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authorchai <chaifix@163.com>2022-03-10 14:07:40 +0800
committerchai <chaifix@163.com>2022-03-10 14:07:40 +0800
commit22891bf59032ba88262824255a706d652031384b (patch)
tree7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/Art/Shaders/UnityChan
parent8b04ea73e540067f83870b61d89db4868fea5e8a (diff)
* move folder
Diffstat (limited to 'Assets/Art/Shaders/UnityChan')
-rw-r--r--Assets/Art/Shaders/UnityChan/CharaMain.cginc187
-rw-r--r--Assets/Art/Shaders/UnityChan/CharaMain.cginc.meta9
-rw-r--r--Assets/Art/Shaders/UnityChan/CharaOutline.cginc110
-rw-r--r--Assets/Art/Shaders/UnityChan/CharaOutline.cginc.meta9
-rw-r--r--Assets/Art/Shaders/UnityChan/CharaSkin.cginc105
-rw-r--r--Assets/Art/Shaders/UnityChan/CharaSkin.cginc.meta9
-rw-r--r--Assets/Art/Shaders/UnityChan/FO_CLOTH1.tgabin2092 -> 0 bytes
-rw-r--r--Assets/Art/Shaders/UnityChan/FO_CLOTH1.tga.meta57
-rw-r--r--Assets/Art/Shaders/UnityChan/FO_RIM1.tgabin1580 -> 0 bytes
-rw-r--r--Assets/Art/Shaders/UnityChan/FO_RIM1.tga.meta57
-rw-r--r--Assets/Art/Shaders/UnityChan/FO_SKIN1.tgabin2092 -> 0 bytes
-rw-r--r--Assets/Art/Shaders/UnityChan/FO_SKIN1.tga.meta57
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_akarami_blend.shader42
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_akarami_blend.shader.meta7
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_eye.shader39
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_eye.shader.meta7
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_eye_blend.shader41
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_eye_blend.shader.meta7
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_eyelash_blend.shader41
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_eyelash_blend.shader.meta7
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku.shader60
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku.shader.meta7
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku_ds.shader60
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku_ds.shader.meta7
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_hada.shader55
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_hada.shader.meta7
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_hada_blend.shader41
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_hada_blend.shader.meta7
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_hair.shader60
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_hair.shader.meta7
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_hair_ds.shader60
-rw-r--r--Assets/Art/Shaders/UnityChan/Unitychan_chara_hair_ds.shader.meta7
-rw-r--r--Assets/Art/Shaders/UnityChan/readme.txt27
-rw-r--r--Assets/Art/Shaders/UnityChan/readme.txt.meta6
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
deleted file mode 100644
index fd451c0e..00000000
--- a/Assets/Art/Shaders/UnityChan/FO_CLOTH1.tga
+++ /dev/null
Binary files differ
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
deleted file mode 100644
index 2354f6d2..00000000
--- a/Assets/Art/Shaders/UnityChan/FO_RIM1.tga
+++ /dev/null
Binary files differ
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 @@
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diff --git a/Assets/Art/Shaders/UnityChan/FO_SKIN1.tga b/Assets/Art/Shaders/UnityChan/FO_SKIN1.tga
deleted file mode 100644
index 97deb0a2..00000000
--- a/Assets/Art/Shaders/UnityChan/FO_SKIN1.tga
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deleted file mode 100644
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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
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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" {}
- _RimLightSampler ("RimLight Control", 2D) = "white" {}
- }
-
- SubShader
- {
- Tags
- {
- "RenderType"="Opaque"
- "Queue"="Geometry"
- "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.shader.meta b/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye.shader.meta
deleted file mode 100644
index 7b1c21d0..00000000
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diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye_blend.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye_blend.shader
deleted file mode 100644
index c71d0e2e..00000000
--- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye_blend.shader
+++ /dev/null
@@ -1,41 +0,0 @@
-Shader "UnityChan/Eye - 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
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@@ -1,7 +0,0 @@
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diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_eyelash_blend.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_eyelash_blend.shader
deleted file mode 100644
index 8098da26..00000000
--- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_eyelash_blend.shader
+++ /dev/null
@@ -1,41 +0,0 @@
-Shader "UnityChan/Eyelash - 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+2"
- // "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_eyelash_blend.shader.meta b/Assets/Art/Shaders/UnityChan/Unitychan_chara_eyelash_blend.shader.meta
deleted file mode 100644
index 0ac3be74..00000000
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diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku.shader
deleted file mode 100644
index 21600203..00000000
--- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku.shader
+++ /dev/null
@@ -1,60 +0,0 @@
-Shader "UnityChan/Clothing"
-{
- 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 Back
- 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_fuku.shader.meta b/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku.shader.meta
deleted file mode 100644
index 09125e79..00000000
--- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku.shader.meta
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diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku_ds.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku_ds.shader
deleted file mode 100644
index a527f298..00000000
--- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku_ds.shader
+++ /dev/null
@@ -1,60 +0,0 @@
-Shader "UnityChan/Clothing - 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_fuku_ds.shader.meta b/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku_ds.shader.meta
deleted file mode 100644
index 03ec1434..00000000
--- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku_ds.shader.meta
+++ /dev/null
@@ -1,7 +0,0 @@
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diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada.shader
deleted file mode 100644
index 501100ce..00000000
--- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada.shader
+++ /dev/null
@@ -1,55 +0,0 @@
-Shader "UnityChan/Skin"
-{
- Properties
- {
- _Color ("Main Color", Color) = (1, 1, 1, 1)
- _ShadowColor ("Shadow Color", Color) = (0.8, 0.8, 1, 1)
- _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" {}
- }
-
- SubShader
- {
- Tags
- {
- "RenderType"="Opaque"
- "Queue"="Geometry"
- "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
- }
-
- 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_hada.shader.meta b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada.shader.meta
deleted file mode 100644
index 6205822d..00000000
--- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada.shader.meta
+++ /dev/null
@@ -1,7 +0,0 @@
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diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada_blend.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada_blend.shader
deleted file mode 100644
index 3b2e1db5..00000000
--- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada_blend.shader
+++ /dev/null
@@ -1,41 +0,0 @@
-Shader "UnityChan/Skin - 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"="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 @@
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diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair.shader
deleted file mode 100644
index 85cdf719..00000000
--- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair.shader
+++ /dev/null
@@ -1,60 +0,0 @@
-Shader "UnityChan/Hair"
-{
- 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 Back
- 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.shader.meta b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair.shader.meta
deleted file mode 100644
index 3651fa50..00000000
--- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair.shader.meta
+++ /dev/null
@@ -1,7 +0,0 @@
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-guid: fe3954a9664afb042a2af588b53680b0
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diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair_ds.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair_ds.shader
deleted file mode 100644
index 4869a2ba..00000000
--- a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair_ds.shader
+++ /dev/null
@@ -1,60 +0,0 @@
-Shader "UnityChan/Hair - 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:
- assetBundleVariant: