├── .gitattributes ├── .gitignore ├── .vsconfig ├── Assets ├── .gitignore ├── Materials.meta ├── Materials │ ├── Floor.mat │ └── Floor.mat.meta ├── Readme.asset ├── Readme.asset.meta ├── Scenes.meta ├── Scenes │ ├── Sample.meta │ ├── Sample.unity │ ├── Sample.unity.meta │ └── Sample │ │ ├── Global Volume Profile.asset │ │ ├── Global Volume Profile.asset.meta │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── Lightmap-0_comp_dir.png │ │ ├── Lightmap-0_comp_dir.png.meta │ │ ├── Lightmap-0_comp_light.exr │ │ ├── Lightmap-0_comp_light.exr.meta │ │ ├── ReflectionProbe-0.exr │ │ ├── ReflectionProbe-0.exr.meta │ │ ├── ReflectionProbe-1.exr │ │ └── ReflectionProbe-1.exr.meta ├── Settings.meta ├── Settings │ ├── ForwardRenderer.asset │ ├── ForwardRenderer.asset.meta │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── UniversalRP-HighQuality.asset │ ├── UniversalRP-HighQuality.asset.meta │ ├── UniversalRP-LowQuality.asset │ ├── UniversalRP-LowQuality.asset.meta │ ├── UniversalRP-MediumQuality.asset │ └── UniversalRP-MediumQuality.asset.meta ├── UnityChan.meta ├── UnityChan │ ├── Animations.meta │ ├── Animations │ │ ├── C86unitychan_001_SAK01_Final.fbx │ │ ├── C86unitychan_001_SAK01_Final.fbx.meta │ │ ├── C86unitychan_002_SIM01_Final.fbx │ │ ├── C86unitychan_002_SIM01_Final.fbx.meta │ │ ├── C86unitychan_003_NOT01_Final.fbx │ │ ├── C86unitychan_003_NOT01_Final.fbx.meta │ │ ├── Hand_expression.fbx │ │ └── Hand_expression.fbx.meta │ ├── Animators.meta │ ├── Animators │ │ ├── HandOnlyMask.mask │ │ ├── HandOnlyMask.mask.meta │ │ ├── MocapC86.controller │ │ └── MocapC86.controller.meta │ ├── CandyRockStar.meta │ ├── CandyRockStar │ │ ├── CandyRockStar.fbx │ │ ├── CandyRockStar.fbx.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Effector.mat │ │ │ ├── Effector.mat.meta │ │ │ ├── body.mat │ │ │ ├── body.mat.meta │ │ │ ├── body_trans.mat │ │ │ ├── body_trans.mat.meta │ │ │ ├── eye_L1.mat │ │ │ ├── eye_L1.mat.meta │ │ │ ├── eye_R1.mat │ │ │ ├── eye_R1.mat.meta │ │ │ ├── eyebase.mat │ │ │ ├── eyebase.mat.meta │ │ │ ├── eyeline.mat │ │ │ ├── eyeline.mat.meta │ │ │ ├── face.mat │ │ │ ├── face.mat.meta │ │ │ ├── hair.mat │ │ │ ├── hair.mat.meta │ │ │ ├── mat_cheek.mat │ │ │ ├── mat_cheek.mat.meta │ │ │ ├── skin.mat │ │ │ └── skin.mat.meta │ │ ├── Shader.meta │ │ ├── Shader │ │ │ ├── CharaMain.cg │ │ │ ├── CharaMain.cg.meta │ │ │ ├── CharaOutline.cg │ │ │ ├── CharaOutline.cg.meta │ │ │ ├── CharaSkin.cg │ │ │ ├── CharaSkin.cg.meta │ │ │ ├── Unitychan_chara_akarami_blend.shader │ │ │ ├── Unitychan_chara_akarami_blend.shader.meta │ │ │ ├── Unitychan_chara_eye.shader │ │ │ ├── Unitychan_chara_eye.shader.meta │ │ │ ├── Unitychan_chara_eye_blend.shader │ │ │ ├── Unitychan_chara_eye_blend.shader.meta │ │ │ ├── Unitychan_chara_eyelash_blend.shader │ │ │ ├── Unitychan_chara_eyelash_blend.shader.meta │ │ │ ├── Unitychan_chara_fuku.shader │ │ │ ├── Unitychan_chara_fuku.shader.meta │ │ │ ├── Unitychan_chara_fuku_ds.shader │ │ │ ├── Unitychan_chara_fuku_ds.shader.meta │ │ │ ├── Unitychan_chara_hada.shader │ │ │ ├── Unitychan_chara_hada.shader.meta │ │ │ ├── Unitychan_chara_hada_blend.shader │ │ │ ├── Unitychan_chara_hada_blend.shader.meta │ │ │ ├── Unitychan_chara_hair.shader │ │ │ ├── Unitychan_chara_hair.shader.meta │ │ │ ├── Unitychan_chara_hair_ds.shader │ │ │ ├── Unitychan_chara_hair_ds.shader.meta │ │ │ ├── Unlit.cg │ │ │ └── Unlit.cg.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── ENV2.tga │ │ │ ├── ENV2.tga.meta │ │ │ ├── FO_CLOTH1.tga │ │ │ ├── FO_CLOTH1.tga.meta │ │ │ ├── FO_RIM1.tga │ │ │ ├── FO_RIM1.tga.meta │ │ │ ├── FO_SKIN1.tga │ │ │ ├── FO_SKIN1.tga.meta │ │ │ ├── body_00.tga │ │ │ ├── body_00.tga.meta │ │ │ ├── body_00_NRM.tga │ │ │ ├── body_00_NRM.tga.meta │ │ │ ├── body_00_SPEC.tga │ │ │ ├── body_00_SPEC.tga.meta │ │ │ ├── body_01.tga │ │ │ ├── body_01.tga.meta │ │ │ ├── body_01_NRM.tga │ │ │ ├── body_01_NRM.tga.meta │ │ │ ├── body_01_SPEC.tga │ │ │ ├── body_01_SPEC.tga.meta │ │ │ ├── cheek_00.tga │ │ │ ├── cheek_00.tga.meta │ │ │ ├── eye_iris_L_00.tga │ │ │ ├── eye_iris_L_00.tga.meta │ │ │ ├── eye_iris_R_00.tga │ │ │ ├── eye_iris_R_00.tga.meta │ │ │ ├── eyeline_00.tga │ │ │ ├── eyeline_00.tga.meta │ │ │ ├── face_00.tga │ │ │ ├── face_00.tga.meta │ │ │ ├── hair_01.tga │ │ │ ├── hair_01.tga.meta │ │ │ ├── hair_01_NRM.tga │ │ │ ├── hair_01_NRM.tga.meta │ │ │ ├── hair_01_SPEC.tga │ │ │ ├── hair_01_SPEC.tga.meta │ │ │ ├── skin_00.tga │ │ │ └── skin_00.tga.meta │ ├── Editor.meta │ ├── Editor │ │ ├── CreateLocatorHere.cs │ │ └── CreateLocatorHere.cs.meta │ ├── FaceAnimation.meta │ ├── FaceAnimation │ │ ├── ASHAMED.anim │ │ ├── ASHAMED.anim.meta │ │ ├── MTH_A.anim │ │ ├── MTH_A.anim.meta │ │ ├── MTH_E.anim │ │ ├── MTH_E.anim.meta │ │ ├── MTH_I.anim │ │ ├── MTH_I.anim.meta │ │ ├── MTH_O.anim │ │ ├── MTH_O.anim.meta │ │ ├── MTH_U.anim │ │ ├── MTH_U.anim.meta │ │ ├── SURPRISE.anim │ │ ├── SURPRISE.anim.meta │ │ ├── angry1@unitychan.anim │ │ ├── angry1@unitychan.anim.meta │ │ ├── angry2@unitychan.anim │ │ ├── angry2@unitychan.anim.meta │ │ ├── conf@unitychan.anim │ │ ├── conf@unitychan.anim.meta │ │ ├── default@unitychan.anim │ │ ├── default@unitychan.anim.meta │ │ ├── disstract1@unitychan.anim │ │ ├── disstract1@unitychan.anim.meta │ │ ├── disstract2@unitychan.anim │ │ ├── disstract2@unitychan.anim.meta │ │ ├── eye_close@unitychan.anim │ │ ├── eye_close@unitychan.anim.meta │ │ ├── face only mask.mask │ │ ├── face only mask.mask.meta │ │ ├── sap@unitychan.anim │ │ ├── sap@unitychan.anim.meta │ │ ├── smile1@unitychan.anim │ │ ├── smile1@unitychan.anim.meta │ │ ├── smile2@unitychan.anim │ │ ├── smile2@unitychan.anim.meta │ │ ├── smile3@unitychan.anim │ │ └── smile3@unitychan.anim.meta │ ├── License.meta │ ├── License │ │ ├── UCL2.0.meta │ │ └── UCL2.0 │ │ │ ├── English.meta │ │ │ ├── English │ │ │ ├── 01Unity-Chan License Terms and Condition_EN_UCL2.0.pdf │ │ │ ├── 01Unity-Chan License Terms and Condition_EN_UCL2.0.pdf.meta │ │ │ ├── 02Unity-Chan License Terms and Condition_Summary_EN_UCL2.0.pdf │ │ │ ├── 02Unity-Chan License Terms and Condition_Summary_EN_UCL2.0.pdf.meta │ │ │ ├── 03Indication of License_EN_UCL2.0.pdf │ │ │ └── 03Indication of License_EN_UCL2.0.pdf.meta │ │ │ ├── Japanese.meta │ │ │ ├── Japanese │ │ │ ├── 01Unity-Chan License Terms and Condition_JP_UCL2.0.pdf │ │ │ ├── 01Unity-Chan License Terms and Condition_JP_UCL2.0.pdf.meta │ │ │ ├── 02Unity-Chan License Terms and Condition_Summary_JP_UCL2.0.pdf │ │ │ ├── 02Unity-Chan License Terms and Condition_Summary_JP_UCL2.0.pdf.meta │ │ │ ├── 03Indication of License_JP_UCL2.0.pdf │ │ │ └── 03Indication of License_JP_UCL2.0.pdf.meta │ │ │ ├── License Logo.meta │ │ │ └── License Logo │ │ │ ├── LUUL_LOGO_rules02.ai │ │ │ ├── LUUL_LOGO_rules02.ai.meta │ │ │ ├── LUUL_LOGO_rules02.psd │ │ │ ├── LUUL_LOGO_rules02.psd.meta │ │ │ ├── LUUL_logo-guideline.pdf │ │ │ ├── LUUL_logo-guideline.pdf.meta │ │ │ ├── LUUL_logo-guideline_en.pdf │ │ │ ├── LUUL_logo-guideline_en.pdf.meta │ │ │ ├── Others.meta │ │ │ └── Others │ │ │ ├── jpg.meta │ │ │ ├── jpg │ │ │ ├── Dark_Silhouette.jpg │ │ │ ├── Dark_Silhouette.jpg.meta │ │ │ ├── Light_Silhouette.jpg │ │ │ └── Light_Silhouette.jpg.meta │ │ │ ├── png.meta │ │ │ ├── png │ │ │ ├── Dark_Silhouette.png │ │ │ ├── Dark_Silhouette.png.meta │ │ │ ├── Light_Frame.png │ │ │ ├── Light_Frame.png.meta │ │ │ ├── Light_Silhouette.png │ │ │ └── Light_Silhouette.png.meta │ │ │ ├── svg.meta │ │ │ └── svg │ │ │ ├── Dark_Silhouette.svg │ │ │ ├── Dark_Silhouette.svg.meta │ │ │ ├── Light_Frame.svg │ │ │ ├── Light_Frame.svg.meta │ │ │ ├── Light_Silhouette.svg │ │ │ └── Light_Silhouette.svg.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── CandyRockStar.prefab │ │ ├── CandyRockStar.prefab.meta │ │ ├── CharacterLight.prefab │ │ ├── CharacterLight.prefab.meta │ │ ├── LookPos.prefab │ │ └── LookPos.prefab.