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userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/Scenes/Mirror/Scripts/MirrorReflection.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/Scenes/Mirror/Scripts/MirrorReflection.cs deleted file mode 100644 index 22c86aec9..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/Scenes/Mirror/Scripts/MirrorReflection.cs +++ /dev/null @@ -1,275 +0,0 @@ -using UnityEngine; -using System.Collections; -using System.Collections.Generic; - -// This MirrorReflection.cs is the version for Scriptable Render Pipeline. - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - [ExecuteInEditMode] // Make mirror live-update even when not in play mode - public class MirrorReflection : MonoBehaviour - { - public enum Mode - { - water, - wall - } - - public enum SetMirrorFor - { - GameView, // Set this mirror object for Game view. - SceneView // Set this mirror object for Scene view. - } - - - public Mode _Mode = Mode.water; - public SetMirrorFor _SetMirrorFor = SetMirrorFor.GameView; - public bool m_DisablePixelLights = true; - public int m_TextureSize = 256; - [SerializeField] - private float m_ClipPlaneOffset = 0.07f; - [SerializeField] - private float m_ClipPlaneNear = 0.3f; - [SerializeField] - private float m_ClipPlaneFar = 1000.0f; - - public LayerMask m_ReflectLayers = -1; - - private List _m_RefrectionCameras = new List();// Camera -> Camera table - - private RenderTexture m_ReflectionTexture = null; - private int m_OldReflectionTextureSize = 0; - private static bool s_InsideRendering = false; - - public void Update() - { - var rend = GetComponent(); - if (!enabled || !rend || !rend.sharedMaterial || !rend.enabled) - return; - Camera cam = null; - switch (_SetMirrorFor){ - case SetMirrorFor.GameView: - cam = Camera.main; - break; - case SetMirrorFor.SceneView: - cam = Camera.current; - break; - } - - if (!cam) - return; - - // Safeguard from recursive reflections. - if (s_InsideRendering) - return; - s_InsideRendering = true; - - Camera reflectionCamera; - CreateMirrorObjects(cam, out reflectionCamera); - - // find out the reflection plane: position and normal in world space - Vector3 pos = transform.position; - Vector3 normal; - if (_Mode == Mode.water) - { - normal = transform.up; - } - else - { - normal = transform.forward; - } - - // Optionally disable pixel lights for reflection - int oldPixelLightCount = QualitySettings.pixelLightCount; - if (m_DisablePixelLights) - QualitySettings.pixelLightCount = 0; - - UpdateCameraModes(cam, reflectionCamera); - - // Render reflection - // Reflect camera around reflection plane - float d = -Vector3.Dot(normal, pos) - m_ClipPlaneOffset; - Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d); - - Matrix4x4 reflection = Matrix4x4.zero; - CalculateReflectionMatrix(ref reflection, reflectionPlane); - Vector3 oldpos = cam.transform.position; - Vector3 newpos = reflection.MultiplyPoint(oldpos); - reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; - - // Setup oblique projection matrix so that near plane is our reflection - // plane. This way we clip everything below/above it for free. - Vector4 clipPlane = CameraSpacePlane(reflectionCamera, pos, normal, 1.0f); - //Matrix4x4 projection = cam.projectionMatrix; - Matrix4x4 projection = cam.CalculateObliqueMatrix(clipPlane); - reflectionCamera.projectionMatrix = projection; - - reflectionCamera.cullingMask = ~(1 << 4) & m_ReflectLayers.value; // never render water layer - reflectionCamera.targetTexture = m_ReflectionTexture; - GL.invertCulling = true; - reflectionCamera.transform.position = newpos; - Vector3 euler = cam.transform.eulerAngles; - reflectionCamera.transform.eulerAngles = new Vector3(0, euler.y, euler.z); - reflectionCamera.Render(); - reflectionCamera.transform.position = oldpos; - GL.invertCulling = false; - Material[] materials = rend.sharedMaterials; - foreach (Material mat in materials) - { - if (mat.HasProperty("_ReflectionTex")) - mat.SetTexture("_ReflectionTex", m_ReflectionTexture); - } - - // Restore pixel light count - if (m_DisablePixelLights) - QualitySettings.pixelLightCount = oldPixelLightCount; - - s_InsideRendering = false; - } - - - // Cleanup all the objects we possibly have created - void OnDisable() - { - if (m_ReflectionTexture) - { - DestroyImmediate(m_ReflectionTexture); - m_ReflectionTexture = null; - } - - if (_m_RefrectionCameras.Count != 0) - { - if (_m_RefrectionCameras[0] != null) - { - foreach (Camera Cam in _m_RefrectionCameras) - { - DestroyImmediate(Cam.gameObject); - } - } - } - _m_RefrectionCameras.Clear(); - } - - private void UpdateCameraModes(Camera src, Camera dest) - { - if (dest == null) - return; - // set camera to clear the same way as current camera - dest.clearFlags = src.clearFlags; - dest.backgroundColor = src.backgroundColor; - if (src.clearFlags == CameraClearFlags.Skybox) - { - Skybox sky = src.GetComponent(typeof(Skybox)) as Skybox; - Skybox mysky = dest.GetComponent(typeof(Skybox)) as Skybox; - if (!sky || !sky.material) - { - mysky.enabled = false; - } - else - { - mysky.enabled = true; - mysky.material = sky.material; - } - } - // update other values to match current camera. - // even if we are supplying custom camera&projection matrices, - // some of values are used elsewhere (e.g. skybox uses far plane) - dest.farClipPlane = m_ClipPlaneFar;// src.farClipPlane; - dest.nearClipPlane = m_ClipPlaneNear;// src.nearClipPlane; - dest.orthographic = src.orthographic; - dest.fieldOfView = src.fieldOfView; - dest.aspect = src.aspect; - dest.orthographicSize = src.orthographicSize; - } - - // On-demand create any objects we need - private void CreateMirrorObjects(Camera currentCamera, out Camera reflectionCamera) - { - reflectionCamera = null; - - // Reflection render texture - if (!m_ReflectionTexture || m_OldReflectionTextureSize != m_TextureSize) - { - if (m_ReflectionTexture) - DestroyImmediate(m_ReflectionTexture); - m_ReflectionTexture = new RenderTexture(m_TextureSize, m_TextureSize, 16); - m_ReflectionTexture.name = "__MirrorReflection" + GetInstanceID(); - m_ReflectionTexture.isPowerOfTwo = true; - m_ReflectionTexture.hideFlags = HideFlags.DontSave; - m_OldReflectionTextureSize = m_TextureSize; - } - - // Camera for reflection - if (_m_RefrectionCameras.Count == 0) - { - GameObject go = new GameObject("Mirror Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox)); - reflectionCamera = go.GetComponent(); - reflectionCamera.enabled = false; - reflectionCamera.transform.position = transform.position; - reflectionCamera.transform.rotation = transform.rotation; - reflectionCamera.gameObject.AddComponent(); - go.hideFlags = HideFlags.HideAndDontSave; - _m_RefrectionCameras.Add(reflectionCamera); - } - else - { - if (_m_RefrectionCameras[0] == null) - { - GameObject go = new GameObject("Mirror Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox)); - reflectionCamera = go.GetComponent(); - reflectionCamera.enabled = false; - go.hideFlags = HideFlags.HideAndDontSave; - _m_RefrectionCameras.Add(reflectionCamera); - } - else - { - reflectionCamera = _m_RefrectionCameras[0]; - } - reflectionCamera.transform.position = transform.position; - reflectionCamera.transform.rotation = transform.rotation; - } - } - - // Extended sign: returns -1, 0 or 1 based on sign of a - private static float sgn(float a) - { - if (a > 0.0f) return 1.0f; - if (a < 0.0f) return -1.0f; - return 0.0f; - } - - // Given position/normal of the plane, calculates plane in camera space. - private Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign) - { - Vector3 offsetPos = pos + normal * m_ClipPlaneOffset; - Matrix4x4 m = cam.worldToCameraMatrix; - Vector3 cpos = m.MultiplyPoint(offsetPos); - Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign; - return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal)); - } - - // Calculates reflection matrix around the given plane - private static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane) - { - reflectionMat.m00 = (1F - 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userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlink.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlink.cs deleted file mode 100644 index 2232877b2..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlink.cs +++ /dev/null @@ -1,140 +0,0 @@ -// -//AutoBlink.cs -//オート目パチスクリプト -//2014/06/23 N.Kobayashi -// -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class AutoBlink : MonoBehaviour - { - - public bool isActive = true; //オート目パチ有効 - public SkinnedMeshRenderer ref_SMR_EYE_DEF; //EYE_DEFへの参照 - public SkinnedMeshRenderer ref_SMR_EL_DEF; //EL_DEFへの参照 - public float ratio_Close = 85.0f; //閉じ目ブレンドシェイプ比率 - public float ratio_HalfClose = 20.0f; //半閉じ目ブレンドシェイプ比率 - [HideInInspector] - public float - ratio_Open = 0.0f; - private bool timerStarted = false; //タイマースタート管理用 - private bool isBlink = false; //目パチ管理用 - - public float timeBlink = 0.4f; //目パチの時間 - private float timeRemining = 0.0f; //タイマー残り時間 - - public float threshold = 0.3f; // ランダム判定の閾値 - public float interval = 3.0f; // ランダム判定のインターバル - - - - enum Status - { - Close, - HalfClose, - Open //目パチの状態 - } - - - private Status eyeStatus; //現在の目パチステータス - - void Awake () - { - //ref_SMR_EYE_DEF = GameObject.Find("EYE_DEF").GetComponent(); - //ref_SMR_EL_DEF = GameObject.Find("EL_DEF").GetComponent(); - } - - - - // Use this for initialization - void Start () - { - ResetTimer (); - // ランダム判定用関数をスタートする - StartCoroutine ("RandomChange"); - } - - //タイマーリセット - void ResetTimer () - { - timeRemining = timeBlink; - timerStarted = false; - } - - // Update is called once per frame - void Update () - { - if (!timerStarted) { - eyeStatus = Status.Close; - timerStarted = true; - } - if (timerStarted) { - timeRemining -= Time.deltaTime; - if (timeRemining <= 0.0f) { - eyeStatus = Status.Open; - ResetTimer (); - } else if (timeRemining <= timeBlink * 0.3f) { - eyeStatus = Status.HalfClose; - } - } - } - - void LateUpdate () - { - if (isActive) { - if (isBlink) { - switch (eyeStatus) { - case Status.Close: - SetCloseEyes (); - break; - case Status.HalfClose: - SetHalfCloseEyes (); - break; - case Status.Open: - SetOpenEyes (); - isBlink = false; - break; - } - //Debug.Log(eyeStatus); - } - } - } - - void SetCloseEyes () - { - ref_SMR_EYE_DEF.SetBlendShapeWeight (6, ratio_Close); - ref_SMR_EL_DEF.SetBlendShapeWeight (6, ratio_Close); - } - - void SetHalfCloseEyes () - { - ref_SMR_EYE_DEF.SetBlendShapeWeight (6, ratio_HalfClose); - ref_SMR_EL_DEF.SetBlendShapeWeight (6, ratio_HalfClose); - } - - void SetOpenEyes () - { - ref_SMR_EYE_DEF.SetBlendShapeWeight (6, ratio_Open); - ref_SMR_EL_DEF.SetBlendShapeWeight (6, ratio_Open); - } - - // ランダム判定用関数 - IEnumerator RandomChange () - { - // 無限ループ開始 - while (true) { - //ランダム判定用シード発生 - float _seed = Random.Range (0.0f, 1.0f); - if (!isBlink) { - if (_seed > threshold) { - isBlink = true; - } - } - // 次の判定までインターバルを置く - yield return new WaitForSeconds (interval); - } - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlink.cs.meta b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlink.cs.meta deleted file mode 100644 index 87f944917..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlink.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: beb6444dead04a639049553254a852ba -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlinkforSD.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlinkforSD.cs deleted file mode 100644 index 4c21f4bbb..