├── Assets ├── BoneTool │ ├── Readme.txt │ ├── Script │ │ ├── Runtime │ │ │ ├── VertexSelector.cs │ │ │ ├── BoneDrawer.cs.meta │ │ │ ├── VertexSelector.cs.meta │ │ │ └── BoneVisualiser.cs.meta │ │ ├── Utils.meta │ │ ├── BoneWeightColor.compute.meta │ │ ├── Editor.meta │ │ ├── Runtime.meta │ │ ├── BoneDrawer.shader.meta │ │ ├── VertexColor.shader.meta │ │ ├── VertexSelector.shader.meta │ │ ├── Utils │ │ │ ├── RayExt.cs.meta │ │ │ ├── SkinExt.cs.meta │ │ │ ├── ComponentExt.cs.meta │ │ │ ├── ComponentExt.cs │ │ │ ├── SkinExt.cs │ │ │ └── RayExt.cs │ │ ├── Editor │ │ │ ├── VertexSelectorEditor.cs.meta │ │ │ ├── BoneVisualiserEditor.cs.meta │ │ │ ├── ShadeMode.cs.meta │ │ │ └── BoneVisualiserEditor.cs │ │ ├── VertexSelector.shader │ │ ├── BoneWeightColor.compute │ │ ├── VertexColor.shader │ │ └── BoneDrawer.shader │ ├── Readme.txt.meta │ └── Script.meta ├── UnityChan │ ├── Models │ │ ├── unitychan.fbx │ │ ├── BoxUnityChan.fbx │ │ ├── UnityChanShader │ │ │ ├── Texture │ │ │ │ ├── ENV2.tga │ │ │ │ ├── guide.tga │ │ │ │ ├── FO_CLOTH1.tga │ │ │ │ ├── FO_RIM1.tga │ │ │ │ ├── FO_SKIN1.tga │ │ │ │ ├── body_01.tga │ │ │ │ ├── cheek_00.tga │ │ │ │ ├── face_00.tga │ │ │ │ ├── hair_01.tga │ │ │ │ ├── skin_01.tga │ │ │ │ ├── body_01_NRM.tga │ │ │ │ ├── eyeline_00.tga │ │ │ │ ├── hair_01_NRM.tga │ │ │ │ ├── DEFAULT_NORMAL.tga │ │ │ │ ├── body_01_SPEC.tga │ │ │ │ ├── eye_iris_L_00.tga │ │ │ │ ├── eye_iris_R_00.tga │ │ │ │ ├── hair_01_SPEC.tga │ │ │ │ ├── ENV2.tga.meta │ │ │ │ ├── FO_CLOTH1.tga.meta │ │ │ │ ├── FO_RIM1.tga.meta │ │ │ │ ├── FO_SKIN1.tga.meta │ │ │ │ ├── body_01.tga.meta │ │ │ │ ├── face_00.tga.meta │ │ │ │ ├── guide.tga.meta │ │ │ │ ├── hair_01.tga.meta │ │ │ │ ├── skin_01.tga.meta │ │ │ │ ├── body_01_NRM.tga.meta │ │ │ │ ├── body_01_SPEC.tga.meta │ │ │ │ ├── cheek_00.tga.meta │ │ │ │ ├── eyeline_00.tga.meta │ │ │ │ ├── hair_01_NRM.tga.meta │ │ │ │ ├── hair_01_SPEC.tga.meta │ │ │ │ ├── DEFAULT_NORMAL.tga.meta │ │ │ │ ├── eye_iris_L_00.tga.meta │ │ │ │ └── eye_iris_R_00.tga.meta │ │ │ ├── Shader │ │ │ │ ├── CharaMain.cg.meta │ │ │ │ ├── CharaOutline.cg.meta │ │ │ │ ├── CharaSkin.cg.meta │ │ │ │ ├── Unitychan_chara_eye.shader.meta │ │ │ │ ├── Unitychan_chara_fuku.shader.meta │ │ │ │ ├── Unitychan_chara_fuku_ds.shader.meta │ │ │ │ ├── Unitychan_chara_hada.shader.meta │ │ │ │ ├── Unitychan_chara_hair.shader.meta │ │ │ │ ├── Unitychan_chara_hair_ds.shader.meta │ │ │ │ ├── Unitychan_chara_eye_blend.shader.meta │ │ │ │ ├── Unitychan_chara_hada_blend.shader.meta │ │ │ │ ├── Unitychan_chara_akarami_blend.shader.meta │ │ │ │ ├── Unitychan_chara_eyelash_blend.shader.meta │ │ │ │ ├── Unitychan_chara_eye.shader │ │ │ │ ├── Unitychan_chara_hada_blend.shader │ │ │ │ ├── Unitychan_chara_eyelash_blend.shader │ │ │ │ ├── Unitychan_chara_eye_blend.shader │ │ │ │ ├── Unitychan_chara_akarami_blend.shader │ │ │ │ ├── Unitychan_chara_hada.shader │ │ │ │ ├── Unitychan_chara_hair.shader │ │ │ │ ├── Unitychan_chara_fuku.shader │ │ │ │ ├── Unitychan_chara_hair_ds.shader │ │ │ │ ├── Unitychan_chara_fuku_ds.shader │ │ │ │ ├── CharaOutline.cg │ │ │ │ └── CharaSkin.cg │ │ │ ├── Materials.meta │ │ │ ├── Shader.meta │ │ │ ├── Texture.meta │ │ │ └── Materials │ │ │ │ ├── body.mat.meta │ │ │ │ ├── eye_L1.mat.meta │ │ │ │ ├── eye_R1.mat.meta │ │ │ │ ├── eyebase.mat.meta │ │ │ │ ├── eyeline.mat.meta │ │ │ │ ├── face.mat.meta │ │ │ │ ├── hair.mat.meta │ │ │ │ ├── skin1.mat.meta │ │ │ │ ├── mat_cheek.mat.meta │ │ │ │ ├── eye_L1.mat │ │ │ │ ├── eye_R1.mat │ │ │ │ ├── eyebase.mat │ │ │ │ ├── eyeline.mat │ │ │ │ ├── face.mat │ │ │ │ ├── skin1.mat │ │ │ │ ├── mat_cheek.mat │ │ │ │ ├── body.mat │ │ │ │ └── hair.mat │ │ ├── Materials.meta │ │ ├── UnityChanShader.meta │ │ └── Materials │ │ │ ├── Left.mat.meta │ │ │ ├── Right.mat.meta │ │ │ ├── body.mat.meta │ │ │ ├── eye_L1.mat.meta │ │ │ ├── eye_R1.mat.meta │ │ │ ├── eyebase.mat.meta │ │ │ ├── eyeline.mat.meta │ │ │ ├── face.mat.meta │ │ │ ├── hair.mat.meta │ │ │ ├── skin1.mat.meta │ │ │ ├── mat_cheek.mat.meta │ │ │ ├── Left.mat │ │ │ ├── Right.mat │ │ │ ├── eye_L1.mat │ │ │ ├── eye_R1.mat │ │ │ ├── eyebase.mat │ │ │ ├── eyeline.mat │ │ │ ├── face.mat │ │ │ ├── skin1.mat │ │ │ ├── mat_cheek.mat │ │ │ ├── body.mat │ │ │ └── hair.mat │ ├── ReadMe │ │ ├── ReadMe_en.pdf │ │ ├── ReadMe_jp.pdf │ │ ├── ReadMe_en.pdf.meta │ │ └── ReadMe_jp.pdf.meta │ ├── Animations │ │ ├── unitychan_JUMP00.fbx │ │ ├── unitychan_JUMP01.fbx │ │ ├── unitychan_LOSE00.fbx │ │ ├── unitychan_WAIT00.fbx │ │ ├── unitychan_WAIT01.fbx │ │ ├── unitychan_WAIT02.fbx │ │ ├── unitychan_WAIT03.fbx │ │ ├── unitychan_WAIT04.fbx │ │ ├── unitychan_WIN00.fbx │ │ ├── unitychan_ARpose1.fbx │ │ ├── unitychan_ARpose2.fbx │ │ ├── unitychan_DAMAGED00.fbx │ │ ├── unitychan_DAMAGED01.fbx │ │ ├── unitychan_JUMP00B.fbx │ │ ├── unitychan_JUMP01B.fbx │ │ ├── unitychan_REFLESH00.fbx │ │ ├── unitychan_RUN00_F.fbx │ │ ├── unitychan_RUN00_L.fbx │ │ ├── unitychan_RUN00_R.fbx │ │ ├── unitychan_SLIDE00.fbx │ │ ├── unitychan_UMATOBI00.fbx │ │ ├── unitychan_WALK00_B.fbx │ │ ├── unitychan_WALK00_F.fbx │ │ ├── unitychan_WALK00_L.fbx │ │ ├── unitychan_WALK00_R.fbx │ │ └── unitychan_HANDUP00_R.fbx │ ├── Stage │ │ ├── Textures │ │ │ ├── unitychan_tile3.png │ │ │ ├── unitychan_tile4.png │ │ │ ├── unitychan_tile5.png │ │ │ ├── unitychan_tile6.png │ │ │ ├── unitychan_tile3.png.meta │ │ │ ├── unitychan_tile4.png.meta │ │ │ ├── unitychan_tile5.png.meta │ │ │ └── unitychan_tile6.png.meta │ │ ├── Shader │ │ │ ├── Textures │ │ │ │ ├── AlphaMask.png │ │ │ │ ├── Unity_Icon.png │ │ │ │ ├── AlphaMask.png.meta │ │ │ │ └── Unity_Icon.png.meta │ │ │ ├── Textures.meta │ │ │ ├── AlphaMask.shader.meta │ │ │ └── AlphaMask.shader │ │ ├── Shader.meta │ │ ├── Materials.meta │ │ ├── Textures.meta │ │ └── Materials │ │ │ ├── unitychan_tile3.mat.meta │ │ │ ├── unitychan_tile4.mat.meta │ │ │ ├── unitychan_tile5.mat.meta │ │ │ ├── unitychan_tile6.mat.meta │ │ │ ├── unitychan_tile3.mat │ │ │ ├── unitychan_tile4.mat │ │ │ ├── unitychan_tile6.mat │ │ │ └── unitychan_tile5.mat │ ├── license.txt.meta │ ├── Scenes │ │ ├── ARPoseTest.unity.meta │ │ ├── ActionCheck.unity.meta │ │ └── Locomotion.unity.meta │ ├── Models.meta │ ├── Prefabs.meta │ ├── ReadMe.meta │ ├── Scenes.meta │ ├── Scripts.meta │ ├── Stage.meta │ ├── Amimators.meta │ ├── Animations.meta │ ├── FaceAnimation.meta │ ├── Prefabs │ │ ├── LookPos.prefab.meta │ │ ├── for Locomotion.meta │ │ ├── unitychan.prefab.meta │ │ ├── BoxUnityChan.prefab.meta │ │ ├── LevelLoader.prefab.meta │ │ ├── for Locomotion │ │ │ ├── CamPos.prefab.meta │ │ │ ├── FrontPos.prefab.meta │ │ │ ├── JumpPos.prefab.meta │ │ │ ├── LookAtPos.prefab.meta │ │ │ ├── unitychan.prefab.meta │ │ │ ├── Main Camera.prefab.meta │ │ │ ├── CamPos.prefab │ │ │ ├── JumpPos.prefab │ │ │ ├── LookAtPos.prefab │ │ │ ├── FrontPos.prefab │ │ │ └── Main Camera.prefab │ │ ├── Directional light for UnityChan.prefab.meta │ │ ├── LookPos.prefab │ │ ├── LevelLoader.prefab │ │ └── Directional light for UnityChan.prefab │ ├── FaceAnimation │ │ ├── ASHAMED.anim.meta │ │ ├── SURPRISE.anim.meta │ │ ├── conf@unitychan.anim.meta │ │ ├── sap@unitychan.anim.meta │ │ ├── angry1@unitychan.anim.meta │ │ ├── angry2@unitychan.anim.meta │ │ ├── default@unitychan.anim.meta │ │ ├── disstract1@unitychan.anim.meta │ │ ├── disstract2@unitychan.anim.meta │ │ ├── eye_close@unitychan.anim.meta │ │ ├── smile1@unitychan.anim.meta │ │ ├── smile2@unitychan.anim.meta │ │ ├── face only mask.mask.meta │ │ └── eye_close@unitychan.anim │ ├── Amimators │ │ ├── UnityChanARPose.controller.meta │ │ ├── UnityChanActionCheck.controller.meta │ │ └── UnityChanLocomotions.controller.meta │ └── Scripts │ │ ├── FaceUpdate.cs.meta │ │ ├── IdleChanger.cs.meta │ │ ├── SceneLoader.cs.meta │ │ ├── CameraController.cs.meta │ │ ├── ThirdPersonCamera.cs.meta │ │ ├── UnityChanControlScriptWithRgidBody.cs.meta │ │ ├── FaceUpdate.cs │ │ ├── SceneLoader.cs │ │ ├── ThirdPersonCamera.cs │ │ ├── IdleChanger.cs │ │ └── CameraController.cs ├── Demo.unity.meta ├── BoneTool.meta └── UnityChan.meta ├── Screenshots ├── BoneMode0.png ├── MoveTool.png ├── VisualBones0.png ├── VisualBones1.png └── VertexSelector.png ├── .gitignore ├── README.md └── LICENSE /Assets/BoneTool/Readme.