Repository: cubedparadox/Cubeds-Unity-Shaders Branch: master Commit: fb6dceffac3b Files: 304 Total size: 1.4 MB Directory structure: gitextract_6fonv2li/ ├── .gitattributes ├── .gitignore ├── Assets/ │ ├── Cubed's Unity Shaders/ │ │ ├── Demo Lightmapping.unity │ │ ├── Demo Lightmapping.unity.meta │ │ ├── Demo Scene.unity │ │ ├── Demo Scene.unity.meta │ │ ├── Editor/ │ │ │ ├── FlatLitToon/ │ │ │ │ ├── FlatLitToonInspector.cs │ │ │ │ └── FlatLitToonInspector.cs.meta │ │ │ ├── FlatLitToon.meta │ │ │ ├── FlatLitToonLite/ │ │ │ │ ├── FlatLitToonLiteCutoutInspector.cs │ │ │ │ ├── FlatLitToonLiteCutoutInspector.cs.meta │ │ │ │ ├── FlatLitToonLiteInspector.cs │ │ │ │ └── FlatLitToonLiteInspector.cs.meta │ │ │ └── FlatLitToonLite.meta │ │ ├── Editor.meta │ │ ├── Materials/ │ │ │ ├── Ground Plane (Unit Shadowed).mat │ │ │ ├── Ground Plane (Unit Shadowed).mat.meta │ │ │ ├── Lightmapping Material.mat │ │ │ ├── Lightmapping Material.mat.meta │ │ │ ├── New Material.mat │ │ │ ├── New Material.mat.meta │ │ │ ├── Skybox (Simple Gradient Sky).mat │ │ │ ├── Skybox (Simple Gradient Sky).mat.meta │ │ │ ├── UnityChan (Flat Lit Toon Distance Fade).mat │ │ │ ├── UnityChan (Flat Lit Toon Distance Fade).mat.meta │ │ │ ├── UnityChan (Flat Lit Toon Improved).mat │ │ │ ├── UnityChan (Flat Lit Toon Improved).mat.meta │ │ │ ├── UnityChan (Flat Lit Toon Lite) Back Cull Transparent.mat │ │ │ ├── UnityChan (Flat Lit Toon Lite) Back Cull Transparent.mat.meta │ │ │ ├── UnityChan (Flat Lit Toon Lite) Back Cull.mat │ │ │ ├── UnityChan (Flat Lit Toon Lite) Back Cull.mat.meta │ │ │ ├── UnityChan (Flat Lit Toon Lite) Double Sided Cutout.mat │ │ │ ├── UnityChan (Flat Lit Toon Lite) Double Sided Cutout.mat.meta │ │ │ ├── UnityChan (Flat Lit Toon Lite) Double Sided.mat │ │ │ ├── UnityChan (Flat Lit Toon Lite) Double Sided.mat.meta │ │ │ ├── UnityChan (Flat Lit Toon Lite) Front Cull.mat │ │ │ ├── UnityChan (Flat Lit Toon Lite) Front Cull.mat.meta │ │ │ ├── UnityChan (Flat Lit Toon Outline).mat │ │ │ ├── UnityChan (Flat Lit Toon Outline).mat.meta │ │ │ ├── UnityChan (Flat Lit Toon Rainbow).mat │ │ │ ├── UnityChan (Flat Lit Toon Rainbow).mat.meta │ │ │ ├── UnityChan (Flat Lit Toon).mat │ │ │ ├── UnityChan (Flat Lit Toon).mat.meta │ │ │ ├── UnityChan (Unlit Shadowed).mat │ │ │ └── UnityChan (Unlit Shadowed).mat.meta │ │ ├── Materials.meta │ │ ├── Shaders/ │ │ │ ├── CGIncludes/ │ │ │ │ ├── FlatLitToonCore.cginc │ │ │ │ ├── FlatLitToonCore.cginc.meta │ │ │ │ ├── FlatLitToonCoreLite.cginc │ │ │ │ ├── FlatLitToonCoreLite.cginc.meta │ │ │ │ ├── FlatLitToonShadows.cginc │ │ │ │ └── FlatLitToonShadows.cginc.meta │ │ │ ├── CGIncludes.meta │ │ │ ├── Flat Lit Toon Lite/ │ │ │ │ ├── Flat Lit Toon Lite Cutout.shader │ │ │ │ ├── Flat Lit Toon Lite Cutout.shader.meta │ │ │ │ ├── Flat Lit Toon Lite Fade.shader │ │ │ │ ├── Flat Lit Toon Lite Transparent.shader │ │ │ │ ├── Flat Lit Toon Lite Transparent.shader.meta │ │ │ │ ├── Flat Lit Toon Lite.shader │ │ │ │ └── Flat Lit Toon Lite.shader.meta │ │ │ ├── Flat Lit Toon Lite.meta │ │ │ ├── Flat Lite Toon/ │ │ │ │ ├── Flat Lit Toon.shader │ │ │ │ └── Flat Lit Toon.shader.meta │ │ │ ├── Flat Lite Toon.meta │ │ │ ├── Misc Shaders/ │ │ │ │ ├── Flat Lit Toon Distance Fade.shader │ │ │ │ ├── Flat Lit Toon Distance Fade.shader.meta │ │ │ │ ├── Flat Lit Toon Rainbow.shader │ │ │ │ ├── Flat Lit Toon Rainbow.shader.meta │ │ │ │ ├── Simple Gradient Sky.shader │ │ │ │ ├── Simple Gradient Sky.shader.meta │ │ │ │ ├── Unit Shadowed.shader │ │ │ │ └── Unit Shadowed.shader.meta │ │ │ └── Misc Shaders.meta │ │ ├── Shaders.meta │ │ ├── UnityChan/ │ │ │ ├── License/ │ │ │ │ ├── ENGLISH/ │ │ │ │ │ ├── Character Use Guidelines.pdf.meta │ │ │ │ │ ├── LicenseNotice.pdf.meta │ │ │ │ │ ├── Summary Unity-Chan License.pdf.meta │ │ │ │ │ └── Unity-Chan License Terms and Condition.pdf.meta │ │ │ │ ├── ENGLISH.meta │ │ │ │ ├── Japanese/ │ │ │ │ │ ├── Character Use Guidelines.pdf.meta │ │ │ │ │ ├── License Notice.pdf.meta │ │ │ │ │ ├── Summary Unity-Chan License.pdf.meta │ │ │ │ │ └── Unity-Chan License Terms and Conditions.pdf.meta │ │ │ │ ├── Japanese.meta │ │ │ │ ├── License Logo/ │ │ │ │ │ ├── LUUL_LOGO_rules02.ai │ │ │ │ │ ├── LUUL_LOGO_rules02.ai.meta │ │ │ │ │ ├── LUUL_LOGO_rules02.psd │ │ │ │ │ ├── LUUL_LOGO_rules02.psd.meta │ │ │ │ │ ├── LUUL_logo-guideline.pdf.meta │ │ │ │ │ └── LUUL_logo-guideline_en.pdf.meta │ │ │ │ └── License Logo.meta │ │ │ ├── License.meta │ │ │ ├── Models/ │ │ │ │ ├── UnityChanShader/ │ │ │ │ │ ├── Shader/ │ │ │ │ │ │ ├── CharaMain.cg │ │ │ │ │ │ ├── CharaMain.cg.meta │ │ │ │ │ │ ├── CharaOutline.cg │ │ │ │ │ │ ├── CharaOutline.cg.meta │ │ │ │ │ │ ├── CharaSkin.cg │ │ │ │ │ │ ├── CharaSkin.cg.meta │ │ │ │ │ │ ├── Unitychan_chara_akarami_blend.shader │ │ │ │ │ │ ├── Unitychan_chara_akarami_blend.shader.meta │ │ │ │ │ │ ├── Unitychan_chara_eye.shader │ │ │ │ │ │ ├── Unitychan_chara_eye.shader.meta │ │ │ │ │ │ ├── Unitychan_chara_eye_blend.shader │ │ │ │ │ │ ├── Unitychan_chara_eye_blend.shader.meta │ │ │ │ │ │ ├── Unitychan_chara_eyelash_blend.shader │ │ │ │ │ │ ├── Unitychan_chara_eyelash_blend.shader.meta │ │ │ │ │ │ ├── Unitychan_chara_fuku.shader │ │ │ │ │ │ ├── Unitychan_chara_fuku.shader.meta │ │ │ │ │ │ ├── Unitychan_chara_fuku_ds.shader │ │ │ │ │ │ ├── Unitychan_chara_fuku_ds.shader.meta │ │ │ │ │ │ ├── Unitychan_chara_hada.shader │ │ │ │ │ │ ├── Unitychan_chara_hada.shader.meta │ │ │ │ │ │ ├── Unitychan_chara_hada_blend.shader │ │ │ │ │ │ ├── Unitychan_chara_hada_blend.shader.meta │ │ │ │ │ │ ├── Unitychan_chara_hair.shader │ │ │ │ │ │ ├── Unitychan_chara_hair.shader.meta │ │ │ │ │ │ ├── Unitychan_chara_hair_ds.shader │ │ │ │ │ │ └── Unitychan_chara_hair_ds.shader.meta │ │ │ │ │ └── Shader.meta │ │ │ │ └── UnityChanShader.meta │ │ │ ├── Models.meta │ │ │ ├── Prefabs/ │ │ │ │ ├── Directional light for UnityChan.prefab │ │ │ │ └── Directional light for UnityChan.prefab.meta │ │ │ ├── Prefabs.meta │ │ │ ├── SD_unitychan/ │ │ │ │ ├── Animations/ │ │ │ │ │ ├── SD_unitychan_motion_Generic.controller │ │ │ │ │ ├── SD_unitychan_motion_Generic.controller.meta │ │ │ │ │ ├── SD_unitychan_motion_Generic.fbx │ │ │ │ │ ├── SD_unitychan_motion_Generic.fbx.meta │ │ │ │ │ ├── SD_unitychan_motion_humanoid.controller │ │ │ │ │ ├── SD_unitychan_motion_humanoid.controller.meta │ │ │ │ │ ├── SD_unitychan_motion_humanoid.fbx │ │ │ │ │ └── SD_unitychan_motion_humanoid.fbx.meta │ │ │ │ ├── Animations.meta │ │ │ │ ├── FaceAnimations/ │ │ │ │ │ ├── Generic/ │ │ │ │ │ │ ├── angry@sd_generic.anim │ │ │ │ │ │ ├── angry@sd_generic.anim.meta │ │ │ │ │ │ ├── confuse@sd_generic.anim │ │ │ │ │ │ ├── confuse@sd_generic.anim.meta │ │ │ │ │ │ ├── damaged@sd_generic.anim │ │ │ │ │ │ ├── damaged@sd_generic.anim.meta │ │ │ │ │ │ ├── default@sd_generic.anim │ │ │ │ │ │ ├── default@sd_generic.anim.meta │ │ │ │ │ │ ├── eye_close@sd_generic.anim │ │ │ │ │ │ ├── eye_close@sd_generic.anim.meta │ │ │ │ │ │ ├── mth_L@sd_generic.anim │ │ │ │ │ │ ├── mth_L@sd_generic.anim.meta │ │ │ │ │ │ ├── mth_R@sd_generic.anim │ │ │ │ │ │ ├── mth_R@sd_generic.anim.meta │ │ │ │ │ │ ├── mth_a@sd_generic.anim │ │ │ │ │ │ ├── mth_a@sd_generic.anim.meta │ │ │ │ │ │ ├── mth_e@sd_generic.anim │ │ │ │ │ │ ├── mth_e@sd_generic.anim.meta │ │ │ │ │ │ ├── mth_i@sd_generic.anim │ │ │ │ │ │ ├── mth_i@sd_generic.anim.meta │ │ │ │ │ │ ├── mth_o@sd_generic.anim │ │ │ │ │ │ ├── mth_o@sd_generic.anim.meta │ │ │ │ │ │ ├── mth_u@sd_generic.anim │ │ │ │ │ │ ├── mth_u@sd_generic.anim.meta │ │ │ │ │ │ ├── relux@sd_generic.anim │ │ │ │ │ │ ├── relux@sd_generic.anim.meta │ │ │ │ │ │ ├── sad@sd_generic.anim │ │ │ │ │ │ ├── sad@sd_generic.anim.meta │ │ │ │ │ │ ├── scold@sd_generic.anim │ │ │ │ │ │ ├── scold@sd_generic.anim.meta │ │ │ │ │ │ ├── smile2@sd_generic.anim │ │ │ │ │ │ ├── smile2@sd_generic.anim.meta │ │ │ │ │ │ ├── smile@sd_generic.anim │ │ │ │ │ │ ├── smile@sd_generic.anim.meta │ │ │ │ │ │ ├── strain@sd_generic.anim │ │ │ │ │ │ ├── strain@sd_generic.anim.meta │ │ │ │ │ │ ├── surprise@sd_generic.anim │ │ │ │ │ │ └── surprise@sd_generic.anim.meta │ │ │ │ │ ├── Generic.meta │ │ │ │ │ ├── Humanoid/ │ │ │ │ │ │ ├── angry@sd_hmd.anim │ │ │ │ │ │ ├── angry@sd_hmd.anim.meta │ │ │ │ │ │ ├── confuse@sd_hmd.anim │ │ │ │ │ │ ├── confuse@sd_hmd.anim.meta │ │ │ │ │ │ ├── damaged@sd_hmd.anim │ │ │ │ │ │ ├── damaged@sd_hmd.anim.meta │ │ │ │ │ │ ├── default@sd_hmd.anim │ │ │ │ │ │ ├── default@sd_hmd.anim.meta │ │ │ │ │ │ ├── eye_close@sd_hmd.anim │ │ │ │ │ │ ├── eye_close@sd_hmd.anim.meta │ │ │ │ │ │ ├── mth_L@sd_hmd.anim │ │ │ │ │ │ ├── mth_L@sd_hmd.anim.meta │ │ │ │ │ │ ├── mth_R@sd_hmd.anim │ │ │ │ │ │ ├── mth_R@sd_hmd.anim.meta │ │ │ │ │ │ ├── mth_a@sd_hmd.anim │ │ │ │ │ │ ├── mth_a@sd_hmd.anim.meta │ │ │ │ │ │ ├── mth_e@sd_hmd.anim │ │ │ │ │ │ ├── mth_e@sd_hmd.anim.meta │ │ │ │ │ │ ├── mth_i@sd_hmd.anim │ │ │ │ │ │ ├── mth_i@sd_hmd.anim.meta │ │ │ │ │ │ ├── mth_o@sd_hmd.anim │ │ │ │ │ │ ├── mth_o@sd_hmd.anim.meta │ │ │ │ │ │ ├── mth_u@sd_hmd.anim │ │ │ │ │ │ ├── mth_u@sd_hmd.anim.meta │ │ │ │ │ │ ├── relux@sd_hmd.anim │ │ │ │ │ │ ├── relux@sd_hmd.anim.meta │ │ │ │ │ │ ├── sad@sd_hmd.anim │ │ │ │ │ │ ├── sad@sd_hmd.anim.meta │ │ │ │ │ │ ├── scold@sd_hmd.anim │ │ │ │ │ │ ├── scold@sd_hmd.anim.meta │ │ │ │ │ │ ├── smile2@sd_hmd.anim │ │ │ │ │ │ ├── smile2@sd_hmd.anim.meta │ │ │ │ │ │ ├── smile@sd_hmd.anim │ │ │ │ │ │ ├── smile@sd_hmd.anim.meta │ │ │ │ │ │ ├── strain@sd_hmd.anim │ │ │ │ │ │ ├── strain@sd_hmd.anim.meta │ │ │ │ │ │ ├── surprise@sd_hmd.anim │ │ │ │ │ │ └── surprise@sd_hmd.anim.meta │ │ │ │ │ ├── Humanoid.meta │ │ │ │ │ ├── _faceOnly.mask │ │ │ │ │ └── _faceOnly.mask.meta │ │ │ │ ├── FaceAnimations.meta │ │ │ │ ├── Models/ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── def_mat.mat │ │ │ │ │ │ ├── def_mat.mat.meta │ │ │ │ │ │ ├── hair_mat.mat │ │ │ │ │ │ ├── hair_mat.mat.meta │ │ │ │ │ │ ├── mouth_mat.mat │ │ │ │ │ │ ├── mouth_mat.mat.meta │ │ │ │ │ │ ├── nol_mat.mat │ │ │ │ │ │ ├── nol_mat.mat.meta │ │ │ │ │ │ ├── skin_mat.mat │ │ │ │ │ │ └── skin_mat.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── SD_unitychan_generic.fbx │ │ │ │ │ ├── SD_unitychan_generic.fbx.meta │ │ │ │ │ ├── SD_unitychan_humanoid.fbx │ │ │ │ │ ├── SD_unitychan_humanoid.fbx.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── ENV2.tga │ │ │ │ │ │ ├── ENV2.tga.meta │ │ │ │ │ │ ├── FO_CLOTH1.tga │ │ │ │ │ │ ├── FO_CLOTH1.tga.meta │ │ │ │ │ │ ├── FO_RIM1.tga │ │ │ │ │ │ ├── FO_RIM1.tga.meta │ │ │ │ │ │ ├── FO_SKIN1.tga │ │ │ │ │ │ ├── FO_SKIN1.tga.meta │ │ │ │ │ │ ├── alphatest.png.meta │ │ │ │ │ │ ├── utc_all2.tga │ │ │ │ │ │ ├── utc_all2.tga.meta │ │ │ │ │ │ ├── utc_nomal.tga │ │ │ │ │ │ ├── utc_nomal.tga.meta │ │ │ │ │ │ ├── utc_spec.tga │ │ │ │ │ │ └── utc_spec.tga.meta │ │ │ │ │ └── Textures.meta │ │ │ │ ├── Models.meta │ │ │ │ ├── Prefabs/ │ │ │ │ │ ├── SD_unitychan_generic.prefab │ │ │ │ │ ├── SD_unitychan_generic.prefab.meta │ │ │ │ │ ├── SD_unitychan_humanoid.prefab │ │ │ │ │ └── SD_unitychan_humanoid.prefab.meta │ │ │ │ ├── Prefabs.meta │ │ │ │ ├── Scenes/ │ │ │ │ │ ├── SD_unitychan_Generic.unity │ │ │ │ │ ├── SD_unitychan_Generic.unity.meta │ │ │ │ │ ├── SD_unitychan_Humanoid.unity │ │ │ │ │ └── SD_unitychan_Humanoid.unity.meta │ │ │ │ └── Scenes.meta │ │ │ ├── SD_unitychan.meta │ │ │ ├── Stage/ │ │ │ │ ├── Materials/ │ │ │ │ │ ├── unitychan_tile3.mat │ │ │ │ │ ├── unitychan_tile3.mat.meta │ │ │ │ │ ├── unitychan_tile4.mat │ │ │ │ │ ├── unitychan_tile4.mat.meta │ │ │ │ │ ├── unitychan_tile5.mat │ │ │ │ │ ├── unitychan_tile5.mat.meta │ │ │ │ │ ├── unitychan_tile6.mat │ │ │ │ │ └── unitychan_tile6.mat.meta │ │ │ │ ├── Materials.meta │ │ │ │ ├── Shader/ │ │ │ │ │ ├── AlphaMask.shader │ │ │ │ │ ├── AlphaMask.shader.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── AlphaMask.png.meta │ │ │ │ │ │ └── Unity_Icon.png.meta │ │ │ │ │ └── Textures.meta │ │ │ │ ├── Shader.meta │ │ │ │ ├── Textures/ │ │ │ │ │ ├── unitychan_tile3.png.meta │ │ │ │ │ ├── unitychan_tile4.png.meta │ │ │ │ │ ├── unitychan_tile5.png.meta │ │ │ │ │ └── unitychan_tile6.png.meta │ │ │ │ └── Textures.meta │ │ │ └── Stage.meta │ │ └── UnityChan.meta │ ├── Cubed's Unity Shaders.meta │ ├── Editor/ │ │ ├── Instant Screenshot/ │ │ │ ├── Documentation - Instant screenshot.pdf.meta │ │ │ ├── ScreenshotTaker.cs │ │ │ └── ScreenshotTaker.cs.meta │ │ └── Instant Screenshot.meta │ └── Editor.meta ├── LICENSE ├── ProjectSettings/ │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityAdsSettings.asset │ └── UnityConnectSettings.asset └── README.md ================================================ FILE CONTENTS ================================================ ================================================ FILE: .gitattributes ================================================ # Auto detect text files and perform LF normalization * text=auto # Custom for Visual Studio *.cs diff=csharp # Standard to msysgit *.doc diff=astextplain *.DOC diff=astextplain *.docx diff=astextplain *.DOCX diff=astextplain *.dot diff=astextplain *.DOT diff=astextplain *.pdf diff=astextplain *.PDF diff=astextplain *.rtf diff=astextplain *.RTF diff=astextplain *.blend filter=lfs diff=lfs merge=lfs -text *.obj filter=lfs diff=lfs merge=lfs -text *.dae filter=lfs diff=lfs merge=lfs -text *.fbx filter=lfs diff=lfs merge=lfs -text *.mp3 filter=lfs diff=lfs merge=lfs -text *.wav filter=lfs diff=lfs merge=lfs -text *.bytes filter=lfs diff=lfs merge=lfs -text *.bmp filter=lfs diff=lfs merge=lfs -text *.tga filter=lfs diff=lfs merge=lfs -text *.pmx filter=lfs diff=lfs merge=lfs -text *.vmd filter=lfs diff=lfs merge=lfs -text *.mesh filter=lfs diff=lfs merge=lfs -text *.anim filter=lfs diff=lfs merge=lfs -text *.asset filter=lfs diff=lfs merge=lfs -text *.jpg filter=lfs diff=lfs merge=lfs -text *.ogg filter=lfs diff=lfs merge=lfs -text *.jpeg filter=lfs diff=lfs merge=lfs -text *.tiff filter=lfs diff=lfs merge=lfs -text *.max filter=lfs diff=lfs merge=lfs -text *.3ds filter=lfs diff=lfs merge=lfs -text *.maya filter=lfs diff=lfs merge=lfs -text *.zip filter=lfs diff=lfs merge=lfs -text *.psd filter=lfs diff=lfs merge=lfs -text *.sbsar filter=lfs diff=lfs merge=lfs -text ================================================ FILE: .gitignore ================================================ /[Ll]ibrary/ /[Tt]emp/ /[Oo]bj/ /[Bb]uild/ /[Bb]uilds/ /Assets/ShaderForge* /Assets/AssetStoreTools* /[Pp]ackages/ # Autogenerated VS/MD solution and project files ExportedObj/ *.csproj *.unityproj *.sln *.suo *.tmp *.user *.userprefs *.pidb *.booproj *.svd # Unity3D generated meta files *.pidb.meta # Unity3D Generated File On Crash Reports sysinfo.txt # Builds *.apk # ========================= # Operating System Files # ========================= # OSX # ========================= .DS_Store .AppleDouble .LSOverride # Thumbnails ._* # Files that might appear in the root of a volume .DocumentRevisions-V100 .fseventsd .Spotlight-V100 .TemporaryItems .Trashes .VolumeIcon.icns # Directories potentially created on remote AFP share .AppleDB .AppleDesktop Network Trash Folder Temporary Items .apdisk # Windows # ========================= # Windows image file caches Thumbs.db ehthumbs.db # Folder config file Desktop.ini # Recycle Bin used on file shares $RECYCLE.BIN/ # Windows Installer files *.cab *.msi *.msm *.msp # Windows shortcuts *.lnk .vs/ Assets/VRCSDK/ Assets/Plugins/VRCSDK/ Assets/VRCSDK.meta Assets/Plugins/VRCSDK.meta Assets/Plugins.meta ================================================ FILE: Assets/Cubed's Unity Shaders/Demo Lightmapping.unity.meta ================================================ fileFormatVersion: 2 guid: eede8eef0e54e81448f11e1dc73c8c20 timeCreated: 1512868304 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Demo Scene.unity.meta ================================================ fileFormatVersion: 2 guid: d2888afc92356d047b839f1894e3274d timeCreated: 1490231584 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToon/FlatLitToonInspector.cs ================================================ using UnityEditor; using UnityEngine; using System.Collections.Generic; using System.Linq; using System; namespace CubedsUnityShaders { public class FlatLitToonInspector : ShaderGUI { public enum OutlineMode { None, Tinted, Colored } public enum BlendMode { Opaque, Cutout, Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply } MaterialProperty blendMode; MaterialProperty mainTexture; MaterialProperty color; MaterialProperty colorMask; MaterialProperty shadow; MaterialProperty outlineMode; MaterialProperty outlineWidth; MaterialProperty outlineColor; MaterialProperty emissionMap; MaterialProperty emissionColor; MaterialProperty normalMap; MaterialProperty alphaCutoff; public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) { { //Find Properties blendMode = FindProperty("_Mode", props); mainTexture = FindProperty("_MainTex", props); color = FindProperty("_Color", props); colorMask = FindProperty("_ColorMask", props); shadow = FindProperty("_Shadow", props); outlineMode = FindProperty("_OutlineMode", props); outlineWidth = FindProperty("_outline_width", props); outlineColor = FindProperty("_outline_color", props); emissionMap = FindProperty("_EmissionMap", props); emissionColor = FindProperty("_EmissionColor", props); normalMap = FindProperty("_BumpMap", props); alphaCutoff = FindProperty("_Cutoff", props); } Material material = materialEditor.target as Material; { //Shader Properties GUI EditorGUIUtility.labelWidth = 0f; EditorGUI.BeginChangeCheck(); { EditorGUI.showMixedValue = blendMode.hasMixedValue; var bMode = (BlendMode)blendMode.floatValue; EditorGUI.BeginChangeCheck(); bMode = (BlendMode)EditorGUILayout.Popup("Rendering Mode", (int)bMode, Enum.GetNames(typeof(BlendMode))); if (EditorGUI.EndChangeCheck()) { materialEditor.RegisterPropertyChangeUndo("Rendering Mode"); blendMode.floatValue = (float)bMode; foreach (var obj in blendMode.targets) { SetupMaterialWithBlendMode((Material)obj, (BlendMode)material.GetFloat("_Mode")); } } EditorGUI.showMixedValue = false; materialEditor.TexturePropertySingleLine(new GUIContent("Main Texture", "Main Color Texture (RGB)"), mainTexture, color); EditorGUI.indentLevel += 2; if ((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout) materialEditor.ShaderProperty(alphaCutoff, "Alpha Cutoff", 2); materialEditor.TexturePropertySingleLine(new GUIContent("Color Mask", "Masks Color Tinting (G)"), colorMask); EditorGUI.indentLevel -= 2; materialEditor.TexturePropertySingleLine(new GUIContent("Normal Map", "Normal Map (RGB)"), normalMap); materialEditor.TexturePropertySingleLine(new GUIContent("Emission", "Emission (RGB)"), emissionMap, emissionColor); EditorGUI.BeginChangeCheck(); materialEditor.TextureScaleOffsetProperty(mainTexture); if (EditorGUI.EndChangeCheck()) emissionMap.textureScaleAndOffset = mainTexture.textureScaleAndOffset; EditorGUILayout.Space(); materialEditor.ShaderProperty(shadow, "Shadow"); var oMode = (OutlineMode)outlineMode.floatValue; EditorGUI.BeginChangeCheck(); oMode = (OutlineMode)EditorGUILayout.Popup("Outline Mode", (int)oMode, Enum.GetNames(typeof(OutlineMode))); if (EditorGUI.EndChangeCheck()) { materialEditor.RegisterPropertyChangeUndo("Outline Mode"); outlineMode.floatValue = (float)oMode; foreach (var obj in outlineMode.targets) { SetupMaterialWithOutlineMode((Material)obj, (OutlineMode)material.GetFloat("_OutlineMode")); } } switch (oMode) { case OutlineMode.Tinted: case OutlineMode.Colored: materialEditor.ShaderProperty(outlineColor, "Color", 2); materialEditor.ShaderProperty(outlineWidth, new GUIContent("Width", "Outline Width in cm"), 2); break; case OutlineMode.None: default: break; } } EditorGUI.EndChangeCheck(); } } public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode) { switch ((BlendMode)material.GetFloat("_Mode")) { case BlendMode.Opaque: material.SetOverrideTag("RenderType", ""); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); material.SetInt("_ZWrite", 1); material.DisableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = -1; break; case BlendMode.Cutout: material.SetOverrideTag("RenderType", "TransparentCutout"); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); material.SetInt("_ZWrite", 1); material.EnableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest; break; case BlendMode.Fade: material.SetOverrideTag("RenderType", "Transparent"); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); material.SetInt("_ZWrite", 0); material.DisableKeyword("_ALPHATEST_ON"); material.EnableKeyword("_ALPHABLEND_ON"); material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; break; case BlendMode.Transparent: material.SetOverrideTag("RenderType", "Transparent"); material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); material.SetInt("_ZWrite", 0); material.DisableKeyword("_ALPHATEST_ON"); material.DisableKeyword("_ALPHABLEND_ON"); material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; break; } } public static void SetupMaterialWithOutlineMode(Material material, OutlineMode outlineMode) { switch ((OutlineMode)material.GetFloat("_OutlineMode")) { case OutlineMode.None: material.EnableKeyword("NO_OUTLINE"); material.DisableKeyword("TINTED_OUTLINE"); material.DisableKeyword("COLORED_OUTLINE"); break; case OutlineMode.Tinted: material.DisableKeyword("NO_OUTLINE"); material.EnableKeyword("TINTED_OUTLINE"); material.DisableKeyword("COLORED_OUTLINE"); break; case OutlineMode.Colored: material.DisableKeyword("NO_OUTLINE"); material.DisableKeyword("TINTED_OUTLINE"); material.EnableKeyword("COLORED_OUTLINE"); break; default: break; } } } } ================================================ FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToon/FlatLitToonInspector.cs.meta ================================================ fileFormatVersion: 2 guid: 08c0123a0bd6ea649874555916a054d8 timeCreated: 1491519385 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToon.meta ================================================ fileFormatVersion: 2 guid: 51c418521d26bf047928dd350ccd9cec folderAsset: yes timeCreated: 1525640368 licenseType: Free DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToonLite/FlatLitToonLiteCutoutInspector.cs ================================================ using UnityEditor; using UnityEngine; using System.Collections.Generic; using System.Linq; using System; namespace CubedsUnityShaders { public class FlatLitToonLiteCutoutInspector : ShaderGUI { public enum CullingMode { Off, Front, Back } MaterialProperty mainTexture; MaterialProperty color; MaterialProperty colorMask; MaterialProperty shadow; MaterialProperty emissionMap; MaterialProperty emissionColor; MaterialProperty normalMap; MaterialProperty alphaCutoff; MaterialProperty cullingMode; public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) { { //Find Properties mainTexture = FindProperty("_MainTex", properties); color = FindProperty("_Color", properties); colorMask = FindProperty("_ColorMask", properties); shadow = FindProperty("_Shadow", properties); emissionMap = FindProperty("_EmissionMap", properties); emissionColor = FindProperty("_EmissionColor", properties); normalMap = FindProperty("_BumpMap", properties); alphaCutoff = FindProperty("_Cutoff", properties); cullingMode = FindProperty("_Cull", properties); } //Shader Properties GUI EditorGUIUtility.labelWidth = 0f; EditorGUI.BeginChangeCheck(); { EditorGUI.showMixedValue = cullingMode.hasMixedValue; var cMode = (CullingMode)cullingMode.floatValue; EditorGUI.BeginChangeCheck(); cMode = (CullingMode)EditorGUILayout.Popup("Culling Mode", (int)cMode, Enum.GetNames(typeof(CullingMode))); if (EditorGUI.EndChangeCheck()) { materialEditor.RegisterPropertyChangeUndo("Rendering Mode"); cullingMode.floatValue = (float)cMode; } EditorGUI.showMixedValue = false; EditorGUILayout.Space(); materialEditor.TexturePropertySingleLine(new GUIContent("Main Texture", "Main Color Texture (RGB)"), mainTexture, color); EditorGUI.indentLevel += 1; materialEditor.TexturePropertySingleLine(new GUIContent("Color Mask", "Masks Color Tinting (G)"), colorMask); EditorGUI.indentLevel -= 1; materialEditor.TexturePropertySingleLine(new GUIContent("Normal Map", "Normal Map (RGB)"), normalMap); materialEditor.TexturePropertySingleLine(new GUIContent("Emission", "Emission (RGB)"), emissionMap, emissionColor); EditorGUI.BeginChangeCheck(); materialEditor.TextureScaleOffsetProperty(mainTexture); if (EditorGUI.EndChangeCheck()) { emissionMap.textureScaleAndOffset = mainTexture.textureScaleAndOffset; } EditorGUILayout.Space(); EditorGUILayout.Space(); materialEditor.ShaderProperty(alphaCutoff, "Alpha Cutoff"); EditorGUILayout.Space(); materialEditor.ShaderProperty(shadow, "Shadow"); } EditorGUI.EndChangeCheck(); } } } ================================================ FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToonLite/FlatLitToonLiteCutoutInspector.cs.meta ================================================ fileFormatVersion: 2 guid: 14d31501a41deb94bbb4611b36c5198a timeCreated: 1491519385 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToonLite/FlatLitToonLiteInspector.cs ================================================ using UnityEditor; using UnityEngine; using System.Collections.Generic; using System.Linq; using System; namespace CubedsUnityShaders { public class FlatLitToonLiteInspector : ShaderGUI { public enum CullingMode { Off, Front, Back } MaterialProperty mainTexture; MaterialProperty color; MaterialProperty colorMask; MaterialProperty shadow; MaterialProperty emissionMap; MaterialProperty emissionColor; MaterialProperty normalMap; MaterialProperty cullingMode; public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) { { //Find Properties mainTexture = FindProperty("_MainTex", properties); color = FindProperty("_Color", properties); colorMask = FindProperty("_ColorMask", properties); shadow = FindProperty("_Shadow", properties); emissionMap = FindProperty("_EmissionMap", properties); emissionColor = FindProperty("_EmissionColor", properties); normalMap = FindProperty("_BumpMap", properties); cullingMode = FindProperty("_Cull", properties); } //Shader Properties GUI EditorGUIUtility.labelWidth = 0f; EditorGUI.BeginChangeCheck(); { EditorGUI.showMixedValue = cullingMode.hasMixedValue; var cMode = (CullingMode)cullingMode.floatValue; EditorGUI.BeginChangeCheck(); cMode = (CullingMode)EditorGUILayout.Popup("Culling Mode", (int)cMode, Enum.GetNames(typeof(CullingMode))); if (EditorGUI.EndChangeCheck()) { materialEditor.RegisterPropertyChangeUndo("Rendering Mode"); cullingMode.floatValue = (float)cMode; } EditorGUI.showMixedValue = false; EditorGUILayout.Space(); materialEditor.TexturePropertySingleLine(new GUIContent("Main Texture", "Main Color Texture (RGB)"), mainTexture, color); EditorGUI.indentLevel += 1; materialEditor.TexturePropertySingleLine(new GUIContent("Color Mask", "Masks Color Tinting (G)"), colorMask); EditorGUI.indentLevel -= 1; materialEditor.TexturePropertySingleLine(new GUIContent("Normal Map", "Normal Map (RGB)"), normalMap); materialEditor.TexturePropertySingleLine(new GUIContent("Emission", "Emission (RGB)"), emissionMap, emissionColor); EditorGUI.BeginChangeCheck(); materialEditor.TextureScaleOffsetProperty(mainTexture); if (EditorGUI.EndChangeCheck()) { emissionMap.textureScaleAndOffset = mainTexture.textureScaleAndOffset; } EditorGUILayout.Space(); materialEditor.ShaderProperty(shadow, "Shadow"); } EditorGUI.EndChangeCheck(); } } } ================================================ FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToonLite/FlatLitToonLiteInspector.cs.meta ================================================ fileFormatVersion: 2 guid: 0496f408d7c52044b99e7447c6b4746d timeCreated: 1491519385 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Editor/FlatLitToonLite.meta ================================================ fileFormatVersion: 2 guid: de1dd1d641b92e34da0b284592f25066 folderAsset: yes timeCreated: 1525640374 licenseType: Free DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Editor.meta ================================================ fileFormatVersion: 2 guid: b848211e4c124a64ba847f1f27382df0 folderAsset: yes timeCreated: 1491519366 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials/Ground Plane (Unit Shadowed).mat.meta ================================================ fileFormatVersion: 2 guid: ccb74dadf0156884fb7d685b00fd81a4 timeCreated: 1490231815 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials/Lightmapping Material.mat.meta ================================================ fileFormatVersion: 2 guid: e62204e1fe0bd094f8cbcf1aec88005b timeCreated: 1512866681 licenseType: Pro NativeFormatImporter: mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials/New Material.mat.meta ================================================ fileFormatVersion: 2 guid: 855eeac416698d1429ac0253661ea6c2 timeCreated: 1491523788 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials/Skybox (Simple Gradient Sky).mat.meta ================================================ fileFormatVersion: 2 guid: 294d2449ef01ca14badf4c334b2ee54c timeCreated: 1490232035 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Distance Fade).mat.meta ================================================ fileFormatVersion: 2 guid: f1657bb70dd968a409e6b4993b296f78 timeCreated: 1490239391 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Improved).mat.meta ================================================ fileFormatVersion: 2 guid: b0853062fed97de4a921753c788d5f2c timeCreated: 1491410994 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Lite) Back Cull Transparent.mat.meta ================================================ fileFormatVersion: 2 guid: ba97a277a989a1140bf30d26947e6742 timeCreated: 1490236664 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Lite) Back Cull.mat.meta ================================================ fileFormatVersion: 2 guid: 8375ea1e5b2e44e4fb6781aa767e07bc timeCreated: 1490236664 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Lite) Double Sided Cutout.mat.meta ================================================ fileFormatVersion: 2 guid: 80ed24103b1ab2b40bafd971c59fba5a timeCreated: 1490236664 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Lite) Double Sided.mat.meta ================================================ fileFormatVersion: 2 guid: d82e520d4e0f4be468337422eaaa334f timeCreated: 1490236664 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Lite) Front Cull.mat.meta ================================================ fileFormatVersion: 2 guid: 8391eb12ad9dac843a813ca3bebdaba6 timeCreated: 1490236664 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Outline).mat.meta ================================================ fileFormatVersion: 2 guid: 1aa7e065cc091b74297a3d5e019d6c91 timeCreated: 1490238980 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon Rainbow).mat.meta ================================================ fileFormatVersion: 2 guid: 896dbcc0eac0f464096c9405705d6d6f timeCreated: 1490238434 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Flat Lit Toon).mat.meta ================================================ fileFormatVersion: 2 guid: 3415b24ad1b27c2458e08e70eb3a95ee timeCreated: 1490236664 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials/UnityChan (Unlit Shadowed).mat.meta ================================================ fileFormatVersion: 2 guid: aa1fdf14e53c9a645987e76f004f4b50 timeCreated: 1490232892 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Materials.meta ================================================ fileFormatVersion: 2 guid: 4496687a66c6c0b469433c2d3b85b302 folderAsset: yes timeCreated: 1490231693 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/CGIncludes/FlatLitToonCore.cginc ================================================ #ifndef FLAT_LIT_TOON_CORE_INCLUDED #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST; uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST; uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; uniform float4 _Color; uniform float _Shadow; uniform float _Cutoff; uniform float4 _EmissionColor; uniform float _outline_width; uniform float4 _outline_color; static const float3 grayscale_vector = float3(0, 0.3823529, 0.01845836); struct v2g { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float4 posWorld : TEXCOORD2; float3 normalDir : TEXCOORD3; float3 tangentDir : TEXCOORD4; float3 bitangentDir : TEXCOORD5; float4 pos : CLIP_POS; SHADOW_COORDS(6) UNITY_FOG_COORDS(7) }; v2g vert(appdata_full v) { v2g o; o.uv0 = v.texcoord; o.uv1 = v.texcoord1; o.normal = v.normal; o.tangent = v.tangent; o.normalDir = normalize(UnityObjectToWorldNormal(v.normal)); o.tangentDir = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.vertex = v.vertex; o.pos = UnityObjectToClipPos(v.vertex); TRANSFER_SHADOW(o); UNITY_TRANSFER_FOG(o, o.pos); return o; } struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float4 posWorld : TEXCOORD2; float3 normalDir : TEXCOORD3; float3 tangentDir : TEXCOORD4; float3 bitangentDir : TEXCOORD5; float4 col : COLOR; bool is_outline : IS_OUTLINE; SHADOW_COORDS(6) UNITY_FOG_COORDS(7) }; [maxvertexcount(6)] void geom(triangle v2g IN[3], inout TriangleStream tristream) { VertexOutput o; #if !NO_OUTLINE for (int i = 2; i >= 0; i--) { o.pos = UnityObjectToClipPos(IN[i].vertex + normalize(IN[i].normal) * (_outline_width * .01)); o.uv0 = IN[i].uv0; o.uv1 = IN[i].uv1; o.col = fixed4( _outline_color.r, _outline_color.g, _outline_color.b, 1); o.posWorld = mul(unity_ObjectToWorld, IN[i].vertex); o.normalDir = UnityObjectToWorldNormal(IN[i].normal); o.tangentDir = IN[i].tangentDir; o.bitangentDir = IN[i].bitangentDir; o.posWorld = mul(unity_ObjectToWorld, IN[i].vertex); o.is_outline = true; // Pass-through the shadow coordinates if this pass has shadows. #if defined (SHADOWS_SCREEN) || ( defined (SHADOWS_DEPTH) && defined (SPOT) ) || defined (SHADOWS_CUBE) o._ShadowCoord = IN[i]._ShadowCoord; #endif // Pass-through the fog coordinates if this pass has shadows. #if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2) o.fogCoord = IN[i].fogCoord; #endif tristream.Append(o); } tristream.RestartStrip(); #endif for (int ii = 0; ii < 3; ii++) { o.pos = UnityObjectToClipPos(IN[ii].vertex); o.uv0 = IN[ii].uv0; o.uv1 = IN[ii].uv1; o.col = fixed4(1., 1., 1., 0.); o.posWorld = mul(unity_ObjectToWorld, IN[ii].vertex); o.normalDir = UnityObjectToWorldNormal(IN[ii].normal); o.tangentDir = IN[ii].tangentDir; o.bitangentDir = IN[ii].bitangentDir; o.posWorld = mul(unity_ObjectToWorld, IN[ii].vertex); o.is_outline = false; // Pass-through the shadow coordinates if this pass has shadows. #if defined (SHADOWS_SCREEN) || ( defined (SHADOWS_DEPTH) && defined (SPOT) ) || defined (SHADOWS_CUBE) o._ShadowCoord = IN[ii]._ShadowCoord; #endif // Pass-through the fog coordinates if this pass has shadows. #if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2) o.fogCoord = IN[ii].fogCoord; #endif tristream.Append(o); } tristream.RestartStrip(); } float grayscaleSH9(float3 normalDirection) { return dot(ShadeSH9(half4(normalDirection, 1.0)), grayscale_vector); } #endif ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/CGIncludes/FlatLitToonCore.cginc.meta ================================================ fileFormatVersion: 2 guid: bea0c9306c9650e47947f090abb359e7 timeCreated: 1512863519 licenseType: Free ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/CGIncludes/FlatLitToonCoreLite.cginc ================================================ #ifndef FLAT_LIT_TOON_CORE_LITE_INCLUDED #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST; uniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST; uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; uniform float4 _Color; uniform float _Shadow; uniform float _Cutoff; uniform float4 _EmissionColor; static const float3 grayscale_vector = float3(0, 0.3823529, 0.01845836); struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float4 posWorld : TEXCOORD2; float3 normalDir : TEXCOORD3; float3 tangentDir : TEXCOORD4; float3 bitangentDir : TEXCOORD5; float4 col : COLOR; SHADOW_COORDS(6) UNITY_FOG_COORDS(7) }; VertexOutput vert(appdata_full v) { VertexOutput o; UNITY_INITIALIZE_OUTPUT(VertexOutput, o); o.uv0 = v.texcoord; o.uv1 = v.texcoord1; o.normalDir = normalize(UnityObjectToWorldNormal(v.normal)); o.tangentDir = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz); o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.col = fixed4(1., 1., 1., 0.); o.pos = UnityObjectToClipPos(v.vertex); TRANSFER_SHADOW(o); UNITY_TRANSFER_FOG(o, o.pos); return o; } float grayscaleSH9(float3 normalDirection) { return dot(ShadeSH9(half4(normalDirection, 1.0)), grayscale_vector); } #endif ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/CGIncludes/FlatLitToonCoreLite.cginc.meta ================================================ fileFormatVersion: 2 guid: 62caa4058bfb416478a1bafd0e4ec406 timeCreated: 1512863519 licenseType: Free ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/CGIncludes/FlatLitToonShadows.cginc ================================================ #ifndef FLAT_LIT_TOON_SHADOWS_INCLUDED #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" // Do dithering for alpha blended shadows on SM3+/desktop; // on lesser systems do simple alpha-tested shadows #if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) #if !