├── .gitignore ├── Assets ├── Fonts.meta ├── Fonts │ ├── mplus-TESTFLIGHT-063.meta │ └── mplus-TESTFLIGHT-063 │ │ ├── LICENSE_E │ │ ├── LICENSE_E.meta │ │ ├── LICENSE_J │ │ ├── LICENSE_J.meta │ │ ├── mplus-1c-black.ttf │ │ ├── mplus-1c-black.ttf.meta │ │ ├── mplus-1c-bold.ttf │ │ ├── mplus-1c-bold.ttf.meta │ │ ├── mplus-1c-medium.ttf │ │ └── mplus-1c-medium.ttf.meta ├── Materials.meta ├── Materials │ ├── Cube.mat │ └── Cube.mat.meta ├── Packages.meta ├── Packages │ ├── KMath.meta │ └── KMath │ │ ├── Easing.cs │ │ ├── Easing.cs.meta │ │ ├── EasingData.cs │ │ ├── EasingData.cs.meta │ │ ├── Utility.cs │ │ └── Utility.cs.meta ├── Prefabs.meta ├── Prefabs │ ├── FinalCut.prefab │ ├── FinalCut.prefab.meta │ ├── OrbitCube.prefab │ └── OrbitCube.prefab.meta ├── Scenes.meta ├── Scenes │ ├── Main.meta │ ├── Main.unity │ ├── Main.unity.meta │ └── Main │ │ ├── LightingData.asset │ │ └── LightingData.asset.meta ├── Scripts.meta ├── Scripts │ ├── AutoRandomRotate.cs │ ├── AutoRandomRotate.cs.meta │ ├── AutoRotate.cs │ ├── AutoRotate.cs.meta │ ├── Commons.meta │ ├── Commons │ │ ├── HideCursor.cs │ │ ├── HideCursor.cs.meta │ │ ├── SingletonMonoBehaviour.cs │ │ └── SingletonMonoBehaviour.cs.meta │ ├── FinalCut.meta │ ├── FinalCut │ │ ├── ImageEffectManager.cs │ │ └── ImageEffectManager.cs.meta │ ├── ImageEffects.meta │ ├── ImageEffects │ │ ├── Distortion.cs │ │ ├── Distortion.cs.meta │ │ ├── EdgeDetection.cs │ │ ├── EdgeDetection.cs.meta │ │ ├── Glitch.cs │ │ ├── Glitch.cs.meta │ │ ├── Mosaic.cs │ │ ├── Mosaic.cs.meta │ │ ├── Negative.cs │ │ ├── Negative.cs.meta │ │ ├── RGBShift.cs │ │ ├── RGBShift.cs.meta │ │ ├── RadiationBlur.cs │ │ ├── RadiationBlur.cs.meta │ │ ├── RandomInvert.cs │ │ ├── RandomInvert.cs.meta │ │ ├── Reflection.cs │ │ └── Reflection.cs.meta │ ├── ObjectManager.cs │ ├── ObjectManager.cs.meta │ ├── OrbitLayout.cs │ ├── OrbitLayout.cs.meta │ ├── SlideManager.meta │ └── SlideManager │ │ ├── Editor.meta │ │ ├── Editor │ │ ├── SlideManagerInspector.cs │ │ └── SlideManagerInspector.cs.meta │ │ ├── SlideManager.cs │ │ └── SlideManager.cs.meta ├── Shaders.meta ├── Shaders │ ├── ImageEffects.meta │ ├── ImageEffects │ │ ├── Distortion.shader │ │ ├── Distortion.shader.meta │ │ ├── EdgeDetection.shader │ │ ├── EdgeDetection.shader.meta │ │ ├── Glitch.shader │ │ ├── Glitch.shader.meta │ │ ├── Mosaic.shader │ │ ├── Mosaic.shader.meta │ │ ├── Negative.shader │ │ ├── Negative.shader.meta │ │ ├── RGBShift.shader │ │ ├── RGBShift.shader.meta │ │ ├── RadiationBlur.shader │ │ ├── RadiationBlur.shader.meta │ │ ├── RandomInvert.shader │ │ ├── RandomInvert.shader.meta │ │ ├── Reflection.shader │ │ └── Reflection.shader.meta │ ├── Libs.meta │ └── Libs │ │ ├── SimplexNoiseGrad3D.cginc │ │ ├── SimplexNoiseGrad3D.cginc.meta │ │ ├── Utils2D.cginc │ │ └── Utils2D.cginc.meta ├── Textures.meta └── Textures │ ├── Frame001.png │ ├── Frame001.png.meta │ ├── UGP1.png │ ├── UGP1.png.meta │ ├── UGP2.png │ ├── UGP2.png.meta │ ├── UGP3.png │ ├── UGP3.png.meta │ ├── bg_network_dennou_sekai.jpg │ ├── bg_network_dennou_sekai.jpg.meta │ ├── distortion.png │ ├── distortion.png.meta │ ├── dj_party_happy.png │ ├── dj_party_happy.png.meta │ ├── edgeDetection.png │ ├── edgeDetection.png.meta │ ├── glitch.png │ ├── glitch.png.meta │ ├── invert1.png │ ├── invert1.png.meta │ ├── invert2.png │ ├── invert2.png.meta │ ├── kwr.png │ ├── kwr.png.meta │ ├── mosaic1.png │ ├── mosaic1.png.meta │ ├── mosaic2.png │ ├── mosaic2.png.meta │ ├── music_vj.png │ ├── music_vj.png.meta │ ├── onrenderimage.png │ ├── onrenderimage.png.meta │ ├── radialBlur.png │ ├── radialBlur.png.meta │ ├── randomInvert.png │ ├── randomInvert.png.meta │ ├── reflection1.png │ ├── reflection1.png.meta │ ├── reflection2.png │ ├── reflection2.png.meta │ ├── reflection3.png │ ├── reflection3.png.meta │ ├── rgbshift.png │ ├── rgbshift.png.meta │ ├── triangle.png │ ├── triangle.png.meta │ ├── white_beta001.png │ ├── white_beta001.png.meta │ ├── white_beta002.png │ └── white_beta002.png.meta ├── LICENSE ├── 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 └── UnityConnectSettings.asset ├── README.md ├── UnityPackageManager └── manifest.json └── image001.png /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /Assets/Fonts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7bd0b18f41c01bf4f8b987b192463263 3 | folderAsset: yes 4 | timeCreated: 1541353595 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fonts/mplus-TESTFLIGHT-063.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1b1bc790d0c148a499a1daf3f578b9a6 3 | folderAsset: yes 4 | timeCreated: 1541353708 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fonts/mplus-TESTFLIGHT-063/LICENSE_E: -------------------------------------------------------------------------------- 1 | M+ FONTS Copyright (C) 2002-2017 M+ FONTS PROJECT 2 | 3 | - 4 | 5 | LICENSE_E 6 | 7 | 8 | 9 | 10 | These fonts are free software. 11 | Unlimited permission is granted to use, copy, and distribute them, with 12 | or without modification, either commercially or noncommercially. 13 | THESE FONTS ARE PROVIDED "AS IS" WITHOUT WARRANTY. 14 | 15 | 16 | http://mplus-fonts.osdn.jp 17 | -------------------------------------------------------------------------------- /Assets/Fonts/mplus-TESTFLIGHT-063/LICENSE_E.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96332e411e165834292dafb1cecc3585 3 | timeCreated: 1541353708 4 | 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guid: 57c175301eeec4e409fe7aebb42144e1 3 | folderAsset: yes 4 | timeCreated: 1541350515 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Packages/KMath/Easing.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7c0fe595fec9d694093981736f07ca3c 3 | timeCreated: 1466136691 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/Packages/KMath/EasingData.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using KUtil; 5 | using System; 6 | 7 | namespace KUtil 8 | { 9 | public abstract class EasingObjectBase 10 | { 11 | public float now = 1; // 現在時間 12 | public float time = 1; // 時間 13 | 14 | public T startParam; // 開始時の値 15 | public T endParam; // 終了時の値 16 | public T nowValue; // 現在の値 17 | 18 | public EaseType type = EaseType.Lerp; 19 | 20 | /// 21 | /// 開始したか? 22 | /// 23 | public bool isStart = false; 24 | 25 | /// 26 | /// リピートするか? 27 | /// 28 | public bool isRepeat = false; 29 | 30 | /// 31 | /// 終了したか? 32 | /// 33 | public bool isEnd { get { return (now >= time); } } 34 | 35 | protected Action beatAction = null; 36 | 37 | public void Init(T value) 38 | { 39 | nowValue = startParam = endParam = value; 40 | } 41 | 42 | public void AddAction(Action action) 43 | { 44 | beatAction = action; 45 | } 46 | 47 | public void Start(EaseType easeType, T start, T end, float t, bool repeat = false) 48 | { 49 | now = 0; 50 | if (t <= 0) 51 | { 52 | t = 1; 53 | now = 1; 54 | } 55 | time = t; 56 | startParam = start; 57 | endParam = end; 58 | type = easeType; 59 | isStart = true; 60 | isRepeat = repeat; 61 | } 62 | 63 | public void Update(float dt) 64 | { 65 | if (isStart) 66 | { 67 | float now_ = now + dt; 68 | now = Mathf.Min(now_, time); 69 | nowValue = CalcEase(); 70 | if (now >= time) 71 | { 72 | if (isRepeat) 73 | { 74 | now = now_ - time; 75 | 76 | beatAction?.Invoke(); 77 | } 78 | else 79 | { 80 | isStart = false; 81 | } 82 | } 83 | } 84 | } 85 | 86 | protected abstract T CalcEase(); 87 | } 88 | 89 | public class EasingObjectFloat : EasingObjectBase 90 | { 91 | protected override float CalcEase() 92 | { 93 | return Easing.Ease(type, startParam, endParam, now / time); 94 | } 95 | } 96 | 97 | public class EasingObjectVector2 : EasingObjectBase 98 | { 99 | protected override Vector2 CalcEase() 100 | { 101 | return Easing.Ease(type, startParam, endParam, now / time); 102 | } 103 | } 104 | 105 | public class EasingObjectVector3 : EasingObjectBase 106 | { 107 | protected override Vector3 CalcEase() 108 | { 109 | return Easing.Ease(type, startParam, endParam, now / time); 110 | } 111 | } 112 | 113 | public class EasingObjectVector4 : EasingObjectBase 114 | { 115 | protected override Vector4 CalcEase() 116 | { 117 | return Easing.Ease(type, startParam, endParam, now / time); 118 | } 119 | } 120 | 121 | public class EasingObjectQuaternion : EasingObjectBase 122 | { 123 | protected override Quaternion CalcEase() 124 | { 125 | return Easing.Ease(type, startParam, endParam, now / time); 126 | } 127 | } 128 | 129 | public class EasingObjectColor : EasingObjectBase 130 | { 131 | protected override Color CalcEase() 132 | { 133 | return Easing.Ease(type, startParam, endParam, now / time); 134 | } 135 | } 136 | } -------------------------------------------------------------------------------- /Assets/Packages/KMath/EasingData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 280cf83e17cb43841bf71c6053dbe8b3 3 | timeCreated: 1482474845 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/Packages/KMath/Utility.