame.png.meta │ ├── SD_unitychan.meta │ └── SD_unitychan │ ├── Emissive Blue.mat │ ├── Emissive Blue.mat.meta │ ├── Emissive Orange.mat │ ├── Emissive Orange.mat.meta │ ├── Emissive Red.mat │ ├── Emissive Red.mat.meta │ ├── Models.meta │ ├── Models │ ├── Materials.meta │ ├── Materials │ │ ├── def_mat.mat │ │ └── def_mat.mat.meta │ ├── SD_unitychan_humanoid.fbx │ └── SD_unitychan_humanoid.fbx.meta │ ├── Prefabs.meta │ └── Prefabs │ ├── ToonShader_SD_unitychan_humanoid.prefab │ └── ToonShader_SD_unitychan_humanoid.prefab.meta ├── LICENSE ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset ├── README.md └── UIElementsSchema ├── UIElements.xsd ├── UnityEditor.PackageManager.UI.xsd ├── UnityEditor.UIElements.xsd └── UnityEngine.UIElements.xsd /.gitignore: -------------------------------------------------------------------------------- 1 | ## Ignore Visual Studio temporary files, build results, and 2 | ## files generated by popular Visual Studio add-ons. 3 | 4 | # User-specific files 5 | *.suo 6 | *.user 7 | *.sln.docstates 8 | 9 | # Build results 10 | 11 | [Dd]ebug/ 12 | [Rr]elease/ 13 | x64/ 14 | build/ 15 | [Bb]in/ 16 | [Oo]bj/ 17 | 18 | [Ll]ibrary/ 19 | [Tt]emp/ 20 | [Oo]bj/ 21 | 22 | # MSTest test Results 23 | [Tt]est[Rr]esult*/ 24 | [Bb]uild[Ll]og.* 25 | 26 | *_i.c 27 | *_p.c 28 | *.ilk 29 | *.obj 30 | *.pch 31 | *.pdb 32 | *.pgc 33 | *.pgd 34 | *.rsp 35 | *.sbr 36 | *.tlb 37 | *.tli 38 | *.tlh 39 | *.tmp 40 | *.tmp_proj 41 | *.log 42 | *.vspscc 43 | *.vssscc 44 | .builds 45 | *.pidb 46 | *.log 47 | *.scc 48 | 49 | *.csproj 50 | *.unityproj 51 | *.sln 52 | *.suo 53 | *.user 54 | *.userprefs 55 | *.pidb 56 | *.booproj 57 | 58 | # Visual C++ cache files 59 | ipch/ 60 | *.aps 61 | *.ncb 62 | *.opensdf 63 | *.sdf 64 | *.cachefile 65 | *.opendb 66 | *.db 67 | 68 | # Visual Studio profiler 69 | *.psess 70 | *.vsp 71 | *.vspx 72 | 73 | # Guidance Automation Toolkit 74 | *.gpState 75 | 76 | # ReSharper is a .NET coding add-in 77 | _ReSharper*/ 78 | *.[Rr]e[Ss]harper 79 | 80 | # TeamCity is a build add-in 81 | _TeamCity* 82 | 83 | # DotCover is a Code Coverage Tool 84 | *.dotCover 85 | 86 | # NCrunch 87 | *.ncrunch* 88 | .*crunch*.local.xml 89 | 90 | # Installshield output folder 91 | [Ee]xpress/ 92 | 93 | # DocProject is a documentation generator add-in 94 | DocProject/buildhelp/ 95 | DocProject/Help/*.HxT 96 | DocProject/Help/*.HxC 97 | DocProject/Help/*.hhc 98 | DocProject/Help/*.hhk 99 | DocProject/Help/*.hhp 100 | DocProject/Help/Html2 101 | DocProject/Help/html 102 | 103 | # Click-Once directory 104 | publish/ 105 | 106 | # Publish Web Output 107 | *.Publish.xml 108 | *.pubxml 109 | 110 | # NuGet Packages Directory 111 | ## TODO: If you have NuGet Package Restore enabled, uncomment the next line 112 | #packages/ 113 | 114 | # Windows Azure Build Output 115 | csx 116 | *.build.csdef 117 | 118 | # Windows Store app package directory 119 | AppPackages/ 120 | 121 | # Others 122 | sql/ 123 | *.Cache 124 | ClientBin/ 125 | [Ss]tyle[Cc]op.* 126 | ~$* 127 | *~ 128 | *.dbmdl 129 | *.[Pp]ublish.xml 130 | *.pfx 131 | *.publishsettings 132 | 133 | # RIA/Silverlight projects 134 | Generated_Code/ 135 | 136 | # Backup & report files from converting an old project file to a newer 137 | # Visual Studio version. Backup files are not needed, because we have git ;-) 138 | _UpgradeReport_Files/ 139 | Backup*/ 140 | UpgradeLog*.XML 141 | UpgradeLog*.htm 142 | 143 | # SQL Server files 144 | App_Data/*.mdf 145 | App_Data/*.ldf 146 | 147 | # ========================= 148 | # Windows detritus 149 | # ========================= 150 | 151 | # Windows image file caches 152 | Thumbs.db 153 | ehthumbs.db 154 | 155 | # Folder config file 156 | Desktop.ini 157 | 158 | # Recycle Bin used on file shares 159 | $RECYCLE.BIN/ 160 | 161 | # Mac crap 162 | .DS_Store 163 | -------------------------------------------------------------------------------- /Assets/OctahedralImposter.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50985e9acc8866341abb91b3121dbdd3 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/OctahedralImposter/CameraController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | 4 | [ExecuteInEditMode] 5 | public class CameraController : MonoBehaviour 6 | { 7 | [SerializeField] 8 | private bool isAuto; 9 | 10 | [SerializeField] 11 | private bool isAutoClockwise; 12 | 13 | [SerializeField, Tooltip("距離")] 14 | private float distance; 15 | 16 | [SerializeField, Tooltip("高度")] 17 | private float altitude; 18 | 19 | [SerializeField, Tooltip("方位")] 20 | private float azimuth; 21 | 22 | [SerializeField, Tooltip("視線先")] 23 | private Vector3 lookAt; 24 | 25 | private Transform CachedTransform { get { return (cachedTransform != null) ? cachedTransform : (cachedTransform = transform); } } 26 | 27 | private Transform cachedTransform; 28 | 29 | /// 30 | /// Unity Override Update 31 | /// 32 | private void Update() 33 | { 34 | if (Application.isPlaying && isAuto) 35 | { 36 | azimuth += Time.deltaTime * 50.0f * (isAutoClockwise ? -1 : 1); 37 | } 38 | 39 | var altitudeAngle = Quaternion.Euler(altitude, 0.0f, 0.0f); 40 | var azimuthAngle = Quaternion.Euler(0.0f, azimuth, 0.0f); 41 | var position = Vector3.zero; 42 | 43 | position = altitudeAngle * new Vector3(0.0f, 0.0f, distance); 44 | position = azimuthAngle * position; 45 | 46 | CachedTransform.localPosition = position; 47 | CachedTransform.LookAt(lookAt); 48 | } 49 | } 50 | -------------------------------------------------------------------------------- /Assets/OctahedralImposter/CameraController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2fe7e1936789fd84f80064953cd69476 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/OctahedralImposter/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 12560037a24642645afe378bdd538d85 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/OctahedralImposter/Editor/GridShader.shader: -------------------------------------------------------------------------------- 1 | Shader "OctahedralImposter/Grid" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | Tags { "RenderType"="Transparent" } 11 | Blend SrcAlpha OneMinusSrcAlpha 12 | 13 | Pass 14 | { 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | 19 | #include "UnityCG.cginc" 20 | 21 | struct appdata 22 | { 23 | float4 vertex : POSITION; 24 | float4 color : COLOR; 25 | }; 26 | 27 | struct v2f 28 | { 29 | float4 vertex : SV_POSITION; 30 | float4 color : COLOR; 31 | }; 32 | 33 | sampler2D _MainTex; 34 | float4 _MainTex_ST; 35 | 36 | v2f vert (appdata v) 37 | { 38 | v2f o; 39 | o.vertex = UnityObjectToClipPos(v.vertex); 40 | o.color = v.color; 41 | return o; 42 | } 43 | 44 | fixed4 frag (v2f i) : SV_Target 45 | { 46 | fixed4 col = i.color; 47 | return col; 48 | } 49 | ENDCG 50 | } 51 | } 52 | } 53 | -------------------------------------------------------------------------------- /Assets/OctahedralImposter/Editor/GridShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: efeb15d14b055e7409dbca41c8083e6a 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/OctahedralImposter/Editor/OctahedralTextureEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using UnityEditor; 3 | using UnityEngine; 4 | using UnityEngine.UIElements; 5 | 6 | 7 | namespace OctahedralImposter 8 | { 9 | /// 10 | /// Preview Grid 11 | /// 12 | static public class OctahedralGrid 13 | { 14 | static public Mesh CreatePrimitive(float scale, int length, int strength, Color normalColor, Color strengthColor) 15 | { 16 | if (length <= 1) 17 | { 18 | Debug.LogWarning("OctahedralMeshGenerator length is must 1 over."); 19 | length = 2; 20 | } 21 | 22 | Vector2 add = Vector2.one * (1.0f / length); 23 | Vector2 offset = new Vector2(-scale * 0.5f, -scale * 0.5f); 24 | 25 | int points = (length + 1) * 4; 26 | Vector3[] vertices = new Vector3[points]; 27 | Color[] colors = new Color[points]; 28 | for (int line = 0, v = 0, c = 0; line <= length; line++) 29 | { 30 | vertices[v++] = new Vector3(offset.x, 0f, offset.y + line / (float)length * scale); 31 | vertices[v++] = new Vector3(offset.x + scale, 0f, offset.y + line / (float)length * scale); 32 | vertices[v++] = new Vector3(offset.x + line / (float)length * scale, 0f, offset.y ); 33 | vertices[v++] = new Vector3(offset.x + line / (float)length * scale, 0f, offset.y + scale); 34 | 35 | Color color = (line % strength == 0) ? strengthColor : normalColor; 36 | colors[c++] = color; 37 | colors[c++] = color; 38 | colors[c++] = color; 39 | colors[c++] = color; 40 | } 41 | 42 | int[] indecies = new int[points]; 43 | for (int i = 0; i < points; i++) 44 | indecies[i] = i; 45 | 46 | Mesh mesh = new Mesh(); 47 | mesh.vertices = vertices; 48 | mesh.colors = colors; 49 | mesh.SetIndices(indecies, MeshTopology.Lines, 0); 50 | return mesh; 51 | } 52 | } 53 | 54 | /// 55 | /// Octahedral Hemi-Sphere 56 | /// 57 | static public class OctahedralHemiSphere 58 | { 59 | static public Mesh CreatePrimitive(float radius, int length, float ratio = 1.0f) 60 | { 61 | if (length <= 1) 62 | { 63 | Debug.LogWarning("OctahedralMeshGenerator length is must 1 over."); 64 | length = 2; 65 | } 66 | 67 | length++; 68 | Vector2 add = Vector2.one * (1.0f / (length - 1)); 69 | Vector2 offset = new Vector2(-0.5f, -0.5f); 70 | 71 | Vector3[] vertices = new Vector3[length * length]; 72 | Vector3[] normals = new Vector3[length * length]; 73 | for (int y = 0; y < length; y++) 74 | { 75 | for (int x = 0; x < length; x++) 76 | { 77 | var vertex = new Vector3(add.x * x + offset.x, 0f, -add.y * y - offset.y) * 2.0f; 78 | float angle = Mathf.Atan2(vertex.z, vertex.x); 79 | 80 | float oneFrameRatio = 1.0f / Mathf.Max(Mathf.Abs(vertex.x), Mathf.Abs(vertex.z), 1e-5f); 81 | float maxMagnitude = Mathf.Max((vertex * oneFrameRatio).magnitude, 1.0f); 82 | 83 | Vector3 deformedVertex; 84 | deformedVertex = vertex / maxMagnitude; 85 | deformedVertex.y = Mathf.Cos(vertex.magnitude / maxMagnitude * Mathf.PI * 0.5f); 86 | deformedVertex.Normalize(); 87 | 88 | vertices[y * length + x] = Vector3.Lerp(vertex, deformedVertex, ratio) * radius; 89 | normals[y * length + x] = Vector3.up; 90 | } 91 | } 92 | 93 | int lineSquares = length - 1; 94 | int lineSquaresHalf = Mathf.RoundToInt(lineSquares * 0.5f); 95 | int[] triangles = new int[lineSquares * lineSquares * 2 * 3]; 96 | for (int y = 0, i = 0, square = 0; y < lineSquares; y++) 97 | { 98 | for (int x = 0; x < lineSquares; x++) 99 | { 100 | if (x < lineSquaresHalf ^ y < lineSquaresHalf) 101 | { 102 | triangles[i++] = square; 103 | triangles[i++] = square + 1; 104 | triangles[i++] = square + length; 105 | triangles[i++] = square + 1; 