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlinkforSD.cs +++ /dev/null @@ -1,144 +0,0 @@ -// -//AutoBlinkforSD.cs -//SDユニティちゃん用オート目パチスクリプト -//2014/12/10 N.Kobayashi -// -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class AutoBlinkforSD : MonoBehaviour - { - - public bool isActive = true; //オート目パチ有効 - public SkinnedMeshRenderer ref_face; //_faceへの参照 - public float ratio_Close = 85.0f; //閉じ目ブレンドシェイプ比率 - public float ratio_HalfClose = 20.0f; //半閉じ目ブレンドシェイプ比率 - public int index_EYE_blk = 0; //目パチ用モーフのindex - public int index_EYE_sml = 1; //目パチさせたくないモーフのindex - public int index_EYE_dmg = 15; //目パチさせたくないモーフのindex - - - [HideInInspector] - public float - ratio_Open = 0.0f; - private bool timerStarted = false; //タイマースタート管理用 - private bool isBlink = false; //目パチ管理用 - - public float timeBlink = 0.4f; //目パチの時間 - private float timeRemining = 0.0f; //タイマー残り時間 - - public float threshold = 0.3f; // ランダム判定の閾値 - public float interval = 3.0f; // ランダム判定のインターバル - - - - enum Status - { - Close, - HalfClose, - Open //目パチの状態 - } - - - private Status eyeStatus; //現在の目パチステータス - - void Awake () - { - //ref_SMR_EYE_DEF = GameObject.Find("EYE_DEF").GetComponent(); - //ref_SMR_EL_DEF = GameObject.Find("EL_DEF").GetComponent(); - } - - - - // Use this for initialization - void Start () - { - ResetTimer (); - // ランダム判定用関数をスタートする - StartCoroutine ("RandomChange"); - } - - //タイマーリセット - void ResetTimer () - { - timeRemining = timeBlink; - timerStarted = false; - } - - // Update is called once per frame - void Update () - { - if (!timerStarted) { - eyeStatus = Status.Close; - timerStarted = true; - } - if (timerStarted) { - timeRemining -= Time.deltaTime; - if (timeRemining <= 0.0f) { - eyeStatus = Status.Open; - ResetTimer (); - } else if (timeRemining <= timeBlink * 0.3f) { - eyeStatus = Status.HalfClose; - } - } - } - - void LateUpdate () - { - if (isActive) { - if (isBlink) { - switch (eyeStatus) { - case Status.Close: - SetCloseEyes (); - break; - case Status.HalfClose: - SetHalfCloseEyes (); - break; - case Status.Open: - SetOpenEyes (); - isBlink = false; - break; - } - //Debug.Log(eyeStatus); - } - } - } - - void SetCloseEyes () - { - ref_face.SetBlendShapeWeight (index_EYE_blk, ratio_Close); - } - - void SetHalfCloseEyes () - { - ref_face.SetBlendShapeWeight (index_EYE_blk, ratio_HalfClose); - } - - void SetOpenEyes () - { - ref_face.SetBlendShapeWeight (index_EYE_blk, ratio_Open); - } - - // ランダム判定用関数 - IEnumerator RandomChange () - { - // 無限ループ開始 - while (true) { - //ランダム判定用シード発生 - float _seed = Random.Range (0.0f, 1.0f); - if (!isBlink) { - if (_seed > threshold) { - //目パチさせたくないモーフの時だけ飛ばす. - if(ref_face.GetBlendShapeWeight(index_EYE_sml)==0.0f && ref_face.GetBlendShapeWeight(index_EYE_dmg)==0.0f){ - isBlink = true; - } - } - } - // 次の判定までインターバルを置く - yield return new WaitForSeconds (interval); - } - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlinkforSD.cs.meta b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlinkforSD.cs.meta deleted file mode 100644 index 1fa643fd3..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlinkforSD.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 4051f464c79545e28417f88773d19d31 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/CameraController.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/CameraController.cs deleted file mode 100644 index 1d772d69b..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/CameraController.cs +++ /dev/null @@ -1,176 +0,0 @@ -//CameraController.cs for UnityChan -//Original Script is here: -//TAK-EMI / CameraController.cs -//https://gist.github.com/TAK-EMI/d67a13b6f73bed32075d -//https://twitter.com/TAK_EMI -// -//Revised by N.Kobayashi 2014/5/15 -//Change : To prevent rotation flips on XY plane, use Quaternion in cameraRotate() -//Change : Add the instrustion window -//Change : Add the operation for Mac -// - - - - -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - enum MouseButtonDown - { - MBD_LEFT = 0, - MBD_RIGHT, - MBD_MIDDLE, - }; - - public class CameraController : MonoBehaviour - { - [SerializeField] - private Vector3 focus = Vector3.zero; - [SerializeField] - private GameObject focusObj = null; - - public bool showInstWindow = true; - - private Vector3 oldPos; - - void setupFocusObject(string name) - { - GameObject obj = this.focusObj = new GameObject(name); - obj.transform.position = this.focus; - obj.transform.LookAt(this.transform.position); - - return; - } - - void Start () - { - if (this.focusObj == null) - this.setupFocusObject("CameraFocusObject"); - - Transform trans = this.transform; - transform.parent = this.focusObj.transform; - - trans.LookAt(this.focus); - - return; - } - - void Update () - { - this.mouseEvent(); - - return; - } - - //Show Instrustion Window - void OnGUI() - { - if(showInstWindow){ - GUI.Box(new Rect(Screen.width -210, Screen.height - 100, 200, 90), "Camera Operations"); - GUI.Label(new Rect(Screen.width -200, Screen.height - 80, 200, 30),"RMB / Alt+LMB: Tumble"); - GUI.Label(new Rect(Screen.width -200, Screen.height - 60, 200, 30),"MMB / Alt+Cmd+LMB: Track"); - GUI.Label(new Rect(Screen.width -200, Screen.height - 40, 200, 30),"Wheel / 2 Fingers Swipe: Dolly"); - } - - } - - void mouseEvent() - { - float delta = Input.GetAxis("Mouse ScrollWheel"); - if (delta != 0.0f) - this.mouseWheelEvent(delta); - - if (Input.GetMouseButtonDown((int)MouseButtonDown.MBD_LEFT) || - Input.GetMouseButtonDown((int)MouseButtonDown.MBD_MIDDLE) || - Input.GetMouseButtonDown((int)MouseButtonDown.MBD_RIGHT)) - this.oldPos = Input.mousePosition; - - this.mouseDragEvent(Input.mousePosition); - - return; - } - - void mouseDragEvent(Vector3 mousePos) - { - Vector3 diff = mousePos - oldPos; - - if(Input.GetMouseButton((int)MouseButtonDown.MBD_LEFT)) - { - //Operation for Mac : "Left Alt + Left Command + LMB Drag" is Track - if(Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftCommand)) - { - if (diff.magnitude > Vector3.kEpsilon) - this.cameraTranslate(-diff / 100.0f); - } - //Operation for Mac : "Left Alt + LMB Drag" is Tumble - else if (Input.GetKey(KeyCode.LeftAlt)) - { - if (diff.magnitude > Vector3.kEpsilon) - this.cameraRotate(new Vector3(diff.y, diff.x, 0.0f)); - } - //Only "LMB Drag" is no action. - } - //Track - else if (Input.GetMouseButton((int)MouseButtonDown.MBD_MIDDLE)) - { - if (diff.magnitude > Vector3.kEpsilon) - this.cameraTranslate(-diff / 100.0f); - } - //Tumble - else if (Input.GetMouseButton((int)MouseButtonDown.MBD_RIGHT)) - { - if (diff.magnitude > Vector3.kEpsilon) - this.cameraRotate(new Vector3(diff.y, diff.x, 0.0f)); - } - - this.oldPos = mousePos; - - return; - } - - //Dolly - public void mouseWheelEvent(float delta) - { - Vector3 focusToPosition = this.transform.position - this.focus; - - Vector3 post = focusToPosition * (1.0f + delta); - - if (post.magnitude > 0.01) - this.transform.position = this.focus + post; - - return; - } - - void cameraTranslate(Vector3 vec) - { - Transform focusTrans = this.focusObj.transform; - - vec.x *= -1; - - focusTrans.Translate(Vector3.right * vec.x); - focusTrans.Translate(Vector3.up * vec.y); - - this.focus = focusTrans.position; - - return; - } - - public void cameraRotate(Vector3 eulerAngle) - { - //Use Quaternion to prevent rotation flips on XY plane - Quaternion q = Quaternion.identity; - - Transform focusTrans = this.focusObj.transform; - focusTrans.localEulerAngles = focusTrans.localEulerAngles + eulerAngle; - - //Change this.transform.LookAt(this.focus) to q.SetLookRotation(this.focus) - if(this.focus != Vector3.zero){// for Error: "Look Rotation Viewing Vector Is Zero" - q.SetLookRotation (this.focus) ; - } - return; - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/CameraController.cs.meta b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/CameraController.cs.meta deleted file mode 100644 index a07b72886..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/CameraController.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 50aaf516758b40a1a94bb7d7333bb963 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/FaceUpdate.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/FaceUpdate.cs deleted file mode 100644 index e0aa76f06..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/FaceUpdate.cs +++ /dev/null @@ -1,77 +0,0 @@ -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class FaceUpdate : MonoBehaviour - { - public AnimationClip[] animations; - Animator anim; - public float delayWeight; - public bool isKeepFace = false; - public bool isGUI = true; - - void Start () - { - anim = GetComponent (); - } - - void OnGUI () - { - if (isGUI) - { - GUILayout.Box("Face Update", GUILayout.Width(170), GUILayout.Height(25 * (animations.Length + 2))); - Rect screenRect = new Rect(10, 25, 150, 25 * (animations.Length + 1)); - GUILayout.BeginArea(screenRect); - foreach (var animation in animations) - { - if (GUILayout.RepeatButton(animation.name)) - { - anim.CrossFade(animation.name, 0); - } - } - isKeepFace = GUILayout.Toggle(isKeepFace, " Keep Face"); - GUILayout.EndArea(); - } - } - - float current = 0; - - void Update () - { - - if (Input.GetMouseButton (0)) { - current = 1; - } else if (!isKeepFace) { - current = Mathf.Lerp (current, 0, delayWeight); - } - anim.SetLayerWeight (1, current); - } - - - //アニメーションEvents側につける表情切り替え用イベントコール - public void OnCallChangeFace (string str) - { - int ichecked = 0; - foreach (var animation in animations) { - if (str == animation.name) { - ChangeFace (str); - break; - } else if (ichecked <= animations.Length) { - ichecked++; - } else { - //str指定が間違っている時にはデフォルトで - str = "default@unitychan"; - ChangeFace (str); - } - } - } - - void ChangeFace (string str) - { - isKeepFace = true; - current = 1; - anim.CrossFade (str, 0); - } - } -} diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/FaceUpdate.cs.meta b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/FaceUpdate.cs.meta deleted file mode 100644 index 76eb80da7..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/FaceUpdate.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 2647c45d2eb4475c98f7213c60fe49c0 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/IKCtrlRightHand.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/IKCtrlRightHand.cs deleted file mode 100644 index c6c9f886b..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/IKCtrlRightHand.cs +++ /dev/null @@ -1,53 +0,0 @@ -// -//IKCtrlRightHand.cs -// -//Sample script for IK Control of Unity-Chan's right hand. -// -//2014/06/20 N.Kobayashi -// -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - [RequireComponent(typeof(Animator))] - public class IKCtrlRightHand : MonoBehaviour - { - - private Animator anim; - public Transform targetObj = null; - public bool isIkActive = false; - public float mixWeight = 1.0f; - - void Awake () - { - anim = GetComponent (); - } - - void Update () - { - //Kobayashi - if (mixWeight >= 1.0f) - mixWeight = 1.0f; - else if (mixWeight <= 0.0f) - mixWeight = 0.0f; - } - - void OnAnimatorIK (int layerIndex) - { - if (isIkActive) { - anim.SetIKPositionWeight (AvatarIKGoal.RightHand, mixWeight); - anim.SetIKRotationWeight (AvatarIKGoal.RightHand, mixWeight); - anim.SetIKPosition (AvatarIKGoal.RightHand, targetObj.position); - anim.SetIKRotation (AvatarIKGoal.RightHand, targetObj.rotation); - } - } - - void OnGUI () - { - Rect rect1 = new Rect (10, Screen.height - 20, 400, 30); - isIkActive = GUI.Toggle (rect1, isIkActive, "IK Active"); - } - - } -} \ No newline at end of file diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/IKCtrlRightHand.cs.meta b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/IKCtrlRightHand.cs.meta deleted file mode 100644 index fe181237d..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/IKCtrlRightHand.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: dbbc0e0d8c4147799edf049ce40fb576 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/IdleChanger.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/IdleChanger.cs deleted file mode 100644 index c55e2f627..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/IdleChanger.cs +++ /dev/null @@ -1,112 +0,0 @@ -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ -// -// ↑↓キーでループアニメーションを切り替えるスクリプト(ランダム切り替え付き)Ver.3 -// 2014/04/03 N.Kobayashi -// - -// Require these components when using this script - [RequireComponent(typeof(Animator))] - - - - public class IdleChanger : MonoBehaviour - { - - private Animator anim; // Animatorへの参照 - private AnimatorStateInfo currentState; // 現在のステート状態を保存する参照 - private AnimatorStateInfo previousState; // ひとつ前のステート状態を保存する参照 - public bool _random = false; // ランダム判定スタートスイッチ - public float _threshold = 0.5f; // ランダム判定の閾値 - public float _interval = 10f; // ランダム判定のインターバル - //private float _seed = 0.0f; // ランダム判定用シード - public bool isGUI = true; - - - - // Use this for initialization - void Start () - { - // 各参照の初期化 - anim = GetComponent (); - currentState = anim.GetCurrentAnimatorStateInfo (0); - previousState = currentState; - // ランダム判定用関数をスタートする - StartCoroutine ("RandomChange"); - } - - // Update is called once per frame - void Update () - { - // ↑キー/スペースが押されたら、ステートを次に送る処理 - if (Input.GetKeyDown ("up") || Input.GetButton ("Jump")) { - // ブーリアンNextをtrueにする - anim.SetBool ("Next", true); - } - - // ↓キーが押されたら、ステートを前に戻す処理 - if (Input.GetKeyDown ("down")) { - // ブーリアンBackをtrueにする - anim.SetBool ("Back", true); - } - - // "Next"フラグがtrueの時の処理 - if (anim.GetBool ("Next")) { - // 現在のステートをチェックし、ステート名が違っていたらブーリアンをfalseに戻す - currentState = anim.GetCurrentAnimatorStateInfo (0); - if (previousState.fullPathHash != currentState.fullPathHash) { - anim.SetBool ("Next", false); - previousState = currentState; - } - } - - // "Back"フラグがtrueの時の処理 - if (anim.GetBool ("Back")) { - // 現在のステートをチェックし、ステート名が違っていたらブーリアンをfalseに戻す - currentState = anim.GetCurrentAnimatorStateInfo (0); - if (previousState.fullPathHash != currentState.fullPathHash) { - anim.SetBool ("Back", false); - previousState = currentState; - } - } - } - - void OnGUI () - { - if (isGUI) - { - GUI.Box(new Rect(Screen.width - 110, 10, 100, 90), "Change Motion"); - if (GUI.Button(new Rect(Screen.width - 100, 40, 80, 20), "Next")) - anim.SetBool("Next", true); - if (GUI.Button(new Rect(Screen.width - 100, 70, 80, 20), "Back")) - anim.SetBool("Back", true); - } - } - - - // ランダム判定用関数 - IEnumerator RandomChange () - { - // 無限ループ開始 - while (true) { - //ランダム判定スイッチオンの場合 - if (_random) { - // ランダムシードを取り出し、その大きさによってフラグ設定をする - float _seed = Random.Range (0.0f, 1.0f); - if (_seed < _threshold) { - anim.SetBool ("Back", true); - } else if (_seed >= _threshold) { - anim.SetBool ("Next", true); - } - } - // 次の判定までインターバルを置く - yield return new WaitForSeconds (_interval); - } - - } - - } -} diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/IdleChanger.cs.meta b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/IdleChanger.cs.meta deleted file mode 100644 index 3ea8bab0b..