├── .gitignore ├── Assets ├── Main.unity ├── Main.unity.meta ├── Scripts.meta ├── Scripts │ ├── ImageEffect.cs │ ├── ImageEffect.cs.meta │ ├── ImageEffects.meta │ └── ImageEffects │ │ ├── Ascii.meta │ │ ├── Ascii │ │ ├── Ascii.mat │ │ ├── Ascii.mat.meta │ │ ├── Ascii.shader │ │ └── Ascii.shader.meta │ │ ├── CRT.meta │ │ ├── CRT │ │ ├── CRT.mat │ │ ├── CRT.mat.meta │ │ ├── CRT.shader │ │ └── CRT.shader.meta │ │ ├── Distortion.meta │ │ ├── Distortion │ │ ├── Distortion.mat │ │ ├── Distortion.mat.meta │ │ ├── Distortion.shader │ │ └── Distortion.shader.meta │ │ ├── Division.meta │ │ ├── Division │ │ ├── Division.mat │ │ ├── Division.mat.meta │ │ ├── Division.shader │ │ └── Division.shader.meta │ │ ├── Drunk.meta │ │ ├── Drunk │ │ ├── Drunk.mat │ │ ├── Drunk.mat.meta │ │ ├── Drunk.shader │ │ └── Drunk.shader.meta │ │ ├── FrostedGlass.meta │ │ ├── FrostedGlass │ │ ├── FrostedGlass.mat │ │ ├── FrostedGlass.mat.meta │ │ ├── FrostedGlass.shader │ │ └── FrostedGlass.shader.meta │ │ ├── GameBoy.meta │ │ ├── GameBoy │ │ ├── GameBoy.mat │ │ ├── GameBoy.mat.meta │ │ ├── GameBoy.shader │ │ └── GameBoy.shader.meta │ │ ├── Monochrome.meta │ │ ├── Monochrome │ │ ├── Monochrome.mat │ │ ├── Monochrome.mat.meta │ │ ├── Monochrome.shader │ │ └── Monochrome.shader.meta │ │ ├── Mosaic.meta │ │ ├── Mosaic │ │ ├── Mosaic.mat │ │ ├── Mosaic.mat.meta │ │ ├── Mosaic.shader │ │ └── Mosaic.shader.meta │ │ ├── Negaposi.meta │ │ ├── Negaposi │ │ ├── Negaposi.mat │ │ ├── Negaposi.mat.meta │ │ ├── Negaposi.shader │ │ └── Negaposi.shader.meta │ │ ├── Sandstorm.meta │ │ ├── Sandstorm │ │ ├── Sandstorm.mat │ │ ├── Sandstorm.mat.meta │ │ ├── Sandstorm.shader │ │ └── Sandstorm.shader.meta │ │ ├── Sepia.meta │ │ └── Sepia │ │ ├── Sepia.mat │ │ ├── Sepia.mat.meta │ │ ├── Sepia.shader │ │ └── Sepia.shader.meta ├── UnityChan.meta └── UnityChan │ ├── License.meta │ ├── License │ ├── UCL2.0.meta │ └── UCL2.0 │ │ ├── English.meta │ │ ├── English │ │ ├── 01Unity-Chan License Terms and Condition_EN_UCL2.0.pdf │ │ ├── 01Unity-Chan License Terms and Condition_EN_UCL2.0.pdf.meta │ │ ├── 02Unity-Chan License Terms and Condition_Summary_EN_UCL2.0.pdf │ │ ├── 02Unity-Chan License Terms and Condition_Summary_EN_UCL2.0.pdf.meta │ │ ├── 03Indication of License_EN_UCL2.0.pdf │ │ └── 03Indication of License_EN_UCL2.0.pdf.meta │ │ ├── Japanese.meta │ │ ├── Japanese │ │ ├── 01Unity-Chan License Terms and Condition_JP_UCL2.0.pdf │ │ ├── 01Unity-Chan License Terms and Condition_JP_UCL2.0.pdf.meta │ │ ├── 02Unity-Chan License Terms and Condition_Summary_JP_UCL2.0.pdf │ │ ├── 02Unity-Chan License Terms and Condition_Summary_JP_UCL2.0.pdf.meta │ │ ├── 03Indication of License_JP_UCL2.0.pdf │ │ └── 03Indication of License_JP_UCL2.0.pdf.meta │ │ ├── License Logo.meta │ │ └── License Logo │ │ ├── LUUL_LOGO_rules02.ai │ │ ├── LUUL_LOGO_rules02.ai.meta │ │ ├── LUUL_LOGO_rules02.psd │ │ ├── LUUL_LOGO_rules02.psd.meta │ │ ├── LUUL_logo-guideline.pdf │ │ ├── LUUL_logo-guideline.pdf.meta │ │ ├── LUUL_logo-guideline_en.pdf │ │ ├── LUUL_logo-guideline_en.pdf.meta │ │ ├── Others.meta │ │ └── Others │ │ ├── jpg.meta │ │ ├── jpg │ │ ├── Dark_Silhouette.jpg │ │ ├── Dark_Silhouette.jpg.meta │ │ ├── Light_Silhouette.jpg │ │ └── Light_Silhouette.jpg.meta │ │ ├── png.meta │ │ ├── png │ │ ├── Dark_Silhouette.png │ │ ├── Dark_Silhouette.png.meta │ │ ├── Light_Frame.png │ │ ├── Light_Frame.png.meta │ │ ├── Light_Silhouette.png │ │ └── Light_Silhouette.png.meta │ │ ├── svg.meta │ │ └── svg │ │ ├── Dark_Silhouette.svg │ │ ├── Dark_Silhouette.svg.meta │ │ ├── Light_Frame.svg │ │ ├── Light_Frame.svg.meta │ │ ├── Light_Silhouette.svg │ │ └── Light_Silhouette.svg.meta │ ├── Models.meta │ ├── Models │ ├── UnityChanShader.meta │ └── UnityChanShader │ │ ├── Shader.meta │ │ └── Shader │ │ ├── CharaMain.cg │ │ ├── CharaMain.cg.meta │ │ ├── CharaOutline.cg │ │ ├── CharaOutline.cg.meta │ │ ├── CharaSkin.cg │ │ ├── CharaSkin.cg.meta │ │ ├── Unitychan_chara_akarami_blend.shader │ │ ├── Unitychan_chara_akarami_blend.shader.meta │ │ ├── Unitychan_chara_eye.shader │ │ ├── Unitychan_chara_eye.shader.meta │ │ ├── Unitychan_chara_eye_blend.shader │ │ ├── Unitychan_chara_eye_blend.shader.meta │ │ ├── Unitychan_chara_eyelash_blend.shader │ │ ├── Unitychan_chara_eyelash_blend.shader.meta │ │ ├── Unitychan_chara_fuku.shader │ │ ├── Unitychan_chara_fuku.shader.meta │ │ ├── Unitychan_chara_fuku_ds.shader │ │ ├── Unitychan_chara_fuku_ds.shader.meta │ │ ├── Unitychan_chara_hada.shader │ │ ├── Unitychan_chara_hada.shader.meta │ │ ├── Unitychan_chara_hada_blend.shader │ │ ├── Unitychan_chara_hada_blend.shader.meta │ │ ├── Unitychan_chara_hair.shader │ │ ├── Unitychan_chara_hair.shader.meta │ │ ├── Unitychan_chara_hair_ds.shader │ │ ├── Unitychan_chara_hair_ds.shader.meta │ │ ├── readme.txt │ │ └── readme.txt.meta │ ├── SD_Kohaku_chanz.meta │ ├── SD_Kohaku_chanz │ ├── Models.meta │ └── Models │ │ ├── Materials.meta │ │ ├── Materials │ │ ├── Stage.mat │ │ ├── Stage.mat.meta │ │ ├── Target.mat │ │ └── Target.mat.meta │ │ ├── Target.fbx │ │ ├── Target.fbx.meta │ │ ├── Textures.meta │ │ └── Textures │ │ ├── unitychan_tile_alpha.tga │ │ └── unitychan_tile_alpha.tga.meta │ ├── SD_unitychan.meta │ ├── SD_unitychan │ ├── Animations.meta │ ├── Animations │ │ ├── SD_unitychan_motion_Generic.controller │ │ ├── SD_unitychan_motion_Generic.controller.meta │ │ ├── SD_unitychan_motion_Generic.fbx │ │ ├── SD_unitychan_motion_Generic.fbx.meta │ │ ├── SD_unitychan_motion_humanoid.controller │ │ ├── SD_unitychan_motion_humanoid.controller.meta │ │ ├── SD_unitychan_motion_humanoid.fbx │ │ └── SD_unitychan_motion_humanoid.fbx.meta │ ├── FaceAnimations.meta │ ├── FaceAnimations │ │ ├── Generic.meta │ │ ├── Generic │ │ │ ├── angry@sd_generic.anim │ │ │ ├── angry@sd_generic.anim.meta │ │ │ ├── confuse@sd_generic.anim │ │ │ ├── confuse@sd_generic.anim.meta │ │ │ ├── damaged@sd_generic.anim │ │ │ ├── damaged@sd_generic.anim.meta │ │ │ ├── default@sd_generic.anim │ │ │ ├── default@sd_generic.anim.meta │ │ │ ├── eye_close@sd_generic.anim │ │ │ ├── eye_close@sd_generic.anim.meta │ │ │ ├── mth_L@sd_generic.anim │ │ │ ├── mth_L@sd_generic.anim.meta │ │ │ ├── mth_R@sd_generic.anim │ │ │ ├── mth_R@sd_generic.anim.meta │ │ │ ├── mth_a@sd_generic.anim │ │ │ ├── mth_a@sd_generic.anim.meta │ │ │ ├── mth_e@sd_generic.anim │ │ │ ├── mth_e@sd_generic.anim.meta │ │ │ ├── mth_i@sd_generic.anim │ │ │ ├── mth_i@sd_generic.anim.meta │ │ │ ├── mth_o@sd_generic.anim │ │ │ ├── mth_o@sd_generic.anim.meta │ │ │ ├── mth_u@sd_generic.anim │ │ │ ├── mth_u@sd_generic.anim.meta │ │ │ ├── relux@sd_generic.anim │ │ │ ├── relux@sd_generic.anim.meta │ │ │ ├── sad@sd_generic.anim │ │ │ ├── sad@sd_generic.anim.meta │ │ │ ├── scold@sd_generic.anim │ │ │ ├── scold@sd_generic.anim.meta │ │ │ ├── smile2@sd_generic.anim │ │ │ ├── smile2@sd_generic.anim.meta │ │ │ ├── smile@sd_generic.anim │ │ │ ├── smile@sd_generic.anim.meta │ │ │ ├── strain@sd_generic.anim │ │ │ ├── strain@sd_generic.anim.meta │ │ │ ├── surprise@sd_generic.anim │ │ │ └── surprise@sd_generic.anim.meta │ │ ├── Humanoid.meta │ │ ├── Humanoid │ │ │ ├── angry@sd_hmd.anim │ │ │ ├── angry@sd_hmd.anim.meta │ │ │ ├── confuse@sd_hmd.anim │ │ │ ├── confuse@sd_hmd.anim.meta │ │ │ ├── damaged@sd_hmd.anim │ │ │ ├── damaged@sd_hmd.anim.meta │ │ │ ├── default@sd_hmd.anim │ │ │ ├── default@sd_hmd.anim.meta │ │ │ ├── eye_close@sd_hmd.anim │ │ │ ├── eye_close@sd_hmd.anim.meta │ │ │ ├── mth_L@sd_hmd.anim │ │ │ ├── mth_L@sd_hmd.anim.meta │ │ │ ├── mth_R@sd_hmd.anim │ │ │ ├── mth_R@sd_hmd.anim.meta │ │ │ ├── mth_a@sd_hmd.anim │ │ │ ├── mth_a@sd_hmd.anim.meta │ │ │ ├── mth_e@sd_hmd.anim │ │ │ ├── mth_e@sd_hmd.anim.meta │ │ │ ├── mth_i@sd_hmd.anim │ │ │ ├── mth_i@sd_hmd.anim.meta │ │ │ ├── mth_o@sd_hmd.anim │ │ │ ├── mth_o@sd_hmd.anim.meta │ │ │ ├── mth_u@sd_hmd.anim │ │ │ ├── mth_u@sd_hmd.anim.meta │ │ │ ├── relux@sd_hmd.anim │ │ │ ├── relux@sd_hmd.anim.meta │ │ │ ├── sad@sd_hmd.anim │ │ │ ├── sad@sd_hmd.anim.meta │ │ │ ├── scold@sd_hmd.anim │ │ │ ├── scold@sd_hmd.anim.meta │ │ │ ├── smile2@sd_hmd.anim │ │ │ ├── smile2@sd_hmd.anim.meta │ │ │ ├── smile@sd_hmd.anim │ │ │ ├── smile@sd_hmd.anim.meta │ │ │ ├── strain@sd_hmd.anim │ │ │ ├── strain@sd_hmd.anim.meta │ │ │ ├── surprise@sd_hmd.anim │ │ │ └── surprise@sd_hmd.anim.meta │ │ ├── _faceOnly.mask │ │ └── _faceOnly.mask.meta │ ├── Models.meta │ ├── Models │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── def_mat.mat │ │ │ ├── def_mat.mat.meta │ │ │ ├── hair_mat.mat │ │ │ ├── hair_mat.mat.meta │ │ │ ├── mouth_mat.mat │ │ │ ├── mouth_mat.mat.meta │ │ │ ├── nol_mat.mat │ │ │ ├── nol_mat.mat.meta │ │ │ ├── skin_mat.mat │ │ │ └── skin_mat.mat.meta │ │ ├── SD_unitychan_generic.fbx │ │ ├── SD_unitychan_generic.fbx.meta │ │ ├── SD_unitychan_humanoid.fbx │ │ ├── SD_unitychan_humanoid.fbx.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── ENV2.tga │ │ │ ├── ENV2.tga.meta │ │ │ ├── FO_CLOTH1.tga │ │ │ ├── FO_CLOTH1.tga.meta │ │ │ ├── FO_RIM1.tga │ │ │ ├── FO_RIM1.tga.meta │ │ │ ├── FO_SKIN1.tga │ │ │ ├── FO_SKIN1.tga.meta │ │ │ ├── utc_all2.tga │ │ │ ├── utc_all2.tga.meta │ │ │ ├── utc_nomal.tga │ │ │ ├── utc_nomal.tga.meta │ │ │ ├── utc_spec.tga │ │ │ └── utc_spec.tga.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── SD_unitychan_generic.prefab │ │ ├── SD_unitychan_generic.prefab.meta │ │ ├── SD_unitychan_humanoid.prefab │ │ └── SD_unitychan_humanoid.prefab.meta │ ├── Scenes.meta │ └── Scenes │ │ ├── SD_unitychan_Generic.unity │ │ ├── SD_unitychan_Generic.unity.meta │ │ ├── SD_unitychan_Humanoid.unity │ │ └── SD_unitychan_Humanoid.unity.meta │ ├── Scripts.meta │ └── Scripts │ ├── AutoBlink.cs │ ├── AutoBlink.cs.meta │ ├── AutoBlinkforSD.cs │ ├── AutoBlinkforSD.cs.meta │ ├── CameraController.cs │ ├── CameraController.cs.meta │ ├── FaceUpdate.cs │ ├── FaceUpdate.cs.meta │ ├── IKCtrlRightHand.cs │ ├── IKCtrlRightHand.cs.meta │ ├── IKLookAt.cs │ ├── IKLookAt.cs.meta │ ├── IdleChanger.cs │ ├── IdleChanger.cs.meta │ ├── RandomWind.cs │ ├── RandomWind.cs.meta │ ├── SpringBone.cs │ ├── SpringBone.cs.meta │ ├── SpringCollider.cs │ ├── SpringCollider.cs.meta │ ├── SpringManager.cs │ ├── SpringManager.cs.meta │ ├── ThirdPersonCamera.cs │ ├── ThirdPersonCamera.cs.meta │ ├── UnityChanControlScriptWithRgidBody.cs │ └── UnityChanControlScriptWithRgidBody.cs.meta ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | 6 | # Autogenerated VS/MD solution and project files 7 | /*.csproj 8 | /*.unityproj 9 | /*.sln 10 | /*.suo 11 | /*.user 12 | /*.userprefs 13 | /*.pidb 14 | /*.booproj 15 | 16 | #Unity3D Generated File On Crash Reports 17 | sysinfo.txt 18 | 19 | # Visual Studio Code 20 | .vscode 21 | Assets/Plugins/Editor* 22 | -------------------------------------------------------------------------------- /Assets/Main.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/Main.unity -------------------------------------------------------------------------------- /Assets/Main.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ddea4de8492ab4e16a9df24a6e415a58 3 | timeCreated: 1460007382 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 41bed3de86253437ca6b7b677ed34386 3 | folderAsset: yes 4 | timeCreated: 1460007513 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffect.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | [ExecuteInEditMode()] 5 | public class ImageEffect : MonoBehaviour 6 | { 7 | [SerializeField] private Material _material; 8 | 9 | void OnRenderImage(RenderTexture src, RenderTexture dest) 10 | { 11 | Graphics.Blit(src, dest, _material); 12 | } 13 | } -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 04fc0d12ac6db45ff84ff0d921dc10ab 3 | timeCreated: 1460007559 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/Scripts/ImageEffects.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 80bf4db71c66146258aaeec85a224fdc 3 | folderAsset: yes 4 | timeCreated: 1460007521 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Ascii.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: add0e6729bb37465287b4290cd083278 3 | folderAsset: yes 4 | timeCreated: 1460247606 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Ascii/Ascii.