106 | triangles[i++] = square + length + 1; 107 | triangles[i++] = square + length; 108 | } 109 | else 110 | { 111 | triangles[i++] = square; 112 | triangles[i++] = square + 1; 113 | triangles[i++] = square + length + 1; 114 | triangles[i++] = square; 115 | triangles[i++] = square + length + 1; 116 | triangles[i++] = square + length; 117 | } 118 | square++; 119 | } 120 | square++; 121 | } 122 | 123 | 124 | Mesh mesh = new Mesh(); 125 | mesh.vertices = vertices; 126 | mesh.normals = normals; 127 | mesh.triangles = triangles; 128 | return mesh; 129 | } 130 | } 131 | 132 | /// 133 | /// OctahedralEditor 134 | /// 135 | public class OctahedralTextureEditor : EditorWindow 136 | { 137 | [System.Serializable] 138 | private struct MouseAction 139 | { 140 | public Vector3 rotateEuler; 141 | public float zoom; 142 | }; 143 | 144 | private PreviewRenderUtility renderer; 145 | [SerializeField] 146 | private MouseAction mouseAction; 147 | [SerializeField] 148 | private float modelRatio = 1.0f; 149 | [SerializeField] 150 | private int modelMeshes = 5; 151 | [SerializeField] 152 | private float modelScale = 1.0f; 153 | [SerializeField] 154 | private float cameraFov = 15.0f; 155 | [SerializeField] 156 | private int captureResolution = 10; 157 | [SerializeField] 158 | private Vector3 captureLookatOffset; 159 | [SerializeField] 160 | private GameObject targetObject = null; 161 | 162 | 163 | /// 164 | /// CreateWindow 165 | /// 166 | [MenuItem("Window/OctahedralTextureEditor")] 167 | public static void CreateWindow() 168 | { 169 | var window = EditorWindow.CreateWindow(); 170 | window.Show(); 171 | window.mouseAction.zoom = 10.0f; 172 | window.mouseAction.rotateEuler = Quaternion.LookRotation(new Vector3(0f, -0.5f, 0.5f).normalized).eulerAngles; 173 | } 174 | 175 | /// 176 | /// Unity Event OnDestroy 177 | /// 178 | private void OnDestroy() 179 | { 180 | if (this.renderer != null) 181 | this.renderer.Cleanup(); 182 | } 183 | 184 | /// 185 | /// Unity Event OnGUI 186 | /// 187 | private void OnGUI() 188 | { 189 | Setup(); 190 | 191 | DrawScene(); 192 | DrawUI(); 193 | 194 | DoEvent(); 195 | if (GUI.changed) { Repaint(); } 196 | } 197 | 198 | 199 | private void Setup() 200 | { 201 | if (this.renderer == null) 202 | { 203 | this.renderer = new PreviewRenderUtility(); 204 | this.renderer.ambientColor = RenderSettings.ambientLight; 205 | this.renderer.m_Light = FindObjectsOfType(); 206 | } 207 | } 208 | 209 | private void DrawUI() 210 | { 211 | modelRatio = EditorGUILayout.Slider("Texture -> Model", modelRatio, 0.0f, 1.0f); 212 | modelMeshes = EditorGUILayout.IntSlider("Model Meshes", modelMeshes, 3, 64); 213 | modelScale = EditorGUILayout.Slider("Model Scale", modelScale, 0.5f, 20.0f); 214 | cameraFov = EditorGUILayout.Slider("Camera FieldOfView", cameraFov, 0.5f, 60f); 215 | captureResolution = EditorGUILayout.IntSlider("Capture Resolution", captureResolution, 8, 13); 216 | EditorGUILayout.FloatField("Capture Resolution", Mathf.Pow(2, captureResolution)); 217 | captureLookatOffset = EditorGUILayout.Vector3Field("Capture LookAt Offset", captureLookatOffset); 218 | 219 | if (GUILayout.Button("Capture")) 220 | Capture(); 221 | } 222 | 223 | private void DrawScene() 224 | { 225 | var rect = new Rect(0, 0, this.position.size.x, this.position.size.y); 226 | this.renderer.camera.nearClipPlane = 0.1f; 227 | this.renderer.camera.farClipPlane = 10000.0f; 228 | this.renderer.camera.fieldOfView = cameraFov; 229 | this.renderer.camera.transform.position = Quaternion.Euler(mouseAction.rotateEuler) * new Vector3(0, 0, -this.mouseAction.zoom); 230 | this.renderer.camera.transform.rotation = Quaternion.Euler(mouseAction.rotateEuler); 231 | this.renderer.camera.clearFlags = CameraClearFlags.SolidColor; 232 | 233 | var mesh = OctahedralHemiSphere.CreatePrimitive(modelScale, modelMeshes, modelRatio); 234 | var grid = OctahedralGrid.CreatePrimitive(10.0f, 100, 10, Color.white * 0.125f, Color.white * 0.25f); 235 | var gridMaterial = new Material(Shader.Find("OctahedralImposter/Grid")); 236 | var material = new Material(Shader.Find("OctahedralImposter/Wireframe")); 237 | 238 | renderer.DrawMesh(mesh, Vector3.zero, Quaternion.identity, material, 0); 239 | renderer.DrawMesh(grid, Vector3.zero, Quaternion.identity, gridMaterial, 0); 240 | 241 | this.renderer.BeginPreview(rect, GUIStyle.none); 242 | this.renderer.camera.Render(); 243 | var tex = this.renderer.EndPreview(); 244 | 245 | GameObject.DestroyImmediate(mesh); 246 | GameObject.DestroyImmediate(grid); 247 | 248 | GUI.DrawTexture(rect, tex); 249 | } 250 | 251 | private void DoEvent() 252 | { 253 | switch (Event.current.type) 254 | { 255 | case EventType.DragUpdated: 256 | case EventType.DragPerform: 257 | OnDragAndDrop(); 258 | break; 259 | 260 | case EventType.MouseDrag: 261 | OnMouseDrag(); 262 | break; 263 | 264 | case EventType.ScrollWheel: 265 | OnMouseScrollWheel(); 266 | break; 267 | } 268 | } 269 | 270 | void OnDragAndDrop() 271 | { 272 | DragAndDrop.visualMode = DragAndDropVisualMode.Copy; 273 | 274 | if (Event.current.type == EventType.DragPerform) 275 | { 276 | DragAndDrop.AcceptDrag(); 277 | 278 | foreach (var path in DragAndDrop.paths) 279 | { 280 | if (!LoadModel(path)) { continue; } 281 | } 282 | 283 | DragAndDrop.activeControlID = 0; 284 | } 285 | 286 | Event.current.Use(); 287 | } 288 | 289 | private void OnMouseDrag() 290 | { 291 | if (Event.current.type == EventType.MouseDrag) 292 | { 293 | var rect = new Rect(0, 0, this.position.size.x, this.position.size.y); 294 | Vector3 delta = Event.current.delta; 295 | Vector2 ratio = new Vector2(rect.width / this.renderer.camera.pixelWidth, rect.height / this.renderer.camera.pixelHeight); 296 | delta.x /= ratio.x; 297 | delta.y /= ratio.y; 298 | 299 | mouseAction.rotateEuler += new Vector3(360f * delta.y / rect.height, 360f * delta.x / rect.width); 300 | Repaint(); 301 | } 302 | } 303 | 304 | private void OnMouseScrollWheel() 305 | { 306 | this.mouseAction.zoom += Event.current.delta.y * this.mouseAction.zoom * 1e-2f; 307 | Repaint(); 308 | } 309 | 310 | private bool LoadModel(string path) 311 | { 312 | if (string.IsNullOrEmpty(path)) { return false; } 313 | 314 | var asset = AssetDatabase.LoadAssetAtPath(path); 315 | if (null == asset) { return false; } 316 | 317 | if (null != this.targetObject) 318 | DestroyImmediate(this.targetObject); 319 | 320 | this.targetObject = Instantiate(asset); 321 | this.renderer.AddSingleGO(this.targetObject); 322 | return true; 323 | } 324 | 325 | private void Capture() 326 | { 327 | var mesh = OctahedralHemiSphere.CreatePrimitive(modelScale, modelMeshes, modelRatio); 328 | var meshVertices = mesh.vertices; 329 | var rect = new Rect(0, 0, this.position.size.x, this.position.size.y); 330 | var captures = modelMeshes + 1; 331 | var oneSize = 1.0f / captures; 332 | 333 | int textureResolution = Mathf.FloorToInt(Mathf.Pow(2, this.captureResolution)); 334 | var bgColor = this.renderer.camera.backgroundColor; 335 | this.renderer.BeginPreview(new Rect(0f, 0f, textureResolution, textureResolution), GUIStyle.none); 336 | 337 | for (int i = 0; i < meshVertices.Length; ++i) 338 | { 339 | var capturePoint = meshVertices[i]; 340 | var captureLookAt = Quaternion.LookRotation(Vector3.Normalize(this.targetObject.transform.localPosition + captureLookatOffset - capturePoint)); 341 | 342 | this.renderer.camera.transform.localPosition = capturePoint; 343 | this.renderer.camera.transform.localRotation = captureLookAt; 344 | 345 | this.renderer.camera.rect = new Rect(oneSize * (i % captures), oneSize * (i / captures), oneSize, oneSize); 346 | this.renderer.camera.backgroundColor = Color.clear; 347 | this.renderer.camera.Render(); 348 | } 349 | 350 | var tex = this.renderer.EndPreview(); 351 | var tex2D = ToTexture2D(tex); 352 | System.IO.File.WriteAllBytes(Application.dataPath + "/OctahedralImposter/capture.png", tex2D.EncodeToPNG()); 353 | 354 | this.renderer.camera.backgroundColor = bgColor; 355 | this.renderer.camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f); 356 | 357 | Debug.Log(Application.dataPath); 358 | DestroyImmediate(mesh); 359 | AssetDatabase.Refresh(); 360 | } 361 | 362 | // http://baba-s.hatenablog.com/entry/2018/02/26/210100 363 | public static Texture2D ToTexture2D(Texture self) 364 | { 365 | var sw = self.width; 366 | var sh = self.height; 367 | var format = TextureFormat.RGBA32; 368 | var result = new Texture2D(sw, sh, format, false); 369 | var currentRT = RenderTexture.active; 370 | var rt = new RenderTexture(sw, sh, 32); 371 | Graphics.Blit(self, rt); 372 | RenderTexture.active = rt; 373 | var source = new Rect(0, 0, rt.width, rt.height); 374 | result.ReadPixels(source, 0, 0); 375 | result.Apply(); 376 | RenderTexture.active = currentRT; 377 | return result; 378 | } 379 | } 380 | } 381 | -------------------------------------------------------------------------------- /Assets/OctahedralImposter/Editor/OctahedralTextureEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7033e46a0b0b9a14da1f13f276e772ff 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/OctahedralImposter/Editor/WireframeShader.shader: -------------------------------------------------------------------------------- 1 | // modified version of "VR/SpatialMapping/Wireframe.shader" from Unity 5.5f2 2 | // added colors, discard option, removed stereo support and color by distance 3 | 4 | Shader "OctahedralImposter/Wireframe" 5 | { 6 | Properties 7 | { 8 | _LineColor("LineColor", Color) = (1,1,1,1) 9 | _FillColor("FillColor", Color) = (0,0,0,0) 10 | _WireThickness("Wire Thickness", RANGE(0, 800)) = 100 11 | [MaterialToggle] UseDiscard("Discard Fill", Float) = 1 12 | } 13 | 14 | SubShader 15 | { 16 | Tags { "RenderType" = "Opaque" } 17 | 18 | 19 | Pass 20 | { 21 | // Wireframe shader based on the the following 22 | // http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf 23 | 24 | CGPROGRAM 25 | #pragma vertex vert 26 | #pragma geometry geom 27 | #pragma fragment frag 28 | #pragma multi_compile _ USEDISCARD_ON 29 | #include "UnityCG.cginc" 30 | 31 | float _WireThickness; 32 | 33 | struct appdata 34 | { 35 | float4 vertex : POSITION; 36 | }; 37 | 38 | struct v2g 39 | { 40 | float4 projectionSpaceVertex : SV_POSITION; 41 | float4 worldSpacePosition : TEXCOORD1; 42 | }; 43 | 44 | struct g2f 45 | { 46 | float4 projectionSpaceVertex : SV_POSITION; 47 | float4 worldSpacePosition : TEXCOORD0; 48 | float4 dist : TEXCOORD1; 49 | }; 50 | 51 | 52 | v2g vert(appdata v) 53 | { 54 | v2g o; 55 | // UNITY_SETUP_INSTANCE_ID(v); 56 | // UNITY_INITIALIZE_OUTPUT(v2g, o); 57 | o.projectionSpaceVertex = UnityObjectToClipPos(v.vertex); 58 | o.worldSpacePosition = mul(unity_ObjectToWorld, v.vertex); 59 | return o; 60 | } 61 | 62 | [maxvertexcount(3)] 63 | void geom(triangle v2g i[3], inout TriangleStream triangleStream) 64 | { 65 | float2 p0 = i[0].projectionSpaceVertex.xy / i[0].projectionSpaceVertex.w; 66 | float2 p1 = i[1].projectionSpaceVertex.xy / i[1].projectionSpaceVertex.w; 67 | float2 p2 = i[2].projectionSpaceVertex.xy / i[2].projectionSpaceVertex.w; 68 | 69 | float2 edge0 = p2 - p1; 70 | float2 edge1 = p2 - p0; 71 | float2 edge2 = p1 - p0; 72 | 73 | // To find the distance to the opposite edge, we take the 74 | // formula for finding the area of a triangle Area = Base/2 * Height, 75 | // and solve for the Height = (Area * 2)/Base. 76 | // We can get the area of a triangle by taking its cross product 77 | // divided by 2. However we can avoid dividing our area/base by 2 78 | // since our cross product will already be double our area. 79 | float area = abs(edge1.x * edge2.y - edge1.y * edge2.x); 80 | float wireThickness = 800 - _WireThickness; 81 | 82 | g2f o; 83 | o.worldSpacePosition = i[0].worldSpacePosition; 84 | o.projectionSpaceVertex = i[0].projectionSpaceVertex; 85 | o.dist.xyz = float3((area / length(edge0)), 0.0, 0.0) * o.projectionSpaceVertex.w * wireThickness; 86 | o.dist.w = 1.0 / o.projectionSpaceVertex.w; 87 | triangleStream.Append(o); 88 | 89 | o.worldSpacePosition = i[1].worldSpacePosition; 90 | o.projectionSpaceVertex = i[1].projectionSpaceVertex; 91 | o.dist.xyz = float3(0.0, (area / length(edge1)), 0.0) * o.projectionSpaceVertex.w * wireThickness; 92 | o.dist.w = 1.0 / o.projectionSpaceVertex.w; 93 | triangleStream.Append(o); 94 | 95 | o.worldSpacePosition = i[2].worldSpacePosition; 96 | o.projectionSpaceVertex = i[2].projectionSpaceVertex; 97 | o.dist.xyz = float3(0.0, 0.0, (area / length(edge2))) * o.projectionSpaceVertex.w * wireThickness; 98 | o.dist.w = 1.0 / o.projectionSpaceVertex.w; 99 | triangleStream.Append(o); 100 | } 101 | 102 | uniform fixed4 _LineColor; 103 | uniform fixed4 _FillColor; 104 | 105 | fixed4 frag(g2f i) : SV_Target 106 | { 107 | float minDistanceToEdge = min(i.dist[0], min(i.dist[1], i.dist[2])) * i.dist[3]; 108 | 109 | // Early out if we know we are not on a line segment. 110 | if (minDistanceToEdge > 0.9) 111 | { 112 | #ifdef USEDISCARD_ON 113 | discard; 114 | #else 115 | return _FillColor; 116 | #endif 117 | } 118 | 119 | return _LineColor; 120 | } 121 | ENDCG 122 | } 123 | } 124 | } 125 | -------------------------------------------------------------------------------- /Assets/OctahedralImposter/Editor/WireframeShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2216ea593cc795146865acacff042252 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/OctahedralImposter/OctahedralBillboard.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: OctahedralBillboard 11 | m_Shader: {fileID: 4800000, guid: 9cd2417f3672a4f4e83b82a6e0b5c4a6, type: 3} 12 | m_ShaderKeywords: _DBUG_ON 13 | m_LightmapFlags: 4 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _BumpMap: 23 | m_Texture: {fileID: 0} 24 | 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0.5 61 | - _Dbug: 1 62 | - _Debug: 0 63 | - _DetailNormalMapScale: 1 64 | - _DstBlend: 0 65 | - _GlossMapScale: 1 66 | - _Glossiness: 0.5 67 | - _GlossyReflections: 1 68 | - _Metallic: 0 69 | - _Mode: 0 70 | - _OcclusionStrength: 1 71 | - _Parallax: 0.02 72 | - _SmoothnessTextureChannel: 0 73 | - _SpecularHighlights: 1 74 | - _SrcBlend: 1 75 | - _Tiles: 32 76 | - _Tiling: 1 77 | - _UVSec: 0 78 | - _ZWrite: 1 79 | m_Colors: 80 | - _Color: {r: 1, g: 1, b: 1, a: 1} 81 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 82 | -------------------------------------------------------------------------------- /Assets/OctahedralImposter/OctahedralBillboard.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2796fa3306a970b43ae5a9aec7687f74 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/OctahedralImposter/OctahedralBillboard.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/OctahedralImposter" 2 | { 3 | Properties 4 | { 5 | _MainTex("Texture", 2D) = "white" {} 6 | _Tiles("Tiles", Int) = 6 7 | [Toggle] _Debug("Debug", Float) = 0 8 | } 9 | 10 | SubShader 11 | { 12 | Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } 13 | Blend SrcAlpha OneMinusSrcAlpha 14 | 15 | Pass 16 | { 17 | CGPROGRAM 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | 21 | #include "UnityCG.cginc" 22 | #pragma shader_feature _DEBUG_ON 23 | 24 | struct appdata 25 | { 26 | float4 vertex : POSITION; 27 | float2 uv : TEXCOORD0; 28 | }; 29 | 30 | struct v2f 31 | { 32 | float4 vertex : SV_POSITION; 33 | float2 uv : TEXCOORD0; 34 | float3 uvDir : TEXCOORD1; 35 | }; 36 | 37 | sampler2D _MainTex; 38 | float4 _MainTex_ST; 39 | int _Tiles; 40 | 41 | fixed4 clerp(fixed4 a, fixed4 b, float ratio) 42 | { 43 | a.rgb = lerp(b.rgb, a.rgb, a.a); 44 | b.rgb = lerp(a.rgb, b.rgb, b.a); 45 | return lerp(a, b, ratio); 46 | } 47 | 48 | float2x2 rotate(float angle) 49 | { 50 | float s = sin(angle), c = cos(angle); 51 | return float2x2(c, s, -s, c); 52 | } 53 | 54 | v2f vert(appdata v) 55 | { 56 | v2f o; 57 | 58 | // Billboard 59 | float3 viewPos = UnityObjectToViewPos(float3(0, 0, 0)); 60 | float viewUpInverse = lerp(-1, 1, (0 <= UNITY_MATRIX_V._m11)); 61 | float3 scaleRotatePos = mul((float3x3)unity_ObjectToWorld, v.vertex * viewUpInverse); 62 | viewPos += float3(scaleRotatePos.xy, -scaleRotatePos.z); 63 | o.vertex = mul(UNITY_MATRIX_P, float4(viewPos, 1)); 64 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 65 | 66 | float3 camDir = -UNITY_MATRIX_V._m20_m21_m22; 67 | float3 viewDir = unity_ObjectToWorld._m03_m13_m23 - _WorldSpaceCameraPos.xyz; 68 | //viewDir = normalize(viewDir); 69 | viewDir = normalize(viewDir + camDir * dot(camDir, viewDir)); // about.. 70 | 71 | float oneFrameRatio = 1.0f / max(max(abs(viewDir.x), abs(viewDir.z)), 1e-5); 72 | float maxMagnitude = max(length(viewDir.xz * oneFrameRatio), 1.0); 73 | viewDir.y = sin(viewDir.y * UNITY_PI * 0.5f); // about.. 74 | viewDir = normalize(viewDir); 75 | o.uvDir = viewDir * maxMagnitude; 76 | 77 | return o; 78 | } 79 | 80 | fixed4 frag(v2f i) : SV_Target 81 | { 82 | float tiles = _Tiles + 1; 83 | float2 uvDir = float2(i.uvDir.x, -i.uvDir.z); 84 | float2 uv = (float2(0.5, 0.5) - uvDir * 0.5); 85 | int2 gridID = (int2)floor(uv * tiles); 86 | float2 gridPos = frac(uv * tiles); 87 | 88 | int gridCorner = (gridID.x == gridID.y) || ((gridID.x + gridID.y) == (tiles - 1)); 89 | int which = abs(uvDir.x) < abs(uvDir.y); 90 | float gridSign = lerp(sign(uvDir.x), sign(uvDir.y), which); 91 | float2 gridH = lerp(float2(gridSign, 0.0), float2(0.0, gridSign), (float)which); // horizontal 92 | float2 gridV = lerp(float2(0.0, gridSign), float2(gridSign, 0.0), (float)which); // vertical 93 | gridV = lerp(gridV, sign(uvDir), (float)gridCorner); 94 | 95 | float gridRatioH = distance(float2(0.5, 0.5) * gridH, gridPos * gridH); // 0で余計な軸成分を消す 96 | float gridRatioV = distance(float2(0.5, 0.5) * gridV, gridPos * gridV); // 0で余計な軸成分を消す 97 | float2 gridRatio = (float2(0.5, 0.5) - gridPos) * 2.0; // -1 .. 1 98 | 99 | gridH *= sign(gridRatio) * -gridSign; 100 | gridV *= sign(gridRatio) * -gridSign; 101 | 102 | float2 viewUp = UNITY_MATRIX_V._m10_m12 * lerp(-1, 1, (0 <= UNITY_MATRIX_V._m11)); 103 | float uvRot = clamp(atan2(viewUp.x, viewUp.y), -UNITY_PI, UNITY_PI); 104 | float2 uvOrg = i.uv; 105 | float2 uvOrgRot = mul(rotate(uvRot), i.uv - 0.5) + 0.5; 106 | 107 | int2 gridIDC = gridID; 108 | int2 gridIDH = gridID + gridH; 109 | int2 gridIDV = min(abs(gridID + gridV), _Tiles); 110 | int gridCenter = 1; 111 | int enableRotate = (_Tiles % 2 == 0); 112 | 113 | gridCenter = (gridIDC.x == _Tiles / 2) && (gridIDC.x == gridIDC.y); 114 | float2 uvC = lerp(uvOrg, uvOrgRot, enableRotate * gridCenter) + gridIDC; 115 | gridCenter = (gridIDH.x == _Tiles / 2) && (gridIDH.x == gridIDH.y); 116 | float2 uvH = lerp(uvOrg, uvOrgRot, enableRotate * gridCenter) + gridIDH; 117 | gridCenter = (gridIDV.x == _Tiles / 2) && (gridIDV.x == gridIDV.y); 118 | float2 uvV = lerp(uvOrg, uvOrgRot, enableRotate * gridCenter) + gridIDV; 119 | 120 | fixed4 color = fixed4(0,0,0,0); 121 | fixed4 colorC = tex2D(_MainTex, uvC / tiles); // current 122 | fixed4 colorH = tex2D(_MainTex, uvH / tiles); // horizontal 123 | fixed4 colorV = tex2D(_MainTex, uvV / tiles); // vertical 124 | 125 | float4 colorMixH = clerp(colorC, colorH, gridRatioH); 126 | float4 colorMixV = clerp(colorC, colorV, gridRatioV); 127 | color = lerp(colorMixH, colorMixV, colorMixH.a < colorMixV.a); 128 | 129 | #ifdef _DEBUG_ON 130 | // debug 131 | color = clerp(colorC, tex2D(_MainTex, i.uv), 0.5); 132 | color = lerp(color, float4(1, 0, 0, 1), step(distance(i.uv, uv), 0.01)); 133 | #endif 134 | 135 | return color; 136 | } 137 | ENDCG 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 51efa9f241b9404428afc9e7ccf59f24 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 093cb430087771d4b821016f6d720e7d 3 | folderAsset: yes 4 | timeCreated: 1549473328 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Editor/CopyMaterialParameter.