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ecidevilin/UnityBoneTools/HEAD/Assets/BoneTool/Readme.txt -------------------------------------------------------------------------------- /Screenshots/BoneMode0.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ecidevilin/UnityBoneTools/HEAD/Screenshots/BoneMode0.png -------------------------------------------------------------------------------- /Screenshots/MoveTool.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ecidevilin/UnityBoneTools/HEAD/Screenshots/MoveTool.png 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-------------------------------------------------------------------------------- /Assets/UnityChan/Amimators/UnityChanActionCheck.controller.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 212b3a957fa7bee41a0bf8c3b14ce293 3 | timeCreated: 18446744011573954816 4 | NativeFormatImporter: 5 | externalObjects: {} 6 | mainObjectFileID: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Amimators/UnityChanLocomotions.controller.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8d5a0e0d58f4e4176a844a1a03976c19 3 | timeCreated: 18446744011573954816 4 | NativeFormatImporter: 5 | externalObjects: {} 6 | mainObjectFileID: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Materials/body.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3b399c72488294c53b66f39632a8fe8b 3 | timeCreated: 18446744011573954816 4 | NativeFormatImporter: 5 | externalObjects: {} 6 | mainObjectFileID: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Materials/eye_L1.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a0186681a218f4550a84e6f0488e8b61 3 | timeCreated: 18446744011573954816 4 | NativeFormatImporter: 5 | externalObjects: {} 6 | mainObjectFileID: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Materials/eye_R1.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f37e71293707f43b9b83c1925ad01bd7 3 | timeCreated: 18446744011573954816 4 | NativeFormatImporter: 5 | externalObjects: {} 6 | mainObjectFileID: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Materials/eyebase.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c7d8484a18b294b4ea192d6a82f2e0d5 3 | timeCreated: 18446744011573954816 4 | NativeFormatImporter: 5 | externalObjects: {} 6 | mainObjectFileID: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Materials/eyeline.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7bac98231102243919a4534a06cc74ba 3 | timeCreated: 18446744011573954816 4 | NativeFormatImporter: 5 | externalObjects: {} 6 | mainObjectFileID: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Materials/face.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cb35fb92776d24a65827b1d3ab18fe60 3 | timeCreated: 18446744011573954816 4 | NativeFormatImporter: 5 | externalObjects: {} 6 | mainObjectFileID: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Materials/hair.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0686b679809f14929a8d7f427cbb4da3 3 | timeCreated: 18446744011573954816 4 | NativeFormatImporter: 5 | externalObjects: {} 6 | mainObjectFileID: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Materials/skin1.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4b91d906c72fd4447bfabbdd767e31ad 3 | timeCreated: 18446744011573954816 4 | NativeFormatImporter: 5 | externalObjects: {} 6 | mainObjectFileID: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Prefabs/for Locomotion/Main Camera.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 79674db77adfc4d6f9f17fb043493b1e 3 | timeCreated: 18446744011573954816 4 | NativeFormatImporter: 5 | externalObjects: {} 6 | mainObjectFileID: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Materials/mat_cheek.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4efe8cdcc7b554591bde513d7bde06d0 3 | timeCreated: 18446744011573954816 4 | NativeFormatImporter: 5 | externalObjects: {} 6 | mainObjectFileID: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Prefabs/Directional light for UnityChan.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b76c71a1e3f6c4fdab657f4fbf5466de 3 | timeCreated: 18446744011573954816 4 | NativeFormatImporter: 5 | externalObjects: {} 6 | mainObjectFileID: 0 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: abaf2020b803b6847b5c081ed22c05c5 3 | timeCreated: 18446744011573954816 4 | ShaderImporter: 5 | externalObjects: {} 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_fuku.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 00262b50562beb14cbab9b52bced4f9f 3 | timeCreated: 18446744011573954816 4 | ShaderImporter: 5 | externalObjects: {} 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_fuku_ds.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96d05de60c5f7474491f9f94568cf623 3 | timeCreated: 18446744011573954816 4 | ShaderImporter: 5 | externalObjects: {} 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hada.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b35a2abbdd5b15d4ca40103088758eac 3 | timeCreated: 18446744011573954816 4 | ShaderImporter: 5 | externalObjects: {} 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hair.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe3954a9664afb042a2af588b53680b0 3 | timeCreated: 18446744011573954816 4 | ShaderImporter: 5 | externalObjects: {} 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hair_ds.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 235ca6f7bbc0ead4990f386a7ec24292 3 | timeCreated: 18446744011573954816 4 | ShaderImporter: 5 | externalObjects: {} 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/BoneTool/Script/Utils/RayExt.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d3415606a2cda746ba4195961322706 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/BoneTool/Script/Utils/SkinExt.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6c3ef3244b7372346b5bd91462866bab 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye_blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bf944057124b80b4e84496139e3b072c 3 | timeCreated: 18446744011573954816 4 | ShaderImporter: 5 | externalObjects: {} 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hada_blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7a95784c68f03494d8c7911e15fab82a 3 | timeCreated: 18446744011573954816 4 | ShaderImporter: 5 | externalObjects: {} 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/BoneTool/Script/Runtime/BoneDrawer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fb2540c8d0f983b459b0bd19157d306a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/BoneTool/Script/Utils/ComponentExt.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a8c64c63d46519a4eb0916fbb5b75cf6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/UnityChan/FaceAnimation/face only mask.mask.