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/Scripts/ImageEffects/Ascii/Ascii.mat -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Ascii/Ascii.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d8556b452eaa94766bb52a9de4faa136 3 | timeCreated: 1460247606 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Ascii/Ascii.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Ascii" { 2 | 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float2 uv : TEXCOORD0; 29 | float4 vertex : SV_POSITION; 30 | }; 31 | 32 | v2f vert (appdata v) 33 | { 34 | v2f o; 35 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | 42 | float character(float n, float2 p) 43 | { 44 | p = floor(p*float2(4.0, -4.0) + 2.5); 45 | if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) 46 | { 47 | if (int(fmod(n/exp2(p.x + 5.0*p.y), 2.0)) == 1) return 1.0; 48 | } 49 | return 0.0; 50 | } 51 | 52 | // float4 frag (v2f i) : SV_Target 53 | // { 54 | // float3 col = tex2D(_MainTex, i.uv).rgb; 55 | // float gray = (col.r + col.g + col.b) / 3.0; 56 | // float pixelSize = 1.0 / 50.0; 57 | // 58 | // float n = 65536.0; // . 59 | // if (gray > 0.2) n = 65600.0; // : 60 | // if (gray > 0.3) n = 332772.0; // * 61 | // if (gray > 0.4) n = 15255086.0; // o 62 | // if (gray > 0.5) n = 23385164.0; // & 63 | // if (gray > 0.6) n = 15252014.0; // 8 64 | // if (gray > 0.7) n = 13199452.0; // @ 65 | // if (gray > 0.8) n = 11512810.0; // # 66 | // float2 p = fmod( i.uv / ( pixelSize * 0.5 ), 2.0) - float2(1.0, 1.0); 67 | // 68 | // return character(n, p); 69 | // } 70 | 71 | float4 frag (v2f i) : SV_Target 72 | { 73 | float2 uv = i.uv.xy; 74 | //float3 col = tex2D(_MainTex, floor(uv/8.0)*8.0/_ScreenParams.xy).rgb; 75 | float3 col = tex2D(_MainTex, uv).rgb; 76 | 77 | float gray = (col.r + col.g + col.b)/3.0; 78 | 79 | float n = 65536.0; // . 80 | if (gray > 0.2) n = 65600.0; // : 81 | if (gray > 0.3) n = 332772.0; // * 82 | if (gray > 0.4) n = 15255086.0; // o 83 | if (gray > 0.5) n = 23385164.0; // & 84 | if (gray > 0.6) n = 15252014.0; // 8 85 | if (gray > 0.7) n = 13199452.0; // @ 86 | if (gray > 0.8) n = 11512810.0; // # 87 | 88 | float2 p = fmod(uv/((1.0/50.0)*0.5), 2.0) - float2(1.0, 1.0); 89 | 90 | col = gray*character(n, p); 91 | //col = col*character(n, p); 92 | 93 | return float4(col, 1.0); 94 | } 95 | 96 | ENDCG 97 | } 98 | } 99 | } -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Ascii/Ascii.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 91a8fd5ba46b24db18cf9c74ce42fc08 3 | timeCreated: 1460247606 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/CRT.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6f71c985e28c248949a3d9ade9e1bdc9 3 | folderAsset: yes 4 | timeCreated: 1460008450 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/CRT/CRT.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/Scripts/ImageEffects/CRT/CRT.mat -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/CRT/CRT.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fb416c1a2af6e4098a8f83e52c72293a 3 | timeCreated: 1460008450 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/CRT/CRT.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/CRT" { 2 | 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float2 uv : TEXCOORD0; 29 | float4 vertex : SV_POSITION; 30 | }; 31 | 32 | v2f vert (appdata v) 33 | { 34 | v2f o; 35 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | 42 | fixed4 frag (v2f i) : SV_Target 43 | { 44 | float2 texUV = i.uv; 45 | float3 col = tex2D(_MainTex, texUV); 46 | col -= abs(sin(texUV.y * 100.0 + _Time * 5.0)) * 0.08; 47 | col -= abs(sin(texUV.y * 300.0 - _Time * 10.0)) * 0.05; 48 | return fixed4(col, 1.0).rgba; 49 | } 50 | ENDCG 51 | } 52 | } 53 | } -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/CRT/CRT.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 272de311f3c524a4fb062d59ee9e55d1 3 | timeCreated: 1460008450 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Distortion.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50af2aac3840a4224985282444156d6f 3 | folderAsset: yes 4 | timeCreated: 1460015694 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Distortion/Distortion.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/Scripts/ImageEffects/Distortion/Distortion.mat -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Distortion/Distortion.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd67aa880a3fd4b2d98c4852a8ff1d73 3 | timeCreated: 1460015694 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Distortion/Distortion.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Distortion" { 2 | 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float2 uv : TEXCOORD0; 29 | float4 vertex : SV_POSITION; 30 | }; 31 | 32 | v2f vert (appdata v) 33 | { 34 | v2f o; 35 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | 42 | float length(float3 v) 43 | { 44 | return sqrt(dot(v,v)); 45 | } 46 | 47 | float4 frag (v2f i) : SV_Target 48 | { 49 | float2 pos = i.uv; 50 | float distortion = 0.5; 51 | pos -= float2(0.5, 0.5); 52 | 53 | float3 v3 = float3(pos.x, pos.y, 0); 54 | pos *= float2( pow( float2(length(v3), length(v3)), distortion) ); 55 | pos += float2(0.5, 0.5); 56 | return tex2D(_MainTex, pos); 57 | } 58 | ENDCG 59 | } 60 | } 61 | } -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Distortion/Distortion.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d9eda03dd3e4342d797e54d900cee139 3 | timeCreated: 1460015694 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Division.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 449195f55de3e4e4bb4f9d0c7b9de0a9 3 | folderAsset: yes 4 | timeCreated: 1460007726 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Division/Division.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/Scripts/ImageEffects/Division/Division.mat -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Division/Division.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 72f5ce141fa114b178af0fe2dd9c9b4b 3 | timeCreated: 1460007751 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Division/Division.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Division" { 2 | 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float2 uv : TEXCOORD0; 29 | float4 vertex : SV_POSITION; 30 | }; 31 | 32 | v2f vert (appdata v) 33 | { 34 | v2f o; 35 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | float2 mod(float2 a, float2 b) 41 | { 42 | return a - floor(a / b) * b; 43 | } 44 | 45 | sampler2D _MainTex; 46 | 47 | float4 frag (v2f i) : SV_Target 48 | { 49 | float n = 2.0; 50 | float2 pos = mod(i.uv, 1.0 / n) * n; 51 | return tex2D(_MainTex, pos); 52 | } 53 | ENDCG 54 | } 55 | } 56 | } -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Division/Division.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9964ca80e1f974d05ab07f9d13d90004 3 | timeCreated: 1460007674 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Drunk.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ec99fe92b60cc49b79b9569ca311fe92 3 | folderAsset: yes 4 | timeCreated: 1460018872 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Drunk/Drunk.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/Scripts/ImageEffects/Drunk/Drunk.mat -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Drunk/Drunk.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 74d3b7f70cc6447c5817094f816afef6 3 | timeCreated: 1460018872 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Drunk/Drunk.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Drunk" { 2 | 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float2 uv : TEXCOORD0; 29 | float4 vertex : SV_POSITION; 30 | }; 31 | 32 | v2f vert (appdata v) 33 | { 34 | v2f o; 35 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | 42 | float4 frag (v2f i) : SV_Target 43 | { 44 | float2 pos = i.uv; 45 | 46 | float sq = sin( _Time.y ) * 0.05; 47 | float4 tc = tex2D(_MainTex, i.uv); 48 | float4 tl = tex2D(_MainTex, i.uv - float2(sin(sq),0.)); 49 | float4 tR = tex2D(_MainTex, i.uv + float2(sin(sq),0.)); 50 | float4 tD = tex2D(_MainTex, i.uv - float2(0.,sin(sq))); 51 | float4 tU = tex2D(_MainTex, i.uv + float2(0.,sin(sq))); 52 | 53 | return (tc + tl + tR + tD + tU) / 5.; 54 | } 55 | ENDCG 56 | } 57 | } 58 | } -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Drunk/Drunk.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9482e7da5994244f6aef3915cb20d640 3 | timeCreated: 1460018872 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/FrostedGlass.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c6c21e9ac5911450c9db775dedbb517a 3 | folderAsset: yes 4 | timeCreated: 1460245529 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/FrostedGlass/FrostedGlass.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/Scripts/ImageEffects/FrostedGlass/FrostedGlass.mat -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/FrostedGlass/FrostedGlass.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 10ba08496c2034818be9ef8bbb87b27a 3 | timeCreated: 1460245529 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/FrostedGlass/FrostedGlass.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/FrostedGlass" { 2 | 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _IntensityX ("IntensityX", float) = 500.0 7 | _IntensityY ("IntensityY", float) = 500.0 8 | } 9 | 10 | SubShader 11 | { 12 | Cull Off ZWrite Off ZTest Always 13 | 14 | Pass 15 | { 16 | CGPROGRAM 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | 20 | #include "UnityCG.cginc" 21 | 22 | struct appdata 23 | { 24 | float4 vertex : POSITION; 25 | float2 uv : TEXCOORD0; 26 | }; 27 | 28 | struct v2f 29 | { 30 | float2 uv : TEXCOORD0; 31 | float4 vertex : SV_POSITION; 32 | }; 33 | 34 | v2f vert (appdata v) 35 | { 36 | v2f o; 37 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 38 | o.uv = v.uv; 39 | return o; 40 | } 41 | 42 | uniform sampler2D _MainTex; 43 | uniform float _IntensityX; 44 | uniform float _IntensityY; 45 | 46 | float rand(float2 co) 47 | { 48 | return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453); 49 | } 50 | 51 | float4 frag (v2f i) : SV_Target 52 | { 53 | float radius = 5.0; 54 | float x = (i.uv.x * _IntensityX) + rand(i.uv) * radius * 2.0 - radius; 55 | float y = (i.uv.y * _IntensityY) + rand(float2(i.uv.y, i.uv.x)) * radius * 2.0 - radius; 56 | 57 | return tex2D(_MainTex, float2( x / _IntensityX, y / _IntensityY) ); 58 | } 59 | ENDCG 60 | } 61 | } 62 | } -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/FrostedGlass/FrostedGlass.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d0b4dcc2db4ab446d88a70ce93e29ea1 3 | timeCreated: 1460245529 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/GameBoy.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 133056d2972304418bbc59575bb8a78c 3 | folderAsset: yes 4 | timeCreated: 1460013725 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/GameBoy/GameBoy.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/Scripts/ImageEffects/GameBoy/GameBoy.mat -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/GameBoy/GameBoy.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dec88c9a86f054165a9bbd740265840c 3 | timeCreated: 1460013725 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/GameBoy/GameBoy.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/GameBoy" { 2 | 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float2 uv : TEXCOORD0; 29 | float4 vertex : SV_POSITION; 30 | }; 31 | 32 | v2f vert (appdata v) 33 | { 34 | v2f o; 35 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | 42 | float4 frag (v2f i) : SV_Target 43 | { 44 | float3 color = tex2D(_MainTex, i.uv).rgb; 45 | 46 | float gamma = 1.5; 47 | color.r = pow(color.r, gamma); 48 | color.g = pow(color.g, gamma); 49 | color.b = pow(color.b, gamma); 50 | 51 | float3 col1 = float3(0.612, 0.725, 0.086); 52 | float3 col2 = float3(0.549, 0.667, 0.078); 53 | float3 col3 = float3(0.188, 0.392, 0.188); 54 | float3 col4 = float3(0.063, 0.247, 0.063); 55 | 56 | float dist1 = length(color - col1); 57 | float dist2 = length(color - col2); 58 | float dist3 = length(color - col3); 59 | float dist4 = length(color - col4); 60 | 61 | float d = min(dist1, dist2); 62 | d = min(d, dist3); 63 | d = min(d, dist4); 64 | 65 | if (d == dist1) { 66 | color = col1; 67 | } 68 | else if (d == dist2) { 69 | color = col2; 70 | } 71 | else if (d == dist3) { 72 | color = col3; 73 | } 74 | else { 75 | color = col4; 76 | } 77 | 78 | return float4(color, 1.0).rgba; 79 | } 80 | ENDCG 81 | } 82 | } 83 | } -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/GameBoy/GameBoy.