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | 6 | namespace UnityChan 7 | { 8 | public class CopyMaterialParameter : EditorWindow 9 | { 10 | [SerializeField] 11 | static Material source; 12 | Material target; 13 | static EditorWindow window; 14 | bool _RemovedUnusedParameter = false; 15 | 16 | [MenuItem("CONTEXT/Material/Copy Material Parameter")] 17 | static void Init (MenuCommand command) 18 | { 19 | source = (Material) command.context; 20 | window = EditorWindow.GetWindow (true, "Copy Material Parameter : Select Materials", true); 21 | window.Show (); 22 | } 23 | 24 | void OnGUI () 25 | { 26 | source = (Material)EditorGUILayout.ObjectField ("Source material", source, typeof(Material),true); 27 | target = (Material)EditorGUILayout.ObjectField ("Target material", target, typeof(Material),true); 28 | 29 | EditorGUILayout.Space(); 30 | 31 | if (GUILayout.Button ("Copy Sorce ⇒ Target")) { 32 | CopyMaterial (source, target); 33 | window.Close(); 34 | } 35 | 36 | if (GUILayout.Button ("Switch Sorce/Target")) { 37 | _RemovedUnusedParameter = false; 38 | var tmp = target; 39 | target = source; 40 | source = tmp; 41 | } 42 | 43 | if (GUILayout.Button ("Remove Unused Properties from Sorce")) { 44 | RemoveUnusedMaterialProperties(source); 45 | _RemovedUnusedParameter = true; 46 | } 47 | 48 | if(_RemovedUnusedParameter){ 49 | EditorGUILayout.HelpBox("Unused Material Properties are removed.",MessageType.Info); 50 | } 51 | } 52 | 53 | void CopyMaterial (Material source, Material target) 54 | { 55 | target.shader = source.shader; 56 | target.CopyPropertiesFromMaterial (source); 57 | } 58 | 59 | // http://light11.hatenadiary.com/entry/2018/12/04/224253 60 | void RemoveUnusedMaterialProperties(Material material) 61 | { 62 | var sourceProps = new SerializedObject(material); 63 | sourceProps.Update(); 64 | 65 | var savedProp = sourceProps.FindProperty("m_SavedProperties"); 66 | 67 | // Tex Envs 68 | var texProp = savedProp.FindPropertyRelative("m_TexEnvs"); 69 | for (int i = texProp.arraySize - 1; i >= 0; i--) { 70 | var propertyName = texProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue; 71 | if (!material.HasProperty(propertyName)) { 72 | texProp.DeleteArrayElementAtIndex(i); 73 | } 74 | } 75 | 76 | // Floats 77 | var floatProp = savedProp.FindPropertyRelative("m_Floats"); 78 | for (int i = floatProp.arraySize - 1; i >= 0; i--) { 79 | var propertyName = floatProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue; 80 | if (!material.HasProperty(propertyName)) { 81 | floatProp.DeleteArrayElementAtIndex(i); 82 | } 83 | } 84 | 85 | // Colors 86 | var colorProp = savedProp.FindPropertyRelative("m_Colors"); 87 | for (int i = colorProp.arraySize - 1; i >= 0; i--) { 88 | var propertyName = colorProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue; 89 | if (!material.HasProperty(propertyName)) { 90 | colorProp.DeleteArrayElementAtIndex(i); 91 | } 92 | } 93 | sourceProps.ApplyModifiedProperties(); 94 | } 95 | } 96 | } 97 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Editor/CopyMaterialParameter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e30857b716beae5479b313fde1a5efaf 3 | timeCreated: 1551006436 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Editor/RemoveUnusedMaterialProperties.cs: -------------------------------------------------------------------------------- 1 | // 2 | // RemoveUnusedMaterialProperties.cs 3 | // http://light11.hatenadiary.com/entry/2018/12/04/224253 4 | // 5 | #if UNITY_EDITOR 6 | using UnityEngine; 7 | using UnityEditor; 8 | 9 | public class Example { 10 | 11 | [MenuItem("CONTEXT/Material/Remove Unused Properties")] 12 | private static void RemoveUnusedMaterialProperties(MenuCommand menuCommand) 13 | { 14 | var material = menuCommand.context as Material; 15 | if (material == null) { 16 | return; 17 | } 18 | 19 | var so = new SerializedObject(material); 20 | so.Update(); 21 | 22 | var savedProp = so.FindProperty("m_SavedProperties"); 23 | 24 | // Tex Envs 25 | var texProp = savedProp.FindPropertyRelative("m_TexEnvs"); 26 | for (int i = texProp.arraySize - 1; i >= 0; i--) { 27 | var propertyName = texProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue; 28 | if (!material.HasProperty(propertyName)) { 29 | texProp.DeleteArrayElementAtIndex(i); 30 | } 31 | } 32 | 33 | // Floats 34 | var floatProp = savedProp.FindPropertyRelative("m_Floats"); 35 | for (int i = floatProp.arraySize - 1; i >= 0; i--) { 36 | var propertyName = floatProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue; 37 | if (!material.HasProperty(propertyName)) { 38 | floatProp.DeleteArrayElementAtIndex(i); 39 | } 40 | } 41 | 42 | // Colors 43 | var colorProp = savedProp.FindPropertyRelative("m_Colors"); 44 | for (int i = colorProp.arraySize - 1; i >= 0; i--) { 45 | var propertyName = colorProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue; 46 | if (!material.HasProperty(propertyName)) { 47 | colorProp.DeleteArrayElementAtIndex(i); 48 | } 49 | } 50 | 51 | so.ApplyModifiedProperties(); 52 | } 53 | } 54 | #endif -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Editor/RemoveUnusedMaterialProperties.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cad15f56be91b744aaf8e22339bc598c 3 | timeCreated: 1550127125 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Editor/RemoveUnusedShaderKeywordsFromUTS2Material.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | 6 | namespace UnityChan 7 | { 8 | 9 | public class RemoveUnusedShaderKeywordsFromUTS2Material : EditorWindow 10 | { 11 | [SerializeField] 12 | static Material source; 13 | static Material oldSource; 14 | Material target; 15 | static EditorWindow window; 16 | bool _RemovedUnusedParameterMessage = false; 17 | 18 | [MenuItem("CONTEXT/Material/Remove Unused ShaderKeywords from UTS2 Material")] 19 | static void Init (MenuCommand command) 20 | { 21 | source = (Material) command.context; 22 | window = EditorWindow.GetWindow (true, "Remove Unused ShaderKeywords : Select UTS2 Material", true); 23 | window.Show (); 24 | } 25 | 26 | void OnGUI () 27 | { 28 | source = (Material)EditorGUILayout.ObjectField (" UTS2 material", source, typeof(Material),true); 29 | 30 | EditorGUILayout.Space(); 31 | 32 | if (GUILayout.Button ("Remove Unused ShaderKeywords")) { 33 | RemoveUnusedMaterialProperties(source); 34 | RemoveShaderKeywords(source); 35 | _RemovedUnusedParameterMessage = true; 36 | oldSource = source; 37 | //window.Close(); 38 | } 39 | 40 | if(_RemovedUnusedParameterMessage){ 41 | EditorGUILayout.HelpBox("Unused Material Properties and ShaderKeywords are removed.",MessageType.Info); 42 | } 43 | 44 | if(source != oldSource){ 45 | _RemovedUnusedParameterMessage = false; 46 | } 47 | 48 | } 49 | 50 | void RemoveShaderKeywords(Material material) 51 | { 52 | string shaderKeywords = ""; 53 | 54 | if(material.HasProperty("_EMISSIVE")){ 55 | float outlineMode = material.GetFloat("_EMISSIVE"); 56 | if(outlineMode == 0) 57 | { 58 | shaderKeywords = shaderKeywords + "_EMISSIVE_SIMPLE"; 59 | }else{ 60 | shaderKeywords = shaderKeywords + "_EMISSIVE_ANIMATION"; 61 | } 62 | } 63 | if(material.HasProperty("_OUTLINE")){ 64 | float outlineMode = material.GetFloat("_OUTLINE"); 65 | if(outlineMode == 0) 66 | { 67 | shaderKeywords = shaderKeywords + " _OUTLINE_NML"; 68 | }else{ 69 | shaderKeywords = shaderKeywords + " _OUTLINE_POS"; 70 | } 71 | } 72 | 73 | var so = new SerializedObject(material); 74 | so.Update(); 75 | so.FindProperty("m_ShaderKeywords").stringValue = shaderKeywords; 76 | so.ApplyModifiedProperties(); 77 | } 78 | 79 | // http://light11.hatenadiary.com/entry/2018/12/04/224253 80 | void RemoveUnusedMaterialProperties(Material material) 81 | { 82 | var sourceProps = new SerializedObject(material); 83 | sourceProps.Update(); 84 | 85 | var savedProp = sourceProps.FindProperty("m_SavedProperties"); 86 | 87 | // Tex Envs 88 | var texProp = savedProp.FindPropertyRelative("m_TexEnvs"); 89 | for (int i = texProp.arraySize - 1; i >= 0; i--) { 90 | var propertyName = texProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue; 91 | if (!material.HasProperty(propertyName)) { 92 | texProp.DeleteArrayElementAtIndex(i); 93 | } 94 | } 95 | 96 | // Floats 97 | var floatProp = savedProp.FindPropertyRelative("m_Floats"); 98 | for (int i = floatProp.arraySize - 1; i >= 0; i--) { 99 | var propertyName = floatProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue; 100 | if (!material.HasProperty(propertyName)) { 101 | floatProp.DeleteArrayElementAtIndex(i); 102 | } 103 | } 104 | 105 | // Colors 106 | var colorProp = savedProp.FindPropertyRelative("m_Colors"); 107 | for (int i = colorProp.arraySize - 1; i >= 0; i--) { 108 | var propertyName = colorProp.GetArrayElementAtIndex(i).FindPropertyRelative("first").stringValue; 109 | if (!material.HasProperty(propertyName)) { 110 | colorProp.DeleteArrayElementAtIndex(i); 111 | } 112 | } 113 | sourceProps.ApplyModifiedProperties(); 114 | } 115 | 116 | } 117 | 118 | } 119 | 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-------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ad417645f682ca346b6762e2619802be 3 | folderAsset: yes 4 | timeCreated: 1483047575 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Shader/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4c57a42f315f467488f69755e6a7d42c 3 | timeCreated: 1550109796 4 | licenseType: Pro 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilMask.shader: -------------------------------------------------------------------------------- 1 | //Unitychan Toon Shader ver.2.0 2 | //v.2.0.7.5 3 | //nobuyuki@unity3d.com 4 | //https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project 5 | //(C)Unity Technologies Japan/UCL 6 | Shader "UnityChanToonShader/NoOutline/ToonColor_DoubleShadeWithFeather_Clipping_StencilMask" { 7 | Properties { 8 | [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 9 | [HideInInspector] _utsVersion ("Version", Float ) = 2.07 10 | [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF 11 | _StencilNo ("Stencil No", int) =1 12 | [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK 13 | _ClippingMask ("ClippingMask", 2D) = "white" {} 14 | _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 15 | [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 16 | _MainTex ("BaseMap", 2D) = "white" {} 17 | [HideInInspector] _BaseMap ("BaseMap", 2D) = "white" {} 18 | _BaseColor ("BaseColor", Color) = (1,1,1,1) 19 | //v.2.0.5 : Clipping/TransClipping for SSAO Problems in PostProcessing Stack. 20 | //If you want to go back the former SSAO results, comment out the below line. 21 | [HideInInspector] _Color ("Color", Color) = (1,1,1,1) 22 | // 23 | [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 24 | _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} 25 | //v.2.0.5 26 | [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 27 | _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) 28 | [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 29 | _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} 30 | //v.2.0.5 31 | [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 32 | _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) 33 | [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 34 | _NormalMap ("NormalMap", 2D) = "bump" {} 35 | _BumpScale ("Normal Scale", Range(0, 1)) = 1 36 | [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 37 | //v.2.0.4.4 38 | [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 39 | _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 40 | //v.2.0.6 41 | _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 42 | _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 43 | _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 44 | _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 45 | [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 46 | [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 47 | [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 48 | [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 49 | //v.2.0.5 50 | _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 51 | [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 52 | // 53 | _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} 54 | _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} 55 | // 56 | _HighColor ("HighColor", Color) = (0,0,0,1) 57 | //v.2.0.4 HighColor_Tex 58 | _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} 59 | [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 60 | [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 61 | _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 62 | [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 63 | [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 64 | [Toggle(_)] _Is_UseTweakHighColorOnShadow ("Is_UseTweakHighColorOnShadow", Float ) = 0 65 | _TweakHighColorOnShadow ("TweakHighColorOnShadow", Range(0, 1)) = 0 66 | //ハイカラーマスク. 