((SHADER_TARGET < 30) || defined (SHADER_API_MOBILE) || defined(SHADER_API_D3D11_9X) || defined (SHADER_API_PSP2) || defined (SHADER_API_PSM)) #define UNITY_STANDARD_USE_DITHER_MASK 1 #endif #endif // Need to output UVs in shadow caster, since we need to sample texture and do clip/dithering based on it #if defined(_ALPHATEST_ON) || defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) #define UNITY_STANDARD_USE_SHADOW_UVS 1 #endif uniform float4 _Color; uniform float _Cutoff; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; #ifdef UNITY_STANDARD_USE_DITHER_MASK uniform sampler3D _DitherMaskLOD; #endif struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv0 : TEXCOORD0; }; // Don't make the structure if it's empty (it's an error to have empty structs on some platforms...) #if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS) struct VertexOutputShadowCaster { V2F_SHADOW_CASTER_NOPOS // Need to output UVs in shadow caster, since we need to sample texture and do clip/dithering based on it #if defined(UNITY_STANDARD_USE_SHADOW_UVS) float2 tex : TEXCOORD1; #endif }; #endif // We have to do these dances of outputting SV_POSITION separately from the vertex shader, // and inputting VPOS in the pixel shader, since they both map to "POSITION" semantic on // some platforms, and then things don't go well. void vertShadowCaster(VertexInput v, #if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS) out VertexOutputShadowCaster o, #endif out float4 opos : SV_POSITION) { TRANSFER_SHADOW_CASTER_NOPOS(o, opos) #if defined(UNITY_STANDARD_USE_SHADOW_UVS) o.tex = TRANSFORM_TEX(v.uv0, _MainTex); #endif } half4 fragShadowCaster( #if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS) VertexOutputShadowCaster i #endif #ifdef UNITY_STANDARD_USE_DITHER_MASK , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { #if defined(UNITY_STANDARD_USE_SHADOW_UVS) half alpha = tex2D(_MainTex, i.tex).a * _Color.a; #if defined(_ALPHATEST_ON) clip(alpha - _Cutoff); #endif #if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) #if defined(UNITY_STANDARD_USE_DITHER_MASK) // Use dither mask for alpha blended shadows, based on pixel position xy // and alpha level. Our dither texture is 4x4x16. half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,alpha*0.9375)).a; clip(alphaRef - 0.01); #else clip(alpha - _Cutoff); #endif #endif #endif SHADOW_CASTER_FRAGMENT(i) } #endif ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/CGIncludes/FlatLitToonShadows.cginc.meta ================================================ fileFormatVersion: 2 guid: 3766f212419920c45b0fd6152bec1a7f timeCreated: 1512863519 licenseType: Free ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/CGIncludes.meta ================================================ fileFormatVersion: 2 guid: 0c0dda5faf7d2c245b160f9133d886cf folderAsset: yes timeCreated: 1525552925 licenseType: Free DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite Cutout.shader ================================================ Shader "CubedParadox/Flat Lit Toon Lite Cutout" { Properties { _MainTex("MainTex", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _ColorMask("ColorMask", 2D) = "black" {} _Shadow("Shadow", Range(0, 1)) = 0.4 _EmissionMap("Emission Map", 2D) = "white" {} [HDR]_EmissionColor("Emission Color", Color) = (0,0,0,1) _BumpMap("BumpMap", 2D) = "bump" {} _Cutoff("Alpha Cutoff", Range(0,1)) = 0.5 [HideInInspector] _Cull ("__cull", Float) = 2.0 } SubShader { Tags { "Queue"="AlphaTest" "RenderType" = "TransparentCutout" "IgnoreProjector"="True" } Cull [_Cull] Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } CGPROGRAM #define _ALPHATEST_ON 1 #include "..\CGIncludes\FlatLitToonCoreLite.cginc" #pragma vertex vert #pragma fragment frag #pragma only_renderers d3d11 glcore gles #pragma target 4.0 #pragma multi_compile_fwdbase #pragma multi_compile_fog float4 frag(VertexOutput i) : COLOR { float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1)); i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir); float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz); float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap)); float3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb); float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r); baseColor *= float4(i.col.rgb, 1); clip (baseColor.a - _Cutoff); float3 lightmap = float4(1.0,1.0,1.0,1.0); #ifdef LIGHTMAP_ON lightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw)); #endif float3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02; float grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector); float bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0)); float topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0)); float grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection); float lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting; float remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference; float3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap)); float3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb)); float3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0)); float3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution)); fixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a); UNITY_OPAQUE_ALPHA(finalRGBA.a); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode" = "ForwardAdd" } Blend One One Cull [_Cull] CGPROGRAM #define _ALPHATEST_ON 1 #include "..\CGIncludes\FlatLitToonCoreLite.cginc" #pragma vertex vert #pragma fragment frag #pragma only_renderers d3d11 glcore gles #pragma target 4.0 #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog float4 frag(VertexOutput i) : COLOR { float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1)); i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir); float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz); float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r); baseColor *= float4(i.col.rgb, 1); clip (baseColor.a - _Cutoff); float lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation; float3 directContribution = floor(saturate(lightContribution) * 2.0); float3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation))); fixed4 finalRGBA = fixed4(finalColor,1) * i.col; UNITY_OPAQUE_ALPHA(finalRGBA.a); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "SHADOW_CASTER" Tags{ "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual Cull [_Cull] CGPROGRAM #define _ALPHATEST_ON 1 #include "..\CGIncludes\FlatLitToonShadows.cginc" #pragma multi_compile_shadowcaster #pragma fragmentoption ARB_precision_hint_fastest #pragma only_renderers d3d11 glcore gles #pragma target 4.0 #pragma vertex vertShadowCaster #pragma fragment fragShadowCaster ENDCG } } FallBack "Diffuse" CustomEditor "CubedsUnityShaders.FlatLitToonLiteCutoutInspector" } ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite Cutout.shader.meta ================================================ fileFormatVersion: 2 guid: 6378c2f1c30e54a40bf9e856f82ac39b timeCreated: 1493839045 licenseType: Pro ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite Fade.shader ================================================ Shader "CubedParadox/Flat Lit Toon Lite Fade" { Properties { _MainTex("MainTex", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _ColorMask("ColorMask", 2D) = "black" {} _Shadow("Shadow", Range(0, 1)) = 0.4 _EmissionMap("Emission Map", 2D) = "white" {} [HDR]_EmissionColor("Emission Color", Color) = (0,0,0,1) _BumpMap("BumpMap", 2D) = "bump" {} _Cutoff("Alpha Cutoff", Range(0,1)) = 0.5 [HideInInspector] _Cull ("__cull", Float) = 2.0 } SubShader { Tags { "Queue"="Transparent" "RenderType" = "Transparent" "IgnoreProjector"="True" } Cull [_Cull] Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off CGPROGRAM #define _ALPHABLEND_ON 1 #include "..\CGIncludes\FlatLitToonCoreLite.cginc" #pragma vertex vert #pragma fragment frag #pragma only_renderers d3d11 glcore gles #pragma target 4.0 #pragma multi_compile_fwdbase #pragma multi_compile_fog float4 frag(VertexOutput i) : COLOR { float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1)); i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir); float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz); float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap)); float3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb); float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r); baseColor *= float4(i.col.rgb, 1); float3 lightmap = float4(1.0,1.0,1.0,1.0); #ifdef LIGHTMAP_ON lightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw)); #endif float3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02; float grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector); float bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0)); float topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0)); float grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection); float lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting; float remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference; float3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap)); float3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb)); float3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0)); float3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution)); fixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode" = "ForwardAdd" } Blend SrcAlpha One ZWrite Off Cull [_Cull] CGPROGRAM #define _ALPHABLEND_ON 1 #include "..\CGIncludes\FlatLitToonCoreLite.cginc" #pragma vertex vert #pragma fragment frag #pragma only_renderers d3d11 glcore gles #pragma target 4.0 #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog float4 frag(VertexOutput i) : COLOR { float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1)); i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir); float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz); float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r); baseColor *= float4(i.col.rgb, 1); float lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation; float3 directContribution = floor(saturate(lightContribution) * 2.0); float3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation))); fixed4 finalRGBA = fixed4(finalColor,baseColor.a); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "SHADOW_CASTER" Tags{ "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual Cull [_Cull] CGPROGRAM #define _ALPHABLEND_ON 1 #include "..\CGIncludes\FlatLitToonShadows.cginc" #pragma multi_compile_shadowcaster #pragma fragmentoption ARB_precision_hint_fastest #pragma only_renderers d3d11 glcore gles #pragma target 4.0 #pragma vertex vertShadowCaster #pragma fragment fragShadowCaster ENDCG } } FallBack "Diffuse" CustomEditor "CubedsUnityShaders.FlatLitToonLiteCutoutInspector" } ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite Transparent.shader ================================================ Shader "CubedParadox/Flat Lit Toon Lite Transparent" { Properties { _MainTex("MainTex", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _ColorMask("ColorMask", 2D) = "black" {} _Shadow("Shadow", Range(0, 1)) = 0.4 _EmissionMap("Emission Map", 2D) = "white" {} [HDR]_EmissionColor("Emission Color", Color) = (0,0,0,1) _BumpMap("BumpMap", 2D) = "bump" {} _Cutoff("Alpha Cutoff", Range(0,1)) = 0.5 [HideInInspector] _Cull ("__cull", Float) = 2.0 } SubShader { Tags { "Queue"="Transparent" "RenderType" = "Transparent" "IgnoreProjector"="True" } Cull [_Cull] Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } Blend One OneMinusSrcAlpha ZWrite Off CGPROGRAM #define _ALPHAPREMULTIPLY_ON 1 #include "..\CGIncludes\FlatLitToonCoreLite.cginc" #pragma vertex vert #pragma fragment frag #pragma only_renderers d3d11 glcore gles #pragma target 4.0 #pragma multi_compile_fwdbase #pragma multi_compile_fog float4 frag(VertexOutput i) : COLOR { float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1)); i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir); float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz); float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap)); float3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb); float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r); baseColor *= float4(i.col.rgb, 1); float3 lightmap = float4(1.0,1.0,1.0,1.0); #ifdef LIGHTMAP_ON lightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw)); #endif float3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02; float grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector); float bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0)); float topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0)); float grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection); float lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting; float remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference; float3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap)); float3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb)); float3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0)); float3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution)); fixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode" = "ForwardAdd" } Blend One One ZWrite Off Cull [_Cull] CGPROGRAM #define _ALPHAPREMULTIPLY_ON 1 #include "..\CGIncludes\FlatLitToonCoreLite.cginc" #pragma vertex vert #pragma fragment frag #pragma only_renderers d3d11 glcore gles #pragma target 4.0 #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog float4 frag(VertexOutput i) : COLOR { float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1)); i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir); float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz); float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r); baseColor *= float4(i.col.rgb, 1); float lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation; float3 directContribution = floor(saturate(lightContribution) * 2.0); float3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation))); fixed4 finalRGBA = fixed4(finalColor,1) * i.col; UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "SHADOW_CASTER" Tags{ "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual Cull [_Cull] CGPROGRAM #define _ALPHAPREMULTIPLY_ON 1 #include "..\CGIncludes\FlatLitToonShadows.cginc" #pragma multi_compile_shadowcaster #pragma fragmentoption ARB_precision_hint_fastest #pragma only_renderers d3d11 glcore gles #pragma target 4.0 #pragma vertex vertShadowCaster #pragma fragment fragShadowCaster ENDCG } } FallBack "Diffuse" CustomEditor "CubedsUnityShaders.FlatLitToonLiteCutoutInspector" } ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite Transparent.shader.meta ================================================ fileFormatVersion: 2 guid: dba0f1a849fc15c4a97b9bf664bf81f4 timeCreated: 1493839045 licenseType: Pro ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite.shader ================================================ Shader "CubedParadox/Flat Lit Toon Lite" { Properties { _MainTex("MainTex", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _ColorMask("ColorMask", 2D) = "black" {} _Shadow("Shadow", Range(0, 1)) = 0.4 _EmissionMap("Emission Map", 2D) = "white" {} [HDR]_EmissionColor("Emission Color", Color) = (0,0,0,1) _BumpMap("BumpMap", 2D) = "bump" {} [HideInInspector] _Cull ("__cull", Float) = 2.0 } SubShader { Tags { "Queue"="Geometry" "RenderType" = "Opaque" } Cull [_Cull] Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } CGPROGRAM #include "..\CGIncludes\FlatLitToonCoreLite.cginc" #pragma vertex vert #pragma fragment frag #pragma only_renderers d3d11 glcore gles #pragma target 4.0 #pragma multi_compile_fwdbase #pragma multi_compile_fog float4 frag(VertexOutput i) : COLOR { float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1)); i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir); float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz); float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap)); float3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb); float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r); baseColor *= float4(i.col.rgb, 1); float3 lightmap = float4(1.0,1.0,1.0,1.0); #ifdef LIGHTMAP_ON lightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw)); #endif float3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02; float grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector); float bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0)); float topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0)); float grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection); float lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting; float remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference; float3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap)); float3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb)); float3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0)); float3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution)); fixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a); UNITY_OPAQUE_ALPHA(finalRGBA.a); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode" = "ForwardAdd" } Blend One One Cull [_Cull] CGPROGRAM #include "..\CGIncludes\FlatLitToonCoreLite.cginc" #pragma vertex vert #pragma fragment frag #pragma only_renderers d3d11 glcore gles #pragma target 4.0 #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog float4 frag(VertexOutput i) : COLOR { float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1)); i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir); float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz); float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r); baseColor *= float4(i.col.rgb, 1); float lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation; float3 directContribution = floor(saturate(lightContribution) * 2.0); float3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation))); fixed4 finalRGBA = fixed4(finalColor, 1) * i.col; UNITY_OPAQUE_ALPHA(finalRGBA.a); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "SHADOW_CASTER" Tags{ "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual Cull [_Cull] CGPROGRAM #include "..\CGIncludes\FlatLitToonShadows.cginc" #pragma multi_compile_shadowcaster #pragma fragmentoption ARB_precision_hint_fastest #pragma only_renderers d3d11 glcore gles #pragma target 4.0 #pragma vertex vertShadowCaster #pragma fragment fragShadowCaster ENDCG } } FallBack "Diffuse" CustomEditor "CubedsUnityShaders.FlatLitToonLiteInspector" } ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite.shader.meta ================================================ fileFormatVersion: 2 guid: 133dbd66dec36aa40a1beadb85f201a2 timeCreated: 1493839045 licenseType: Pro ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite.meta ================================================ fileFormatVersion: 2 guid: b759a476a75638844908ee4134594947 folderAsset: yes timeCreated: 1525552881 licenseType: Free DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lite Toon/Flat Lit Toon.shader ================================================ Shader "CubedParadox/Flat Lit Toon" { Properties { _MainTex("MainTex", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _ColorMask("ColorMask", 2D) = "black" {} _Shadow("Shadow", Range(0, 1)) = 0.4 _outline_width("outline_width", Float) = 0.2 _outline_color("outline_color", Color) = (0.5,0.5,0.5,1) _outline_tint("outline_tint", Range(0, 1)) = 0.5 _EmissionMap("Emission Map", 2D) = "white" {} [HDR]_EmissionColor("Emission Color", Color) = (0,0,0,1) _BumpMap("BumpMap", 2D) = "bump" {} _Cutoff("Alpha cutoff", Range(0,1)) = 0.5 // Blending state [HideInInspector] _Mode ("__mode", Float) = 0.0 [HideInInspector] _OutlineMode("__outline_mode", Float) = 0.0 [HideInInspector] _SrcBlend ("__src", Float) = 1.0 [HideInInspector] _DstBlend ("__dst", Float) = 0.0 [HideInInspector] _ZWrite ("__zw", Float) = 1.0 } SubShader { Tags { "RenderType" = "Opaque" } Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] CGPROGRAM #include "..