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace KUtil 5 | { 6 | public static class Utility 7 | { 8 | /// 9 | /// 点Pと線ABの距離を求める 10 | /// 11 | /// 12 | /// 13 | /// 14 | /// 15 | public static float DistanceDotAndLine(Vector3 p, Vector3 a, Vector3 b) 16 | { 17 | Vector3 ab = b - a; 18 | Vector3 ap = p - a; 19 | 20 | //AB、APを外積して求められたベクトルの長さが、平行四辺形Dの面積になる 21 | float d = Vector3.Magnitude(Vector3.Cross(ab, ap)); 22 | 23 | //AB間の距離 24 | float l = Vector3.Distance(a, b); 25 | 26 | return d / l; 27 | } 28 | 29 | // 点Pと線ABの交点(最短距離の点)を求める 30 | public static Vector3 CrossDotAndLine(Vector3 p, Vector3 a, Vector3 b) 31 | { 32 | Vector3 ab = b - a; 33 | Vector3 ap = p - a; 34 | 35 | float r = Vector3.Dot(ab, ap) / Vector3.Dot(ab, ab); 36 | 37 | if (r <= 0.0) 38 | { 39 | return a; 40 | } 41 | else if (r >= 1.0) 42 | { 43 | return b; 44 | } 45 | else 46 | { 47 | return new Vector3(a.x + r * ab.x, a.y + r * ab.y, a.z + r * ab.z); 48 | } 49 | } 50 | 51 | /// 52 | /// 0~1の範囲で返すsmoothstep 53 | /// 54 | /// 下限 55 | /// 上限 56 | /// 値 57 | /// 58 | public static float smoothStep(float min, float max, float x) 59 | { 60 | x = Mathf.Clamp((x - min) / (max - min), 0.0f, 1.0f); 61 | return x * x * (3.0f - 2.0f * x); 62 | } 63 | 64 | /// 65 | /// 極座標系→ユークリッド座標系(緯度と経度指定で3次元座標を返す) 66 | /// 67 | /// 緯度・仰角(radian) 68 | /// 経度・方位角(radian) 69 | /// 半径 70 | /// 3次元座標(x,y,z) 71 | public static Vector3 GetPositionOnSphere(float radY, float radX, float r) 72 | { 73 | Vector3 p; 74 | 75 | p.x = Mathf.Cos(radY) * 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externalObjects: {} 7 | mainObjectFileID: 100100000 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14c3c91cbb89a9d4cb56495c909a28d2 3 | folderAsset: yes 4 | timeCreated: 1522169897 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Scenes/Main.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4862e00de0089ea47b01b478f5410a36 3 | folderAsset: yes 4 | timeCreated: 1522239374 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Scenes/Main.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9b5459350757a40469e22ae573c1c6d8 3 | timeCreated: 1522235590 4 | licenseType: Pro 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scenes/Main/LightingData.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/kaiware007/UnityVJShaderSlide20181108/aca28f4926350167074cf3e7184061e0c0779a40/Assets/Scenes/Main/LightingData.asset -------------------------------------------------------------------------------- /Assets/Scenes/Main/LightingData.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 70ca3d32468b4b9488dc30c8eeb1554a 3 | timeCreated: 1522518360 4 | licenseType: Free 5 | NativeFormatImporter: 6 | externalObjects: {} 7 | mainObjectFileID: 25800000 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 522c18dba306dea4994ac391d8e60c99 3 | folderAsset: yes 4 | timeCreated: 1522170550 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoRandomRotate.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class AutoRandomRotate : MonoBehaviour { 6 | public float rotSpeed = 50f; 7 | public float noiseSpeed = 0.1f; 8 | 9 | Vector3 noisePos; 10 | float angle = 0; 11 | 12 | // Use this for initialization 13 | void Start () { 14 | noisePos = Random.insideUnitSphere * 10000f; 15 | } 16 | 17 | // Update is called once per frame 18 | void Update () { 19 | float ns = noiseSpeed * Time.deltaTime; 20 | 21 | noisePos.x += ns; 22 | noisePos.y += ns; 23 | noisePos.z += ns; 24 | 25 | float x = Mathf.PerlinNoise(noisePos.x, noisePos.y); 26 | float y = Mathf.PerlinNoise(noisePos.y, noisePos.z); 27 | float z = Mathf.PerlinNoise(noisePos.z, noisePos.x); 28 | Vector3 axis = new Vector3(x, y, z); 29 | axis.Normalize(); 30 | 31 | angle += rotSpeed * Time.deltaTime; 32 | 33 | transform.rotation = Quaternion.AngleAxis(angle, axis); 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoRandomRotate.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 309d9a6d63c918147ac19c0f82a9c1f5 3 | timeCreated: 1541613867 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoRotate.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class AutoRotate : MonoBehaviour 4 | { 5 | public Vector3 axis = Vector3.up; 6 | public float rotSpeed = 100; 7 | 8 | void Update() 9 | { 10 | transform.rotation *= Quaternion.AngleAxis(rotSpeed * Time.deltaTime, axis); 11 | } 12 | } -------------------------------------------------------------------------------- /Assets/Scripts/AutoRotate.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 73a2109266c3d87408a9f70404149796 3 | timeCreated: 1541350855 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/Commons.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1896f127bdc7d1c4c8260cbe0cd49181 3 | folderAsset: yes 4 | timeCreated: 1533838679 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Scripts/Commons/HideCursor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class HideCursor : MonoBehaviour { 6 | 7 | [SerializeField] 8 | bool cursorVisible = false; 9 | 10 | public void CursorVisible(bool enable) 11 | { 12 | cursorVisible = enable; 13 | Cursor.visible = cursorVisible; 14 | } 15 | 16 | // Use this for initialization 17 | void Start () { 18 | Cursor.visible = cursorVisible; 19 | } 20 | 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Scripts/Commons/HideCursor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2e4e2eaa23bc0b94f9305fa7a74fc038 3 | timeCreated: 1522391225 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/Scripts/Commons/SingletonMonoBehaviour.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class SingletonMonoBehaviour : MonoBehaviour where T : MonoBehaviour 4 | { 5 | private static T instance = null; 6 | 7 | //public static bool hasInstance { get { return instance != null; } } 8 | 9 | private void Awake() 10 | { 11 | instance = (T)FindObjectOfType(typeof(T)); 12 | } 13 | 14 | public static T Instance { 15 | get { 16 | if (instance == null) { 17 | instance = (T)FindObjectOfType(typeof(T)); 18 | 19 | if (instance == null) { 20 | Debug.LogError (typeof(T) + " is nothing"); 21 | } 22 | } 23 | 24 | return instance; 25 | } 26 | } 27 | 28 | static bool first = true; 29 | public static T GetInstance() 30 | { 31 | if (first && instance == null){ 32 | first = false; 33 | instance = (T)FindObjectOfType(typeof(T)); 34 | } 35 | return instance; 36 | } 37 | 38 | } -------------------------------------------------------------------------------- /Assets/Scripts/Commons/SingletonMonoBehaviour.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 91ee737d8af54f943a6ced70a83da8ee 3 | timeCreated: 1522171168 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/FinalCut.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 41d6e91f50ad6ba47a0bac22912ada6d 3 | folderAsset: yes 4 | timeCreated: 1533838647 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Scripts/FinalCut/ImageEffectManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using KUtil; 4 | 5 | public class ImageEffectManager : SingletonMonoBehaviour 6 | { 7 | #region public 8 | public Mosaic mosaic; 9 | public Negative negative; 10 | public Reflection reflection; 11 | public EdgeDetection edgeDetection; 12 | public RadiationBlur radiationBlur; 13 | public Glitch glitch; 14 | public Distortion distorion; 15 | public RGBShift rgbShift; 16 | public RandomInvert randomInvert; 17 | 18 | [SerializeField] 19 | KeyCode mosaicKey = KeyCode.F1; 20 | [SerializeField] 21 | KeyCode negativeKey = KeyCode.F2; 22 | [SerializeField] 23 | KeyCode reflectionLRKey = KeyCode.F3; 24 | [SerializeField] 25 | KeyCode reflectionTBKey = KeyCode.F4; 26 | [SerializeField] 27 | KeyCode edgeDetectionKey = KeyCode.F5; 28 | [SerializeField] 29 | KeyCode radiationBlurKey = KeyCode.F6; 30 | [SerializeField] 31 | KeyCode glitchKey = KeyCode.F7; 32 | [SerializeField] 33 | KeyCode distortionKey = KeyCode.F8; 34 | [SerializeField] 35 | KeyCode rgbShiftKey = KeyCode.F9; 36 | [SerializeField] 37 | KeyCode randomInvertKey = KeyCode.F10; 38 | 39 | public float effectTime = 0.25f; 40 | public float negativeEffectTime = 0.125f; 41 | 42 | public float maxMosaiceScale = 32; 43 | public float maxRadiationBlurPower = 32; 44 | public float maxGlitchIntensity = 0.9f; 45 | public float maxDistortionPower = 0.1f; 46 | public float maxRGBShiftPower = 16; 47 | #endregion 48 | 49 | bool isNegative = false; 50 | bool isEdgeDetect = false; 51 | 52 | public void ResetEffect() 53 | { 54 | mosaic.isCircle = false; 55 | mosaic.ChangeCircleFlag(); 56 | //mosaic.enabled = false; 57 | negative.ratio = 0; 58 | isNegative = false; 59 | reflection.horizontalReflect = false; 60 | reflection.verticalReflect = false; 61 | edgeDetection.enabled = true; 62 | edgeDetection.blend = 1; 63 | isEdgeDetect = false; 64 | radiationBlur.power = 0; 65 | glitch.enabled = true; 66 | glitch.intensity = 0; 67 | distorion.enabled = true; 68 | distorion.power = 0; 69 | rgbShift.enabled = true; 70 | rgbShift.shiftPower = 0; 71 | 72 | randomInvert.enabled = true; 73 | randomInvert.invert = false; 74 | } 75 | 76 | IEnumerator ActionMosaic() 77 | { 78 | float duration = effectTime; 79 | while (duration > 0f) 80 | { 81 | duration = Mathf.Max(duration - Time.deltaTime, 0); 82 | mosaic.scale = Easing.Ease(EaseType.QuadOut, maxMosaiceScale, 1, 1f - duration / effectTime); 83 | yield return null; 84 | } 85 | } 86 | 87 | IEnumerator ActionNegative() 88 | { 89 | float duration = negativeEffectTime; 90 | float start = isNegative ? 1 : 0; 91 | float end = 1f - start; 92 | isNegative = !isNegative; 93 | 94 | while (duration > 0f) 95 | { 96 | duration = Mathf.Max(duration - Time.deltaTime, 0); 97 | negative.ratio = Easing.Ease(EaseType.QuadOut, start, end, 1f - duration / negativeEffectTime); 98 | yield return null; 99 | } 100 | 101 | } 102 | 103 | void ActionReflectionLR() 104 | { 105 | reflection.horizontalReflect = !reflection.horizontalReflect; 106 | } 107 | 108 | void ActionReflectionTB() 109 | { 110 | reflection.verticalReflect = !reflection.verticalReflect; 111 | } 112 | 113 | IEnumerator ActionEdgeDetection() 114 | { 115 | float duration = effectTime; 116 | float start = isEdgeDetect ? 