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c6893d99d338240cd834967aa6448379 3 | labels: 4 | - UnityChan 5 | timeCreated: 18446744011573954816 6 | NativeFormatImporter: 7 | externalObjects: {} 8 | mainObjectFileID: 0 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_akarami_blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0298b868476735f41857e9ba8f0d4cd1 3 | timeCreated: 18446744011573954816 4 | ShaderImporter: 5 | externalObjects: {} 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eyelash_blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9627902a73805264c818754ecb22c8f9 3 | timeCreated: 18446744011573954816 4 | ShaderImporter: 5 | externalObjects: {} 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/BoneTool/Script/Runtime/VertexSelector.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d88cc286c60d54b49ac879a8f4376d60 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/BoneTool/Script/Editor/VertexSelectorEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c4d9865de2bf25749bb0af234bf6bf8e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/BoneTool/Script/Runtime/BoneVisualiser.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 423abcfd7c9fefb45a750dba791d5fc5 3 | timeCreated: 1503832560 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/BoneTool/Script/Editor/BoneVisualiserEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b965da703c340c8449e318b83793c948 3 | timeCreated: 1503832605 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/FaceUpdate.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5e658bfc1e524494b9e54a1c92d8c1e0 3 | timeCreated: 18446744011573954816 4 | MonoImporter: 5 | externalObjects: {} 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/IdleChanger.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 058a2736f2afd564eae55007a87eed87 3 | timeCreated: 18446744011573954816 4 | MonoImporter: 5 | externalObjects: {} 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SceneLoader.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b0a0d09faed2b47f19e4898e5d0983e6 3 | timeCreated: 18446744011573954816 4 | MonoImporter: 5 | externalObjects: {} 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/CameraController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bd026706e81db0440add962177d87b23 3 | timeCreated: 18446744011573954816 4 | MonoImporter: 5 | externalObjects: {} 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/ThirdPersonCamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bd9604897707c4879978b864a8be4d39 3 | timeCreated: 18446744011573954816 4 | MonoImporter: 5 | externalObjects: {} 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/BoneTool/Script/Editor/ShadeMode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 707296be9b531794cbc8f903c39196d1 3 | timeCreated: 1529563124 4 | licenseType: Pro 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9001bcbd91e76437cb0f52f12764f2f0 3 | timeCreated: 18446744011573954816 4 | MonoImporter: 5 | externalObjects: {} 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/UnityChan/Stage/Shader/AlphaMask.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9da2031a78926d0489f6bdcbf31ffa53 3 | timeCreated: 18446744011573954816 4 | ShaderImporter: 5 | externalObjects: {} 6 | defaultTextures: 7 | - _MainTex: {instanceID: 0} 8 | - _AlphaMask: {fileID: 2800000, guid: b6944b8ec29ad124c9ebbe7b111fdfd5, type: 3} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/BoneTool/Script/Utils/ComponentExt.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Chaos 4 | { 5 | public static class ComponentExt 6 | { 7 | public static T GetOrAddComponent(this Component self) where T : Component 8 | { 9 | T com = self.GetComponent(); 10 | if (null == com) 11 | { 12 | com = self.gameObject.AddComponent(); 13 | } 14 | return com; 15 | } 16 | 17 | public static void DestroyComponentImmediate(this Component self) where T : Component 18 | { 19 | T com = self.GetComponent(); 20 | if (null != com) 21 | { 22 | Object.DestroyImmediate(com); 23 | } 24 | } 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/FaceUpdate.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class FaceUpdate : MonoBehaviour 5 | { 6 | public AnimationClip[] animations; 7 | 8 | Animator anim; 9 | 10 | public float delayWeight; 11 | 12 | void Start () 13 | { 14 | anim = GetComponent (); 15 | } 16 | 17 | void OnGUI () 18 | { 19 | foreach (var animation in animations) { 20 | if (GUILayout.Button (animation.name)) { 21 | anim.CrossFade (animation.name, 0); 22 | } 23 | } 24 | } 25 | 26 | float current = 0; 27 | 28 | 29 | void Update () 30 | { 31 | 32 | if (Input.GetMouseButton (0)) { 33 | current = 1; 34 | } else { 35 | current = Mathf.Lerp (current, 0, delayWeight); 36 | } 37 | anim.SetLayerWeight (1, current); 38 | } 39 | } 40 | -------------------------------------------------------------------------------- /Assets/UnityChan/Stage/Shader/AlphaMask.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/AlphaMask" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "white" {} 4 | _AlphaMask ("Mask (A)", 2D) = "white" {} 5 | } 6 | SubShader { 7 | Tags { "RenderType"="Transparent" } 8 | LOD 200 9 | AlphaTest Greater 0 10 | Blend SrcAlpha OneMinusSrcAlpha 11 | 12 | CGPROGRAM 13 | #pragma surface surf Lambert noambient 14 | 15 | sampler2D _MainTex; 16 | sampler2D _AlphaMask; 17 | 18 | struct Input { 19 | float2 uv_MainTex; 20 | float2 uv_AlphaMask; 21 | }; 22 | 23 | void surf (Input IN, inout SurfaceOutput o) { 24 | half4 c = tex2D (_MainTex, IN.uv_MainTex); 25 | o.Albedo = c.rgb; 26 | o.Alpha = tex2D (_AlphaMask, IN.uv_AlphaMask).a; 27 | o.Specular = 0; 28 | o.Gloss = 0; 29 | } 30 | ENDCG 31 | } 32 | FallBack "Diffuse" 33 | } 34 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/Materials/Left.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Left 10 | m_Shader: {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _MainTex: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | m_Floats: [] 26 | m_Colors: 27 | - _Color: {r: 0.2997234, g: 0.27850002, b: 0.5, a: 1} 28 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/Materials/Right.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Right 10 | m_Shader: {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _MainTex: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | m_Floats: [] 26 | m_Colors: 27 | - _Color: {r: 0.707, g: 0.21563502, b: 0.21563502, a: 1} 28 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SceneLoader.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class SceneLoader : MonoBehaviour { 5 | 6 | void OnGUI() 7 | { 8 | GUI.Box(new Rect(10 , Screen.height - 100 ,100 ,90), "Change Scene"); 9 | if(GUI.Button( new Rect(20 , Screen.height - 70 ,80, 20), "Next")) 10 | LoadNextScene(); 11 | if(GUI.Button(new Rect(20 , Screen.height - 40 ,80, 20), "Back")) 12 | LoadPreScene(); 13 | } 14 | 15 | void LoadPreScene() 16 | { 17 | int nextLevel = Application.loadedLevel + 1; 18 | if( nextLevel <= 1) 19 | nextLevel = Application.levelCount; 20 | 21 | Application.LoadLevel(nextLevel); 22 | } 23 | 24 | void LoadNextScene() 25 | { 26 | int nextLevel = Application.loadedLevel + 1; 27 | if( nextLevel >= Application.levelCount) 28 | nextLevel = 1; 29 | 30 | Application.LoadLevel(nextLevel); 31 | 32 | } 33 | } 34 | -------------------------------------------------------------------------------- /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 vertex vert 29 | #pragma fragment frag 30 | #include "UnityCG.cginc" 31 | #include "AutoLight.cginc" 32 | #include "CharaSkin.cg" 33 | ENDCG 34 | } 35 | } 36 | 37 | FallBack "Transparent/Cutout/Diffuse" 38 | } 39 | -------------------------------------------------------------------------------- /Assets/BoneTool/Script/VertexSelector.