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/IdleChanger.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 2b501d5b704a43f3bf1289073c5aa92e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/RandomWind.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/RandomWind.cs deleted file mode 100644 index 3aa3db7b5..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/RandomWind.cs +++ /dev/null @@ -1,92 +0,0 @@ -// -//RandomWind.cs for unity-chan! -// -//Original Script is here: -//ricopin / RandomWind.cs -//Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ -//https://twitter.com/ricopin416 -// -//修正2014/12/20 -//風の方向変化/重力影響を追加. -// - -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class RandomWind : MonoBehaviour - { - private SpringBone[] springBones; - public bool isWindActive = false; - - private bool isMinus = false; //風方向反転用. - public float threshold = 0.5f; // ランダム判定の閾値. - public float interval = 5.0f; // ランダム判定のインターバル. - public float windPower = 1.0f; //風の強さ. - public float gravity = 0.98f; //重力の強さ. - public bool isGUI = true; - - - // Use this for initialization - void Start () - { - springBones = GetComponent ().springBones; - StartCoroutine ("RandomChange"); - } - - - - - - // Update is called once per frame - void Update () - { - - Vector3 force = Vector3.zero; - if (isWindActive) { - if(isMinus){ - force = new Vector3 (Mathf.PerlinNoise (Time.time, 0.0f) * windPower * -0.001f , gravity * -0.001f , 0); - }else{ - force = new Vector3 (Mathf.PerlinNoise (Time.time, 0.0f) * windPower * 0.001f, gravity * -0.001f, 0); - } - - for (int i = 0; i < springBones.Length; i++) { - springBones [i].springForce = force; - } - - } - } - - void OnGUI () - { - if (isGUI) - { - Rect rect1 = new Rect(10, Screen.height - 40, 400, 30); - isWindActive = GUI.Toggle(rect1, isWindActive, "Random Wind"); - } - } - - // ランダム判定用関数. - IEnumerator RandomChange () - { - // 無限ループ開始. - while (true) { - //ランダム判定用シード発生. - float _seed = Random.Range (0.0f, 1.0f); - - if (_seed > threshold) { - //_seedがthreshold以上の時、符号を反転する. - isMinus = true; - }else{ - isMinus = false; - } - - // 次の判定までインターバルを置く. - yield return new WaitForSeconds (interval); - } - } - - - } -} \ No newline at end of file diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/RandomWind.cs.meta b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/RandomWind.cs.meta deleted file mode 100644 index b5fd6386a..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/RandomWind.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: eb05f861411e403190fa51b58135179b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/RefleshProbe.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/RefleshProbe.cs deleted file mode 100644 index e402cf3db..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/RefleshProbe.cs +++ /dev/null @@ -1,45 +0,0 @@ -using UnityEngine; -using System.Collections; -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class RefleshProbe : MonoBehaviour - { - - bool isReflesh = false; - bool isButtonActive = true; - public ReflectionProbe probeComponent; - private int renderID; - - - - - // Update is called once per frame - void Update() - { - if (isReflesh) - { - renderID = probeComponent.RenderProbe(); - //isButtonActive = false; - isReflesh = false; - } - if (probeComponent.IsFinishedRendering(renderID)) - { - isButtonActive = true; - } - } - - - void OnGUI() - { - GUI.Box(new Rect(Screen.width - 110, Screen.height - 65, 100, 50), "ReflectionProbe"); - if (isButtonActive) - { - if (GUI.Button(new Rect(Screen.width - 100, Screen.height - 40, 80, 20), "Reflesh")) - { - isReflesh = true; - isButtonActive = false; - } - } - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/RefleshProbe.cs.meta b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/RefleshProbe.cs.meta deleted file mode 100644 index 0ca026abd..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/RefleshProbe.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 10d2a96335664c5aab7f1c04a9bf79f7 -timeCreated: 1424782605 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowQuality.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowQuality.cs deleted file mode 100644 index 411ef2e60..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowQuality.cs +++ /dev/null @@ -1,47 +0,0 @@ -// -// QualitySettings/Shadows内のShadow Distance/Shadow Cascades/Cascade splitsをシーンから設定する. -// -// -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - [ExecuteInEditMode] - public class SetShadowQuality : MonoBehaviour { - - public enum CascadeMode { - Zero = 0, - Two = 2, - Four = 4, - } - - public ShadowProjection shadowProjection = ShadowProjection.CloseFit; - public float shadowDistance = 150.0f; - public CascadeMode cascadeMode = CascadeMode.Four; - public float twoCascadeSetting = 33.3f; - public Vector3 fourCascadeSetting = new Vector3(6.7f,13.3f,26.7f); - private Vector3 settingFor4Cascades; - - // Use this for initialization - void Start () { - } - - void Update() - { - settingFor4Cascades = new Vector3((fourCascadeSetting.x)/100f, - (fourCascadeSetting.x + fourCascadeSetting.y)/100f, - (fourCascadeSetting.x + fourCascadeSetting.y + fourCascadeSetting.z)/100f); - } - - - void LateUpdate () { - QualitySettings.shadowProjection = shadowProjection; - QualitySettings.shadowDistance = shadowDistance; - QualitySettings.shadowCascades = (int)cascadeMode; - QualitySettings.shadowCascade2Split = twoCascadeSetting/100f; - QualitySettings.shadowCascade4Split = settingFor4Cascades; - } - } -} diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowQuality.cs.meta b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowQuality.cs.meta deleted file mode 100644 index 55a4044e5..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowQuality.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: ccb702b4ccc24cbfa9bfc40020ed150f -timeCreated: 1524068008 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowResolution.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowResolution.cs deleted file mode 100644 index 7fd16c886..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowResolution.cs +++ /dev/null @@ -1,17 +0,0 @@ -// -// SetShadowResolution.cs -// シャドウマップにカスタムレゾリューションを設定するスクリプト. -// メインライトにアタッチすること. -// -using UnityEngine; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class SetShadowResolution : MonoBehaviour { - public int resolution; - - void Update () { - GetComponent().shadowCustomResolution = resolution; - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowResolution.cs.meta b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowResolution.cs.meta deleted file mode 100644 index 0df372543..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowResolution.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 217d546b62494c3690707fecc4f34cc8 -timeCreated: 1523860287 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringBone.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringBone.cs deleted file mode 100644 index 36c8c6ac2..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringBone.cs +++ /dev/null @@ -1,135 +0,0 @@ -// -//SpringBone.cs for unity-chan! -// -//Original Script is here: -//ricopin / SpringBone.cs -//Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ -//https://twitter.com/ricopin416 -// -//Revised by N.Kobayashi 2014/06/20 -// -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class SpringBone : MonoBehaviour - { - //次のボーン - public Transform child; - - //ボーンの向き - public Vector3 boneAxis = new Vector3 (-1.0f, 0.0f, 0.0f); - public float radius = 0.05f; - - //各SpringBoneに設定されているstiffnessForceとdragForceを使用するか? - public bool isUseEachBoneForceSettings = false; - - //バネが戻る力 - public float stiffnessForce = 0.01f; - - //力の減衰力 - public float dragForce = 0.4f; - public Vector3 springForce = new Vector3 (0.0f, -0.0001f, 0.0f); - public SpringCollider[] colliders; - public bool debug = true; - //Kobayashi:Thredshold Starting to activate activeRatio - public float threshold = 0.01f; - private float springLength; - private Quaternion localRotation; - private Transform trs; - private Vector3 currTipPos; - private Vector3 prevTipPos; - //Kobayashi - private Transform org; - //Kobayashi:Reference for "SpringManager" component with unitychan - private SpringManager managerRef; - - private void Awake () - { - trs = transform; - localRotation = transform.localRotation; - //Kobayashi:Reference for "SpringManager" component with unitychan - // GameObject.Find("unitychan_dynamic").GetComponent(); - managerRef = GetParentSpringManager (transform); - } - - private SpringManager GetParentSpringManager (Transform t) - { - var springManager = t.GetComponent (); - - if (springManager != null) - return springManager; - - if (t.parent != null) { - return GetParentSpringManager (t.parent); - } - - return null; - } - - private void Start () - { - springLength = Vector3.Distance (trs.position, child.position); - currTipPos = child.position; - prevTipPos = child.position; - } - - public void UpdateSpring () - { - //Kobayashi - org = trs; - //回転をリセット - trs.localRotation = Quaternion.identity * localRotation; - - float sqrDt = Time.deltaTime * Time.deltaTime; - - //stiffness - Vector3 force = trs.rotation * (boneAxis * stiffnessForce) / sqrDt; - - //drag - force += (prevTipPos - currTipPos) * dragForce / sqrDt; - - force += springForce / sqrDt; - - //前フレームと値が同じにならないように - Vector3 temp = currTipPos; - - //verlet - currTipPos = (currTipPos - prevTipPos) + currTipPos + (force * sqrDt); - - //長さを元に戻す - currTipPos = ((currTipPos - trs.position).normalized * springLength) + trs.position; - - //衝突判定 - for (int i = 0; i < colliders.Length; i++) { - if (Vector3.Distance (currTipPos, colliders [i].transform.position) <= (radius + colliders [i].radius)) { - Vector3 normal = (currTipPos - colliders [i].transform.position).normalized; - currTipPos = colliders [i].transform.position + (normal * (radius + colliders [i].radius)); - currTipPos = ((currTipPos - trs.position).normalized * springLength) + trs.position; - } - - - } - - prevTipPos = temp; - - //回転を適用; - Vector3 aimVector = trs.TransformDirection (boneAxis); - Quaternion aimRotation = Quaternion.FromToRotation (aimVector, currTipPos - trs.position); - //original - //trs.rotation = aimRotation * trs.rotation; - //Kobayahsi:Lerp with mixWeight - Quaternion secondaryRotation = aimRotation * trs.rotation; - trs.rotation = Quaternion.Lerp (org.rotation, secondaryRotation, managerRef.dynamicRatio); - } - - private void OnDrawGizmos () - { - if (debug) { - Gizmos.color = Color.yellow; - Gizmos.DrawWireSphere (currTipPos, radius); - } - } - } -} diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringBone.cs.meta b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringBone.cs.meta deleted file mode 100644 index 4bcf76809..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringBone.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: a73cd08c39c14512ae688cf16d2e5ac5 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringCollider.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringCollider.cs deleted file mode 100644 index 94a49072c..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringCollider.cs +++ /dev/null @@ -1,25 +0,0 @@ -// -//SpringCollider for unity-chan! -// -//Original Script is here: -//ricopin / SpringCollider.cs -//Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ -//https://twitter.com/ricopin416 -// -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class SpringCollider : MonoBehaviour - { - //半径 - public float radius = 0.5f; - - private void OnDrawGizmosSelected () - { - Gizmos.color = Color.green; - Gizmos.DrawWireSphere (transform.position, radius); - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringCollider.cs.meta b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringCollider.cs.meta deleted file mode 100644 index e72141d3e..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringCollider.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: cb05aafbc0c6484eaab997a95655352a -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringManager.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringManager.cs deleted file mode 100644 index ff7d0c5a9..