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a4f0683b451304d6dba33fdbddc5eadb 3 | timeCreated: 1460013725 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Monochrome.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dbbb658e6ff8847cc8ee412597b029ac 3 | folderAsset: yes 4 | timeCreated: 1460082137 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Monochrome/Monochrome.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/Scripts/ImageEffects/Monochrome/Monochrome.mat -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Monochrome/Monochrome.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0e77972de7a4345039c176cad6bb2ba4 3 | timeCreated: 1460082137 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Monochrome/Monochrome.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Monochrome" { 2 | 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float2 uv : TEXCOORD0; 29 | float4 vertex : SV_POSITION; 30 | }; 31 | 32 | v2f vert (appdata v) 33 | { 34 | v2f o; 35 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | 42 | float3 frag (v2f i) : SV_Target 43 | { 44 | float3 color = tex2D(_MainTex, i.uv).rgb; 45 | return dot(color.rgb, float3(0.4f, 0.4f, 0.4f)); 46 | } 47 | ENDCG 48 | } 49 | } 50 | } -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Monochrome/Monochrome.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5ee179c862e2648eda432e2fbd7856d5 3 | timeCreated: 1460082137 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Mosaic.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 20f8eb9e15a4e4ef0ad6f5be287e9cf7 3 | folderAsset: yes 4 | timeCreated: 1460012998 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Mosaic/Mosaic.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/Scripts/ImageEffects/Mosaic/Mosaic.mat -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Mosaic/Mosaic.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 37d5d96627a4c480b8fe7c6a3fe05220 3 | timeCreated: 1460012998 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Mosaic/Mosaic.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Mosaic" { 2 | 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float2 uv : TEXCOORD0; 29 | float4 vertex : SV_POSITION; 30 | }; 31 | 32 | v2f vert (appdata v) 33 | { 34 | v2f o; 35 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | 42 | float4 frag (v2f i) : SV_Target 43 | { 44 | float nx = 70.0; 45 | float ny = 70.0; 46 | float2 pos; 47 | pos.x = floor(i.uv.x * nx) / nx; 48 | pos.y = floor(i.uv.y * ny) / ny; 49 | 50 | return tex2D(_MainTex, pos); 51 | } 52 | ENDCG 53 | } 54 | } 55 | } -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Mosaic/Mosaic.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 861c05bf9250c4f47b1e32a95e2848ad 3 | timeCreated: 1460012998 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Negaposi.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2a5c4746c18544581a14ac1e2dedc5e9 3 | folderAsset: yes 4 | timeCreated: 1460018222 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Negaposi/Negaposi.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/Scripts/ImageEffects/Negaposi/Negaposi.mat -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Negaposi/Negaposi.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dad6e5a55cf2c4cc9ac2c444a032a6e4 3 | timeCreated: 1460018222 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Negaposi/Negaposi.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Negaposi" { 2 | 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float2 uv : TEXCOORD0; 29 | float4 vertex : SV_POSITION; 30 | }; 31 | 32 | v2f vert (appdata v) 33 | { 34 | v2f o; 35 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | 42 | float3 frag (v2f i) : SV_Target 43 | { 44 | float3 color = tex2D(_MainTex, i.uv).rgb; 45 | return float3(1, 1, 1) - color.rgb; 46 | } 47 | ENDCG 48 | } 49 | } 50 | } -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Negaposi/Negaposi.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: da9defbea8c23457ca3eb69b5bcc7d35 3 | timeCreated: 1460018222 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Sandstorm.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fb5fd40924d694f5797a50572265b679 3 | folderAsset: yes 4 | timeCreated: 1460014131 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Sandstorm/Sandstorm.mat: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/Scripts/ImageEffects/Sandstorm/Sandstorm.mat -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Sandstorm/Sandstorm.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ad027b1a898204b06afb906c6ee76cd5 3 | timeCreated: 1460014131 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Sandstorm/Sandstorm.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Sandstorm" { 2 | 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | 8 | SubShader 9 | { 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float2 uv : TEXCOORD0; 29 | float4 vertex : SV_POSITION; 30 | }; 31 | 32 | v2f vert (appdata v) 33 | { 34 | v2f o; 35 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | 42 | float rand(float2 co) 43 | { 44 | return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453); 45 | } 46 | 47 | float3 mix(float3 x, float3 y, float z ) 48 | { 49 | return (x * (1-z)) + (y*z); 50 | } 51 | 52 | float4 frag (v2f i) : SV_Target 53 | { 54 | float3 color = tex2D(_MainTex, i.uv).rgb; 55 | float2 pos = i.uv; 56 | 57 | pos *= sin(_Time); 58 | float r = rand(pos); 59 | float3 noise = float3(r, r, r); 60 | float noise_intensity = 0.5; 61 | color = mix(color, noise, noise_intensity); 62 | 63 | return float4(color, 1.0).rgba; 64 | } 65 | ENDCG 66 | } 67 | } 68 | } -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Sandstorm/Sandstorm.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd174197ecd8449fc8f491aedbde7b0a 3 | timeCreated: 1460014131 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Sepia.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a7ffa301d5a3d4436b818e6e16dec3ef 3 | folderAsset: yes 4 | timeCreated: 1460082803 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Sepia/Sepia.mat: 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-------------------------------------------------------------------------------- /Assets/UnityChan/Models.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 559243757fb3ebd4a912eb5ebdb5a31f 3 | folderAsset: yes 4 | timeCreated: 1450705264 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c66741efd3177694097a71089f862f74 3 | folderAsset: yes 4 | timeCreated: 1450705264 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e5f4979e7944d9d48aa62d1c31e3529c 3 | folderAsset: yes 4 | timeCreated: 1454041765 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/CharaMain.cg: -------------------------------------------------------------------------------- 1 | // Character shader 2 | // Includes falloff shadow and highlight, specular, reflection, and normal mapping 3 | 4 | #define ENABLE_CAST_SHADOWS 5 | 6 | // Material parameters 7 | float4 _Color; 8 | float4 _ShadowColor; 9 | float4 _LightColor0; 10 | float _SpecularPower; 11 | float4 _MainTex_ST; 12 | 13 | // Textures 14 | sampler2D _MainTex; 15 | sampler2D _FalloffSampler; 16 | sampler2D _RimLightSampler; 17 | sampler2D _SpecularReflectionSampler; 18 | sampler2D _EnvMapSampler; 19 | sampler2D _NormalMapSampler; 20 | 21 | // Constants 22 | #define FALLOFF_POWER 0.3 23 | 24 | #ifdef ENABLE_CAST_SHADOWS 25 | 26 | // Structure from vertex shader to fragment shader 27 | struct v2f 28 | { 29 | float4 pos : SV_POSITION; 30 | LIGHTING_COORDS( 0, 1 ) 31 | float2 uv : TEXCOORD2; 32 | float3 eyeDir : TEXCOORD3; 33 | float3 lightDir : TEXCOORD4; 34 | float3 normal : TEXCOORD5; 35 | #ifdef ENABLE_NORMAL_MAP 36 | float3 tangent : TEXCOORD6; 37 | float3 binormal : TEXCOORD7; 38 | #endif 39 | }; 40 | 41 | #else 42 | 43 | // Structure from vertex shader to fragment shader 44 | struct v2f 45 | { 46 | float4 pos : SV_POSITION; 47 | float2 uv : TEXCOORD0; 48 | float3 eyeDir : TEXCOORD1; 49 | float3 lightDir : TEXCOORD2; 50 | float3 normal : TEXCOORD3; 51 | #ifdef ENABLE_NORMAL_MAP 52 | float3 tangent : TEXCOORD4; 53 | float3 binormal : TEXCOORD5; 54 | #endif 55 | }; 56 | 57 | #endif 58 | 59 | // Float types 60 | #define float_t half 61 | #define float2_t half2 62 | #define float3_t half3 63 | #define float4_t half4 64 | #define float3x3_t half3x3 65 | 66 | // Vertex shader 67 | v2f vert( appdata_tan v ) 68 | { 69 | v2f o; 70 | o.pos = mul( UNITY_MATRIX_MVP, v.vertex ); 71 | o.uv.xy = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); 72 | o.normal = normalize( mul( _Object2World, float4_t( v.normal, 0 ) ).xyz ); 73 | 74 | // Eye direction vector 75 | half4 worldPos = mul( _Object2World, v.vertex ); 76 | o.eyeDir.xyz = normalize( _WorldSpaceCameraPos.xyz - worldPos.xyz ).xyz; 77 | o.lightDir = WorldSpaceLightDir( v.vertex ); 78 | 79 | #ifdef ENABLE_NORMAL_MAP 80 | // Binormal and tangent (for normal map) 81 | o.tangent = normalize( mul( _Object2World, float4_t( v.tangent.xyz, 0 ) ).xyz ); 82 | o.binormal = normalize( cross( o.normal, o.tangent ) * v.tangent.w ); 83 | #endif 84 | 85 | #ifdef ENABLE_CAST_SHADOWS 86 | TRANSFER_VERTEX_TO_FRAGMENT( o ); 87 | #endif 88 | 89 | return o; 90 | } 91 | 92 | // Overlay blend 93 | inline float3_t GetOverlayColor( float3_t inUpper, float3_t inLower ) 94 | { 95 | float3_t oneMinusLower = float3_t( 1.0, 1.0, 1.0 ) - inLower; 96 | float3_t valUnit = 2.0 * oneMinusLower; 97 | float3_t minValue = 2.0 * inLower - float3_t( 1.0, 1.0, 1.0 ); 98 | float3_t greaterResult = inUpper * valUnit + minValue; 99 | 100 | float3_t lowerResult = 2.0 * inLower * inUpper; 101 | 102 | half3 lerpVals = round(inLower); 103 | return lerp(lowerResult, greaterResult, lerpVals); 104 | } 105 | 106 | #ifdef ENABLE_NORMAL_MAP 107 | 108 | // Compute normal from normal map 109 | inline float3_t GetNormalFromMap( v2f input ) 110 | { 111 | float3_t normalVec = normalize( tex2D( _NormalMapSampler, input.uv ).xyz * 2.0 - 1.0 ); 112 | float3x3_t localToWorldTranspose = float3x3_t( 113 | input.tangent, 114 | input.binormal, 115 | input.normal 116 | ); 117 | 118 | normalVec = normalize( mul( normalVec, localToWorldTranspose ) ); 119 | return normalVec; 120 | } 121 | 122 | #endif 123 | 124 | // Fragment shader 125 | float4 frag( v2f i ) : COLOR 126 | { 127 | float4_t diffSamplerColor = tex2D( _MainTex, i.uv.xy ); 128 | 129 | #ifdef ENABLE_NORMAL_MAP 130 | float3_t normalVec = GetNormalFromMap( i ); 131 | #else 132 | float3_t normalVec = i.normal; 133 | #endif 134 | 135 | // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient 136 | float_t normalDotEye = dot( normalVec, i.eyeDir.xyz ); 137 | float_t falloffU = clamp( 1.0 - abs( normalDotEye ), 0.02, 0.98 ); 138 | float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) ); 139 | float3_t shadowColor = diffSamplerColor.rgb * diffSamplerColor.rgb; 140 | float3_t combinedColor = lerp( diffSamplerColor.rgb, shadowColor, falloffSamplerColor.r ); 141 | combinedColor *= ( 1.0 + falloffSamplerColor.rgb * falloffSamplerColor.a ); 142 | 143 | // Specular 144 | // Use the eye vector as the light vector 145 | float4_t reflectionMaskColor = tex2D( _SpecularReflectionSampler, i.uv.xy ); 146 | float_t specularDot = dot( normalVec, i.eyeDir.xyz ); 147 | float4_t lighting = lit( normalDotEye, specularDot, _SpecularPower ); 148 | float3_t specularColor = saturate( lighting.z ) * reflectionMaskColor.rgb * diffSamplerColor.rgb; 149 | combinedColor += specularColor; 