67 | _Set_HighColorMask ("Set_HighColorMask", 2D) = "white" {} 68 | _Tweak_HighColorMaskLevel ("Tweak_HighColorMaskLevel", Range(-1, 1)) = 0 69 | [Toggle(_)] _RimLight ("RimLight", Float ) = 0 70 | _RimLightColor ("RimLightColor", Color) = (1,1,1,1) 71 | [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 72 | [Toggle(_)] _Is_NormalMapToRimLight ("Is_NormalMapToRimLight", Float ) = 0 73 | _RimLight_Power ("RimLight_Power", Range(0, 1)) = 0.1 74 | _RimLight_InsideMask ("RimLight_InsideMask", Range(0.0001, 1)) = 0.0001 75 | [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 76 | //リムライト追加プロパティ. 77 | [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 78 | _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 79 | [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 80 | _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) 81 | [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 82 | _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 83 | [Toggle(_)] _Ap_RimLight_FeatherOff ("Ap_RimLight_FeatherOff", Float ) = 0 84 | //リムライトマスク. 85 | _Set_RimLightMask ("Set_RimLightMask", 2D) = "white" {} 86 | _Tweak_RimLightMaskLevel ("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0 87 | //ここまで. 88 | [Toggle(_)] _MatCap ("MatCap", Float ) = 0 89 | _MatCap_Sampler ("MatCap_Sampler", 2D) = "black" {} 90 | //v.2.0.6 91 | _BlurLevelMatcap ("Blur Level of MatCap_Sampler", Range(0, 10)) = 0 92 | _MatCapColor ("MatCapColor", Color) = (1,1,1,1) 93 | [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 94 | [Toggle(_)] _Is_BlendAddToMatCap ("Is_BlendAddToMatCap", Float ) = 1 95 | _Tweak_MatCapUV ("Tweak_MatCapUV", Range(-0.5, 0.5)) = 0 96 | _Rotate_MatCapUV ("Rotate_MatCapUV", Range(-1, 1)) = 0 97 | //v.2.0.6 98 | [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 99 | [Toggle(_)] _Is_NormalMapForMatCap ("Is_NormalMapForMatCap", Float ) = 0 100 | _NormalMapForMatCap ("NormalMapForMatCap", 2D) = "bump" {} 101 | _BumpScaleMatcap ("Scale for NormalMapforMatCap", Range(0, 1)) = 1 102 | _Rotate_NormalMapForMatCapUV ("Rotate_NormalMapForMatCapUV", Range(-1, 1)) = 0 103 | [Toggle(_)] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 104 | _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 105 | [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 106 | //MatcapMask 107 | _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} 108 | _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 109 | [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 110 | //v.2.0.5 111 | [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 112 | //v.2.0.7 Emissive 113 | [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 114 | _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} 115 | [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) 116 | _Base_Speed ("Base_Speed", Float ) = 0 117 | _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 118 | _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 119 | _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 120 | [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 121 | [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 122 | [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) 123 | _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 124 | [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 125 | [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) 126 | [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 127 | // 128 | //GI 129 | _GI_Intensity ("GI_Intensity", Range(0, 1)) = 0 130 | //For VR Chat under No effective light objects 131 | _Unlit_Intensity ("Unlit_Intensity", Range(0.001, 4)) = 1 132 | //v.2.0.5 133 | [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 134 | //Built-in Light Direction 135 | [Toggle(_)] _Is_BLD ("Advanced : Activate Built-in Light Direction", Float ) = 0 136 | _Offset_X_Axis_BLD (" Offset X-Axis (Built-in Light Direction)", Range(-1, 1)) = -0.05 137 | _Offset_Y_Axis_BLD (" Offset Y-Axis (Built-in Light Direction)", Range(-1, 1)) = 0.09 138 | [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 139 | } 140 | SubShader { 141 | Tags { 142 | "Queue"="AlphaTest-1" //StencilMask Opaque and _Clipping 143 | "RenderType"="TransparentCutout" 144 | } 145 | 146 | UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping_StencilMask/FORWARD" 147 | UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping_StencilMask/FORWARD_DELTA" 148 | UsePass "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping_StencilMask/SHADOWCASTER" 149 | } 150 | FallBack "Legacy Shaders/VertexLit" 151 | CustomEditor "UnityChan.UTS2GUI" 152 | } 153 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilMask.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9c3978743d5db18448a8b945c723a6eb 3 | timeCreated: 1482812523 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Shader/Toon_DoubleShadeWithFeather.shader: -------------------------------------------------------------------------------- 1 | //Unitychan Toon Shader ver.2.0 2 | //v.2.0.7.5 3 | //nobuyuki@unity3d.com 4 | //https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project 5 | //(C)Unity Technologies Japan/UCL 6 | Shader "UnityChanToonShader/Toon_DoubleShadeWithFeather" { 7 | Properties { 8 | [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 9 | [HideInInspector] _utsVersion ("Version", Float ) = 2.07 10 | [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF 11 | [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK 12 | _MainTex ("BaseMap", 2D) = "white" {} 13 | [HideInInspector] _BaseMap ("BaseMap", 2D) = "white" {} 14 | _BaseColor ("BaseColor", Color) = (1,1,1,1) 15 | //v.2.0.5 : Clipping/TransClipping for SSAO Problems in PostProcessing Stack. 16 | //If you want to go back the former SSAO results, comment out the below line. 17 | [HideInInspector] _Color ("Color", Color) = (1,1,1,1) 18 | // 19 | [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 20 | _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} 21 | //v.2.0.5 22 | [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 23 | _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) 24 | [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 25 | _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} 26 | //v.2.0.5 27 | [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 28 | _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) 29 | [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 30 | _NormalMap ("NormalMap", 2D) = "bump" {} 31 | _BumpScale ("Normal Scale", Range(0, 1)) = 1 32 | [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 33 | //v.2.0.4.4 34 | [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 35 | _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 36 | //v.2.0.6 37 | _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 38 | _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 39 | _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 40 | _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 41 | [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 42 | [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 43 | [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 44 | [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 45 | //v.2.0.5 46 | _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 47 | [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 48 | // 49 | _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} 50 | _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} 51 | // 52 | _HighColor ("HighColor", Color) = (0,0,0,1) 53 | //v.2.0.4 HighColor_Tex 54 | _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} 55 | [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 56 | [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 57 | _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 58 | [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 59 | [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 60 | [Toggle(_)] _Is_UseTweakHighColorOnShadow ("Is_UseTweakHighColorOnShadow", Float ) = 0 61 | _TweakHighColorOnShadow ("TweakHighColorOnShadow", Range(0, 1)) = 0 62 | //ハイカラーマスク. 63 | _Set_HighColorMask ("Set_HighColorMask", 2D) = "white" {} 64 | _Tweak_HighColorMaskLevel ("Tweak_HighColorMaskLevel", Range(-1, 1)) = 0 65 | [Toggle(_)] _RimLight ("RimLight", Float ) = 0 66 | _RimLightColor ("RimLightColor", Color) = (1,1,1,1) 67 | [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 68 | [Toggle(_)] _Is_NormalMapToRimLight ("Is_NormalMapToRimLight", Float ) = 0 69 | _RimLight_Power ("RimLight_Power", Range(0, 1)) = 0.1 70 | _RimLight_InsideMask ("RimLight_InsideMask", Range(0.0001, 1)) = 0.0001 71 | [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 72 | //リムライト追加プロパティ. 73 | [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 74 | _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 75 | [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 76 | _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) 77 | [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 78 | _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 79 | [Toggle(_)] _Ap_RimLight_FeatherOff ("Ap_RimLight_FeatherOff", Float ) = 0 80 | //リムライトマスク. 