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringManager.cs +++ /dev/null @@ -1,86 +0,0 @@ -// -//SpingManager.cs for unity-chan! -// -//Original Script is here: -//ricopin / SpingManager.cs -//Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ -//https://twitter.com/ricopin416 -// -//Revised by N.Kobayashi 2014/06/24 -// Y.Ebata -// -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class SpringManager : MonoBehaviour - { - //Kobayashi - // DynamicRatio is paramater for activated level of dynamic animation - public float dynamicRatio = 1.0f; - - //Ebata - public float stiffnessForce; - public AnimationCurve stiffnessCurve; - public float dragForce; - public AnimationCurve dragCurve; - public SpringBone[] springBones; - - void Start () - { - UpdateParameters (); - } - -#if UNITY_EDITOR - void Update () - { - - //Kobayashi - if(dynamicRatio >= 1.0f) - dynamicRatio = 1.0f; - else if(dynamicRatio <= 0.0f) - dynamicRatio = 0.0f; - //Ebata - UpdateParameters(); - - } -#endif - private void LateUpdate () - { - //Kobayashi - if (dynamicRatio != 0.0f) { - for (int i = 0; i < springBones.Length; i++) { - if (dynamicRatio > springBones [i].threshold) { - springBones [i].UpdateSpring (); - } - } - } - } - - private void UpdateParameters () - { - UpdateParameter ("stiffnessForce", stiffnessForce, stiffnessCurve); - UpdateParameter ("dragForce", dragForce, dragCurve); - } - - private void UpdateParameter (string fieldName, float baseValue, AnimationCurve curve) - { - #if UNITY_EDITOR - var start = curve.keys [0].time; - var end = curve.keys [curve.length - 1].time; - //var step = (end - start) / (springBones.Length - 1); - - var prop = springBones [0].GetType ().GetField (fieldName, System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public); - - for (int i = 0; i < springBones.Length; i++) { - //Kobayashi - if (!springBones [i].isUseEachBoneForceSettings) { - var scale = curve.Evaluate (start + (end - start) * i / (springBones.Length - 1)); - prop.SetValue (springBones [i], baseValue * scale); - } - } - #endif - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringManager.cs.meta b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringManager.cs.meta deleted file mode 100644 index 04c584154..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringManager.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: c611a400b29a44c6867f101604a7656e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/ThirdPersonCamera.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/ThirdPersonCamera.cs deleted file mode 100644 index f86d0d621..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/ThirdPersonCamera.cs +++ /dev/null @@ -1,83 +0,0 @@ -// -// Unityちゃん用の三人称カメラ -// -// 2013/06/07 N.Kobyasahi -// -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class ThirdPersonCamera : MonoBehaviour - { - public float smooth = 3f; // カメラモーションのスムーズ化用変数 - Transform standardPos; // the usual position for the camera, specified by a transform in the game - Transform frontPos; // Front Camera locater - Transform jumpPos; // Jump Camera locater - - // スムーズに繋がない時(クイック切り替え)用のブーリアンフラグ - bool bQuickSwitch = false; //Change Camera Position Quickly - - - void Start () - { - // 各参照の初期化 - standardPos = GameObject.Find ("CamPos").transform; - - if (GameObject.Find ("FrontPos")) - frontPos = GameObject.Find ("FrontPos").transform; - - if (GameObject.Find ("JumpPos")) - jumpPos = GameObject.Find ("JumpPos").transform; - - //カメラをスタートする - transform.position = standardPos.position; - transform.forward = standardPos.forward; - } - - void FixedUpdate () // このカメラ切り替えはFixedUpdate()内でないと正常に動かない - { - - if (Input.GetButton ("Fire1")) { // left Ctlr - // Change Front Camera - setCameraPositionFrontView (); - } else if (Input.GetButton ("Fire2")) { //Alt - // Change Jump Camera - setCameraPositionJumpView (); - } else { - // return the camera to standard position and direction - setCameraPositionNormalView (); - } - } - - void setCameraPositionNormalView () - { - if (bQuickSwitch == false) { - // the camera to standard position and direction - transform.position = Vector3.Lerp (transform.position, standardPos.position, Time.fixedDeltaTime * smooth); - transform.forward = Vector3.Lerp (transform.forward, standardPos.forward, Time.fixedDeltaTime * smooth); - } else { - // the camera to standard position and direction / Quick Change - transform.position = standardPos.position; - transform.forward = standardPos.forward; - bQuickSwitch = false; - } - } - - void setCameraPositionFrontView () - { - // Change Front Camera - bQuickSwitch = true; - transform.position = frontPos.position; - transform.forward = frontPos.forward; - } - - void setCameraPositionJumpView () - { - // Change Jump Camera - bQuickSwitch = false; - transform.position = Vector3.Lerp (transform.position, jumpPos.position, Time.fixedDeltaTime * smooth); - transform.forward = Vector3.Lerp (transform.forward, jumpPos.forward, Time.fixedDeltaTime * smooth); - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/ThirdPersonCamera.cs.meta b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/ThirdPersonCamera.cs.meta deleted file mode 100644 index 3d6e11772..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/ThirdPersonCamera.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 8108786b22414808b301bb5abb544eca -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs deleted file mode 100644 index fb6e2a4c7..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs +++ /dev/null @@ -1,201 +0,0 @@ -// -// Mecanimのアニメーションデータが、原点で移動しない場合の Rigidbody付きコントローラ -// サンプル -// 2014/03/13 N.Kobyasahi -// -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ -// 必要なコンポーネントの列記 - [RequireComponent(typeof(Animator))] - [RequireComponent(typeof(CapsuleCollider))] - [RequireComponent(typeof(Rigidbody))] - - public class UnityChanControlScriptWithRgidBody : MonoBehaviour - { - - public float animSpeed = 1.5f; // アニメーション再生速度設定 - public float lookSmoother = 3.0f; // a smoothing setting for camera motion - public bool useCurves = true; // Mecanimでカーブ調整を使うか設定する - // このスイッチが入っていないとカーブは使われない - public float useCurvesHeight = 0.5f; // カーブ補正の有効高さ(地面をすり抜けやすい時には大きくする) - - // 以下キャラクターコントローラ用パラメタ - // 前進速度 - public float forwardSpeed = 7.0f; - // 後退速度 - public float backwardSpeed = 2.0f; - // 旋回速度 - public float rotateSpeed = 2.0f; - // ジャンプ威力 - public float jumpPower = 3.0f; - // キャラクターコントローラ(カプセルコライダ)の参照 - private CapsuleCollider col; - private Rigidbody rb; - // キャラクターコントローラ(カプセルコライダ)の移動量 - private Vector3 velocity; - // CapsuleColliderで設定されているコライダのHeiht、Centerの初期値を収める変数 - private float orgColHight; - private Vector3 orgVectColCenter; - private Animator anim; // キャラにアタッチされるアニメーターへの参照 - private AnimatorStateInfo currentBaseState; // base layerで使われる、アニメーターの現在の状態の参照 - - private GameObject cameraObject; // メインカメラへの参照 - - // アニメーター各ステートへの参照 - static int idleState = Animator.StringToHash ("Base Layer.Idle"); - static int locoState = Animator.StringToHash ("Base Layer.Locomotion"); - static int jumpState = Animator.StringToHash ("Base Layer.Jump"); - static int restState = Animator.StringToHash ("Base Layer.Rest"); - - // 初期化 - void Start () - { - // Animatorコンポーネントを取得する - anim = GetComponent (); - // CapsuleColliderコンポーネントを取得する(カプセル型コリジョン) - col = GetComponent (); - rb = GetComponent (); - //メインカメラを取得する - cameraObject = GameObject.FindWithTag ("MainCamera"); - // CapsuleColliderコンポーネントのHeight、Centerの初期値を保存する - orgColHight = col.height; - orgVectColCenter = col.center; - } - - - // 以下、メイン処理.リジッドボディと絡めるので、FixedUpdate内で処理を行う. - void FixedUpdate () - { - float h = Input.GetAxis ("Horizontal"); // 入力デバイスの水平軸をhで定義 - float v = Input.GetAxis ("Vertical"); // 入力デバイスの垂直軸をvで定義 - anim.SetFloat ("Speed", v); // Animator側で設定している"Speed"パラメタにvを渡す - anim.SetFloat ("Direction", h); // Animator側で設定している"Direction"パラメタにhを渡す - anim.speed = animSpeed; // Animatorのモーション再生速度に animSpeedを設定する - currentBaseState = anim.GetCurrentAnimatorStateInfo (0); // 参照用のステート変数にBase Layer (0)の現在のステートを設定する - rb.useGravity = true;//ジャンプ中に重力を切るので、それ以外は重力の影響を受けるようにする - - - - // 以下、キャラクターの移動処理 - velocity = new Vector3 (0, 0, v); // 上下のキー入力からZ軸方向の移動量を取得 - // キャラクターのローカル空間での方向に変換 - velocity = transform.TransformDirection (velocity); - //以下のvの閾値は、Mecanim側のトランジションと一緒に調整する - if (v > 0.1) { - velocity *= forwardSpeed; // 移動速度を掛ける - } else if (v < -0.1) { - velocity *= backwardSpeed; // 移動速度を掛ける - } - - if (Input.GetButtonDown ("Jump")) { // スペースキーを入力したら - - //アニメーションのステートがLocomotionの最中のみジャンプできる - if (currentBaseState.fullPathHash == locoState) { - //ステート遷移中でなかったらジャンプできる - if (!anim.IsInTransition (0)) { - rb.AddForce (Vector3.up * jumpPower, ForceMode.VelocityChange); - anim.SetBool ("Jump", true); // Animatorにジャンプに切り替えるフラグを送る - } - } - } - - - // 上下のキー入力でキャラクターを移動させる - transform.localPosition += velocity * Time.fixedDeltaTime; - - // 左右のキー入力でキャラクタをY軸で旋回させる - transform.Rotate (0, h * rotateSpeed, 0); - - - // 以下、Animatorの各ステート中での処理 - // Locomotion中 - // 現在のベースレイヤーがlocoStateの時 - if (currentBaseState.fullPathHash == locoState) { - //カーブでコライダ調整をしている時は、念のためにリセットする - if (useCurves) { - resetCollider (); - } - } - // JUMP中の処理 - // 現在のベースレイヤーがjumpStateの時 - else if (currentBaseState.fullPathHash == jumpState) { - cameraObject.SendMessage ("setCameraPositionJumpView"); // ジャンプ中のカメラに変更 - // ステートがトランジション中でない場合 - if (!anim.IsInTransition (0)) { - - // 以下、カーブ調整をする場合の処理 - if (useCurves) { - // 以下JUMP00アニメーションについているカーブJumpHeightとGravityControl - // JumpHeight:JUMP00でのジャンプの高さ(0〜1) - // GravityControl:1⇒ジャンプ中(重力無効)、0⇒重力有効 - float jumpHeight = anim.GetFloat ("JumpHeight"); - float gravityControl = anim.GetFloat ("GravityControl"); - if (gravityControl > 0) - rb.useGravity = false; //ジャンプ中の重力の影響を切る - - // レイキャストをキャラクターのセンターから落とす - Ray ray = new Ray (transform.position + Vector3.up, -Vector3.up); - RaycastHit hitInfo = new RaycastHit (); - // 高さが useCurvesHeight 以上ある時のみ、コライダーの高さと中心をJUMP00アニメーションについているカーブで調整する - if (Physics.Raycast (ray, out hitInfo)) { - if (hitInfo.distance > useCurvesHeight) { - col.height = orgColHight - jumpHeight; // 調整されたコライダーの高さ - float adjCenterY = orgVectColCenter.y + jumpHeight; - col.center = new Vector3 (0, adjCenterY, 0); // 調整されたコライダーのセンター - } else { - // 閾値よりも低い時には初期値に戻す(念のため) - resetCollider (); - } - } - } - // Jump bool値をリセットする(ループしないようにする) - anim.SetBool ("Jump", false); - } - } - // IDLE中の処理 - // 現在のベースレイヤーがidleStateの時 - else if (currentBaseState.fullPathHash == idleState) { - //カーブでコライダ調整をしている時は、念のためにリセットする - if (useCurves) { - resetCollider (); - } - // スペースキーを入力したらRest状態になる - if (Input.GetButtonDown ("Jump")) { - anim.SetBool ("Rest", true); - } - } - // REST中の処理 - // 現在のベースレイヤーがrestStateの時 - else if (currentBaseState.fullPathHash == restState) { - //cameraObject.SendMessage("setCameraPositionFrontView"); // カメラを正面に切り替える - // ステートが遷移中でない場合、Rest bool値をリセットする(ループしないようにする) - if (!anim.IsInTransition (0)) { - anim.SetBool ("Rest", false); - } - } - } - - void OnGUI () - { - GUI.Box (new Rect (Screen.width - 260, 10, 250, 150), "Interaction"); - GUI.Label (new Rect (Screen.width - 245, 30, 250, 30), "Up/Down Arrow : Go Forwald/Go Back"); - GUI.Label (new Rect (Screen.width - 245, 50, 250, 30), "Left/Right Arrow : Turn Left/Turn Right"); - GUI.Label (new Rect (Screen.width - 245, 70, 250, 30), "Hit Space key while Running : Jump"); - GUI.Label (new Rect (Screen.width - 245, 90, 250, 30), "Hit Spase key while Stopping : Rest"); - GUI.Label (new Rect (Screen.width - 245, 110, 250, 30), "Left Control : Front Camera"); - GUI.Label (new Rect (Screen.width - 245, 130, 250, 30), "Alt : LookAt Camera"); - } - - - // キャラクターのコライダーサイズのリセット関数 - void resetCollider () - { - // コンポーネントのHeight、Centerの初期値を戻す - col.height = orgColHight; - col.center = orgVectColCenter; - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs.meta b/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs.meta deleted file mode 100644 index 4918e1b31..000000000 --- a/TestProjects/HdrpDX12GraphicsTest-6000.0/Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: ebbcd4a71ce840069f2b73d1cf2a46be -MonoImporter: - 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userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/Scenes/Mirror/Scripts/MirrorReflection.cs b/TestProjects/HdrpGraphicsTest-6000.0/Assets/Scenes/Mirror/Scripts/MirrorReflection.cs deleted file mode 100644 index 22c86aec9..