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/VertexSelector" 2 | { 3 | Properties 4 | { 5 | } 6 | SubShader 7 | { 8 | Tags { "RenderType"="Opaque" "Queue"="Geometry"} 9 | LOD 100 10 | 11 | Pass 12 | { 13 | CGPROGRAM 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | 17 | #include "UnityCG.cginc" 18 | 19 | struct v2f 20 | { 21 | float4 pos : SV_POSITION; 22 | float4 color : COLOR0; 23 | }; 24 | 25 | float4 SelectedColor; 26 | uint SelectedVid; 27 | 28 | v2f vert (float4 vertex : POSITION, uint vid : SV_VertexID) 29 | { 30 | v2f o; 31 | o.pos = UnityObjectToClipPos(vertex); 32 | o.color = lerp(float4(0,0,0,1), SelectedColor, vid == SelectedVid); 33 | return o; 34 | } 35 | 36 | 37 | fixed4 frag (v2f IN) : SV_Target 38 | { 39 | return IN.color; 40 | } 41 | ENDCG 42 | } 43 | } 44 | } 45 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hada_blend.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Skin - 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"="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 vertex vert 31 | #pragma fragment frag 32 | #include "UnityCG.cginc" 33 | #include "AutoLight.cginc" 34 | #include "CharaSkin.cg" 35 | ENDCG 36 | } 37 | } 38 | 39 | FallBack "Transparent/Cutout/Diffuse" 40 | } 41 | -------------------------------------------------------------------------------- /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 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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 vertex vert 31 | #pragma fragment frag 32 | #include "UnityCG.cginc" 33 | #include "AutoLight.cginc" 34 | #include "CharaSkin.cg" 35 | ENDCG 36 | } 37 | } 38 | 39 | FallBack "Transparent/Cutout/Diffuse" 40 | } 41 | -------------------------------------------------------------------------------- /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 | 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31 | -------------------------------------------------------------------------------- /Assets/UnityChan/Stage/Materials/unitychan_tile6.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: unitychan_tile6 10 | m_Shader: {fileID: 4800000, guid: 9da2031a78926d0489f6bdcbf31ffa53, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _AlphaMask: 22 | m_Texture: {fileID: 2800000, guid: b6944b8ec29ad124c9ebbe7b111fdfd5, type: 3} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _MainTex: 26 | m_Texture: {fileID: 2800000, guid: 44c03eb9b0d2ef34b9e7a60eec7f1b1d, type: 3} 27 | m_Scale: {x: 40, y: 40} 28 | m_Offset: {x: 0, y: 0} 29 | m_Floats: [] 30 | m_Colors: [] 31 | -------------------------------------------------------------------------------- /Assets/UnityChan/Stage/Materials/unitychan_tile5.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: unitychan_tile5 10 | m_Shader: {fileID: 4800000, guid: 9da2031a78926d0489f6bdcbf31ffa53, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _AlphaMask: 22 | m_Texture: {fileID: 2800000, guid: b6944b8ec29ad124c9ebbe7b111fdfd5, type: 3} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _MainTex: 26 | m_Texture: {fileID: 2800000, guid: 08d5989fe2b3e024daf98a61c6a68072, type: 3} 27 | m_Scale: {x: 5, y: 5} 28 | m_Offset: {x: 0, y: 0} 29 | m_Floats: [] 30 | m_Colors: 31 | - _Color: {r: 1, g: 1, b: 1, a: 1} 32 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityBoneTools 2 | 3 | ## Show the vertices(triangles) influenced by the selected bone. 4 | Usage: Tools/BoneMode 5 | 6 | ![Bone tool](Screenshots/BoneMode0.png) 7 | 8 | ## Show bones in Scene View 9 | Usage: Add the component "BoneVisualiser" to the GameObject which has SkinnedMeshRenderer(s) itself or in its children. 10 | 11 | ![BoneVisualiser](Screenshots/VisualBones1.png) 12 | 13 | You should click the button "Recalculate". You will see bones as below. 14 | 15 | 16 | ![VisualBones](Screenshots/VisualBones0.png) 17 | 18 | You can either click a GameObject in the Hierarchy or a cone in the Scene. Then you will see the selected bone and its children colored. 19 | 20 | NOTE: This feature refers from [BoneTool-Bone Visualizer](https://assetstore.unity.com/packages/tools/utilities/bonetool-bone-visualizer-99464) . 21 | 22 | ## Select some vertex and show its information 23 | Usage: Tools/VertexSelector 24 | 25 | ![VertexSelector](Screenshots/VertexSelector.png) 26 | 27 | NOTE: Only available when Tools.current == Tool.Move 28 | 29 | ![MoveTool](Screenshots/MoveTool.png) -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 Khaos 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /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 | 9 | _MainTex ("Diffuse", 2D) = "white" {} 10 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 11 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 12 | } 13 | 14 | SubShader 15 | { 16 | Tags 17 | { 18 | "RenderType"="Opaque" 19 | 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/Assets/BoneTool/Script/Utils/SkinExt.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Chaos 4 | { 5 | public static class SkinExt 6 | { 7 | public static Vector3 GetSkinnedVertexWS(this SkinnedMeshRenderer skin, int idx) 8 | { 9 | Mesh mesh = skin.sharedMesh; 10 | Transform[] bones = skin.bones; 11 | Matrix4x4[] bindPoses = mesh.bindposes; 12 | BoneWeight bw = mesh.boneWeights[idx]; 13 | Vector4 v4 = mesh.vertices[idx]; 14 | v4.w = 1; 15 | Matrix4x4 m0 = bones[bw.boneIndex0].localToWorldMatrix * bindPoses[bw.boneIndex0]; 16 | Matrix4x4 m1 = bones[bw.boneIndex1].localToWorldMatrix * bindPoses[bw.boneIndex1]; 17 | Matrix4x4 m2 = bones[bw.boneIndex2].localToWorldMatrix * bindPoses[bw.boneIndex2]; 18 | Matrix4x4 m3 = bones[bw.boneIndex3].localToWorldMatrix * bindPoses[bw.boneIndex3]; 19 | Vector3 ret = m0 * v4 * bw.weight0 + m1 * v4 * bw.weight1 + m2 * v4 * bw.weight2 + m3 * v4 * bw.weight3; 20 | return ret; 21 | } 22 | public static Vector3 GetSkinnedVertexLS(this SkinnedMeshRenderer skin, int idx) 23 | { 24 | Matrix4x4 world2Model = skin.worldToLocalMatrix; 25 | Vector3 ret = GetSkinnedVertexWS(skin, idx); 26 | return world2Model.MultiplyPoint3x4(ret); 27 | } 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hair.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Hair" 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 | 10 | _MainTex ("Diffuse", 2D) = "white" {} 11 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 12 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 13 | _SpecularReflectionSampler ("Specular / Reflection Mask", 2D) = "white" {} 14 | _EnvMapSampler ("Environment Map", 2D) = "" {} 15 | _NormalMapSampler ("Normal Map", 2D) = "" {} 16 | } 17 | 18 | SubShader 19 | { 20 | Tags 21 | { 22 | "RenderType"="Opaque" 23 | "Queue"="Geometry" 24 | "LightMode"="ForwardBase" 25 | } 26 | 27 | Pass 28 | { 29 | Cull Back 30 | ZTest LEqual 31 | CGPROGRAM 32 | #pragma multi_compile_fwdbase 33 | #pragma vertex vert 34 | #pragma fragment frag 35 | #include "UnityCG.cginc" 36 | #include "AutoLight.cginc" 37 | #include "CharaMain.cg" 38 | ENDCG 39 | } 40 | 41 | Pass 42 | { 43 | Cull Front 44 | ZTest Less 45 | CGPROGRAM 46 | #pragma vertex vert 47 | #pragma fragment frag 48 | #include "UnityCG.cginc" 49 | #include "CharaOutline.cg" 50 | ENDCG 51 | } 52 | 53 | } 54 | 55 | FallBack "Transparent/Cutout/Diffuse" 56 | } 57 | -------------------------------------------------------------------------------- /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 | 10 | _MainTex ("Diffuse", 2D) = "white" {} 11 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 12 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 13 | _SpecularReflectionSampler ("Specular / Reflection Mask", 2D) = "white" {} 14 | _EnvMapSampler ("Environment Map", 2D) = "" {} 15 | _NormalMapSampler ("Normal Map", 2D) = "" {} 16 | } 17 | 18 | SubShader 19 | { 20 | Tags 21 | { 22 | "RenderType"="Opaque" 23 | "Queue"="Geometry" 24 | "LightMode"="ForwardBase" 25 | } 26 | 27 | Pass 28 | { 29 | Cull Back 30 | ZTest LEqual 31 | CGPROGRAM 32 | #pragma multi_compile_fwdbase 33 | #pragma vertex vert 34 | #pragma fragment frag 35 | #include "UnityCG.cginc" 36 | #include "AutoLight.cginc" 37 | #include "CharaMain.cg" 38 | ENDCG 39 | } 40 | 41 | Pass 42 | { 43 | Cull Front 44 | ZTest Less 45 | CGPROGRAM 46 | #pragma vertex vert 47 | #pragma fragment frag 48 | #include "UnityCG.cginc" 49 | #include "CharaOutline.cg" 50 | ENDCG 51 | } 52 | 53 | } 54 | 55 | FallBack "Transparent/Cutout/Diffuse" 56 | } 57 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hair_ds.