150 | 151 | // Reflection 152 | float3_t reflectVector = reflect( -i.eyeDir.xyz, normalVec ).xzy; 153 | float2_t sphereMapCoords = 0.5 * ( float2_t( 1.0, 1.0 ) + reflectVector.xy ); 154 | float3_t reflectColor = tex2D( _EnvMapSampler, sphereMapCoords ).rgb; 155 | reflectColor = GetOverlayColor( reflectColor, combinedColor ); 156 | 157 | combinedColor = lerp( combinedColor, reflectColor, reflectionMaskColor.a ); 158 | combinedColor *= _Color.rgb * _LightColor0.rgb; 159 | float opacity = diffSamplerColor.a * _Color.a * _LightColor0.a; 160 | 161 | #ifdef ENABLE_CAST_SHADOWS 162 | // Cast shadows 163 | shadowColor = _ShadowColor.rgb * combinedColor; 164 | float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 ); 165 | combinedColor = lerp( shadowColor, combinedColor, attenuation ); 166 | #endif 167 | 168 | // Rimlight 169 | float_t rimlightDot = saturate( 0.5 * ( dot( normalVec, i.lightDir ) + 1.0 ) ); 170 | falloffU = saturate( rimlightDot * falloffU ); 171 | falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r; 172 | float3_t lightColor = diffSamplerColor.rgb; // * 2.0; 173 | combinedColor += falloffU * lightColor; 174 | 175 | return float4( combinedColor, opacity ); 176 | } 177 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/CharaMain.cg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c3d0f1648f39e1a408ca5a56b25e96bf 3 | DefaultImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/CharaOutline.cg: -------------------------------------------------------------------------------- 1 | // Outline shader 2 | 3 | // Editable parameters 4 | 5 | // Material color 6 | float4 _Color; 7 | 8 | // Light color 9 | float4 _LightColor0; 10 | 11 | // Outline thickness 12 | float _EdgeThickness = 1.0; 13 | 14 | // Depth bias to help prevent z-fighting 15 | float _DepthBias = 0.00012; 16 | 17 | float4 _MainTex_ST; 18 | 19 | // Main texture 20 | sampler2D _MainTex; 21 | 22 | struct v2f 23 | { 24 | float4 pos : SV_POSITION; 25 | float2 UV : TEXCOORD0; 26 | }; 27 | 28 | // Float types 29 | #define float_t half 30 | #define float2_t half2 31 | #define float3_t half3 32 | #define float4_t half4 33 | 34 | // Amount to scale the distance from the camera into a value to scale the outline by. Tweak as desired 35 | #define OUTLINE_DISTANCE_SCALE (0.0016) 36 | // Minimum and maximum outline thicknesses (Before multiplying by _EdgeThickness) 37 | #define OUTLINE_NORMAL_SCALE_MIN (0.003) 38 | #define OUTLINE_NORMAL_SCALE_MAX (0.030) 39 | 40 | // Vertex shader 41 | v2f vert(appdata_base v) 42 | { 43 | float4 projPos = mul(UNITY_MATRIX_MVP, v.vertex); 44 | float4 projNormal = normalize(mul(UNITY_MATRIX_MVP, float4(v.normal, 0))); 45 | 46 | float distanceToCamera = OUTLINE_DISTANCE_SCALE * projPos.z; 47 | float normalScale = _EdgeThickness * 48 | lerp(OUTLINE_NORMAL_SCALE_MIN, OUTLINE_NORMAL_SCALE_MAX, distanceToCamera); 49 | 50 | v2f o; 51 | o.pos = projPos + normalScale * projNormal; 52 | o.pos.z += _DepthBias; 53 | o.UV = v.texcoord.xy; 54 | 55 | return o; 56 | } 57 | 58 | // Get the maximum component of a 3-component color 59 | inline float_t GetMaxComponent(float3_t inColor) 60 | { 61 | return max(max(inColor.r, inColor.g), inColor.b); 62 | } 63 | 64 | // Function to fake setting the saturation of a color. Not a true HSL computation. 65 | inline float3_t SetSaturation(float3_t inColor, float_t inSaturation) 66 | { 67 | // Compute the saturated color to be one where all components smaller than the max are set to 0. 68 | // Note that this is just an approximation. 69 | float_t maxComponent = GetMaxComponent(inColor) - 0.0001; 70 | float3_t saturatedColor = step(maxComponent.rrr, inColor) * inColor; 71 | return lerp(inColor, saturatedColor, inSaturation); 72 | } 73 | 74 | // Outline color parameters. Tweak as desired 75 | #define SATURATION_FACTOR 0.6 76 | #define BRIGHTNESS_FACTOR 0.8 77 | 78 | // Fragment shader 79 | float4_t frag(v2f i) : COLOR 80 | { 81 | float4_t mainMapColor = tex2D(_MainTex, i.UV); 82 | 83 | float3_t outlineColor = BRIGHTNESS_FACTOR 84 | * SetSaturation(mainMapColor.rgb, SATURATION_FACTOR) 85 | * mainMapColor.rgb; 86 | 87 | return float4_t(outlineColor, mainMapColor.a) * _Color * _LightColor0; 88 | } 89 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/CharaOutline.cg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 98e9eccf54dd0e34c9cb77865555483f 3 | DefaultImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/CharaSkin.cg: -------------------------------------------------------------------------------- 1 | // Character skin shader 2 | // Includes falloff shadow 3 | 4 | #define ENABLE_CAST_SHADOWS 5 | 6 | // Material parameters 7 | float4 _Color; 8 | float4 _ShadowColor; 9 | float4 _LightColor0; 10 | float4 _MainTex_ST; 11 | 12 | // Textures 13 | sampler2D _MainTex; 14 | sampler2D _FalloffSampler; 15 | sampler2D _RimLightSampler; 16 | 17 | // Constants 18 | #define FALLOFF_POWER 1.0 19 | 20 | #ifdef ENABLE_CAST_SHADOWS 21 | 22 | // Structure from vertex shader to fragment shader 23 | struct v2f 24 | { 25 | float4 pos : SV_POSITION; 26 | LIGHTING_COORDS( 0, 1 ) 27 | float3 normal : TEXCOORD2; 28 | float2 uv : TEXCOORD3; 29 | float3 eyeDir : TEXCOORD4; 30 | float3 lightDir : TEXCOORD5; 31 | }; 32 | 33 | #else 34 | 35 | // Structure from vertex shader to fragment shader 36 | struct v2f 37 | { 38 | float4 pos : SV_POSITION; 39 | float3 normal : TEXCOORD0; 40 | float2 uv : TEXCOORD1; 41 | float3 eyeDir : TEXCOORD2; 42 | float3 lightDir : TEXCOORD3; 43 | }; 44 | 45 | #endif 46 | 47 | // Float types 48 | #define float_t half 49 | #define float2_t half2 50 | #define float3_t half3 51 | #define float4_t half4 52 | 53 | // Vertex shader 54 | v2f vert( appdata_base v ) 55 | { 56 | v2f o; 57 | o.pos = mul( UNITY_MATRIX_MVP, v.vertex ); 58 | o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); 59 | o.normal = normalize( mul( _Object2World, float4_t( v.normal, 0 ) ).xyz ); 60 | 61 | // Eye direction vector 62 | float4_t worldPos = mul( _Object2World, v.vertex ); 63 | o.eyeDir = normalize( _WorldSpaceCameraPos - worldPos ); 64 | 65 | o.lightDir = WorldSpaceLightDir( v.vertex ); 66 | 67 | #ifdef ENABLE_CAST_SHADOWS 68 | TRANSFER_VERTEX_TO_FRAGMENT( o ); 69 | #endif 70 | 71 | return o; 72 | } 73 | 74 | // Fragment shader 75 | float4 frag( v2f i ) : COLOR 76 | { 77 | float4_t diffSamplerColor = tex2D( _MainTex, i.uv ); 78 | 79 | // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient 80 | float_t normalDotEye = dot( i.normal, i.eyeDir ); 81 | float_t falloffU = clamp( 1 - abs( normalDotEye ), 0.02, 0.98 ); 82 | float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) ); 83 | float3_t combinedColor = lerp( diffSamplerColor.rgb, falloffSamplerColor.rgb * diffSamplerColor.rgb, falloffSamplerColor.a ); 84 | 85 | // Rimlight 86 | float_t rimlightDot = saturate( 0.5 * ( dot( i.normal, i.lightDir ) + 1.0 ) ); 87 | falloffU = saturate( rimlightDot * falloffU ); 88 | //falloffU = saturate( ( rimlightDot * falloffU - 0.5 ) * 32.0 ); 89 | falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r; 90 | float3_t lightColor = diffSamplerColor.rgb * 0.5; // * 2.0; 91 | combinedColor += falloffU * lightColor; 92 | 93 | #ifdef ENABLE_CAST_SHADOWS 94 | // Cast shadows 95 | float3_t shadowColor = _ShadowColor.rgb * combinedColor; 96 | float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 ); 97 | combinedColor = lerp( shadowColor, combinedColor, attenuation ); 98 | #endif 99 | 100 | return float4_t( combinedColor, diffSamplerColor.a ) * _Color * _LightColor0; 101 | } 102 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/CharaSkin.cg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe01eae1ec1d1c24b99530833c8c8241 3 | DefaultImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_akarami_blend.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Blush - Transparent" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | 8 | _MainTex ("Diffuse", 2D) = "white" {} 9 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 10 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 11 | } 12 | 13 | SubShader 14 | { 15 | Blend SrcAlpha OneMinusSrcAlpha, One One 16 | ZWrite Off 17 | Tags 18 | { 19 | "Queue"="Geometry+3" 20 | "IgnoreProjector"="True" 21 | "RenderType"="Overlay" 22 | "LightMode"="ForwardBase" 23 | } 24 | 25 | Pass 26 | { 27 | Cull Back 28 | ZTest LEqual 29 | CGPROGRAM 30 | #pragma multi_compile_fwdbase 31 | #pragma target 3.0 32 | #pragma vertex vert 33 | #pragma fragment frag 34 | #include "UnityCG.cginc" 35 | #include "AutoLight.cginc" 36 | #include "CharaSkin.cg" 37 | ENDCG 38 | } 39 | } 40 | 41 | FallBack "Transparent/Cutout/Diffuse" 42 | } 43 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_akarami_blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0298b868476735f41857e9ba8f0d4cd1 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Eye" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | 8 | _MainTex ("Diffuse", 2D) = "white" {} 9 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 10 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 11 | } 12 | 13 | SubShader 14 | { 15 | Tags 16 | { 17 | "RenderType"="Opaque" 18 | "Queue"="Geometry" 19 | "LightMode"="ForwardBase" 20 | } 21 | 22 | Pass 23 | { 24 | Cull Back 25 | ZTest LEqual 26 | CGPROGRAM 27 | #pragma multi_compile_fwdbase 28 | #pragma target 3.0 29 | #pragma vertex vert 30 | #pragma fragment frag 31 | #include "UnityCG.cginc" 32 | #include "AutoLight.cginc" 33 | #include "CharaSkin.cg" 34 | ENDCG 35 | } 36 | } 37 | 38 | FallBack "Transparent/Cutout/Diffuse" 39 | } 40 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: abaf2020b803b6847b5c081ed22c05c5 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye_blend.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Eye - Transparent" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | 8 | _MainTex ("Diffuse", 2D) = "white" {} 9 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 10 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 11 | } 12 | 13 | SubShader 14 | { 15 | Blend SrcAlpha OneMinusSrcAlpha, One One 16 | Tags 17 | { 18 | "Queue"="Geometry+1" // Transparent+1" 19 | "IgnoreProjector"="True" 20 | "RenderType"="Overlay" 21 | "LightMode"="ForwardBase" 22 | } 23 | 24 | Pass 25 | { 26 | Cull Back 27 | ZTest LEqual 28 | CGPROGRAM 29 | #pragma multi_compile_fwdbase 30 | #pragma target 3.0 31 | #pragma vertex vert 32 | #pragma fragment frag 33 | #include "UnityCG.cginc" 34 | #include "AutoLight.cginc" 35 | #include "CharaSkin.cg" 36 | ENDCG 37 | } 38 | } 39 | 40 | FallBack "Transparent/Cutout/Diffuse" 41 | } 42 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye_blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bf944057124b80b4e84496139e3b072c 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eyelash_blend.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Eyelash - Transparent" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | 8 | _MainTex ("Diffuse", 2D) = "white" {} 9 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 10 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 11 | } 12 | 13 | SubShader 14 | { 15 | Blend SrcAlpha OneMinusSrcAlpha, One One 16 | Tags 17 | { 18 | "Queue"="Geometry+2" 19 | // "IgnoreProjector"="True" 20 | "RenderType"="Overlay" 21 | "LightMode"="ForwardBase" 22 | } 23 | 24 | Pass 25 | { 26 | Cull Back 27 | ZTest LEqual 28 | CGPROGRAM 29 | #pragma multi_compile_fwdbase 30 | #pragma target 3.0 31 | #pragma vertex vert 32 | #pragma fragment frag 33 | #include "UnityCG.cginc" 34 | #include "AutoLight.cginc" 35 | #include "CharaSkin.cg" 36 | ENDCG 37 | } 38 | } 39 | 40 | FallBack "Transparent/Cutout/Diffuse" 41 | } 42 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eyelash_blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9627902a73805264c818754ecb22c8f9 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_fuku.