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/Scenes/Mirror/Scripts/MirrorReflection.cs +++ /dev/null @@ -1,275 +0,0 @@ -using UnityEngine; -using System.Collections; -using System.Collections.Generic; - -// This MirrorReflection.cs is the version for Scriptable Render Pipeline. - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - [ExecuteInEditMode] // Make mirror live-update even when not in play mode - public class MirrorReflection : MonoBehaviour - { - public enum Mode - { - water, - wall - } - - public enum SetMirrorFor - { - GameView, // Set this mirror object for Game view. - SceneView // Set this mirror object for Scene view. - } - - - public Mode _Mode = Mode.water; - public SetMirrorFor _SetMirrorFor = SetMirrorFor.GameView; - public bool m_DisablePixelLights = true; - public int m_TextureSize = 256; - [SerializeField] - private float m_ClipPlaneOffset = 0.07f; - [SerializeField] - private float m_ClipPlaneNear = 0.3f; - [SerializeField] - private float m_ClipPlaneFar = 1000.0f; - - public LayerMask m_ReflectLayers = -1; - - private List _m_RefrectionCameras = new List();// Camera -> Camera table - - private RenderTexture m_ReflectionTexture = null; - private int m_OldReflectionTextureSize = 0; - private static bool s_InsideRendering = false; - - public void Update() - { - var rend = GetComponent(); - if (!enabled || !rend || !rend.sharedMaterial || !rend.enabled) - return; - Camera cam = null; - switch (_SetMirrorFor){ - case SetMirrorFor.GameView: - cam = Camera.main; - break; - case SetMirrorFor.SceneView: - cam = Camera.current; - break; - } - - if (!cam) - return; - - // Safeguard from recursive reflections. - if (s_InsideRendering) - return; - s_InsideRendering = true; - - Camera reflectionCamera; - CreateMirrorObjects(cam, out reflectionCamera); - - // find out the reflection plane: position and normal in world space - Vector3 pos = transform.position; - Vector3 normal; - if (_Mode == Mode.water) - { - normal = transform.up; - } - else - { - normal = transform.forward; - } - - // Optionally disable pixel lights for reflection - int oldPixelLightCount = QualitySettings.pixelLightCount; - if (m_DisablePixelLights) - QualitySettings.pixelLightCount = 0; - - UpdateCameraModes(cam, reflectionCamera); - - // Render reflection - // Reflect camera around reflection plane - float d = -Vector3.Dot(normal, pos) - m_ClipPlaneOffset; - Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d); - - Matrix4x4 reflection = Matrix4x4.zero; - CalculateReflectionMatrix(ref reflection, reflectionPlane); - Vector3 oldpos = cam.transform.position; - Vector3 newpos = reflection.MultiplyPoint(oldpos); - reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; - - // Setup oblique projection matrix so that near plane is our reflection - // plane. This way we clip everything below/above it for free. - Vector4 clipPlane = CameraSpacePlane(reflectionCamera, pos, normal, 1.0f); - //Matrix4x4 projection = cam.projectionMatrix; - Matrix4x4 projection = cam.CalculateObliqueMatrix(clipPlane); - reflectionCamera.projectionMatrix = projection; - - reflectionCamera.cullingMask = ~(1 << 4) & m_ReflectLayers.value; // never render water layer - reflectionCamera.targetTexture = m_ReflectionTexture; - GL.invertCulling = true; - reflectionCamera.transform.position = newpos; - Vector3 euler = cam.transform.eulerAngles; - reflectionCamera.transform.eulerAngles = new Vector3(0, euler.y, euler.z); - reflectionCamera.Render(); - reflectionCamera.transform.position = oldpos; - GL.invertCulling = false; - Material[] materials = rend.sharedMaterials; - foreach (Material mat in materials) - { - if (mat.HasProperty("_ReflectionTex")) - mat.SetTexture("_ReflectionTex", m_ReflectionTexture); - } - - // Restore pixel light count - if (m_DisablePixelLights) - QualitySettings.pixelLightCount = oldPixelLightCount; - - s_InsideRendering = false; - } - - - // Cleanup all the objects we possibly have created - void OnDisable() - { - if (m_ReflectionTexture) - { - DestroyImmediate(m_ReflectionTexture); - m_ReflectionTexture = null; - } - - if (_m_RefrectionCameras.Count != 0) - { - if (_m_RefrectionCameras[0] != null) - { - foreach (Camera Cam in _m_RefrectionCameras) - { - DestroyImmediate(Cam.gameObject); - } - } - } - _m_RefrectionCameras.Clear(); - } - - private void UpdateCameraModes(Camera src, Camera dest) - { - if (dest == null) - return; - // set camera to clear the same way as current camera - dest.clearFlags = src.clearFlags; - dest.backgroundColor = src.backgroundColor; - if (src.clearFlags == CameraClearFlags.Skybox) - { - Skybox sky = src.GetComponent(typeof(Skybox)) as Skybox; - Skybox mysky = dest.GetComponent(typeof(Skybox)) as Skybox; - if (!sky || !sky.material) - { - mysky.enabled = false; - } - else - { - mysky.enabled = true; - mysky.material = sky.material; - } - } - // update other values to match current camera. - // even if we are supplying custom camera&projection matrices, - // some of values are used elsewhere (e.g. skybox uses far plane) - dest.farClipPlane = m_ClipPlaneFar;// src.farClipPlane; - dest.nearClipPlane = m_ClipPlaneNear;// src.nearClipPlane; - dest.orthographic = src.orthographic; - dest.fieldOfView = src.fieldOfView; - dest.aspect = src.aspect; - dest.orthographicSize = src.orthographicSize; - } - - // On-demand create any objects we need - private void CreateMirrorObjects(Camera currentCamera, out Camera reflectionCamera) - { - reflectionCamera = null; - - // Reflection render texture - if (!m_ReflectionTexture || m_OldReflectionTextureSize != m_TextureSize) - { - if (m_ReflectionTexture) - DestroyImmediate(m_ReflectionTexture); - m_ReflectionTexture = new RenderTexture(m_TextureSize, m_TextureSize, 16); - m_ReflectionTexture.name = "__MirrorReflection" + GetInstanceID(); - m_ReflectionTexture.isPowerOfTwo = true; - m_ReflectionTexture.hideFlags = HideFlags.DontSave; - m_OldReflectionTextureSize = m_TextureSize; - } - - // Camera for reflection - if (_m_RefrectionCameras.Count == 0) - { - GameObject go = new GameObject("Mirror Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox)); - reflectionCamera = go.GetComponent(); - reflectionCamera.enabled = false; - reflectionCamera.transform.position = transform.position; - reflectionCamera.transform.rotation = transform.rotation; - reflectionCamera.gameObject.AddComponent(); - go.hideFlags = HideFlags.HideAndDontSave; - _m_RefrectionCameras.Add(reflectionCamera); - } - else - { - if (_m_RefrectionCameras[0] == null) - { - GameObject go = new GameObject("Mirror Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox)); - reflectionCamera = go.GetComponent(); - reflectionCamera.enabled = false; - go.hideFlags = HideFlags.HideAndDontSave; - _m_RefrectionCameras.Add(reflectionCamera); - } - else - { - reflectionCamera = _m_RefrectionCameras[0]; - } - reflectionCamera.transform.position = transform.position; - reflectionCamera.transform.rotation = transform.rotation; - } - } - - // Extended sign: returns -1, 0 or 1 based on sign of a - private static float sgn(float a) - { - if (a > 0.0f) return 1.0f; - if (a < 0.0f) return -1.0f; - return 0.0f; - } - - // Given position/normal of the plane, calculates plane in camera space. - private Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign) - { - Vector3 offsetPos = pos + normal * m_ClipPlaneOffset; - Matrix4x4 m = cam.worldToCameraMatrix; - Vector3 cpos = m.MultiplyPoint(offsetPos); - Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign; - return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal)); - } - - // Calculates reflection matrix around the given plane - private static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane) - { - reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]); - reflectionMat.m01 = (-2F * plane[0] * plane[1]); - reflectionMat.m02 = (-2F * plane[0] * plane[2]); - reflectionMat.m03 = (-2F * plane[3] * plane[0]); - - reflectionMat.m10 = (-2F * plane[1] * plane[0]); - reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]); - reflectionMat.m12 = (-2F * plane[1] * plane[2]); - reflectionMat.m13 = (-2F * plane[3] * plane[1]); - - reflectionMat.m20 = (-2F * plane[2] * plane[0]); - reflectionMat.m21 = (-2F * plane[2] * plane[1]); - reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]); - reflectionMat.m23 = (-2F * plane[3] * plane[2]); - - reflectionMat.m30 = 0F; - reflectionMat.m31 = 0F; - reflectionMat.m32 = 0F; - reflectionMat.m33 = 1F; - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/Scenes/Mirror/Scripts/MirrorReflection.cs.meta 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Character1_LeftToeBase - 400062: 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 - resampleRotations: 1 - optimizeGameObjects: 0 - motionNodeName: - animationImportErrors: - animationImportWarnings: "\nClip 'Take 001' has import animation warnings that - might lower retargeting quality:\n\t'Character1_Spine' is inbetween humanoid - transforms and has rotation animation that will be discarded.\n" - animationRetargetingWarnings: "\nRetargeting quality report for clip 'Take 001':\n\tLeftLowerArm - average position error 0.8 mm and maximum position error 6.2 mm at time 10:16 - (53.1%) Frame 316\n\tRightLowerArm average position error 1.2 mm and maximum - position error 6.1 mm at time 10:13 (52.6%) Frame 313\n" - animationDoRetargetingWarnings: 1 - animationCompression: 1 - animationRotationError: 0.5 - animationPositionError: 0.5 - animationScaleError: 0.5 - 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 - hasAdditiveReferencePose: 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 - 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weight: 1 - - path: Character1_Reference/Character1_Hips/Character1_RightUpLeg/Character1_RightLeg/Character1_RightFoot/Character1_RightToeBase - weight: 0 - - path: Character1_Reference/Character1_Hips/Character1_RightUpLeg/Character1_RightLeg/Character1_RightFoot/Character1_RightToeBase1 - weight: 1 - - path: Character1_Reference/Character1_Hips/Character1_RightUpLeg/J_R_knee - weight: 0 - - path: Character1_Reference/Character1_Hips/Character1_Spine - weight: 1 - - path: Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1 - weight: 1 - - path: Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_Spine2 - weight: 1 - - path: Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder - weight: 1 - - path: Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm - weight: 1 - - path: 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//オート目パチ有効 - public SkinnedMeshRenderer ref_SMR_EYE_DEF; //EYE_DEFへの参照 - public SkinnedMeshRenderer ref_SMR_EL_DEF; //EL_DEFへの参照 - public float ratio_Close = 85.0f; //閉じ目ブレンドシェイプ比率 - public float ratio_HalfClose = 20.0f; //半閉じ目ブレンドシェイプ比率 - [HideInInspector] - public float - ratio_Open = 0.0f; - private bool timerStarted = false; //タイマースタート管理用 - private bool isBlink = false; //目パチ管理用 - - public float timeBlink = 0.4f; //目パチの時間 - private float timeRemining = 0.0f; //タイマー残り時間 - - public float threshold = 0.3f; // ランダム判定の閾値 - public float interval = 3.0f; // ランダム判定のインターバル - - - - enum Status - { - Close, - HalfClose, - Open //目パチの状態 - } - - - private Status eyeStatus; //現在の目パチステータス - - void Awake () - { - //ref_SMR_EYE_DEF = GameObject.Find("EYE_DEF").GetComponent(); - //ref_SMR_EL_DEF = GameObject.Find("EL_DEF").GetComponent(); - } - - - - // Use this for initialization - void Start () - { - ResetTimer (); - // ランダム判定用関数をスタートする - StartCoroutine ("RandomChange"); - } - - //タイマーリセット - void ResetTimer () - { - timeRemining = timeBlink; - timerStarted = false; - } - - // Update is called once per frame - void Update () - { - if (!timerStarted) { - eyeStatus = Status.Close; - timerStarted = true; - } - if (timerStarted) { - timeRemining -= Time.deltaTime; - if (timeRemining <= 0.0f) { - eyeStatus = Status.Open; - ResetTimer (); - } else if (timeRemining <= timeBlink * 0.3f) { - eyeStatus = Status.HalfClose; - } - } - } - - void LateUpdate () - { - if (isActive) { - if (isBlink) { - switch (eyeStatus) { - case Status.Close: - SetCloseEyes (); - break; - case Status.HalfClose: - SetHalfCloseEyes (); - break; - case Status.Open: - SetOpenEyes (); - isBlink = false; - break; - } - //Debug.Log(eyeStatus); - } - } - } - - void SetCloseEyes () - { - ref_SMR_EYE_DEF.SetBlendShapeWeight (6, ratio_Close); - ref_SMR_EL_DEF.SetBlendShapeWeight (6, ratio_Close); - } - - void SetHalfCloseEyes () - { - ref_SMR_EYE_DEF.SetBlendShapeWeight (6, ratio_HalfClose); - ref_SMR_EL_DEF.SetBlendShapeWeight (6, ratio_HalfClose); - } - - void SetOpenEyes () - { - ref_SMR_EYE_DEF.SetBlendShapeWeight (6, ratio_Open); - ref_SMR_EL_DEF.SetBlendShapeWeight (6, ratio_Open); - } - - // ランダム判定用関数 - IEnumerator RandomChange () - { - // 無限ループ開始 - while (true) { - //ランダム判定用シード発生 - float _seed = Random.Range (0.0f, 1.0f); - if (!isBlink) { - if (_seed > threshold) { - isBlink = true; - } - } - // 次の判定までインターバルを置く - yield return new WaitForSeconds (interval); - } - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlink.cs.meta b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlink.cs.meta deleted file mode 100644 index 87f944917..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlink.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: beb6444dead04a639049553254a852ba -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlinkforSD.cs b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlinkforSD.cs deleted file mode 100644 index 4c21f4bbb..