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1.0.1
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lilxyzw committed Aug 29, 2021
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18 changes: 18 additions & 0 deletions Assets/lilFurGenerator/Editor/ShaderSetting.asset
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LIL_FEATURE_CLIPPING_CANCELLER: 0
LIL_FEATURE_DISTANCE_FADE: 0
8 changes: 8 additions & 0 deletions Assets/lilFurGenerator/Editor/ShaderSetting.asset.meta

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11 changes: 10 additions & 1 deletion Assets/lilFurGenerator/Editor/lang.txt
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Expand Up @@ -11,8 +11,10 @@ sLength Length 長さ 길이 长度 長度
sLengthMask Length Mask 長さマスク 길이 마스크 长度蒙版 長度蒙版
sVector Vector 向き 방향 向量 向量
sStrength Strength 強度 강도 强度 強度
sAdvProperties Advanced Properties 拡張設定 확장 설정 扩展设置 擴展設置
sFrequency Frequency 周期 주기 周期 週期
sDetail Detail ディテール 디테일 细节 細節
sTouchStrength Touch strength 接触強度 접촉 강도 接触强度 接觸強度
sNormalMapStrength Normal Map Strength ノーマルマップの強度 노멀 맵의 강도 法线贴图强度 法線貼圖強度
sNormalMap Normal Map ノーマルマップ 노멀 맵 法线贴图 法線貼圖
sRandomize Randomize ランダム化 임의화 随机化 隨機化
Expand Down Expand Up @@ -108,4 +110,11 @@ sYes Yes はい Yes Yes Yes
sNo No いいえ No No No
sOK OK OK OK OK OK
sCancel Cancel キャンセル Cancel Cancel Cancel
sComplete Complete! 完了しました。 Complete! Complete! Complete!
sComplete Complete! 完了しました。 Complete! Complete! Complete!
sShaderSetting Shader Setting (for all materials) シェーダー設定 (全マテリアル共通) 쉐이더 설정 (전체 재료 공통) 着色器设置(用于所有材质) 著色器設置(用於所有材質)
sShaderSettingTips You can toggle unused functions. 不要な機能を無効化できます 불필요한 기능을 비활성화 할 수 있습니다 你可以切换不使用的功能。 你可以切換不使用的功能。
sHelpShaderSetting Features turned off here will be removed from the shader. By turning off unused features, you can reduce the size of your avatar while also reducing the load. ここでオフにした機能はシェーダーから除去されます。不要な機能をオフにすることでアバターの容量を削減しつつ、負荷も抑えることができます。 여기에 끈 기능은 쉐이더에서 제거됩니다. 불필요한 기능을 해제하여 아바타의 용량을 줄이면서 부하도 줄일 수 있습니다. 在这里关闭的功能将从着色器中删除。通过关闭不使用的功能,你可以减少你的头像的大小,同时也可以减少负载。 在這里關閉的功能將從著色器中刪除。通過關閉不使用的功能,你可以減少你的頭像的大小,同時也可以減少負載。​​
sSettingShadow Shadow 影 그림자 阴影 陰影
sSettingReceiveShadow Receive Shadow 影の受け取り 그림자 받고 接收阴影 接收陰影
sSettingClippingCanceller Distance Clipping Canceller 距離クリッピングキャンセラー 거리 클리핑 취소 기 距离剪裁取消器 距離剪裁取消器
sSettingDistanceFade Distance Fade 距離フェード 거리 페이드 距离淡化 距離淡化
241 changes: 210 additions & 31 deletions Assets/lilFurGenerator/Editor/lilFurGeneratorInspector.cs

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9 changes: 9 additions & 0 deletions Assets/lilFurGenerator/Editor/lilFurGeneratorSetting.cs
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using UnityEngine;

public class lilFurGeneratorSetting : ScriptableObject
{
public bool LIL_FEATURE_SHADOW;
public bool LIL_FEATURE_RECEIVE_SHADOW;
public bool LIL_FEATURE_CLIPPING_CANCELLER;
public bool LIL_FEATURE_DISTANCE_FADE;
}
11 changes: 11 additions & 0 deletions Assets/lilFurGenerator/Editor/lilFurGeneratorSetting.cs.meta

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8 changes: 8 additions & 0 deletions Assets/lilFurGenerator/Prefabs.meta

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94 changes: 94 additions & 0 deletions Assets/lilFurGenerator/Prefabs/FurCollider (alpha_0.055).prefab
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Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

31 changes: 29 additions & 2 deletions Assets/lilFurGenerator/README.md
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# lilFurGenerator
Version 1.0.0
Version 1.0.1

# Overview
A plug-in that generates a fur mesh.
Expand Down Expand Up @@ -37,6 +37,25 @@ lilFurGenerator is available under the MIT License. Please refer to the `LICENSE

Select and edit materials for change advanced settings.