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── AutoBlink.cs │ │ ├── AutoBlink.cs.meta │ │ ├── AutoBlinkforSD.cs │ │ ├── AutoBlinkforSD.cs.meta │ │ ├── CameraController.cs │ │ ├── CameraController.cs.meta │ │ ├── DeltaLookAtAxis.cs │ │ ├── DeltaLookAtAxis.cs.meta │ │ ├── FaceUpdate.cs │ │ ├── FaceUpdate.cs.meta │ │ ├── IKCtrlRightHand.cs │ │ ├── IKCtrlRightHand.cs.meta │ │ ├── IKLookAt.cs │ │ ├── IKLookAt.cs.meta │ │ ├── IdleChanger.cs │ │ ├── IdleChanger.cs.meta │ │ ├── MusicStarter.cs │ │ ├── MusicStarter.cs.meta │ │ ├── RandomWind.cs │ │ ├── RandomWind.cs.meta │ │ ├── SpringBone.cs │ │ ├── SpringBone.cs.meta │ │ ├── SpringCollider.cs │ │ ├── SpringCollider.cs.meta │ │ ├── SpringManager.cs │ │ ├── SpringManager.cs.meta │ │ ├── ThirdPersonCamera.cs │ │ ├── ThirdPersonCamera.cs.meta │ │ ├── UnityChanControlScriptWithRgidBody.cs │ │ └── UnityChanControlScriptWithRgidBody.cs.meta ├── UniversalRenderPipelineGlobalSettings.asset ├── UniversalRenderPipelineGlobalSettings.asset.meta ├── Voxelizer.meta └── Voxelizer │ ├── Materials.meta │ ├── Materials │ ├── Blocks.mat │ └── Blocks.mat.meta │ ├── Prefabs.meta │ ├── Prefabs │ ├── Voxelizer.prefab │ └── Voxelizer.prefab.meta │ ├── Scripts.meta │ ├── Scripts │ ├── Voxelizer.cs │ └── Voxelizer.cs.meta │ ├── Shaders.meta │ └── Shaders │ ├── Blocks.shader │ ├── Blocks.shader.meta │ ├── VoxelList.compute │ ├── VoxelList.compute.meta │ ├── Voxelizer.shader │ └── Voxelizer.shader.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRSettings.asset └── boot.config └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | * text=auto 2 | 3 | # Unity files 4 | *.meta -text merge=unityyamlmerge diff 5 | *.unity -text merge=unityyamlmerge diff 6 | *.asset -text merge=unityyamlmerge diff 7 | *.prefab -text merge=unityyamlmerge diff 8 | *.mat -text merge=unityyamlmerge diff 9 | *.anim -text merge=unityyamlmerge diff 10 | *.controller -text merge=unityyamlmerge diff 11 | *.overrideController -text merge=unityyamlmerge diff 12 | *.physicMaterial -text merge=unityyamlmerge diff 13 | *.physicsMaterial2D -text merge=unityyamlmerge diff 14 | *.playable -text merge=unityyamlmerge diff 15 | *.mask -text merge=unityyamlmerge diff 16 | *.brush -text merge=unityyamlmerge diff 17 | *.flare -text merge=unityyamlmerge diff 18 | *.fontsettings -text merge=unityyamlmerge diff 19 | *.guiskin -text merge=unityyamlmerge diff 20 | *.giparams -text merge=unityyamlmerge diff 21 | *.renderTexture -text merge=unityyamlmerge diff 22 | *.spriteatlas -text merge=unityyamlmerge diff 23 | *.terrainlayer -text merge=unityyamlmerge diff 24 | *.mixer -text merge=unityyamlmerge diff 25 | *.shadervariants -text merge=unityyamlmerge diff 26 | 27 | # Image formats 28 | *.psd filter=lfs diff=lfs merge=lfs -text 29 | *.jpg filter=lfs diff=lfs merge=lfs -text 30 | *.png filter=lfs diff=lfs merge=lfs -text 31 | *.gif filter=lfs diff=lfs merge=lfs -text 32 | *.bmp filter=lfs diff=lfs merge=lfs -text 33 | *.tga filter=lfs diff=lfs merge=lfs -text 34 | *.tiff filter=lfs diff=lfs merge=lfs -text 35 | *.tif filter=lfs diff=lfs merge=lfs -text 36 | *.iff filter=lfs diff=lfs merge=lfs -text 37 | *.pict filter=lfs diff=lfs merge=lfs -text 38 | *.dds filter=lfs diff=lfs merge=lfs -text 39 | *.xcf filter=lfs diff=lfs merge=lfs -text 40 | 41 | # Audio formats 42 | *.mp3 filter=lfs diff=lfs merge=lfs -text 43 | *.ogg filter=lfs diff=lfs merge=lfs -text 44 | *.wav filter=lfs diff=lfs merge=lfs -text 45 | *.aiff filter=lfs diff=lfs merge=lfs -text 46 | *.aif filter=lfs diff=lfs merge=lfs -text 47 | *.mod filter=lfs diff=lfs merge=lfs -text 48 | *.it filter=lfs diff=lfs merge=lfs -text 49 | *.s3m filter=lfs diff=lfs merge=lfs -text 50 | *.xm filter=lfs diff=lfs merge=lfs -text 51 | 52 | # Video formats 53 | *.mov filter=lfs diff=lfs merge=lfs -text 54 | *.avi filter=lfs diff=lfs merge=lfs -text 55 | *.asf filter=lfs diff=lfs merge=lfs -text 56 | *.mpg filter=lfs diff=lfs merge=lfs -text 57 | *.mpeg filter=lfs diff=lfs merge=lfs -text 58 | *.mp4 filter=lfs diff=lfs merge=lfs -text 59 | 60 | # 3D formats 61 | *.fbx filter=lfs diff=lfs merge=lfs -text 62 | *.obj filter=lfs diff=lfs merge=lfs -text 63 | *.max filter=lfs diff=lfs merge=lfs -text 64 | *.blend filter=lfs diff=lfs merge=lfs -text 65 | *.dae filter=lfs diff=lfs merge=lfs -text 66 | *.mb filter=lfs diff=lfs merge=lfs -text 67 | *.ma filter=lfs diff=lfs merge=lfs -text 68 | *.3ds filter=lfs diff=lfs merge=lfs -text 69 | *.dfx filter=lfs diff=lfs merge=lfs -text 70 | *.c4d filter=lfs diff=lfs merge=lfs -text 71 | *.lwo filter=lfs diff=lfs merge=lfs -text 72 | *.lwo2 filter=lfs diff=lfs merge=lfs -text 73 | *.abc filter=lfs diff=lfs merge=lfs -text 74 | *.3dm filter=lfs diff=lfs merge=lfs -text 75 | 76 | # Build 77 | *.dll filter=lfs diff=lfs merge=lfs -text 78 | *.pdb filter=lfs diff=lfs merge=lfs -text 79 | *.mdb filter=lfs diff=lfs merge=lfs -text 80 | 81 | # Packaging 82 | *.zip filter=lfs diff=lfs merge=lfs -text 83 | *.7z filter=lfs diff=lfs merge=lfs -text 84 | *.gz filter=lfs diff=lfs merge=lfs -text 85 | *.rar filter=lfs diff=lfs merge=lfs -text 86 | *.tar filter=lfs diff=lfs merge=lfs -text 87 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | /[Uu]serSettings/ 13 | 14 | # Asset meta data should only be ignored when the corresponding asset is also ignored 15 | !/[Aa]ssets/**/*.meta 16 | 17 | # Uncomment this line if you wish to ignore the asset store tools plugin 18 | # /[Aa]ssets/AssetStoreTools* 19 | 20 | # Autogenerated Jetbrains Rider plugin 21 | [Aa]ssets/Plugins/Editor/JetBrains* 22 | 23 | # Visual Studio cache directory 24 | .vs/ 25 | 26 | # Gradle cache directory 27 | .gradle/ 28 | 29 | # Autogenerated VS/MD/Consulo solution and project files 30 | ExportedObj/ 31 | .consulo/ 32 | *.csproj 33 | *.unityproj 34 | *.sln 35 | *.suo 36 | *.tmp 37 | *.user 38 | *.userprefs 39 | *.pidb 40 | *.booproj 41 | *.svd 42 | *.pdb 43 | *.mdb 44 | *.opendb 45 | *.VC.db 46 | 47 | # Unity3D generated meta files 48 | *.pidb.meta 49 | *.pdb.meta 50 | *.mdb.meta 51 | 52 | # Unity3D generated file on crash reports 53 | sysinfo.txt 54 | 55 | # Builds 56 | *.apk 57 | *.unitypackage 58 | 59 | # Crashlytics generated file 60 | crashlytics-build.properties 61 | 62 | -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 | -------------------------------------------------------------------------------- /Assets/.gitignore: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/seyakara/UnityRealtimeVoxelizer/9bcaf074aaa78ff4cee9af3249c942d7ab3c4234/Assets/.gitignore -------------------------------------------------------------------------------- /Assets/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cc3aa0719b6eb3d48b555891babd6157 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Materials/Floor.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 580a8e021116479448d1d934ca5c0333 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Readme.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: fcf7219bab7fe46a1ad266029b2fee19, type: 3} 13 | m_Name: Readme 14 | m_EditorClassIdentifier: 15 | icon: {fileID: 2800000, guid: 7801804018a7dcf42abb827444e18660, type: 3} 16 | title: Universal Render Pipeline Template 17 | sections: 18 | - heading: Universal Render Pipeline 19 | text: 'The Universal Project Template configures Project settings for Projects where performance, wide platform support, and ease of customizing graphics are the primary considerations.' 20 | linkText: 21 | url: 22 | - heading: 23 | text: 'This Template uses the Universal Render Pipeline (URP) and Shader Graph.' 24 | linkText: 25 | url: 26 | - heading: 27 | text: 'URP is prebuilt Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. URP also includes an optimized 2D renderer complete with 2D lights and pixel perfect rendering, and an integrated post-processing solution.' 28 | linkText: 29 | url: 30 | - heading: 31 | text: 'Shader Graph is a tool that allows you to create shaders using a visual node editor instead of writing code.' 32 | linkText: 33 | url: 34 | - heading: 35 | text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.' 36 | linkText: 37 | url: 38 | - heading: 39 | text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.' 40 | linkText: 41 | url: 42 | - heading: 43 | text: 'To read more about URP and its built-in features, see the ' 44 | linkText: URP documentation. 45 | url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html 46 | - heading: 47 | text: 'For more information about Shader Graph, see the ' 48 | linkText: Shader Graph documentation 49 | url: https://docs.unity3d.com/Packages/com.unity.shadergraph@latest 50 | loadedLayout: 1 51 | -------------------------------------------------------------------------------- /Assets/Readme.