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Clothing" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | _SpecularPower ("Specular Power", Float) = 20 8 | _EdgeThickness ("Outline Thickness", Float) = 1 9 | _DepthBias ("Outline Depth Bias", Float) = 0.00012 10 | 11 | _MainTex ("Diffuse", 2D) = "white" {} 12 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 13 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 14 | _SpecularReflectionSampler ("Specular / Reflection Mask", 2D) = "white" {} 15 | _EnvMapSampler ("Environment Map", 2D) = "" {} 16 | _NormalMapSampler ("Normal Map", 2D) = "" {} 17 | } 18 | 19 | SubShader 20 | { 21 | Tags 22 | { 23 | "RenderType"="Opaque" 24 | "Queue"="Geometry" 25 | "LightMode"="ForwardBase" 26 | } 27 | 28 | Pass 29 | { 30 | Cull Back 31 | ZTest LEqual 32 | CGPROGRAM 33 | #pragma multi_compile_fwdbase 34 | #pragma target 3.0 35 | #pragma vertex vert 36 | #pragma fragment frag 37 | #include "UnityCG.cginc" 38 | #include "AutoLight.cginc" 39 | #define ENABLE_NORMAL_MAP 40 | #include "CharaMain.cg" 41 | ENDCG 42 | } 43 | 44 | Pass 45 | { 46 | Cull Front 47 | ZTest Less 48 | CGPROGRAM 49 | #pragma target 3.0 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | #include "UnityCG.cginc" 53 | #include "CharaOutline.cg" 54 | ENDCG 55 | } 56 | 57 | } 58 | 59 | FallBack "Transparent/Cutout/Diffuse" 60 | } 61 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_fuku.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 00262b50562beb14cbab9b52bced4f9f 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_fuku_ds.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Clothing - Double-sided" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | _SpecularPower ("Specular Power", Float) = 20 8 | _EdgeThickness ("Outline Thickness", Float) = 1 9 | _DepthBias ("Outline Depth Bias", Float) = 0.00012 10 | 11 | _MainTex ("Diffuse", 2D) = "white" {} 12 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 13 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 14 | _SpecularReflectionSampler ("Specular / Reflection Mask", 2D) = "white" {} 15 | _EnvMapSampler ("Environment Map", 2D) = "" {} 16 | _NormalMapSampler ("Normal Map", 2D) = "" {} 17 | } 18 | 19 | SubShader 20 | { 21 | Tags 22 | { 23 | "RenderType"="Opaque" 24 | "Queue"="Geometry" 25 | "LightMode"="ForwardBase" 26 | } 27 | 28 | Pass 29 | { 30 | Cull Off 31 | ZTest LEqual 32 | CGPROGRAM 33 | #pragma multi_compile_fwdbase 34 | #pragma target 3.0 35 | #pragma vertex vert 36 | #pragma fragment frag 37 | #include "UnityCG.cginc" 38 | #include "AutoLight.cginc" 39 | #define ENABLE_NORMAL_MAP 40 | #include "CharaMain.cg" 41 | ENDCG 42 | } 43 | 44 | Pass 45 | { 46 | Cull Front 47 | ZTest Less 48 | CGPROGRAM 49 | #pragma target 3.0 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | #include "UnityCG.cginc" 53 | #include "CharaOutline.cg" 54 | ENDCG 55 | } 56 | 57 | } 58 | 59 | FallBack "Transparent/Cutout/Diffuse" 60 | } 61 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_fuku_ds.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96d05de60c5f7474491f9f94568cf623 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hada.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Skin" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | _EdgeThickness ("Outline Thickness", Float) = 1 8 | _DepthBias ("Outline Depth Bias", Float) = 0.00012 9 | 10 | _MainTex ("Diffuse", 2D) = "white" {} 11 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 12 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 13 | } 14 | 15 | SubShader 16 | { 17 | Tags 18 | { 19 | 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Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/SD_unitychan/Prefabs/SD_unitychan_generic.prefab: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/UnityChan/SD_unitychan/Prefabs/SD_unitychan_generic.prefab -------------------------------------------------------------------------------- /Assets/UnityChan/SD_unitychan/Prefabs/SD_unitychan_generic.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e39dd657be7298d408f1a135c76c3d9a 3 | NativeFormatImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/UnityChan/SD_unitychan/Prefabs/SD_unitychan_humanoid.prefab: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/UnityChan/SD_unitychan/Prefabs/SD_unitychan_humanoid.prefab -------------------------------------------------------------------------------- /Assets/UnityChan/SD_unitychan/Prefabs/SD_unitychan_humanoid.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 13a16f60da4245c45a865b2136ba272c 3 | NativeFormatImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/UnityChan/SD_unitychan/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96041a2560abc4fd29204f2f26259f1a 3 | folderAsset: yes 4 | timeCreated: 1454041765 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/SD_unitychan/Scenes/SD_unitychan_Generic.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/UnityChan/SD_unitychan/Scenes/SD_unitychan_Generic.unity -------------------------------------------------------------------------------- /Assets/UnityChan/SD_unitychan/Scenes/SD_unitychan_Generic.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d8123b2d414cbb642bc6550bb8b2fae4 3 | DefaultImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/UnityChan/SD_unitychan/Scenes/SD_unitychan_Humanoid.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/cyario/ImageEffectLab/5f7f30bc3762ed852de1819f1970fa31d04a837a/Assets/UnityChan/SD_unitychan/Scenes/SD_unitychan_Humanoid.unity -------------------------------------------------------------------------------- /Assets/UnityChan/SD_unitychan/Scenes/SD_unitychan_Humanoid.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 72f0702a160537d4fbaa79fd85413187 3 | DefaultImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 73622dc781ca9284db0e3bb8114ff5f5 3 | folderAsset: yes 4 | timeCreated: 1454041765 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/AutoBlink.cs: -------------------------------------------------------------------------------- 1 | // 2 | //AutoBlink.cs 3 | //オート目パチスクリプト 4 | //2014/06/23 N.Kobayashi 5 | // 6 | using UnityEngine; 7 | using System.Collections; 8 | 9 | namespace UnityChan 10 | { 11 | public class AutoBlink : MonoBehaviour 12 | { 13 | 14 | public bool isActive = true; //オート目パチ有効 15 | public SkinnedMeshRenderer ref_SMR_EYE_DEF; //EYE_DEFへの参照 16 | public SkinnedMeshRenderer ref_SMR_EL_DEF; //EL_DEFへの参照 17 | public float ratio_Close = 85.0f; //閉じ目ブレンドシェイプ比率 18 | public float ratio_HalfClose = 20.0f; //半閉じ目ブレンドシェイプ比率 19 | [HideInInspector] 20 | public float 21 | ratio_Open = 0.0f; 22 | private bool timerStarted = false; //タイマースタート管理用 23 | private bool isBlink = false; //目パチ管理用 24 | 25 | public float timeBlink = 0.4f; //目パチの時間 26 | private float timeRemining = 0.0f; //タイマー残り時間 27 | 28 | public float threshold = 0.3f; // ランダム判定の閾値 29 | public float interval = 3.0f; // ランダム判定のインターバル 30 | 31 | 32 | 33 | enum Status 34 | { 35 | Close, 36 | HalfClose, 37 | Open //目パチの状態 38 | } 39 | 40 | 41 | private Status eyeStatus; //現在の目パチステータス 42 | 43 | void Awake () 44 | { 45 | //ref_SMR_EYE_DEF = GameObject.Find("EYE_DEF").GetComponent(); 46 | //ref_SMR_EL_DEF = GameObject.Find("EL_DEF").GetComponent(); 47 | } 48 | 49 | 50 | 51 | // Use this for initialization 52 | void Start () 53 | { 54 | ResetTimer (); 55 | // ランダム判定用関数をスタートする 56 | StartCoroutine ("RandomChange"); 57 | } 58 | 59 | //タイマーリセット 60 | void ResetTimer () 61 | { 62 | timeRemining = timeBlink; 63 | timerStarted = false; 64 | } 65 | 66 | // Update is called once per frame 67 | void Update () 68 | { 69 | if (!timerStarted) { 70 | eyeStatus = Status.Close; 71 | timerStarted = true; 72 | } 73 | if (timerStarted) { 74 | timeRemining -= Time.deltaTime; 75 | if (timeRemining <= 0.0f) { 76 | eyeStatus = Status.Open; 77 | ResetTimer (); 78 | } else if (timeRemining <= timeBlink * 0.3f) { 79 | eyeStatus = Status.HalfClose; 80 | } 81 | } 82 | } 83 | 84 | void LateUpdate () 85 | { 86 | if (isActive) { 87 | if (isBlink) { 88 | switch (eyeStatus) { 89 | case Status.Close: 90 | SetCloseEyes (); 91 | break; 92 | case Status.HalfClose: 93 | SetHalfCloseEyes (); 94 | break; 95 | case Status.Open: 96 | SetOpenEyes (); 97 | isBlink = false; 98 | break; 99 | } 100 | //Debug.Log(eyeStatus); 101 | } 102 | } 103 | } 104 | 105 | void SetCloseEyes () 106 | { 107 | ref_SMR_EYE_DEF.SetBlendShapeWeight (6, ratio_Close); 108 | ref_SMR_EL_DEF.SetBlendShapeWeight (6, ratio_Close); 109 | } 110 | 111 | void SetHalfCloseEyes () 112 | { 113 | ref_SMR_EYE_DEF.SetBlendShapeWeight (6, ratio_HalfClose); 114 | ref_SMR_EL_DEF.SetBlendShapeWeight (6, ratio_HalfClose); 115 | } 116 | 117 | void SetOpenEyes () 118 | { 119 | ref_SMR_EYE_DEF.SetBlendShapeWeight (6, ratio_Open); 120 | ref_SMR_EL_DEF.SetBlendShapeWeight (6, ratio_Open); 121 | } 122 | 123 | // ランダム判定用関数 124 | IEnumerator RandomChange () 125 | { 126 | // 無限ループ開始 127 | while (true) { 128 | //ランダム判定用シード発生 129 | float _seed = Random.Range (0.0f, 1.0f); 130 | if (!isBlink) { 131 | if (_seed > threshold) { 132 | isBlink = true; 133 | } 134 | } 135 | // 次の判定までインターバルを置く 136 | yield return new WaitForSeconds (interval); 137 | } 138 | } 139 | } 140 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/AutoBlink.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0a6149a22cf8a47a192a60b00b3becb3 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/AutoBlinkforSD.cs: -------------------------------------------------------------------------------- 1 | // 2 | //AutoBlinkforSD.cs 3 | //SDユニティちゃん用オート目パチスクリプト 4 | //2014/12/10 N.Kobayashi 5 | // 6 | using UnityEngine; 7 | using System.Collections; 8 | using System.Security.Policy; 9 | 10 | namespace UnityChan 11 | { 12 | public class AutoBlinkforSD : MonoBehaviour 13 | { 14 | 15 | public bool isActive = true; //オート目パチ有効 16 | public SkinnedMeshRenderer ref_face; //_faceへの参照 17 | public float ratio_Close = 85.0f; //閉じ目ブレンドシェイプ比率 18 | public float ratio_HalfClose = 20.0f; //半閉じ目ブレンドシェイプ比率 19 | public int index_EYE_blk = 0; //目パチ用モーフのindex 20 | public int index_EYE_sml = 1; //目パチさせたくないモーフのindex 21 | public int index_EYE_dmg = 15; //目パチさせたくないモーフのindex 22 | 23 | 24 | [HideInInspector] 25 | public float 26 | ratio_Open = 0.0f; 27 | private bool timerStarted = false; //タイマースタート管理用 28 | private bool isBlink = false; //目パチ管理用 29 | 30 | public float timeBlink = 0.4f; //目パチの時間 31 | private float timeRemining = 0.0f; //タイマー残り時間 32 | 33 | public float threshold = 0.3f; // ランダム判定の閾値 34 | public float interval = 3.0f; // ランダム判定のインターバル 35 | 36 | 37 | 38 | enum Status 39 | { 40 | Close, 41 | HalfClose, 42 | Open //目パチの状態 43 | } 44 | 45 | 46 | private Status eyeStatus; //現在の目パチステータス 47 | 48 | void Awake () 49 | { 50 | //ref_SMR_EYE_DEF = GameObject.Find("EYE_DEF").GetComponent(); 51 | //ref_SMR_EL_DEF = GameObject.Find("EL_DEF").GetComponent(); 52 | } 53 | 54 | 55 | 56 | // Use this for initialization 57 | void Start () 58 | { 59 | ResetTimer (); 60 | // ランダム判定用関数をスタートする 61 | StartCoroutine ("RandomChange"); 62 | } 63 | 64 | //タイマーリセット 65 | void ResetTimer () 66 | { 67 | timeRemining = timeBlink; 68 | timerStarted = false; 69 | } 70 | 71 | // Update is called once per frame 72 | void Update () 73 | { 74 | if (!timerStarted) { 75 | eyeStatus = Status.Close; 76 | timerStarted = true; 77 | } 78 | if (timerStarted) { 79 | timeRemining -= Time.deltaTime; 80 | if (timeRemining <= 0.0f) { 81 | eyeStatus = Status.Open; 82 | ResetTimer (); 83 | } else if (timeRemining <= timeBlink * 0.3f) { 84 | eyeStatus = Status.HalfClose; 85 | } 86 | } 87 | } 88 | 89 | void LateUpdate () 90 | { 91 | if (isActive) { 92 | if (isBlink) { 93 | switch (eyeStatus) { 94 | case Status.Close: 95 | SetCloseEyes (); 96 | break; 97 | case Status.HalfClose: 98 | SetHalfCloseEyes (); 99 | break; 100 | case Status.Open: 101 | SetOpenEyes (); 102 | isBlink = false; 103 | break; 104 | } 105 | //Debug.Log(eyeStatus); 106 | } 107 | } 108 | } 109 | 110 | void SetCloseEyes () 111 | { 112 | ref_face.SetBlendShapeWeight (index_EYE_blk, ratio_Close); 113 | } 114 | 115 | void SetHalfCloseEyes () 116 | { 117 | ref_face.SetBlendShapeWeight (index_EYE_blk, ratio_HalfClose); 118 | } 119 | 120 | void SetOpenEyes () 121 | { 122 | ref_face.SetBlendShapeWeight (index_EYE_blk, ratio_Open); 123 | } 124 | 125 | // ランダム判定用関数 126 | IEnumerator RandomChange () 127 | { 128 | // 無限ループ開始 129 | while (true) { 130 | //ランダム判定用シード発生 131 | float _seed = Random.Range (0.0f, 1.0f); 132 | if (!isBlink) { 133 | if (_seed > threshold) { 134 | //目パチさせたくないモーフの時だけ飛ばす. 