81 | _Set_RimLightMask ("Set_RimLightMask", 2D) = "white" {} 82 | _Tweak_RimLightMaskLevel ("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0 83 | //ここまで. 84 | [Toggle(_)] _MatCap ("MatCap", Float ) = 0 85 | _MatCap_Sampler ("MatCap_Sampler", 2D) = "black" {} 86 | //v.2.0.6 87 | _BlurLevelMatcap ("Blur Level of MatCap_Sampler", Range(0, 10)) = 0 88 | _MatCapColor ("MatCapColor", Color) = (1,1,1,1) 89 | [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 90 | [Toggle(_)] _Is_BlendAddToMatCap ("Is_BlendAddToMatCap", Float ) = 1 91 | _Tweak_MatCapUV ("Tweak_MatCapUV", Range(-0.5, 0.5)) = 0 92 | _Rotate_MatCapUV ("Rotate_MatCapUV", Range(-1, 1)) = 0 93 | //v.2.0.6 94 | [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 95 | [Toggle(_)] _Is_NormalMapForMatCap ("Is_NormalMapForMatCap", Float ) = 0 96 | _NormalMapForMatCap ("NormalMapForMatCap", 2D) = "bump" {} 97 | _BumpScaleMatcap ("Scale for NormalMapforMatCap", Range(0, 1)) = 1 98 | _Rotate_NormalMapForMatCapUV ("Rotate_NormalMapForMatCapUV", Range(-1, 1)) = 0 99 | [Toggle(_)] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 100 | _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 101 | //MatcapMask 102 | _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} 103 | _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 104 | [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 105 | //v.2.0.5 106 | [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 107 | //v.2.0.7 Emissive 108 | [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 109 | _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} 110 | [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) 111 | _Base_Speed ("Base_Speed", Float ) = 0 112 | _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 113 | _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 114 | _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 115 | [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 116 | [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 117 | [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) 118 | _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 119 | [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 120 | [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) 121 | [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 122 | // 123 | //Outline 124 | [KeywordEnum(NML,POS)] _OUTLINE("OUTLINE MODE", Float) = 0 125 | _Outline_Width ("Outline_Width", Float ) = 0 126 | _Farthest_Distance ("Farthest_Distance", Float ) = 100 127 | _Nearest_Distance ("Nearest_Distance", Float ) = 0.5 128 | _Outline_Sampler ("Outline_Sampler", 2D) = "white" {} 129 | _Outline_Color ("Outline_Color", Color) = (0.5,0.5,0.5,1) 130 | [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 131 | [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 132 | //v.2.0.4 133 | [Toggle(_)] _Is_OutlineTex ("Is_OutlineTex", Float ) = 0 134 | _OutlineTex ("OutlineTex", 2D) = "white" {} 135 | //Offset parameter 136 | _Offset_Z ("Offset_Camera_Z", Float) = 0 137 | //v.2.0.4.3 Baked Nrmal Texture for Outline 138 | [Toggle(_)] _Is_BakedNormal ("Is_BakedNormal", Float ) = 0 139 | _BakedNormal ("Baked Normal for Outline", 2D) = "white" {} 140 | //GI Intensity 141 | _GI_Intensity ("GI_Intensity", Range(0, 1)) = 0 142 | //For VR Chat under No effective light objects 143 | _Unlit_Intensity ("Unlit_Intensity", Range(0.001, 4)) = 1 144 | //v.2.0.5 145 | [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 146 | //Built-in Light Direction 147 | [Toggle(_)] _Is_BLD ("Advanced : Activate Built-in Light Direction", Float ) = 0 148 | _Offset_X_Axis_BLD (" Offset X-Axis (Built-in Light Direction)", Range(-1, 1)) = -0.05 149 | _Offset_Y_Axis_BLD (" Offset Y-Axis (Built-in Light Direction)", Range(-1, 1)) = 0.09 150 | [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 151 | } 152 | SubShader { 153 | Tags { 154 | "RenderType"="Opaque" 155 | } 156 | Pass { 157 | Name "Outline" 158 | Tags { 159 | } 160 | Cull Front 161 | 162 | CGPROGRAM 163 | #pragma vertex vert 164 | #pragma fragment frag 165 | #include "UnityCG.cginc" 166 | //#pragma fragmentoption ARB_precision_hint_fastest 167 | //#pragma multi_compile_shadowcaster 168 | //#pragma multi_compile_fog 169 | #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch 170 | #pragma target 3.0 171 | //V.2.0.4 172 | #pragma multi_compile _IS_OUTLINE_CLIPPING_NO 173 | #pragma multi_compile _OUTLINE_NML _OUTLINE_POS 174 | //アウトライン処理はUTS_Outline.cgincへ. 175 | #include "UCTS_Outline.cginc" 176 | ENDCG 177 | } 178 | //ToonCoreStart 179 | Pass { 180 | Name "FORWARD" 181 | Tags { 182 | "LightMode"="ForwardBase" 183 | } 184 | 185 | Cull[_CullMode] 186 | 187 | 188 | CGPROGRAM 189 | #pragma vertex vert 190 | #pragma fragment frag 191 | //#define UNITY_PASS_FORWARDBASE 192 | #include "UnityCG.cginc" 193 | #include "AutoLight.cginc" 194 | #include "Lighting.cginc" 195 | #pragma multi_compile_fwdbase_fullshadows 196 | #pragma multi_compile_fog 197 | #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch 198 | #pragma target 3.0 199 | 200 | //v.2.0.4 201 | #pragma multi_compile _IS_CLIPPING_OFF 202 | #pragma multi_compile _IS_PASS_FWDBASE 203 | //v.2.0.7 204 | #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION 205 | // 206 | #include "UCTS_DoubleShadeWithFeather.cginc" 207 | 208 | ENDCG 209 | } 210 | Pass { 211 | Name "FORWARD_DELTA" 212 | Tags { 213 | "LightMode"="ForwardAdd" 214 | } 215 | 216 | Blend One One 217 | Cull[_CullMode] 218 | 219 | 220 | CGPROGRAM 221 | #pragma vertex vert 222 | #pragma fragment frag 223 | //#define UNITY_PASS_FORWARDADD 224 | #include "UnityCG.cginc" 225 | #include "AutoLight.cginc" 226 | #include "Lighting.cginc" 227 | //for Unity2018.x 228 | #pragma multi_compile_fwdadd_fullshadows 229 | #pragma multi_compile_fog 230 | #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch 231 | #pragma target 3.0 232 | 233 | //v.2.0.4 234 | #pragma multi_compile _IS_CLIPPING_OFF 235 | #pragma multi_compile _IS_PASS_FWDDELTA 236 | #include "UCTS_DoubleShadeWithFeather.cginc" 237 | 238 | ENDCG 239 | } 240 | Pass { 241 | Name "ShadowCaster" 242 | Tags { 243 | "LightMode"="ShadowCaster" 244 | } 245 | Offset 1, 1 246 | Cull Off 247 | 248 | CGPROGRAM 249 | #pragma vertex vert 250 | #pragma fragment frag 251 | //#define UNITY_PASS_SHADOWCASTER 252 | #include "UnityCG.cginc" 253 | #include "Lighting.cginc" 254 | #pragma fragmentoption ARB_precision_hint_fastest 255 | #pragma multi_compile_shadowcaster 256 | #pragma multi_compile_fog 257 | #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch 258 | #pragma target 3.0 259 | //v.2.0.4 260 | #pragma multi_compile _IS_CLIPPING_OFF 261 | #include "UCTS_ShadowCaster.cginc" 262 | ENDCG 263 | } 264 | //ToonCoreEnd 265 | } 266 | FallBack "Legacy Shaders/VertexLit" 267 | CustomEditor "UnityChan.UTS2GUI" 268 | } 269 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Shader/Toon_DoubleShadeWithFeather.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9baf30ce95c751649b14d96da3a4b4d5 3 | timeCreated: 1482811030 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping.shader: -------------------------------------------------------------------------------- 1 | //Unitychan Toon Shader ver.2.0 2 | //v.2.0.7.5 3 | //nobuyuki@unity3d.com 4 | //https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project 5 | //(C)Unity Technologies Japan/UCL 6 | Shader "UnityChanToonShader/Toon_DoubleShadeWithFeather_Clipping" { 7 | Properties { 8 | [HideInInspector] _simpleUI ("SimpleUI", Int ) = 0 9 | [HideInInspector] _utsVersion ("Version", Float ) = 2.07 10 | [HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF 11 | [Enum(OFF,0,FRONT,1,BACK,2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK 12 | _ClippingMask ("ClippingMask", 2D) = "white" {} 13 | //v.2.0.4 14 | [HideInInspector] _IsBaseMapAlphaAsClippingMask ("IsBaseMapAlphaAsClippingMask", Float ) = 0 15 | // 16 | [Toggle(_)] _Inverse_Clipping ("Inverse_Clipping", Float ) = 0 17 | _Clipping_Level ("Clipping_Level", Range(0, 1)) = 0 18 | _MainTex ("BaseMap", 2D) = "white" {} 19 | [HideInInspector] _BaseMap ("BaseMap", 2D) = "white" {} 20 | _BaseColor ("BaseColor", Color) = (1,1,1,1) 21 | //v.2.0.5 : Clipping/TransClipping for SSAO Problems in PostProcessing Stack. 22 | //If you want to go back the former SSAO results, comment out the below line. 23 | [HideInInspector] _Color ("Color", Color) = (1,1,1,1) 24 | // 25 | [Toggle(_)] _Is_LightColor_Base ("Is_LightColor_Base", Float ) = 1 26 | _1st_ShadeMap ("1st_ShadeMap", 2D) = "white" {} 27 | //v.2.0.5 28 | [Toggle(_)] _Use_BaseAs1st ("Use BaseMap as 1st_ShadeMap", Float ) = 0 29 | _1st_ShadeColor ("1st_ShadeColor", Color) = (1,1,1,1) 30 | [Toggle(_)] _Is_LightColor_1st_Shade ("Is_LightColor_1st_Shade", Float ) = 1 31 | _2nd_ShadeMap ("2nd_ShadeMap", 2D) = "white" {} 32 | //v.2.0.5 33 | [Toggle(_)] _Use_1stAs2nd ("Use 1st_ShadeMap as 2nd_ShadeMap", Float ) = 0 34 | _2nd_ShadeColor ("2nd_ShadeColor", Color) = (1,1,1,1) 35 | [Toggle(_)] _Is_LightColor_2nd_Shade ("Is_LightColor_2nd_Shade", Float ) = 1 36 | _NormalMap ("NormalMap", 2D) = "bump" {} 37 | _BumpScale ("Normal Scale", Range(0, 1)) = 1 38 | [Toggle(_)] _Is_NormalMapToBase ("Is_NormalMapToBase", Float ) = 0 39 | //v.2.0.4.4 40 | [Toggle(_)] _Set_SystemShadowsToBase ("Set_SystemShadowsToBase", Float ) = 1 41 | _Tweak_SystemShadowsLevel ("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0 42 | //v.2.0.6 43 | _BaseColor_Step ("BaseColor_Step", Range(0, 1)) = 0.5 44 | _BaseShade_Feather ("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001 45 | _ShadeColor_Step ("ShadeColor_Step", Range(0, 1)) = 0 46 | _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001 47 | [HideInInspector] _1st_ShadeColor_Step ("1st_ShadeColor_Step", Range(0, 1)) = 0.5 48 | [HideInInspector] _1st_ShadeColor_Feather ("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 49 | [HideInInspector] _2nd_ShadeColor_Step ("2nd_ShadeColor_Step", Range(0, 1)) = 0 50 | [HideInInspector] _2nd_ShadeColor_Feather ("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001 51 | //v.2.0.5 52 | _StepOffset ("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0 53 | [Toggle(_)] _Is_Filter_HiCutPointLightColor ("PointLights HiCut_Filter (ForwardAdd Only)", Float ) = 1 54 | // 55 | _Set_1st_ShadePosition ("Set_1st_ShadePosition", 2D) = "white" {} 56 | _Set_2nd_ShadePosition ("Set_2nd_ShadePosition", 2D) = "white" {} 57 | // 58 | _HighColor ("HighColor", Color) = (0,0,0,1) 59 | //v.2.0.4 HighColor_Tex 60 | _HighColor_Tex ("HighColor_Tex", 2D) = "white" {} 61 | [Toggle(_)] _Is_LightColor_HighColor ("Is_LightColor_HighColor", Float ) = 1 62 | [Toggle(_)] _Is_NormalMapToHighColor ("Is_NormalMapToHighColor", Float ) = 0 63 | _HighColor_Power ("HighColor_Power", Range(0, 1)) = 0 64 | [Toggle(_)] _Is_SpecularToHighColor ("Is_SpecularToHighColor", Float ) = 0 65 | [Toggle(_)] _Is_BlendAddToHiColor ("Is_BlendAddToHiColor", Float ) = 0 66 | [Toggle(_)] _Is_UseTweakHighColorOnShadow ("Is_UseTweakHighColorOnShadow", Float ) = 0 67 | _TweakHighColorOnShadow ("TweakHighColorOnShadow", Range(0, 1)) = 0 68 | //ハイカラーマスク. 