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 83c2ed844a8c74b779a4c823d16594b1 3 | timeCreated: 1484217493 4 | licenseType: Store 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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-------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/CharaOutline.cg: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | // Outline shader 4 | 5 | // Material parameters 6 | float4 _Color; 7 | float4 _LightColor0; 8 | float _EdgeThickness = 1.0; 9 | float4 _MainTex_ST; 10 | 11 | // Textures 12 | sampler2D _MainTex; 13 | 14 | // Structure from vertex shader to fragment shader 15 | struct v2f 16 | { 17 | float4 pos : SV_POSITION; 18 | float2 uv : TEXCOORD0; 19 | }; 20 | 21 | // Float types 22 | #define float_t half 23 | #define float2_t half2 24 | #define float3_t half3 25 | #define float4_t half4 26 | 27 | // Outline thickness multiplier 28 | #define INV_EDGE_THICKNESS_DIVISOR 0.00285 29 | // Outline color parameters 30 | #define SATURATION_FACTOR 0.6 31 | #define BRIGHTNESS_FACTOR 0.8 32 | 33 | // Vertex shader 34 | v2f vert( appdata_base v ) 35 | { 36 | v2f o; 37 | o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); 38 | 39 | half4 projSpacePos = UnityObjectToClipPos( v.vertex ); 40 | half4 projSpaceNormal = normalize( UnityObjectToClipPos( half4( v.normal, 0 ) ) ); 41 | half4 scaledNormal = _EdgeThickness * INV_EDGE_THICKNESS_DIVISOR * projSpaceNormal; // * projSpacePos.w; 42 | 43 | scaledNormal.z += 0.00001; 44 | o.pos = projSpacePos + scaledNormal; 45 | 46 | return o; 47 | } 48 | 49 | // Fragment shader 50 | float4 frag( v2f i ) : SV_Target 51 | { 52 | float4_t diffuseMapColor = tex2D( _MainTex, i.uv ); 53 | 54 | float_t maxChan = max( max( diffuseMapColor.r, diffuseMapColor.g ), diffuseMapColor.b ); 55 | float4_t newMapColor = diffuseMapColor; 56 | 57 | maxChan -= ( 1.0 / 255.0 ); 58 | float3_t lerpVals = saturate( ( newMapColor.rgb - float3( maxChan, maxChan, maxChan ) ) * 255.0 ); 59 | newMapColor.rgb = lerp( SATURATION_FACTOR * newMapColor.rgb, newMapColor.rgb, lerpVals ); 60 | 61 | return float4( BRIGHTNESS_FACTOR * newMapColor.rgb * diffuseMapColor.rgb, diffuseMapColor.a ) * _Color * _LightColor0; 62 | } 63 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/CharaOutline.cg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 98e9eccf54dd0e34c9cb77865555483f 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/CharaSkin.cg: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' 2 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 3 | 4 | // Character skin shader 5 | // Includes falloff shadow 6 | 7 | // Material parameters 8 | float4 _Color; 9 | float4 _ShadowColor; 10 | float4 _LightColor0; 11 | float4 _MainTex_ST; 12 | 13 | // Textures 14 | sampler2D _MainTex; 15 | sampler2D _FalloffSampler; 16 | sampler2D _RimLightSampler; 17 | 18 | // Constants 19 | #define FALLOFF_POWER 1.0 20 | 21 | #ifdef ENABLE_CAST_SHADOWS 22 | 23 | // Structure from vertex shader to fragment shader 24 | struct v2f 25 | { 26 | float4 pos : SV_POSITION; 27 | LIGHTING_COORDS( 0, 1 ) 28 | float3 normal : TEXCOORD2; 29 | float2 uv : TEXCOORD3; 30 | float3 eyeDir : TEXCOORD4; 31 | float3 lightDir : TEXCOORD5; 32 | }; 33 | 34 | #else 35 | 36 | // Structure from vertex shader to fragment shader 37 | struct v2f 38 | { 39 | float4 pos : SV_POSITION; 40 | float3 normal : TEXCOORD0; 41 | float2 uv : TEXCOORD1; 42 | float3 eyeDir : TEXCOORD2; 43 | float3 lightDir : TEXCOORD3; 44 | }; 45 | 46 | #endif 47 | 48 | // Float types 49 | #define float_t half 50 | #define float2_t half2 51 | #define float3_t half3 52 | #define float4_t half4 53 | 54 | // Vertex shader 55 | v2f vert( appdata_base v ) 56 | { 57 | v2f o; 58 | o.pos = UnityObjectToClipPos( v.vertex ); 59 | o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); 60 | o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz ); 61 | 62 | // Eye direction vector 63 | float4_t worldPos = mul( unity_ObjectToWorld, v.vertex ); 64 | o.eyeDir = normalize( _WorldSpaceCameraPos - worldPos ); 65 | 66 | o.lightDir = WorldSpaceLightDir( v.vertex ); 67 | 68 | #ifdef ENABLE_CAST_SHADOWS 69 | TRANSFER_VERTEX_TO_FRAGMENT( o ); 70 | #endif 71 | 72 | return o; 73 | } 74 | 75 | // Fragment shader 76 | float4 frag( v2f i ) : SV_Target 77 | { 78 | float4_t diffSamplerColor = tex2D( _MainTex, i.uv ); 79 | 80 | // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient 81 | float_t normalDotEye = dot( i.normal, i.eyeDir ); 82 | float_t falloffU = clamp( 1 - abs( normalDotEye ), 0.02, 0.98 ); 83 | float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) ); 84 | float3_t combinedColor = lerp( diffSamplerColor.rgb, falloffSamplerColor.rgb * diffSamplerColor.rgb, falloffSamplerColor.a ); 85 | 86 | // Rimlight 87 | #ifdef ENABLE_RIMLIGHT 88 | float_t rimlightDot = saturate( 0.5 * ( dot( i.normal, i.lightDir ) + 1.0 ) ); 89 | falloffU = saturate( rimlightDot * falloffU ); 90 | //falloffU = saturate( ( rimlightDot * falloffU - 0.5 ) * 32.0 ); 91 | falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r; 92 | float3_t lightColor = diffSamplerColor.rgb * 0.5; // * 2.0; 93 | combinedColor += falloffU * lightColor; 94 | #endif 95 | 96 | #ifdef ENABLE_CAST_SHADOWS 97 | // Cast shadows 98 | float3_t shadowColor = _ShadowColor.rgb * combinedColor; 99 | float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 ); 100 | combinedColor = lerp( shadowColor, combinedColor, attenuation ); 101 | #endif 102 | 103 | float4_t finalColor = float4_t( combinedColor, diffSamplerColor.a ) * _Color; 104 | finalColor.rgb *= _LightColor0.rgb; 105 | return finalColor; 106 | } 107 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/CharaSkin.cg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe01eae1ec1d1c24b99530833c8c8241 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_akarami_blend.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Blush - Transparent" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | 8 | _MainTex ("Diffuse", 2D) = "white" {} 9 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 10 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 11 | } 12 | 13 | SubShader 14 | { 15 | Blend SrcAlpha OneMinusSrcAlpha, One One 16 | ZWrite Off 17 | Tags 18 | { 19 | "Queue"="Geometry+3" 20 | "IgnoreProjector"="True" 21 | "RenderType"="Overlay" 22 | "LightMode"="ForwardBase" 23 | } 24 | 25 | Pass 26 | { 27 | Cull Back 28 | ZTest LEqual 29 | CGPROGRAM 30 | #pragma multi_compile_fwdbase 31 | #pragma target 3.0 32 | #pragma vertex vert 33 | #pragma fragment frag 34 | #include "UnityCG.cginc" 35 | #include "AutoLight.cginc" 36 | #define ENABLE_CAST_SHADOWS 37 | #define ENABLE_RIMLIGHT 38 | #include "CharaSkin.cg" 39 | ENDCG 40 | } 41 | } 42 | 43 | FallBack "Transparent/Diffuse" 44 | } 45 | 46 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_akarami_blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0298b868476735f41857e9ba8f0d4cd1 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_eye.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Eye" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | 8 | _MainTex ("Diffuse", 2D) = "white" {} 9 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 10 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 11 | } 12 | 13 | SubShader 14 | { 15 | Tags 16 | { 17 | "RenderType"="Opaque" 18 | "Queue"="Geometry" 19 | "LightMode"="ForwardBase" 20 | } 21 | 22 | Pass 23 | { 24 | Cull Back 25 | ZTest LEqual 26 | CGPROGRAM 27 | #pragma multi_compile_fwdbase 28 | #pragma target 3.0 29 | #pragma vertex vert 30 | #pragma fragment frag 31 | #include "UnityCG.cginc" 32 | #include "AutoLight.cginc" 33 | #define ENABLE_CAST_SHADOWS 34 | #define ENABLE_RIMLIGHT 35 | #include "CharaSkin.cg" 36 | ENDCG 37 | } 38 | } 39 | 40 | FallBack "Diffuse" 41 | } 42 | 43 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_eye.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: abaf2020b803b6847b5c081ed22c05c5 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_eye_blend.