\CGIncludes\FlatLitToonCore.cginc" #pragma shader_feature NO_OUTLINE TINTED_OUTLINE COLORED_OUTLINE #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #pragma vertex vert #pragma geometry geom #pragma fragment frag #pragma only_renderers d3d11 glcore gles #pragma target 4.0 #pragma multi_compile_fwdbase #pragma multi_compile_fog float4 frag(VertexOutput i) : COLOR { float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1)); i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir); float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz); float4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap)); float3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb); float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r); baseColor *= float4(i.col.rgb, 1); #if COLORED_OUTLINE if(i.is_outline) { baseColor.rgb = i.col.rgb; } #endif #if defined(_ALPHATEST_ON) clip (baseColor.a - _Cutoff); #endif float3 lightmap = float4(1.0,1.0,1.0,1.0); #ifdef LIGHTMAP_ON lightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw)); #endif float3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02; float grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector); float bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0)); float topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0)); float grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection); float lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting; float remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference; float3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap)); float3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb)); float3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0)); float3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution)); fixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a); #if !defined(_ALPHABLEND_ON) && !defined(_ALPHAPREMULTIPLY_ON) UNITY_OPAQUE_ALPHA(finalRGBA.a); #endif UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode" = "ForwardAdd" } Blend [_SrcBlend] One CGPROGRAM #pragma shader_feature NO_OUTLINE TINTED_OUTLINE COLORED_OUTLINE #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #include "..\CGIncludes\FlatLitToonCore.cginc" #pragma vertex vert #pragma geometry geom #pragma fragment frag #pragma only_renderers d3d11 glcore gles #pragma target 4.0 #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog float4 frag(VertexOutput i) : COLOR { float4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1)); i.normalDir = normalize(i.normalDir); float3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir); float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); float3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; UNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz); float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r); baseColor *= float4(i.col.rgb, 1); #if COLORED_OUTLINE if(i.is_outline) { baseColor.rgb = i.col.rgb; } #endif #if defined(_ALPHATEST_ON) clip (baseColor.a - _Cutoff); #endif float lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation; float3 directContribution = floor(saturate(lightContribution) * 2.0); float3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation))); fixed4 finalRGBA = fixed4(finalColor,1) * i.col; #if !defined(_ALPHABLEND_ON) && !defined(_ALPHAPREMULTIPLY_ON) UNITY_OPAQUE_ALPHA(finalRGBA.a); #endif UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "SHADOW_CASTER" Tags{ "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual CGPROGRAM #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON #include "..\CGIncludes\FlatLitToonShadows.cginc" #pragma multi_compile_shadowcaster #pragma fragmentoption ARB_precision_hint_fastest #pragma only_renderers d3d11 glcore gles #pragma target 4.0 #pragma vertex vertShadowCaster #pragma fragment fragShadowCaster ENDCG } } FallBack "Diffuse" CustomEditor "CubedsUnityShaders.FlatLitToonInspector" } ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lite Toon/Flat Lit Toon.shader.meta ================================================ fileFormatVersion: 2 guid: 645ddb695a089034b803c929e740378f timeCreated: 1493839045 licenseType: Pro ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Flat Lite Toon.meta ================================================ fileFormatVersion: 2 guid: 31582e6e5342215478596c2d3f50047f folderAsset: yes timeCreated: 1525638803 licenseType: Free DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Misc Shaders/Flat Lit Toon Distance Fade.shader ================================================ // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Shader created with Shader Forge v1.27 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.27;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:9361,x:34890,y:32520,varname:node_9361,prsc:2|custl-5720-OUT,clip-3507-OUT;n:type:ShaderForge.SFN_Tex2d,id:851,x:33995,y:32176,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_851,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Color,id:5927,x:33995,y:32382,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_5927,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:544,x:34455,y:32305,cmnt:Diffuse Color,varname:node_544,prsc:2|A-851-RGB,B-5927-RGB;n:type:ShaderForge.SFN_Code,id:4082,x:33398,y:32674,varname:node_4082,prsc:2,code:ZgBsAG8AYQB0ADQAIAB2AGEAbAAgAD0AIABVAE4ASQBUAFkAXwBTAEEATQBQAEwARQBfAFQARQBYAEMAVQBCAEUAXwBMAE8ARAAoAHUAbgBpAHQAeQBfAFMAcABlAGMAQwB1AGIAZQAwACwAIAByAGUAZgBsAFYAZQBjAHQALAAgADcAKQA7AAoAZgBsAG8AYQB0ADMAIAByAGUAZgBsAEMAbwBsACAAPQAgAEQAZQBjAG8AZABlAEgARABSACgAdgBhAGwALAAgAHUAbgBpAHQAeQBfAFMAcABlAGMAQwB1AGIAZQAwAF8ASABEAFIAKQA7AAoAcgBlAHQAdQByAG4AIAByAGUAZgBsAEMAbwBsACAAKgAgADAALgAwADIAOwA=,output:2,fname:CubemapReflections,width:515,height:130,input:2,input_1_label:reflVect|A-7331-OUT;n:type:ShaderForge.SFN_Code,id:3693,x:33621,y:32526,varname:node_3693,prsc:2,code:cgBlAHQAdQByAG4AIABTAGgAYQBkAGUAUwBIADkAKABoAGEAbABmADQAKABuAG8AcgBtAGEAbAAsACAAMQAuADAAKQApADsACgA=,output:2,fname:Function_node_3693,width:292,height:112,input:2,input_1_label:normal|A-9945-OUT;n:type:ShaderForge.SFN_Multiply,id:5720,x:34648,y:32606,varname:node_5720,prsc:2|A-5427-OUT,B-4653-OUT;n:type:ShaderForge.SFN_Clamp01,id:4653,x:34318,y:32626,varname:node_4653,prsc:2|IN-6707-OUT;n:type:ShaderForge.SFN_ViewPosition,id:102,x:32825,y:32593,varname:node_102,prsc:2;n:type:ShaderForge.SFN_Subtract,id:1025,x:33026,y:32674,varname:node_1025,prsc:2|A-102-XYZ,B-996-XYZ;n:type:ShaderForge.SFN_ObjectPosition,id:996,x:32825,y:32736,varname:node_996,prsc:2;n:type:ShaderForge.SFN_Add,id:6707,x:34121,y:32626,varname:node_6707,prsc:2|A-3693-OUT,B-4082-OUT;n:type:ShaderForge.SFN_Normalize,id:7331,x:33197,y:32674,varname:node_7331,prsc:2|IN-1025-OUT;n:type:ShaderForge.SFN_Vector3,id:9945,x:33409,y:32525,varname:node_9945,prsc:2,v1:0,v2:1,v3:0;n:type:ShaderForge.SFN_Lerp,id:5427,x:34757,y:32245,varname:node_5427,prsc:2|A-544-OUT,B-851-RGB,T-7279-R;n:type:ShaderForge.SFN_Tex2d,id:7279,x:34190,y:32459,ptovrint:False,ptlb:ColorMask,ptin:_ColorMask,varname:node_7279,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:2,isnm:False;n:type:ShaderForge.SFN_Noise,id:8453,x:34121,y:33131,varname:node_8453,prsc:2;n:type:ShaderForge.SFN_Lerp,id:4164,x:34318,y:33061,varname:node_4164,prsc:2|A-5485-OUT,B-8453-OUT,T-1014-OUT;n:type:ShaderForge.SFN_Vector1,id:5485,x:34121,y:33061,varname:node_5485,prsc:2,v1:1;n:type:ShaderForge.SFN_Slider,id:1014,x:33964,y:33296,ptovrint:False,ptlb:Dither Amount,ptin:_DitherAmount,varname:node_1014,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.28,max:1;n:type:ShaderForge.SFN_Distance,id:6911,x:34318,y:32924,varname:node_6911,prsc:2|A-2191-XYZ,B-9858-XYZ;n:type:ShaderForge.SFN_FragmentPosition,id:2191,x:34121,y:32786,varname:node_2191,prsc:2;n:type:ShaderForge.SFN_ViewPosition,id:9858,x:34121,y:32924,varname:node_9858,prsc:2;n:type:ShaderForge.SFN_Multiply,id:3363,x:34492,y:32924,varname:node_3363,prsc:2|A-6911-OUT,B-4164-OUT;n:type:ShaderForge.SFN_OneMinus,id:3507,x:34673,y:32924,varname:node_3507,prsc:2|IN-3363-OUT;proporder:851-5927-7279-1014;pass:END;sub:END;*/ Shader "CubedParadox/Flat Lit Toon Distance Fade" { Properties { _MainTex ("MainTex", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _ColorMask ("ColorMask", 2D) = "black" {} _DitherAmount ("Dither Amount", Range(0, 1)) = 0.28 [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "Queue"="AlphaTest" "RenderType"="TransparentCutout" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _Color; float3 CubemapReflections( float3 reflVect ){ float4 val = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflVect, 7); float3 reflCol = DecodeHDR(val, unity_SpecCube0_HDR); return reflCol * 0.02; } float3 Function_node_3693( float3 normal ){ return ShadeSH9(half4(normal, 1.0)); } uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST; uniform float _DitherAmount; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float4 posWorld : TEXCOORD1; UNITY_FOG_COORDS(2) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); return o; } float4 frag(VertexOutput i) : COLOR { float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); float2 node_8453_skew = i.uv0 + 0.2127+i.uv0.x*0.3713*i.uv0.y; float2 node_8453_rnd = 4.789*sin(489.123*(node_8453_skew)); float node_8453 = frac(node_8453_rnd.x*node_8453_rnd.y*(1+node_8453_skew.x)); clip((1.0 - (distance(i.posWorld.rgb,_WorldSpaceCameraPos)*lerp(1.0,node_8453,_DitherAmount))) - 0.5); ////// Lighting: float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float3 finalColor = (lerp((_MainTex_var.rgb*_Color.rgb),_MainTex_var.rgb,_ColorMask_var.r)*saturate((Function_node_3693( float3(0,1,0) )+CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) )))); fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_SHADOWCASTER #include "UnityCG.cginc" #include "Lighting.cginc" #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float _DitherAmount; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv0 : TEXCOORD1; float4 posWorld : TEXCOORD2; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_SHADOW_CASTER(o) return o; } float4 frag(VertexOutput i) : COLOR { float2 node_8453_skew = i.uv0 + 0.2127+i.uv0.x*0.3713*i.uv0.y; float2 node_8453_rnd = 4.789*sin(489.123*(node_8453_skew)); float node_8453 = frac(node_8453_rnd.x*node_8453_rnd.y*(1+node_8453_skew.x)); clip((1.0 - (distance(i.posWorld.rgb,_WorldSpaceCameraPos)*lerp(1.0,node_8453,_DitherAmount))) - 0.5); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" } ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Misc Shaders/Flat Lit Toon Distance Fade.shader.meta ================================================ fileFormatVersion: 2 guid: 8acdc84706777f843a6ae4631308af9b timeCreated: 1490239432 licenseType: Pro ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Misc Shaders/Flat Lit Toon Rainbow.shader ================================================ // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Shader created with Shader Forge v1.27 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge 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Shader "CubedParadox/Flat Lit Toon Rainbow" { Properties { _MainTex ("MainTex", 2D) = "white" {} _ColorMask ("ColorMask", 2D) = "black" {} _Saturation ("Saturation", Float ) = 0 _Value ("Value", Float ) = 0 _Speed ("Speed", Float ) = 0 } SubShader { Tags { "RenderType"="Opaque" } CGPROGRAM #pragma surface surf Lambert addshadow struct Input { float4 color : COLOR; }; void surf(Input IN, inout SurfaceOutput o) { o.Albedo = 1; } ENDCG Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _TimeEditor; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; float3 CubemapReflections( float3 reflVect ){ float4 val = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflVect, 7); float3 reflCol = DecodeHDR(val, unity_SpecCube0_HDR); return reflCol * 0.02; } float3 Function_node_3693( float3 normal ){ return ShadeSH9(half4(normal, 1.0)); } uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST; uniform float _Saturation; uniform float _Value; uniform float _Speed; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; LIGHTING_COORDS(1,2) UNITY_FOG_COORDS(3) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); float3 lightColor = _LightColor0.rgb; ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float4 node_1939 = (_Time * _Speed) + _TimeEditor; float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float3 finalColor = (lerp((_MainTex_var.rgb*(lerp(float3(1,1,1),saturate(3.0*abs(1.0-2.0*frac(node_1939.r+float3(0.0,-1.0/3.0,1.0/3.0)))-1),_Saturation)*_Value)),_MainTex_var.rgb,_ColorMask_var.r)*saturate((Function_node_3693( float3(0,1,0) )+CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) )+(_LightColor0.rgb*attenuation)))); fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _TimeEditor; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; float3 CubemapReflections( float3 reflVect ){ float4 val = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflVect, 7); float3 reflCol = DecodeHDR(val, unity_SpecCube0_HDR); return reflCol * 0.02; } float3 Function_node_3693( float3 normal ){ return ShadeSH9(half4(normal, 1.0)); } uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST; uniform float _Saturation; uniform float _Value; uniform float _Speed; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; LIGHTING_COORDS(1,2) UNITY_FOG_COORDS(3) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) ); float3 lightColor = _LightColor0.rgb; ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float4 node_1939 = (_Time * _Speed) + _TimeEditor; float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask)); float3 finalColor = (lerp((_MainTex_var.rgb*(lerp(float3(1,1,1),saturate(3.0*abs(1.0-2.0*frac(node_1939.r+float3(0.0,-1.0/3.0,1.0/3.0)))-1),_Saturation)*_Value)),_MainTex_var.rgb,_ColorMask_var.r)*saturate((Function_node_3693( float3(0,1,0) )+CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) )+(_LightColor0.rgb*attenuation)))); fixed4 finalRGBA = fixed4(finalColor * 1,0); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" } ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Misc Shaders/Flat Lit Toon Rainbow.shader.meta ================================================ fileFormatVersion: 2 guid: a3f9e82b06401404c8fbd72697874439 timeCreated: 1490238374 licenseType: Pro ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Misc Shaders/Simple Gradient Sky.shader ================================================ // Shader created with Shader Forge v1.38 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.38;sub:START;pass:START;ps:flbk:,iptp:2,cusa:False,bamd:0,cgin:,lico:0,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,imps:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,atcv:False,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:False,igpj:True,qofs:0,qpre:0,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,atwp:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:True,fnfb:True,fsmp:False;n:type:ShaderForge.SFN_Final,id:3554,x:32728,y:32938,varname:node_3554,prsc:2|emission-9834-OUT;n:type:ShaderForge.SFN_Color,id:8306,x:32089,y:32870,ptovrint:False,ptlb:Sky Color,ptin:_SkyColor,varname:node_8306,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.197,c2:0.197,c3:0.197,c4:1;n:type:ShaderForge.SFN_ViewVector,id:2265,x:31370,y:33241,varname:node_2265,prsc:2;n:type:ShaderForge.SFN_Dot,id:7606,x:31541,y:33241,varname:node_7606,prsc:2,dt:1|A-2265-OUT,B-3211-OUT;n:type:ShaderForge.SFN_Vector3,id:3211,x:31370,y:33381,varname:node_3211,prsc:2,v1:0,v2:-1,v3:0;n:type:ShaderForge.SFN_Color,id:3839,x:32089,y:33053,ptovrint:False,ptlb:Horizon Color,ptin:_HorizonColor,varname:_GroundColor_copy,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.4980392,c2:0.4980392,c3:0.4980392,c4:1;n:type:ShaderForge.SFN_Power,id:4050,x:31889,y:33241,varname:node_4050,prsc:2|VAL-6125-OUT,EXP-7609-OUT;n:type:ShaderForge.SFN_Vector1,id:7609,x:31710,y:33389,varname:node_7609,prsc:2,v1:8;n:type:ShaderForge.SFN_OneMinus,id:6125,x:31710,y:33241,varname:node_6125,prsc:2|IN-7606-OUT;n:type:ShaderForge.SFN_Lerp,id:2737,x:32295,y:33053,cmnt:Sky,varname:node_2737,prsc:2|A-8306-RGB,B-3839-RGB,T-4050-OUT;n:type:ShaderForge.SFN_ScreenPos,id:8097,x:31127,y:33014,varname:node_8097,prsc:2,sctp:2;n:type:ShaderForge.SFN_Code,id:2675,x:31451,y:32603,varname:node_2675,prsc:2,code:ZgBsAG8AYQB0ADMAIABwADMAIAA9ACAAZgByAGEAYwAoAGYAbABvAGEAdAAzACgAcAAuAHgAeQB4ACkAIAAqACAAKABmAGwAbwBhAHQAMwAoADQANAAzAC4AOAA5ADcANQAsADMAOQA3AC4AMgA5ADcAMwAsACAANAA5ADEALgAxADgANwAxACkAIAArACAAXwBUAGkAbQBlAC4AeQApACkAOwANAAoAcAAzACAAKwA9ACAAZABvAHQAKABwADMALAAgAHAAMwAuAHkAeAB6ACAAKwAgADEAOQAuADEAOQApADsADQAKAHIAZQB0AHUAcgBuACAAKABmAHIAYQBjACgAZgBsAG8AYQB0ADMAKAAoAHAAMwAuAHgAIAArACAAcAAzAC4AeQApACoAcAAzAC4AegAsACAAKABwADMALgB4ACAAKwAgAHAAMwAuAHoAKQAqAHAAMwAuAHkALAAgACgAcAAzAC4AeQAgACsAIABwADMALgB6ACkAKgBwADMALgB4ACkAKQAgAC0AIAAwAC4ANQApACAAKgAgADIAIAAqACAAMAAuADAAMAAwADcANQA7AA==,output:2,fname:dither,width:1001,height:132,input:1,input_1_label:p|A-8097-UVOUT;n:type:ShaderForge.SFN_Add,id:9834,x:32500,y:32998,varname:node_9834,prsc:2|A-2675-OUT,B-2737-OUT;proporder:8306-3839;pass:END;sub:END;*/ Shader "CubedParadox/Simple Gradient Sky" { Properties { _SkyColor ("Sky Color", Color) = (0.197,0.197,0.197,1) _HorizonColor ("Horizon Color", Color) = (0.4980392,0.4980392,0.4980392,1) } SubShader { Tags { "IgnoreProjector"="True" "Queue"="Background" "RenderType"="Opaque" "PreviewType"="Skybox" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #pragma multi_compile_fwdbase #pragma only_renderers d3d9 d3d11 glcore gles n3ds wiiu #pragma target 3.0 uniform float4 _SkyColor; uniform float4 _HorizonColor; float3 dither( float2 p ){ float3 p3 = frac(float3(p.xyx) * (float3(443.8975,397.2973, 491.1871) + _Time.y)); p3 += dot(p3, p3.yxz + 19.19); return (frac(float3((p3.x + p3.y)*p3.z, (p3.x + p3.z)*p3.y, (p3.y + p3.z)*p3.x)) - 0.5) * 2 * 0.00075; } struct VertexInput { float4 vertex : POSITION; }; struct VertexOutput { float4 pos : SV_POSITION; float4 posWorld : TEXCOORD0; float4 projPos : TEXCOORD1; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos( v.vertex ); o.projPos = ComputeScreenPos (o.pos); COMPUTE_EYEDEPTH(o.projPos.z); return o; } float4 frag(VertexOutput i) : COLOR { float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); float2 sceneUVs = (i.projPos.xy / i.projPos.w); ////// Lighting: ////// Emissive: float3 emissive = (dither( sceneUVs.rg )+lerp(_SkyColor.rgb,_HorizonColor.rgb,pow((1.0 - max(0,dot(viewDirection,float3(0,-1,0)))),8.0))); float3 finalColor = emissive; return fixed4(finalColor,1); } ENDCG } } CustomEditor "ShaderForgeMaterialInspector" } ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Misc Shaders/Simple Gradient Sky.shader.meta ================================================ fileFormatVersion: 2 guid: 4202c79467f16594caa6c990e712385f timeCreated: 1490232210 licenseType: Pro ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/Shaders/Misc Shaders/Unit Shadowed.shader ================================================ // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Shader created with Shader Forge v1.27 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.27;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:32719,y:32712,varname:node_3138,prsc:2|emission-5273-OUT;n:type:ShaderForge.SFN_Color,id:7241,x:32120,y:32811,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_7241,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_LightAttenuation,id:2224,x:32120,y:32973,varname:node_2224,prsc:2;n:type:ShaderForge.SFN_Tex2d,id:1771,x:32330,y:32633,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_1771,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:5273,x:32504,y:32811,varname:node_5273,prsc:2|A-1771-RGB,B-5918-OUT;n:type:ShaderForge.SFN_Color,id:1234,x:32120,y:32640,ptovrint:False,ptlb:Shadow