69 | _Set_HighColorMask ("Set_HighColorMask", 2D) = "white" {} 70 | _Tweak_HighColorMaskLevel ("Tweak_HighColorMaskLevel", Range(-1, 1)) = 0 71 | [Toggle(_)] _RimLight ("RimLight", Float ) = 0 72 | _RimLightColor ("RimLightColor", Color) = (1,1,1,1) 73 | [Toggle(_)] _Is_LightColor_RimLight ("Is_LightColor_RimLight", Float ) = 1 74 | [Toggle(_)] _Is_NormalMapToRimLight ("Is_NormalMapToRimLight", Float ) = 0 75 | _RimLight_Power ("RimLight_Power", Range(0, 1)) = 0.1 76 | _RimLight_InsideMask ("RimLight_InsideMask", Range(0.0001, 1)) = 0.0001 77 | [Toggle(_)] _RimLight_FeatherOff ("RimLight_FeatherOff", Float ) = 0 78 | //リムライト追加プロパティ. 79 | [Toggle(_)] _LightDirection_MaskOn ("LightDirection_MaskOn", Float ) = 0 80 | _Tweak_LightDirection_MaskLevel ("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0 81 | [Toggle(_)] _Add_Antipodean_RimLight ("Add_Antipodean_RimLight", Float ) = 0 82 | _Ap_RimLightColor ("Ap_RimLightColor", Color) = (1,1,1,1) 83 | [Toggle(_)] _Is_LightColor_Ap_RimLight ("Is_LightColor_Ap_RimLight", Float ) = 1 84 | _Ap_RimLight_Power ("Ap_RimLight_Power", Range(0, 1)) = 0.1 85 | [Toggle(_)] _Ap_RimLight_FeatherOff ("Ap_RimLight_FeatherOff", Float ) = 0 86 | //リムライトマスク. 87 | _Set_RimLightMask ("Set_RimLightMask", 2D) = "white" {} 88 | _Tweak_RimLightMaskLevel ("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0 89 | //ここまで. 90 | [Toggle(_)] _MatCap ("MatCap", Float ) = 0 91 | _MatCap_Sampler ("MatCap_Sampler", 2D) = "black" {} 92 | //v.2.0.6 93 | _BlurLevelMatcap ("Blur Level of MatCap_Sampler", Range(0, 10)) = 0 94 | _MatCapColor ("MatCapColor", Color) = (1,1,1,1) 95 | [Toggle(_)] _Is_LightColor_MatCap ("Is_LightColor_MatCap", Float ) = 1 96 | [Toggle(_)] _Is_BlendAddToMatCap ("Is_BlendAddToMatCap", Float ) = 1 97 | _Tweak_MatCapUV ("Tweak_MatCapUV", Range(-0.5, 0.5)) = 0 98 | _Rotate_MatCapUV ("Rotate_MatCapUV", Range(-1, 1)) = 0 99 | //v.2.0.6 100 | [Toggle(_)] _CameraRolling_Stabilizer ("Activate CameraRolling_Stabilizer", Float ) = 0 101 | [Toggle(_)] _Is_NormalMapForMatCap ("Is_NormalMapForMatCap", Float ) = 0 102 | _NormalMapForMatCap ("NormalMapForMatCap", 2D) = "bump" {} 103 | _BumpScaleMatcap ("Scale for NormalMapforMatCap", Range(0, 1)) = 1 104 | _Rotate_NormalMapForMatCapUV ("Rotate_NormalMapForMatCapUV", Range(-1, 1)) = 0 105 | [Toggle(_)] _Is_UseTweakMatCapOnShadow ("Is_UseTweakMatCapOnShadow", Float ) = 0 106 | _TweakMatCapOnShadow ("TweakMatCapOnShadow", Range(0, 1)) = 0 107 | //MatcapMask 108 | _Set_MatcapMask ("Set_MatcapMask", 2D) = "white" {} 109 | _Tweak_MatcapMaskLevel ("Tweak_MatcapMaskLevel", Range(-1, 1)) = 0 110 | [Toggle(_)] _Inverse_MatcapMask ("Inverse_MatcapMask", Float ) = 0 111 | //v.2.0.5 112 | [Toggle(_)] _Is_Ortho ("Orthographic Projection for MatCap", Float ) = 0 113 | //v.2.0.7 Emissive 114 | [KeywordEnum(SIMPLE,ANIMATION)] _EMISSIVE("EMISSIVE MODE", Float) = 0 115 | _Emissive_Tex ("Emissive_Tex", 2D) = "white" {} 116 | [HDR]_Emissive_Color ("Emissive_Color", Color) = (0,0,0,1) 117 | _Base_Speed ("Base_Speed", Float ) = 0 118 | _Scroll_EmissiveU ("Scroll_EmissiveU", Range(-1, 1)) = 0 119 | _Scroll_EmissiveV ("Scroll_EmissiveV", Range(-1, 1)) = 0 120 | _Rotate_EmissiveUV ("Rotate_EmissiveUV", Float ) = 0 121 | [Toggle(_)] _Is_PingPong_Base ("Is_PingPong_Base", Float ) = 0 122 | [Toggle(_)] _Is_ColorShift ("Activate ColorShift", Float ) = 0 123 | [HDR]_ColorShift ("ColorSift", Color) = (0,0,0,1) 124 | _ColorShift_Speed ("ColorShift_Speed", Float ) = 0 125 | [Toggle(_)] _Is_ViewShift ("Activate ViewShift", Float ) = 0 126 | [HDR]_ViewShift ("ViewSift", Color) = (0,0,0,1) 127 | [Toggle(_)] _Is_ViewCoord_Scroll ("Is_ViewCoord_Scroll", Float ) = 0 128 | // 129 | //Outline 130 | [KeywordEnum(NML,POS)] _OUTLINE("OUTLINE MODE", Float) = 0 131 | _Outline_Width ("Outline_Width", Float ) = 0 132 | _Farthest_Distance ("Farthest_Distance", Float ) = 100 133 | _Nearest_Distance ("Nearest_Distance", Float ) = 0.5 134 | _Outline_Sampler ("Outline_Sampler", 2D) = "white" {} 135 | _Outline_Color ("Outline_Color", Color) = (0.5,0.5,0.5,1) 136 | [Toggle(_)] _Is_BlendBaseColor ("Is_BlendBaseColor", Float ) = 0 137 | [Toggle(_)] _Is_LightColor_Outline ("Is_LightColor_Outline", Float ) = 1 138 | [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 139 | //v.2.0.4 140 | [Toggle(_)] _Is_OutlineTex ("Is_OutlineTex", Float ) = 0 141 | _OutlineTex ("OutlineTex", 2D) = "white" {} 142 | //Offset parameter 143 | _Offset_Z ("Offset_Camera_Z", Float) = 0 144 | //v.2.0.4.3 Baked Nrmal Texture for Outline 145 | [Toggle(_)] _Is_BakedNormal ("Is_BakedNormal", Float ) = 0 146 | _BakedNormal ("Baked Normal for Outline", 2D) = "white" {} 147 | //GI Intensity 148 | _GI_Intensity ("GI_Intensity", Range(0, 1)) = 0 149 | //For VR Chat under No effective light objects 150 | _Unlit_Intensity ("Unlit_Intensity", Range(0.001, 4)) = 1 151 | //v.2.0.5 152 | [Toggle(_)] _Is_Filter_LightColor ("VRChat : SceneLights HiCut_Filter", Float ) = 0 153 | //Built-in Light Direction 154 | [Toggle(_)] _Is_BLD ("Advanced : Activate Built-in Light Direction", Float ) = 0 155 | _Offset_X_Axis_BLD (" Offset X-Axis (Built-in Light Direction)", Range(-1, 1)) = -0.05 156 | _Offset_Y_Axis_BLD (" Offset Y-Axis (Built-in Light Direction)", Range(-1, 1)) = 0.09 157 | [Toggle(_)] _Inverse_Z_Axis_BLD (" Inverse Z-Axis (Built-in Light Direction)", Float ) = 1 158 | } 159 | SubShader { 160 | Tags { 161 | "Queue"="AlphaTest" 162 | "RenderType"="TransparentCutout" 163 | } 164 | Pass { 165 | Name "Outline" 166 | Tags { 167 | } 168 | Cull Front 169 | //v.2.0.4 170 | Blend SrcAlpha OneMinusSrcAlpha 171 | 172 | CGPROGRAM 173 | #pragma vertex vert 174 | #pragma fragment frag 175 | #include "UnityCG.cginc" 176 | //#pragma fragmentoption ARB_precision_hint_fastest 177 | //#pragma multi_compile_shadowcaster 178 | //#pragma multi_compile_fog 179 | #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch 180 | #pragma target 3.0 181 | //V.2.0.4 182 | #pragma multi_compile _IS_OUTLINE_CLIPPING_YES 183 | #pragma multi_compile _OUTLINE_NML _OUTLINE_POS 184 | //アウトライン処理は以下のUCTS_Outline.cgincへ. 185 | #include "UCTS_Outline.cginc" 186 | ENDCG 187 | } 188 | //ToonCoreStart 189 | Pass { 190 | Name "FORWARD" 191 | Tags { 192 | "LightMode"="ForwardBase" 193 | } 194 | Cull[_CullMode] 195 | 196 | 197 | CGPROGRAM 198 | #pragma vertex vert 199 | #pragma fragment frag 200 | //#define UNITY_PASS_FORWARDBASE 201 | #include "UnityCG.cginc" 202 | #include "AutoLight.cginc" 203 | #include "Lighting.cginc" 204 | #pragma multi_compile_fwdbase_fullshadows 205 | #pragma multi_compile_fog 206 | #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch 207 | #pragma target 3.0 208 | 209 | //v.2.0.4 210 | #pragma multi_compile _IS_CLIPPING_MODE 211 | #pragma multi_compile _IS_PASS_FWDBASE 212 | //v.2.0.7 213 | #pragma multi_compile _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION 214 | // 215 | #include "UCTS_DoubleShadeWithFeather.cginc" 216 | 217 | ENDCG 218 | } 219 | Pass { 220 | Name "FORWARD_DELTA" 221 | Tags { 222 | "LightMode"="ForwardAdd" 223 | } 224 | Blend One One 225 | Cull[_CullMode] 226 | 227 | 228 | CGPROGRAM 229 | #pragma vertex vert 230 | #pragma fragment frag 231 | //#define UNITY_PASS_FORWARDADD 232 | #include "UnityCG.cginc" 233 | #include "AutoLight.cginc" 234 | #include "Lighting.cginc" 235 | //for Unity2018.x 236 | #pragma multi_compile_fwdadd_fullshadows 237 | #pragma multi_compile_fog 238 | #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch 239 | #pragma target 3.0 240 | 241 | //v.2.0.4 242 | #pragma multi_compile _IS_CLIPPING_MODE 243 | #pragma multi_compile _IS_PASS_FWDDELTA 244 | #include "UCTS_DoubleShadeWithFeather.cginc" 245 | 246 | ENDCG 247 | } 248 | Pass { 249 | Name "ShadowCaster" 250 | Tags { 251 | "LightMode"="ShadowCaster" 252 | } 253 | Offset 1, 1 254 | Cull Off 255 | 256 | CGPROGRAM 257 | #pragma vertex vert 258 | #pragma fragment frag 259 | //#define UNITY_PASS_SHADOWCASTER 260 | #include "UnityCG.cginc" 261 | #include "Lighting.cginc" 262 | #pragma fragmentoption ARB_precision_hint_fastest 263 | #pragma multi_compile_shadowcaster 264 | #pragma multi_compile_fog 265 | #pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan xboxone ps4 switch 266 | #pragma target 3.0 267 | //v.2.0.4 268 | #pragma multi_compile _IS_CLIPPING_MODE 269 | #include "UCTS_ShadowCaster.cginc" 270 | ENDCG 271 | } 272 | //ToonCoreEnd 273 | } 274 | FallBack "Legacy Shaders/VertexLit" 275 | CustomEditor "UnityChan.UTS2GUI" 276 | } 277 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 345def18d0906d544b7d12b050937392 3 | timeCreated: 1482812523 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping_StencilMask.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7a735f9b121d96349b6da0a077299424 3 | timeCreated: 1482812523 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Shader/Toon_DoubleShadeWithFeather_StencilOut.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0a1e4c9dcc0e9ea4db38ae9cb5059608 3 | timeCreated: 1482811030 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Shader/UCTS_DoubleShadeWithFeather.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 80bd7ce6cad775a4e9de24e18eb5e61e 3 | timeCreated: 1518248457 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Shader/UCTS_Outline.cginc: -------------------------------------------------------------------------------- 1 | //UCTS_Outline.cginc 2 | //Unitychan Toon Shader ver.2.0 3 | //v.2.0.7.5 4 | //nobuyuki@unity3d.com 5 | //https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project 6 | //(C)Unity Technologies Japan/UCL 7 | // 2018/08/23 N.Kobayashi (Unity Technologies Japan) 8 | // カメラオフセット付きアウトライン(BaseColorライトカラー反映修正版) 9 | // 2017/06/05 PS4対応版 10 | // Ver.2.0.4.3 11 | // 2018/02/05 Outline Tex対応版 12 | // #pragma multi_compile _IS_OUTLINE_CLIPPING_NO _IS_OUTLINE_CLIPPING_YES 13 | // _IS_OUTLINE_CLIPPING_YESは、Clippigマスクを使用するシェーダーでのみ使用できる. OutlineのブレンドモードにBlend SrcAlpha OneMinusSrcAlphaを追加すること. 