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Eye - Transparent" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | 8 | _MainTex ("Diffuse", 2D) = "white" {} 9 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 10 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 11 | } 12 | 13 | SubShader 14 | { 15 | Blend SrcAlpha OneMinusSrcAlpha, One One 16 | Tags 17 | { 18 | "Queue"="Geometry+1" // Transparent+1" 19 | "IgnoreProjector"="True" 20 | "RenderType"="Overlay" 21 | "LightMode"="ForwardBase" 22 | } 23 | 24 | Pass 25 | { 26 | Cull Back 27 | ZTest LEqual 28 | CGPROGRAM 29 | #pragma multi_compile_fwdbase 30 | #pragma target 3.0 31 | #pragma vertex vert 32 | #pragma fragment frag 33 | #include "UnityCG.cginc" 34 | #include "AutoLight.cginc" 35 | #define ENABLE_CAST_SHADOWS 36 | #define ENABLE_RIMLIGHT 37 | #include "CharaSkin.cg" 38 | ENDCG 39 | } 40 | } 41 | 42 | FallBack "Transparent/Diffuse" 43 | } 44 | 45 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_eye_blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bf944057124b80b4e84496139e3b072c 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_eyelash_blend.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Eyelash - Transparent" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | 8 | _MainTex ("Diffuse", 2D) = "white" {} 9 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 10 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 11 | } 12 | 13 | SubShader 14 | { 15 | Blend SrcAlpha OneMinusSrcAlpha, One One 16 | Tags 17 | { 18 | "Queue"="Geometry+2" 19 | // "IgnoreProjector"="True" 20 | "RenderType"="Overlay" 21 | "LightMode"="ForwardBase" 22 | } 23 | 24 | Pass 25 | { 26 | Cull Back 27 | ZTest LEqual 28 | CGPROGRAM 29 | #pragma multi_compile_fwdbase 30 | #pragma target 3.0 31 | #pragma vertex vert 32 | #pragma fragment frag 33 | #include "UnityCG.cginc" 34 | #include "AutoLight.cginc" 35 | #define ENABLE_CAST_SHADOWS 36 | #define ENABLE_RIMLIGHT 37 | #include "CharaSkin.cg" 38 | ENDCG 39 | } 40 | } 41 | 42 | FallBack "Transparent/Diffuse" 43 | } 44 | 45 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_eyelash_blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9627902a73805264c818754ecb22c8f9 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_fuku.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 00262b50562beb14cbab9b52bced4f9f 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_fuku_ds.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96d05de60c5f7474491f9f94568cf623 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_hada.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Skin" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | _EdgeThickness ("Outline Thickness", Float) = 1 8 | 9 | _MainTex ("Diffuse", 2D) = "white" {} 10 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 11 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 12 | } 13 | 14 | CGINCLUDE 15 | #include "UnityCG.cginc" 16 | #include "AutoLight.cginc" 17 | ENDCG 18 | 19 | SubShader 20 | { 21 | Tags 22 | { 23 | "RenderType"="Opaque" 24 | "Queue"="Geometry" 25 | "LightMode"="ForwardBase" 26 | } 27 | 28 | LOD 450 29 | 30 | Pass 31 | { 32 | Cull Back 33 | ZTest LEqual 34 | CGPROGRAM 35 | #pragma multi_compile_fwdbase 36 | #pragma target 3.0 37 | #pragma vertex vert 38 | #pragma fragment frag 39 | #define ENABLE_CAST_SHADOWS 40 | #define ENABLE_RIMLIGHT 41 | #include "CharaSkin.cg" 42 | ENDCG 43 | } 44 | 45 | Pass 46 | { 47 | Cull Front 48 | ZTest Less 49 | CGPROGRAM 50 | #pragma target 3.0 51 | #pragma vertex vert 52 | #pragma fragment frag 53 | #include "CharaOutline.cg" 54 | ENDCG 55 | } 56 | 57 | } 58 | 59 | SubShader 60 | { 61 | Tags 62 | { 63 | "RenderType"="Opaque" 64 | "Queue"="Geometry" 65 | "LightMode"="ForwardBase" 66 | } 67 | 68 | LOD 250 69 | 70 | Pass 71 | { 72 | Cull Back 73 | ZTest LEqual 74 | CGPROGRAM 75 | #pragma multi_compile_fwdbase 76 | #pragma target 3.0 77 | #pragma vertex vert 78 | #pragma fragment frag 79 | #define ENABLE_CAST_SHADOWS 80 | #define ENABLE_RIMLIGHT 81 | #include "CharaSkin.cg" 82 | ENDCG 83 | } 84 | 85 | } 86 | 87 | SubShader 88 | { 89 | Tags 90 | { 91 | "RenderType"="Opaque" 92 | "Queue"="Geometry" 93 | } 94 | 95 | LOD 200 96 | 97 | Pass 98 | { 99 | Cull Back 100 | ZTest LEqual 101 | CGPROGRAM 102 | #pragma vertex vert 103 | #pragma fragment frag 104 | #include "Unlit.cg" 105 | ENDCG 106 | } 107 | 108 | } 109 | 110 | FallBack "Diffuse" 111 | } 112 | 113 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_hada.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b35a2abbdd5b15d4ca40103088758eac 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_hada_blend.shader: -------------------------------------------------------------------------------- 1 | Shader "UnityChan/Skin - Transparent" 2 | { 3 | Properties 4 | { 5 | _Color ("Main Color", Color) = (1, 1, 1, 1) 6 | _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) 7 | 8 | _MainTex ("Diffuse", 2D) = "white" {} 9 | _FalloffSampler ("Falloff Control", 2D) = "white" {} 10 | _RimLightSampler ("RimLight Control", 2D) = "white" {} 11 | } 12 | 13 | SubShader 14 | { 15 | Blend SrcAlpha OneMinusSrcAlpha, One One 16 | Tags 17 | { 18 | "Queue"="Transparent+1" 19 | "IgnoreProjector"="True" 20 | "RenderType"="Overlay" 21 | "LightMode"="ForwardBase" 22 | } 23 | 24 | Pass 25 | { 26 | Cull Back 27 | ZTest LEqual 28 | CGPROGRAM 29 | #pragma multi_compile_fwdbase 30 | #pragma target 3.0 31 | #pragma vertex vert 32 | #pragma fragment frag 33 | #include "UnityCG.cginc" 34 | #include "AutoLight.cginc" 35 | #define ENABLE_CAST_SHADOWS 36 | #define ENABLE_RIMLIGHT 37 | #include "CharaSkin.cg" 38 | ENDCG 39 | } 40 | } 41 | 42 | FallBack "Transparent/Diffuse" 43 | } 44 | 45 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_hada_blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7a95784c68f03494d8c7911e15fab82a 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_hair.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe3954a9664afb042a2af588b53680b0 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unitychan_chara_hair_ds.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 235ca6f7bbc0ead4990f386a7ec24292 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/UnityChan/CandyRockStar/Shader/Unlit.cg: 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//http://answers.unity3d.com/questions/7755/how-do-i-create-a-new-object-in-the-editor-as-a-ch.html 5 | // 6 | //CS Version made by N.Kobayashi 2014/06/14 7 | // 8 | using UnityEngine; 9 | using System.Collections; 10 | using UnityEditor; 11 | 12 | namespace UnityChan 13 | { 14 | public class CreateLocatorHere 15 | { 16 | // Add menu to the main menu 17 | [MenuItem("GameObject/Create Locator Here")] 18 | static void CreateGameObjectAsChild () 19 | { 20 | GameObject go = new GameObject ("Locator_"); 21 | go.transform.parent = Selection.activeTransform; 22 | go.transform.localPosition = Vector3.zero; 23 | } 24 | 25 | // The item will be disabled if no transform is selected. 