Color,ptin:_ShadowColor,varname:node_1234,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Lerp,id:5918,x:32330,y:32811,varname:node_5918,prsc:2|A-1234-RGB,B-7241-RGB,T-2224-OUT;proporder:7241-1771-1234;pass:END;sub:END;*/ Shader "CubedParadox/Unit Shadowed" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("MainTex", 2D) = "white" {} _ShadowColor ("Shadow Color", Color) = (0.5,0.5,0.5,1) } SubShader { Tags { "RenderType"="Opaque" } CGPROGRAM #pragma surface surf Lambert addshadow struct Input { float4 color : COLOR; }; void surf(Input IN, inout SurfaceOutput o) { o.Albedo = 1; } ENDCG Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _Color; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _ShadowColor; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; LIGHTING_COORDS(1,2) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); ////// Emissive: float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 emissive = (_MainTex_var.rgb*lerp(_ShadowColor.rgb,_Color.rgb,attenuation)); float3 finalColor = emissive; return fixed4(finalColor,1); } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #pragma multi_compile_fwdadd_fullshadows #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _Color; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _ShadowColor; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; LIGHTING_COORDS(1,2) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 finalColor = 0; return fixed4(finalColor * 1,0); } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" } ================================================ FILE: Assets/Cubed's Unity 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Shaders/UnityChan/License.meta ================================================ fileFormatVersion: 2 guid: 3b94eb9dcb19747b1a1f7b23634e58b0 folderAsset: yes timeCreated: 1426647464 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/CharaMain.cg ================================================ // 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 #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 // Float types #define float_t half #define float2_t half2 #define float3_t half3 #define float4_t half4 #define float3x3_t half3x3 // 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 half4 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 = normalize( tex2D( _NormalMapSampler, input.uv ).xyz * 2.0 - 1.0 ); float3x3_t localToWorldTranspose = float3x3_t( input.tangent, input.binormal, input.normal ); normalVec = normalize( mul( normalVec, localToWorldTranspose ) ); 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 ); } ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/CharaMain.cg.meta ================================================ fileFormatVersion: 2 guid: c3d0f1648f39e1a408ca5a56b25e96bf DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/CharaOutline.cg ================================================ // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Outline shader // Material parameters float4 _Color; float4 _LightColor0; float _EdgeThickness = 1.0; float4 _MainTex_ST; // Textures sampler2D _MainTex; // Structure from vertex shader to fragment shader 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 // Outline thickness multiplier #define INV_EDGE_THICKNESS_DIVISOR 0.00285 // Outline color parameters #define SATURATION_FACTOR 0.6 #define BRIGHTNESS_FACTOR 0.8 // Vertex shader v2f vert( appdata_base v ) { v2f o; o.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex ); half4 projSpacePos = UnityObjectToClipPos( v.vertex ); half4 projSpaceNormal = normalize( UnityObjectToClipPos( half4( v.normal, 0 ) ) ); half4 scaledNormal = _EdgeThickness * INV_EDGE_THICKNESS_DIVISOR * projSpaceNormal; // * projSpacePos.w; scaledNormal.z += 0.00001; o.pos = projSpacePos + scaledNormal; return o; } // Fragment shader float4 frag( v2f i ) : COLOR { float4_t diffuseMapColor = tex2D( _MainTex, i.uv ); float_t maxChan = max( max( diffuseMapColor.r, diffuseMapColor.g ), diffuseMapColor.b ); float4_t newMapColor = diffuseMapColor; maxChan -= ( 1.0 / 255.0 ); float3_t lerpVals = saturate( ( newMapColor.rgb - float3( maxChan, maxChan, maxChan ) ) * 255.0 ); newMapColor.rgb = lerp( SATURATION_FACTOR * newMapColor.rgb, newMapColor.rgb, lerpVals ); return float4( BRIGHTNESS_FACTOR * newMapColor.rgb * diffuseMapColor.rgb, diffuseMapColor.a ) * _Color * _LightColor0; } ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/CharaOutline.cg.meta ================================================ fileFormatVersion: 2 guid: 98e9eccf54dd0e34c9cb77865555483f DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/CharaSkin.cg ================================================ // 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; } ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/CharaSkin.cg.meta ================================================ fileFormatVersion: 2 guid: fe01eae1ec1d1c24b99530833c8c8241 DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_akarami_blend.shader ================================================ 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.cg" ENDCG } } FallBack "Transparent/Cutout/Diffuse" } ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_akarami_blend.shader.meta ================================================ fileFormatVersion: 2 guid: 0298b868476735f41857e9ba8f0d4cd1 ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye.shader ================================================ 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.cg" ENDCG } } FallBack "Transparent/Cutout/Diffuse" } ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye.shader.meta ================================================ fileFormatVersion: 2 guid: abaf2020b803b6847b5c081ed22c05c5 ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye_blend.shader ================================================ 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.cg" ENDCG } } FallBack "Transparent/Cutout/Diffuse" } ================================================ FILE: Assets/Cubed's Unity 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multi_compile_fwdbase #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "AutoLight.cginc" #include "CharaSkin.cg" ENDCG } } FallBack "Transparent/Cutout/Diffuse" } ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eyelash_blend.shader.meta ================================================ fileFormatVersion: 2 guid: 9627902a73805264c818754ecb22c8f9 ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_fuku.shader ================================================ 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 _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.cg" ENDCG } Pass { Cull Front ZTest Less CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "CharaOutline.cg" ENDCG } } FallBack "Transparent/Cutout/Diffuse" } ================================================ FILE: Assets/Cubed's Unity 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Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hada.shader ================================================ 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 _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.cg" ENDCG } Pass { Cull Front ZTest Less CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "CharaOutline.cg" ENDCG } } FallBack "Transparent/Cutout/Diffuse" } ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hada.shader.meta ================================================ fileFormatVersion: 2 guid: b35a2abbdd5b15d4ca40103088758eac ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hada_blend.shader ================================================ 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.cg" ENDCG } } FallBack "Transparent/Cutout/Diffuse" } ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hada_blend.shader.meta ================================================ fileFormatVersion: 2 guid: 7a95784c68f03494d8c7911e15fab82a ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_hair.shader ================================================ 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 _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.cg" ENDCG } Pass { Cull Front ZTest Less CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "CharaOutline.cg" ENDCG } } FallBack "Transparent/Cutout/Diffuse" } ================================================ FILE: Assets/Cubed's Unity 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400132: J_L_HairSide2_01 400134: J_L_HairSide_00 400136: J_L_HairSide_01 400138: J_L_HairSide_02 400140: J_L_HairTail_00 400142: J_L_HairTail_01 400144: J_L_HairTail_02 400146: J_L_HairTail_03 400148: J_L_HeadRibbon_00 400150: J_L_HeadRibbon_01 400152: J_L_HeadRibbon_02 400154: J_L_HeadRibbon_03 400156: J_L_knee 400158: J_L_Skirt_00 400160: J_L_Skirt_01 400162: J_L_Skirt_02 400164: J_L_SkirtBack_01 400166: J_L_SkirtBack_02 400168: J_L_Sode_A00 400170: J_L_Sode_A01 400172: J_L_Sode_B00 400174: J_L_Sode_B01 400176: J_L_Sode_C00 400178: J_L_Sode_C01 400180: J_L_Sode_D00 400182: J_L_Sode_D01 400184: J_L_Sode_E00 400186: J_R_Arm_00_tw 400188: J_R_Elbow 400190: J_R_ForeArm_00_tw 400192: J_R_HairFront_00 400194: J_R_HairFront_01 400196: J_R_HairSide2_00 400198: J_R_HairSide2_01 400200: J_R_HairSide_00 400202: J_R_HairSide_01 400204: J_R_HairSide_02 400206: J_R_HairTail_00 400208: J_R_HairTail_01 400210: J_R_HairTail_02 400212: J_R_HairTail_03 400214: J_R_HeadRibbon_00 400216: J_R_HeadRibbon_01 400218: J_R_HeadRibbon_02 400220: J_R_HeadRibbon_03 400222: J_R_knee 400224: J_R_Skirt_00 400226: J_R_Skirt_01 400228: J_R_Skirt_02 400230: J_R_SkirtBack_01 400232: J_R_SkirtBack_02 400234: J_R_Sode_A00 400236: J_R_Sode_A01 400238: J_R_Sode_B00 400240: J_R_Sode_B01 400242: J_R_Sode_C00 400244: J_R_Sode_C01 400246: J_R_Sode_D00 400248: J_R_Sode_D01 400250: J_R_Sode_E00 400252: //RootNode 7400000: Standing@loop 7400002: Walking@loop 7400004: Running@loop 7400006: Jumping@loop 7400008: Damaged@loop 7400010: GoDown 7400012: DownToUp 7400014: KneelDown 7400016: KneelDownToUp 7400018: Salute 7400020: JumpToTop 7400022: TopOfJump 7400024: TopToGround 9500000: //RootNode materials: importMaterials: 1 materialName: 0 materialSearch: 1 animations: legacyGenerateAnimations: 4 bakeSimulation: 0 optimizeGameObjects: 0 motionNodeName: animationCompression: 0 animationRotationError: .5 animationPositionError: .5 animationScaleError: .5 animationWrapMode: 0 extraExposedTransformPaths: [] clipAnimations: - serializedVersion: 16 name: Standing@loop takeName: Take 001 firstFrame: 10 lastFrame: 70 wrapMode: 0 orientationOffsetY: 0 level: 0 cycleOffset: 0 loop: 0 loopTime: 1 loopBlend: 1 loopBlendOrientation: 1 loopBlendPositionY: 1 loopBlendPositionXZ: 1 keepOriginalOrientation: 0 keepOriginalPositionY: 1 keepOriginalPositionXZ: 1 heightFromFeet: 0 mirror: 0 bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000 curves: [] events: [] transformMask: - path: weight: 1 - path: Character1_Reference weight: 1 - path: Character1_Reference/center weight: 1 - path: Character1_Reference/center/Character1_Hips weight: 1 - path: Character1_Reference/center/Character1_Hips/Character1_LeftUpLeg weight: 1 - path: Character1_Reference/center/Character1_Hips/Character1_LeftUpLeg/Character1_LeftLeg weight: 1 - path: 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Character1_LeftToeBase1 400064: Character1_LeftUpLeg 400066: Character1_Neck 400068: Character1_Reference 400070: Character1_RightArm 400072: Character1_RightFoot 400074: Character1_RightForeArm 400076: Character1_RightHand 400078: Character1_RightHandIndex1 400080: Character1_RightHandIndex2 400082: Character1_RightHandIndex3 400084: Character1_RightHandIndex4 400086: Character1_RightHandMiddle1 400088: Character1_RightHandMiddle2 400090: Character1_RightHandMiddle3 400092: Character1_RightHandMiddle4 400094: Character1_RightHandPinky1 400096: Character1_RightHandPinky2 400098: Character1_RightHandPinky3 400100: Character1_RightHandPinky4 400102: Character1_RightHandRing1 400104: Character1_RightHandRing2 400106: Character1_RightHandRing3 400108: Character1_RightHandRing4 400110: Character1_RightHandThumb1 400112: Character1_RightHandThumb2 400114: Character1_RightHandThumb3 400116: Character1_RightHandThumb4 400118: Character1_RightLeg 400120: Character1_RightShoulder 400122: Character1_RightToeBase 400124: Character1_RightToeBase1 400126: Character1_RightUpLeg 400128: Character1_Spine 400130: Character1_Spine1 400132: Character1_Spine2 400134: J_acce_00 400136: J_acce_01 400138: J_L_Arm_00_tw 400140: J_L_Elbow 400142: J_L_ForeArm_00_tw 400144: J_L_HairFront_00 400146: J_L_HairFront_01 400148: J_L_HairSide2_00 400150: J_L_HairSide2_01 400152: J_L_HairSide_00 400154: J_L_HairSide_01 400156: J_L_HairSide_02 400158: J_L_HairTail_00 400160: J_L_HairTail_01 400162: J_L_HairTail_02 400164: J_L_HairTail_03 400166: J_L_HeadRibbon_00 400168: J_L_HeadRibbon_01 400170: J_L_HeadRibbon_02 400172: J_L_HeadRibbon_03 400174: J_L_knee 400176: J_L_Skirt_00 400178: J_L_Skirt_01 400180: J_L_Skirt_02 400182: J_L_SkirtBack_01 400184: J_L_SkirtBack_02 400186: J_L_Sode_A00 400188: J_L_Sode_A01 400190: J_L_Sode_B00 400192: J_L_Sode_B01 400194: J_L_Sode_C00 400196: J_L_Sode_C01 400198: J_L_Sode_D00 400200: J_L_Sode_D01 400202: J_L_Sode_E00 400204: J_R_Arm_00_tw 400206: J_R_Elbow 400208: J_R_ForeArm_00_tw 400210: J_R_HairFront_00 400212: J_R_HairFront_01 400214: J_R_HairSide2_00 400216: J_R_HairSide2_01 400218: J_R_HairSide_00 400220: J_R_HairSide_01 400222: J_R_HairSide_02 400224: J_R_HairTail_00 400226: J_R_HairTail_01 400228: J_R_HairTail_02 400230: J_R_HairTail_03 400232: J_R_HeadRibbon_00 400234: J_R_HeadRibbon_01 400236: J_R_HeadRibbon_02 400238: J_R_HeadRibbon_03 400240: J_R_knee 400242: J_R_Skirt_00 400244: J_R_Skirt_01 400246: J_R_Skirt_02 400248: J_R_SkirtBack_01 400250: J_R_SkirtBack_02 400252: J_R_Sode_A00 400254: J_R_Sode_A01 400256: J_R_Sode_B00 400258: J_R_Sode_B01 400260: J_R_Sode_C00 400262: J_R_Sode_C01 400264: J_R_Sode_D00 400266: J_R_Sode_D01 400268: J_R_Sode_E00 400270: //RootNode 7400000: Standing@loop 7400002: Walking@loop 7400004: Running@loop 7400006: Jumping@loop 7400008: Damaged@loop 7400010: GoDown 7400012: DownToUp 7400014: KneelDown 7400016: KneelDownToUp 7400018: Salute 7400020: JumpToTop 7400022: TopOfJump 7400024: TopToGround 9500000: //RootNode materials: importMaterials: 1 materialName: 0 materialSearch: 1 animations: legacyGenerateAnimations: 4 bakeSimulation: 0 optimizeGameObjects: 0 motionNodeName: animationCompression: 3 animationRotationError: .5 animationPositionError: .5 animationScaleError: .5 animationWrapMode: 0 extraExposedTransformPaths: [] clipAnimations: - serializedVersion: 16 name: Standing@loop takeName: Take 001 firstFrame: 10 lastFrame: 70 wrapMode: 0 orientationOffsetY: 0 level: 0 cycleOffset: 0 loop: 0 loopTime: 1 loopBlend: 1 loopBlendOrientation: 1 loopBlendPositionY: 1 loopBlendPositionXZ: 1 keepOriginalOrientation: 0 keepOriginalPositionY: 1 keepOriginalPositionXZ: 1 heightFromFeet: 0 mirror: 0 bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000 curves: [] events: [] transformMask: - path: weight: 1 - path: Character1_Reference weight: 1 - path: Character1_Reference/Character1_Hips weight: 1 - path: 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boneName: Character1_LeftForeArm humanName: LeftLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightForeArm humanName: RightLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHand humanName: LeftHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHand humanName: RightHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftToeBase1 humanName: LeftToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightToeBase1 humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: bone_eye_L humanName: LeftEye limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: bone_eye_R humanName: RightEye limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandThumb1 humanName: Left Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandIndex4 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandMiddle4 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandRing4 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandPinky4 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandIndex4 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandMiddle4 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandRing4 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandPinky4 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: SD_unitychan_motion_humanoid(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_Reference position: {x: -0, y: 0, z: -2.661807e-09} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_Hips position: {x: -1.2580258e-05, y: .432726562, z: .0491203442} rotation: {x: -.707106769, y: 0, z: -0, w: .707106888} scale: {x: 1.00000024, y: 1.00000012, z: 1.00000012} transformModified: 1 - name: Character1_LeftUpLeg position: {x: -.0983892679, y: .0002046585, z: -.0646472126} rotation: {x: -4.202127e-06, y: 1.09913181e-14, z: 7.82310607e-08, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_LeftLeg position: {x: -0, y: .0218342021, z: -.151863515} rotation: {x: -8.85122699e-06, y: 8.17901946e-06, z: -6.20035962e-06, w: 1} scale: {x: .999999762, y: .999999821, z: .999999821} transformModified: 1 - name: Character1_LeftFoot position: {x: -0, y: .0339163505, z: -.164332241} rotation: {x: 1.30533981e-05, y: -1.17476338e-06, z: 6.25389293e-06, w: 1} scale: {x: 1.00000024, y: 1.00000012, z: 1.00000012} transformModified: 1 - name: Character1_LeftToeBase position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_LeftToeBase1 position: {x: -9.20677194e-05, y: -.0440224968, z: -.0411616564} rotation: {x: -4.01415958e-41, y: 2.18750399e-24, z: 1.83501185e-17, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_L_knee position: {x: -0, y: .000287299161, z: -.00169811246} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_RightUpLeg position: {x: .0983891636, y: .000204553595, z: -.0646470636} rotation: {x: -2.5182951e-06, y: -3.67095381e-05, z: .000168692408, w: 1} scale: {x: .999999762, y: .999999881, z: .999999821} transformModified: 1 - name: Character1_RightLeg position: {x: -0, y: .0218343101, z: -.151863798} rotation: {x: -1.24569178e-05, y: 4.46846843e-06, z: 3.24753842e-06, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_RightFoot position: {x: -0, y: .033916343, z: -.164332137} rotation: {x: 1.49772059e-05, y: 2.27704077e-05, z: -.000161892705, w: 1} scale: {x: 1.00000024, y: 1.00000012, z: 1.00000012} transformModified: 1 - name: Character1_RightToeBase position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_RightToeBase1 position: {x: 9.20295715e-05, y: -.0440224633, z: -.0411616638} rotation: {x: -1.73787201e-31, y: 2.8862004e-19, z: 6.02131463e-13, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_R_knee position: {x: -0, y: .0221215822, z: -.153561682} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_Spine position: {x: -0, y: -.000175914756, z: .00153991696} rotation: {x: 0, y: 6.16297435e-33, z: -6.16297582e-33, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_Spine1 position: {x: -0, y: 