0 : 1; 117 | float end = 1f - start; 118 | isEdgeDetect = !isEdgeDetect; 119 | while (duration > 0f) 120 | { 121 | duration = Mathf.Max(duration - Time.deltaTime, 0); 122 | edgeDetection.blend = Easing.Ease(EaseType.QuadOut, start, end, 1f - duration / effectTime); 123 | yield return null; 124 | } 125 | } 126 | 127 | IEnumerator ActionRadiationBlur() 128 | { 129 | float duration = effectTime; 130 | while (duration > 0f) 131 | { 132 | duration = Mathf.Max(duration - Time.deltaTime, 0); 133 | radiationBlur.power = Easing.Ease(EaseType.QuadOut, maxRadiationBlurPower, 1, 1f - duration / effectTime); 134 | yield return null; 135 | } 136 | } 137 | 138 | IEnumerator ActionGlitch() 139 | { 140 | float duration = effectTime; 141 | while (duration > 0f) 142 | { 143 | duration = Mathf.Max(duration - Time.deltaTime, 0); 144 | glitch.intensity= Easing.Ease(EaseType.QuadOut, maxGlitchIntensity, 0, 1f - duration / effectTime); 145 | yield return null; 146 | } 147 | } 148 | 149 | IEnumerator ActionDistortion() 150 | { 151 | float duration = effectTime; 152 | while (duration > 0f) 153 | { 154 | duration = Mathf.Max(duration - Time.deltaTime, 0); 155 | distorion.power = Easing.Ease(EaseType.QuadOut, maxDistortionPower, 0, 1f - duration / effectTime); 156 | yield return null; 157 | } 158 | } 159 | 160 | IEnumerator ActionRGBShift() 161 | { 162 | float duration = effectTime; 163 | while (duration > 0f) 164 | { 165 | duration = Mathf.Max(duration - Time.deltaTime, 0); 166 | rgbShift.shiftPower = Easing.Ease(EaseType.QuadOut, maxRGBShiftPower, 0, 1f - duration / effectTime); 167 | yield return null; 168 | } 169 | } 170 | 171 | void KeyCheck() 172 | { 173 | if (Input.GetKeyDown(mosaicKey)) 174 | { 175 | StartCoroutine(ActionMosaic()); 176 | } 177 | if (Input.GetKeyDown(negativeKey)) 178 | { 179 | StartCoroutine(ActionNegative()); 180 | } 181 | 182 | if (Input.GetKeyDown(reflectionLRKey)) 183 | { 184 | ActionReflectionLR(); 185 | } 186 | if (Input.GetKeyDown(reflectionTBKey)) 187 | { 188 | ActionReflectionTB(); 189 | } 190 | 191 | if (Input.GetKeyDown(edgeDetectionKey)) 192 | { 193 | StartCoroutine(ActionEdgeDetection()); 194 | } 195 | if (Input.GetKeyDown(radiationBlurKey)) 196 | { 197 | StartCoroutine(ActionRadiationBlur()); 198 | } 199 | if (Input.GetKeyDown(glitchKey)) 200 | { 201 | StartCoroutine(ActionGlitch()); 202 | } 203 | if (Input.GetKeyDown(distortionKey)) 204 | { 205 | StartCoroutine(ActionDistortion()); 206 | } 207 | if (Input.GetKeyDown(rgbShiftKey)) 208 | { 209 | StartCoroutine(ActionRGBShift()); 210 | } 211 | if (Input.GetKeyDown(randomInvertKey)) 212 | { 213 | randomInvert.StartInvert(); 214 | } 215 | 216 | } 217 | 218 | private void Start() 219 | { 220 | ResetEffect(); 221 | } 222 | 223 | private void Update() 224 | { 225 | KeyCheck(); 226 | } 227 | } 228 | -------------------------------------------------------------------------------- /Assets/Scripts/FinalCut/ImageEffectManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7b87d9f4a1792be4d9ec635a8c13cdcf 3 | timeCreated: 1522244098 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/Scripts/ImageEffects.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f34a616bde66fb24f91c172e04d4464c 3 | folderAsset: yes 4 | timeCreated: 1522247804 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Distortion.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [ExecuteInEditMode] 6 | public class Distortion : MonoBehaviour { 7 | 8 | const string SHADER_NAME = "Hidden/Distortion"; 9 | 10 | [Range(0,10)] 11 | public float noiseScale = 0.1f; 12 | public Vector3 noiseSpeed = Vector3.one; 13 | [Range(0,1)] 14 | public float power = 0.1f; 15 | 16 | [SerializeField, HideInInspector] 17 | private Shader m_Shader; 18 | 19 | public Shader shader 20 | { 21 | get 22 | { 23 | if (m_Shader == null) 24 | { 25 | m_Shader = Shader.Find(SHADER_NAME); 26 | } 27 | 28 | return m_Shader; 29 | } 30 | } 31 | 32 | private Material m_Material; 33 | public Material material 34 | { 35 | get 36 | { 37 | if (m_Material == null) 38 | { 39 | m_Material = new Material(shader); 40 | m_Material.hideFlags = HideFlags.DontSave; 41 | } 42 | 43 | return m_Material; 44 | } 45 | } 46 | 47 | private void OnDisable() 48 | { 49 | if (m_Material != null) 50 | DestroyImmediate(m_Material); 51 | 52 | m_Material = null; 53 | } 54 | 55 | private Vector3 noisePosition; 56 | 57 | int m_PID_noiseScale = 1; 58 | int m_PID_noisePosition = 1; 59 | int m_PID_power = 1; 60 | 61 | private void Awake() 62 | { 63 | m_PID_noiseScale = Shader.PropertyToID("_DistortionNoiseScale"); 64 | m_PID_noisePosition = Shader.PropertyToID("_DistortionNoisePosition"); 65 | m_PID_power = Shader.PropertyToID("_DistortionPower"); 66 | } 67 | 68 | private void OnRenderImage(RenderTexture source, RenderTexture destination) 69 | { 70 | material.SetFloat(m_PID_noiseScale, noiseScale); 71 | material.SetVector(m_PID_noisePosition, noisePosition); 72 | material.SetFloat(m_PID_power, power); 73 | Graphics.Blit(source, destination, material); 74 | } 75 | 76 | private void Update() 77 | { 78 | float dt = Time.deltaTime; 79 | noisePosition.x += dt * noiseSpeed.x; 80 | noisePosition.y += dt * noiseSpeed.y; 81 | noisePosition.z += dt * noiseSpeed.z; 82 | } 83 | } 84 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Distortion.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ae20571cef92be749be90a5f084ce0e4 3 | timeCreated: 1497855384 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/EdgeDetection.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [ExecuteInEditMode] 4 | public class EdgeDetection : MonoBehaviour 5 | { 6 | public enum FilterMode 7 | { 8 | Sobel, 9 | Laplacian, 10 | Depth, 11 | } 12 | 13 | const string SHADER_NAME = "Hidden/EdgeDetection"; 14 | 15 | /// 16 | /// フィルターモード 17 | /// 18 | public FilterMode filterMode = FilterMode.Sobel; 19 | 20 | /// 21 | /// エッジの強さ 22 | /// 23 | public float edgePowor = 1f; 24 | 25 | /// 26 | /// 輪郭しきい値 27 | /// 28 | [Range(0, 1)] 29 | public float edgeThreshold = 0.5f; 30 | 31 | /// 32 | /// ダウンサンプリング数 33 | /// 34 | public int downSampling = 1; 35 | 36 | /// 37 | /// デプスの輪郭しきい値 38 | /// 39 | [Range(0f, 1f)] 40 | public float depthThreshold = 0; 41 | 42 | /// 43 | /// 元画像とのブレンド率(0で100%エッジの色になる) 44 | /// 45 | [Range(0f, 1f)] 46 | public float blend = 0; 47 | 48 | public Color backColor = Color.white; 49 | public Color edgeColor = Color.black; 50 | 51 | [SerializeField, HideInInspector] 52 | private Shader m_Shader; 53 | 54 | // Sobel Filter 横 55 | static float[] hSobelFilter = 56 | { 57 | 1, 0, -1, 58 | 2, 0, -2, 59 | 1, 0, -1, 60 | }; 61 | // Sobel Filter 縦 62 | static float[] vSobelFilter = 63 | { 64 | 1, 2, 1, 65 | 0, 0, 0, 66 | -1, -2, -1, 67 | }; 68 | 69 | // Laplacian Filter 70 | static float[] laplacianFilter = 71 | { 72 | 1, 1, 1, 73 | 1,-8, 1, 74 | 1, 1, 1, 75 | }; 76 | 77 | // Edge 78 | public Shader shader 79 | { 80 | get 81 | { 82 | if (m_Shader == null) 83 | { 84 | m_Shader = Shader.Find(SHADER_NAME); 85 | } 86 | 87 | return m_Shader; 88 | } 89 | } 90 | 91 | private Material m_Material; 92 | public Material material 93 | { 94 | get 95 | { 96 | if (m_Material == null) 97 | { 98 | m_Material = new Material(shader); 99 | m_Material.hideFlags = HideFlags.DontSave; 100 | } 101 | 102 | return m_Material; 103 | } 104 | } 105 | 106 | private void OnDisable() 107 | { 108 | if (m_Material != null) 109 | DestroyImmediate(m_Material); 110 | 111 | m_Material = null; 112 | } 113 | 114 | // モザイクのスケールPropertyID 115 | int m_PID_HCoef = -1; 116 | int m_PID_VCoef = -1; 117 | int m_PID_Coef = -1; 118 | int m_PID_MainTex = -1; 119 | int m_PID_EdgeTex = -1; 120 | int m_PID_EdgePower = -1; 121 | int m_PID_Blend = -1; 122 | int m_PID_DepthThreshold = -1; 123 | int m_PID_backColor = -1; 124 | int m_PID_edgeColor = -1; 125 | int m_PID_threshold = -1; 126 | 127 | private void Awake() 128 | { 129 | m_PID_HCoef = Shader.PropertyToID("_HCoef"); 130 | m_PID_VCoef = Shader.PropertyToID("_VCoef"); 131 | m_PID_Coef = Shader.PropertyToID("_Coef"); 132 | m_PID_MainTex = Shader.PropertyToID("_MainTex"); 133 | m_PID_EdgeTex = Shader.PropertyToID("_EdgeTex"); 134 | m_PID_EdgePower = Shader.PropertyToID("_EdgePower"); 135 | m_PID_Blend = Shader.PropertyToID("_Blend"); 136 | m_PID_DepthThreshold = Shader.PropertyToID("_DepthThreshold"); 137 | m_PID_backColor = Shader.PropertyToID("_BackColor"); 138 | m_PID_edgeColor = Shader.PropertyToID("_EdgeColor"); 139 | m_PID_threshold = Shader.PropertyToID("_Threshold"); 140 | } 141 | 142 | private void OnRenderImage(RenderTexture source, RenderTexture destination) 143 | { 144 | int pass = 0; 145 | 146 | var tw = source.width; 147 | var th = source.height; 148 | var ts = downSampling; 149 | var format = RenderTextureFormat.ARGBFloat; 150 | var rwMode = RenderTextureReadWrite.Linear; 151 | var edgeTex = RenderTexture.GetTemporary(tw / ts, th / ts, 0, format, rwMode); 152 | 153 | material.SetFloat(m_PID_threshold, edgeThreshold); 154 | material.SetFloat(m_PID_Blend, blend); 155 | material.SetColor(m_PID_backColor, backColor); 156 | material.SetColor(m_PID_edgeColor, edgeColor); 157 | 158 | // 小さいサイズで輪郭検出 159 | switch (filterMode) 160 | { 161 | case FilterMode.Sobel: 162 | material.SetFloatArray(m_PID_HCoef, hSobelFilter); 163 | material.SetFloatArray(m_PID_VCoef, vSobelFilter); 164 | pass = 1; 165 | break; 166 | case FilterMode.Laplacian: 167 | material.SetFloatArray(m_PID_Coef, laplacianFilter); 168 | pass = 2; 169 | break; 170 | case FilterMode.Depth: 171 | material.SetFloat(m_PID_DepthThreshold, depthThreshold); 172 | pass = 3; 173 | break; 174 | } 175 | Graphics.Blit(source, edgeTex, material, pass); 176 | 177 | if (filterMode != FilterMode.Depth) 178 | { 179 | Graphics.Blit(source, edgeTex, material, pass); 180 | 181 | // 合成 182 | material.SetTexture(m_PID_MainTex, source); // 明示的に渡さないとなぜかグレーになる 183 | material.SetTexture(m_PID_EdgeTex, edgeTex); 184 | material.SetFloat(m_PID_EdgePower, edgePowor); 185 | 186 | Graphics.Blit(source, destination, material, 0); 187 | } 188 | else 189 | { 190 | material.SetTexture(m_PID_MainTex, source); // 明示的に渡さないとなぜかグレーになる 191 | Graphics.Blit(source, destination, material, 3); 192 | } 193 | 194 | // 一時バッファの解放 195 | RenderTexture.ReleaseTemporary(edgeTex); 196 | } 197 | } 198 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/EdgeDetection.