26 | [MenuItem("GameObject/Create Locator Here",true)] 27 | static bool ValidateCreateGameObjectAsChild () 28 | { 29 | return Selection.activeTransform != null; 30 | } 31 | 32 | // Add context menu to Transform's context menu 33 | [MenuItem("CONTEXT/Transform/Create Locator Here")] 34 | static void 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-------------------------------------------------------------------------------- /Assets/UnityChan/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 73622dc781ca9284db0e3bb8114ff5f5 3 | folderAsset: yes 4 | timeCreated: 1454041765 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/AutoBlink.cs: -------------------------------------------------------------------------------- 1 | // 2 | //AutoBlink.cs 3 | //オート目パチスクリプト 4 | //2014/06/23 N.Kobayashi 5 | // 6 | using UnityEngine; 7 | using System.Collections; 8 | 9 | namespace UnityChan 10 | { 11 | public class AutoBlink : MonoBehaviour 12 | { 13 | 14 | public bool isActive = true; //オート目パチ有効 15 | public SkinnedMeshRenderer ref_SMR_EYE_DEF; //EYE_DEFへの参照 16 | public SkinnedMeshRenderer ref_SMR_EL_DEF; //EL_DEFへの参照 17 | public float ratio_Close = 85.0f; //閉じ目ブレンドシェイプ比率 18 | public float ratio_HalfClose = 20.0f; //半閉じ目ブレンドシェイプ比率 19 | [HideInInspector] 20 | public float 21 | ratio_Open = 0.0f; 22 | private bool timerStarted = false; //タイマースタート管理用 23 | private bool isBlink = false; //目パチ管理用 24 | 25 | public float timeBlink = 0.4f; //目パチの時間 26 | private float timeRemining = 0.0f; //タイマー残り時間 27 | 28 | public float threshold = 0.3f; // ランダム判定の閾値 29 | public float interval = 3.0f; // ランダム判定のインターバル 30 | 31 | 32 | 33 | enum Status 34 | { 35 | Close, 36 | HalfClose, 37 | Open //目パチの状態 38 | } 39 | 40 | 41 | private Status eyeStatus; //現在の目パチステータス 42 | 43 | void Awake () 44 | { 45 | //ref_SMR_EYE_DEF = GameObject.Find("EYE_DEF").GetComponent(); 46 | //ref_SMR_EL_DEF = GameObject.Find("EL_DEF").GetComponent(); 47 | } 48 | 49 | 50 | 51 | // Use this for initialization 52 | void Start () 53 | { 54 | ResetTimer (); 55 | // ランダム判定用関数をスタートする 56 | StartCoroutine ("RandomChange"); 57 | } 58 | 59 | //タイマーリセット 60 | void ResetTimer () 61 | { 62 | timeRemining = timeBlink; 63 | timerStarted = false; 64 | } 65 | 66 | // Update is called once per frame 67 | void Update () 68 | { 69 | if (!timerStarted) { 70 | eyeStatus = Status.Close; 71 | timerStarted = true; 72 | } 73 | if (timerStarted) { 74 | timeRemining -= Time.deltaTime; 75 | if (timeRemining <= 0.0f) { 76 | eyeStatus = Status.Open; 77 | ResetTimer (); 78 | } else if (timeRemining <= timeBlink * 0.3f) { 79 | eyeStatus = Status.HalfClose; 80 | } 81 | } 82 | } 83 | 84 | void LateUpdate () 85 | { 86 | if (isActive) { 87 | if (isBlink) { 88 | switch (eyeStatus) { 89 | case Status.Close: 90 | SetCloseEyes (); 91 | break; 92 | case Status.HalfClose: 93 | SetHalfCloseEyes (); 94 | break; 95 | case Status.Open: 96 | SetOpenEyes (); 97 | isBlink = false; 98 | break; 99 | } 100 | //Debug.Log(eyeStatus); 101 | } 102 | } 103 | } 104 | 105 | void SetCloseEyes () 106 | { 107 | ref_SMR_EYE_DEF.SetBlendShapeWeight (6, ratio_Close); 108 | ref_SMR_EL_DEF.SetBlendShapeWeight (6, ratio_Close); 109 | } 110 | 111 | void SetHalfCloseEyes () 112 | { 113 | ref_SMR_EYE_DEF.SetBlendShapeWeight (6, ratio_HalfClose); 114 | ref_SMR_EL_DEF.SetBlendShapeWeight (6, ratio_HalfClose); 115 | } 116 | 117 | void SetOpenEyes () 118 | { 119 | ref_SMR_EYE_DEF.SetBlendShapeWeight (6, ratio_Open); 120 | ref_SMR_EL_DEF.SetBlendShapeWeight (6, ratio_Open); 121 | } 122 | 123 | // ランダム判定用関数 124 | IEnumerator RandomChange () 125 | { 126 | // 無限ループ開始 127 | while (true) { 128 | //ランダム判定用シード発生 129 | float _seed = Random.Range (0.0f, 1.0f); 130 | if (!isBlink) { 131 | if (_seed > threshold) { 132 | isBlink = true; 133 | } 134 | } 135 | // 次の判定までインターバルを置く 136 | yield return new WaitForSeconds (interval); 137 | } 138 | } 139 | } 140 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/AutoBlink.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0a6149a22cf8a47a192a60b00b3becb3 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/AutoBlinkforSD.cs: -------------------------------------------------------------------------------- 1 | // 2 | //AutoBlinkforSD.cs 3 | //SDユニティちゃん用オート目パチスクリプト 4 | //2014/12/10 N.Kobayashi 5 | // 6 | using UnityEngine; 7 | using System.Collections; 8 | //using System.Security.Policy; 9 | 10 | namespace UnityChan 11 | { 12 | public class AutoBlinkforSD : MonoBehaviour 13 | { 14 | 15 | public bool isActive = true; //オート目パチ有効 16 | public SkinnedMeshRenderer ref_face; //_faceへの参照 17 | public float ratio_Close = 85.0f; //閉じ目ブレンドシェイプ比率 18 | public float ratio_HalfClose = 20.0f; //半閉じ目ブレンドシェイプ比率 19 | public int index_EYE_blk = 0; //目パチ用モーフのindex 20 | public int index_EYE_sml = 1; //目パチさせたくないモーフのindex 21 | public int index_EYE_dmg = 15; //目パチさせたくないモーフのindex 22 | 23 | 24 | [HideInInspector] 25 | public float 26 | ratio_Open = 0.0f; 27 | private bool timerStarted = false; //タイマースタート管理用 28 | private bool isBlink = false; //目パチ管理用 29 | 30 | public float timeBlink = 0.4f; //目パチの時間 31 | private float timeRemining = 0.0f; //タイマー残り時間 32 | 33 | public float threshold = 0.3f; // ランダム判定の閾値 34 | public float interval = 3.0f; // ランダム判定のインターバル 35 | 36 | 37 | 38 | enum Status 39 | { 40 | Close, 41 | HalfClose, 42 | Open //目パチの状態 43 | } 44 | 45 | 46 | private Status eyeStatus; //現在の目パチステータス 47 | 48 | void Awake () 49 | { 50 | //ref_SMR_EYE_DEF = GameObject.Find("EYE_DEF").GetComponent(); 51 | //ref_SMR_EL_DEF = GameObject.Find("EL_DEF").GetComponent(); 52 | } 53 | 54 | 55 | 56 | // Use this for initialization 57 | void Start () 58 | { 59 | ResetTimer (); 60 | // ランダム判定用関数をスタートする 61 | StartCoroutine ("RandomChange"); 62 | } 63 | 64 | //タイマーリセット 65 | void ResetTimer () 66 | { 67 | timeRemining = timeBlink; 68 | timerStarted = false; 69 | } 70 | 71 | // Update is called once per frame 72 | void Update () 73 | { 74 | if (!timerStarted) { 75 | eyeStatus = Status.Close; 76 | timerStarted = true; 77 | } 78 | if (timerStarted) { 79 | timeRemining -= Time.deltaTime; 80 | if (timeRemining <= 0.0f) { 81 | eyeStatus = Status.Open; 82 | ResetTimer (); 83 | } else if (timeRemining <= timeBlink * 0.3f) { 84 | eyeStatus = Status.HalfClose; 85 | } 86 | } 87 | } 88 | 89 | void LateUpdate () 90 | { 91 | if (isActive) { 92 | if (isBlink) { 93 | switch (eyeStatus) { 94 | case Status.Close: 95 | SetCloseEyes (); 96 | break; 97 | case Status.HalfClose: 98 | SetHalfCloseEyes (); 99 | break; 100 | case Status.Open: 101 | SetOpenEyes (); 102 | isBlink = false; 103 | break; 104 | } 105 | //Debug.Log(eyeStatus); 106 | } 107 | } 108 | } 109 | 110 | void SetCloseEyes () 111 | { 112 | ref_face.SetBlendShapeWeight (index_EYE_blk, ratio_Close); 113 | } 114 | 115 | void SetHalfCloseEyes () 116 | { 117 | ref_face.SetBlendShapeWeight (index_EYE_blk, ratio_HalfClose); 118 | } 119 | 120 | void SetOpenEyes () 121 | { 122 | ref_face.SetBlendShapeWeight (index_EYE_blk, ratio_Open); 123 | } 124 | 125 | // ランダム判定用関数 126 | IEnumerator RandomChange () 127 | { 128 | // 無限ループ開始 129 | while (true) { 130 | //ランダム判定用シード発生 131 | float _seed = Random.Range (0.0f, 1.0f); 132 | if (!isBlink) { 133 | if (_seed > threshold) { 134 | //目パチさせたくないモーフの時だけ飛ばす. 135 | if(ref_face.GetBlendShapeWeight(index_EYE_sml)==0.0f && ref_face.GetBlendShapeWeight(index_EYE_dmg)==0.0f){ 136 | isBlink = true; 137 | } 138 | } 139 | } 140 | // 次の判定までインターバルを置く 141 | yield return new WaitForSeconds (interval); 142 | } 143 | } 144 | } 145 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/AutoBlinkforSD.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b450e0eeaa67f4e4f83448b61a571d3b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/CameraController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bd026706e81db0440add962177d87b23 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/DeltaLookAtAxis.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Mecanim IKLookと連動して、ユニティちゃんの瞳テクスチャのUVオフセットを動かす. 3 | // DeltaLookAtAxis.cs 4 | // 本スクリプトは、瞳の中央付近に設定したロケータにアタッチして使用する. 5 | // 2014/09/10 N.Kobayashi @UTJ 6 | // 7 | 8 | using UnityEngine; 9 | using System.Collections; 10 | 11 | namespace UnityChan 12 | { 13 | 14 | public class DeltaLookAtAxis : MonoBehaviour { 15 | 16 | //瞳のメッシュレンダラの参照. 17 | public MeshRenderer eyeObj; 18 | //オフセットの調整値(初期値は推奨値). 19 | public float multiplierX = 0.5f; 20 | public float multiplierY = 1.0f; 21 | 22 | private Quaternion orgRotation; 23 | private Quaternion lookAtRotation; 24 | //private Vector3 orgEuler; 25 | private Vector3 orgAxis; 26 | private Vector3 lookAtAxis; 27 | private Vector3 dirVector; 28 | private Vector2 xyDelta; 29 | 30 | //初期回転の取得と初期化. 31 | void Awake(){ 32 | //LookAtの入っていない瞳の初期回転を取得しておく. 33 | orgRotation = this.transform.localRotation; 34 | 35 | //検証中// 36 | //orgEuler = new Vector3( 37 | // orgRotation.eulerAngles.x, 38 | // orgRotation.eulerAngles.y, 39 | // orgRotation.eulerAngles.z); 40 | 41 | //初期回転に合わせて正面向きに瞳の軸ベクトルを設定する. 42 | orgAxis = orgRotation * Vector3.forward; 43 | //uvオフセットのdeltaを初期化. 44 | xyDelta = Vector2.zero; 45 | } 46 | 47 | 48 | // Update is called once per frame 49 | void Update () { 50 | //LookAt中の瞳の回転を取得する. 