135 | if(ref_face.GetBlendShapeWeight(index_EYE_sml)==0.0f && ref_face.GetBlendShapeWeight(index_EYE_dmg)==0.0f){ 136 | isBlink = true; 137 | } 138 | } 139 | } 140 | // 次の判定までインターバルを置く 141 | yield return new WaitForSeconds (interval); 142 | } 143 | } 144 | } 145 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/AutoBlinkforSD.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b450e0eeaa67f4e4f83448b61a571d3b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/CameraController.cs: -------------------------------------------------------------------------------- 1 | //CameraController.cs for UnityChan 2 | //Original Script is here: 3 | //TAK-EMI / CameraController.cs 4 | //https://gist.github.com/TAK-EMI/d67a13b6f73bed32075d 5 | //https://twitter.com/TAK_EMI 6 | // 7 | //Revised by N.Kobayashi 2014/5/15 8 | //Change : To prevent rotation flips on XY plane, use Quaternion in cameraRotate() 9 | //Change : Add the instrustion window 10 | //Change : Add the operation for Mac 11 | // 12 | 13 | 14 | 15 | 16 | using UnityEngine; 17 | using System.Collections; 18 | 19 | namespace UnityChan 20 | { 21 | enum MouseButtonDown 22 | { 23 | MBD_LEFT = 0, 24 | MBD_RIGHT, 25 | MBD_MIDDLE, 26 | }; 27 | 28 | public class CameraController : MonoBehaviour 29 | { 30 | [SerializeField] 31 | private Vector3 focus = Vector3.zero; 32 | [SerializeField] 33 | private GameObject focusObj = null; 34 | 35 | public bool showInstWindow = true; 36 | 37 | private Vector3 oldPos; 38 | 39 | void setupFocusObject(string name) 40 | { 41 | GameObject obj = this.focusObj = new GameObject(name); 42 | obj.transform.position = this.focus; 43 | obj.transform.LookAt(this.transform.position); 44 | 45 | return; 46 | } 47 | 48 | void Start () 49 | { 50 | if (this.focusObj == null) 51 | this.setupFocusObject("CameraFocusObject"); 52 | 53 | Transform trans = this.transform; 54 | transform.parent = this.focusObj.transform; 55 | 56 | trans.LookAt(this.focus); 57 | 58 | return; 59 | } 60 | 61 | void Update () 62 | { 63 | this.mouseEvent(); 64 | 65 | return; 66 | } 67 | 68 | //Show Instrustion Window 69 | void OnGUI() 70 | { 71 | if(showInstWindow){ 72 | GUI.Box(new Rect(Screen.width -210, Screen.height - 100, 200, 90), "Camera Operations"); 73 | GUI.Label(new Rect(Screen.width -200, Screen.height - 80, 200, 30),"RMB / Alt+LMB: Tumble"); 74 | GUI.Label(new Rect(Screen.width -200, Screen.height - 60, 200, 30),"MMB / Alt+Cmd+LMB: Track"); 75 | GUI.Label(new Rect(Screen.width -200, Screen.height - 40, 200, 30),"Wheel / 2 Fingers Swipe: Dolly"); 76 | } 77 | 78 | } 79 | 80 | void mouseEvent() 81 | { 82 | float delta = Input.GetAxis("Mouse ScrollWheel"); 83 | if (delta != 0.0f) 84 | this.mouseWheelEvent(delta); 85 | 86 | if (Input.GetMouseButtonDown((int)MouseButtonDown.MBD_LEFT) || 87 | Input.GetMouseButtonDown((int)MouseButtonDown.MBD_MIDDLE) || 88 | Input.GetMouseButtonDown((int)MouseButtonDown.MBD_RIGHT)) 89 | this.oldPos = Input.mousePosition; 90 | 91 | this.mouseDragEvent(Input.mousePosition); 92 | 93 | return; 94 | } 95 | 96 | void mouseDragEvent(Vector3 mousePos) 97 | { 98 | Vector3 diff = mousePos - oldPos; 99 | 100 | if(Input.GetMouseButton((int)MouseButtonDown.MBD_LEFT)) 101 | { 102 | //Operation for Mac : "Left Alt + Left Command + LMB Drag" is Track 103 | if(Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftCommand)) 104 | { 105 | if (diff.magnitude > Vector3.kEpsilon) 106 | this.cameraTranslate(-diff / 100.0f); 107 | } 108 | //Operation for Mac : "Left Alt + LMB Drag" is Tumble 109 | else if (Input.GetKey(KeyCode.LeftAlt)) 110 | { 111 | if (diff.magnitude > Vector3.kEpsilon) 112 | this.cameraRotate(new Vector3(diff.y, diff.x, 0.0f)); 113 | } 114 | //Only "LMB Drag" is no action. 115 | } 116 | //Track 117 | else if (Input.GetMouseButton((int)MouseButtonDown.MBD_MIDDLE)) 118 | { 119 | if (diff.magnitude > Vector3.kEpsilon) 120 | this.cameraTranslate(-diff / 100.0f); 121 | } 122 | //Tumble 123 | else if (Input.GetMouseButton((int)MouseButtonDown.MBD_RIGHT)) 124 | { 125 | if (diff.magnitude > Vector3.kEpsilon) 126 | this.cameraRotate(new Vector3(diff.y, diff.x, 0.0f)); 127 | } 128 | 129 | this.oldPos = mousePos; 130 | 131 | return; 132 | } 133 | 134 | //Dolly 135 | public void mouseWheelEvent(float delta) 136 | { 137 | Vector3 focusToPosition = this.transform.position - this.focus; 138 | 139 | Vector3 post = focusToPosition * (1.0f + delta); 140 | 141 | if (post.magnitude > 0.01) 142 | this.transform.position = this.focus + post; 143 | 144 | return; 145 | } 146 | 147 | void cameraTranslate(Vector3 vec) 148 | { 149 | Transform focusTrans = this.focusObj.transform; 150 | 151 | vec.x *= -1; 152 | 153 | focusTrans.Translate(Vector3.right * vec.x); 154 | focusTrans.Translate(Vector3.up * vec.y); 155 | 156 | this.focus = focusTrans.position; 157 | 158 | return; 159 | } 160 | 161 | public void cameraRotate(Vector3 eulerAngle) 162 | { 163 | //Use Quaternion to prevent rotation flips on XY plane 164 | Quaternion q = Quaternion.identity; 165 | 166 | Transform focusTrans = this.focusObj.transform; 167 | focusTrans.localEulerAngles = focusTrans.localEulerAngles + eulerAngle; 168 | 169 | //Change this.transform.LookAt(this.focus) to q.SetLookRotation(this.focus) 170 | q.SetLookRotation (this.focus) ; 171 | 172 | return; 173 | } 174 | } 175 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/CameraController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bd026706e81db0440add962177d87b23 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/FaceUpdate.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace UnityChan 5 | { 6 | public class FaceUpdate : MonoBehaviour 7 | { 8 | public AnimationClip[] animations; 9 | Animator anim; 10 | public float delayWeight; 11 | public bool isKeepFace = false; 12 | public bool isGUI = true; 13 | 14 | void Start () 15 | { 16 | anim = GetComponent (); 17 | } 18 | 19 | void OnGUI () 20 | { 21 | if (isGUI) 22 | { 23 | GUILayout.Box("Face Update", GUILayout.Width(170), GUILayout.Height(25 * (animations.Length + 2))); 24 | Rect screenRect = new Rect(10, 25, 150, 25 * (animations.Length + 1)); 25 | GUILayout.BeginArea(screenRect); 26 | foreach (var animation in animations) 27 | { 28 | if (GUILayout.RepeatButton(animation.name)) 29 | { 30 | anim.CrossFade(animation.name, 0); 31 | } 32 | } 33 | isKeepFace = GUILayout.Toggle(isKeepFace, " Keep Face"); 34 | GUILayout.EndArea(); 35 | } 36 | } 37 | 38 | float current = 0; 39 | 40 | void Update () 41 | { 42 | 43 | if (Input.GetMouseButton (0)) { 44 | current = 1; 45 | } else if (!isKeepFace) { 46 | current = Mathf.Lerp (current, 0, delayWeight); 47 | } 48 | anim.SetLayerWeight (1, current); 49 | } 50 | 51 | 52 | //アニメーションEvents側につける表情切り替え用イベントコール 53 | public void OnCallChangeFace (string str) 54 | { 55 | int ichecked = 0; 56 | foreach (var animation in animations) { 57 | if (str == animation.name) { 58 | ChangeFace (str); 59 | break; 60 | } else if (ichecked <= animations.Length) { 61 | ichecked++; 62 | } else { 63 | //str指定が間違っている時にはデフォルトで 64 | str = "default@unitychan"; 65 | ChangeFace (str); 66 | } 67 | } 68 | } 69 | 70 | void ChangeFace (string str) 71 | { 72 | isKeepFace = true; 73 | current = 1; 74 | anim.CrossFade (str, 0); 75 | } 76 | } 77 | } 78 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/FaceUpdate.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5e658bfc1e524494b9e54a1c92d8c1e0 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/IKCtrlRightHand.cs: -------------------------------------------------------------------------------- 1 | // 2 | //IKCtrlRightHand.cs 3 | // 4 | //Sample script for IK Control of Unity-Chan's right hand. 5 | // 6 | //2014/06/20 N.Kobayashi 7 | // 8 | using UnityEngine; 9 | using System.Collections; 10 | 11 | namespace UnityChan 12 | { 13 | [RequireComponent(typeof(Animator))] 14 | public class IKCtrlRightHand : MonoBehaviour 15 | { 16 | 17 | private Animator anim; 18 | public Transform targetObj = null; 19 | public bool isIkActive = false; 20 | public float mixWeight = 1.0f; 21 | 22 | void Awake () 23 | { 24 | anim = GetComponent (); 25 | } 26 | 27 | void Update () 28 | { 29 | //Kobayashi 30 | if (mixWeight >= 1.0f) 31 | mixWeight = 1.0f; 32 | else if (mixWeight <= 0.0f) 33 | mixWeight = 0.0f; 34 | } 35 | 36 | void OnAnimatorIK (int layerIndex) 37 | { 38 | if (isIkActive) { 39 | anim.SetIKPositionWeight (AvatarIKGoal.RightHand, mixWeight); 40 | anim.SetIKRotationWeight (AvatarIKGoal.RightHand, mixWeight); 41 | anim.SetIKPosition (AvatarIKGoal.RightHand, targetObj.position); 42 | anim.SetIKRotation (AvatarIKGoal.RightHand, targetObj.rotation); 43 | } 44 | } 45 | 46 | void OnGUI () 47 | { 48 | Rect rect1 = new Rect (10, Screen.height - 20, 400, 30); 49 | isIkActive = GUI.Toggle (rect1, isIkActive, "IK Active"); 50 | } 51 | 52 | } 53 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/IKCtrlRightHand.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 16931e3bbabb00f478bbbe4759af8343 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/IKLookAt.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Mecanim.IkLookAt 3 | // 使用時には、AnimatorのBase LayerのIK PassをONにすること. 4 | // 5 | using UnityEngine; 6 | using System.Collections; 7 | 8 | 9 | namespace UnityChan 10 | { 11 | 12 | // [RequireComponent(typeof(Animator))] 13 | 14 | public class IKLookAt : MonoBehaviour { 15 | 16 | private Animator avator; 17 | private MeshRenderer target = null; 18 | 19 | public bool ikActive = false; 20 | public Transform lookAtObj = null; 21 | 22 | public float lookAtWeight = 1.0f; 23 | public float bodyWeight = 0.3f; 24 | public float headWeight = 0.8f; 25 | public float eyesWeight = 1.0f; 26 | public float clampWeight = 0.5f; 27 | public bool isGUI = true; 28 | 29 | 30 | 31 | 32 | 33 | // Use this for initialization 34 | void Start () { 35 | avator = GetComponent(); 36 | if (lookAtObj != null) 37 | { 38 | target = lookAtObj.GetComponentInParent(); 39 | target.enabled = false; 40 | } 41 | 42 | } 43 | 44 | void OnGUI() 45 | { 46 | 47 | if (isGUI) 48 | { 49 | Rect rect1 = new Rect(Screen.width - 120, Screen.height - 40, 100, 30); 50 | //GUILayout.Label("Activate Look at IK"); 51 | ikActive = GUI.Toggle(rect1, ikActive, "Look at Target"); 52 | } 53 | } 54 | 55 | 56 | void OnAnimatorIK(int layorIndex) 57 | { 58 | if(avator) 59 | { 60 | if(ikActive) 61 | { 62 | avator.SetLookAtWeight(lookAtWeight,bodyWeight,headWeight,eyesWeight,clampWeight); 63 | if (lookAtObj != null) 64 | { 65 | target.enabled = true; 66 | avator.SetLookAtPosition(lookAtObj.position); 67 | } 68 | else 69 | { 70 | avator.SetLookAtWeight(0.0f); 71 | } 72 | } 73 | else 74 | { 75 | avator.SetLookAtWeight(0.0f); 76 | } 77 | } 78 | } 79 | 80 | void Update () 81 | { 82 | if(avator) 83 | { 84 | if(!ikActive) 85 | { 86 | if (lookAtObj != null) 87 | { 88 | target.enabled = false; 89 | //Targetを消した位置に再び出したい場合には、下の行をコメントアウトする. 90 | //lookAtObj.position = avator.bodyPosition + avator.bodyRotation * new Vector3(0,0.5f,1); 91 | } 92 | } 93 | } 94 | } 95 | } 96 | } 97 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/IKLookAt.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 75453f0413251fd42811d1b1eb4728c1 3 | timeCreated: 1452361588 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/Scripts/IdleChanger.