├── .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 |
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/Assets/OctahedralImposter.meta:
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/Assets/OctahedralImposter/CameraController.cs:
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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 |
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8 | icon: {instanceID: 0}
9 | userData:
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/Assets/OctahedralImposter/Editor/GridShader.shader:
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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 |
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2 | guid: efeb15d14b055e7409dbca41c8083e6a
3 | ShaderImporter:
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6 | nonModifiableTextures: []
7 | userData:
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/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 |
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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 |
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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
138 | }
139 | }
140 | }
141 |
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/Assets/UnityChan/Toon/Editor/CopyMaterialParameter.cs:
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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 |
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/Assets/UnityChan/Toon/Editor/RemoveUnusedMaterialProperties.cs:
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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
--------------------------------------------------------------------------------
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/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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91 | - _1st_ShadeColor_Feather: 0.074
92 | - _1st_ShadeColor_Step: 0.841
93 | - _2nd_ShadeColor_Feather: 0.08
94 | - _2nd_ShadeColor_Step: 0
95 | - _Add_Antipodean_RimLight: 0
96 | - _Ap_RimLight_FeatherOff: 0
97 | - _Ap_RimLight_Power: 0.1
98 | - _BaseColor_Step: 0.841
99 | - _BaseShade_Feather: 0.074
100 | - _Base_Speed: 0
101 | - _BlurLevelMatcap: 0
102 | - _BumpScale: 1
103 | - _BumpScaleMatcap: 1
104 | - _CameraRolling_Stabilizer: 0
105 | - _ColorShift_Speed: 0
106 | - _CullMode: 2
107 | - _EMISSIVE: 0
108 | - _Farthest_Distance: 10
109 | - _GI_Intensity: 0
110 | - _HighColor_Power: 0
111 | - _Inverse_MatcapMask: 0
112 | - _Inverse_Z_Axis_BLD: 1
113 | - _Is_BLD: 0
114 | - _Is_BakedNormal: 0
115 | - _Is_BlendAddToHiColor: 1
116 | - _Is_BlendAddToMatCap: 1
117 | - _Is_BlendBaseColor: 1
118 | - _Is_ColorShift: 0
119 | - _Is_Filter_HiCutPointLightColor: 1
120 | - _Is_Filter_LightColor: 0
121 | - _Is_LightColor_1st_Shade: 1
122 | - _Is_LightColor_2nd_Shade: 1
123 | - _Is_LightColor_Ap_RimLight: 1
124 | - _Is_LightColor_Base: 1
125 | - _Is_LightColor_HighColor: 1
126 | - _Is_LightColor_MatCap: 1
127 | - _Is_LightColor_RimLight: 1
128 | - _Is_NormalMapForMatCap: 0
129 | - _Is_NormalMapToBase: 1
130 | - _Is_NormalMapToHighColor: 1
131 | - _Is_NormalMapToRimLight: 1
132 | - _Is_Ortho: 0
133 | - _Is_OutlineTex: 0
134 | - _Is_PingPong_Base: 0
135 | - _Is_SpecularToHighColor: 1
136 | - _Is_UseTweakHighColorOnShadow: 1
137 | - _Is_UseTweakMatCapOnShadow: 0
138 | - _Is_ViewCoord_Scroll: 0
139 | - _Is_ViewShift: 0
140 | - _LightDirection_MaskOn: 0
141 | - _MatCap: 0
142 | - _Nearest_Distance: 0.5
143 | - _OUTLINE: 0
144 | - _Offset_X_Axis_BLD: -0.05
145 | - _Offset_Y_Axis_BLD: 0.09
146 | - _Offset_Z: 0.76
147 | - _Outline_Width: 2.9
148 | - _RimLight: 1
149 | - _RimLight_FeatherOff: 0
150 | - _RimLight_InsideMask: 0.0001
151 | - _RimLight_Power: 0.371
152 | - _Rotate_EmissiveUV: 0
153 | - _Rotate_MatCapUV: 0
154 | - _Rotate_NormalMapForMatCapUV: 0
155 | - _Scroll_EmissiveU: 0
156 | - _Scroll_EmissiveV: 0
157 | - _Set_SystemShadowsToBase: 1
158 | - _ShadeColor_Step: 0
159 | - _StepOffset: 0
160 | - _TweakHighColorOnShadow: 0
161 | - _TweakMatCapOnShadow: 0
162 | - _Tweak_HighColorMaskLevel: 0
163 | - _Tweak_LightDirection_MaskLevel: 0
164 | - _Tweak_MatCapUV: -0.01
165 | - _Tweak_MatcapMaskLevel: 0
166 | - _Tweak_RimLightMaskLevel: 0
167 | - _Tweak_SystemShadowsLevel: 0
168 | - _Unlit_Intensity: 2
169 | - _Use_1stAs2nd: 1
170 | - _Use_BaseAs1st: 0
171 | - _simpleUI: 0
172 | - _utsTechnique: 0
173 | - _utsVersion: 2.075
174 | m_Colors:
175 | - _1st_ShadeColor: {r: 1, g: 1, b: 1, a: 1}
176 | - _2nd_ShadeColor: {r: 0.7490196, g: 0.69411767, b: 0.88235295, a: 1}
177 | - _Ap_RimLightColor: {r: 1, g: 1, b: 1, a: 1}
178 | - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
179 | - _Color: {r: 1, g: 1, b: 1, a: 1}
180 | - _ColorShift: {r: 0, g: 0, b: 0, a: 1}
181 | - _Emissive_Color: {r: 0, g: 0, b: 0, a: 1}
182 | - _HighColor: {r: 0.2205882, g: 0.2205882, b: 0.2205882, a: 1}
183 | - _MatCapColor: {r: 0.44747052, g: 0.3406142, b: 0.5147059, a: 1}
184 | - _Outline_Color: {r: 0.19117647, g: 0.19117647, b: 0.19117647, a: 1}
185 | - _RimLightColor: {r: 0.14425497, g: 0.077854656, b: 0.35294116, a: 1}
186 | - _ViewShift: {r: 0, g: 0, b: 0, a: 1}
187 |
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/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 |
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/Assets/UnityChan/Toon/Shader/ToonColor_DoubleShadeWithFeather_Clipping_StencilMask.shader.meta:
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/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 |
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/Assets/UnityChan/Toon/Shader/Toon_DoubleShadeWithFeather.shader.meta:
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1 | fileFormatVersion: 2
2 | guid: 9baf30ce95c751649b14d96da3a4b4d5
3 | timeCreated: 1482811030
4 | licenseType: Pro
5 | ShaderImporter:
6 | defaultTextures: []
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
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/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 |
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/Assets/UnityChan/Toon/Shader/Toon_DoubleShadeWithFeather_Clipping.shader.meta:
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1 | fileFormatVersion: 2
2 | guid: 345def18d0906d544b7d12b050937392
3 | timeCreated: 1482812523
4 | licenseType: Pro
5 | ShaderImporter:
6 | defaultTextures: []
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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 |
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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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3 | Copyright (c) 2019 コポコポ
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/README.md:
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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 |
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