51 | lookAtRotation = this.transform.localRotation; 52 | 53 | //検証中// 54 | //Vector3 lookAtEuler = new Vector3( 55 | // lookAtRotation.eulerAngles.x, 56 | // lookAtRotation.eulerAngles.y, 57 | // lookAtRotation.eulerAngles.z); 58 | //Debug.Log("orgEuler: " + orgEuler); 59 | //Debug.Log("lookAtEuler: " + lookAtEuler); 60 | //float angle = Quaternion.Angle(orgRotation, lookAtRotation); 61 | //Debug.Log ("angle is " + angle); 62 | 63 | //現在の軸ベクトルを計算する. 64 | lookAtAxis = lookAtRotation * Vector3.forward; 65 | //現在の軸ベクトルと元の軸ベクトルより変化の方向ベクトルを求める. 66 | dirVector = lookAtAxis - orgAxis; 67 | //Debug.Log ("dirVector is " + dirVector); 68 | //瞳テクスチャのオフセット方向に合わせて、uvオフセットのdeltaをマッピングする. 69 | xyDelta = new Vector2((-dirVector.z) * multiplierX, dirVector.x * multiplierY); 70 | //Debug.Log ("xyDelta is " + xyDelta); 71 | //マッピングしたdeltaをuvオフセット値に設定する. 72 | eyeObj.material.SetTextureOffset("_MainTex", xyDelta); 73 | } 74 | } 75 | } 76 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/DeltaLookAtAxis.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b114e436b5011470a9d48c0b8f66a156 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/FaceUpdate.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace UnityChan 5 | { 6 | public class FaceUpdate : MonoBehaviour 7 | { 8 | public AnimationClip[] animations; 9 | Animator anim; 10 | public float delayWeight; 11 | public bool isKeepFace = false; 12 | public bool isGUI = true; 13 | 14 | void Start () 15 | { 16 | anim = GetComponent (); 17 | } 18 | 19 | void OnGUI () 20 | { 21 | if (isGUI) 22 | { 23 | GUILayout.Box("Face Update", GUILayout.Width(170), GUILayout.Height(25 * (animations.Length + 2))); 24 | Rect screenRect = new Rect(10, 25, 150, 25 * (animations.Length + 1)); 25 | GUILayout.BeginArea(screenRect); 26 | foreach (var animation in animations) 27 | { 28 | if (GUILayout.RepeatButton(animation.name)) 29 | { 30 | anim.CrossFade(animation.name, 0); 31 | } 32 | } 33 | isKeepFace = GUILayout.Toggle(isKeepFace, " Keep Face"); 34 | GUILayout.EndArea(); 35 | } 36 | } 37 | 38 | float current = 0; 39 | 40 | void Update () 41 | { 42 | 43 | if (Input.GetMouseButton (0)) { 44 | current = 1; 45 | } else if (!isKeepFace) { 46 | current = Mathf.Lerp (current, 0, delayWeight); 47 | } 48 | anim.SetLayerWeight (1, current); 49 | } 50 | 51 | 52 | //アニメーションEvents側につける表情切り替え用イベントコール 53 | public void OnCallChangeFace (string str) 54 | { 55 | int ichecked = 0; 56 | foreach (var animation in animations) { 57 | if (str == animation.name) { 58 | ChangeFace (str); 59 | break; 60 | } else if (ichecked <= animations.Length) { 61 | ichecked++; 62 | } else { 63 | //str指定が間違っている時にはデフォルトで 64 | str = "default@unitychan"; 65 | ChangeFace (str); 66 | } 67 | } 68 | } 69 | 70 | void ChangeFace (string str) 71 | { 72 | isKeepFace = true; 73 | current = 1; 74 | anim.CrossFade (str, 0); 75 | } 76 | } 77 | } 78 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/FaceUpdate.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5e658bfc1e524494b9e54a1c92d8c1e0 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/IKCtrlRightHand.cs: -------------------------------------------------------------------------------- 1 | // 2 | //IKCtrlRightHand.cs 3 | // 4 | //Sample script for IK Control of Unity-Chan's right hand. 5 | // 6 | //2014/06/20 N.Kobayashi 7 | // 8 | using UnityEngine; 9 | using System.Collections; 10 | 11 | namespace UnityChan 12 | { 13 | [RequireComponent(typeof(Animator))] 14 | public class IKCtrlRightHand : MonoBehaviour 15 | { 16 | 17 | private Animator anim; 18 | public Transform targetObj = null; 19 | public bool isIkActive = false; 20 | public float mixWeight = 1.0f; 21 | 22 | void Awake () 23 | { 24 | anim = GetComponent (); 25 | } 26 | 27 | void Update () 28 | { 29 | //Kobayashi 30 | if (mixWeight >= 1.0f) 31 | mixWeight = 1.0f; 32 | else if (mixWeight <= 0.0f) 33 | mixWeight = 0.0f; 34 | } 35 | 36 | void OnAnimatorIK (int layerIndex) 37 | { 38 | if (isIkActive) { 39 | anim.SetIKPositionWeight (AvatarIKGoal.RightHand, mixWeight); 40 | anim.SetIKRotationWeight (AvatarIKGoal.RightHand, mixWeight); 41 | anim.SetIKPosition (AvatarIKGoal.RightHand, targetObj.position); 42 | anim.SetIKRotation (AvatarIKGoal.RightHand, targetObj.rotation); 43 | } 44 | } 45 | 46 | void OnGUI () 47 | { 48 | Rect rect1 = new Rect (10, Screen.height - 20, 400, 30); 49 | isIkActive = GUI.Toggle (rect1, isIkActive, "IK Active"); 50 | } 51 | 52 | } 53 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/IKCtrlRightHand.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 16931e3bbabb00f478bbbe4759af8343 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/IKLookAt.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Mecanim.IkLookAt 3 | // 使用時には、AnimatorのBase LayerのIK PassをONにすること. 4 | // 5 | using UnityEngine; 6 | using System.Collections; 7 | 8 | 9 | namespace UnityChan 10 | { 11 | 12 | // [RequireComponent(typeof(Animator))] 13 | 14 | public class IKLookAt : MonoBehaviour { 15 | 16 | private Animator avator; 17 | private MeshRenderer target = null; 18 | 19 | public bool ikActive = false; 20 | public Transform lookAtObj = null; 21 | 22 | public float lookAtWeight = 1.0f; 23 | public float bodyWeight = 0.3f; 24 | public float headWeight = 0.8f; 25 | public float eyesWeight = 1.0f; 26 | public float clampWeight = 0.5f; 27 | public bool isGUI = true; 28 | 29 | 30 | 31 | 32 | 33 | // Use this for initialization 34 | void Start () { 35 | avator = GetComponent(); 36 | if (lookAtObj != null) 37 | { 38 | target = lookAtObj.GetComponentInParent(); 39 | target.enabled = false; 40 | } 41 | 42 | } 43 | 44 | void OnGUI() 45 | { 46 | 47 | if (isGUI) 48 | { 49 | Rect rect1 = new Rect(Screen.width - 120, Screen.height - 40, 100, 30); 50 | //GUILayout.Label("Activate Look at IK"); 51 | ikActive = GUI.Toggle(rect1, ikActive, "Look at Target"); 52 | } 53 | } 54 | 55 | 56 | void OnAnimatorIK(int layorIndex) 57 | { 58 | if(avator) 59 | { 60 | if(ikActive) 61 | { 62 | avator.SetLookAtWeight(lookAtWeight,bodyWeight,headWeight,eyesWeight,clampWeight); 63 | if (lookAtObj != null) 64 | { 65 | target.enabled = true; 66 | avator.SetLookAtPosition(lookAtObj.position); 67 | } 68 | else 69 | { 70 | avator.SetLookAtWeight(0.0f); 71 | } 72 | } 73 | else 74 | { 75 | avator.SetLookAtWeight(0.0f); 76 | } 77 | } 78 | } 79 | 80 | void Update () 81 | { 82 | if(avator) 83 | { 84 | if(!ikActive) 85 | { 86 | if (lookAtObj != null) 87 | { 88 | target.enabled = false; 89 | //Targetを消した位置に再び出したい場合には、下の行をコメントアウトする. 90 | //lookAtObj.position = avator.bodyPosition + avator.bodyRotation * new Vector3(0,0.5f,1); 91 | } 92 | } 93 | } 94 | } 95 | } 96 | } 97 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/IKLookAt.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 75453f0413251fd42811d1b1eb4728c1 3 | timeCreated: 1452361588 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/IdleChanger.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace UnityChan 5 | { 6 | // 7 | // ↑↓キーでループアニメーションを切り替えるスクリプト(ランダム切り替え付き)Ver.3 8 | // 2014/04/03 N.Kobayashi 9 | // 2015/03/11 Revised for Unity5 (only) 10 | // 11 | 12 | // Require these components when using this script 13 | [RequireComponent(typeof(Animator))] 14 | 15 | 16 | 17 | public class IdleChanger : MonoBehaviour 18 | { 19 | 20 | private Animator anim; // Animatorへの参照 21 | private AnimatorStateInfo currentState; // 現在のステート状態を保存する参照 22 | private AnimatorStateInfo previousState; // ひとつ前のステート状態を保存する参照 23 | public bool _random = false; // ランダム判定スタートスイッチ 24 | public float _threshold = 0.5f; // ランダム判定の閾値 25 | public float _interval = 10f; // ランダム判定のインターバル 26 | //private float _seed = 0.0f; // ランダム判定用シード 27 | public bool isGUI = true; 28 | 29 | 30 | 31 | // Use this for initialization 32 | void Start () 33 | { 34 | // 各参照の初期化 35 | anim = GetComponent (); 36 | currentState = anim.GetCurrentAnimatorStateInfo (0); 37 | previousState = currentState; 38 | // ランダム判定用関数をスタートする 39 | StartCoroutine ("RandomChange"); 40 | } 41 | 42 | // Update is called once per frame 43 | void Update () 44 | { 45 | // ↑キー/スペースが押されたら、ステートを次に送る処理 46 | if (Input.GetKeyDown ("up") || Input.GetButton ("Jump")) { 47 | // ブーリアンNextをtrueにする 48 | anim.SetBool ("Next", true); 49 | } 50 | 51 | // ↓キーが押されたら、ステートを前に戻す処理 52 | if (Input.GetKeyDown ("down")) { 53 | // ブーリアンBackをtrueにする 54 | anim.SetBool ("Back", true); 55 | } 56 | 57 | // "Next"フラグがtrueの時の処理 