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b3c2f0f63af31a44fa211c91df59a5cd 3 | timeCreated: 1483802253 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - m_Shader: {fileID: 4800000, guid: 4fcb7e5a819c63e43b8ec3a58597ece3, type: 3} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Glitch.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | //[ExecuteInEditMode] 4 | public class Glitch : MonoBehaviour 5 | { 6 | 7 | const string SHADER_NAME = "Hidden/Glitch"; 8 | 9 | /// 10 | /// ノイズテクスチャの隣の色になる確率 11 | /// 12 | [Range(0, 1)] 13 | public float noiseColorChange = 0.85f; 14 | 15 | /// 16 | /// ノイズの更新頻度 17 | /// 18 | [Range(0, 1)] 19 | public float noiseSpeed = 0.85f; 20 | 21 | /// 22 | /// ずらす強さ 23 | /// 24 | [Range(0,1)] 25 | public float intensity = 1f; 26 | 27 | public int glitchScale = 32; 28 | 29 | [SerializeField, HideInInspector] 30 | private Shader m_Shader; 31 | 32 | public Shader shader 33 | { 34 | get 35 | { 36 | if (m_Shader == null) 37 | { 38 | m_Shader = Shader.Find(SHADER_NAME); 39 | } 40 | 41 | return m_Shader; 42 | } 43 | } 44 | 45 | private Material m_Material; 46 | public Material material 47 | { 48 | get 49 | { 50 | if (m_Material == null) 51 | { 52 | m_Material = new Material(shader); 53 | m_Material.hideFlags = HideFlags.DontSave; 54 | } 55 | 56 | return m_Material; 57 | } 58 | } 59 | 60 | private void OnDisable() 61 | { 62 | if (m_Material != null) 63 | DestroyImmediate(m_Material); 64 | 65 | m_Material = null; 66 | } 67 | 68 | Texture2D noiseTexture; 69 | 70 | private void CreateTexture() 71 | { 72 | noiseTexture = new Texture2D(Screen.width / glitchScale, Screen.height / glitchScale, TextureFormat.RGBA32, false); 73 | //noiseTexture = new Texture2D(64, 32, TextureFormat.RGBA32, false); 74 | 75 | noiseTexture.hideFlags = HideFlags.DontSave; 76 | noiseTexture.wrapMode = TextureWrapMode.Clamp; 77 | noiseTexture.filterMode = FilterMode.Point; 78 | 79 | UpdateNoiseTexture(); 80 | } 81 | 82 | private Color RandomColor() 83 | { 84 | return new Color(Random.value, Random.value, Random.value, Random.value); 85 | } 86 | 87 | private void UpdateNoiseTexture() 88 | { 89 | Color color = RandomColor(); 90 | 91 | for (int y = 0; y < noiseTexture.height; y++) 92 | { 93 | for (int x = 0; x < noiseTexture.width; x++) 94 | { 95 | // 確率で隣と同じ色になる 96 | if (Random.value > noiseColorChange) color = RandomColor(); 97 | noiseTexture.SetPixel(x, y, color); 98 | } 99 | } 100 | 101 | noiseTexture.Apply(); 102 | } 103 | 104 | private void Start() 105 | { 106 | CreateTexture(); 107 | } 108 | 109 | private void Update() 110 | { 111 | if (Random.value > noiseSpeed) 112 | { 113 | UpdateNoiseTexture(); 114 | } 115 | } 116 | 117 | // PropertyID 118 | int m_PID_intensity = 1; 119 | int m_PID_noiseTex = 1; 120 | 121 | private void Awake() 122 | { 123 | m_PID_intensity = Shader.PropertyToID("_Intensity"); 124 | m_PID_noiseTex = Shader.PropertyToID("_NoiseTex"); 125 | } 126 | 127 | private void OnRenderImage(RenderTexture source, RenderTexture destination) 128 | { 129 | 130 | material.SetFloat(m_PID_intensity, intensity); 131 | material.SetTexture(m_PID_noiseTex, noiseTexture); 132 | 133 | Graphics.Blit(source, destination, material); 134 | } 135 | } 136 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Glitch.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ca4806ceb97f6014da5fec1377a3dcf1 3 | timeCreated: 1487779104 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Mosaic.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [ExecuteInEditMode] 4 | public class Mosaic : MonoBehaviour { 5 | 6 | const string SHADER_NAME = "Hidden/Mosaic"; 7 | 8 | /// 9 | /// モザイク倍率 10 | /// 11 | public float scale = 1f; 12 | 13 | /// 14 | /// 円でくり抜くフラグ 15 | /// 16 | public bool isCircle = false; 17 | 18 | [SerializeField, HideInInspector] 19 | private Shader m_Shader; 20 | 21 | private bool isCircleOld = false; 22 | 23 | public Shader shader 24 | { 25 | get 26 | { 27 | if (m_Shader == null) 28 | { 29 | m_Shader = Shader.Find(SHADER_NAME); 30 | } 31 | 32 | return m_Shader; 33 | } 34 | } 35 | 36 | private Material m_Material; 37 | public Material material 38 | { 39 | get 40 | { 41 | if (m_Material == null) 42 | { 43 | m_Material = new Material(shader); 44 | m_Material.hideFlags = HideFlags.DontSave; 45 | } 46 | 47 | return m_Material; 48 | } 49 | } 50 | 51 | private void OnDisable() 52 | { 53 | if (m_Material != null) 54 | DestroyImmediate(m_Material); 55 | 56 | m_Material = null; 57 | } 58 | 59 | // モザイクのスケールPropertyID 60 | int m_PID_scale = 1; 61 | 62 | private void Awake() 63 | { 64 | m_PID_scale = Shader.PropertyToID("_MosaicScale"); 65 | ChangeCircleFlag(); 66 | } 67 | 68 | private void Update() 69 | { 70 | if(isCircle != isCircleOld) 71 | { 72 | ChangeCircleFlag(); 73 | } 74 | } 75 | 76 | private void OnRenderImage(RenderTexture source, RenderTexture destination) 77 | { 78 | material.SetFloat(m_PID_scale, scale); 79 | Graphics.Blit(source, destination, material); 80 | } 81 | 82 | public void ChangeCircleFlag() 83 | { 84 | if (isCircle) 85 | { 86 | material.EnableKeyword("CIRCLE"); 87 | }else 88 | { 89 | material.DisableKeyword("CIRCLE"); 90 | } 91 | isCircleOld = isCircle; 92 | } 93 | } 94 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Mosaic.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 391cfabafaedc8a4793f86116342e080 3 | timeCreated: 1483633650 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - m_Shader: {fileID: 4800000, guid: 19eb7e76072db084baee8b326151daba, type: 3} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Negative.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [ExecuteInEditMode] 4 | public class Negative : MonoBehaviour { 5 | const string SHADER_NAME = "Hidden/Negative"; 6 | 7 | /// 8 | /// 色反転の比率 9 | /// 10 | [Range(0,1)] 11 | public float ratio = 1f; 12 | 13 | [SerializeField, HideInInspector] 14 | private Shader m_Shader; 15 | 16 | public Shader shader 17 | { 18 | get 19 | { 20 | if (m_Shader == null) 21 | { 22 | m_Shader = Shader.Find(SHADER_NAME); 23 | } 24 | 25 | return m_Shader; 26 | } 27 | } 28 | 29 | private Material m_Material; 30 | public Material material 31 | { 32 | get 33 | { 34 | if (m_Material == null) 35 | { 36 | m_Material = new Material(shader); 37 | m_Material.hideFlags = HideFlags.DontSave; 38 | } 39 | 40 | return m_Material; 41 | } 42 | } 43 | 44 | private void OnDisable() 45 | { 46 | if (m_Material != null) 47 | DestroyImmediate(m_Material); 48 | 49 | m_Material = null; 50 | } 51 | 52 | // ネガティブ率PropertyID 53 | int m_PID_negaRatio = 1; 54 | 55 | private void Awake() 56 | { 57 | m_PID_negaRatio = Shader.PropertyToID("_NegativeRatio"); 58 | } 59 | 60 | private void OnRenderImage(RenderTexture source, RenderTexture destination) 61 | { 62 | material.SetFloat(m_PID_negaRatio, ratio); 63 | Graphics.Blit(source, destination, material); 64 | } 65 | } 66 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Negative.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bd227919181842644b1b541f335fc101 3 | timeCreated: 1483634170 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/RGBShift.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [ExecuteInEditMode] 4 | public class RGBShift : MonoBehaviour { 5 | const string SHADER_NAME = "Hidden/RGBShift"; 6 | 7 | /// 8 | /// ずらす幅 9 | /// 10 | [Range(-100,100)] 11 | public float shiftPower = 1; 12 | 13 | /// 14 | /// ずらす方向のノイズ速度 15 | /// 16 | [Range(0,10)] 17 | public float noiseSpeed = 1; 18 | 19 | [SerializeField, HideInInspector] 20 | private Shader m_Shader; 21 | 22 | private Vector2 noisePos; 23 | 24 | public Shader shader 25 | { 26 | get 27 | { 28 | if (m_Shader == null) 29 | { 30 | m_Shader = Shader.Find(SHADER_NAME); 31 | } 32 | 33 | return m_Shader; 34 | } 35 | } 36 | 37 | private Material m_Material; 38 | public Material material 39 | { 40 | get 41 | { 42 | if (m_Material == null) 43 | { 44 | m_Material = new Material(shader); 45 | m_Material.hideFlags = HideFlags.DontSave; 46 | } 47 | 48 | return m_Material; 49 | } 50 | } 51 | 52 | private void OnDisable() 53 | { 54 | if (m_Material != null) 55 | DestroyImmediate(m_Material); 56 | 57 | m_Material = null; 58 | } 59 | 60 | // PropertyID 61 | int m_PID_shiftPower = 1; 62 | 63 | private void Awake() 64 | { 65 | m_PID_shiftPower = Shader.PropertyToID("_ShiftPower"); 66 | } 67 | 68 | Vector4 shiftUV; 69 | 70 | private void OnRenderImage(RenderTexture source, RenderTexture destination) 71 | { 72 | float rad = Mathf.PerlinNoise(noisePos.x, noisePos.y) * Mathf.PI * 2f; 73 | shiftUV.x = Mathf.Cos(rad) * shiftPower; 74 | shiftUV.y = Mathf.Sin(rad) * shiftPower; 75 | 76 | material.SetVector(m_PID_shiftPower, shiftUV); 77 | Graphics.Blit(source, destination, material); 78 | } 79 | 80 | private void Update() 81 | { 82 | noisePos.x += Time.deltaTime * noiseSpeed; 83 | } 84 | } 85 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/RGBShift.