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Hair - 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 | 10 | _MainTex ("Diffuse", 2D) = "white" {} 11 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 12 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 13 | _SpecularReflectionSampler ("Specular / Reflection Mask", 2D) = "white" {} 14 | _EnvMapSampler ("Environment Map", 2D) = "" {} 15 | _NormalMapSampler ("Normal Map", 2D) = "" {} 16 | } 17 | 18 | SubShader 19 | { 20 | Tags 21 | { 22 | "RenderType"="Opaque" 23 | "Queue"="Geometry" 24 | "LightMode"="ForwardBase" 25 | } 26 | 27 | Pass 28 | { 29 | Cull Off 30 | ZTest LEqual 31 | CGPROGRAM 32 | #pragma multi_compile_fwdbase 33 | #pragma vertex vert 34 | #pragma fragment frag 35 | #include "UnityCG.cginc" 36 | #include "AutoLight.cginc" 37 | #include "CharaMain.cg" 38 | ENDCG 39 | } 40 | 41 | Pass 42 | { 43 | Cull Front 44 | ZTest Less 45 | CGPROGRAM 46 | #pragma vertex vert 47 | #pragma fragment frag 48 | #include "UnityCG.cginc" 49 | #include "CharaOutline.cg" 50 | ENDCG 51 | } 52 | 53 | } 54 | 55 | FallBack "Transparent/Cutout/Diffuse" 56 | } 57 | -------------------------------------------------------------------------------- /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 | 10 | _MainTex ("Diffuse", 2D) = "white" {} 11 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 12 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 13 | _SpecularReflectionSampler ("Specular / Reflection Mask", 2D) = "white" {} 14 | _EnvMapSampler ("Environment Map", 2D) = "" {} 15 | _NormalMapSampler ("Normal Map", 2D) = "" {} 16 | } 17 | 18 | SubShader 19 | { 20 | Tags 21 | { 22 | "RenderType"="Opaque" 23 | "Queue"="Geometry" 24 | "LightMode"="ForwardBase" 25 | } 26 | 27 | Pass 28 | { 29 | Cull Off 30 | ZTest LEqual 31 | CGPROGRAM 32 | #pragma multi_compile_fwdbase 33 | #pragma vertex vert 34 | #pragma fragment frag 35 | #include "UnityCG.cginc" 36 | #include "AutoLight.cginc" 37 | #include "CharaMain.cg" 38 | ENDCG 39 | } 40 | 41 | Pass 42 | { 43 | Cull Front 44 | ZTest Less 45 | CGPROGRAM 46 | #pragma vertex vert 47 | #pragma fragment frag 48 | #include "UnityCG.cginc" 49 | #include "CharaOutline.cg" 50 | ENDCG 51 | } 52 | 53 | } 54 | 55 | FallBack "Transparent/Cutout/Diffuse" 56 | } 57 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/Materials/mat_cheek.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: mat_cheek 10 | m_Shader: {fileID: 4800000, guid: 0298b868476735f41857e9ba8f0d4cd1, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _FalloffSampler: 22 | m_Texture: {fileID: 2800000, guid: a1d5b2277eb3f6245900378e6fa97575, type: 3} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _MainTex: 26 | m_Texture: {fileID: 2800000, guid: 89ede59217e3847c39c444f223f4084e, type: 3} 27 | m_Scale: {x: 1, y: 1} 28 | m_Offset: {x: 0, y: 0} 29 | - _RimLightSampler: 30 | m_Texture: {fileID: 2800000, guid: a18067604964b5a4d8fd5552ed0d789e, type: 3} 31 | m_Scale: {x: 1, y: 1} 32 | m_Offset: {x: 0, y: 0} 33 | m_Floats: 34 | - _EdgeThickness: 1 35 | - _Shininess: 0.7 36 | m_Colors: 37 | - _Color: {r: 1, g: 1, b: 1, a: 1} 38 | - _Emission: {r: 0, g: 0, b: 0, a: 0} 39 | - _ShadowColor: {r: 0.8, g: 0.8, b: 1, a: 1} 40 | - _SpecColor: {r: 1, g: 1, b: 1, a: 0} 41 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Materials/mat_cheek.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: mat_cheek 10 | m_Shader: {fileID: 4800000, guid: 0298b868476735f41857e9ba8f0d4cd1, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _FalloffSampler: 22 | m_Texture: {fileID: 2800000, guid: a1d5b2277eb3f6245900378e6fa97575, type: 3} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _MainTex: 26 | m_Texture: {fileID: 2800000, guid: 89ede59217e3847c39c444f223f4084e, type: 3} 27 | m_Scale: {x: 1, y: 1} 28 | m_Offset: {x: 0, y: 0} 29 | - _RimLightSampler: 30 | m_Texture: {fileID: 2800000, guid: a18067604964b5a4d8fd5552ed0d789e, type: 3} 31 | m_Scale: {x: 1, y: 1} 32 | m_Offset: {x: 0, y: 0} 33 | m_Floats: 34 | - _EdgeThickness: 1 35 | - _Shininess: 0.7 36 | m_Colors: 37 | - _Color: {r: 1, g: 1, b: 1, a: 1} 38 | - _Emission: {r: 0, g: 0, b: 0, a: 0} 39 | - _ShadowColor: {r: 0.8, g: 0.8, b: 1, a: 1} 40 | - _SpecColor: {r: 1, g: 1, b: 1, a: 0} 41 | -------------------------------------------------------------------------------- /Assets/BoneTool/Script/BoneWeightColor.compute: -------------------------------------------------------------------------------- 1 | 2 | #pragma kernel BoneWeights 3 | #pragma kernel BoneColors 4 | 5 | struct BoneWeight 6 | { 7 | float4 weights; 8 | int4 boneIndices; 9 | }; 10 | RWStructuredBuffer boneWeights; 11 | RWStructuredBuffer colors; 12 | int selected; 13 | int total; 14 | [numthreads(8,1,1)] 15 | void BoneColors (uint3 id : SV_DispatchThreadID) 16 | { 17 | if (id.x > total) 18 | { 19 | return; 20 | } 21 | BoneWeight bw = boneWeights[id.x]; 22 | float weight = 0; 23 | float4 col = float4(0,0,0,1); 24 | if (-1 == selected) 25 | { 26 | weight = 0; 27 | } 28 | else if (bw.boneIndices.x == selected) 29 | { 30 | weight = bw.weights.x; 31 | } 32 | else if (bw.boneIndices.y == selected) 33 | { 34 | weight = bw.weights.y; 35 | } 36 | else if (bw.boneIndices.z == selected) 37 | { 38 | weight = bw.weights.z; 39 | } 40 | else if (bw.boneIndices.w == selected) 41 | { 42 | weight = bw.weights.w; 43 | } 44 | if (weight > 0.5) 45 | { 46 | float bld = weight * 2 - 1; 47 | col.xyz = float3(1,0,0) * bld + float3(1,1,0) * (1 - bld); 48 | } 49 | else if (weight > 0) 50 | { 51 | float bld = weight * 2; 52 | col.xyz = float3(1,1,0) * bld + float3(0,0,1) * (1 - bld); 53 | } 54 | colors[id.x] = col; 55 | } 56 | 57 | [numthreads(8,1,1)] 58 | void BoneWeights (uint3 id : SV_DispatchThreadID) 59 | { 60 | if (id.x > total) 61 | { 62 | return; 63 | } 64 | BoneWeight bw = boneWeights[id.x]; 65 | colors[id.x] = bw.weights * selected; 66 | } 67 | -------------------------------------------------------------------------------- /Assets/BoneTool/Script/Utils/RayExt.