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlinkforSD.cs +++ /dev/null @@ -1,144 +0,0 @@ -// -//AutoBlinkforSD.cs -//SDユニティちゃん用オート目パチスクリプト -//2014/12/10 N.Kobayashi -// -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class AutoBlinkforSD : MonoBehaviour - { - - public bool isActive = true; //オート目パチ有効 - public SkinnedMeshRenderer ref_face; //_faceへの参照 - public float ratio_Close = 85.0f; //閉じ目ブレンドシェイプ比率 - public float ratio_HalfClose = 20.0f; //半閉じ目ブレンドシェイプ比率 - public int index_EYE_blk = 0; //目パチ用モーフのindex - public int index_EYE_sml = 1; //目パチさせたくないモーフのindex - public int index_EYE_dmg = 15; //目パチさせたくないモーフのindex - - - [HideInInspector] - public float - ratio_Open = 0.0f; - private bool timerStarted = false; //タイマースタート管理用 - private bool isBlink = false; //目パチ管理用 - - public float timeBlink = 0.4f; //目パチの時間 - private float timeRemining = 0.0f; //タイマー残り時間 - - public float threshold = 0.3f; // ランダム判定の閾値 - public float interval = 3.0f; // ランダム判定のインターバル - - - - enum Status - { - Close, - HalfClose, - Open //目パチの状態 - } - - - private Status eyeStatus; //現在の目パチステータス - - void Awake () - { - //ref_SMR_EYE_DEF = GameObject.Find("EYE_DEF").GetComponent(); - //ref_SMR_EL_DEF = GameObject.Find("EL_DEF").GetComponent(); - } - - - - // Use this for initialization - void Start () - { - ResetTimer (); - // ランダム判定用関数をスタートする - StartCoroutine ("RandomChange"); - } - - //タイマーリセット - void ResetTimer () - { - timeRemining = timeBlink; - timerStarted = false; - } - - // Update is called once per frame - void Update () - { - if (!timerStarted) { - eyeStatus = Status.Close; - timerStarted = true; - } - if (timerStarted) { - timeRemining -= Time.deltaTime; - if (timeRemining <= 0.0f) { - eyeStatus = Status.Open; - ResetTimer (); - } else if (timeRemining <= timeBlink * 0.3f) { - eyeStatus = Status.HalfClose; - } - } - } - - void LateUpdate () - { - if (isActive) { - if (isBlink) { - switch (eyeStatus) { - case Status.Close: - SetCloseEyes (); - break; - case Status.HalfClose: - SetHalfCloseEyes (); - break; - case Status.Open: - SetOpenEyes (); - isBlink = false; - break; - } - //Debug.Log(eyeStatus); - } - } - } - - void SetCloseEyes () - { - ref_face.SetBlendShapeWeight (index_EYE_blk, ratio_Close); - } - - void SetHalfCloseEyes () - { - ref_face.SetBlendShapeWeight (index_EYE_blk, ratio_HalfClose); - } - - void SetOpenEyes () - { - ref_face.SetBlendShapeWeight (index_EYE_blk, ratio_Open); - } - - // ランダム判定用関数 - IEnumerator RandomChange () - { - // 無限ループ開始 - while (true) { - //ランダム判定用シード発生 - float _seed = Random.Range (0.0f, 1.0f); - if (!isBlink) { - if (_seed > threshold) { - //目パチさせたくないモーフの時だけ飛ばす. - if(ref_face.GetBlendShapeWeight(index_EYE_sml)==0.0f && ref_face.GetBlendShapeWeight(index_EYE_dmg)==0.0f){ - isBlink = true; - } - } - } - // 次の判定までインターバルを置く - yield return new WaitForSeconds (interval); - } - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlinkforSD.cs.meta b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlinkforSD.cs.meta deleted file mode 100644 index 1fa643fd3..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/AutoBlinkforSD.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 4051f464c79545e28417f88773d19d31 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/CameraController.cs b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/CameraController.cs deleted file mode 100644 index 1d772d69b..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/CameraController.cs +++ /dev/null @@ -1,176 +0,0 @@ -//CameraController.cs for UnityChan -//Original Script is here: -//TAK-EMI / CameraController.cs -//https://gist.github.com/TAK-EMI/d67a13b6f73bed32075d -//https://twitter.com/TAK_EMI -// -//Revised by N.Kobayashi 2014/5/15 -//Change : To prevent rotation flips on XY plane, use Quaternion in cameraRotate() -//Change : Add the instrustion window -//Change : Add the operation for Mac -// - - - - -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - enum MouseButtonDown - { - MBD_LEFT = 0, - MBD_RIGHT, - MBD_MIDDLE, - }; - - public class CameraController : MonoBehaviour - { - [SerializeField] - private Vector3 focus = Vector3.zero; - [SerializeField] - private GameObject focusObj = null; - - public bool showInstWindow = true; - - private Vector3 oldPos; - - void setupFocusObject(string name) - { - GameObject obj = this.focusObj = new GameObject(name); - obj.transform.position = this.focus; - obj.transform.LookAt(this.transform.position); - - return; - } - - void Start () - { - if (this.focusObj == null) - this.setupFocusObject("CameraFocusObject"); - - Transform trans = this.transform; - transform.parent = this.focusObj.transform; - - trans.LookAt(this.focus); - - return; - } - - void Update () - { - this.mouseEvent(); - - return; - } - - //Show Instrustion Window - void OnGUI() - { - if(showInstWindow){ - GUI.Box(new Rect(Screen.width -210, Screen.height - 100, 200, 90), "Camera Operations"); - GUI.Label(new Rect(Screen.width -200, Screen.height - 80, 200, 30),"RMB / Alt+LMB: Tumble"); - GUI.Label(new Rect(Screen.width -200, Screen.height - 60, 200, 30),"MMB / Alt+Cmd+LMB: Track"); - GUI.Label(new Rect(Screen.width -200, Screen.height - 40, 200, 30),"Wheel / 2 Fingers Swipe: Dolly"); - } - - } - - void mouseEvent() - { - float delta = Input.GetAxis("Mouse ScrollWheel"); - if (delta != 0.0f) - this.mouseWheelEvent(delta); - - if (Input.GetMouseButtonDown((int)MouseButtonDown.MBD_LEFT) || - Input.GetMouseButtonDown((int)MouseButtonDown.MBD_MIDDLE) || - Input.GetMouseButtonDown((int)MouseButtonDown.MBD_RIGHT)) - this.oldPos = Input.mousePosition; - - this.mouseDragEvent(Input.mousePosition); - - return; - } - - void mouseDragEvent(Vector3 mousePos) - { - Vector3 diff = mousePos - oldPos; - - if(Input.GetMouseButton((int)MouseButtonDown.MBD_LEFT)) - { - //Operation for Mac : "Left Alt + Left Command + LMB Drag" is Track - if(Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftCommand)) - { - if (diff.magnitude > Vector3.kEpsilon) - this.cameraTranslate(-diff / 100.0f); - } - //Operation for Mac : "Left Alt + LMB Drag" is Tumble - else if (Input.GetKey(KeyCode.LeftAlt)) - { - if (diff.magnitude > Vector3.kEpsilon) - this.cameraRotate(new Vector3(diff.y, diff.x, 0.0f)); - } - //Only "LMB Drag" is no action. - } - //Track - else if (Input.GetMouseButton((int)MouseButtonDown.MBD_MIDDLE)) - { - if (diff.magnitude > Vector3.kEpsilon) - this.cameraTranslate(-diff / 100.0f); - } - //Tumble - else if (Input.GetMouseButton((int)MouseButtonDown.MBD_RIGHT)) - { - if (diff.magnitude > Vector3.kEpsilon) - this.cameraRotate(new Vector3(diff.y, diff.x, 0.0f)); - } - - this.oldPos = mousePos; - - return; - } - - //Dolly - public void mouseWheelEvent(float delta) - { - Vector3 focusToPosition = this.transform.position - this.focus; - - Vector3 post = focusToPosition * (1.0f + delta); - - if (post.magnitude > 0.01) - this.transform.position = this.focus + post; - - return; - } - - void cameraTranslate(Vector3 vec) - { - Transform focusTrans = this.focusObj.transform; - - vec.x *= -1; - - focusTrans.Translate(Vector3.right * vec.x); - focusTrans.Translate(Vector3.up * vec.y); - - this.focus = focusTrans.position; - - return; - } - - public void cameraRotate(Vector3 eulerAngle) - { - //Use Quaternion to prevent rotation flips on XY plane - Quaternion q = Quaternion.identity; - - Transform focusTrans = this.focusObj.transform; - focusTrans.localEulerAngles = focusTrans.localEulerAngles + eulerAngle; - - //Change this.transform.LookAt(this.focus) to q.SetLookRotation(this.focus) - if(this.focus != Vector3.zero){// for Error: "Look Rotation Viewing Vector Is Zero" - q.SetLookRotation (this.focus) ; - } - return; - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/CameraController.cs.meta b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/CameraController.cs.meta deleted file mode 100644 index a07b72886..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/CameraController.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 50aaf516758b40a1a94bb7d7333bb963 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/FaceUpdate.cs b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/FaceUpdate.cs deleted file mode 100644 index e0aa76f06..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/FaceUpdate.cs +++ /dev/null @@ -1,77 +0,0 @@ -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class FaceUpdate : MonoBehaviour - { - public AnimationClip[] animations; - Animator anim; - public float delayWeight; - public bool isKeepFace = false; - public bool isGUI = true; - - void Start () - { - anim = GetComponent (); - } - - void OnGUI () - { - if (isGUI) - { - GUILayout.Box("Face Update", GUILayout.Width(170), GUILayout.Height(25 * (animations.Length + 2))); - Rect screenRect = new Rect(10, 25, 150, 25 * (animations.Length + 1)); - GUILayout.BeginArea(screenRect); - foreach (var animation in animations) - { - if (GUILayout.RepeatButton(animation.name)) - { - anim.CrossFade(animation.name, 0); - } - } - isKeepFace = GUILayout.Toggle(isKeepFace, " Keep Face"); - GUILayout.EndArea(); - } - } - - float current = 0; - - void Update () - { - - if (Input.GetMouseButton (0)) { - current = 1; - } else if (!isKeepFace) { - current = Mathf.Lerp (current, 0, delayWeight); - } - anim.SetLayerWeight (1, current); - } - - - //アニメーションEvents側につける表情切り替え用イベントコール - public void OnCallChangeFace (string str) - { - int ichecked = 0; - foreach (var animation in animations) { - if (str == animation.name) { - ChangeFace (str); - break; - } else if (ichecked <= animations.Length) { - ichecked++; - } else { - //str指定が間違っている時にはデフォルトで - str = "default@unitychan"; - ChangeFace (str); - } - } - } - - void ChangeFace (string str) - { - isKeepFace = true; - current = 1; - anim.CrossFade (str, 0); - } - } -} diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/FaceUpdate.cs.meta b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/FaceUpdate.cs.meta deleted file mode 100644 index 76eb80da7..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/FaceUpdate.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 2647c45d2eb4475c98f7213c60fe49c0 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/IKCtrlRightHand.cs b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/IKCtrlRightHand.cs deleted file mode 100644 index c6c9f886b..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/IKCtrlRightHand.cs +++ /dev/null @@ -1,53 +0,0 @@ -// -//IKCtrlRightHand.cs -// -//Sample script for IK Control of Unity-Chan's right hand. -// -//2014/06/20 N.Kobayashi -// -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - [RequireComponent(typeof(Animator))] - public class IKCtrlRightHand : MonoBehaviour - { - - private Animator anim; - public Transform targetObj = null; - public bool isIkActive = false; - public float mixWeight = 1.0f; - - void Awake () - { - anim = GetComponent (); - } - - void Update () - { - //Kobayashi - if (mixWeight >= 1.0f) - mixWeight = 1.0f; - else if (mixWeight <= 0.0f) - mixWeight = 0.0f; - } - - void OnAnimatorIK (int layerIndex) - { - if (isIkActive) { - anim.SetIKPositionWeight (AvatarIKGoal.RightHand, mixWeight); - anim.SetIKRotationWeight (AvatarIKGoal.RightHand, mixWeight); - anim.SetIKPosition (AvatarIKGoal.RightHand, targetObj.position); - anim.SetIKRotation (AvatarIKGoal.RightHand, targetObj.rotation); - } - } - - void OnGUI () - { - Rect rect1 = new Rect (10, Screen.height - 20, 400, 30); - isIkActive = GUI.Toggle (rect1, isIkActive, "IK Active"); - } - - } -} \ No newline at end of file diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/IKCtrlRightHand.cs.meta b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/IKCtrlRightHand.cs.meta deleted file mode 100644 index fe181237d..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/IKCtrlRightHand.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: dbbc0e0d8c4147799edf049ce40fb576 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/IdleChanger.cs b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/IdleChanger.cs deleted file mode 100644 index c55e2f627..