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f6f88dbeaf305554ab47d9a08d3a5794 3 | timeCreated: 1483634170 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/RadiationBlur.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [ExecuteInEditMode] 4 | public class RadiationBlur : MonoBehaviour { 5 | const string SHADER_NAME = "Hidden/RadiationBlur"; 6 | 7 | /// 8 | /// ブラーの中心座標 9 | /// 10 | public Vector2 center = new Vector2(0.5f, 0.5f); 11 | 12 | /// 13 | /// ブラーの強さ 14 | /// 15 | [Range(0, 100)] 16 | public float power = 0f; 17 | 18 | [SerializeField, HideInInspector] 19 | private Shader m_Shader; 20 | 21 | public Shader shader 22 | { 23 | get 24 | { 25 | if (m_Shader == null) 26 | { 27 | m_Shader = Shader.Find(SHADER_NAME); 28 | } 29 | 30 | return m_Shader; 31 | } 32 | } 33 | 34 | private Material m_Material; 35 | public Material material 36 | { 37 | get 38 | { 39 | if (m_Material == null) 40 | { 41 | m_Material = new Material(shader); 42 | m_Material.hideFlags = HideFlags.DontSave; 43 | } 44 | 45 | return m_Material; 46 | } 47 | } 48 | 49 | private void OnDisable() 50 | { 51 | if (m_Material != null) 52 | DestroyImmediate(m_Material); 53 | 54 | m_Material = null; 55 | } 56 | 57 | // ブラーの中心座標 58 | int m_PID_blurCenter = -1; 59 | // ブラーの強さPropertyID 60 | int m_PID_blurPower = -1; 61 | 62 | private void Awake() 63 | { 64 | m_PID_blurCenter = Shader.PropertyToID("_BlurCenter"); 65 | m_PID_blurPower = Shader.PropertyToID("_BlurPower"); 66 | } 67 | 68 | private void OnRenderImage(RenderTexture source, RenderTexture destination) 69 | { 70 | material.SetVector(m_PID_blurCenter, center); 71 | material.SetFloat(m_PID_blurPower, power); 72 | Graphics.Blit(source, destination, material); 73 | } 74 | } 75 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/RadiationBlur.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 12b9b106817117041a170b3c8590a410 3 | timeCreated: 1487513961 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/RandomInvert.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using KUtil; 3 | 4 | public class RandomInvert : MonoBehaviour { 5 | const string SHADER_NAME = "Hidden/RandomInvert"; 6 | 7 | public float fadeTime = 0.5f; 8 | 9 | public bool invert = false; // true:反転 flase:通常 10 | public EaseType easeType = EaseType.QuadOut; 11 | public float noiseScale = 1000; 12 | 13 | [SerializeField, HideInInspector] 14 | private Shader m_Shader; 15 | 16 | public Shader shader 17 | { 18 | get 19 | { 20 | if (m_Shader == null) 21 | { 22 | m_Shader = Shader.Find(SHADER_NAME); 23 | } 24 | 25 | return m_Shader; 26 | } 27 | } 28 | 29 | private Material m_Material; 30 | public Material material 31 | { 32 | get 33 | { 34 | if (m_Material == null) 35 | { 36 | m_Material = new Material(shader); 37 | m_Material.hideFlags = HideFlags.DontSave; 38 | } 39 | 40 | return m_Material; 41 | } 42 | } 43 | 44 | private void OnDisable() 45 | { 46 | if (m_Material != null) 47 | DestroyImmediate(m_Material); 48 | 49 | m_Material = null; 50 | } 51 | 52 | // PropertyID 53 | int m_PID_threshold = 1; 54 | int m_PID_invert = 1; 55 | int m_PID_startTime = 1; 56 | int m_PID_scale = 1; 57 | 58 | float fadeDuration = 0; 59 | float threshold = 0; 60 | float startTime = 0; 61 | 62 | private void Awake() 63 | { 64 | m_PID_threshold = Shader.PropertyToID("_Threshold"); 65 | m_PID_invert = Shader.PropertyToID("_Invert"); 66 | m_PID_startTime = Shader.PropertyToID("_StartTime"); 67 | m_PID_scale = Shader.PropertyToID("_Scale"); 68 | } 69 | 70 | private void OnRenderImage(RenderTexture source, RenderTexture destination) 71 | { 72 | material.SetFloat(m_PID_threshold, threshold); 73 | material.SetInt(m_PID_invert, (invert ? 1 : 0)); 74 | material.SetFloat(m_PID_startTime, startTime); 75 | material.SetFloat(m_PID_scale, noiseScale); 76 | 77 | Graphics.Blit(source, destination, material); 78 | } 79 | 80 | private void Update() 81 | { 82 | if (fadeDuration > 0f) 83 | { 84 | fadeDuration -= Time.deltaTime; 85 | float d = Mathf.Clamp01(fadeDuration / fadeTime); 86 | threshold = Easing.Ease(easeType, 1f, 0f, d); 87 | 88 | if(d <= 0f) 89 | { 90 | invert = !invert; 91 | threshold = 0; 92 | } 93 | } 94 | 95 | // test 96 | if (Input.GetKeyDown(KeyCode.I)) 97 | { 98 | StartInvert(); 99 | } 100 | } 101 | 102 | public void StartInvert() 103 | { 104 | fadeDuration = fadeTime; 105 | startTime = Time.time; 106 | } 107 | } 108 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/RandomInvert.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1807b7ba7036f124b9b81dfeb9f6e4fe 3 | timeCreated: 1541348408 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Reflection.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [ExecuteInEditMode] 4 | public class Reflection : MonoBehaviour 5 | { 6 | 7 | const string SHADER_NAME = "Hidden/Reflection"; 8 | 9 | /// 10 | /// 左右鏡 11 | /// 12 | public bool horizontalReflect = false; 13 | 14 | /// 15 | /// 上下鏡 16 | /// 17 | public bool verticalReflect = false; 18 | 19 | [SerializeField, HideInInspector] 20 | private Shader m_Shader; 21 | 22 | public Shader shader 23 | { 24 | get 25 | { 26 | if (m_Shader == null) 27 | { 28 | m_Shader = Shader.Find(SHADER_NAME); 29 | } 30 | 31 | return m_Shader; 32 | } 33 | } 34 | 35 | private Material m_Material; 36 | public Material material 37 | { 38 | get 39 | { 40 | if (m_Material == null) 41 | { 42 | m_Material = new Material(shader); 43 | m_Material.hideFlags = HideFlags.DontSave; 44 | } 45 | 46 | return m_Material; 47 | } 48 | } 49 | 50 | private void OnDisable() 51 | { 52 | if (m_Material != null) 53 | DestroyImmediate(m_Material); 54 | 55 | m_Material = null; 56 | } 57 | 58 | // 左右反転PropertyID 59 | int m_PID_horizontal = -1; 60 | int m_PID_vertical = -1; 61 | 62 | private void Awake() 63 | { 64 | m_PID_horizontal = Shader.PropertyToID("_Horizontal"); 65 | m_PID_vertical = Shader.PropertyToID("_Vertical"); 66 | } 67 | 68 | private void OnRenderImage(RenderTexture source, RenderTexture destination) 69 | { 70 | material.SetInt(m_PID_horizontal, (horizontalReflect ? 1 : 0)); 71 | material.SetInt(m_PID_vertical, (verticalReflect ? 1 : 0)); 72 | 73 | Graphics.Blit(source, destination, material); 74 | } 75 | } 76 | -------------------------------------------------------------------------------- /Assets/Scripts/ImageEffects/Reflection.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 81deb26cbfdfdf04cac7332e5bb6607c 3 | timeCreated: 1483635495 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/ObjectManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ObjectManager : MonoBehaviour { 6 | 7 | [SerializeField] 8 | GameObject cube; 9 | 10 | [SerializeField] 11 | KeyCode objectVisibleChangeKey = KeyCode.Space; 12 | 13 | // Use this for initialization 14 | void Start () { 15 | cube.SetActive(false); 16 | } 17 | 18 | // Update is called once per frame 19 | void Update () { 20 | 21 | if (Input.GetKeyDown(objectVisibleChangeKey)) 22 | { 23 | cube.SetActive(!cube.activeSelf); 24 | } 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /Assets/Scripts/ObjectManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2dcd58343563d7640a7f7ff11e3e5aea 3 | timeCreated: 1541446351 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/OrbitLayout.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class OrbitLayout : MonoBehaviour { 6 | 7 | public GameObject prefab; 8 | public int num = 4; 9 | public float radius = 1.5f; 10 | public Vector3 axis = Vector3.up; 11 | 12 | // Use this for initialization 13 | void Start () { 14 | float angleDiff = 2 * Mathf.PI / num; 15 | 16 | for(int i = 0; i < num; i++) 17 | { 18 | GameObject obj = GameObject.Instantiate(prefab, this.transform); 19 | float angle = angleDiff * i; 20 | obj.transform.localPosition = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * radius; 21 | } 22 | } 23 | 24 | } 25 | -------------------------------------------------------------------------------- /Assets/Scripts/OrbitLayout.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 70ac1d1433afbfd45bc1151039947a75 3 | timeCreated: 1541614537 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/SlideManager.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3a15de3f824ba094ab5946db99581a6c 3 | folderAsset: yes 4 | timeCreated: 1541355110 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Scripts/SlideManager/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1051dedb2eeb80c4abf91e4330193e62 3 | folderAsset: yes 4 | timeCreated: 1541354922 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Scripts/SlideManager/Editor/SlideManagerInspector.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | using UnityEditorInternal; 6 | 7 | [CustomEditor(typeof(SlideManager))] 8 | public class SlideManagerInspector : Editor { 9 | ReorderableList reoderableList; 10 | 11 | private void OnEnable() 12 | { 13 | var prop = serializedObject.FindProperty("pages"); 14 | 15 | reoderableList = new ReorderableList(serializedObject, prop, true, true, true, true); 16 | 17 | reoderableList.drawElementCallback = (rect, index, isActive, isForcused) => 18 | { 19 | var element = prop.GetArrayElementAtIndex(index); 20 | rect.height -= 4; 21 | rect.y += 2; 22 | EditorGUI.PropertyField(rect, element); 23 | }; 24 | 25 | reoderableList.onAddCallback += (list)=> 26 | { 27 | prop.arraySize++; 28 | 29 | list.index = prop.arraySize - 1; 30 | 31 | prop.GetArrayElementAtIndex(list.index); 32 | }; 33 | } 34 | 35 | 36 | void Remove(ReorderableList list) 37 | { 38 | 39 | } 40 | 41 | public override void OnInspectorGUI() 42 | { 43 | serializedObject.Update(); 44 | reoderableList.DoLayoutList(); 45 | serializedObject.ApplyModifiedProperties(); 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Scripts/SlideManager/Editor/SlideManagerInspector.