9.53674295e-09, z: .0428353101} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_Spine2 position: {x: -0, y: .000153141023, z: .0412756354} rotation: {x: 0, y: -3.08148718e-33, z: 3.67341985e-40, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_LeftShoulder position: {x: -.0267314911, y: .0469532944, z: .102654263} rotation: {x: .00011485385, y: -.147204876, z: -.0120160114, w: .989033043} scale: {x: .99999994, y: 1, z: 1} transformModified: 1 - name: Character1_LeftArm position: {x: -.0469475053, y: -.000300616608, z: .0036682128} rotation: {x: .025453236, y: .121477552, z: .00783434324, w: .992236853} scale: {x: 1.00000024, y: 1.00000024, z: 1} transformModified: 1 - name: Character1_LeftForeArm position: {x: -.118785322, y: 9.53674295e-09, z: 7.62939436e-08} rotation: {x: .0129407076, y: .00352316932, z: .0340382904, w: .999330521} scale: {x: .999999583, y: .999999583, z: .999999583} transformModified: 1 - name: Character1_LeftHand position: {x: -.112707324, y: -4.76837148e-09, z: -3.81469718e-08} rotation: {x: -.0251474474, y: .000913311262, z: -5.23444069e-05, w: .999683321} scale: {x: 1.00000024, y: .999999821, z: 1.00000048} transformModified: 1 - name: Character1_LeftHandIndex1 position: {x: -.0469782427, y: -.0221820734, z: .00259796134} rotation: {x: .00482585654, y: -.0189984161, z: .0457032993, w: .998762786} scale: {x: 1, y: 1.00000012, z: .999999881} transformModified: 1 - name: Character1_LeftHandIndex2 position: {x: -.014227028, y: -8.3446503e-09, z: 7.62939436e-08} rotation: {x: .00621599704, y: .000392765185, z: .00874232221, w: .999942422} scale: {x: 1.00000012, y: 1.00000024, z: .99999994} transformModified: 1 - name: Character1_LeftHandIndex3 position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_LeftHandIndex4 position: {x: -.0107357595, y: 1.43051144e-08, z: -7.62939436e-08} rotation: {x: -3.02859737e-09, y: -1.37897814e-07, z: 7.63489467e-08, w: 1} scale: {x: 1.0000006, y: 1, z: 1.00000036} transformModified: 1 - name: Character1_LeftHandMiddle1 position: {x: -.0514088795, y: -.00634636171, z: .00610607117} rotation: {x: .00231175171, y: -.0181600619, z: .0405741334, w: .999008894} scale: {x: 1.00000012, y: 1, z: .999999702} transformModified: 1 - name: Character1_LeftHandMiddle2 position: {x: -.0167812537, y: 1.90734859e-08, z: 0} rotation: {x: -.00404632324, y: -.000326171721, z: -.00968629215, w: .999944866} scale: {x: 1.00000024, y: 1.00000036, z: 1.00000036} transformModified: 1 - name: Character1_LeftHandMiddle3 position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_LeftHandMiddle4 position: {x: -.0128076551, y: -5.96046412e-09, z: -7.62939436e-08} rotation: {x: 1.68116571e-07, y: -7.75649145e-09, z: -9.79159935e-08, w: 1} scale: {x: 1.00000036, y: 1.00000036, z: 1.00000024} transformModified: 1 - name: Character1_LeftHandPinky1 position: {x: -.0463550165, y: .0226020142, z: .000949401816} rotation: {x: .00221760641, y: -.0174046103, z: .0525899976, w: .998462021} scale: {x: 1.00000012, y: 1.00000036, z: .99999994} transformModified: 1 - name: Character1_LeftHandPinky2 position: {x: -.00959892292, y: 7.15255721e-09, z: 7.62939436e-08} rotation: {x: -.00410515815, y: -.0211803447, z: -.00477994559, w: .999755859} scale: {x: 1, y: .999999702, z: .999999881} transformModified: 1 - name: Character1_LeftHandPinky3 position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_LeftHandPinky4 position: {x: -.00759153347, y: -9.53674295e-09, z: 0} rotation: {x: -6.86475232e-08, y: 2.87778494e-08, z: -2.62855888e-08, w: 1} scale: {x: .999999881, y: .999999881, z: .999999821} transformModified: 1 - name: Character1_LeftHandRing1 position: {x: -.0493399054, y: .00888914242, z: .00412490824} rotation: {x: -.00317778927, y: -.00801134109, z: .0142469667, w: .999861419} scale: {x: 1.00000012, y: 1, z: 1} transformModified: 1 - name: Character1_LeftHandRing2 position: {x: -.0130616948, y: 7.15255721e-09, z: -3.81469718e-08} rotation: {x: -.005031907, y: -.0172187593, z: -.0117448019, w: .999770105} scale: {x: .999999821, y: .999999821, z: .999999821} transformModified: 1 - name: Character1_LeftHandRing3 position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_LeftHandRing4 position: {x: -.0100012971, y: 1.7881393e-09, z: 0} rotation: {x: 9.6844218e-08, y: -2.00192307e-08, z: 4.58727314e-08, w: 1} scale: {x: 1.00000012, y: 1.00000024, z: .99999994} transformModified: 1 - name: Character1_LeftHandThumb1 position: {x: -.0164370537, y: -.0156838093, z: -.0174731053} rotation: {x: .682723463, y: .289944261, z: .237959579, w: .627053738} scale: {x: .99999994, y: .999999881, z: .99999994} transformModified: 1 - name: Character1_LeftHandThumb2 position: {x: -.017500991, y: 0, z: -7.62939436e-08} rotation: {x: -.00732749794, y: -.0202967469, z: .0308078192, w: .999292433} scale: {x: .99999994, y: 1, z: 1} transformModified: 1 - name: Character1_LeftHandThumb3 position: {x: -.0103159714, y: 0, z: 7.15255695e-08} rotation: {x: -.0138669051, y: -.0190605484, z: -.000158227718, w: .999722183} scale: {x: 1.00000024, y: 1.00000012, z: 1.00000036} transformModified: 1 - name: Character1_LeftHandThumb4 position: {x: -.0124294655, y: -3.81469718e-08, z: 3.81469718e-08} rotation: {x: 1.41561074e-07, y: 2.60770197e-08, z: -8.94069743e-08, w: 1} scale: {x: 1, y: .999999762, z: .999999702} transformModified: 1 - name: J_L_Elbow position: {x: .000220222471, y: .00468903547, z: -8.01086426e-05} rotation: {x: -.00651121838, y: -.000715648872, z: -.017952146, w: .999817431} scale: {x: 1.00000024, y: .999999762, z: .99999994} transformModified: 1 - name: J_L_ForeArm_00_tw position: {x: -.108910367, y: 9.29880116e-05, z: -.000380401616} rotation: {x: -.0125734676, y: .000463145028, z: -2.45168903e-05, w: .999920845} scale: {x: 1.00000036, y: 1, z: 1.00000012} transformModified: 1 - name: J_L_Sode_A00 position: {x: -.016254006, y: -.0425891057, z: -.00456371298} rotation: {x: -.00750753051, y: .00750683947, z: .0954966545, w: .99537313} scale: {x: 1.00000024, y: .999999762, z: 1.00000012} transformModified: 1 - name: J_L_Sode_A01 position: {x: -.10319832, y: 2.86102289e-08, z: 3.81469718e-08} rotation: {x: -1.49011612e-08, y: 1.49011576e-08, z: -1.86264462e-08, w: 1} scale: {x: 1.00000024, y: 1, z: 1.00000024} transformModified: 1 - name: J_L_Sode_B00 position: {x: -.0107017895, y: .000851387973, z: .0204320904} rotation: {x: -.00449318206, y: .165466577, z: -.0245907959, w: .985898554} scale: {x: 1.00000024, y: .99999994, z: 1} transformModified: 1 - name: J_L_Sode_B01 position: {x: -.11148712, y: -2.38418574e-09, z: 0} rotation: {x: 0, y: -0, z: -1.86264537e-09, w: 1} scale: {x: .99999994, y: 1, z: .999999881} transformModified: 1 - name: J_L_Sode_C00 position: {x: -.0125432583, y: .0362620018, z: -.00590557093} rotation: {x: -.00882774871, y: .00589736458, z: -.100555457, w: .994874835} scale: {x: 1.00000012, y: .999999881, z: 1} transformModified: 1 - name: J_L_Sode_C01 position: {x: -.107970506, y: -9.53674295e-09, z: 0} rotation: {x: 3.72529074e-09, y: -4.47034871e-08, z: 7.45058149e-09, w: 1} scale: {x: .999999881, y: .99999994, z: .99999994} transformModified: 1 - name: J_L_Sode_D00 position: {x: -.0154584879, y: 9.04512417e-05, z: -.0374317542} rotation: {x: -.0109099485, y: -.104387544, z: -.0224916562, w: .994222522} scale: {x: .999999881, y: .999999762, z: .999999821} transformModified: 1 - name: J_L_Sode_D01 position: {x: -.101834446, y: 0, z: 3.81469718e-08} rotation: {x: 1.86264537e-09, y: -4.47034765e-08, z: 1.86264504e-09, w: 1} scale: {x: 1.00000012, y: .999999881, z: 1} transformModified: 1 - name: J_L_Arm_00_tw position: {x: .00061920163, y: 3.5047529e-07, z: 3.00598131e-05} rotation: {x: -.0194844753, y: -8.77562561e-05, z: -1.4493894e-06, w: .999810159} scale: {x: 1, y: .999999762, z: 1.00000024} transformModified: 1 - name: J_L_Sode_E00 position: {x: -.0237590205, y: -5.96046434e-10, z: 1.14440915e-07} rotation: {x: 0, y: -4.61936054e-07, z: -0, w: 1} scale: {x: .999999881, y: .999999702, z: 1} transformModified: 1 - name: Character1_Neck position: {x: -0, y: .0472671725, z: .133084401} rotation: {x: 1.13602312e-07, y: 8.66370625e-15, z: 4.59385845e-08, w: 1} scale: {x: .999999702, y: .999999821, z: .999999821} transformModified: 1 - name: Character1_Head position: {x: 2.50158061e-10, y: -.00804216973, z: .0304685589} rotation: {x: 0, y: -1.22609515e-31, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: bone_eye_L position: {x: -.0268933214, y: .04649828, z: .102056116} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: bone_eye_R position: {x: .0268932935, y: .0464983135, z: .102055967} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_L_HairFront_00 position: {x: .00047761618, y: -.102207325, z: .280180365} rotation: {x: -.0329235941, y: .0124659454, z: .00333243399, w: .999374568} scale: {x: 1, y: .999999881, z: .999999881} transformModified: 1 - name: J_L_HairFront_01 position: {x: 2.38418574e-09, y: 0, z: -.181153253} rotation: {x: .14653109, y: -.0127645442, z: -.0018909584, w: .989121914} scale: {x: .999999881, y: 1.00000012, z: 1} transformModified: 1 - name: J_L_HairSide2_00 position: {x: -.13977991, y: -.0326535776, z: .142761379} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_L_HairSide2_01 position: {x: -0, y: 0, z: -.0718411207} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_L_HairSide_00 position: {x: -.0729851499, y: -.0934125036, z: .279461354} rotation: {x: .0327671245, y: -.434032261, z: -.0929629356, w: .895488858} scale: {x: 1.00000012, y: .99999994, z: .99999994} transformModified: 1 - name: J_L_HairSide_01 position: {x: -.124109186, y: 4.7683713e-08, z: -3.05175774e-07} rotation: {x: .0292336345, y: -.339517236, z: -.0633830577, w: .938006461} scale: {x: .999999881, y: 1.00000024, z: 1.00000024} transformModified: 1 - name: J_L_HairSide_02 position: {x: -.17118454, y: 9.53674295e-09, z: 2.28881831e-07} rotation: {x: 7.72997737e-08, y: -8.47503472e-08, z: -1.49011532e-08, w: 1} scale: {x: 1.00000012, y: 1, z: .999999881} transformModified: 1 - name: J_L_HairTail_00 position: {x: -.0845344588, y: .120911278, z: .0747245774} rotation: {x: .274952233, y: .149156421, z: .133042738, w: .940453768} scale: {x: 1.00000012, y: .99999994, z: 1} transformModified: 1 - name: J_L_HairTail_01 position: {x: 1.90734859e-08, y: -7.62939436e-08, z: -.198209122} rotation: {x: 2.98023259e-08, y: -2.23517436e-08, z: 1.11758727e-08, w: 1} scale: {x: .99999994, y: .999999881, z: 1.00000012} transformModified: 1 - name: J_L_HairTail_02 position: {x: -0, y: 1.14440915e-07, z: -.222491696} rotation: {x: 0, y: -6.70552325e-08, z: -0, w: 1} scale: {x: .999999881, y: 1.00000036, z: .999999881} transformModified: 1 - name: J_L_HairTail_03 position: {x: 1.90734859e-08, y: 7.62939436e-08, z: -.17191942} rotation: {x: 1.49011612e-08, y: -7.4505806e-09, z: -7.4505806e-09, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_L_HeadRibbon_00 position: {x: -.079515405, y: -.068754226, z: .313640594} rotation: {x: -.250473887, y: -.283373505, z: -.0499942563, w: .9243716} scale: {x: .99999994, y: .999999762, z: .999999821} transformModified: 1 - name: J_L_HeadRibbon_01 position: {x: 7.62939436e-08, y: -1.14440915e-07, z: .247836903} rotation: {x: -.829072714, y: -.127079532, z: .096690923, w: .535854578} scale: {x: 1.00000012, y: 1.00000012, z: 1.00000048} transformModified: 1 - name: J_L_HeadRibbon_02 position: {x: -0, y: 2.28881831e-07, z: .136679381} rotation: {x: .688071549, y: -.0536074676, z: -.0443750247, w: .722298205} scale: {x: 1, y: .999999762, z: .999999881} transformModified: 1 - name: J_L_HeadRibbon_03 position: {x: -7.62939436e-08, y: -1.52587887e-07, z: .166756734} rotation: {x: -2.23517461e-07, y: -1.1920929e-07, z: 1.49011345e-08, w: 1} scale: {x: 1, y: .999999821, z: 1} transformModified: 1 - name: J_R_HairFront_00 position: {x: .0143992649, y: -.0994075909, z: .280180365} rotation: {x: -.0668304116, y: -.0743137151, z: .00302376924, w: .994988441} scale: {x: 1.00000012, y: .999999821, z: .999999762} transformModified: 1 - name: J_R_HairFront_01 position: {x: -2.86102289e-08, y: 1.90734859e-08, z: -.181153178} rotation: {x: .146531135, y: -.0127645824, z: -.00189096155, w: .989121914} scale: {x: 1.00000012, y: 1.00000024, z: 1.00000012} transformModified: 1 - name: J_R_HairSide2_00 position: {x: .139779836, y: -.032653518, z: .142760769} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_R_HairSide2_01 position: {x: -0, y: 0, z: -.0718411207} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_R_HairSide_00 position: {x: .072985135, y: -.0934125409, z: .279462427} rotation: {x: .032767415, y: .434032679, z: .0929625705, w: .89548862} scale: {x: 1.00000012, y: .99999994, z: .99999994} transformModified: 1 - name: J_R_HairSide_01 position: {x: .124110945, y: -1.62124635e-07, z: -1.06811524e-06} rotation: {x: .0292331427, y: .339516819, z: .0633830056, w: .93800658} scale: {x: 1.00000012, y: .99999994, z: 1.00000024} transformModified: 1 - name: J_R_HairSide_02 position: {x: .171184465, y: 9.53674295e-09, z: -1.62124635e-07} rotation: {x: -6.96629229e-07, y: 8.19563724e-08, z: 2.98023828e-08, w: 1} scale: {x: .999999881, y: 1.00000012, z: .999999762} transformModified: 1 - name: J_R_HairTail_00 position: {x: .0845345706, y: .120911211, z: .0747233555} rotation: {x: .274951875, y: -.149156719, z: -.133042738, w: .940453827} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_R_HairTail_01 position: {x: -9.5367426e-08, y: 9.91821253e-07, z: -.19820796} rotation: {x: 2.98023224e-08, y: -2.99760153e-15, z: -1.00582817e-07, w: 1} scale: {x: 1.00000024, y: 1, z: 1.00000012} transformModified: 1 - name: J_R_HairTail_02 position: {x: -4.19616697e-07, y: -5.34057619e-07, z: -.222492695} rotation: {x: 8.94069245e-08, y: 1.49011612e-08, z: -4.09782075e-08, w: 1} scale: {x: .999999702, y: 1.00000048, z: 1.00000024} transformModified: 1 - name: J_R_HairTail_03 position: {x: -3.81469718e-08, y: -3.81469718e-08, z: -.171919316} rotation: {x: -1.66533374e-16, y: -1.49011576e-08, z: -1.11758682e-08, w: 1} scale: {x: 1.00000024, y: 1.00000024, z: 1.00000024} transformModified: 1 - name: J_R_HeadRibbon_00 position: {x: .0795153975, y: -.0687542111, z: .313639522} rotation: {x: -.250474364, y: .283373445, z: .0499943607, w: .924371541} scale: {x: .999999821, y: 1, z: .99999994} transformModified: 1 - name: J_R_HeadRibbon_01 position: {x: -1.10626218e-06, y: -1.02996819e-06, z: .247837678} rotation: {x: -.829071343, y: .127079383, z: -.0966915041, w: .535856605} scale: {x: 1.00000024, y: 1.00000024, z: 1} transformModified: 1 - name: J_R_HeadRibbon_02 position: {x: 8.01086401e-07, y: 1.33514402e-06, z: .136680529} rotation: {x: .688070238, y: .0536072887, z: .0443757996, w: .722299397} scale: {x: 1.00000012, y: 1, z: 1.00000012} transformModified: 1 - name: J_R_HeadRibbon_03 position: {x: -9.53674316e-07, y: -1.06811524e-06, z: .166757882} rotation: {x: 7.74859927e-07, y: -4.32134271e-07, z: -8.49365733e-07, w: 1} scale: {x: 1.00000012, y: 1.00000012, z: .99999994} transformModified: 1 - name: Character1_RightShoulder position: {x: .0267314706, y: .0469532944, z: .1026548} rotation: {x: -6.70362497e-05, y: .147202849, z: .0120492345, w: .989032924} scale: {x: .999999881, y: .999999821, z: .999999881} transformModified: 1 - name: Character1_RightArm position: {x: .0469474383, y: -.000300605287, z: .00366832735} rotation: {x: .0254189447, y: -.121476747, z: -.00788892992, w: .992237449} scale: {x: 1.00000048, y: 1.00000036, z: 1.00000024} transformModified: 1 - name: Character1_RightForeArm position: {x: .118786618, y: -2.38418574e-09, z: -5.34057619e-07} rotation: {x: .012927305, y: -.00352064357, z: -.0340409353, w: .99933064} scale: {x: .999999523, y: .999999642, z: .999999642} transformModified: 1 - name: Character1_RightHand position: {x: .112706259, y: -7.15255695e-08, z: -9.53674316e-07} rotation: {x: -.0249356665, y: -.0007688849, z: 4.19661155e-05, w: .999688804} scale: {x: 1.00000048, y: 1, z: 1.0000006} transformModified: 1 - name: Character1_RightHandIndex1 position: {x: .0469776131, y: -.0221820604, z: .00259841909} rotation: {x: .00482521625, y: .0189836323, z: -.0457055606, w: .998762906} scale: {x: 1, y: 1.00000024, z: .999999881} transformModified: 1 - name: Character1_RightHandIndex2 position: {x: .0142272944, y: 6.43730118e-08, z: -1.52587887e-07} rotation: {x: .00621711276, y: -.000400159566, z: -.00875825249, w: .999942243} scale: {x: .999999881, y: .999999762, z: .999999583} transformModified: 1 - name: Character1_RightHandIndex3 position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_RightHandIndex4 position: {x: .0107361032, y: -8.58306848e-08, z: -1.52587887e-07} rotation: {x: -3.64435238e-08, y: 8.11063501e-08, z: -7.74650601e-08, w: 1} scale: {x: 1.00000048, y: 1.00000036, z: 1.00000072} transformModified: 1 - name: Character1_RightHandMiddle1 position: {x: .0514093973, y: -.00634632679, z: .00610694895} rotation: {x: .00232638442, y: .0181590673, z: -.0405881666, w: .999008238} scale: {x: .999999762, y: 1.00000012, z: .999999702} transformModified: 1 - name: Character1_RightHandMiddle2 position: {x: .0167807192, y: -4.29153424e-08, z: 7.62939436e-08} rotation: {x: -.00404592743, y: .000295729871, z: .00968042295, w: .999944925} scale: {x: 1, y: 1.00000012, z: 1.00000048} transformModified: 1 - name: Character1_RightHandMiddle3 position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_RightHandMiddle4 position: {x: .0128076738, y: 6.67572024e-08, z: -8.7738033e-07} rotation: {x: -1.35215004e-07, y: -8.86078965e-07, z: -1.51037042e-07, w: 1} scale: {x: 1.00000036, y: 1.00000012, z: .999999881} transformModified: 1 - name: Character1_RightHandPinky1 position: {x: .0463540442, y: .0226019919, z: .000950241054} rotation: {x: .00222277734, y: .017459346, z: -.0525892712, w: .998461187} scale: {x: .999999702, y: 1, z: .999999702} transformModified: 1 - name: Character1_RightHandPinky2 position: {x: .00959962793, y: 7.39097601e-08, z: 1.14440911e-06} rotation: {x: -.00410541194, y: .0211801101, z: .00478023849, w: .999755859} scale: {x: 1.00000024, y: .99999994, z: 1.00000024} transformModified: 1 - name: Character1_RightHandPinky3 position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_RightHandPinky4 position: {x: .00759220123, y: 1.35898588e-07, z: -3.05175774e-07} rotation: {x: -3.37172196e-07, y: 2.91420321e-07, z: -4.04877056e-08, w: 1} scale: {x: .999999583, y: .99999994, z: .999999702} transformModified: 1 - name: Character1_RightHandRing1 position: {x: .0493402071, y: .00888916757, z: .00412551872} rotation: {x: -.00317740766, y: .00801069662, z: -.0142465476, w: .99986136} scale: {x: .999999821, y: 1, z: .999999702} transformModified: 1 - name: Character1_RightHandRing2 position: {x: .0130617516, y: 5.96046412e-09, z: 1.52587887e-07} rotation: {x: -.00505797192, y: .0172182303, z: .0116813909, w: .999770761} scale: {x: .99999994, y: 1, z: .999999762} transformModified: 1 - name: Character1_RightHandRing3 position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_RightHandRing4 position: {x: .0100004002, y: -9.83476589e-09, z: -3.43322739e-07} rotation: {x: 2.08867235e-07, y: -6.35627218e-10, z: -1.57560969e-08, w: 1} scale: {x: 1.00000012, y: 1.00000012, z: 1.00000012} transformModified: 1 - name: Character1_RightHandThumb1 position: {x: .0164369009, y: -.0156838167, z: -.0174729154} rotation: {x: .682724476, y: -.289943963, z: -.237971023, w: .627048314} scale: {x: .999999523, y: .999999821, z: 1} transformModified: 1 - name: Character1_RightHandThumb2 position: {x: .0175015833, y: 1.14440915e-07, z: -5.0544736e-07} rotation: {x: -.00732452143, y: .020301098, z: -.0308299754, w: .999291599} scale: {x: 1.00000012, y: .999999821, z: 1.00000036} transformModified: 1 - name: Character1_RightHandThumb3 position: {x: .0103161242, y: 5.34057619e-07, z: -1.09672541e-07} rotation: {x: -.0138664572, y: .0190603193, z: .000158115115, w: .999722183} scale: {x: 1.00000036, y: 1.00000036, z: 1.00000036} transformModified: 1 - name: Character1_RightHandThumb4 position: {x: .0124289412, y: -6.86645478e-07, z: 1.85966485e-07} rotation: {x: 3.09199123e-07, y: 1.08033525e-07, z: 2.23517461e-07, w: 1} scale: {x: .999999642, y: .999999821, z: .999999821} transformModified: 1 - name: J_R_Elbow position: {x: -.000220661153, y: .00468901126, z: -7.98797555e-05} rotation: 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y: .999999821, z: 1.00000024} transformModified: 1 - name: J_R_Sode_B01 position: {x: .111486964, y: -2.62498861e-06, z: 1.25885003e-06} rotation: {x: 2.2957096e-05, y: -7.75036426e-07, z: -7.66849189e-06, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_R_Sode_C00 position: {x: .0125432396, y: .0362620018, z: -.00590576138} rotation: {x: -.00882822368, y: -.00589747587, z: .100555733, w: .994874775} scale: {x: .99999994, y: 1.00000024, z: 1.00000024} transformModified: 1 - name: J_R_Sode_C01 position: {x: .107969642, y: 3.33786005e-07, z: 2.78472885e-06} rotation: {x: 2.40877307e-05, y: -4.66406527e-06, z: 1.12346743e-10, w: 1} scale: {x: .999999642, y: .999999881, z: .999999881} transformModified: 1 - name: J_R_Sode_D00 position: {x: .0154573629, y: 9.03892505e-05, z: -.0374322496} rotation: {x: -.0109099317, y: .104387626, z: .0224915911, w: .994222462} scale: {x: .999999762, y: 1.00000012, z: 1.00000024} transformModified: 1 - name: J_R_Sode_D01 position: {x: 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400044: Character1_LeftHandPinky3 400046: Character1_LeftHandRing1 400048: Character1_LeftHandRing2 400050: Character1_LeftHandRing3 400052: Character1_LeftHandThumb1 400054: Character1_LeftHandThumb2 400056: Character1_LeftHandThumb3 400058: Character1_LeftHandThumb4 400060: Character1_LeftLeg 400062: Character1_LeftShoulder 400064: Character1_LeftToeBase 400066: Character1_LeftUpLeg 400068: Character1_Neck 400070: Character1_Reference 400072: Character1_RightArm 400074: Character1_RightFoot 400076: Character1_RightForeArm 400078: Character1_RightHand 400080: Character1_RightHandIndex1 400082: Character1_RightHandIndex2 400084: Character1_RightHandIndex3 400086: Character1_RightHandMiddle1 400088: Character1_RightHandMiddle2 400090: Character1_RightHandMiddle3 400092: Character1_RightHandPinky1 400094: Character1_RightHandPinky2 400096: Character1_RightHandPinky3 400098: Character1_RightHandRing1 400100: Character1_RightHandRing2 400102: Character1_RightHandRing3 400104: Character1_RightHandThumb1 400106: Character1_RightHandThumb2 400108: Character1_RightHandThumb3 400110: Character1_RightHandThumb4 400112: Character1_RightLeg 400114: Character1_RightShoulder 400116: Character1_RightToeBase 400118: Character1_RightUpLeg 400120: Character1_Spine 400122: Character1_Spine1 400124: Character1_Spine2 400126: J_acce_00 400128: J_acce_01 400130: J_L_Arm_00_tw 400132: J_L_Elbow 400134: J_L_ForeArm_00_tw 400136: J_L_HairFront_00 400138: J_L_HairFront_01 400140: J_L_HairSide2_00 400142: J_L_HairSide2_01 400144: J_L_HairSide_00 400146: J_L_HairSide_01 400148: J_L_HairSide_02 400150: J_L_HairTail_00 400152: J_L_HairTail_01 400154: J_L_HairTail_02 400156: J_L_HairTail_03 400158: J_L_HeadRibbon_00 400160: J_L_HeadRibbon_01 400162: J_L_HeadRibbon_02 400164: J_L_HeadRibbon_03 400166: J_L_knee 400168: J_L_Skirt_00 400170: J_L_Skirt_01 400172: J_L_Skirt_02 400174: J_L_SkirtBack_01 400176: J_L_SkirtBack_02 400178: J_L_Sode_A00 400180: J_L_Sode_A01 400182: J_L_Sode_B00 400184: J_L_Sode_B01 400186: J_L_Sode_C00 400188: J_L_Sode_C01 400190: J_L_Sode_D00 400192: J_L_Sode_D01 400194: J_L_Sode_E00 400196: J_R_Arm_00_tw 400198: J_R_Elbow 400200: J_R_ForeArm_00_tw 400202: J_R_HairFront_00 400204: J_R_HairFront_01 400206: J_R_HairSide2_00 400208: J_R_HairSide2_01 400210: J_R_HairSide_00 400212: J_R_HairSide_01 400214: J_R_HairSide_02 400216: J_R_HairTail_00 400218: J_R_HairTail_01 400220: J_R_HairTail_02 400222: J_R_HairTail_03 400224: J_R_HeadRibbon_00 400226: J_R_HeadRibbon_01 400228: J_R_HeadRibbon_02 400230: J_R_HeadRibbon_03 400232: J_R_knee 400234: J_R_Skirt_00 400236: J_R_Skirt_01 400238: J_R_Skirt_02 400240: J_R_SkirtBack_01 400242: J_R_SkirtBack_02 400244: J_R_Sode_A00 400246: J_R_Sode_A01 400248: J_R_Sode_B00 400250: J_R_Sode_B01 400252: J_R_Sode_C00 400254: J_R_Sode_C01 400256: J_R_Sode_D00 400258: J_R_Sode_D01 400260: J_R_Sode_E00 400262: Mesh_SD_unitychan 400264: //RootNode 4300000: _face 4300002: _head 4300004: _body 4300006: _Fhair 4300008: _eye 4300010: _Fhair2 9500000: //RootNode 13700000: _body 13700002: _eye 13700004: _face 13700006: _Fhair 13700008: _Fhair2 13700010: _head materials: importMaterials: 1 materialName: 0 materialSearch: 1 animations: legacyGenerateAnimations: 4 bakeSimulation: 0 optimizeGameObjects: 0 motionNodeName: animationCompression: 3 animationRotationError: .5 animationPositionError: .5 animationScaleError: .5 animationWrapMode: 0 extraExposedTransformPaths: [] clipAnimations: [] isReadable: 1 meshes: lODScreenPercentages: [] globalScale: .00999999978 meshCompression: 0 addColliders: 0 importBlendShapes: 1 swapUVChannels: 0 generateSecondaryUV: 0 useFileUnits: 1 optimizeMeshForGPU: 1 keepQuads: 0 weldVertices: 1 secondaryUVAngleDistortion: 8 secondaryUVAreaDistortion: 15.000001 secondaryUVHardAngle: 88 secondaryUVPackMargin: 4 useFileScale: 0 tangentSpace: normalSmoothAngle: 60 splitTangentsAcrossUV: 1 normalImportMode: 0 tangentImportMode: 1 importAnimation: 0 copyAvatar: 0 humanDescription: human: - boneName: Character1_Hips humanName: Hips limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftUpLeg humanName: LeftUpperLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightUpLeg humanName: RightUpperLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftLeg humanName: LeftLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightLeg humanName: RightLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftFoot humanName: LeftFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightFoot humanName: RightFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_Spine1 humanName: Spine limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_Neck humanName: Neck limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_Head humanName: Head limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftShoulder humanName: LeftShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightShoulder humanName: RightShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftArm humanName: LeftUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightArm humanName: RightUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftForeArm humanName: LeftLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightForeArm humanName: RightLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHand humanName: LeftHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHand humanName: RightHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: bone_eye_L humanName: LeftEye limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: bone_eye_R humanName: RightEye limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandThumb1 humanName: Left Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_LeftToeBase humanName: LeftToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_RightToeBase humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Character1_Spine2 humanName: Chest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: SD_unitychan_humanoid(Clone) position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_Reference position: {x: 0, y: 0, z: -2.661807e-09} rotation: {x: 0, y: -0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_Hips position: {x: -0, y: .41803354, z: .0491203442} rotation: {x: -.707106829, y: 0, z: -0, w: .707106829} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_LeftUpLeg position: {x: -.0983892679, y: .0002046585, z: -.0646472126} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_LeftLeg position: {x: -0, y: .0218342021, z: -.151863515} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_LeftFoot position: {x: -0, y: .0339163505, z: -.164332241} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_LeftToeBase position: {x: -9.20677194e-05, y: -.0440224968, z: -.0411616564} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_L_knee position: {x: -0, y: .000287299161, z: -.00169811246} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_RightUpLeg position: {x: .0983891636, y: .000204553595, z: -.0646470636} rotation: {x: 5.09566123e-09, y: -2.99758103e-05, z: .000169992447, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_RightLeg position: {x: -0, y: .0218343101, z: -.151863798} rotation: {x: 8.8817842e-16, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_RightFoot position: {x: -0, y: .033916343, z: -.164332137} rotation: {x: -5.09565989e-09, y: 2.99758121e-05, z: -.000169992447, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_RightToeBase position: {x: 9.20295715e-05, y: -.0440224633, z: -.0411616638} rotation: {x: 0, y: 0, z: 6.10986251e-13, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_R_knee position: {x: -0, y: .0221215822, z: -.153561682} rotation: {x: 2.58938382e-09, y: 9.19499143e-09, z: 2.32830644e-09, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_Spine position: {x: -0, y: -.000175914756, z: .00153991696} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_Spine1 position: {x: -0, y: 9.53674295e-09, z: .0428353101} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_Spine2 position: {x: -0, y: .000153141023, z: .0412756354} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_LeftShoulder position: {x: -.0267314911, y: .0469532944, z: .102654263} rotation: {x: 5.41177547e-10, y: -.147203431, z: -.0120633654, w: .989032686} scale: {x: 1, y: 1, z: 1.00000012} transformModified: 1 - name: Character1_LeftArm position: {x: -.0469475053, y: -.000300616608, z: .0036682128} rotation: {x: .0251383893, y: .121458836, z: .00800069328, w: .992245913} scale: {x: 1.00000012, y: 1.00000012, z: .999999881} transformModified: 1 - name: Character1_LeftForeArm position: {x: -.118785322, y: 9.53674295e-09, z: 7.62939436e-08} rotation: {x: .0129626477, y: .00296690292, z: .0336384028, w: .99934566} scale: {x: .999999881, y: .999999821, z: 1} transformModified: 1 - name: Character1_LeftHand position: {x: -.112707324, y: -4.76837148e-09, z: -3.81469718e-08} rotation: {x: -.0251449514, y: .000926351699, z: -4.90317216e-05, w: .99968338} scale: {x: 1.00000012, y: .999999762, z: 1.00000024} transformModified: 1 - name: Character1_LeftHandIndex1 position: {x: -.0469782427, y: -.0221820734, z: .00259796134} rotation: {x: .00482593616, y: -.018998744, z: .0457031541, w: .998762786} scale: {x: 1.00000012, y: 1.00000012, z: .99999994} transformModified: 1 - name: Character1_LeftHandIndex2 position: {x: -.014227028, y: -8.3446503e-09, z: 7.62939436e-08} rotation: {x: .00585183036, y: .0413767211, z: .00689524971, w: .999102712} scale: {x: .999999881, y: .99999994, z: .999999583} transformModified: 1 - name: Character1_LeftHandIndex3 position: {x: -.0107357595, y: 1.43051144e-08, z: -7.62939436e-08} rotation: {x: -1.86264559e-09, y: -1.49011541e-07, z: -3.72528874e-09, w: 1} scale: {x: 1.00000048, y: 1, z: 1.00000036} transformModified: 1 - name: Character1_LeftHandMiddle1 position: {x: -.0514088795, y: -.00634636171, z: .00610607117} rotation: {x: .00235258928, y: -.018159166, z: .0405748188, w: .999008775} scale: {x: 1.00000012, y: 1.00000012, z: .999999762} transformModified: 1 - name: Character1_LeftHandMiddle2 position: {x: -.0167812537, y: 1.90734859e-08, z: 0} rotation: {x: -.00387510215, y: .0172815155, z: -.0102744726, w: .99979037} scale: {x: 1.00000012, y: 1, z: 1.00000012} transformModified: 1 - name: Character1_LeftHandMiddle3 position: {x: -.0128076551, y: -5.96046412e-09, z: -7.62939436e-08} rotation: {x: 7.45057882e-09, y: -1.4901163e-08, z: -3.72529074e-09, w: 1} scale: {x: .999999881, y: 1.00000024, z: 1} transformModified: 1 - name: Character1_LeftHandPinky1 position: {x: -.0463550165, y: .0226020142, z: .000949401816} rotation: {x: .00221772096, y: -.0174050778, z: .0525898822, w: .998462081} scale: {x: 1, y: 1.00000024, z: .99999994} transformModified: 1 - name: Character1_LeftHandPinky2 position: {x: -.00959892292, y: 7.15255721e-09, z: 7.62939436e-08} rotation: {x: -.00410521869, y: -.0211803801, z: -.00477994001, w: .999755859} scale: {x: 1.00000012, y: .999999821, z: .999999881} transformModified: 1 - name: Character1_LeftHandPinky3 position: {x: -.00759153347, y: -9.53674295e-09, z: 0} rotation: {x: -2.79396795e-09, y: -2.98023224e-08, z: -7.4505806e-09, w: 1} scale: {x: 1, y: 1, z: .99999994} transformModified: 1 - name: Character1_LeftHandRing1 position: {x: -.0493399054, y: .00888914242, z: .00412490824} rotation: {x: -.00317777041, y: -.00800955947, z: .0142476857, w: .99986136} scale: {x: 1.00000012, y: 1, z: 1} transformModified: 1 - name: Character1_LeftHandRing2 position: {x: -.0130616948, y: 7.15255721e-09, z: -3.81469718e-08} rotation: {x: -.00507441908, y: -.0172180794, z: -.0117323827, w: .999770045} scale: {x: .999999642, y: .999999762, z: .999999821} transformModified: 1 - name: Character1_LeftHandRing3 position: {x: -.0100012971, y: 1.7881393e-09, z: 0} rotation: {x: 6.76541825e-17, y: -4.47034729e-08, z: 1.51339885e-09, w: 1} scale: {x: 1.00000024, y: 1.00000024, z: 1} transformModified: 1 - name: Character1_LeftHandThumb1 position: {x: -.0164370537, y: -.0156838093, z: -.0174731053} rotation: {x: .682778537, y: .289768785, z: .238076821, w: .627030253} scale: {x: 1, y: .99999994, z: 1} transformModified: 1 - name: Character1_LeftHandThumb2 position: {x: -.017500991, y: 0, z: -7.62939436e-08} rotation: {x: -.00732745975, y: -.0202959254, z: .0308109727, w: .999292314} scale: {x: .999999762, y: .999999881, z: .999999881} transformModified: 1 - name: Character1_LeftHandThumb3 position: {x: -.0103159714, y: 0, z: 7.15255695e-08} rotation: {x: -.0138669303, y: -.0190605074, z: -.000158079521, w: .999722183} scale: {x: .99999994, y: .999999881, z: 1} transformModified: 1 - name: Character1_LeftHandThumb4 position: {x: -.0124294655, y: -3.81469718e-08, z: 3.81469718e-08} rotation: {x: 1.41561074e-07, y: 2.60770197e-08, z: -8.94069743e-08, w: 1} scale: {x: 1, y: .999999762, z: .999999702} transformModified: 1 - name: J_L_Elbow position: {x: .000220222471, y: .00468903547, z: -8.01086426e-05} rotation: {x: -.00651121838, y: -.000715648872, z: -.017952146, w: .999817431} scale: {x: 1.00000024, y: .999999762, z: .99999994} transformModified: 1 - name: J_L_ForeArm_00_tw position: {x: -.108910367, y: 9.29880116e-05, z: -.000380401616} rotation: {x: -.0125734676, y: .000463145028, z: -2.45168903e-05, w: .999920845} scale: {x: 1.00000036, y: 1, z: 1.00000012} transformModified: 1 - name: J_L_Sode_A00 position: {x: -.016254006, y: -.0425891057, z: -.00456371298} rotation: {x: -.00750753051, y: .00750683947, z: .0954966545, w: .99537313} scale: {x: 1.00000024, y: .999999762, z: 1.00000012} transformModified: 1 - name: J_L_Sode_A01 position: {x: -.10319832, y: 2.86102289e-08, z: 3.81469718e-08} rotation: {x: -1.49011612e-08, y: 1.49011576e-08, z: -1.86264462e-08, w: 1} scale: {x: 1.00000024, y: 1, z: 1.00000024} transformModified: 1 - name: J_L_Sode_B00 position: {x: -.0107017895, y: .000851387973, z: .0204320904} rotation: {x: -.00449318206, y: .165466577, z: -.0245907959, w: .985898554} scale: {x: 1.00000024, y: .99999994, z: 1} transformModified: 1 - name: J_L_Sode_B01 position: {x: -.11148712, y: -2.38418574e-09, z: 0} rotation: {x: 0, y: -0, z: -1.86264537e-09, w: 1} scale: {x: .99999994, y: 1, z: .999999881} transformModified: 1 - name: J_L_Sode_C00 position: {x: -.0125432583, y: .0362620018, z: -.00590557093} rotation: {x: -.00882774871, y: .00589736458, z: -.100555457, w: .994874835} scale: {x: 1.00000012, y: .999999881, z: 1} transformModified: 1 - name: J_L_Sode_C01 position: {x: -.107970506, y: -9.53674295e-09, z: 0} rotation: {x: 3.72529074e-09, y: -4.47034871e-08, z: 7.45058149e-09, w: 1} scale: {x: .999999881, y: .99999994, z: .99999994} transformModified: 1 - name: J_L_Sode_D00 position: {x: -.0154584879, y: 9.04512417e-05, z: -.0374317542} rotation: {x: -.0109099485, y: -.104387544, z: -.0224916562, w: .994222522} scale: {x: .999999881, y: .999999762, z: .999999821} transformModified: 1 - name: J_L_Sode_D01 position: {x: -.101834446, y: 0, z: 3.81469718e-08} rotation: {x: 1.86264537e-09, y: -4.47034765e-08, z: 1.86264504e-09, w: 1} scale: {x: 1.00000012, y: .999999881, z: 1} transformModified: 1 - name: J_L_Arm_00_tw position: {x: .00061920163, y: 3.5047529e-07, z: 3.00598131e-05} rotation: {x: -.0194844753, y: -8.77562561e-05, z: -1.4493894e-06, w: .999810159} scale: {x: 1, y: .999999762, z: 1.00000024} transformModified: 1 - name: J_L_Sode_E00 position: {x: -.0237590205, y: -5.96046434e-10, z: 1.14440915e-07} rotation: {x: 6.51926202e-09, y: -4.61936054e-07, z: 4.19095514e-09, w: 1} scale: {x: .999999881, y: .999999702, z: 1} transformModified: 1 - name: Character1_Neck position: {x: -0, y: .0472671725, z: .133084401} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Character1_Head position: {x: 2.50158061e-10, y: -.00804216973, z: .0304685589} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: _face position: {x: -2.50158061e-10, y: .00991809927, z: -.667237401} rotation: {x: .707106829, y: 0, z: -0, w: .707106829} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: bone_eye_L position: {x: -.0268933214, y: .04649828, z: .102056116} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: bone_eye_R position: {x: .0268932935, y: .0464983135, z: .102055967} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_L_HairFront_00 position: {x: .00047761618, y: -.102207325, z: .280180365} rotation: {x: -.0329235941, y: .0124659454, z: .00333243399, w: .999374568} scale: {x: 1, y: .999999881, z: .999999881} transformModified: 1 - name: J_L_HairFront_01 position: {x: 2.38418574e-09, y: 0, z: -.181153253} rotation: {x: .14653109, y: -.0127645442, z: -.0018909584, w: .989121914} scale: {x: .999999881, y: 1.00000012, z: 1} transformModified: 1 - name: J_L_HairSide2_00 position: {x: -.13977991, y: -.0326535776, z: .142761379} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_L_HairSide2_01 position: {x: -0, y: 0, z: -.0718411207} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_L_HairSide_00 position: {x: -.0729851499, y: -.0934125036, z: .279461354} rotation: {x: .0327671245, y: -.434032261, z: -.0929629356, w: .895488858} scale: {x: 1.00000012, y: .99999994, z: .99999994} transformModified: 1 - name: J_L_HairSide_01 position: {x: -.124109186, y: 