58 | if (anim.GetBool ("Next")) { 59 | // 現在のステートをチェックし、ステート名が違っていたらブーリアンをfalseに戻す 60 | currentState = anim.GetCurrentAnimatorStateInfo (0); 61 | if (previousState.fullPathHash != currentState.fullPathHash) { 62 | anim.SetBool ("Next", false); 63 | previousState = currentState; 64 | } 65 | } 66 | 67 | // "Back"フラグがtrueの時の処理 68 | if (anim.GetBool ("Back")) { 69 | // 現在のステートをチェックし、ステート名が違っていたらブーリアンをfalseに戻す 70 | currentState = anim.GetCurrentAnimatorStateInfo (0); 71 | if (previousState.fullPathHash != currentState.fullPathHash) { 72 | anim.SetBool ("Back", false); 73 | previousState = currentState; 74 | } 75 | } 76 | } 77 | 78 | void OnGUI () 79 | { 80 | if (isGUI) 81 | { 82 | GUI.Box(new Rect(Screen.width - 110, 10, 100, 90), "Change Motion"); 83 | if (GUI.Button(new Rect(Screen.width - 100, 40, 80, 20), "Next")) 84 | anim.SetBool("Next", true); 85 | if (GUI.Button(new Rect(Screen.width - 100, 70, 80, 20), "Back")) 86 | anim.SetBool("Back", true); 87 | } 88 | } 89 | 90 | 91 | // ランダム判定用関数 92 | IEnumerator RandomChange () 93 | { 94 | // 無限ループ開始 95 | while (true) { 96 | //ランダム判定スイッチオンの場合 97 | if (_random) { 98 | // ランダムシードを取り出し、その大きさによってフラグ設定をする 99 | float _seed = Random.Range (0.0f, 1.0f); 100 | if (_seed < _threshold) { 101 | anim.SetBool ("Back", true); 102 | } else if (_seed >= _threshold) { 103 | anim.SetBool ("Next", true); 104 | } 105 | } 106 | // 次の判定までインターバルを置く 107 | yield return new WaitForSeconds (_interval); 108 | } 109 | 110 | } 111 | 112 | } 113 | } 114 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/IdleChanger.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 058a2736f2afd564eae55007a87eed87 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/MusicStarter.cs: -------------------------------------------------------------------------------- 1 | // 2 | //MusicStarter.cs 3 | //Mecanimアニメーションイベントを使ったMusicStarter 4 | //2014/07/29 N.Kobayashi 5 | // 6 | using UnityEngine; 7 | using System.Collections; 8 | 9 | namespace UnityChan 10 | { 11 | public class MusicStarter : MonoBehaviour { 12 | 13 | // オーディオソースへの参照 14 | public AudioSource refAudioSource; 15 | 16 | 17 | // Use this for initialization 18 | void Start () { 19 | if (refAudioSource) refAudioSource.Pause(); 20 | } 21 | 22 | // Mecanimアニメーションイベントとして指定するOnCallMusicPlay 23 | public void OnCallMusicPlay(string str){ 24 | // 文字列playを指定で再生開始 25 | if(str == "play") 26 | if (refAudioSource) refAudioSource.Play(); 27 | // 文字列stopを指定で再生停止 28 | else if (str == "stop") 29 | if (refAudioSource) refAudioSource.Stop(); 30 | // それ以外はポーズ 31 | else 32 | if (refAudioSource) refAudioSource.Pause(); 33 | } 34 | } 35 | } 36 | 37 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/MusicStarter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 91352cb78fbd9ff42ba8761718e156a9 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/RandomWind.cs: -------------------------------------------------------------------------------- 1 | // 2 | //RandomWind.cs for unity-chan! 3 | // 4 | //Original Script is here: 5 | //ricopin / RandomWind.cs 6 | //Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ 7 | //https://twitter.com/ricopin416 8 | // 9 | //修正2014/12/20 10 | //風の方向変化/重力影響を追加. 11 | // 12 | 13 | using UnityEngine; 14 | using System.Collections; 15 | 16 | namespace UnityChan 17 | { 18 | public class RandomWind : MonoBehaviour 19 | { 20 | private SpringBone[] springBones; 21 | public bool isWindActive = false; 22 | 23 | private bool isMinus = false; //風方向反転用. 24 | public float threshold = 0.5f; // ランダム判定の閾値. 25 | public float interval = 5.0f; // ランダム判定のインターバル. 26 | public float windPower = 1.0f; //風の強さ. 27 | public float gravity = 0.98f; //重力の強さ. 28 | public bool isGUI = true; 29 | 30 | 31 | // Use this for initialization 32 | void Start () 33 | { 34 | springBones = GetComponent ().springBones; 35 | StartCoroutine ("RandomChange"); 36 | } 37 | 38 | 39 | 40 | 41 | 42 | // Update is called once per frame 43 | void Update () 44 | { 45 | 46 | Vector3 force = Vector3.zero; 47 | if (isWindActive) { 48 | if(isMinus){ 49 | force = new Vector3 (Mathf.PerlinNoise (Time.time, 0.0f) * windPower * -0.001f , gravity * -0.001f , 0); 50 | }else{ 51 | force = new Vector3 (Mathf.PerlinNoise (Time.time, 0.0f) * windPower * 0.001f, gravity * -0.001f, 0); 52 | } 53 | 54 | for (int i = 0; i < springBones.Length; i++) { 55 | springBones [i].springForce = force; 56 | } 57 | 58 | } 59 | } 60 | 61 | void OnGUI () 62 | { 63 | if (isGUI) 64 | { 65 | Rect rect1 = new Rect(10, Screen.height - 40, 400, 30); 66 | isWindActive = GUI.Toggle(rect1, isWindActive, "Random Wind"); 67 | } 68 | } 69 | 70 | // ランダム判定用関数. 71 | IEnumerator RandomChange () 72 | { 73 | // 無限ループ開始. 74 | while (true) { 75 | //ランダム判定用シード発生. 76 | float _seed = Random.Range (0.0f, 1.0f); 77 | 78 | if (_seed > threshold) { 79 | //_seedがthreshold以上の時、符号を反転する. 80 | isMinus = true; 81 | }else{ 82 | isMinus = false; 83 | } 84 | 85 | // 次の判定までインターバルを置く. 86 | yield return new WaitForSeconds (interval); 87 | } 88 | } 89 | 90 | 91 | } 92 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/RandomWind.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a38e39ada51aaba4db6d352ce218849e 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringBone.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 37b7c58dc2d739b4c90fe59f6875debf 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringCollider.cs: -------------------------------------------------------------------------------- 1 | // 2 | //SpringCollider for unity-chan! 3 | // 4 | //Original Script is here: 5 | //ricopin / SpringCollider.cs 6 | //Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ 7 | //https://twitter.com/ricopin416 8 | // 9 | using UnityEngine; 10 | using System.Collections; 11 | 12 | namespace UnityChan 13 | { 14 | public class SpringCollider : MonoBehaviour 15 | { 16 | //半径 17 | public float radius = 0.5f; 18 | 19 | private void OnDrawGizmosSelected () 20 | { 21 | Gizmos.color = Color.green; 22 | Gizmos.DrawWireSphere (transform.position, radius); 23 | } 24 | } 25 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringCollider.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fcb73b690c023734fb267911061a15c6 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringManager.cs: -------------------------------------------------------------------------------- 1 | // 2 | //SpingManager.cs for unity-chan! 3 | // 4 | //Original Script is here: 5 | //ricopin / SpingManager.cs 6 | //Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ 7 | //https://twitter.com/ricopin416 8 | // 9 | //Revised by N.Kobayashi 2014/06/24 10 | // Y.Ebata 11 | // 12 | using UnityEngine; 13 | using System.Collections; 14 | 15 | namespace UnityChan 16 | { 17 | public class SpringManager : MonoBehaviour 18 | { 19 | //Kobayashi 20 | // DynamicRatio is paramater for activated level of dynamic animation 21 | public float dynamicRatio = 1.0f; 22 | 23 | //Ebata 24 | public float stiffnessForce; 25 | public AnimationCurve stiffnessCurve; 26 | public float dragForce; 27 | public AnimationCurve dragCurve; 28 | public SpringBone[] springBones; 29 | 30 | void Start () 31 | { 32 | UpdateParameters (); 33 | } 34 | 35 | #if UNITY_EDITOR 36 | void Update () 37 | { 38 | 39 | //Kobayashi 40 | if(dynamicRatio >= 1.0f) 41 | dynamicRatio = 1.0f; 42 | else if(dynamicRatio <= 0.0f) 43 | dynamicRatio = 0.0f; 44 | //Ebata 45 | UpdateParameters(); 46 | 47 | } 48 | #endif 49 | private void LateUpdate () 50 | { 51 | //Kobayashi 52 | if (dynamicRatio != 0.0f) { 53 | for (int i = 0; i < springBones.Length; i++) { 54 | if (dynamicRatio > springBones [i].threshold) { 55 | springBones [i].UpdateSpring (); 56 | } 57 | } 58 | } 59 | } 60 | 61 | private void UpdateParameters () 62 | { 63 | UpdateParameter ("stiffnessForce", stiffnessForce, stiffnessCurve); 64 | UpdateParameter ("dragForce", dragForce, dragCurve); 65 | } 66 | 67 | private void UpdateParameter (string fieldName, float baseValue, AnimationCurve curve) 68 | { 69 | #if UNITY_EDITOR 70 | var start = curve.keys [0].time; 71 | var end = curve.keys [curve.length - 1].time; 72 | //var step = (end - start) / (springBones.Length - 1); 73 | 74 | var prop = springBones [0].GetType ().GetField (fieldName, System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public); 75 | 76 | for (int i = 0; i < springBones.Length; i++) { 77 | //Kobayashi 78 | if (!springBones [i].isUseEachBoneForceSettings) { 79 | var scale = curve.Evaluate (start + (end - start) * i / (springBones.Length - 1)); 80 | prop.SetValue (springBones [i], baseValue * scale); 81 | } 82 | } 83 | #endif 84 | } 85 | } 86 | } -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/SpringManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6514ba86f976d724ab63844a6015b2aa 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/UnityChan/Scripts/ThirdPersonCamera.