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d5d02aab558f026408dc9da188906d83 3 | timeCreated: 1541355005 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/SlideManager/SlideManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class SlideManager : MonoBehaviour { 6 | 7 | [SerializeField] 8 | List pages = new List(); 9 | 10 | public int pageNo = 0; 11 | public int pageMax = 0; 12 | 13 | void ChangePage(int no) 14 | { 15 | //Debug.Log("ChangePage " + no); 16 | 17 | for(int i = 0; i < pageMax; i++) 18 | { 19 | pages[i].gameObject.SetActive((no == i)); 20 | } 21 | } 22 | 23 | // Use this for initialization 24 | void Start () { 25 | pageNo = 0; 26 | pageMax = pages.Count; 27 | 28 | ChangePage(pageNo); 29 | } 30 | 31 | // Update is called once per frame 32 | void Update () { 33 | 34 | if(Input.GetKeyDown(KeyCode.RightArrow)) 35 | { 36 | pageNo = Mathf.Min(pageNo+1, pageMax - 1); 37 | ChangePage(pageNo); 38 | } 39 | 40 | if (Input.GetKeyDown(KeyCode.LeftArrow)) 41 | { 42 | pageNo = Mathf.Max(pageNo-1, 0); 43 | ChangePage(pageNo); 44 | } 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /Assets/Scripts/SlideManager/SlideManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d3c80410791e07345b0a3ea7e51eb085 3 | timeCreated: 1541354736 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 90e14a6f145a1b345923d2309b69a5f7 3 | folderAsset: yes 4 | timeCreated: 1522238577 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 28e4d8c12ff62c34ab7a13533f9d63b4 3 | folderAsset: yes 4 | timeCreated: 1522247777 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/Distortion.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Distortion" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _DistortionNoiseScale("Noise Scale", Range(0,10)) = 0.1 7 | _DistortionNoisePosition("Noise Position", vector) = (0,0,0,0) 8 | _DistortionPower ("Power", Range(0,10)) = 0.1 9 | } 10 | SubShader 11 | { 12 | // No culling or depth 13 | Cull Off ZWrite Off ZTest Always 14 | 15 | Pass 16 | { 17 | CGPROGRAM 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | 21 | #include "UnityCG.cginc" 22 | #include "Assets/Shaders/Libs/SimplexNoiseGrad3D.cginc" 23 | 24 | struct appdata 25 | { 26 | float4 vertex : POSITION; 27 | float2 uv : TEXCOORD0; 28 | }; 29 | 30 | struct v2f 31 | { 32 | float2 uv : TEXCOORD0; 33 | float4 vertex : SV_POSITION; 34 | }; 35 | 36 | v2f vert (appdata v) 37 | { 38 | v2f o; 39 | o.vertex = UnityObjectToClipPos(v.vertex); 40 | o.uv = v.uv; 41 | return o; 42 | } 43 | 44 | sampler2D _MainTex; 45 | float4 _MainTex_TexelSize; 46 | 47 | float _DistortionNoiseScale; 48 | float3 _DistortionNoisePosition; 49 | float _DistortionPower; 50 | 51 | float2 getRotationUV(float2 uv, float angle, float power) { 52 | float2 v = (float2)0; 53 | float rad = angle * 3.14159265359; 54 | 55 | v.x = uv.x + cos(rad) * power; 56 | v.y = uv.y + sin(rad) * power; 57 | 58 | return v; 59 | } 60 | 61 | fixed4 frag (v2f i) : SV_Target 62 | { 63 | float3 uv1 = float3(i.uv * _DistortionNoiseScale,0); 64 | float3 noise = snoise_grad(uv1 + _DistortionNoisePosition); 65 | 66 | float2 uv = getRotationUV(i.uv, noise.x, noise.y * _DistortionPower); 67 | fixed4 col = tex2D(_MainTex, uv); 68 | 69 | return col; 70 | } 71 | ENDCG 72 | } 73 | } 74 | } 75 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/Distortion.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0bdad24ee6b27134cbf36ff8c552459e 3 | timeCreated: 1497856314 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/EdgeDetection.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/EdgeDetection" 2 | { 3 | Properties 4 | { 5 | _MainTex("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | // No culling or depth 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass // コンポジット(pass1) 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 | sampler2D _MainTex; 33 | sampler2D _EdgeTex; 34 | float _EdgePower; 35 | 36 | v2f vert(appdata v) 37 | { 38 | v2f o; 39 | o.vertex = UnityObjectToClipPos(v.vertex); 40 | 41 | o.uv = v.uv; 42 | return o; 43 | } 44 | 45 | 46 | fixed4 frag(v2f i) : SV_Target 47 | { 48 | fixed4 edge = tex2D(_EdgeTex, i.uv); 49 | 50 | return edge * _EdgePower; 51 | } 52 | ENDCG 53 | } 54 | 55 | // Sobel Filter 56 | Pass // 1 57 | { 58 | CGPROGRAM 59 | #pragma vertex vert 60 | #pragma fragment frag 61 | 62 | #include "UnityCG.cginc" 63 | 64 | struct appdata 65 | { 66 | float4 vertex : POSITION; 67 | float2 uv : TEXCOORD0; 68 | }; 69 | 70 | struct v2f 71 | { 72 | float2 uv : TEXCOORD0; 73 | float4 vertex : SV_POSITION; 74 | }; 75 | 76 | v2f vert(appdata v) 77 | { 78 | v2f o; 79 | o.vertex = UnityObjectToClipPos(v.vertex); 80 | o.uv = v.uv; 81 | return o; 82 | } 83 | 84 | sampler2D _MainTex; 85 | float4 _MainTex_TexelSize; 86 | 87 | float _HCoef[9]; 88 | float _VCoef[9]; 89 | 90 | float _Threshold; 91 | float _Blend; 92 | float4 _BackColor; 93 | float4 _EdgeColor; 94 | 95 | fixed4 frag(v2f i) : SV_Target 96 | { 97 | fixed4 col = tex2D(_MainTex, i.uv); 98 | 99 | fixed3 hcol = fixed3(0, 0, 0); 100 | fixed3 vcol = fixed3(0, 0, 0); 101 | 102 | hcol += tex2D(_MainTex, i.uv + fixed2(-1, -1) * _MainTex_TexelSize.xy).rgb * _HCoef[0]; 103 | hcol += tex2D(_MainTex, i.uv + fixed2(0, -1) * _MainTex_TexelSize.xy).rgb * _HCoef[1]; 104 | hcol += tex2D(_MainTex, i.uv + fixed2(1, -1) * _MainTex_TexelSize.xy).rgb * _HCoef[2]; 105 | hcol += tex2D(_MainTex, i.uv + fixed2(-1, 0) * _MainTex_TexelSize.xy).rgb * _HCoef[3]; 106 | hcol += tex2D(_MainTex, i.uv + fixed2(0, 0) * _MainTex_TexelSize.xy).rgb * _HCoef[4]; 107 | hcol += tex2D(_MainTex, i.uv + fixed2(1, 0) * _MainTex_TexelSize.xy).rgb * _HCoef[5]; 108 | hcol += tex2D(_MainTex, i.uv + fixed2(-1, 1) * _MainTex_TexelSize.xy).rgb * _HCoef[6]; 109 | hcol += tex2D(_MainTex, i.uv + fixed2(0, 1) * _MainTex_TexelSize.xy).rgb * _HCoef[7]; 110 | hcol += tex2D(_MainTex, i.uv + fixed2(1, 1) * _MainTex_TexelSize.xy).rgb * _HCoef[8]; 111 | 112 | vcol += tex2D(_MainTex, i.uv + fixed2(-1, -1) * _MainTex_TexelSize.xy).rgb * _VCoef[0]; 113 | vcol += tex2D(_MainTex, i.uv + fixed2(0, -1) * _MainTex_TexelSize.xy).rgb * _VCoef[1]; 114 | vcol += tex2D(_MainTex, i.uv + fixed2(1, -1) * _MainTex_TexelSize.xy).rgb * _VCoef[2]; 115 | vcol += tex2D(_MainTex, i.uv + fixed2(-1, 0) * _MainTex_TexelSize.xy).rgb * _VCoef[3]; 116 | vcol += tex2D(_MainTex, i.uv + fixed2(0, 0) * _MainTex_TexelSize.xy).rgb * _VCoef[4]; 117 | vcol += tex2D(_MainTex, i.uv + fixed2(1, 0) * _MainTex_TexelSize.xy).rgb * _VCoef[5]; 118 | vcol += tex2D(_MainTex, i.uv + fixed2(-1, 1) * _MainTex_TexelSize.xy).rgb * _VCoef[6]; 119 | vcol += tex2D(_MainTex, i.uv + fixed2(0, 1) * _MainTex_TexelSize.xy).rgb * _VCoef[7]; 120 | vcol += tex2D(_MainTex, i.uv + fixed2(1, 1) * _MainTex_TexelSize.xy).rgb * _VCoef[8]; 121 | 122 | float d = sqrt(hcol * hcol + vcol * vcol); 123 | fixed4 edge = lerp(_BackColor, _EdgeColor, step(_Threshold, d)); 124 | 125 | return lerp(edge, col, _Blend); 126 | } 127 | ENDCG 128 | } 129 | 130 | // Laplacian Filter 131 | Pass // 2 132 | { 133 | CGPROGRAM 134 | #pragma vertex vert 135 | #pragma fragment frag 136 | 137 | #include "UnityCG.cginc" 138 | 139 | struct appdata 140 | { 141 | float4 vertex : POSITION; 142 | float2 uv : TEXCOORD0; 143 | }; 144 | 145 | struct v2f 146 | { 147 | float2 uv : TEXCOORD0; 148 | float4 vertex : SV_POSITION; 149 | }; 150 | 151 | v2f vert(appdata v) 152 | { 153 | v2f o; 154 | o.vertex = UnityObjectToClipPos(v.vertex); 155 | o.uv = v.uv; 156 | return o; 157 | } 158 | 159 | sampler2D _MainTex; 160 | float4 _MainTex_TexelSize; 161 | 162 | float _Coef[9]; 163 | float _Blend; 164 | float4 _BackColor; 165 | float4 _EdgeColor; 166 | float _Threshold; 167 | 168 | fixed4 frag(v2f i) : SV_Target 169 | { 170 | fixed4 col = tex2D(_MainTex, i.uv); 171 | 172 | fixed3 fcol = fixed3(0, 0, 0); 173 | 174 | fcol += tex2D(_MainTex, i.uv + fixed2(-1, -1) * _MainTex_TexelSize.xy).rgb * _Coef[0]; 175 | fcol += tex2D(_MainTex, i.uv + fixed2(0, -1) * _MainTex_TexelSize.xy).rgb * _Coef[1]; 176 | fcol += tex2D(_MainTex, i.uv + fixed2(1, -1) * _MainTex_TexelSize.xy).rgb * _Coef[2]; 177 | fcol += tex2D(_MainTex, i.uv + fixed2(-1, 0) * _MainTex_TexelSize.xy).rgb * _Coef[3]; 178 | fcol += tex2D(_MainTex, i.uv + fixed2(0, 0) * _MainTex_TexelSize.xy).rgb * _Coef[4]; 179 | fcol += tex2D(_MainTex, i.uv + fixed2(1, 0) * _MainTex_TexelSize.xy).rgb * _Coef[5]; 180 | fcol += tex2D(_MainTex, i.uv + fixed2(-1, 1) * _MainTex_TexelSize.xy).rgb * _Coef[6]; 181 | fcol += tex2D(_MainTex, i.uv + fixed2(0, 1) * _MainTex_TexelSize.xy).rgb * _Coef[7]; 182 | fcol += tex2D(_MainTex, i.uv + fixed2(1, 1) * _MainTex_TexelSize.xy).rgb * _Coef[8]; 183 | 184 | fixed4 edge = lerp(_BackColor, _EdgeColor, step(_Threshold, length(fcol))); 185 | 186 | return lerp(edge, col, _Blend); 187 | } 188 | ENDCG 189 | } 190 | 191 | // Depth type 192 | Pass // 3 193 | { 194 | CGPROGRAM 195 | #pragma vertex vert 196 | #pragma fragment frag 197 | 198 | #include "UnityCG.cginc" 199 | 200 | struct appdata 201 | { 202 | float4 vertex : POSITION; 203 | float2 uv : TEXCOORD0; 204 | }; 205 | 206 | struct v2f 207 | { 208 | float2 uv : TEXCOORD0; 209 | float4 vertex : SV_POSITION; 210 | }; 211 | 212 | v2f vert(appdata v) 213 | { 214 | v2f o; 215 | o.vertex = UnityObjectToClipPos(v.vertex); 216 | o.uv = v.uv; 217 | return o; 218 | } 219 | 220 | sampler2D _MainTex; 221 | float4 _MainTex_TexelSize; 222 | float4 _BackColor; 223 | float4 _EdgeColor; 224 | float _Threshold; 225 | 226 | UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); 227 | 228 | float _DepthThreshold; 229 | float _Blend; 230 | 231 | fixed detectEdge(float2 uv) 232 | { 233 | float4 duv = float4(0, 0, _MainTex_TexelSize.xy); 234 | 235 | float d11 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv + duv.xy); 236 | float d12 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv + duv.zy); 237 | float d21 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv + duv.xw); 238 | float d22 = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv + duv.zw); 239 | 240 | float g_d = length(float2(d11 - d22, d12 - d21)); 241 | g_d = saturate((g_d - _DepthThreshold) * 40); 242 | 243 | return g_d; 244 | } 245 | 246 | fixed4 frag(v2f i) : SV_Target 247 | { 248 | fixed4 col = tex2D(_MainTex, i.uv); 249 | 250 | fixed edge = detectEdge(i.uv); 251 | 252 | fixed4 col2 = lerp(_BackColor, _EdgeColor, step(_Threshold, edge)); 253 | 254 | return lerp(col2, col, _Blend); 255 | } 256 | ENDCG 257 | } 258 | } 259 | } 260 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/EdgeDetection.