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Chaos 4 | { 5 | public static class RayExt 6 | { 7 | 8 | public static bool CheckIntersect(this Ray ray, Vector3 v0, Vector3 v1, Vector3 v2, out Vector3 ip, ref float maxDist) 9 | { 10 | Vector3 normal = Vector3.Cross(v0 - v1, v1 - v2).normalized; 11 | float x = Vector3.Dot(normal, v1 - ray.origin) / Vector3.Dot(normal, ray.direction); 12 | ip = ray.origin + x * ray.direction; 13 | if (x > 0 && x < maxDist) 14 | { 15 | Vector3 p0 = (ip - v0).normalized; 16 | Vector3 p1 = (ip - v1).normalized; 17 | Vector3 p2 = (ip - v2).normalized; 18 | if (Mathf.Approximately(-1, Vector3.Dot(p0, p1)) || 19 | Mathf.Approximately(-1, Vector3.Dot(p1, p2)) || 20 | Mathf.Approximately(-1, Vector3.Dot(p2, p0))) 21 | { 22 | maxDist = x; 23 | return true; 24 | } 25 | Vector3 np01 = Vector3.Cross(p0, p1).normalized; 26 | Vector3 np12 = Vector3.Cross(p1, p2).normalized; 27 | Vector3 np20 = Vector3.Cross(p2, p0).normalized; 28 | if (Mathf.Approximately(1, Vector3.Dot(np01, np12)) && 29 | Mathf.Approximately(1, Vector3.Dot(np12, np20))) 30 | { 31 | maxDist = x; 32 | return true; 33 | } 34 | } 35 | return false; 36 | } 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /Assets/UnityChan/Prefabs/LevelLoader.prefab: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1 &100000 4 | GameObject: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 100100000} 8 | serializedVersion: 5 9 | m_Component: 10 | - component: {fileID: 400000} 11 | - component: {fileID: 11400000} 12 | m_Layer: 0 13 | m_Name: LevelLoader 14 | m_TagString: Untagged 15 | m_Icon: {fileID: 0} 16 | m_NavMeshLayer: 0 17 | m_StaticEditorFlags: 0 18 | m_IsActive: 1 19 | --- !u!4 &400000 20 | Transform: 21 | m_ObjectHideFlags: 1 22 | m_PrefabParentObject: {fileID: 0} 23 | m_PrefabInternal: {fileID: 100100000} 24 | m_GameObject: {fileID: 100000} 25 | m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} 26 | m_LocalPosition: {x: 0, y: 0, z: 0} 27 | m_LocalScale: {x: 1, y: 1, z: 1} 28 | m_Children: [] 29 | m_Father: {fileID: 0} 30 | m_RootOrder: 0 31 | m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} 32 | --- !u!114 &11400000 33 | MonoBehaviour: 34 | m_ObjectHideFlags: 1 35 | m_PrefabParentObject: {fileID: 0} 36 | m_PrefabInternal: {fileID: 100100000} 37 | m_GameObject: {fileID: 100000} 38 | m_Enabled: 1 39 | m_EditorHideFlags: 0 40 | m_Script: {fileID: 11500000, guid: b0a0d09faed2b47f19e4898e5d0983e6, type: 3} 41 | m_Name: 42 | m_EditorClassIdentifier: 43 | --- !u!1001 &100100000 44 | Prefab: 45 | m_ObjectHideFlags: 1 46 | serializedVersion: 2 47 | m_Modification: 48 | m_TransformParent: {fileID: 0} 49 | m_Modifications: [] 50 | m_RemovedComponents: [] 51 | m_ParentPrefab: {fileID: 0} 52 | m_RootGameObject: {fileID: 100000} 53 | m_IsPrefabParent: 1 54 | -------------------------------------------------------------------------------- /Assets/BoneTool/Script/Editor/BoneVisualiserEditor.cs: -------------------------------------------------------------------------------- 1 | using BoneTool.Script.Runtime; 2 | using UnityEditor; 3 | using UnityEngine; 4 | 5 | namespace BoneTool.Script.Editor 6 | { 7 | [CustomEditor(typeof(BoneVisualiser))] 8 | public class BoneVisualiserInspector : UnityEditor.Editor 9 | { 10 | public override void OnInspectorGUI() { 11 | var visualiser = target as BoneVisualiser; 12 | if (!visualiser) return; 13 | 14 | serializedObject.Update(); 15 | 16 | EditorGUI.BeginChangeCheck(); 17 | //EditorGUILayout.PropertyField(serializedObject.FindProperty("Renderer")); 18 | //if (EditorGUI.EndChangeCheck()) { 19 | // SceneView.RepaintAll(); 20 | //} 21 | if (GUILayout.Button("Recalculate")) { 22 | visualiser.PopulateChildren(); 23 | SceneView.RepaintAll(); 24 | } 25 | EditorGUILayout.PropertyField(serializedObject.FindProperty("BoneGizmosSize")); 26 | EditorGUILayout.PropertyField(serializedObject.FindProperty("BoneColor")); 27 | EditorGUILayout.PropertyField(serializedObject.FindProperty("SelectedColor")); 28 | EditorGUILayout.PropertyField(serializedObject.FindProperty("SelectedChildrenColor")); 29 | EditorGUILayout.PropertyField(serializedObject.FindProperty("HideRoot")); 30 | EditorGUILayout.PropertyField(serializedObject.FindProperty("EnableConstraint")); 31 | 32 | EditorGUILayout.LabelField(string.Format("Bones :{0}",visualiser.GetChildNodes() == null ? 0 : visualiser.GetChildNodes().Length)); 33 | 34 | serializedObject.ApplyModifiedProperties(); 35 | } 36 | } 37 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Models/Materials/body.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: body 10 | m_Shader: {fileID: 4800000, guid: 96d05de60c5f7474491f9f94568cf623, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _EnvMapSampler: 22 | m_Texture: {fileID: 2800000, guid: 763c5d30206d1d54a9b49b3309e37fe1, type: 3} 23 | m_Scale: 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1, a: 1} 52 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/CharaOutline.cg: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | // Outline shader 4 | 5 | // Material parameters 6 | float4 _Color; 7 | float4 _LightColor0; 8 | float _EdgeThickness = 1.0; 9 | float4 _MainTex_ST; 10 | 11 | // Textures 12 | sampler2D _MainTex; 13 | 14 | // Structure from vertex shader to fragment shader 15 | struct v2f 16 | { 17 | float4 pos : SV_POSITION; 18 | float2 uv : TEXCOORD0; 19 | }; 20 | 21 | // Float types 22 | #define float_t half 23 | #define float2_t half2 24 | #define float3_t half3 25 | #define float4_t half4 26 | 27 | // Outline thickness multiplier 28 | #define INV_EDGE_THICKNESS_DIVISOR 0.00285 29 | // Outline color parameters 30 | #define SATURATION_FACTOR 0.6 31 | #define BRIGHTNESS_FACTOR 0.8 32 | 33 | // Vertex shader 34 | v2f vert( appdata_base v ) 35 | { 36 | v2f o; 37 | o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); 38 | 39 | half4 projSpacePos = UnityObjectToClipPos( v.vertex ); 40 | half4 projSpaceNormal = normalize( UnityObjectToClipPos( half4( v.normal, 0 ) ) ); 41 | half4 scaledNormal = _EdgeThickness * INV_EDGE_THICKNESS_DIVISOR * projSpaceNormal; // * projSpacePos.w; 42 | 43 | scaledNormal.z += 0.00001; 44 | o.pos = projSpacePos + scaledNormal; 45 | 46 | return o; 47 | } 48 | 49 | // Fragment shader 50 | float4 frag( v2f i ) : COLOR 51 | { 52 | float4_t diffuseMapColor = tex2D( _MainTex, i.uv ); 53 | 54 | float_t maxChan = max( max( diffuseMapColor.r, diffuseMapColor.g ), diffuseMapColor.b ); 55 | float4_t newMapColor = diffuseMapColor; 56 | 57 | maxChan -= ( 1.0 / 255.0 ); 58 | float3_t lerpVals = saturate( ( newMapColor.rgb - float3( maxChan, maxChan, maxChan ) ) * 255.0 ); 59 | newMapColor.rgb = lerp( SATURATION_FACTOR * 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} 6 | SubShader 7 | { 8 | Tags { "RenderType"="Opaque" "Queue"="Geometry"} 9 | LOD 100 10 | 11 | Pass 12 | { 13 | CGPROGRAM 14 | #pragma target 4.5 15 | #pragma vertex vert 16 | #pragma geometry geom 17 | #pragma fragment frag 18 | 19 | #include "UnityCG.cginc" 20 | 21 | struct v2g 22 | { 23 | float4 pos : SV_POSITION; 24 | float4 color : COLOR0; 25 | }; 26 | struct g2f 27 | { 28 | float4 pos : SV_POSITION; 29 | float4 color : COLOR0; 30 | float3 dist : TEXCOORD1; 31 | float3 vd : TEXCOORD2; 32 | }; 33 | 34 | 35 | StructuredBuffer boneColors; 36 | v2g vert (float4 vertex : POSITION, uint vid : SV_VertexID) 37 | { 38 | v2g o; 39 | o.pos = UnityObjectToClipPos(vertex); 40 | o.color = boneColors[vid]; 41 | return o; 42 | } 43 | 44 | [maxvertexcount(3)] 45 | void geom(triangle v2g IN[3], inout TriangleStream triStream) 46 | { 47 | 48 | float2 WIN_SCALE = float2(_ScreenParams.x/2.0, _ScreenParams.y/2.0); 49 | 50 | //frag position 51 | float2 p0 = WIN_SCALE * IN[0].pos.xy / IN[0].pos.w; 52 | float2 p1 = WIN_SCALE * IN[1].pos.xy / IN[1].pos.w; 53 | float2 p2 = WIN_SCALE * IN[2].pos.xy / IN[2].pos.w; 54 | 55 | //barycentric position 56 | float2 v0 = p2-p1; 57 | float2 v1 = p2-p0; 58 | float2 v2 = p1-p0; 59 | //triangles area 60 | float area = abs(v1.x*v2.y - v1.y * v2.x); 61 | 62 | g2f OUT; 63 | OUT.pos = IN[0].pos; 64 | OUT.color = IN[0].color; 65 | OUT.dist = float3(area/length(v0),0,0); 66 | OUT.vd = float3(1,0,0); 67 | triStream.Append(OUT); 68 | 69 | OUT.pos = IN[1].pos; 70 | OUT.color = IN[1].color; 71 | OUT.dist = float3(0,area/length(v1),0); 72 | OUT.vd = float3(0,1,0); 73 | triStream.Append(OUT); 74 | 75 | OUT.pos = IN[2].pos; 76 | OUT.color = IN[2].color; 77 | OUT.dist = float3(0,0,area/length(v2)); 78 | OUT.vd = float3(0,0,1); 79 | triStream.Append(OUT); 80 | 81 | } 82 | 83 | fixed4 frag (g2f IN) : SV_Target 84 | { 85 | //distance of frag from triangles center 86 | float d = min(IN.dist.x, min(IN.dist.y, IN.dist.z)); 87 | float vd = max(IN.vd.x, max(IN.vd.y, IN.vd.z)); 88 | //fade based on dist from center 89 | float I = exp2(-4.0*d*d); 90 | I += step(0.9, vd); 91 | return lerp(fixed4(0,0,0,0), IN.color, I); 92 | } 93 | ENDCG 94 | } 95 | } 96 | } 97 | -------------------------------------------------------------------------------- /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 | 10 | public class ThirdPersonCamera : MonoBehaviour 11 | { 12 | public float smooth = 3f; // カメラモーションのスムーズ化用変数 13 | Transform standardPos; // the usual position for the camera, specified by a transform in the game 14 | Transform frontPos; // Front Camera locater 15 | Transform jumpPos; // Jump Camera locater 16 | 17 | // 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 18 | bool bQuickSwitch = false; //Change Camera Position Quickly 19 | 20 | 21 | void Start() 22 | { 23 | // 各参照の初期化 24 | standardPos = GameObject.Find ("CamPos").transform; 25 | 26 | if(GameObject.Find ("FrontPos")) 27 | frontPos = GameObject.Find ("FrontPos").transform; 28 | 29 | if(GameObject.Find ("JumpPos")) 30 | jumpPos = GameObject.Find ("JumpPos").transform; 31 | 32 | //カメラをスタートする 33 | transform.position = standardPos.position; 34 | transform.forward = standardPos.forward; 35 | } 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 | { 43 | // Change Front Camera 44 | setCameraPositionFrontView(); 45 | } 46 | 47 | else if(Input.GetButton("Fire2")) //Alt 48 | { 49 | // Change Jump Camera 50 | setCameraPositionJumpView(); 51 | } 52 | 53 | else 54 | { 55 | // return the camera to standard position and direction 56 | setCameraPositionNormalView(); 57 | } 58 | } 59 | 60 | void setCameraPositionNormalView() 61 | { 62 | if(bQuickSwitch == false){ 63 | // the camera to standard position and direction 64 | transform.position = Vector3.Lerp(transform.position, standardPos.position, Time.fixedDeltaTime * smooth); 65 | transform.forward = Vector3.Lerp(transform.forward, standardPos.forward, Time.fixedDeltaTime * smooth); 66 | } 67 | else{ 68 | // the camera to standard position and direction / Quick Change 69 | transform.position = standardPos.position; 70 | transform.forward = standardPos.forward; 71 | bQuickSwitch = false; 72 | } 73 | } 74 | 75 | 76 | void setCameraPositionFrontView() 77 | { 78 | // Change Front Camera 79 | bQuickSwitch = true; 80 | transform.position = frontPos.position; 81 | transform.forward = frontPos.forward; 82 | } 83 | 84 | void setCameraPositionJumpView() 85 | { 86 | // Change Jump Camera 87 | bQuickSwitch = false; 88 | transform.position = Vector3.Lerp(transform.position, jumpPos.position, Time.fixedDeltaTime * smooth); 89 | transform.forward = Vector3.Lerp(transform.forward, jumpPos.forward, Time.fixedDeltaTime * smooth); 90 | } 91 | } 92 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/IdleChanger.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 5 | // ↑↓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 6 | // 2014/04/03 N.Kobayashi 7 | // 8 | 9 | // Require these components when using this script 10 | [RequireComponent(typeof(Animator))] 11 | 12 | 13 | 14 | public class IdleChanger : MonoBehaviour 15 | { 16 | 17 | private Animator anim; // Animatorへの参照 18 | private AnimatorStateInfo currentState; // 現在のステート状態を保存する参照 19 | private AnimatorStateInfo previousState; // ひとつ前のステート状態を保存する参照 20 | public bool _random = false; // ランダム判定スタートスイッチ 21 | public float _threshold = 0.5f; // ランダム判定の閾値 22 | public float _interval = 2f; // ランダム判定のインターバル 23 | //private float _seed = 0.0f; // ランダム判定用シード 24 | 25 | 26 | 27 | // Use this for initialization 28 | void Start () 29 | { 30 | // 各参照の初期化 31 | anim = GetComponent (); 32 | currentState = anim.GetCurrentAnimatorStateInfo (0); 33 | previousState = currentState; 34 | // ランダム判定用関数をスタートする 35 | StartCoroutine ("RandomChange"); 36 | } 37 | 38 | // Update is called once per frame 39 | void Update () 40 | { 41 | // ↑キー/スペースが押されたら、ステートを次に送る処理 42 | if (Input.GetKeyDown ("up") || Input.GetButton ("Jump")) { 43 | // ブーリアンNextをtrueにする 44 | anim.SetBool ("Next", true); 45 | } 46 | 47 | // ↓キーが押されたら、ステートを前に戻す処理 48 | if (Input.GetKeyDown ("down")) { 49 | // ブーリアンBackをtrueにする 50 | anim.SetBool ("Back", true); 51 | } 52 | 53 | // "Next"フラグがtrueの時の処理 54 | if (anim.GetBool ("Next")) { 55 | // 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 56 | currentState = anim.GetCurrentAnimatorStateInfo (0); 57 | if (previousState.nameHash != currentState.nameHash) { 58 | anim.SetBool ("Next", false); 59 | previousState = currentState; 60 | } 61 | } 62 | 63 | // "Back"フラグがtrueの時の処理 64 | if (anim.GetBool ("Back")) { 65 | // 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 66 | currentState = anim.GetCurrentAnimatorStateInfo (0); 67 | if (previousState.nameHash != currentState.nameHash) { 68 | anim.SetBool ("Back", false); 69 | previousState = currentState; 70 | } 71 | } 72 | } 73 | 74 | 75 | void OnGUI() 76 | { 77 | GUI.Box(new Rect(Screen.width - 110 , 10 ,100 ,90), "Change Motion"); 78 | if(GUI.Button(new Rect(Screen.width - 100 , 40 ,80, 20), "Next")) 79 | anim.SetBool ("Next", true); 80 | if(GUI.Button(new Rect(Screen.width - 100 , 70 ,80, 20), "Back")) 81 | anim.SetBool ("Back", true); 82 | } 83 | 84 | 85 | // ランダム判定用関数 86 | IEnumerator RandomChange () 87 | { 88 | // 無限ループ開始 89 | while (true) { 90 | //ランダム判定スイッチオンの場合 91 | if (_random) { 92 | // 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 93 | float _seed = Random.Range (-1f, 1f); 94 | if (_seed <= -_threshold) { 95 | anim.SetBool ("Back", true); 96 | } else if (_seed >= _threshold) { 97 | anim.SetBool ("Next", true); 98 | } 99 | } 100 | // 次の判定までインターバルを置く 101 | yield return new WaitForSeconds (_interval); 102 | } 103 | 104 | } 105 | 106 | } 107 | -------------------------------------------------------------------------------- /Assets/UnityChan/Models/UnityChanShader/Shader/CharaSkin.cg: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' 2 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 3 | 4 | // Character skin shader 5 | // Includes falloff shadow 6 | 7 | #define ENABLE_CAST_SHADOWS 8 | 9 | // Material parameters 10 | float4 _Color; 11 | float4 _ShadowColor; 12 | float4 _LightColor0; 13 | float4 _MainTex_ST; 14 | 15 | // Textures 16 | sampler2D _MainTex; 17 | sampler2D _FalloffSampler; 18 | sampler2D _RimLightSampler; 19 | 20 | // Constants 21 | #define FALLOFF_POWER 1.0 22 | 23 | #ifdef ENABLE_CAST_SHADOWS 24 | 25 | // Structure from vertex shader to fragment shader 26 | struct v2f 27 | { 28 | float4 pos : SV_POSITION; 29 | LIGHTING_COORDS( 0, 1 ) 30 | float3 normal : TEXCOORD2; 31 | float2 uv : TEXCOORD3; 32 | float3 eyeDir : TEXCOORD4; 33 | float3 lightDir : TEXCOORD5; 34 | }; 35 | 36 | #else 37 | 38 | // Structure from vertex shader to fragment shader 39 | struct v2f 40 | { 41 | float4 pos : SV_POSITION; 42 | float3 normal : TEXCOORD0; 43 | float2 uv : TEXCOORD1; 44 | float3 eyeDir : TEXCOORD2; 45 | float3 lightDir : TEXCOORD3; 46 | }; 47 | 48 | #endif 49 | 50 | // Float types 51 | #define float_t half 52 | #define float2_t half2 53 | #define float3_t half3 54 | #define float4_t half4 55 | 56 | // Vertex shader 57 | v2f vert( appdata_base v ) 58 | { 59 | v2f o; 60 | o.pos = UnityObjectToClipPos( v.vertex ); 61 | o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); 62 | o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz ); 63 | 64 | // Eye direction vector 65 | float4_t worldPos = mul( unity_ObjectToWorld, v.vertex ); 66 | o.eyeDir = normalize( _WorldSpaceCameraPos - worldPos ); 67 | 68 | o.lightDir = WorldSpaceLightDir( v.vertex ); 69 | 70 | #ifdef ENABLE_CAST_SHADOWS 71 | TRANSFER_VERTEX_TO_FRAGMENT( o ); 72 | #endif 73 | 74 | return o; 75 | } 76 | 77 | // Fragment shader 78 | float4 frag( v2f i ) : COLOR 79 | { 80 | float4_t diffSamplerColor = tex2D( _MainTex, i.uv ); 81 | 82 | // Falloff. 