diff options
author | chai <chaifix@163.com> | 2022-03-10 14:07:40 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2022-03-10 14:07:40 +0800 |
commit | 22891bf59032ba88262824255a706d652031384b (patch) | |
tree | 7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/Art/Shaders/UnityChan | |
parent | 8b04ea73e540067f83870b61d89db4868fea5e8a (diff) |
* move folder
Diffstat (limited to 'Assets/Art/Shaders/UnityChan')
34 files changed, 0 insertions, 1202 deletions
diff --git a/Assets/Art/Shaders/UnityChan/CharaMain.cginc b/Assets/Art/Shaders/UnityChan/CharaMain.cginc deleted file mode 100644 index fcb5530f..00000000 --- a/Assets/Art/Shaders/UnityChan/CharaMain.cginc +++ /dev/null @@ -1,187 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' - -// Character shader
-// Includes falloff shadow and highlight, specular, reflection, and normal mapping
-
-#define ENABLE_CAST_SHADOWS
-
-// Material parameters
-float4 _Color;
-float4 _ShadowColor;
-float4 _LightColor0;
-float _SpecularPower;
-
-float4 _MainTex_ST;
-
-// Textures
-sampler2D _MainTex;
-sampler2D _FalloffSampler;
-sampler2D _RimLightSampler;
-sampler2D _SpecularReflectionSampler;
-sampler2D _EnvMapSampler;
-sampler2D _NormalMapSampler;
-
-// Constants
-#define FALLOFF_POWER 0.3
-
-// Float types
-#define float_t half
-#define float2_t half2
-#define float3_t half3
-#define float4_t half4
-#define float3x3_t half3x3
-
-#ifdef ENABLE_CAST_SHADOWS
-
-// Structure from vertex shader to fragment shader
-struct v2f
-{
- float4 pos : SV_POSITION;
- LIGHTING_COORDS( 0, 1 )
- float2 uv : TEXCOORD2;
- float3 eyeDir : TEXCOORD3;
- float3 lightDir : TEXCOORD4;
- float3 normal : TEXCOORD5;
- #ifdef ENABLE_NORMAL_MAP
- float3 tangent : TEXCOORD6;
- float3 binormal : TEXCOORD7;
- #endif
-};
-
-#else
-
-// Structure from vertex shader to fragment shader
-struct v2f
-{
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float3 eyeDir : TEXCOORD1;
- float3 lightDir : TEXCOORD2;
- float3 normal : TEXCOORD3;
- #ifdef ENABLE_NORMAL_MAP
- float3 tangent : TEXCOORD4;
- float3 binormal : TEXCOORD5;
- #endif
-};
-
-#endif
-
-// Vertex shader
-v2f vert( appdata_tan v )
-{
- v2f o;
- o.pos = UnityObjectToClipPos( v.vertex );
- o.uv.xy = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
- o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz );
-
- // Eye direction vector
- float4 worldPos = mul( unity_ObjectToWorld, v.vertex );
- o.eyeDir.xyz = normalize( _WorldSpaceCameraPos.xyz - worldPos.xyz ).xyz;
- o.lightDir = WorldSpaceLightDir( v.vertex );
-
- #ifdef ENABLE_NORMAL_MAP
- // Binormal and tangent (for normal map)
- o.tangent = normalize( mul( unity_ObjectToWorld, float4_t( v.tangent.xyz, 0 ) ).xyz );
- o.binormal = normalize( cross( o.normal, o.tangent ) * v.tangent.w );
- #endif
-
- #ifdef ENABLE_CAST_SHADOWS
- TRANSFER_VERTEX_TO_FRAGMENT( o );
- #endif
-
- return o;
-}
-
-// Overlay blend
-inline float3_t GetOverlayColor( float3_t inUpper, float3_t inLower )
-{
- float3_t oneMinusLower = float3_t( 1.0, 1.0, 1.0 ) - inLower;
- float3_t valUnit = 2.0 * oneMinusLower;
- float3_t minValue = 2.0 * inLower - float3_t( 1.0, 1.0, 1.0 );
- float3_t greaterResult = inUpper * valUnit + minValue;
-
- float3_t lowerResult = 2.0 * inLower * inUpper;
-
- half3 lerpVals = round(inLower);
- return lerp(lowerResult, greaterResult, lerpVals);
-}
-
-#ifdef ENABLE_NORMAL_MAP
-
- // Compute normal from normal map
- inline float3_t GetNormalFromMap( v2f input )
- {
- float3_t normalVec = tex2D( _NormalMapSampler, input.uv ).xyz * 2 - 1;