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace UnityChan 5 | { 6 | // 7 | // ↑↓キーでループアニメーションを切り替えるスクリプト(ランダム切り替え付き)Ver.3 8 | // 2014/04/03 N.Kobayashi 9 | // 2015/03/11 Revised for Unity5 (only) 10 | // 11 | 12 | // Require these components when using this script 13 | [RequireComponent(typeof(Animator))] 14 | 15 | 16 | 17 | public class IdleChanger : MonoBehaviour 18 | { 19 | 20 | private Animator anim; // Animatorへの参照 21 | private AnimatorStateInfo currentState; // 現在のステート状態を保存する参照 22 | private AnimatorStateInfo previousState; // ひとつ前のステート状態を保存する参照 23 | public bool _random = false; // ランダム判定スタートスイッチ 24 | public float _threshold = 0.5f; // ランダム判定の閾値 25 | public float _interval = 10f; // ランダム判定のインターバル 26 | //private float _seed = 0.0f; // ランダム判定用シード 27 | public bool isGUI = true; 28 | 29 | 30 | 31 | // Use this for initialization 32 | void Start () 33 | { 34 | // 各参照の初期化 35 | anim = GetComponent (); 36 | currentState = anim.GetCurrentAnimatorStateInfo (0); 37 | previousState = currentState; 38 | // ランダム判定用関数をスタートする 39 | StartCoroutine ("RandomChange"); 40 | } 41 | 42 | // Update is called once per frame 43 | void Update () 44 | { 45 | // ↑キー/スペースが押されたら、ステートを次に送る処理 46 | if (Input.GetKeyDown ("up") || Input.GetButton ("Jump")) { 47 | // ブーリアンNextをtrueにする 48 | anim.SetBool ("Next", true); 49 | } 50 | 51 | // ↓キーが押されたら、ステートを前に戻す処理 52 | if (Input.GetKeyDown ("down")) { 53 | // ブーリアンBackをtrueにする 54 | anim.SetBool ("Back", true); 55 | } 56 | 57 | // "Next"フラグがtrueの時の処理 58 | if (anim.GetBool ("Next")) { 59 | // 現在のステートをチェックし、ステート名が違っていたらブーリアンをfalseに戻す 60 | currentState = anim.GetCurrentAnimatorStateInfo (0); 61 | if (previousState.fullPathHash != currentState.fullPathHash) { 62 | anim.SetBool ("Next", false); 63 | previousState = currentState; 64 | } 65 | } 66 | 67 | // "Back"フラグがtrueの時の処理 68 | if (anim.GetBool ("Back")) { 69 | // 現在のステートをチェックし、ステート名が違っていたらブーリアンをfalseに戻す 70 | currentState = anim.GetCurrentAnimatorStateInfo (0); 71 | if (previousState.fullPathHash != currentState.fullPathHash) { 72 | anim.SetBool ("Back", false); 73 | previousState = currentState; 74 | } 75 | } 76 | } 77 | 78 | void OnGUI () 79 | { 80 | if (isGUI) 81 | { 82 | GUI.Box(new Rect(Screen.width - 110, 10, 100, 90), "Change Motion"); 83 | if (GUI.Button(new Rect(Screen.width - 100, 40, 80, 20), "Next")) 84 | anim.SetBool("Next", true); 85 | if (GUI.Button(new Rect(Screen.width - 100, 70, 80, 20), "Back")) 86 | anim.SetBool("Back", true); 87 | } 88 | } 89 | 90 | 91 | // ランダム判定用関数 92 | IEnumerator RandomChange () 93 | { 94 | // 無限ループ開始 95 | while (true) { 96 | //ランダム判定スイッチオンの場合 97 | if (_random) { 98 | // ランダムシードを取り出し、その大きさによってフラグ設定をする 99 | float _seed = Random.Range (0.0f, 1.0f); 100 | if (_seed < _threshold) { 101 | anim.SetBool ("Back", true); 102 | } else if (_seed >= _threshold) { 103 | anim.SetBool ("Next", true); 104 | } 105 | } 106 | // 次の判定までインターバルを置く 107 | yield return new WaitForSeconds (_interval); 108 | } 109 | 110 | } 111 | 112 | } 113 | } 114 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/IdleChanger.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 058a2736f2afd564eae55007a87eed87 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/RandomWind.cs: -------------------------------------------------------------------------------- 1 | // 2 | //RandomWind.cs for unity-chan! 3 | // 4 | //Original Script is here: 5 | //ricopin / RandomWind.cs 6 | //Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ 7 | //https://twitter.com/ricopin416 8 | // 9 | //修正2014/12/20 10 | //風の方向変化/重力影響を追加. 11 | // 12 | 13 | using UnityEngine; 14 | using System.Collections; 15 | 16 | namespace UnityChan 17 | { 18 | public class RandomWind : MonoBehaviour 19 | { 20 | private SpringBone[] springBones; 21 | public bool isWindActive = false; 22 | 23 | private bool isMinus = false; //風方向反転用. 24 | public float threshold = 0.5f; // ランダム判定の閾値. 25 | public float interval = 5.0f; // ランダム判定のインターバル. 26 | public float windPower = 1.0f; //風の強さ. 27 | public float gravity = 0.98f; //重力の強さ. 28 | public bool isGUI = true; 29 | 30 | 31 | // Use this for initialization 32 | void Start () 33 | { 34 | springBones = GetComponent ().springBones; 35 | StartCoroutine ("RandomChange"); 36 | } 37 | 38 | 39 | 40 | 41 | 42 | // Update is called once per frame 43 | void Update () 44 | { 45 | 46 | Vector3 force = Vector3.zero; 47 | if (isWindActive) { 48 | if(isMinus){ 49 | force = new Vector3 (Mathf.PerlinNoise (Time.time, 0.0f) * windPower * -0.001f , gravity * -0.001f , 0); 50 | }else{ 51 | force = new Vector3 (Mathf.PerlinNoise (Time.time, 0.0f) * windPower * 0.001f, gravity * -0.001f, 0); 52 | } 53 | 54 | for (int i = 0; i < springBones.Length; i++) { 55 | springBones [i].springForce = force; 56 | } 57 | 58 | } 59 | } 60 | 61 | void OnGUI () 62 | { 63 | if (isGUI) 64 | { 65 | Rect rect1 = new Rect(10, Screen.height - 40, 400, 30); 66 | isWindActive = GUI.Toggle(rect1, isWindActive, "Random Wind"); 67 | } 68 | } 69 | 70 | // ランダム判定用関数. 71 | IEnumerator RandomChange () 72 | { 73 | // 無限ループ開始. 74 | while (true) { 75 | //ランダム判定用シード発生. 76 | float _seed = Random.Range (0.0f, 1.0f); 77 | 78 | if (_seed > threshold) { 79 | //_seedがthreshold以上の時、符号を反転する. 80 | isMinus = true; 81 | }else{ 82 | isMinus = false; 83 | } 84 | 85 | // 次の判定までインターバルを置く. 86 | yield return new WaitForSeconds (interval); 87 | } 88 | } 89 | 90 | 91 | } 92 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/RandomWind.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a38e39ada51aaba4db6d352ce218849e 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringBone.cs: -------------------------------------------------------------------------------- 1 | // 2 | //SpringBone.cs for unity-chan! 3 | // 4 | //Original Script is here: 5 | //ricopin / SpringBone.cs 6 | //Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ 7 | //https://twitter.com/ricopin416 8 | // 9 | //Revised by N.Kobayashi 2014/06/20 10 | // 11 | using UnityEngine; 12 | using System.Collections; 13 | 14 | namespace UnityChan 15 | { 16 | public class SpringBone : MonoBehaviour 17 | { 18 | //次のボーン 19 | public Transform child; 20 | 21 | //ボーンの向き 22 | public Vector3 boneAxis = new Vector3 (-1.0f, 0.0f, 0.0f); 23 | public float radius = 0.05f; 24 | 25 | //各SpringBoneに設定されているstiffnessForceとdragForceを使用するか? 26 | public bool isUseEachBoneForceSettings = false; 27 | 28 | //バネが戻る力 29 | public float stiffnessForce = 0.01f; 30 | 31 | //力の減衰力 32 | public float dragForce = 0.4f; 33 | public Vector3 springForce = new Vector3 (0.0f, -0.0001f, 0.0f); 34 | public SpringCollider[] colliders; 35 | public bool debug = true; 36 | //Kobayashi:Thredshold Starting to activate activeRatio 37 | public float threshold = 0.01f; 38 | private float springLength; 39 | private Quaternion localRotation; 40 | private Transform trs; 41 | private Vector3 currTipPos; 42 | private Vector3 prevTipPos; 43 | //Kobayashi 44 | private Transform org; 45 | //Kobayashi:Reference for "SpringManager" component with unitychan 46 | private SpringManager managerRef; 47 | 48 | private void Awake () 49 | { 50 | trs = transform; 51 | localRotation = transform.localRotation; 52 | //Kobayashi:Reference for "SpringManager" component with unitychan 53 | // GameObject.Find("unitychan_dynamic").GetComponent(); 54 | managerRef = GetParentSpringManager (transform); 55 | } 56 | 57 | private SpringManager GetParentSpringManager (Transform t) 58 | { 59 | var springManager = t.GetComponent (); 60 | 61 | if (springManager != null) 62 | return springManager; 63 | 64 | if (t.parent != null) { 65 | return GetParentSpringManager (t.parent); 66 | } 67 | 68 | return null; 69 | } 70 | 71 | private void Start () 72 | { 73 | springLength = Vector3.Distance (trs.position, child.position); 74 | currTipPos = child.position; 75 | prevTipPos = child.position; 76 | } 77 | 78 | public void UpdateSpring () 79 | { 80 | //Kobayashi 81 | org = trs; 82 | //回転をリセット 83 | trs.localRotation = Quaternion.identity * localRotation; 84 | 85 | float sqrDt = Time.deltaTime * Time.deltaTime; 86 | 87 | //stiffness 88 | Vector3 force = trs.rotation * (boneAxis * stiffnessForce) / sqrDt; 89 | 90 | //drag 91 | force += (prevTipPos - currTipPos) * dragForce / sqrDt; 92 | 93 | force += springForce / sqrDt; 94 | 95 | //前フレームと値が同じにならないように 96 | Vector3 temp = currTipPos; 97 | 98 | //verlet 99 | currTipPos = (currTipPos - prevTipPos) + currTipPos + (force * sqrDt); 100 | 101 | //長さを元に戻す 102 | currTipPos = ((currTipPos - trs.position).normalized * springLength) + trs.position; 103 | 104 | //衝突判定 105 | for (int i = 0; i < colliders.Length; i++) { 106 | if (Vector3.Distance (currTipPos, colliders [i].transform.position) <= (radius + colliders [i].radius)) { 107 | Vector3 normal = (currTipPos - colliders [i].transform.position).normalized; 108 | currTipPos = colliders [i].transform.position + (normal * (radius + colliders [i].radius)); 109 | currTipPos = ((currTipPos - trs.position).normalized * springLength) + trs.position; 110 | } 111 | 112 | 113 | } 114 | 115 | prevTipPos = temp; 116 | 117 | //回転を適用; 118 | Vector3 aimVector = trs.TransformDirection (boneAxis); 119 | Quaternion aimRotation = Quaternion.FromToRotation (aimVector, currTipPos - trs.position); 120 | //original 121 | //trs.rotation = aimRotation * trs.rotation; 122 | //Kobayahsi:Lerp with mixWeight 123 | Quaternion secondaryRotation = aimRotation * trs.rotation; 124 | trs.rotation = Quaternion.Lerp (org.rotation, secondaryRotation, managerRef.dynamicRatio); 125 | } 126 | 127 | private void OnDrawGizmos () 128 | { 129 | if (debug) { 130 | Gizmos.color = Color.yellow; 131 | Gizmos.DrawWireSphere (currTipPos, radius); 132 | } 133 | } 134 | } 135 | } 136 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringBone.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 37b7c58dc2d739b4c90fe59f6875debf 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringCollider.cs: -------------------------------------------------------------------------------- 1 | // 2 | //SpringCollider for unity-chan! 3 | // 4 | //Original Script is here: 5 | //ricopin / SpringCollider.cs 6 | //Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ 7 | //https://twitter.com/ricopin416 8 | // 9 | using UnityEngine; 10 | using System.Collections; 11 | 12 | namespace UnityChan 13 | { 14 | public class SpringCollider : MonoBehaviour 15 | { 16 | //半径 17 | public float radius = 0.5f; 18 | 19 | private void OnDrawGizmosSelected () 20 | { 21 | Gizmos.color = Color.green; 22 | Gizmos.DrawWireSphere (transform.position, radius); 23 | } 24 | } 25 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringCollider.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fcb73b690c023734fb267911061a15c6 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringManager.cs: -------------------------------------------------------------------------------- 1 | // 2 | //SpingManager.cs for unity-chan! 3 | // 4 | //Original Script is here: 5 | //ricopin / SpingManager.cs 6 | //Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ 7 | //https://twitter.com/ricopin416 8 | // 9 | //Revised by N.Kobayashi 2014/06/24 10 | // Y.Ebata 11 | // 12 | using UnityEngine; 13 | using System.Collections; 14 | 15 | namespace UnityChan 16 | { 17 | public class SpringManager : MonoBehaviour 18 | { 19 | //Kobayashi 20 | // DynamicRatio is paramater for activated level of dynamic animation 21 | public float dynamicRatio = 1.0f; 22 | 23 | //Ebata 24 | public float stiffnessForce; 25 | public AnimationCurve stiffnessCurve; 26 | public float dragForce; 27 | public AnimationCurve dragCurve; 28 | public SpringBone[] springBones; 29 | 30 | void Start () 31 | { 32 | UpdateParameters (); 33 | } 34 | 35 | #if UNITY_EDITOR 36 | void Update () 37 | { 38 | 39 | //Kobayashi 40 | if(dynamicRatio >= 1.0f) 41 | dynamicRatio = 1.0f; 42 | else if(dynamicRatio <= 0.0f) 43 | dynamicRatio = 0.0f; 44 | //Ebata 45 | UpdateParameters(); 46 | 47 | } 48 | #endif 49 | private void LateUpdate () 50 | { 51 | //Kobayashi 52 | if (dynamicRatio != 0.0f) { 53 | for (int i = 0; i < springBones.Length; i++) { 54 | if (dynamicRatio > springBones [i].threshold) { 55 | springBones [i].UpdateSpring (); 56 | } 57 | } 58 | } 59 | } 60 | 61 | private void UpdateParameters () 62 | { 63 | UpdateParameter ("stiffnessForce", stiffnessForce, stiffnessCurve); 64 | UpdateParameter ("dragForce", dragForce, dragCurve); 65 | } 66 | 67 | private void UpdateParameter (string fieldName, float baseValue, AnimationCurve curve) 68 | { 69 | #if UNITY_EDITOR 70 | var start = curve.keys [0].time; 71 | var end = curve.keys [curve.length - 1].time; 72 | //var step = (end - start) / (springBones.Length - 1); 73 | 74 | var prop = springBones [0].GetType ().GetField (fieldName, System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public); 75 | 76 | for (int i = 0; i < springBones.Length; i++) { 77 | //Kobayashi 78 | if (!springBones [i].isUseEachBoneForceSettings) { 79 | var scale = curve.Evaluate (start + (end - start) * i / (springBones.Length - 1)); 80 | prop.SetValue (springBones [i], baseValue * scale); 81 | } 82 | } 83 | #endif 84 | } 85 | } 86 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6514ba86f976d724ab63844a6015b2aa 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/ThirdPersonCamera.