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23 | uint vid : VertexID; 24 | }; 25 | struct g2f 26 | { 27 | float4 pos : SV_POSITION; 28 | }; 29 | 30 | 31 | StructuredBuffer Bones; 32 | v2g vert (float4 vertex : POSITION, uint vid : SV_VertexID) 33 | { 34 | v2g o; 35 | o.pos = vertex; 36 | // o.pos = UnityObjectToClipPos(vertex); 37 | o.vid = vid / 2; 38 | return o; 39 | } 40 | 41 | #define boneSize 0.01 42 | 43 | [maxvertexcount(24)] 44 | void geom(line v2g IN[2], inout TriangleStream triStream) 45 | { 46 | float4x4 matr = Bones[IN[0].vid]; 47 | float4 p0 = IN[0].pos; 48 | float4 p1 = IN[1].pos; 49 | float4 pi = p0 * 0.25 + p1 * 0.75; 50 | 51 | //g2f OUT; 52 | //OUT.pos = p0; 53 | //triStream.Append(OUT); 54 | //OUT.pos = p1; 55 | //triStream.Append(OUT); 56 | //OUT.pos = pi; 57 | //triStream.Append(OUT); 58 | 59 | float4 lt = pi; 60 | float4 rt = pi; 61 | float4 rb = pi; 62 | float4 lb = pi; 63 | lt += float4(-1, 1, 1, 0) * boneSize; 64 | rt += float4( 1, 1, 1, 0) * boneSize; 65 | rb += float4( 1,-1, -1, 0) * boneSize; 66 | lb += float4(-1,-1, -1, 0) * boneSize; 67 | //lt += (-matr._m00_m10_m20_m30 + matr._m10_m11_m21_m31) * boneSize; 68 | //rt += (+matr._m00_m10_m20_m30 + matr._m10_m11_m21_m31) * boneSize; 69 | //rb += (+matr._m00_m10_m20_m30 - matr._m10_m11_m21_m31) * boneSize; 70 | //lb += (-matr._m00_m10_m20_m30 - matr._m10_m11_m21_m31) * boneSize; 71 | // lt.xy += (-matr._m00_m10 + matr._m10_m11) * boneSize; 72 | // rt.xy += (+matr._m00_m10 + matr._m10_m11) * boneSize; 73 | // rb.xy += (+matr._m00_m10 - matr._m10_m11) * boneSize; 74 | // lb.xy += (-matr._m00_m10 - matr._m10_m11) * boneSize; 75 | 76 | p0 = UnityObjectToClipPos(p0); 77 | p1 = UnityObjectToClipPos(p1); 78 | lt = UnityObjectToClipPos(lt); 79 | rt = UnityObjectToClipPos(rt); 80 | rb = UnityObjectToClipPos(rb); 81 | lb = UnityObjectToClipPos(lb); 82 | 83 | g2f OUT; 84 | OUT.pos = p0; 85 | triStream.Append(OUT); 86 | OUT.pos = lt; 87 | triStream.Append(OUT); 88 | OUT.pos = rt; 89 | triStream.Append(OUT); 90 | OUT.pos = p0; 91 | triStream.Append(OUT); 92 | OUT.pos = rt; 93 | triStream.Append(OUT); 94 | OUT.pos = rb; 95 | triStream.Append(OUT); 96 | OUT.pos = p0; 97 | triStream.Append(OUT); 98 | OUT.pos = rb; 99 | triStream.Append(OUT); 100 | OUT.pos = lb; 101 | triStream.Append(OUT); 102 | OUT.pos = p0; 103 | triStream.Append(OUT); 104 | OUT.pos = lb; 105 | triStream.Append(OUT); 106 | OUT.pos = lt; 107 | triStream.Append(OUT); 108 | 109 | 110 | 111 | OUT.pos = lt; 112 | triStream.Append(OUT); 113 | OUT.pos = rt; 114 | triStream.Append(OUT); 115 | OUT.pos = p1; 116 | triStream.Append(OUT); 117 | OUT.pos = rt; 118 | triStream.Append(OUT); 119 | OUT.pos = rb; 120 | triStream.Append(OUT); 121 | OUT.pos = p1; 122 | triStream.Append(OUT); 123 | OUT.pos = rb; 124 | triStream.Append(OUT); 125 | OUT.pos = lb; 126 | triStream.Append(OUT); 127 | OUT.pos = p1; 128 | triStream.Append(OUT); 129 | OUT.pos = lb; 130 | triStream.Append(OUT); 131 | OUT.pos = lt; 132 | triStream.Append(OUT); 133 | OUT.pos = p1; 134 | triStream.Append(OUT); 135 | 136 | } 137 | 138 | fixed4 frag (g2f IN) : SV_Target 139 | { 140 | return fixed4(1,0,0,1); 141 | } 142 | ENDCG 143 | } 144 | } 145 | } 146 | -------------------------------------------------------------------------------- /Assets/UnityChan/FaceAnimation/eye_close@unitychan.anim: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!74 &7400000 4 | AnimationClip: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_Name: eye_close@unitychan 9 | serializedVersion: 6 10 | m_Legacy: 0 11 | m_Compressed: 0 12 | m_UseHighQualityCurve: 1 13 | m_RotationCurves: [] 14 | m_CompressedRotationCurves: [] 15 | m_EulerCurves: [] 16 | m_PositionCurves: [] 17 | m_ScaleCurves: [] 18 | m_FloatCurves: 19 | - curve: 20 | serializedVersion: 2 21 | m_Curve: 22 | - serializedVersion: 2 23 | time: 0 24 | value: 113.94 25 | inSlope: 0 26 | outSlope: 0 27 | tangentMode: 34 28 | m_PreInfinity: 2 29 | m_PostInfinity: 2 30 | m_RotationOrder: 4 31 | attribute: blendShape.blendShape2.EYE_DEF_C 32 | path: Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/EYE_DEF/EL_DEF 33 | classID: 137 34 | script: {fileID: 0} 35 | - curve: 36 | serializedVersion: 2 37 | m_Curve: 38 | - serializedVersion: 2 39 | time: 0 40 | value: 113.94 41 | inSlope: 0 42 | outSlope: 0 43 | tangentMode: 34 44 | m_PreInfinity: 2 45 | m_PostInfinity: 2 46 | m_RotationOrder: 4 47 | attribute: blendShape.blendShape2.EYE_DEF_C 48 | path: Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/EYE_DEF 49 | classID: 137 50 | script: {fileID: 0} 51 | m_PPtrCurves: [] 52 | m_SampleRate: 60 53 | m_WrapMode: 0 54 | m_Bounds: 55 | m_Center: {x: 0, y: 0, z: 0} 56 | m_Extent: {x: 0, y: 0, z: 0} 57 | m_ClipBindingConstant: 58 | genericBindings: 59 | - serializedVersion: 2 60 | path: 2600262370 61 | attribute: 1433032996 62 | script: {fileID: 0} 63 | typeID: 137 64 | customType: 20 65 | isPPtrCurve: 0 66 | - serializedVersion: 2 67 | path: 430612175 68 | attribute: 1433032996 69 | script: {fileID: 0} 70 | typeID: 137 71 | customType: 20 72 | isPPtrCurve: 0 73 | pptrCurveMapping: [] 74 | m_AnimationClipSettings: 75 | serializedVersion: 2 76 | m_AdditiveReferencePoseClip: {fileID: 0} 77 | m_AdditiveReferencePoseTime: 0 78 | m_StartTime: 0 79 | m_StopTime: 0 80 | m_OrientationOffsetY: 0 81 | m_Level: 0 82 | m_CycleOffset: 0 83 | m_HasAdditiveReferencePose: 0 84 | m_LoopTime: 0 85 | m_LoopBlend: 0 86 | m_LoopBlendOrientation: 0 87 | m_LoopBlendPositionY: 0 88 | m_LoopBlendPositionXZ: 0 89 | m_KeepOriginalOrientation: 0 90 | m_KeepOriginalPositionY: 1 91 | m_KeepOriginalPositionXZ: 0 92 | m_HeightFromFeet: 0 93 | m_Mirror: 0 94 | m_EditorCurves: 95 | - curve: 96 | serializedVersion: 2 97 | m_Curve: 98 | - serializedVersion: 2 99 | time: 0 100 | value: 113.94 101 | inSlope: 0 102 | outSlope: 0 103 | tangentMode: 34 104 | m_PreInfinity: 2 105 | m_PostInfinity: 2 106 | m_RotationOrder: 4 107 | attribute: blendShape.blendShape2.EYE_DEF_C 108 | path: Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/EYE_DEF/EL_DEF 109 | classID: 137 110 | script: {fileID: 0} 111 | - curve: 112 | serializedVersion: 2 113 | m_Curve: 114 | - serializedVersion: 2 115 | time: 0 116 | value: 113.94 117 | inSlope: 0 118 | outSlope: 0 119 | tangentMode: 34 120 | m_PreInfinity: 2 121 | m_PostInfinity: 2 122 | m_RotationOrder: 4 123 | attribute: blendShape.blendShape2.EYE_DEF_C 124 | path: Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/EYE_DEF 125 | classID: 137 126 | script: {fileID: 0} 127 | m_EulerEditorCurves: [] 128 | m_HasGenericRootTransform: 0 129 | m_HasMotionFloatCurves: 0 130 | m_GenerateMotionCurves: 0 131 | m_Events: [] 132 | -------------------------------------------------------------------------------- /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 CameraController 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 | } 176 | --------------------------------------------------------------------------------