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Unityちゃん用の三人称カメラ 3 | // 4 | // 2013/06/07 N.Kobyasahi 5 | // 6 | using UnityEngine; 7 | using System.Collections; 8 | 9 | namespace UnityChan 10 | { 11 | public class ThirdPersonCamera : MonoBehaviour 12 | { 13 | public float smooth = 3f; // カメラモーションのスムーズ化用変数 14 | Transform standardPos; // the usual position for the camera, specified by a transform in the game 15 | Transform frontPos; // Front Camera locater 16 | Transform jumpPos; // Jump Camera locater 17 | 18 | // スムーズに繋がない時(クイック切り替え)用のブーリアンフラグ 19 | bool bQuickSwitch = false; //Change Camera Position Quickly 20 | 21 | 22 | void Start () 23 | { 24 | // 各参照の初期化 25 | standardPos = GameObject.Find ("CamPos").transform; 26 | 27 | if (GameObject.Find ("FrontPos")) 28 | frontPos = GameObject.Find ("FrontPos").transform; 29 | 30 | if (GameObject.Find ("JumpPos")) 31 | jumpPos = GameObject.Find ("JumpPos").transform; 32 | 33 | //カメラをスタートする 34 | transform.position = standardPos.position; 35 | transform.forward = standardPos.forward; 36 | } 37 | 38 | void FixedUpdate () // このカメラ切り替えはFixedUpdate()内でないと正常に動かない 39 | { 40 | 41 | if (Input.GetButton ("Fire1")) { // left Ctlr 42 | // Change Front Camera 43 | setCameraPositionFrontView (); 44 | } else if (Input.GetButton ("Fire2")) { //Alt 45 | // Change Jump Camera 46 | setCameraPositionJumpView (); 47 | } else { 48 | // return the camera to standard position and direction 49 | setCameraPositionNormalView (); 50 | } 51 | } 52 | 53 | void setCameraPositionNormalView () 54 | { 55 | if (bQuickSwitch == false) { 56 | // the camera to standard position and direction 57 | transform.position = Vector3.Lerp (transform.position, standardPos.position, Time.fixedDeltaTime * smooth); 58 | transform.forward = Vector3.Lerp (transform.forward, standardPos.forward, Time.fixedDeltaTime * smooth); 59 | } else { 60 | // the camera to standard position and direction / Quick Change 61 | transform.position = standardPos.position; 62 | transform.forward = standardPos.forward; 63 | bQuickSwitch = false; 64 | } 65 | } 66 | 67 | void setCameraPositionFrontView () 68 | { 69 | // Change Front Camera 70 | bQuickSwitch = true; 71 | transform.position = frontPos.position; 72 | transform.forward = frontPos.forward; 73 | } 74 | 75 | void setCameraPositionJumpView () 76 | { 77 | // Change Jump Camera 78 | bQuickSwitch = false; 79 | transform.position = Vector3.Lerp (transform.position, jumpPos.position, Time.fixedDeltaTime * smooth); 80 | transform.forward = Vector3.Lerp (transform.forward, jumpPos.forward, Time.fixedDeltaTime * smooth); 81 | } 82 | } 83 | } -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- https://raw.githubusercontent.com/seyakara/UnityRealtimeVoxelizer/9bcaf074aaa78ff4cee9af3249c942d7ab3c4234/Assets/Voxelizer/Scripts/Voxelizer.cs -------------------------------------------------------------------------------- /Assets/Voxelizer/Scripts/Voxelizer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 07d311d9f310d5342bf1b090d67c975a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Voxelizer/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5c59ab551fea3df4794297acbd76861e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Voxelizer/Shaders/Blocks.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5a4d450866783a0429d58168f1d8b249 3 | timeCreated: 1503472755 4 | licenseType: Pro 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Voxelizer/Shaders/VoxelList.compute: -------------------------------------------------------------------------------- 1 | #pragma kernel ResetList 2 | #pragma kernel MakeList 3 | 4 | struct VoxelData 5 | { 6 | float3 position; 7 | float4 color; 8 | }; 9 | 10 | RWStructuredBuffer _ColorBuffer; 11 | RWStructuredBuffer _ResultBuffer; 12 | int _GridWidth; 13 | float3 _BasePos; 14 | float _BlockSize; 15 | float _HeightScale; 16 | 17 | [numthreads(8,8,8)] 18 | void ResetList(uint3 id : SV_DispatchThreadID) 19 | { 20 | uint grididx = id.z * _GridWidth * _GridWidth + id.y * _GridWidth + id.x; 21 | 22 | _ColorBuffer[grididx] = 0; 23 | } 24 | 25 | 26 | [numthreads(8, 8, 8)] 27 | void MakeList(uint3 id : SV_DispatchThreadID) 28 | { 29 | uint grididx = id.z * _GridWidth * _GridWidth + id.y * _GridWidth + id.x; 30 | 31 | uint encodedcolor = _ColorBuffer[grididx]; 32 | 33 | if ((encodedcolor & 0xFF000000) > 0) { 34 | float4 color; 35 | color.r = (encodedcolor >> 16u) & 0x000000ff; 36 | color.g = (encodedcolor >> 8u) & 0x000000ff; 37 | color.b = (encodedcolor) & 0x000000ff; 38 | color.a = 255.0; 39 | color /= 255.0; 40 | 41 | uint orgidx = _ResultBuffer.IncrementCounter(); 42 | 43 | float3 gridIdx = id; 44 | VoxelData data; 45 | data.position = _BasePos + gridIdx * float3(_BlockSize, _BlockSize*_HeightScale, _BlockSize); 46 | data.color = color; 47 | 48 | _ResultBuffer[orgidx] = data; 49 | _ColorBuffer[grididx] = 0; 50 | } 51 | } 52 | 53 | -------------------------------------------------------------------------------- /Assets/Voxelizer/Shaders/VoxelList.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aba9f3a7d64836e44934a402704e1e64 3 | ComputeShaderImporter: 4 | externalObjects: {} 5 | preprocessorOverride: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Voxelizer/Shaders/Voxelizer.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 69af7c1c4259c5844851153ff8b473b6 3 | timeCreated: 1503472755 4 | licenseType: Pro 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2021 seyakara 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.cinemachine": "2.8.4", 4 | "com.unity.collab-proxy": "1.15.4", 5 | "com.unity.ide.rider": "3.0.7", 6 | "com.unity.ide.visualstudio": "2.0.12", 7 | "com.unity.ide.vscode": "1.2.4", 8 | "com.unity.render-pipelines.universal": "12.1.2", 9 | "com.unity.test-framework": "1.1.29", 10 | "com.unity.textmeshpro": "3.0.6", 11 | "com.unity.timeline": "1.6.2", 12 | "com.unity.ugui": "1.0.0", 13 | "com.unity.modules.ai": "1.0.0", 14 | "com.unity.modules.androidjni": "1.0.0", 15 | "com.unity.modules.animation": "1.0.0", 16 | "com.unity.modules.assetbundle": "1.0.0", 17 | "com.unity.modules.audio": "1.0.0", 18 | "com.unity.modules.cloth": "1.0.0", 19 | "com.unity.modules.director": "1.0.0", 20 | "com.unity.modules.imageconversion": "1.0.0", 21 | "com.unity.modules.imgui": "1.0.0", 22 | "com.unity.modules.jsonserialize": "1.0.0", 23 | "com.unity.modules.particlesystem": "1.0.0", 24 | "com.unity.modules.physics": "1.0.0", 25 | "com.unity.modules.physics2d": "1.0.0", 26 | "com.unity.modules.screencapture": "1.0.0", 27 | "com.unity.modules.terrain": "1.0.0", 28 | "com.unity.modules.terrainphysics": "1.0.0", 29 | "com.unity.modules.tilemap": "1.0.0", 30 | "com.unity.modules.ui": "1.0.0", 31 | "com.unity.modules.uielements": "1.0.0", 32 | "com.unity.modules.umbra": "1.0.0", 33 | "com.unity.modules.unityanalytics": "1.0.0", 34 | "com.unity.modules.unitywebrequest": "1.0.0", 35 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 36 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 37 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 38 | "com.unity.modules.unitywebrequestwww": "1.0.0", 39 | "com.unity.modules.vehicles": "1.0.0", 40 | "com.unity.modules.video": "1.0.0", 41 | "com.unity.modules.vr": "1.0.0", 42 | "com.unity.modules.wind": "1.0.0", 43 | "com.unity.modules.xr": "1.0.0" 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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”ユニティちゃんライセンス”

Assets/UnityChan配下のデータはユニティちゃんライセンス条項の元に提供されています

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