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4fcb7e5a819c63e43b8ec3a58597ece3 3 | timeCreated: 1483800460 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/Glitch.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Glitch" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _NoiseTex("Noise Texture", 2D) = "black" {} 7 | } 8 | SubShader 9 | { 10 | // No culling or depth 11 | Cull Off ZWrite Off ZTest Always 12 | 13 | Pass 14 | { 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | 19 | #include "UnityCG.cginc" 20 | 21 | struct appdata 22 | { 23 | float4 vertex : POSITION; 24 | float2 uv : TEXCOORD0; 25 | }; 26 | 27 | struct v2f 28 | { 29 | float2 uv : TEXCOORD0; 30 | float4 vertex : SV_POSITION; 31 | }; 32 | 33 | v2f vert (appdata v) 34 | { 35 | v2f o; 36 | o.vertex = UnityObjectToClipPos(v.vertex); 37 | o.uv = v.uv; 38 | return o; 39 | } 40 | 41 | sampler2D _MainTex; 42 | sampler2D _NoiseTex; 43 | float _Intensity; 44 | 45 | fixed4 frag (v2f i) : SV_Target 46 | { 47 | fixed4 noise = tex2D(_NoiseTex, i.uv); 48 | 49 | fixed thresh = 1.001 - _Intensity * 1.001; 50 | 51 | fixed slide = step(thresh, pow(noise.b, 2.5)); 52 | fixed ref_a = step(thresh, pow(noise.a, 2.5)); 53 | fixed ref_g = step(thresh, pow(noise.r, 2.5)); 54 | fixed ref_b = step(thresh, pow(noise.g, 2.5)); 55 | fixed d = step(thresh, pow(noise.b, 3.5)); 56 | 57 | fixed2 uv_slide = (i.uv + noise.xy * slide) % 1; 58 | fixed2 uv_ref_r = (i.uv + noise.xy * ref_a) % 1; 59 | fixed2 uv_ref_g = (i.uv + noise.xy * ref_g) % 1; 60 | fixed2 uv_ref_b = (i.uv + noise.xy * ref_b) % 1; 61 | 62 | fixed3 col1 = tex2D(_MainTex, uv_slide); 63 | fixed3 col2 = fixed3(tex2D(_MainTex, uv_ref_r).r, tex2D(_MainTex, uv_ref_g).g, tex2D(_MainTex, uv_ref_b).b); 64 | 65 | return fixed4(lerp(col1, col2, d), 1); 66 | } 67 | ENDCG 68 | } 69 | } 70 | } 71 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/Glitch.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 10f97faa08f52334788429d24d1b1de0 3 | timeCreated: 1487780958 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/Mosaic.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Mosaic" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _MosaicScale("Mosaic Scale", float) = 1 7 | [Toggle(CIRCLE)]_Circle("Circle", Float) = 1 8 | } 9 | SubShader 10 | { 11 | // No culling or depth 12 | Cull Off ZWrite Off ZTest Always 13 | 14 | Pass 15 | { 16 | CGPROGRAM 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | #pragma multi_compile _ CIRCLE 20 | 21 | #include "UnityCG.cginc" 22 | 23 | struct appdata 24 | { 25 | float4 vertex : POSITION; 26 | float2 uv : TEXCOORD0; 27 | }; 28 | 29 | struct v2f 30 | { 31 | float2 uv : TEXCOORD0; 32 | float4 vertex : SV_POSITION; 33 | }; 34 | 35 | sampler2D _MainTex; 36 | float _MosaicScale; 37 | float4 _MainTex_TexelSize; 38 | 39 | v2f vert (appdata v) 40 | { 41 | v2f o; 42 | o.vertex = UnityObjectToClipPos(v.vertex); 43 | o.uv = v.uv; 44 | 45 | return o; 46 | } 47 | 48 | fixed4 frag (v2f i) : SV_Target 49 | { 50 | float2 delta = saturate(_MosaicScale / _ScreenParams.xy); 51 | float2 uv = (floor(i.uv / delta) + 0.5) * delta; 52 | fixed4 col = tex2D(_MainTex, uv); 53 | #ifdef CIRCLE 54 | float2 uv2 = frac(i.uv / delta); 55 | float len = 0.5 - length(uv2 - 0.5); 56 | col = col * smoothstep(0.0, 0.05, len); 57 | #endif 58 | return col; 59 | } 60 | ENDCG 61 | } 62 | } 63 | } 64 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/Mosaic.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 19eb7e76072db084baee8b326151daba 3 | timeCreated: 1483632816 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/Negative.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Negative" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _NegativeRatio("Negative Ratio", Range(0,1)) = 1 7 | } 8 | SubShader 9 | { 10 | // No culling or depth 11 | Cull Off ZWrite Off ZTest Always 12 | 13 | Pass 14 | { 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | 19 | #include "UnityCG.cginc" 20 | 21 | struct appdata 22 | { 23 | float4 vertex : POSITION; 24 | float2 uv : TEXCOORD0; 25 | }; 26 | 27 | struct v2f 28 | { 29 | float2 uv : TEXCOORD0; 30 | float4 vertex : SV_POSITION; 31 | }; 32 | 33 | v2f vert (appdata v) 34 | { 35 | v2f o; 36 | o.vertex = UnityObjectToClipPos(v.vertex); 37 | o.uv = v.uv; 38 | return o; 39 | } 40 | 41 | sampler2D _MainTex; 42 | float _NegativeRatio; 43 | 44 | fixed4 frag (v2f i) : SV_Target 45 | { 46 | fixed4 col = tex2D(_MainTex, i.uv); 47 | 48 | col = lerp(col, 1 - col, _NegativeRatio); 49 | return col; 50 | } 51 | ENDCG 52 | } 53 | } 54 | } 55 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/Negative.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 05dda511dd4c1db46a7ff108e479def5 3 | timeCreated: 1483634153 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/RGBShift.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/RGBShift" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | // No culling or depth 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 = UnityObjectToClipPos(v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | float2 _ShiftPower; 42 | 43 | fixed4 frag (v2f i) : SV_Target 44 | { 45 | float2 shiftpow = _ShiftPower * (1.0 / _ScreenParams.x); 46 | fixed r = tex2D(_MainTex, i.uv - shiftpow).r; 47 | fixed2 ga = tex2D(_MainTex, i.uv).ga; 48 | fixed b = tex2D(_MainTex, i.uv + shiftpow).b; 49 | 50 | return fixed4(r, ga.x, b, ga.y); 51 | } 52 | ENDCG 53 | } 54 | } 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/RGBShift.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a132a662fe684224ba0b47eb6e0ddbdc 3 | timeCreated: 1483634153 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/RadiationBlur.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/RadiationBlur" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | // No culling or depth 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 = UnityObjectToClipPos(v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | float4 _MainTex_TexelSize; 42 | float2 _BlurCenter; 43 | float _BlurPower; 44 | 45 | fixed4 frag (v2f i) : SV_Target 46 | { 47 | 48 | float2 dir = _BlurCenter - i.uv; 49 | float distance = length(dir); 50 | dir = normalize(dir) * _MainTex_TexelSize.xy; 51 | dir *= _BlurPower * distance; 52 | 53 | fixed4 col = tex2D(_MainTex, i.uv) * 0.19; 54 | for (int j = 1; j < 10; j++) { 55 | col += tex2D(_MainTex, i.uv + dir * j) * (0.19 - j * 0.02); 56 | } 57 | 58 | return col; 59 | } 60 | ENDCG 61 | } 62 | } 63 | } 64 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/RadiationBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 60d6604a205e3304b9ca9ddef9ce6a42 3 | timeCreated: 1487514314 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/RandomInvert.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/RandomInvert" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | // No culling or depth 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 | #include "../Libs/Utils2D.cginc" 20 | 21 | struct appdata 22 | { 23 | float4 vertex : POSITION; 24 | float2 uv : TEXCOORD0; 25 | }; 26 | 27 | struct v2f 28 | { 29 | float2 uv : TEXCOORD0; 30 | float4 vertex : SV_POSITION; 31 | }; 32 | 33 | v2f vert (appdata v) 34 | { 35 | v2f o; 36 | o.vertex = UnityObjectToClipPos(v.vertex); 37 | o.uv = v.uv; 38 | return o; 39 | } 40 | 41 | sampler2D _MainTex; 42 | float _Threshold; 43 | int _Invert; 44 | float _StartTime; 45 | float _Scale; 46 | 47 | fixed4 frag (v2f i) : SV_Target 48 | { 49 | fixed4 col = tex2D(_MainTex, i.uv); 50 | 51 | fixed r = noise(float2(i.uv.y, _StartTime) * _Scale); 52 | 53 | col.rgb = (r >= _Threshold) ? col.rgb : 1 - col.rgb; 54 | 55 | col.rgb = (_Invert == 1) ? 1 - col.rgb : col.rgb; 56 | 57 | return col; 58 | } 59 | ENDCG 60 | } 61 | } 62 | } 63 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/RandomInvert.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ef87e822400c40345981c80c7166f713 3 | timeCreated: 1541349294 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/Reflection.