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/IdleChanger.cs +++ /dev/null @@ -1,112 +0,0 @@ -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ -// -// ↑↓キーでループアニメーションを切り替えるスクリプト(ランダム切り替え付き)Ver.3 -// 2014/04/03 N.Kobayashi -// - -// Require these components when using this script - [RequireComponent(typeof(Animator))] - - - - public class IdleChanger : MonoBehaviour - { - - private Animator anim; // Animatorへの参照 - private AnimatorStateInfo currentState; // 現在のステート状態を保存する参照 - private AnimatorStateInfo previousState; // ひとつ前のステート状態を保存する参照 - public bool _random = false; // ランダム判定スタートスイッチ - public float _threshold = 0.5f; // ランダム判定の閾値 - public float _interval = 10f; // ランダム判定のインターバル - //private float _seed = 0.0f; // ランダム判定用シード - public bool isGUI = true; - - - - // Use this for initialization - void Start () - { - // 各参照の初期化 - anim = GetComponent (); - currentState = anim.GetCurrentAnimatorStateInfo (0); - previousState = currentState; - // ランダム判定用関数をスタートする - StartCoroutine ("RandomChange"); - } - - // Update is called once per frame - void Update () - { - // ↑キー/スペースが押されたら、ステートを次に送る処理 - if (Input.GetKeyDown ("up") || Input.GetButton ("Jump")) { - // ブーリアンNextをtrueにする - anim.SetBool ("Next", true); - } - - // ↓キーが押されたら、ステートを前に戻す処理 - if (Input.GetKeyDown ("down")) { - // ブーリアンBackをtrueにする - anim.SetBool ("Back", true); - } - - // "Next"フラグがtrueの時の処理 - if (anim.GetBool ("Next")) { - // 現在のステートをチェックし、ステート名が違っていたらブーリアンをfalseに戻す - currentState = anim.GetCurrentAnimatorStateInfo (0); - if (previousState.fullPathHash != currentState.fullPathHash) { - anim.SetBool ("Next", false); - previousState = currentState; - } - } - - // "Back"フラグがtrueの時の処理 - if (anim.GetBool ("Back")) { - // 現在のステートをチェックし、ステート名が違っていたらブーリアンをfalseに戻す - currentState = anim.GetCurrentAnimatorStateInfo (0); - if (previousState.fullPathHash != currentState.fullPathHash) { - anim.SetBool ("Back", false); - previousState = currentState; - } - } - } - - void OnGUI () - { - if (isGUI) - { - GUI.Box(new Rect(Screen.width - 110, 10, 100, 90), "Change Motion"); - if (GUI.Button(new Rect(Screen.width - 100, 40, 80, 20), "Next")) - anim.SetBool("Next", true); - if (GUI.Button(new Rect(Screen.width - 100, 70, 80, 20), "Back")) - anim.SetBool("Back", true); - } - } - - - // ランダム判定用関数 - IEnumerator RandomChange () - { - // 無限ループ開始 - while (true) { - //ランダム判定スイッチオンの場合 - if (_random) { - // ランダムシードを取り出し、その大きさによってフラグ設定をする - float _seed = Random.Range (0.0f, 1.0f); - if (_seed < _threshold) { - anim.SetBool ("Back", true); - } else if (_seed >= _threshold) { - anim.SetBool ("Next", true); - } - } - // 次の判定までインターバルを置く - yield return new WaitForSeconds (_interval); - } - - } - - } -} diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/IdleChanger.cs.meta b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/IdleChanger.cs.meta deleted file mode 100644 index 3ea8bab0b..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/IdleChanger.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 2b501d5b704a43f3bf1289073c5aa92e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/RandomWind.cs b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/RandomWind.cs deleted file mode 100644 index 3aa3db7b5..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/RandomWind.cs +++ /dev/null @@ -1,92 +0,0 @@ -// -//RandomWind.cs for unity-chan! -// -//Original Script is here: -//ricopin / RandomWind.cs -//Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ -//https://twitter.com/ricopin416 -// -//修正2014/12/20 -//風の方向変化/重力影響を追加. -// - -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class RandomWind : MonoBehaviour - { - private SpringBone[] springBones; - public bool isWindActive = false; - - private bool isMinus = false; //風方向反転用. - public float threshold = 0.5f; // ランダム判定の閾値. - public float interval = 5.0f; // ランダム判定のインターバル. - public float windPower = 1.0f; //風の強さ. - public float gravity = 0.98f; //重力の強さ. - public bool isGUI = true; - - - // Use this for initialization - void Start () - { - springBones = GetComponent ().springBones; - StartCoroutine ("RandomChange"); - } - - - - - - // Update is called once per frame - void Update () - { - - Vector3 force = Vector3.zero; - if (isWindActive) { - if(isMinus){ - force = new Vector3 (Mathf.PerlinNoise (Time.time, 0.0f) * windPower * -0.001f , gravity * -0.001f , 0); - }else{ - force = new Vector3 (Mathf.PerlinNoise (Time.time, 0.0f) * windPower * 0.001f, gravity * -0.001f, 0); - } - - for (int i = 0; i < springBones.Length; i++) { - springBones [i].springForce = force; - } - - } - } - - void OnGUI () - { - if (isGUI) - { - Rect rect1 = new Rect(10, Screen.height - 40, 400, 30); - isWindActive = GUI.Toggle(rect1, isWindActive, "Random Wind"); - } - } - - // ランダム判定用関数. - IEnumerator RandomChange () - { - // 無限ループ開始. - while (true) { - //ランダム判定用シード発生. - float _seed = Random.Range (0.0f, 1.0f); - - if (_seed > threshold) { - //_seedがthreshold以上の時、符号を反転する. - isMinus = true; - }else{ - isMinus = false; - } - - // 次の判定までインターバルを置く. - yield return new WaitForSeconds (interval); - } - } - - - } -} \ No newline at end of file diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/RandomWind.cs.meta b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/RandomWind.cs.meta deleted file mode 100644 index b5fd6386a..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/RandomWind.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: eb05f861411e403190fa51b58135179b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/RefleshProbe.cs b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/RefleshProbe.cs deleted file mode 100644 index e402cf3db..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/RefleshProbe.cs +++ /dev/null @@ -1,45 +0,0 @@ -using UnityEngine; -using System.Collections; -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class RefleshProbe : MonoBehaviour - { - - bool isReflesh = false; - bool isButtonActive = true; - public ReflectionProbe probeComponent; - private int renderID; - - - - - // Update is called once per frame - void Update() - { - if (isReflesh) - { - renderID = probeComponent.RenderProbe(); - //isButtonActive = false; - isReflesh = false; - } - if (probeComponent.IsFinishedRendering(renderID)) - { - isButtonActive = true; - } - } - - - void OnGUI() - { - GUI.Box(new Rect(Screen.width - 110, Screen.height - 65, 100, 50), "ReflectionProbe"); - if (isButtonActive) - { - if (GUI.Button(new Rect(Screen.width - 100, Screen.height - 40, 80, 20), "Reflesh")) - { - isReflesh = true; - isButtonActive = false; - } - } - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/RefleshProbe.cs.meta b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/RefleshProbe.cs.meta deleted file mode 100644 index 0ca026abd..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/RefleshProbe.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 10d2a96335664c5aab7f1c04a9bf79f7 -timeCreated: 1424782605 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowQuality.cs b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowQuality.cs deleted file mode 100644 index 411ef2e60..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowQuality.cs +++ /dev/null @@ -1,47 +0,0 @@ -// -// QualitySettings/Shadows内のShadow Distance/Shadow Cascades/Cascade splitsをシーンから設定する. -// -// -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - [ExecuteInEditMode] - public class SetShadowQuality : MonoBehaviour { - - public enum CascadeMode { - Zero = 0, - Two = 2, - Four = 4, - } - - public ShadowProjection shadowProjection = ShadowProjection.CloseFit; - public float shadowDistance = 150.0f; - public CascadeMode cascadeMode = CascadeMode.Four; - public float twoCascadeSetting = 33.3f; - public Vector3 fourCascadeSetting = new Vector3(6.7f,13.3f,26.7f); - private Vector3 settingFor4Cascades; - - // Use this for initialization - void Start () { - } - - void Update() - { - settingFor4Cascades = new Vector3((fourCascadeSetting.x)/100f, - (fourCascadeSetting.x + fourCascadeSetting.y)/100f, - (fourCascadeSetting.x + fourCascadeSetting.y + fourCascadeSetting.z)/100f); - } - - - void LateUpdate () { - QualitySettings.shadowProjection = shadowProjection; - QualitySettings.shadowDistance = shadowDistance; - QualitySettings.shadowCascades = (int)cascadeMode; - QualitySettings.shadowCascade2Split = twoCascadeSetting/100f; - QualitySettings.shadowCascade4Split = settingFor4Cascades; - } - } -} diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowQuality.cs.meta b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowQuality.cs.meta deleted file mode 100644 index 55a4044e5..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowQuality.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: ccb702b4ccc24cbfa9bfc40020ed150f -timeCreated: 1524068008 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowResolution.cs b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowResolution.cs deleted file mode 100644 index 7fd16c886..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowResolution.cs +++ /dev/null @@ -1,17 +0,0 @@ -// -// SetShadowResolution.cs -// シャドウマップにカスタムレゾリューションを設定するスクリプト. -// メインライトにアタッチすること. -// -using UnityEngine; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class SetShadowResolution : MonoBehaviour { - public int resolution; - - void Update () { - GetComponent().shadowCustomResolution = resolution; - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowResolution.cs.meta b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowResolution.cs.meta deleted file mode 100644 index 0df372543..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SetShadowResolution.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 217d546b62494c3690707fecc4f34cc8 -timeCreated: 1523860287 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringBone.cs b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringBone.cs deleted file mode 100644 index 36c8c6ac2..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringBone.cs +++ /dev/null @@ -1,135 +0,0 @@ -// -//SpringBone.cs for unity-chan! -// -//Original Script is here: -//ricopin / SpringBone.cs -//Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ -//https://twitter.com/ricopin416 -// -//Revised by N.Kobayashi 2014/06/20 -// -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class SpringBone : MonoBehaviour - { - //次のボーン - public Transform child; - - //ボーンの向き - public Vector3 boneAxis = new Vector3 (-1.0f, 0.0f, 0.0f); - public float radius = 0.05f; - - //各SpringBoneに設定されているstiffnessForceとdragForceを使用するか? - public bool isUseEachBoneForceSettings = false; - - //バネが戻る力 - public float stiffnessForce = 0.01f; - - //力の減衰力 - public float dragForce = 0.4f; - public Vector3 springForce = new Vector3 (0.0f, -0.0001f, 0.0f); - public SpringCollider[] colliders; - public bool debug = true; - //Kobayashi:Thredshold Starting to activate activeRatio - public float threshold = 0.01f; - private float springLength; - private Quaternion localRotation; - private Transform trs; - private Vector3 currTipPos; - private Vector3 prevTipPos; - //Kobayashi - private Transform org; - //Kobayashi:Reference for "SpringManager" component with unitychan - private SpringManager managerRef; - - private void Awake () - { - trs = transform; - localRotation = transform.localRotation; - //Kobayashi:Reference for "SpringManager" component with unitychan - // GameObject.Find("unitychan_dynamic").GetComponent(); - managerRef = GetParentSpringManager (transform); - } - - private SpringManager GetParentSpringManager (Transform t) - { - var springManager = t.GetComponent (); - - if (springManager != null) - return springManager; - - if (t.parent != null) { - return GetParentSpringManager (t.parent); - } - - return null; - } - - private void Start () - { - springLength = Vector3.Distance (trs.position, child.position); - currTipPos = child.position; - prevTipPos = child.position; - } - - public void UpdateSpring () - { - //Kobayashi - org = trs; - //回転をリセット - trs.localRotation = Quaternion.identity * localRotation; - - float sqrDt = Time.deltaTime * Time.deltaTime; - - //stiffness - Vector3 force = trs.rotation * (boneAxis * stiffnessForce) / sqrDt; - - //drag - force += (prevTipPos - currTipPos) * dragForce / sqrDt; - - force += springForce / sqrDt; - - //前フレームと値が同じにならないように - Vector3 temp = currTipPos; - - //verlet - currTipPos = (currTipPos - prevTipPos) + currTipPos + (force * sqrDt); - - //長さを元に戻す - currTipPos = ((currTipPos - trs.position).normalized * springLength) + trs.position; - - //衝突判定 - for (int i = 0; i < colliders.Length; i++) { - if (Vector3.Distance (currTipPos, colliders [i].transform.position) <= (radius + colliders [i].radius)) { - Vector3 normal = (currTipPos - colliders [i].transform.position).normalized; - currTipPos = colliders [i].transform.position + (normal * (radius + colliders [i].radius)); - currTipPos = ((currTipPos - trs.position).normalized * springLength) + trs.position; - } - - - } - - prevTipPos = temp; - - //回転を適用; - Vector3 aimVector = trs.TransformDirection (boneAxis); - Quaternion aimRotation = Quaternion.FromToRotation (aimVector, currTipPos - trs.position); - //original - //trs.rotation = aimRotation * trs.rotation; - //Kobayahsi:Lerp with mixWeight - Quaternion secondaryRotation = aimRotation * trs.rotation; - trs.rotation = Quaternion.Lerp (org.rotation, secondaryRotation, managerRef.dynamicRatio); - } - - private void OnDrawGizmos () - { - if (debug) { - Gizmos.color = Color.yellow; - Gizmos.DrawWireSphere (currTipPos, radius); - } - } - } -} diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringBone.cs.meta b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringBone.cs.meta deleted file mode 100644 index 4bcf76809..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringBone.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: a73cd08c39c14512ae688cf16d2e5ac5 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringCollider.cs b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringCollider.cs deleted file mode 100644 index 94a49072c..