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Unityちゃん用の三人称カメラ 3 | // 4 | // 2013/06/07 N.Kobyasahi 5 | // 6 | using UnityEngine; 7 | using System.Collections; 8 | 9 | namespace UnityChan 10 | { 11 | public class ThirdPersonCamera : MonoBehaviour 12 | { 13 | public float smooth = 3f; // カメラモーションのスムーズ化用変数 14 | Transform standardPos; // the usual position for the camera, specified by a transform in the game 15 | Transform frontPos; // Front Camera locater 16 | Transform jumpPos; // Jump Camera locater 17 | 18 | // スムーズに繋がない時(クイック切り替え)用のブーリアンフラグ 19 | bool bQuickSwitch = false; //Change Camera Position Quickly 20 | 21 | 22 | void Start () 23 | { 24 | // 各参照の初期化 25 | standardPos = GameObject.Find ("CamPos").transform; 26 | 27 | if (GameObject.Find ("FrontPos")) 28 | frontPos = GameObject.Find ("FrontPos").transform; 29 | 30 | if (GameObject.Find ("JumpPos")) 31 | jumpPos = GameObject.Find ("JumpPos").transform; 32 | 33 | //カメラをスタートする 34 | transform.position = standardPos.position; 35 | transform.forward = standardPos.forward; 36 | } 37 | 38 | void FixedUpdate () // このカメラ切り替えはFixedUpdate()内でないと正常に動かない 39 | { 40 | 41 | if (Input.GetButton ("Fire1")) { // left Ctlr 42 | // Change Front Camera 43 | setCameraPositionFrontView (); 44 | } else if (Input.GetButton ("Fire2")) { //Alt 45 | // Change Jump Camera 46 | setCameraPositionJumpView (); 47 | } else { 48 | // return the camera to standard position and direction 49 | setCameraPositionNormalView (); 50 | } 51 | } 52 | 53 | void setCameraPositionNormalView () 54 | { 55 | if (bQuickSwitch == false) { 56 | // the camera to standard position and direction 57 | transform.position = Vector3.Lerp (transform.position, standardPos.position, Time.fixedDeltaTime * smooth); 58 | transform.forward = Vector3.Lerp (transform.forward, standardPos.forward, Time.fixedDeltaTime * smooth); 59 | } else { 60 | // the camera to standard position and direction / Quick Change 61 | transform.position = standardPos.position; 62 | transform.forward = standardPos.forward; 63 | bQuickSwitch = false; 64 | } 65 | } 66 | 67 | void setCameraPositionFrontView () 68 | { 69 | // Change Front Camera 70 | bQuickSwitch = true; 71 | transform.position = frontPos.position; 72 | transform.forward = frontPos.forward; 73 | } 74 | 75 | void setCameraPositionJumpView () 76 | { 77 | // Change Jump Camera 78 | bQuickSwitch = false; 79 | transform.position = Vector3.Lerp (transform.position, jumpPos.position, Time.fixedDeltaTime * smooth); 80 | transform.forward = Vector3.Lerp (transform.forward, jumpPos.forward, Time.fixedDeltaTime * smooth); 81 | } 82 | } 83 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/ThirdPersonCamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bd9604897707c4879978b864a8be4d39 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Mecanimのアニメーションデータが、原点で移動しない場合の Rigidbody付きコントローラ 3 | // サンプル 4 | // 2014/03/13 N.Kobyasahi 5 | // 2015/03/11 Revised for Unity5 (only) 6 | // 7 | using UnityEngine; 8 | using System.Collections; 9 | 10 | namespace UnityChan 11 | { 12 | // 必要なコンポーネントの列記 13 | [RequireComponent(typeof(Animator))] 14 | [RequireComponent(typeof(CapsuleCollider))] 15 | [RequireComponent(typeof(Rigidbody))] 16 | 17 | public class UnityChanControlScriptWithRgidBody : MonoBehaviour 18 | { 19 | 20 | public float animSpeed = 1.5f; // アニメーション再生速度設定 21 | public float lookSmoother = 3.0f; // a smoothing setting for camera motion 22 | public bool useCurves = true; // Mecanimでカーブ調整を使うか設定する 23 | // このスイッチが入っていないとカーブは使われない 24 | public float useCurvesHeight = 0.5f; // カーブ補正の有効高さ(地面をすり抜けやすい時には大きくする) 25 | 26 | // 以下キャラクターコントローラ用パラメタ 27 | // 前進速度 28 | public float forwardSpeed = 7.0f; 29 | // 後退速度 30 | public float backwardSpeed = 2.0f; 31 | // 旋回速度 32 | public float rotateSpeed = 2.0f; 33 | // ジャンプ威力 34 | public float jumpPower = 3.0f; 35 | // キャラクターコントローラ(カプセルコライダ)の参照 36 | private CapsuleCollider col; 37 | private Rigidbody rb; 38 | // キャラクターコントローラ(カプセルコライダ)の移動量 39 | private Vector3 velocity; 40 | // CapsuleColliderで設定されているコライダのHeiht、Centerの初期値を収める変数 41 | private float orgColHight; 42 | private Vector3 orgVectColCenter; 43 | private Animator anim; // キャラにアタッチされるアニメーターへの参照 44 | private AnimatorStateInfo currentBaseState; // base layerで使われる、アニメーターの現在の状態の参照 45 | 46 | private GameObject cameraObject; // メインカメラへの参照 47 | 48 | // アニメーター各ステートへの参照 49 | static int idleState = Animator.StringToHash ("Base Layer.Idle"); 50 | static int locoState = Animator.StringToHash ("Base Layer.Locomotion"); 51 | static int jumpState = Animator.StringToHash ("Base Layer.Jump"); 52 | static int restState = Animator.StringToHash ("Base Layer.Rest"); 53 | 54 | // 初期化 55 | void Start () 56 | { 57 | // Animatorコンポーネントを取得する 58 | anim = GetComponent (); 59 | // CapsuleColliderコンポーネントを取得する(カプセル型コリジョン) 60 | col = GetComponent (); 61 | rb = GetComponent (); 62 | //メインカメラを取得する 63 | cameraObject = GameObject.FindWithTag ("MainCamera"); 64 | // CapsuleColliderコンポーネントのHeight、Centerの初期値を保存する 65 | orgColHight = col.height; 66 | orgVectColCenter = col.center; 67 | } 68 | 69 | 70 | // 以下、メイン処理.リジッドボディと絡めるので、FixedUpdate内で処理を行う. 71 | void FixedUpdate () 72 | { 73 | float h = Input.GetAxis ("Horizontal"); // 入力デバイスの水平軸をhで定義 74 | float v = Input.GetAxis ("Vertical"); // 入力デバイスの垂直軸をvで定義 75 | anim.SetFloat ("Speed", v); // Animator側で設定している"Speed"パラメタにvを渡す 76 | anim.SetFloat ("Direction", h); // Animator側で設定している"Direction"パラメタにhを渡す 77 | anim.speed = animSpeed; // Animatorのモーション再生速度に animSpeedを設定する 78 | currentBaseState = anim.GetCurrentAnimatorStateInfo (0); // 参照用のステート変数にBase Layer (0)の現在のステートを設定する 79 | rb.useGravity = true;//ジャンプ中に重力を切るので、それ以外は重力の影響を受けるようにする 80 | 81 | 82 | 83 | // 以下、キャラクターの移動処理 84 | velocity = new Vector3 (0, 0, v); // 上下のキー入力からZ軸方向の移動量を取得 85 | // キャラクターのローカル空間での方向に変換 86 | velocity = transform.TransformDirection (velocity); 87 | //以下のvの閾値は、Mecanim側のトランジションと一緒に調整する 88 | if (v > 0.1) { 89 | velocity *= forwardSpeed; // 移動速度を掛ける 90 | } else if (v < -0.1) { 91 | velocity *= backwardSpeed; // 移動速度を掛ける 92 | } 93 | 94 | if (Input.GetButtonDown ("Jump")) { // スペースキーを入力したら 95 | 96 | //アニメーションのステートがLocomotionの最中のみジャンプできる 97 | if (currentBaseState.fullPathHash == locoState) { 98 | //ステート遷移中でなかったらジャンプできる 99 | if (!anim.IsInTransition (0)) { 100 | rb.AddForce (Vector3.up * jumpPower, ForceMode.VelocityChange); 101 | anim.SetBool ("Jump", true); // Animatorにジャンプに切り替えるフラグを送る 102 | } 103 | } 104 | } 105 | 106 | 107 | // 上下のキー入力でキャラクターを移動させる 108 | transform.localPosition += velocity * Time.fixedDeltaTime; 109 | 110 | // 左右のキー入力でキャラクタをY軸で旋回させる 111 | transform.Rotate (0, h * rotateSpeed, 0); 112 | 113 | 114 | // 以下、Animatorの各ステート中での処理 115 | // Locomotion中 116 | // 現在のベースレイヤーがlocoStateの時 117 | if (currentBaseState.fullPathHash == locoState) { 118 | //カーブでコライダ調整をしている時は、念のためにリセットする 119 | if (useCurves) { 120 | resetCollider (); 121 | } 122 | } 123 | // JUMP中の処理 124 | // 現在のベースレイヤーがjumpStateの時 125 | else if (currentBaseState.fullPathHash == jumpState) { 126 | cameraObject.SendMessage ("setCameraPositionJumpView"); // ジャンプ中のカメラに変更 127 | // ステートがトランジション中でない場合 128 | if (!anim.IsInTransition (0)) { 129 | 130 | // 以下、カーブ調整をする場合の処理 131 | if (useCurves) { 132 | // 以下JUMP00アニメーションについているカーブJumpHeightとGravityControl 133 | // JumpHeight:JUMP00でのジャンプの高さ(0〜1) 134 | // GravityControl:1⇒ジャンプ中(重力無効)、0⇒重力有効 135 | float jumpHeight = anim.GetFloat ("JumpHeight"); 136 | float gravityControl = anim.GetFloat ("GravityControl"); 137 | if (gravityControl > 0) 138 | rb.useGravity = false; //ジャンプ中の重力の影響を切る 139 | 140 | // レイキャストをキャラクターのセンターから落とす 141 | Ray ray = new Ray (transform.position + Vector3.up, -Vector3.up); 142 | RaycastHit hitInfo = new RaycastHit (); 143 | // 高さが useCurvesHeight 以上ある時のみ、コライダーの高さと中心をJUMP00アニメーションについているカーブで調整する 144 | if (Physics.Raycast (ray, out hitInfo)) { 145 | if (hitInfo.distance > useCurvesHeight) { 146 | col.height = orgColHight - jumpHeight; // 調整されたコライダーの高さ 147 | float adjCenterY = orgVectColCenter.y + jumpHeight; 148 | col.center = new Vector3 (0, adjCenterY, 0); // 調整されたコライダーのセンター 149 | } else { 150 | // 閾値よりも低い時には初期値に戻す(念のため) 151 | resetCollider (); 152 | } 153 | } 154 | } 155 | // Jump bool値をリセットする(ループしないようにする) 156 | anim.SetBool ("Jump", false); 157 | } 158 | } 159 | // IDLE中の処理 160 | // 現在のベースレイヤーがidleStateの時 161 | else if (currentBaseState.fullPathHash == idleState) { 162 | //カーブでコライダ調整をしている時は、念のためにリセットする 163 | if (useCurves) { 164 | resetCollider (); 165 | } 166 | // スペースキーを入力したらRest状態になる 167 | if (Input.GetButtonDown ("Jump")) { 168 | anim.SetBool ("Rest", true); 169 | } 170 | } 171 | // REST中の処理 172 | // 現在のベースレイヤーがrestStateの時 173 | else if (currentBaseState.fullPathHash == restState) { 174 | //cameraObject.SendMessage("setCameraPositionFrontView"); // カメラを正面に切り替える 175 | // ステートが遷移中でない場合、Rest bool値をリセットする(ループしないようにする) 176 | if (!anim.IsInTransition (0)) { 177 | anim.SetBool ("Rest", false); 178 | } 179 | } 180 | } 181 | 182 | void OnGUI () 183 | { 184 | GUI.Box (new Rect (Screen.width - 260, 10, 250, 150), "Interaction"); 185 | GUI.Label (new Rect (Screen.width - 245, 30, 250, 30), "Up/Down Arrow : Go Forwald/Go Back"); 186 | GUI.Label (new Rect (Screen.width - 245, 50, 250, 30), "Left/Right Arrow : Turn Left/Turn Right"); 187 | GUI.Label (new Rect (Screen.width - 245, 70, 250, 30), "Hit Space key while Running : Jump"); 188 | GUI.Label (new Rect (Screen.width - 245, 90, 250, 30), "Hit Spase key while Stopping : Rest"); 189 | GUI.Label (new Rect (Screen.width - 245, 110, 250, 30), "Left Control : Front Camera"); 190 | GUI.Label (new Rect (Screen.width - 245, 130, 250, 30), "Alt : LookAt Camera"); 191 | } 192 | 193 | 194 | // キャラクターのコライダーサイズのリセット関数 195 | void resetCollider () 196 | { 197 | // コンポーネントのHeight、Centerの初期値を戻す 198 | col.height = orgColHight; 199 | col.center = orgVectColCenter; 200 | } 201 | } 202 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9001bcbd91e76437cb0f52f12764f2f0 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 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-------------------------------------------------------------------------------- 1 | # ImageEffectLab 2 | This is my unity shader experimental project 3 | 4 | ## CRT 5 | ![CRT](https://raw.githubusercontent.com/wiki/cyario/ImageEffectLab/images/CRT.gif) 6 | 7 | ## Devision 8 | ![Devision](https://raw.githubusercontent.com/wiki/cyario/ImageEffectLab/images/Devision.gif) 9 | 10 | ## Distortion 11 | ![Distortion](https://raw.githubusercontent.com/wiki/cyario/ImageEffectLab/images/Distortion.gif) 12 | 13 | ## Drunk 14 | ![Drunk](https://raw.githubusercontent.com/wiki/cyario/ImageEffectLab/images/Drunk.gif) 15 | 16 | ## GameBoy 17 | ![GameBoy](https://raw.githubusercontent.com/wiki/cyario/ImageEffectLab/images/GameBoy.gif) 18 | 19 | ## NegaPosi 20 | ![NegaPosi](https://raw.githubusercontent.com/wiki/cyario/ImageEffectLab/images/NegaPosi.gif) 21 | 22 | ## SandStorm 23 | ![SandStorm](https://raw.githubusercontent.com/wiki/cyario/ImageEffectLab/images/SandStorm.gif) 24 | 25 | ## Monochrome 26 | ![SandStorm](https://raw.githubusercontent.com/wiki/cyario/ImageEffectLab/images/Monochrome.gif) 27 | 28 | ## Sepia 29 | ![SandStorm](https://raw.githubusercontent.com/wiki/cyario/ImageEffectLab/images/Sepia.gif) 30 | --------------------------------------------------------------------------------