diff options
author | chai <chaifix@163.com> | 2020-10-11 20:00:58 +0800 |
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committer | chai <chaifix@163.com> | 2020-10-11 20:00:58 +0800 |
commit | 8b384dffa0d9c63c7a657c6e567c2ddefbf046cd (patch) | |
tree | 3f4d669b73b6622aa49627c4ccb3c78d51a82bde /Assets/Art/Shaders/UnityChan | |
parent | cd3aee8d640f6abcc82802ca7abbcdfa031c20d3 (diff) |
+Saionji show off scene
Diffstat (limited to 'Assets/Art/Shaders/UnityChan')
34 files changed, 1202 insertions, 0 deletions
diff --git a/Assets/Art/Shaders/UnityChan/CharaMain.cginc b/Assets/Art/Shaders/UnityChan/CharaMain.cginc new file mode 100644 index 00000000..f7b5fba1 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/CharaMain.cginc @@ -0,0 +1,187 @@ +// 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 new file mode 100644 index 00000000..ed0f6332 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/CharaMain.cginc.meta @@ -0,0 +1,9 @@ +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 new file mode 100644 index 00000000..29b12eb9 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/CharaOutline.cginc @@ -0,0 +1,110 @@ +// 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 new file mode 100644 index 00000000..5257d314 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/CharaOutline.cginc.meta @@ -0,0 +1,9 @@ +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 new file mode 100644 index 00000000..15fb97ab --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/CharaSkin.cginc @@ -0,0 +1,105 @@ +// 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 new file mode 100644 index 00000000..d73d3512 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/CharaSkin.cginc.meta @@ -0,0 +1,9 @@ +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 differnew file mode 100644 index 00000000..fd451c0e --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/FO_CLOTH1.tga diff --git a/Assets/Art/Shaders/UnityChan/FO_CLOTH1.tga.meta b/Assets/Art/Shaders/UnityChan/FO_CLOTH1.tga.meta new file mode 100644 index 00000000..29a61ccc 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("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 new file mode 100644 index 00000000..c7e00710 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_akarami_blend.shader.meta @@ -0,0 +1,7 @@ +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 new file mode 100644 index 00000000..e0632ce0 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye.shader @@ -0,0 +1,39 @@ +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 new file mode 100644 index 00000000..7b1c21d0 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: abaf2020b803b6847b5c081ed22c05c5 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye_blend.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye_blend.shader new file mode 100644 index 00000000..c71d0e2e --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye_blend.shader @@ -0,0 +1,41 @@ +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 new file mode 100644 index 00000000..fc0d98af --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_eye_blend.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: bf944057124b80b4e84496139e3b072c +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_eyelash_blend.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_eyelash_blend.shader new file mode 100644 index 00000000..8098da26 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_eyelash_blend.shader @@ -0,0 +1,41 @@ +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 new file mode 100644 index 00000000..0ac3be74 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_eyelash_blend.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9627902a73805264c818754ecb22c8f9 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku.shader new file mode 100644 index 00000000..21600203 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku.shader @@ -0,0 +1,60 @@ +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 new file mode 100644 index 00000000..09125e79 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 00262b50562beb14cbab9b52bced4f9f +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku_ds.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku_ds.shader new file mode 100644 index 00000000..a527f298 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku_ds.shader @@ -0,0 +1,60 @@ +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 new file mode 100644 index 00000000..03ec1434 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_fuku_ds.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 96d05de60c5f7474491f9f94568cf623 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada.shader new file mode 100644 index 00000000..501100ce --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada.shader @@ -0,0 +1,55 @@ +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 new file mode 100644 index 00000000..6205822d --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b35a2abbdd5b15d4ca40103088758eac +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada_blend.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada_blend.shader new file mode 100644 index 00000000..3b2e1db5 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada_blend.shader @@ -0,0 +1,41 @@ +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 new file mode 100644 index 00000000..f181589e --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hada_blend.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 7a95784c68f03494d8c7911e15fab82a +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair.shader new file mode 100644 index 00000000..85cdf719 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair.shader @@ -0,0 +1,60 @@ +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 new file mode 100644 index 00000000..3651fa50 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: fe3954a9664afb042a2af588b53680b0 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair_ds.shader b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair_ds.shader new file mode 100644 index 00000000..4869a2ba --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair_ds.shader @@ -0,0 +1,60 @@ +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 new file mode 100644 index 00000000..1b772740 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/Unitychan_chara_hair_ds.shader.meta @@ -0,0 +1,7 @@ +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 new file mode 100644 index 00000000..8e557007 --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/readme.txt @@ -0,0 +1,27 @@ +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 new file mode 100644 index 00000000..55c1b4fb --- /dev/null +++ b/Assets/Art/Shaders/UnityChan/readme.txt.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: ca50fa9b4a8a80b4e803a18131e1df68 +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: |