-
- // Fix for Metal graphics API
- float3_t xBasis = float3_t( input.tangent.x, input.binormal.x, input.normal.x );
- float3_t yBasis = float3_t( input.tangent.y, input.binormal.y, input.normal.y );
- float3_t zBasis = float3_t( input.tangent.z, input.binormal.z, input.normal.z );
-
- normalVec = float3_t(
- dot( normalVec, xBasis ),
- dot( normalVec, yBasis ),
- dot( normalVec, zBasis )
- );
- normalVec = normalize( normalVec );
-
- return normalVec;
- }
-
-#endif
-
-// Fragment shader
-float4 frag( v2f i ) : COLOR
-{
- float4_t diffSamplerColor = tex2D( _MainTex, i.uv.xy );
-
- #ifdef ENABLE_NORMAL_MAP
- float3_t normalVec = GetNormalFromMap( i );
- #else
- float3_t normalVec = i.normal;
- #endif
-
- // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient
- float_t normalDotEye = dot( normalVec, i.eyeDir.xyz );
- float_t falloffU = clamp( 1.0 - abs( normalDotEye ), 0.02, 0.98 );
- float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) );
- float3_t shadowColor = diffSamplerColor.rgb * diffSamplerColor.rgb;
- float3_t combinedColor = lerp( diffSamplerColor.rgb, shadowColor, falloffSamplerColor.r );
- combinedColor *= ( 1.0 + falloffSamplerColor.rgb * falloffSamplerColor.a );
-
- // Specular
- // Use the eye vector as the light vector
- float4_t reflectionMaskColor = tex2D( _SpecularReflectionSampler, i.uv.xy );
- float_t specularDot = dot( normalVec, i.eyeDir.xyz );
- float4_t lighting = lit( normalDotEye, specularDot, _SpecularPower );
- float3_t specularColor = saturate( lighting.z ) * reflectionMaskColor.rgb * diffSamplerColor.rgb;
- combinedColor += specularColor;
-
- // Reflection
- float3_t reflectVector = reflect( -i.eyeDir.xyz, normalVec ).xzy;
- float2_t sphereMapCoords = 0.5 * ( float2_t( 1.0, 1.0 ) + reflectVector.xy );
- float3_t reflectColor = tex2D( _EnvMapSampler, sphereMapCoords ).rgb;
- reflectColor = GetOverlayColor( reflectColor, combinedColor );
-
- combinedColor = lerp( combinedColor, reflectColor, reflectionMaskColor.a );
- combinedColor *= _Color.rgb * _LightColor0.rgb;
- float opacity = diffSamplerColor.a * _Color.a * _LightColor0.a;
-
- #ifdef ENABLE_CAST_SHADOWS
- // Cast shadows
- shadowColor = _ShadowColor.rgb * combinedColor;
- float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 );
- combinedColor = lerp( shadowColor, combinedColor, attenuation );
- #endif
-
- // Rimlight
- float_t rimlightDot = saturate( 0.5 * ( dot( normalVec, i.lightDir ) + 1.0 ) );
- falloffU = saturate( rimlightDot * falloffU );
- falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r;
- float3_t lightColor = diffSamplerColor.rgb; // * 2.0;
- combinedColor += falloffU * lightColor;
-
- return float4( combinedColor, opacity );
-}
diff --git a/Assets/Art/Shaders/UnityChan/CharaMain.cginc.meta b/Assets/Art/Shaders/UnityChan/CharaMain.cginc.meta deleted file mode 100644 index ed0f6332..00000000 --- a/Assets/Art/Shaders/UnityChan/CharaMain.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a9a12356e1f4e2c408ce3fee3a490654 -timeCreated: 1458276847 -licenseType: Store -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/CharaOutline.cginc b/Assets/Art/Shaders/UnityChan/CharaOutline.cginc deleted file mode 100644 index 29b12eb9..00000000 --- a/Assets/Art/Shaders/UnityChan/CharaOutline.cginc +++ /dev/null @@ -1,110 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -// Outline shader -// アウトラインシェーダ - -// Editable parameters -// 編集可能パラメータ - -// Material color -// マテリアルの色 -float4 _Color; - -// Light color -// 光源の色 -float4 _LightColor0; - -// Outline thickness -// アウトラインの太さ -float _EdgeThickness = 1.0; - -// Depth bias to help prevent z-fighting -// Zファイティングを緩和するための深度バイアス値 -float _DepthBias = 0.00012; - -float4 _MainTex_ST; - -// Main texture -// メインテクスチャ -sampler2D _MainTex; - -struct v2f -{ - float4 pos : SV_POSITION; - float2 UV : TEXCOORD0; -}; - -// Float types -#define float_t half -#define float2_t half2 -#define float3_t half3 -#define float4_t half4 - -// Amount to scale the distance from the camera into a value to scale the outline by. Tweak as desired -// カメラからの距離をアウトラインの太さに変換するための値。お好きなように調整してみてください -#define OUTLINE_DISTANCE_SCALE (0.0016) -// Minimum and maximum outline thicknesses (Before multiplying by _EdgeThickness) -// 太さの上限と下限(_EdgeThicknessをかける前の制限) -#define OUTLINE_NORMAL_SCALE_MIN (0.003) -#define OUTLINE_NORMAL_SCALE_MAX (0.030) - -// Vertex shader -// 頂点シェーダ -v2f vert(appdata_base v) -{ - float4 projPos = UnityObjectToClipPos(v.vertex); - float4 projNormal = normalize(UnityObjectToClipPos(float4(v.normal, 0))); - - float distanceToCamera = OUTLINE_DISTANCE_SCALE * projPos.z; - float normalScale = _EdgeThickness * - lerp(OUTLINE_NORMAL_SCALE_MIN, OUTLINE_NORMAL_SCALE_MAX, distanceToCamera); - - v2f o; - o.pos = projPos + normalScale * projNormal; - #ifdef UNITY_REVERSED_Z - o.pos.z -= _DepthBias; - #else - o.pos.z += _DepthBias; - #endif - o.UV = v.texcoord.xy; - - return o; -} - -// Get the maximum component of a 3-component color -// RGB色の最大の値を取得 -inline float_t GetMaxComponent(float3_t inColor) -{ - return max(max(inColor.r, inColor.g), inColor.b); -} - -// Function to fake setting the saturation of a color. Not a true HSL computation. -// 色の彩度を擬似的に調整するための関数。本当のHSL計算ではありません。 -inline float3_t SetSaturation(float3_t inColor, float_t inSaturation) -{ - // Compute the saturated color to be one where all components smaller than the max are set to 0. - // Note that this is just an approximation. - // 彩度が一番高い色をRGBコンポーネントの一番高い値より低い値が全部0になっているものとします。 - // これはあくまで擬似計算。 - float_t maxComponent = GetMaxComponent(inColor) - 0.0001; - float3_t saturatedColor = step(maxComponent.rrr, inColor) * inColor; - return lerp(inColor, saturatedColor, inSaturation); -} - -// Outline color parameters. Tweak as desired -// アウトラインの色を調整するための値。お好きなように調整して下さい -#define SATURATION_FACTOR 0.6 -#define BRIGHTNESS_FACTOR 0.8 - -// Fragment shader -// フラグメントシェーダ -float4_t frag(v2f i) : COLOR -{ - float4_t mainMapColor = tex2D(_MainTex, i.UV); - - float3_t outlineColor = BRIGHTNESS_FACTOR - * SetSaturation(mainMapColor.rgb, SATURATION_FACTOR) - * mainMapColor.rgb; - - return float4_t(outlineColor, mainMapColor.a) * _Color * _LightColor0; -} diff --git a/Assets/Art/Shaders/UnityChan/CharaOutline.cginc.meta b/Assets/Art/Shaders/UnityChan/CharaOutline.cginc.meta deleted file mode 100644 index 5257d314..00000000 --- a/Assets/Art/Shaders/UnityChan/CharaOutline.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 92f50eca565e9cf46af32431752a116d -timeCreated: 1458276847 -licenseType: Store -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/CharaSkin.cginc b/Assets/Art/Shaders/UnityChan/CharaSkin.cginc deleted file mode 100644 index 1f6d45be..00000000 --- a/Assets/Art/Shaders/UnityChan/CharaSkin.cginc +++ /dev/null @@ -1,105 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' - -// Character skin shader
-// Includes falloff shadow
-
-#define ENABLE_CAST_SHADOWS
-
-// Material parameters
-float4 _Color;
-float4 _ShadowColor;
-float4 _LightColor0;
-float4 _MainTex_ST;
-
-// Textures
-sampler2D _MainTex;
-sampler2D _FalloffSampler;
-sampler2D _RimLightSampler;
-
-// Constants
-#define FALLOFF_POWER 1.0
-
-#ifdef ENABLE_CAST_SHADOWS
-
-// Structure from vertex shader to fragment shader
-struct v2f
-{
- float4 pos : SV_POSITION;
- LIGHTING_COORDS( 0, 1 )
- float3 normal : TEXCOORD2;
- float2 uv : TEXCOORD3;
- float3 eyeDir : TEXCOORD4;
- float3 lightDir : TEXCOORD5;
-};
-
-#else
-
-// Structure from vertex shader to fragment shader
-struct v2f
-{
- float4 pos : SV_POSITION;
- float3 normal : TEXCOORD0;
- float2 uv : TEXCOORD1;
- float3 eyeDir : TEXCOORD2;
- float3 lightDir : TEXCOORD3;
-};
-
-#endif
-
-// Float types
-#define float_t half
-#define float2_t half2
-#define float3_t half3
-#define float4_t half4
-
-// Vertex shader
-v2f vert( appdata_base v )
-{
- v2f o;
- o.pos = UnityObjectToClipPos( v.vertex );
- o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex );
- o.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz );
-
- // Eye direction vector
- float4_t worldPos = mul( unity_ObjectToWorld, v.vertex );
- o.eyeDir = normalize( _WorldSpaceCameraPos - worldPos );
-
- o.lightDir = WorldSpaceLightDir( v.vertex );
-
-#ifdef ENABLE_CAST_SHADOWS
- TRANSFER_VERTEX_TO_FRAGMENT( o );
-#endif
-
- return o;
-}
-
-// Fragment shader
-float4 frag( v2f i ) : COLOR
-{
- float4_t diffSamplerColor = tex2D( _MainTex, i.uv );
-
- // Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient
- float_t normalDotEye = dot( i.normal, i.eyeDir );
- float_t falloffU = clamp( 1 - abs( normalDotEye ), 0.02, 0.98 );
- float4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) );
- float3_t combinedColor = lerp( diffSamplerColor.rgb, falloffSamplerColor.rgb * diffSamplerColor.rgb, falloffSamplerColor.a );
-
- // Rimlight
- float_t rimlightDot = saturate( 0.5 * ( dot( i.normal, i.lightDir ) + 1.0 ) );
- falloffU = saturate( rimlightDot * falloffU );
- //falloffU = saturate( ( rimlightDot * falloffU - 0.5 ) * 32.0 );
- falloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r;
- float3_t lightColor = diffSamplerColor.rgb * 0.5; // * 2.0;
- combinedColor += falloffU * lightColor;
-
-#ifdef ENABLE_CAST_SHADOWS
- // Cast shadows
- float3_t shadowColor = _ShadowColor.rgb * combinedColor;
- float_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 );
- combinedColor = lerp( shadowColor, combinedColor, attenuation );
-#endif
-
- return float4_t( combinedColor, diffSamplerColor.a ) * _Color * _LightColor0;
-}
diff --git a/Assets/Art/Shaders/UnityChan/CharaSkin.cginc.meta b/Assets/Art/Shaders/UnityChan/CharaSkin.cginc.meta deleted file mode 100644 index d73d3512..00000000 --- a/Assets/Art/Shaders/UnityChan/CharaSkin.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 2b7c6b37ecca1ed428f5bf17445737b1 -timeCreated: 1458276846 -licenseType: Store -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/FO_CLOTH1.tga b/Assets/Art/Shaders/UnityChan/FO_CLOTH1.tga Binary files differdeleted file mode 100644 index fd451c0e..00000000 --- a/Assets/Art/Shaders/UnityChan/FO_CLOTH1.tga +++ /dev/null diff --git a/Assets/Art/Shaders/UnityChan/FO_CLOTH1.tga.meta b/Assets/Art/Shaders/UnityChan/FO_CLOTH1.tga.meta deleted file mode 100644 index 29a61ccc..00000000 --- a/Assets/Art/Shaders/UnityChan/FO_CLOTH1.tga.meta +++ /dev/null @@ -1,57 +0,0 @@ -fileFormatVersion: 2 -guid: 36249473fe1adf442ab986148d327186 -timeCreated: 1464321160 -licenseType: Store -TextureImporter: - fileIDToRecycleName: {} - serializedVersion: 2 - mipmaps: - mipMapMode: 0 - enableMipMap: 1 - linearTexture: 0 - correctGamma: 0 - fadeOut: 0 - borderMipMap: 0 - mipMapFadeDistanceStart: 1 - mipMapFadeDistanceEnd: 3 - bumpmap: - convertToNormalMap: 0 - externalNormalMap: 0 - heightScale: 0.25 - normalMapFilter: 0 - isReadable: 0 - grayScaleToAlpha: 0 - generateCubemap: 0 - cubemapConvolution: 0 - cubemapConvolutionSteps: 7 - cubemapConvolutionExponent: 1.5 - seamlessCubemap: 0 - textureFormat: -1 - maxTextureSize: 2048 - textureSettings: - filterMode: -1 - aniso: -1 - mipBias: -1 - wrapMode: -1 - nPOTScale: 1 - lightmap: 0 - rGBM: 0 - compressionQuality: 50 - allowsAlphaSplitting: 0 - spriteMode: 0 - spriteExtrude: 1 - spriteMeshType: 1 - alignment: 0 - spritePivot: {x: 0.5, y: 0.5} - spriteBorder: {x: 0, y: 0, z: 0, w: 0} - spritePixelsToUnits: 100 - alphaIsTransparency: 0 - textureType: -1 - buildTargetSettings: [] - spriteSheet: - sprites: [] - outline: [] - spritePackingTag: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/FO_RIM1.tga b/Assets/Art/Shaders/UnityChan/FO_RIM1.tga Binary files differdeleted file mode 100644 index 2354f6d2..00000000 --- a/Assets/Art/Shaders/UnityChan/FO_RIM1.tga +++ /dev/null diff --git a/Assets/Art/Shaders/UnityChan/FO_RIM1.tga.meta b/Assets/Art/Shaders/UnityChan/FO_RIM1.tga.meta deleted file mode 100644 index 79826936..00000000 --- a/Assets/Art/Shaders/UnityChan/FO_RIM1.tga.meta +++ /dev/null @@ -1,57 +0,0 @@ -fileFormatVersion: 2 -guid: 695344a219643f1448e214a2ad48328c -timeCreated: 1464321160 -licenseType: Store -TextureImporter: - fileIDToRecycleName: {} - serializedVersion: 2 - mipmaps: - mipMapMode: 0 - enableMipMap: 1 - linearTexture: 0 - correctGamma: 0 - fadeOut: 0 - borderMipMap: 0 - mipMapFadeDistanceStart: 1 - mipMapFadeDistanceEnd: 3 - bumpmap: - convertToNormalMap: 0 - externalNormalMap: 0 - heightScale: 0.25 - normalMapFilter: 0 - isReadable: 0 - grayScaleToAlpha: 0 - generateCubemap: 0 - cubemapConvolution: 0 - cubemapConvolutionSteps: 7 - cubemapConvolutionExponent: 1.5 - seamlessCubemap: 0 - textureFormat: -1 - maxTextureSize: 2048 - textureSettings: - filterMode: -1 - aniso: -1 - mipBias: -1 - wrapMode: -1 - nPOTScale: 1 - lightmap: 0 - rGBM: 0 - compressionQuality: 50 - allowsAlphaSplitting: 0 - spriteMode: 0 - spriteExtrude: 1 - spriteMeshType: 1 - alignment: 0 - spritePivot: {x: 0.5, y: 0.5} - spriteBorder: {x: 0, y: 0, z: 0, w: 0} - spritePixelsToUnits: 100 - alphaIsTransparency: 0 - textureType: -1 - buildTargetSettings: [] - spriteSheet: - sprites: [] - outline: [] - spritePackingTag: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/FO_SKIN1.tga b/Assets/Art/Shaders/UnityChan/FO_SKIN1.tga Binary files differdeleted file mode 100644 index 97deb0a2..00000000 --- a/Assets/Art/Shaders/UnityChan/FO_SKIN1.tga +++ /dev/null diff --git a/Assets/Art/Shaders/UnityChan/FO_SKIN1.tga.meta b/Assets/Art/Shaders/UnityChan/FO_SKIN1.tga.meta deleted file mode 100644 index 6cbb1fdc..00000000 --- a/Assets/Art/Shaders/UnityChan/FO_SKIN1.tga.meta +++ /dev/null @@ -1,57 +0,0 @@ -fileFormatVersion: 2 -guid: 3efba7c112fa27d4baa50f68135d225f -timeCreated: 1464321160 -licenseType: Store -TextureImporter: - 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assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_akarami_blend.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_akarami_blend.shader deleted file mode 100644 index d88f9a73..00000000 --- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_akarami_blend.shader +++ /dev/null @@ -1,42 +0,0 @@ -Shader "UnityChan/Blush - Transparent" -{ - Properties - { - _Color ("Main Color", Color) = (1, 1, 1, 1) - _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) - - _MainTex ("Diffuse", 2D) = "white" {} - _FalloffSampler ("Falloff Control", 2D) = "white" {} - _RimLightSampler ("RimLight Control", 2D) = "white" {} - } - - SubShader - { - Blend SrcAlpha OneMinusSrcAlpha, One One - ZWrite Off - Tags - { - "Queue"="Geometry+3" - "IgnoreProjector"="True" - "RenderType"="Overlay" - "LightMode"="ForwardBase" - } - - Pass - { - Cull Back - ZTest LEqual -CGPROGRAM -#pragma multi_compile_fwdbase -#pragma target 3.0 -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" -#include "AutoLight.cginc" -#include "CharaSkin.cginc" -ENDCG - } - } - - FallBack "Transparent/Cutout/Diffuse" -} diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_akarami_blend.shader.meta b/Assets/Art/Shaders/UnityChan/Unitychan_chara_akarami_blend.shader.meta deleted file mode 100644 index c7e00710..00000000 --- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_akarami_blend.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 0298b868476735f41857e9ba8f0d4cd1 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye.shader deleted file mode 100644 index e0632ce0..00000000 --- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye.shader +++ /dev/null @@ -1,39 +0,0 @@ -Shader "UnityChan/Eye" -{ - Properties - { - _Color ("Main Color", Color) = (1, 1, 1, 1) - _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) - - _MainTex ("Diffuse", 2D) = "white" {} - _FalloffSampler ("Falloff Control", 2D) = "white" {} - 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Transparent" -{ - Properties - { - _Color ("Main Color", Color) = (1, 1, 1, 1) - _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) - - _MainTex ("Diffuse", 2D) = "white" {} - _FalloffSampler ("Falloff Control", 2D) = "white" {} - _RimLightSampler ("RimLight Control", 2D) = "white" {} - } - - SubShader - { - Blend SrcAlpha OneMinusSrcAlpha, One One - Tags - { - "Queue"="Geometry+1" // Transparent+1" - "IgnoreProjector"="True" - "RenderType"="Overlay" - "LightMode"="ForwardBase" - } - - Pass - { - Cull Back - ZTest LEqual -CGPROGRAM -#pragma multi_compile_fwdbase -#pragma target 3.0 -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" -#include "AutoLight.cginc" -#include "CharaSkin.cginc" -ENDCG - } - } - - FallBack "Transparent/Cutout/Diffuse" -} diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye_blend.shader.meta b/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye_blend.shader.meta deleted file mode 100644 index fc0d98af..00000000 --- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye_blend.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: bf944057124b80b4e84496139e3b072c -ShaderImporter: - 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Properties - { - _Color ("Main Color", Color) = (1, 1, 1, 1) - _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) - - _MainTex ("Diffuse", 2D) = "white" {} - _FalloffSampler ("Falloff Control", 2D) = "white" {} - _RimLightSampler ("RimLight Control", 2D) = "white" {} - } - - SubShader - { - Blend SrcAlpha OneMinusSrcAlpha, One One - Tags - { - "Queue"="Transparent+1" - "IgnoreProjector"="True" - "RenderType"="Overlay" - "LightMode"="ForwardBase" - } - - Pass - { - Cull Back - ZTest LEqual -CGPROGRAM -#pragma multi_compile_fwdbase -#pragma target 3.0 -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" -#include "AutoLight.cginc" -#include "CharaSkin.cginc" -ENDCG - } - } - - FallBack "Transparent/Cutout/Diffuse" -} diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada_blend.shader.meta b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada_blend.shader.meta deleted file mode 100644 index f181589e..00000000 --- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada_blend.