14 | // 15 | uniform float4 _LightColor0; 16 | uniform float4 _BaseColor; 17 | //v.2.0.7.5 18 | uniform float _Unlit_Intensity; 19 | uniform fixed _Is_Filter_LightColor; 20 | uniform fixed _Is_LightColor_Outline; 21 | //v.2.0.5 22 | uniform float4 _Color; 23 | uniform sampler2D _MainTex; uniform float4 _MainTex_ST; 24 | uniform float _Outline_Width; 25 | uniform float _Farthest_Distance; 26 | uniform float _Nearest_Distance; 27 | uniform sampler2D _Outline_Sampler; uniform float4 _Outline_Sampler_ST; 28 | uniform float4 _Outline_Color; 29 | uniform fixed _Is_BlendBaseColor; 30 | uniform float _Offset_Z; 31 | //v2.0.4 32 | uniform sampler2D _OutlineTex; uniform float4 _OutlineTex_ST; 33 | uniform fixed _Is_OutlineTex; 34 | //Baked Normal Texture for Outline 35 | uniform sampler2D _BakedNormal; uniform float4 _BakedNormal_ST; 36 | uniform fixed _Is_BakedNormal; 37 | // 38 | //v.2.0.4 39 | #ifdef _IS_OUTLINE_CLIPPING_YES 40 | uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; 41 | uniform float _Clipping_Level; 42 | uniform fixed _Inverse_Clipping; 43 | uniform fixed _IsBaseMapAlphaAsClippingMask; 44 | #endif 45 | struct VertexInput { 46 | float4 vertex : POSITION; 47 | float3 normal : NORMAL; 48 | float4 tangent : TANGENT; 49 | float2 texcoord0 : TEXCOORD0; 50 | }; 51 | struct VertexOutput { 52 | float4 pos : SV_POSITION; 53 | float2 uv0 : TEXCOORD0; 54 | float3 normalDir : TEXCOORD1; 55 | float3 tangentDir : TEXCOORD2; 56 | float3 bitangentDir : TEXCOORD3; 57 | }; 58 | VertexOutput vert (VertexInput v) { 59 | VertexOutput o = (VertexOutput)0; 60 | o.uv0 = v.texcoord0; 61 | float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); 62 | float2 Set_UV0 = o.uv0; 63 | float4 _Outline_Sampler_var = tex2Dlod(_Outline_Sampler,float4(TRANSFORM_TEX(Set_UV0, _Outline_Sampler),0.0,0)); 64 | //v.2.0.4.3 baked Normal Texture for Outline 65 | o.normalDir = UnityObjectToWorldNormal(v.normal); 66 | o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); 67 | o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); 68 | float3x3 tangentTransform = float3x3( o.tangentDir, o.bitangentDir, o.normalDir); 69 | //UnpackNormal()が使えないので、以下で展開。使うテクスチャはBump指定をしないこと. 70 | float4 _BakedNormal_var = (tex2Dlod(_BakedNormal,float4(TRANSFORM_TEX(Set_UV0, _BakedNormal),0.0,0)) * 2 - 1); 71 | float3 _BakedNormalDir = normalize(mul(_BakedNormal_var.rgb, tangentTransform)); 72 | //ここまで. 73 | float Set_Outline_Width = (_Outline_Width*0.001*smoothstep( _Farthest_Distance, _Nearest_Distance, distance(objPos.rgb,_WorldSpaceCameraPos) )*_Outline_Sampler_var.rgb).r; 74 | //v.2.0.7.5 75 | float4 _ClipCameraPos = mul(UNITY_MATRIX_VP, float4(_WorldSpaceCameraPos.xyz, 1)); 76 | //v.2.0.7 77 | #if defined(UNITY_REVERSED_Z) 78 | //v.2.0.4.2 (DX) 79 | _Offset_Z = _Offset_Z * -0.01; 80 | #else 81 | //OpenGL 82 | _Offset_Z = _Offset_Z * 0.01; 83 | #endif 84 | //v2.0.4 85 | #ifdef _OUTLINE_NML 86 | //v.2.0.4.3 baked Normal Texture for Outline 87 | o.pos = UnityObjectToClipPos(lerp(float4(v.vertex.xyz + v.normal*Set_Outline_Width,1), float4(v.vertex.xyz + _BakedNormalDir*Set_Outline_Width,1),_Is_BakedNormal)); 88 | #elif _OUTLINE_POS 89 | Set_Outline_Width = Set_Outline_Width*2; 90 | float signVar = dot(normalize(v.vertex),normalize(v.normal))<0 ? -1 : 1; 91 | o.pos = UnityObjectToClipPos(float4(v.vertex.xyz + signVar*normalize(v.vertex)*Set_Outline_Width, 1)); 92 | #endif 93 | //v.2.0.7.5 94 | o.pos.z = o.pos.z + _Offset_Z * _ClipCameraPos.z; 95 | return o; 96 | } 97 | float4 frag(VertexOutput i) : SV_Target{ 98 | //v.2.0.5 99 | _Color = _BaseColor; 100 | float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); 101 | //v.2.0.7.5 102 | half3 ambientSkyColor = unity_AmbientSky.rgb>0.05 ? unity_AmbientSky.rgb*_Unlit_Intensity : half3(0.05,0.05,0.05)*_Unlit_Intensity; 103 | float3 lightColor = _LightColor0.rgb >0.05 ? _LightColor0.rgb : ambientSkyColor.rgb; 104 | float lightColorIntensity = (0.299*lightColor.r + 0.587*lightColor.g + 0.114*lightColor.b); 105 | lightColor = lightColorIntensity<1 ? lightColor : lightColor/lightColorIntensity; 106 | lightColor = lerp(half3(1.0,1.0,1.0), lightColor, _Is_LightColor_Outline); 107 | float2 Set_UV0 = i.uv0; 108 | float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)); 109 | float3 Set_BaseColor = _BaseColor.rgb*_MainTex_var.rgb; 110 | float3 _Is_BlendBaseColor_var = lerp( _Outline_Color.rgb*lightColor, (_Outline_Color.rgb*Set_BaseColor*Set_BaseColor*lightColor), _Is_BlendBaseColor ); 111 | // 112 | float3 _OutlineTex_var = tex2D(_OutlineTex,TRANSFORM_TEX(Set_UV0, _OutlineTex)); 113 | //v.2.0.7.5 114 | #ifdef _IS_OUTLINE_CLIPPING_NO 115 | float3 Set_Outline_Color = lerp(_Is_BlendBaseColor_var, _OutlineTex_var.rgb*_Outline_Color.rgb*lightColor, _Is_OutlineTex ); 116 | return float4(Set_Outline_Color,1.0); 117 | #elif _IS_OUTLINE_CLIPPING_YES 118 | float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); 119 | float Set_MainTexAlpha = _MainTex_var.a; 120 | float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask ); 121 | float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping ); 122 | float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level)); 123 | clip(Set_Clipping - 0.5); 124 | float4 Set_Outline_Color = lerp( float4(_Is_BlendBaseColor_var,Set_Clipping), float4((_OutlineTex_var.rgb*_Outline_Color.rgb*lightColor),Set_Clipping), _Is_OutlineTex ); 125 | return Set_Outline_Color; 126 | #endif 127 | } 128 | // UCTS_Outline.cginc ここまで. 129 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Shader/UCTS_Outline.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ec7b5c1d006f6be49b412bcd7a789c78 3 | timeCreated: 1486305225 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Shader/UCTS_ShadingGradeMap.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eca315d4d2d36194b8be3cf2a6869762 3 | timeCreated: 1518248457 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Toon/Shader/UCTS_ShadowCaster.cginc: -------------------------------------------------------------------------------- 1 | //UCTS_ShadowCaster.cginc 2 | //Unitychan Toon Shader ver.2.0 3 | //v.2.0.7.5 4 | //nobuyuki@unity3d.com 5 | //https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project 6 | //(C)Unity Technologies Japan/UCL 7 | //#pragma multi_compile _IS_CLIPPING_OFF _IS_CLIPPING_MODE _IS_CLIPPING_TRANSMODE 8 | // 9 | #ifdef _IS_CLIPPING_MODE 10 | //_Clipping 11 | uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; 12 | uniform float _Clipping_Level; 13 | uniform fixed _Inverse_Clipping; 14 | #elif _IS_CLIPPING_TRANSMODE 15 | //_TransClipping 16 | uniform sampler2D _ClippingMask; uniform float4 _ClippingMask_ST; 17 | uniform float _Clipping_Level; 18 | uniform fixed _Inverse_Clipping; 19 | uniform sampler2D _MainTex; uniform float4 _MainTex_ST; 20 | uniform fixed _IsBaseMapAlphaAsClippingMask; 21 | #elif _IS_CLIPPING_OFF 22 | //Default 23 | #endif 24 | struct VertexInput { 25 | float4 vertex : POSITION; 26 | #ifdef _IS_CLIPPING_MODE 27 | //_Clipping 28 | float2 texcoord0 : TEXCOORD0; 29 | #elif _IS_CLIPPING_TRANSMODE 30 | //_TransClipping 31 | float2 texcoord0 : TEXCOORD0; 32 | #elif _IS_CLIPPING_OFF 33 | //Default 34 | #endif 35 | }; 36 | struct VertexOutput { 37 | V2F_SHADOW_CASTER; 38 | #ifdef _IS_CLIPPING_MODE 39 | //_Clipping 40 | float2 uv0 : TEXCOORD1; 41 | #elif _IS_CLIPPING_TRANSMODE 42 | //_TransClipping 43 | float2 uv0 : TEXCOORD1; 44 | #elif _IS_CLIPPING_OFF 45 | //Default 46 | #endif 47 | }; 48 | VertexOutput vert (VertexInput v) { 49 | VertexOutput o = (VertexOutput)0; 50 | #ifdef _IS_CLIPPING_MODE 51 | //_Clipping 52 | o.uv0 = v.texcoord0; 53 | #elif _IS_CLIPPING_TRANSMODE 54 | //_TransClipping 55 | o.uv0 = v.texcoord0; 56 | #elif _IS_CLIPPING_OFF 57 | //Default 58 | #endif 59 | o.pos = UnityObjectToClipPos( v.vertex ); 60 | TRANSFER_SHADOW_CASTER(o) 61 | return o; 62 | } 63 | float4 frag(VertexOutput i) : SV_TARGET { 64 | #ifdef _IS_CLIPPING_MODE 65 | //_Clipping 66 | float2 Set_UV0 = i.uv0; 67 | float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); 68 | float Set_Clipping = saturate((lerp( _ClippingMask_var.r, (1.0 - _ClippingMask_var.r), _Inverse_Clipping )+_Clipping_Level)); 69 | clip(Set_Clipping - 0.5); 70 | #elif _IS_CLIPPING_TRANSMODE 71 | //_TransClipping 72 | float2 Set_UV0 = i.uv0; 73 | float4 _ClippingMask_var = tex2D(_ClippingMask,TRANSFORM_TEX(Set_UV0, _ClippingMask)); 74 | float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(Set_UV0, _MainTex)); 75 | float Set_MainTexAlpha = _MainTex_var.a; 76 | float _IsBaseMapAlphaAsClippingMask_var = lerp( _ClippingMask_var.r, Set_MainTexAlpha, _IsBaseMapAlphaAsClippingMask ); 77 | float _Inverse_Clipping_var = lerp( _IsBaseMapAlphaAsClippingMask_var, (1.0 - _IsBaseMapAlphaAsClippingMask_var), _Inverse_Clipping ); 78 | float Set_Clipping = saturate((_Inverse_Clipping_var+_Clipping_Level)); 79 | clip(Set_Clipping - 0.5); 80 | #elif _IS_CLIPPING_OFF 81 | //Default 82 | #endif 83 | SHADOW_CASTER_FRAGMENT(i) 84 | } 85 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Assets/UnityChan/UnityChan/SD_unitychan/Models/SD_unitychan_humanoid.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/coposuke/UnityImposter/54d1886ce10b6aae188c118111a4c9ea8d6aaf74/Assets/UnityChan/UnityChan/SD_unitychan/Models/SD_unitychan_humanoid.fbx -------------------------------------------------------------------------------- /Assets/UnityChan/UnityChan/SD_unitychan/Prefabs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 90775f57ce581c94995f66790f9b428f 3 | folderAsset: yes 4 | timeCreated: 1422440432 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/UnityChan/SD_unitychan/Prefabs/ToonShader_SD_unitychan_humanoid.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c353389ce56ddc54eafaf9b12ab56de1 3 | timeCreated: 1468241810 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 コポコポ 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software 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https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_TestInitMode: 0 13 | CrashReportingSettings: 14 | m_EventUrl: https://perf-events.cloud.unity3d.com 15 | m_Enabled: 0 16 | m_LogBufferSize: 10 17 | m_CaptureEditorExceptions: 1 18 | UnityPurchasingSettings: 19 | m_Enabled: 0 20 | m_TestMode: 0 21 | UnityAnalyticsSettings: 22 | m_Enabled: 0 23 | m_TestMode: 0 24 | m_InitializeOnStartup: 1 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityImposter 2 | 3 | このプロジェクトは「Imposterお試し実装」のサンプルプロジェクトです。 4 | http://coposuke.hateblo.jp/entry/2019/12/23/084404 5 | 6 | # License 7 | 一部アセットは MIT License のものが含まれております。 8 | 9 | ◆Assets/UnityChan 以下のアセット 10 |  © Unity Technologies Japan/UCL 11 | 12 | ◆Assets\OctahedralImposter\Editor\WireframeShader.shader 13 |  MIT @ Unity Community 14 |  Made with ❤️ by Unity Community 15 | 16 | ◆それ以外 17 |  MIT @ CopoCopo 18 | -------------------------------------------------------------------------------- /UIElementsSchema/UIElements.xsd: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | --------------------------------------------------------------------------------