4.7683713e-08, z: -3.05175774e-07} rotation: {x: .0292336345, y: -.339517236, z: -.0633830577, w: .938006461} scale: {x: .999999881, y: 1.00000024, z: 1.00000024} transformModified: 1 - name: J_L_HairSide_02 position: {x: -.17118454, y: 9.53674295e-09, z: 2.28881831e-07} rotation: {x: 7.72997737e-08, y: -8.47503472e-08, z: -1.49011532e-08, w: 1} scale: {x: 1.00000012, y: 1, z: .999999881} transformModified: 1 - name: J_L_HairTail_00 position: {x: -.0845344588, y: .120911278, z: .0747245774} rotation: {x: .274952233, y: .149156421, z: .133042738, w: .940453768} scale: {x: 1.00000012, y: .99999994, z: 1} transformModified: 1 - name: J_L_HairTail_01 position: {x: 1.90734859e-08, y: -7.62939436e-08, z: -.198209122} rotation: {x: 2.98023259e-08, y: -2.23517436e-08, z: 1.11758727e-08, w: 1} scale: {x: .99999994, y: .999999881, z: 1.00000012} transformModified: 1 - name: J_L_HairTail_02 position: {x: -0, y: 1.14440915e-07, z: -.222491696} rotation: {x: -4.99600467e-16, y: -6.70552325e-08, z: -7.45058149e-09, w: 1} scale: {x: .999999881, y: 1.00000036, z: .999999881} transformModified: 1 - name: J_L_HairTail_03 position: {x: 1.90734859e-08, y: 7.62939436e-08, z: -.17191942} rotation: {x: 1.49011612e-08, y: -7.4505806e-09, z: -7.4505806e-09, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_L_HeadRibbon_00 position: {x: -.079515405, y: -.068754226, z: .313640594} rotation: {x: -.250473887, y: -.283373505, z: -.0499942563, w: .9243716} scale: {x: .99999994, y: .999999762, z: .999999821} transformModified: 1 - name: J_L_HeadRibbon_01 position: {x: 7.62939436e-08, y: -1.14440915e-07, z: .247836903} rotation: {x: -.829072714, y: -.127079532, z: .096690923, w: .535854578} scale: {x: 1.00000012, y: 1.00000012, z: 1.00000048} transformModified: 1 - name: J_L_HeadRibbon_02 position: {x: -0, y: 2.28881831e-07, z: .136679381} rotation: {x: .688071549, y: -.0536074676, z: -.0443750247, w: .722298205} scale: {x: 1, y: .999999762, z: .999999881} transformModified: 1 - name: J_L_HeadRibbon_03 position: {x: -7.62939436e-08, y: -1.52587887e-07, z: .166756734} rotation: {x: -2.23517461e-07, y: -1.1920929e-07, z: 1.49011345e-08, w: 1} scale: {x: 1, y: .999999821, z: 1} transformModified: 1 - name: J_R_HairFront_00 position: {x: .0143992649, y: -.0994075909, z: .280180365} rotation: {x: -.0668304116, y: -.0743137151, z: .00302376924, w: .994988441} scale: {x: 1.00000012, y: .999999821, z: .999999762} transformModified: 1 - name: J_R_HairFront_01 position: {x: -2.86102289e-08, y: 1.90734859e-08, z: -.181153178} rotation: {x: .146531135, y: -.0127645824, z: -.00189096155, w: .989121914} scale: {x: 1.00000012, y: 1.00000024, z: 1.00000012} transformModified: 1 - name: J_R_HairSide2_00 position: {x: .139779836, y: -.032653518, z: .142760769} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_R_HairSide2_01 position: {x: -0, y: 0, z: -.0718411207} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_R_HairSide_00 position: {x: .072985135, y: -.0934125409, z: .279462427} rotation: {x: .032767415, y: .434032679, z: .0929625705, w: .89548862} scale: {x: 1.00000012, y: .99999994, z: .99999994} transformModified: 1 - name: J_R_HairSide_01 position: {x: .124110945, y: -1.62124635e-07, z: -1.06811524e-06} rotation: {x: .0292331427, y: .339516819, z: .0633830056, w: .93800658} scale: {x: 1.00000012, y: .99999994, z: 1.00000024} transformModified: 1 - name: J_R_HairSide_02 position: {x: .171184465, y: 9.53674295e-09, z: -1.62124635e-07} rotation: {x: -6.96629229e-07, y: 8.19563724e-08, z: 2.98023828e-08, w: 1} scale: {x: .999999881, y: 1.00000012, z: .999999762} transformModified: 1 - name: J_R_HairTail_00 position: {x: .0845345706, y: .120911211, z: .0747233555} rotation: {x: .274951875, y: -.149156719, z: -.133042738, w: .940453827} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: J_R_HairTail_01 position: {x: -9.5367426e-08, y: 9.91821253e-07, z: -.19820796} rotation: {x: 2.98023224e-08, y: -7.45058149e-09, z: -1.00582817e-07, w: 1} scale: {x: 1.00000024, y: 1, z: 1.00000012} transformModified: 1 - name: J_R_HairTail_02 position: {x: -4.19616697e-07, y: -5.34057619e-07, z: -.222492695} rotation: {x: 8.94069245e-08, y: 1.49011612e-08, z: -4.09782075e-08, w: 1} scale: {x: .999999702, y: 1.00000048, z: 1.00000024} transformModified: 1 - name: J_R_HairTail_03 position: {x: -3.81469718e-08, y: -3.81469718e-08, z: -.171919316} rotation: {x: -1.66533374e-16, y: -1.49011576e-08, z: -1.11758682e-08, w: 1} scale: {x: 1.00000024, y: 1.00000024, z: 1.00000024} transformModified: 1 - name: J_R_HeadRibbon_00 position: {x: .0795153975, y: -.0687542111, z: .313639522} rotation: {x: -.250474364, y: .283373445, z: .0499943607, w: .924371541} scale: {x: .999999821, y: 1, z: .99999994} transformModified: 1 - name: J_R_HeadRibbon_01 position: {x: -1.10626218e-06, y: -1.02996819e-06, z: .247837678} rotation: {x: -.829071343, y: .127079383, z: -.0966915041, w: .535856605} scale: {x: 1.00000024, y: 1.00000024, z: 1} transformModified: 1 - name: J_R_HeadRibbon_02 position: {x: 8.01086401e-07, y: 1.33514402e-06, z: .136680529} rotation: {x: .688070238, y: .0536072887, z: .0443757996, w: .722299397} scale: {x: 1.00000012, y: 1, z: 1.00000012} transformModified: 1 - name: J_R_HeadRibbon_03 position: {x: -9.53674316e-07, y: -1.06811524e-06, z: .166757882} rotation: {x: 7.74859927e-07, y: -4.32134271e-07, z: -8.49365733e-07, w: 1} scale: {x: 1.00000012, y: 1.00000012, z: .99999994} transformModified: 1 - name: Character1_RightShoulder position: {x: .0267314706, y: .0469532944, z: .1026548} rotation: {x: 1.77972765e-08, y: .147203371, z: .0120632388, w: .989032686} scale: {x: .99999994, y: .99999994, z: .999999881} transformModified: 1 - name: Character1_RightArm position: {x: .0469474383, y: -.000300605287, z: .00366832735} rotation: {x: .0251146704, y: -.121461369, z: -.008003789, w: .992246091} scale: {x: 1.00000024, y: 1.00000012, z: 1} transformModified: 1 - name: Character1_RightForeArm position: {x: .118786618, y: -2.38418574e-09, z: -5.34057619e-07} rotation: {x: .0129627287, y: -.00296670082, z: -.0336380824, w: .999345601} scale: {x: 1, y: .99999994, z: 1} transformModified: 1 - name: Character1_RightHand position: {x: .112706259, y: -7.15255695e-08, z: -9.53674316e-07} rotation: {x: -.0249330737, y: -.000782135408, z: 4.29649554e-05, w: 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d7b8598600aa543d18c28c568be0ac6b folderAsset: yes timeCreated: 1426635974 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan/Stage.meta ================================================ fileFormatVersion: 2 guid: 397d43ff6f9e545dba37e500cc1dc576 folderAsset: yes timeCreated: 1426635973 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders/UnityChan.meta ================================================ fileFormatVersion: 2 guid: 6f7e1b4e502398b4e9b7461dcdcac2b5 folderAsset: yes timeCreated: 1490232741 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Cubed's Unity Shaders.meta ================================================ fileFormatVersion: 2 guid: d744c044798ae1d4d9060a21eda8bf9d folderAsset: yes timeCreated: 1490281074 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Editor/Instant Screenshot/Documentation - Instant screenshot.pdf.meta ================================================ fileFormatVersion: 2 guid: 2379eab8e1f1c41d3a999c4eec534e4e DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Editor/Instant Screenshot/ScreenshotTaker.cs ================================================ //C# Example using UnityEditor; using UnityEngine; [ExecuteInEditMode] public class Screenshot : EditorWindow { int resWidth = Screen.width*4; int resHeight = Screen.height*4; public Camera myCamera; int scale = 1; string path = ""; //bool showPreview = true; RenderTexture renderTexture; bool isTransparent = false; // Add menu item named "My Window" to the Window menu [MenuItem("Tools/Saad Khawaja/Instant High-Res Screenshot")] public static void ShowWindow() { //Show existing window instance. If one doesn't exist, make one. EditorWindow editorWindow = EditorWindow.GetWindow(typeof(Screenshot)); editorWindow.autoRepaintOnSceneChange = true; editorWindow.Show(); editorWindow.titleContent = new GUIContent( "Screenshot"); } float lastTime; void OnGUI() { EditorGUILayout.LabelField ("Resolution", EditorStyles.boldLabel); resWidth = EditorGUILayout.IntField ("Width", resWidth); resHeight = EditorGUILayout.IntField ("Height", resHeight); EditorGUILayout.Space(); scale = EditorGUILayout.IntSlider ("Scale", scale, 1, 15); EditorGUILayout.HelpBox("The default mode of screenshot is crop - so choose a proper width and height. The scale is a factor " + "to multiply or enlarge the renders without loosing quality.",MessageType.None); EditorGUILayout.Space(); GUILayout.Label ("Save Path", EditorStyles.boldLabel); EditorGUILayout.BeginHorizontal(); EditorGUILayout.TextField(path,GUILayout.ExpandWidth(false)); if(GUILayout.Button("Browse",GUILayout.ExpandWidth(false))) path = EditorUtility.SaveFolderPanel("Path to Save Images",path,Application.dataPath); EditorGUILayout.EndHorizontal(); EditorGUILayout.HelpBox("Choose the folder in which to save the screenshots ",MessageType.None); EditorGUILayout.Space(); //isTransparent = EditorGUILayout.Toggle(isTransparent,"Transparent Background"); GUILayout.Label ("Select Camera", EditorStyles.boldLabel); myCamera = EditorGUILayout.ObjectField(myCamera, typeof(Camera), true,null) as Camera; if(myCamera == null) { myCamera = Camera.main; } isTransparent = EditorGUILayout.Toggle("Transparent Background", isTransparent); EditorGUILayout.HelpBox("Choose the camera of which to capture the render. You can make the background transparent using the transparency option.",MessageType.None); EditorGUILayout.Space(); EditorGUILayout.BeginVertical(); EditorGUILayout.LabelField ("Default Options", EditorStyles.boldLabel); if(GUILayout.Button("Set To Screen Size")) { resHeight = (int)Handles.GetMainGameViewSize().y; resWidth = (int)Handles.GetMainGameViewSize().x; } if(GUILayout.Button("Default Size")) { resHeight = 1440; resWidth = 2560; scale = 1; } EditorGUILayout.EndVertical(); EditorGUILayout.Space(); EditorGUILayout.LabelField ("Screenshot will be taken at " + resWidth*scale + " x " + resHeight*scale + " px", EditorStyles.boldLabel); if(GUILayout.Button("Take Screenshot",GUILayout.MinHeight(60))) { if(path == "") { path = EditorUtility.SaveFolderPanel("Path to Save Images",path,Application.dataPath); Debug.Log("Path Set"); TakeHiResShot(); } else { TakeHiResShot(); } } EditorGUILayout.Space(); EditorGUILayout.BeginHorizontal(); if(GUILayout.Button("Open Last Screenshot",GUILayout.MaxWidth(160),GUILayout.MinHeight(40))) { if(lastScreenshot != "") { Application.OpenURL("file://" + lastScreenshot); Debug.Log("Opening File " + lastScreenshot); } } if(GUILayout.Button("Open Folder",GUILayout.MaxWidth(100),GUILayout.MinHeight(40))) { Application.OpenURL("file://" + path); } if(GUILayout.Button("More Assets",GUILayout.MaxWidth(100),GUILayout.MinHeight(40))) { Application.OpenURL("https://www.assetstore.unity3d.com/en/#!/publisher/5951"); } EditorGUILayout.EndHorizontal(); if (takeHiResShot) { int resWidthN = resWidth*scale; int resHeightN = resHeight*scale; RenderTexture rt = new RenderTexture(resWidthN, resHeightN, 24); myCamera.targetTexture = rt; TextureFormat tFormat; if(isTransparent) tFormat = TextureFormat.ARGB32; else tFormat = TextureFormat.RGB24; Texture2D screenShot = new Texture2D(resWidthN, resHeightN, tFormat,false); myCamera.Render(); RenderTexture.active = rt; screenShot.ReadPixels(new Rect(0, 0, resWidthN, resHeightN), 0, 0); myCamera.targetTexture = null; RenderTexture.active = null; byte[] bytes = screenShot.EncodeToPNG(); string filename = ScreenShotName(resWidthN, resHeightN); System.IO.File.WriteAllBytes(filename, bytes); Debug.Log(string.Format("Took screenshot to: {0}", filename)); Application.OpenURL(filename); takeHiResShot = false; } EditorGUILayout.HelpBox("In case of any error, make sure you have Unity Pro as the plugin requires Unity Pro to work.",MessageType.Info); } private bool takeHiResShot = false; public string lastScreenshot = ""; public string ScreenShotName(int width, int height) { string strPath=""; strPath = string.Format("{0}/screen_{1}x{2}_{3}.png", path, width, height, System.DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss")); lastScreenshot = strPath; return strPath; } public void TakeHiResShot() { Debug.Log("Taking Screenshot"); takeHiResShot = true; } } ================================================ FILE: Assets/Editor/Instant Screenshot/ScreenshotTaker.cs.meta ================================================ fileFormatVersion: 2 guid: 1f43438d3f4cd402f8f372cbb8930f66 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Editor/Instant Screenshot.meta ================================================ fileFormatVersion: 2 guid: 799f06b6d3694ca4eae8836e3a521069 folderAsset: yes timeCreated: 1490234396 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Editor.meta ================================================ fileFormatVersion: 2 guid: 2512422c5c61add41bd03f93d9f06a04 folderAsset: yes timeCreated: 1490234396 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: LICENSE ================================================ MIT License Copyright (c) 2017 Nicholas Benge Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ================================================ FILE: ProjectSettings/AudioManager.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:0f9a853f1d72a9c98da271d8573f6dde556fd5ed92de63eaf5003304b8dd9364 size 4140 ================================================ FILE: ProjectSettings/ClusterInputManager.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:37de57228b645f23e157276e7c2c9558c9befba7ee293a4e8525333e12838d7b size 4104 ================================================ FILE: ProjectSettings/DynamicsManager.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:d2dc1cfe293dc5d3738c6df2dd9848ea504750f1652e89914d6456772bce1fb2 size 4280 ================================================ FILE: ProjectSettings/EditorBuildSettings.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:af0cecf207d18767ef956b04bf00b3a5f89fac270c9d2b7e3c9bde1cbb206dbe size 4104 ================================================ FILE: ProjectSettings/EditorSettings.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:529714876a1cf586b1e1206b9f24b0c747dab088f3a3109b05301c382dcf7496 size 4212 ================================================ FILE: ProjectSettings/GraphicsSettings.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:297b98a89300c41fefcc8feff62d52604cd8d05932809fac6a041dbcaaf1322d size 4318 ================================================ FILE: ProjectSettings/InputManager.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:7941f250fbb3f061fa6e7581c864203bbb4af15933f6a98f084781bd393d5fcf size 5520 ================================================ FILE: ProjectSettings/NavMeshAreas.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:4c6eaf70d8ce965a290198f0f36f55f7c6b98c6274edebeaf5dbd47f97b6633f size 4384 ================================================ FILE: ProjectSettings/NetworkManager.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:845b67666538f0ab431b3aebc8da0f204bd66f4aed90314d35543825c10eca3b size 4112 ================================================ FILE: ProjectSettings/Physics2DSettings.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:a27d5059c10edf66bc4b916faff2c193fe4ad5b2fd2b434aa2c318ace6126cfc size 4308 ================================================ FILE: ProjectSettings/ProjectSettings.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:d20bd3a1a1513b95a81f6170244cd55710144bec46e54e3f66d03277c389c1c3 size 51962 ================================================ FILE: ProjectSettings/ProjectVersion.txt ================================================ m_EditorVersion: 5.6.3p1 ================================================ FILE: ProjectSettings/QualitySettings.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:7221a993a341fec445df97d0043ef045cfc947be429e71ec04551e70be202ea2 size 5060 ================================================ FILE: ProjectSettings/TagManager.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:890059580deb526823b416b4f0ecfe88eba9c88ec5b9834d44395296be466229 size 4476 ================================================ FILE: ProjectSettings/TimeManager.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:4e697451cc1a3fab59ea3416c48fbf5de82f659d3a4fc105d145e2c02373862c size 4112 ================================================ FILE: ProjectSettings/UnityAdsSettings.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:20b02638c98d03c7041d71527c6463cf0d99781aea273eedfd3c457b0ac48bf3 size 4116 ================================================ FILE: ProjectSettings/UnityConnectSettings.asset ================================================ version https://git-lfs.github.com/spec/v1 oid sha256:dded6fae86ea8c1c369849c6e86cbdae439ef30c6d54ddef73cab45abbcbc84d size 4116 ================================================ FILE: README.md ================================================ # Deprecated This shader is **no longer updated** and is considered deprecated. It may not operate properly in current or future updates of VRChat. You are strongly encouraged to use another shader! Cubed's Unity Shaders ============ A compilation of custom shaders for Unity3D. You can get the latest release [here](https://github.com/cubedparadox/Cubeds-Unity-Shaders/releases) Currently built for Unity 5.6.3p1 Installation: Add it to your unity assets (drag and drop in the package, or go to "Assets/Import Package/Custom Package" at the top and from there you can find it in your shaders drop down list automatically. NOTE: These shaders are meant for use on avatars and do not support lightmapping. ## Shaders * Flat Lit Toon ![alt text](Media/Flat_Lit_Toon.png) ![alt text](Media/Flat_Lit_Toon__Inspector.png) * Looks like a unlit shader under good neutral lighting, but actually responds to full ambient and realtime lighting color, intensity and shadow. Single Pass with geometry shader outline, may not work on all platforms. * Flat Lit Toon Lite * Lightweight version of Flat Lit Toon, without the heavy geometry pass. Should work well on most systems. * Flat Lit Toon Lite Double Sided * Double sided varient of the lite shader. * Unlit Shadowed ![alt text](Media/Unlit_Shadowed_thumb.png) * A simple unlit texture shader, has inputs for main color tint and shadow color tint. * Flat Lit Toon Rainbow ![alt text](Media/Flat_Lit_Toon_Rainbow.gif) * An (old) version of 'Flat Lit Toon' with a cycling rainbow color. Hue and Saturation are exposed, Supports color mask. * Flat Lit Toon Distance Fade ![alt text](Media/Flat_Lit_Toon_Distance_Fade.gif) * An (old) version of 'Flat Lit Toon' that fades in based on proximity to camera. Uses noise to dither the fade effect into an alpha cutout. Dither amount, color tint, and color mask are exposed. * Simple Gradient Sky ![alt text](Media/Simple_Gradient_Sky__thumb.png) * A simple procedural skybox that fades from a sky color to a horizon color ## Notes Project contains the following assets: * ShaderForge (gitignored) * SD UnityChan * Instant Screenshot