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Reflection" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Horizontal ("Horizontal Flip", int) = 0 7 | _Vertical ("Vertical Flip", int) = 0 8 | } 9 | SubShader 10 | { 11 | // No culling or depth 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 = UnityObjectToClipPos(v.vertex); 38 | o.uv = v.uv; 39 | return o; 40 | } 41 | 42 | sampler2D _MainTex; 43 | int _Horizontal; 44 | int _Vertical; 45 | 46 | fixed4 frag (v2f i) : SV_Target 47 | { 48 | float2 uv; 49 | uv.x = ((_Horizontal && i.uv.x > 0.5) ? 1 - i.uv.x : i.uv.x); 50 | uv.y = ((_Vertical && i.uv.y > 0.5) ? 1 - i.uv.y : i.uv.y); 51 | 52 | fixed4 col = tex2D(_MainTex, uv); 53 | return col; 54 | } 55 | ENDCG 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/Shaders/ImageEffects/Reflection.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c79c607c6e9a91e4d8eb7cb4aa89f14d 3 | timeCreated: 1483635287 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Libs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8fb53ba18c20be2408c44c93f4b9c492 3 | folderAsset: yes 4 | timeCreated: 1522247779 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Shaders/Libs/SimplexNoiseGrad3D.cginc: -------------------------------------------------------------------------------- 1 | // 2 | // Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader 3 | // 4 | // Original work (webgl-noise) Copyright (C) 2011 Ashima Arts. 5 | // Translation and modification was made by Keijiro Takahashi. 6 | // 7 | // This shader is based on the webgl-noise GLSL shader. For further details 8 | // of the original shader, please see the following description from the 9 | // original source code. 10 | // 11 | 12 | // 13 | // Description : Array and textureless GLSL 2D/3D/4D simplex 14 | // noise functions. 15 | // Author : Ian McEwan, Ashima Arts. 16 | // Maintainer : ijm 17 | // Lastmod : 20110822 (ijm) 18 | // License : Copyright (C) 2011 Ashima Arts. All rights reserved. 19 | // Distributed under the MIT License. See LICENSE file. 20 | // https://github.com/ashima/webgl-noise 21 | // 22 | 23 | float3 mod289(float3 x) 24 | { 25 | return x - floor(x / 289.0) * 289.0; 26 | } 27 | 28 | float4 mod289(float4 x) 29 | { 30 | return x - floor(x / 289.0) * 289.0; 31 | } 32 | 33 | float4 permute(float4 x) 34 | { 35 | return mod289((x * 34.0 + 1.0) * x); 36 | } 37 | 38 | float4 taylorInvSqrt(float4 r) 39 | { 40 | return 1.79284291400159 - r * 0.85373472095314; 41 | } 42 | 43 | float3 snoise_grad(float3 v) 44 | { 45 | const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); 46 | 47 | // First corner 48 | float3 i = floor(v + dot(v, C.yyy)); 49 | float3 x0 = v - i + dot(i, C.xxx); 50 | 51 | // Other corners 52 | float3 g = step(x0.yzx, x0.xyz); 53 | float3 l = 1.0 - g; 54 | float3 i1 = min(g.xyz, l.zxy); 55 | float3 i2 = max(g.xyz, l.zxy); 56 | 57 | // x1 = x0 - i1 + 1.0 * C.xxx; 58 | // x2 = x0 - i2 + 2.0 * C.xxx; 59 | // x3 = x0 - 1.0 + 3.0 * C.xxx; 60 | float3 x1 = x0 - i1 + C.xxx; 61 | float3 x2 = x0 - i2 + C.yyy; 62 | float3 x3 = x0 - 0.5; 63 | 64 | // Permutations 65 | i = mod289(i); // Avoid truncation effects in permutation 66 | float4 p = 67 | permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) 68 | + i.y + float4(0.0, i1.y, i2.y, 1.0)) 69 | + i.x + float4(0.0, i1.x, i2.x, 1.0)); 70 | 71 | // Gradients: 7x7 points over a square, mapped onto an octahedron. 72 | // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) 73 | float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) 74 | 75 | float4 x_ = floor(j / 7.0); 76 | float4 y_ = floor(j - 7.0 * x_); // mod(j,N) 77 | 78 | float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; 79 | float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; 80 | 81 | float4 h = 1.0 - abs(x) - abs(y); 82 | 83 | float4 b0 = float4(x.xy, y.xy); 84 | float4 b1 = float4(x.zw, y.zw); 85 | 86 | //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; 87 | //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; 88 | float4 s0 = floor(b0) * 2.0 + 1.0; 89 | float4 s1 = floor(b1) * 2.0 + 1.0; 90 | float4 sh = -step(h, 0.0); 91 | 92 | float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; 93 | float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; 94 | 95 | float3 g0 = float3(a0.xy, h.x); 96 | float3 g1 = float3(a0.zw, h.y); 97 | float3 g2 = float3(a1.xy, h.z); 98 | float3 g3 = float3(a1.zw, h.w); 99 | 100 | // Normalise gradients 101 | float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); 102 | g0 *= norm.x; 103 | g1 *= norm.y; 104 | g2 *= norm.z; 105 | g3 *= norm.w; 106 | 107 | // Compute gradient of noise function at P 108 | float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); 109 | float4 m2 = m * m; 110 | float4 m3 = m2 * m; 111 | float4 m4 = m2 * m2; 112 | float3 grad = 113 | -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + 114 | -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + 115 | -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 + 116 | -6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3; 117 | return 42.0 * grad; 118 | } 119 | -------------------------------------------------------------------------------- /Assets/Shaders/Libs/SimplexNoiseGrad3D.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 97b01ec8fc2ebce49966e87f0f04e45f 3 | timeCreated: 1541448628 4 | licenseType: Free 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Shaders/Libs/Utils2D.cginc: -------------------------------------------------------------------------------- 1 | #ifndef UTILS2D_INCLUDED 2 | #define UTILS2D_INCLUDED 3 | 4 | float hash11(float p) { 5 | float2 p2 = frac(p * float2(443.8975, 397.2973)); 6 | p2 += dot(p2.xy, p2.yx + 19.19); 7 | return frac(p2.x * p2.y); 8 | } 9 | 10 | float hash13(float3 p) { 11 | p = frac(p * float3(443.8975, 397.2973, 491.1871)); 12 | p += dot(p.xyz, p.yzx + 19.19); 13 | return frac(p.x * p.y * p.z); 14 | } 15 | 16 | float2 hash21(float p) { 17 | float3 p3 = frac(p * float3(443.8975, 397.2973, 491.1871)); 18 | p3 += dot(p3.xyz, p3.yzx + 19.19); 19 | return frac(float2(p3.x * p3.y, p3.z * p3.x)); 20 | } 21 | 22 | float random(in float x) { 23 | return frac(sin(x)*1e4); 24 | } 25 | 26 | float random(float2 _st) { 27 | return frac(sin(dot(_st.xy, float2(12.9898, 78.233))) * 43758.5453123); 28 | } 29 | 30 | float random(float3 _st) { 31 | return frac(sin(dot(_st.xyz, float3(12.9898, 78.233, 56.787))) * 43758.5453123); 32 | } 33 | 34 | // Based on Morgan McGuire @morgan3d 35 | // https://www.shadertoy.com/view/4dS3Wd 36 | float noise(float2 _st) { 37 | float2 i = floor(_st); 38 | float2 f = frac(_st); 39 | 40 | // Four corners in 2D of a tile 41 | float a = random(i); 42 | float b = random(i + float2(1.0, 0.0)); 43 | float c = random(i + float2(0.0, 1.0)); 44 | float d = random(i + float2(1.0, 1.0)); 45 | 46 | float2 u = f * f * (3.0 - 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IN NO EVENT SHALL THE 20 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 21 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 22 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 23 | SOFTWARE. 24 | --------------------------------------------------- 25 | M+ FONTS 26 | Copyright (C) 2002-2017 M+ FONTS PROJECT 27 | - 28 | LICENSE_E 29 | These fonts are free software. 30 | Unlimited permission is granted to use, copy, and distribute them, with 31 | or without modification, either commercially or noncommercially. 32 | THESE FONTS ARE PROVIDED "AS IS" WITHOUT WARRANTY. 33 | 34 | http://mplus-fonts.osdn.jp 35 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 1 23 | m_ClothInterCollisionSettingsToggle: 0 24 | m_ContactPairsMode: 0 25 | m_BroadphaseType: 0 26 | m_WorldBounds: 27 | m_Center: {x: 0, y: 0, z: 0} 28 | m_Extent: {x: 250, y: 250, z: 250} 29 | m_WorldSubdivisions: 8 30 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: 8 | - 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Ground 8 | layers: 9 | - Default 10 | - TransparentFX 11 | - Ignore Raycast 12 | - 13 | - Water 14 | - UI 15 | - 16 | - 17 | - MainScene 18 | - FinalCut 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | - 41 | m_SortingLayers: 42 | - name: Default 43 | uniqueID: 0 44 | locked: 0 45 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 0 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity VJ Shader Slide 2018/11/08 2 | 2018/11/08 Unity Shader 勉強会発表用スライドプロジェクト 3 | 「Unityを使ったVJでよく使うイメージエフェクト集」 4 | 5 | ![image001.png](image001.png) 6 | ## 操作方法 7 | 8 | - カーソルキーの左右でページ切り替え 9 | - F1キー:Edge Detection 10 | - F2キー:Mosaic 11 | - F3キー:Distortion 12 | - F4キー:Invert 13 | - F5キー:Random Invert 14 | - F6キー:Radiation Blur 15 | - F7キー:Reflection(左右反転) 16 | - F8キー:Reflection(上下反転) 17 | - F9キー:RGB Shift 18 | - F10キー:Glitch 19 | - スペースキーで3Dオブジェクトの表示切り替え 20 | 21 | ## Reference 22 | 23 | - Simplex noise functions are (C) Ashima Arts and Stefan Gustavson 24 | https://github.com/ashima/webgl-noise 25 | - Noise Shader Library for Unity by keijiro takahashi https://github.com/keijiro/NoiseShader 26 | - M+ FONTS 27 | Copyright (C) 2002-2017 M+ FONTS PROJECT 28 | http://mplus-fonts.osdn.jp 29 | -------------------------------------------------------------------------------- /UnityPackageManager/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | -------------------------------------------------------------------------------- /image001.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/kaiware007/UnityVJShaderSlide20181108/aca28f4926350167074cf3e7184061e0c0779a40/image001.png --------------------------------------------------------------------------------