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringCollider.cs +++ /dev/null @@ -1,25 +0,0 @@ -// -//SpringCollider for unity-chan! -// -//Original Script is here: -//ricopin / SpringCollider.cs -//Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ -//https://twitter.com/ricopin416 -// -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class SpringCollider : MonoBehaviour - { - //半径 - public float radius = 0.5f; - - private void OnDrawGizmosSelected () - { - Gizmos.color = Color.green; - Gizmos.DrawWireSphere (transform.position, radius); - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringCollider.cs.meta b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringCollider.cs.meta deleted file mode 100644 index e72141d3e..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringCollider.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: cb05aafbc0c6484eaab997a95655352a -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringManager.cs b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringManager.cs deleted file mode 100644 index ff7d0c5a9..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringManager.cs +++ /dev/null @@ -1,86 +0,0 @@ -// -//SpingManager.cs for unity-chan! -// -//Original Script is here: -//ricopin / SpingManager.cs -//Rocket Jump : http://rocketjump.skr.jp/unity3d/109/ -//https://twitter.com/ricopin416 -// -//Revised by N.Kobayashi 2014/06/24 -// Y.Ebata -// -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class SpringManager : MonoBehaviour - { - //Kobayashi - // DynamicRatio is paramater for activated level of dynamic animation - public float dynamicRatio = 1.0f; - - //Ebata - public float stiffnessForce; - public AnimationCurve stiffnessCurve; - public float dragForce; - public AnimationCurve dragCurve; - public SpringBone[] springBones; - - void Start () - { - UpdateParameters (); - } - -#if UNITY_EDITOR - void Update () - { - - //Kobayashi - if(dynamicRatio >= 1.0f) - dynamicRatio = 1.0f; - else if(dynamicRatio <= 0.0f) - dynamicRatio = 0.0f; - //Ebata - UpdateParameters(); - - } -#endif - private void LateUpdate () - { - //Kobayashi - if (dynamicRatio != 0.0f) { - for (int i = 0; i < springBones.Length; i++) { - if (dynamicRatio > springBones [i].threshold) { - springBones [i].UpdateSpring (); - } - } - } - } - - private void UpdateParameters () - { - UpdateParameter ("stiffnessForce", stiffnessForce, stiffnessCurve); - UpdateParameter ("dragForce", dragForce, dragCurve); - } - - private void UpdateParameter (string fieldName, float baseValue, AnimationCurve curve) - { - #if UNITY_EDITOR - var start = curve.keys [0].time; - var end = curve.keys [curve.length - 1].time; - //var step = (end - start) / (springBones.Length - 1); - - var prop = springBones [0].GetType ().GetField (fieldName, System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public); - - for (int i = 0; i < springBones.Length; i++) { - //Kobayashi - if (!springBones [i].isUseEachBoneForceSettings) { - var scale = curve.Evaluate (start + (end - start) * i / (springBones.Length - 1)); - prop.SetValue (springBones [i], baseValue * scale); - } - } - #endif - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringManager.cs.meta b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringManager.cs.meta deleted file mode 100644 index 04c584154..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/SpringManager.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: c611a400b29a44c6867f101604a7656e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/ThirdPersonCamera.cs b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/ThirdPersonCamera.cs deleted file mode 100644 index f86d0d621..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/ThirdPersonCamera.cs +++ /dev/null @@ -1,83 +0,0 @@ -// -// Unityちゃん用の三人称カメラ -// -// 2013/06/07 N.Kobyasahi -// -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ - public class ThirdPersonCamera : MonoBehaviour - { - public float smooth = 3f; // カメラモーションのスムーズ化用変数 - Transform standardPos; // the usual position for the camera, specified by a transform in the game - Transform frontPos; // Front Camera locater - Transform jumpPos; // Jump Camera locater - - // スムーズに繋がない時(クイック切り替え)用のブーリアンフラグ - bool bQuickSwitch = false; //Change Camera Position Quickly - - - void Start () - { - // 各参照の初期化 - standardPos = GameObject.Find ("CamPos").transform; - - if (GameObject.Find ("FrontPos")) - frontPos = GameObject.Find ("FrontPos").transform; - - if (GameObject.Find ("JumpPos")) - jumpPos = GameObject.Find ("JumpPos").transform; - - //カメラをスタートする - transform.position = standardPos.position; - transform.forward = standardPos.forward; - } - - void FixedUpdate () // このカメラ切り替えはFixedUpdate()内でないと正常に動かない - { - - if (Input.GetButton ("Fire1")) { // left Ctlr - // Change Front Camera - setCameraPositionFrontView (); - } else if (Input.GetButton ("Fire2")) { //Alt - // Change Jump Camera - setCameraPositionJumpView (); - } else { - // return the camera to standard position and direction - setCameraPositionNormalView (); - } - } - - void setCameraPositionNormalView () - { - if (bQuickSwitch == false) { - // the camera to standard position and direction - transform.position = Vector3.Lerp (transform.position, standardPos.position, Time.fixedDeltaTime * smooth); - transform.forward = Vector3.Lerp (transform.forward, standardPos.forward, Time.fixedDeltaTime * smooth); - } else { - // the camera to standard position and direction / Quick Change - transform.position = standardPos.position; - transform.forward = standardPos.forward; - bQuickSwitch = false; - } - } - - void setCameraPositionFrontView () - { - // Change Front Camera - bQuickSwitch = true; - transform.position = frontPos.position; - transform.forward = frontPos.forward; - } - - void setCameraPositionJumpView () - { - // Change Jump Camera - bQuickSwitch = false; - transform.position = Vector3.Lerp (transform.position, jumpPos.position, Time.fixedDeltaTime * smooth); - transform.forward = Vector3.Lerp (transform.forward, jumpPos.forward, Time.fixedDeltaTime * smooth); - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/ThirdPersonCamera.cs.meta b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/ThirdPersonCamera.cs.meta deleted file mode 100644 index 3d6e11772..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/ThirdPersonCamera.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 8108786b22414808b301bb5abb544eca -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs deleted file mode 100644 index fb6e2a4c7..000000000 --- a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs +++ /dev/null @@ -1,201 +0,0 @@ -// -// Mecanimのアニメーションデータが、原点で移動しない場合の Rigidbody付きコントローラ -// サンプル -// 2014/03/13 N.Kobyasahi -// -using UnityEngine; -using System.Collections; - -namespace UnityEngine.Rendering.Toon.HDRP.Samples -{ -// 必要なコンポーネントの列記 - [RequireComponent(typeof(Animator))] - [RequireComponent(typeof(CapsuleCollider))] - [RequireComponent(typeof(Rigidbody))] - - public class UnityChanControlScriptWithRgidBody : MonoBehaviour - { - - public float animSpeed = 1.5f; // アニメーション再生速度設定 - public float lookSmoother = 3.0f; // a smoothing setting for camera motion - public bool useCurves = true; // Mecanimでカーブ調整を使うか設定する - // このスイッチが入っていないとカーブは使われない - public float useCurvesHeight = 0.5f; // カーブ補正の有効高さ(地面をすり抜けやすい時には大きくする) - - // 以下キャラクターコントローラ用パラメタ - // 前進速度 - public float forwardSpeed = 7.0f; - // 後退速度 - public float backwardSpeed = 2.0f; - // 旋回速度 - public float rotateSpeed = 2.0f; - // ジャンプ威力 - public float jumpPower = 3.0f; - // キャラクターコントローラ(カプセルコライダ)の参照 - private CapsuleCollider col; - private Rigidbody rb; - // キャラクターコントローラ(カプセルコライダ)の移動量 - private Vector3 velocity; - // CapsuleColliderで設定されているコライダのHeiht、Centerの初期値を収める変数 - private float orgColHight; - private Vector3 orgVectColCenter; - private Animator anim; // キャラにアタッチされるアニメーターへの参照 - private AnimatorStateInfo currentBaseState; // base layerで使われる、アニメーターの現在の状態の参照 - - private GameObject cameraObject; // メインカメラへの参照 - - // アニメーター各ステートへの参照 - static int idleState = Animator.StringToHash ("Base Layer.Idle"); - static int locoState = Animator.StringToHash ("Base Layer.Locomotion"); - static int jumpState = Animator.StringToHash ("Base Layer.Jump"); - static int restState = Animator.StringToHash ("Base Layer.Rest"); - - // 初期化 - void Start () - { - // Animatorコンポーネントを取得する - anim = GetComponent (); - // CapsuleColliderコンポーネントを取得する(カプセル型コリジョン) - col = GetComponent (); - rb = GetComponent (); - //メインカメラを取得する - cameraObject = GameObject.FindWithTag ("MainCamera"); - // CapsuleColliderコンポーネントのHeight、Centerの初期値を保存する - orgColHight = col.height; - orgVectColCenter = col.center; - } - - - // 以下、メイン処理.リジッドボディと絡めるので、FixedUpdate内で処理を行う. - void FixedUpdate () - { - float h = Input.GetAxis ("Horizontal"); // 入力デバイスの水平軸をhで定義 - float v = Input.GetAxis ("Vertical"); // 入力デバイスの垂直軸をvで定義 - anim.SetFloat ("Speed", v); // Animator側で設定している"Speed"パラメタにvを渡す - anim.SetFloat ("Direction", h); // Animator側で設定している"Direction"パラメタにhを渡す - anim.speed = animSpeed; // Animatorのモーション再生速度に animSpeedを設定する - currentBaseState = anim.GetCurrentAnimatorStateInfo (0); // 参照用のステート変数にBase Layer (0)の現在のステートを設定する - rb.useGravity = true;//ジャンプ中に重力を切るので、それ以外は重力の影響を受けるようにする - - - - // 以下、キャラクターの移動処理 - velocity = new Vector3 (0, 0, v); // 上下のキー入力からZ軸方向の移動量を取得 - // キャラクターのローカル空間での方向に変換 - velocity = transform.TransformDirection (velocity); - //以下のvの閾値は、Mecanim側のトランジションと一緒に調整する - if (v > 0.1) { - velocity *= forwardSpeed; // 移動速度を掛ける - } else if (v < -0.1) { - velocity *= backwardSpeed; // 移動速度を掛ける - } - - if (Input.GetButtonDown ("Jump")) { // スペースキーを入力したら - - //アニメーションのステートがLocomotionの最中のみジャンプできる - if (currentBaseState.fullPathHash == locoState) { - //ステート遷移中でなかったらジャンプできる - if (!anim.IsInTransition (0)) { - rb.AddForce (Vector3.up * jumpPower, ForceMode.VelocityChange); - anim.SetBool ("Jump", true); // Animatorにジャンプに切り替えるフラグを送る - } - } - } - - - // 上下のキー入力でキャラクターを移動させる - transform.localPosition += velocity * Time.fixedDeltaTime; - - // 左右のキー入力でキャラクタをY軸で旋回させる - transform.Rotate (0, h * rotateSpeed, 0); - - - // 以下、Animatorの各ステート中での処理 - // Locomotion中 - // 現在のベースレイヤーがlocoStateの時 - if (currentBaseState.fullPathHash == locoState) { - //カーブでコライダ調整をしている時は、念のためにリセットする - if (useCurves) { - resetCollider (); - } - } - // JUMP中の処理 - // 現在のベースレイヤーがjumpStateの時 - else if (currentBaseState.fullPathHash == jumpState) { - cameraObject.SendMessage ("setCameraPositionJumpView"); // ジャンプ中のカメラに変更 - // ステートがトランジション中でない場合 - if (!anim.IsInTransition (0)) { - - // 以下、カーブ調整をする場合の処理 - if (useCurves) { - // 以下JUMP00アニメーションについているカーブJumpHeightとGravityControl - // JumpHeight:JUMP00でのジャンプの高さ(0〜1) - // GravityControl:1⇒ジャンプ中(重力無効)、0⇒重力有効 - float jumpHeight = anim.GetFloat ("JumpHeight"); - float gravityControl = anim.GetFloat ("GravityControl"); - if (gravityControl > 0) - rb.useGravity = false; //ジャンプ中の重力の影響を切る - - // レイキャストをキャラクターのセンターから落とす - Ray ray = new Ray (transform.position + Vector3.up, -Vector3.up); - RaycastHit hitInfo = new RaycastHit (); - // 高さが useCurvesHeight 以上ある時のみ、コライダーの高さと中心をJUMP00アニメーションについているカーブで調整する - if (Physics.Raycast (ray, out hitInfo)) { - if (hitInfo.distance > useCurvesHeight) { - col.height = orgColHight - jumpHeight; // 調整されたコライダーの高さ - float adjCenterY = orgVectColCenter.y + jumpHeight; - col.center = new Vector3 (0, adjCenterY, 0); // 調整されたコライダーのセンター - } else { - // 閾値よりも低い時には初期値に戻す(念のため) - resetCollider (); - } - } - } - // Jump bool値をリセットする(ループしないようにする) - anim.SetBool ("Jump", false); - } - } - // IDLE中の処理 - // 現在のベースレイヤーがidleStateの時 - else if (currentBaseState.fullPathHash == idleState) { - //カーブでコライダ調整をしている時は、念のためにリセットする - if (useCurves) { - resetCollider (); - } - // スペースキーを入力したらRest状態になる - if (Input.GetButtonDown ("Jump")) { - anim.SetBool ("Rest", true); - } - } - // REST中の処理 - // 現在のベースレイヤーがrestStateの時 - else if (currentBaseState.fullPathHash == restState) { - //cameraObject.SendMessage("setCameraPositionFrontView"); // カメラを正面に切り替える - // ステートが遷移中でない場合、Rest bool値をリセットする(ループしないようにする) - if (!anim.IsInTransition (0)) { - anim.SetBool ("Rest", false); - } - } - } - - void OnGUI () - { - GUI.Box (new Rect (Screen.width - 260, 10, 250, 150), "Interaction"); - GUI.Label (new Rect (Screen.width - 245, 30, 250, 30), "Up/Down Arrow : Go Forwald/Go Back"); - GUI.Label (new Rect (Screen.width - 245, 50, 250, 30), "Left/Right Arrow : Turn Left/Turn Right"); - GUI.Label (new Rect (Screen.width - 245, 70, 250, 30), "Hit Space key while Running : Jump"); - GUI.Label (new Rect (Screen.width - 245, 90, 250, 30), "Hit Spase key while Stopping : Rest"); - GUI.Label (new Rect (Screen.width - 245, 110, 250, 30), "Left Control : Front Camera"); - GUI.Label (new Rect (Screen.width - 245, 130, 250, 30), "Alt : LookAt Camera"); - } - - - // キャラクターのコライダーサイズのリセット関数 - void resetCollider () - { - // コンポーネントのHeight、Centerの初期値を戻す - col.height = orgColHight; - col.center = orgVectColCenter; - } - } -} \ No newline at end of file diff --git a/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs.meta b/TestProjects/HdrpGraphicsTest-6000.0/Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs.meta deleted file mode 100644 index 4918e1b31..000000000 --- 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