# Advanced Properties
|Name|Description|
|-|-|
|Frequency|Wind frequency of each XYZ axes.|
|Strength|Wind strength of each XYZ axes.|
|Detail|Randomness of wind direction.|
|Touch Strength|Strength of deformation by collider using vertex light.|

Point Light used for the touch function works by setting as follows.
Due to Unity's limits, you can only touch up to 4 lights.
Prefab asset that has already been set is included in the `Prefabs` folder.
|Name|Description|
|-|-|
|Range|Any (the size of the Collider)|
|Color|RGBA = (0.0, 0.0, 0.0, 0.055)|
|Mode|Realtime|
|Intensity|1|
|Render Mode|Not Important|

# Bug Report
If you have any other problems and suspect a bug, please contact me on [Twitter](https://twitter.com/lil_xyzw), [GitHub](https://github.com/lilxyzw/lilFurGenerator), or [BOOTH](https://lilxyzw.booth.pm/).
Please refer to the following template when reporting a bug.
Expand All @@ -62,5 +81,13 @@ Shaders with `FurGenerator` in their display name will be added to the list in t
See `lilFurGenerator/Shader/lilFurGeneratorUnlit.shader` for fur calculations.

# Change log
## v1.0
## v1.0.1
- Add color code next to HDR color picker
- Added touch function
- Fixed UPM import
- Fixed error in Unity 2019 URP
- Added shader settings for optimization
- Moved some processing to the vertex shader for optimization
- Changed transform calculation
## v1.0.0
- Opening to the public
31 changes: 29 additions & 2 deletions Assets/lilFurGenerator/README_JP.md
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@@ -1,5 +1,5 @@
# lilFurGenerator
Version 1.0.0
Version 1.0.1

# 概要
ファーのメッシュを生成するプラグインです。
Expand Down Expand Up @@ -37,6 +37,25 @@ MIT Licenseで公開しています。同梱の`LICENSE`をご確認ください

マテリアルの細かい調整は直接編集して行って下さい。

# 拡張設定
|名前|説明|
|-|-|
|周期|XYZ軸それぞれの風の周期です。|
|強度|XYZ軸それぞれの風の強さです。|
|ディテール|風向きのランダム度です。|
|接触強度|頂点ライトを用いた接触機能による変形の強度です。|

接触機能に用いるPoint Lightは以下のように設定することで機能します。
Unityの制限で接触できるライトの数は最大4つまでになります。
Prefabsフォルダに設定済みのPrefabを同梱しています。
|名前|説明|
|-|-|
|Range|任意 (コライダーの大きさになります)|
|Color|RGBA = (0.0, 0.0, 0.0, 0.055)|
|Mode|Realtime|
|Intensity|1|
|Render Mode|Not Important|

# バグレポート
トラブルが発生し不具合であることが疑われる場合は[Twitter](https://twitter.com/lil_xyzw)[GitHub](https://github.com/lilxyzw/lilFurGenerator)[BOOTH](https://lilxyzw.booth.pm/)のいずれかにご連絡いただければ幸いです。
以下にテンプレートも用意させていただきましたのでバグ報告の際の参考にご活用下さい。
Expand All @@ -62,5 +81,13 @@ VRChatのワールド:
ファーの実装方法は`lilFurGenerator/Shader/lilFurGeneratorUnlit.shader`を参照してください。

# 変更履歴
## v1.0
## v1.0.1
- HDRカラーピッカーの隣にカラーコードを追加
- 接触機能の追加
- UPMインポートの修正
- Unity 2019のURPでうまく動作しない問題を修正
- 軽量化のためにシェーダー設定機能を追加
- いくつかの処理を頂点シェーダーに移動し最適化
- 行列計算の変更
## v1.0.0
- 公開開始
18 changes: 9 additions & 9 deletions Assets/lilFurGenerator/Shader/lilFurGeneratorToon.shader
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Expand Up @@ -117,7 +117,7 @@ Shader "_lil/FurGeneratorToon"
#pragma fragmentoption ARB_precision_hint_fastest

// Skip receiving shadow
//#pragma skip_variants SHADOWS_SCREEN
#pragma skip_variants SHADOWS_SCREEN

//------------------------------------------------------------------------------------------------------------------
// Pass
Expand Down Expand Up @@ -290,8 +290,8 @@ Shader "_lil/FurGeneratorToon"
#pragma multi_compile _ DOTS_INSTANCING_ON

// Skip receiving shadow
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _SHADOWS_SOFT
//#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
//#pragma multi_compile_fragment _ _SHADOWS_SOFT

//------------------------------------------------------------------------------------------------------------------
// Pass
Expand Down Expand Up @@ -434,8 +434,8 @@ Shader "_lil/FurGeneratorToon"
#pragma multi_compile_instancing

// Skip receiving shadow
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _SHADOWS_SOFT
//#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
//#pragma multi_compile_fragment _ _SHADOWS_SOFT

//------------------------------------------------------------------------------------------------------------------
// Pass
Expand Down Expand Up @@ -587,8 +587,8 @@ Shader "_lil/FurGeneratorToon"
#pragma multi_compile _ DOTS_INSTANCING_ON

// Skip receiving shadow
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _SHADOWS_SOFT
//#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
//#pragma multi_compile_fragment _ _SHADOWS_SOFT

//------------------------------------------------------------------------------------------------------------------
// Pass
Expand Down Expand Up @@ -758,8 +758,8 @@ Shader "_lil/FurGeneratorToon"
#pragma multi_compile_instancing

// Skip receiving shadow
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _SHADOWS_SOFT
//#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
//#pragma multi_compile_fragment _ _SHADOWS_SOFT

//------------------------------------------------------------------------------------------------------------------
// Pass
Expand Down
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