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 7a95784c68f03494d8c7911e15fab82a -ShaderImporter: - 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Double-sided" -{ - Properties - { - _Color ("Main Color", Color) = (1, 1, 1, 1) - _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1) - _SpecularPower ("Specular Power", Float) = 20 - _EdgeThickness ("Outline Thickness", Float) = 1 - _DepthBias ("Outline Depth Bias", Float) = 0.00012 - - _MainTex ("Diffuse", 2D) = "white" {} - _FalloffSampler ("Falloff Control", 2D) = "white" {} - _RimLightSampler ("RimLight Control", 2D) = "white" {} - _SpecularReflectionSampler ("Specular / Reflection Mask", 2D) = "white" {} - _EnvMapSampler ("Environment Map", 2D) = "" {} - _NormalMapSampler ("Normal Map", 2D) = "" {} - } - - SubShader - { - Tags - { - "RenderType"="Opaque" - "Queue"="Geometry" - "LightMode"="ForwardBase" - } - - Pass - { - Cull Off - ZTest LEqual -CGPROGRAM -#pragma multi_compile_fwdbase -#pragma target 3.0 -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" -#include "AutoLight.cginc" -#define ENABLE_NORMAL_MAP -#include "CharaMain.cginc" -ENDCG - } - - Pass - { - Cull Front - ZTest Less -CGPROGRAM -#pragma target 3.0 -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" -#include "CharaOutline.cginc" -ENDCG - } - - } - - FallBack "Transparent/Cutout/Diffuse" -} diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair_ds.shader.meta b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair_ds.shader.meta deleted file mode 100644 index 1b772740..00000000 --- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair_ds.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 235ca6f7bbc0ead4990f386a7ec24292 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/readme.txt b/Assets/Art/Shaders/UnityChan/readme.txt deleted file mode 100644 index 8e557007..00000000 --- a/Assets/Art/Shaders/UnityChan/readme.txt +++ /dev/null @@ -1,27 +0,0 @@ -ユニティちゃんシェーダー Ver. 1.2.4 (Unity 5.4/5.5β 対応版) -2016/09/04 Unity Technologies Japan - -動作環境:Unity 5.3.6以降 - -Unity 5.4対応版。ユニティちゃんシェーダーがエラーを起こしてピンク色になっている時に当てるパッチです。 -Unity 5.4で開いてしまったプロジェクトを、再度Unity5.3.xで開いた時に、同様のエラーが出ている場合にも適用できます。 -さらに、Windowsの一部環境でUnity5.5βをご利用の際に、アウトラインの不具合が出る件に対処しています。 - -【修正内容】 -Unity5.5βで行われた、DirectX11等でのReversed Zへの仕様変更に基づく、アウトラインでのZ深度の精度変化に対応しました。 ------------------ -ユニティちゃんシェーダー Ver. 1.2.4 (Unity 5.4 対応版) -シェーダーインクルードファイルの拡張子を修正。 -それに合わせてシェーダー内の記述も修正。 ------------------- -ユニティちゃんシェーダー Ver. 1.2.2(iOS METAL対応版) -2015/03/17 Unity Technologies Japan - - - -Ver1.2.1で一部モバイル環境で見られるアウトラインのZファイティングを改善したバージョンに、iOS METAL対応を追加したバージョンです。 - -本シェーダーを利用する場合、プロジェクトはUnity 4.6.3以降である必要があります。 - -従来のユニティちゃんシェーダーに上書きをする形で使用してください。 -------------------- diff --git a/Assets/Art/Shaders/UnityChan/readme.txt.meta b/Assets/Art/Shaders/UnityChan/readme.txt.meta deleted file mode 100644 index 55c1b4fb..00000000 --- a/Assets/Art/Shaders/UnityChan/readme.txt.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: ca50fa9b4a8a80b4e803a18131e1df68 -TextScriptImporter: - userData: - assetBundleName: - 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