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Shader "Custom/StandardCullOff" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Cull Off ZWrite On CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }
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using UnityEngine; using System.Collections; public class MorphSetter : MonoBehaviour { private SkinnedMeshRenderer skinnedMeshRenderer_; public enum State { None, Forward, Stay, Backward }; private State state_ = State.None; public int morphIndex = 0; public float frequency = 0.8f; public float forwardTime = 0.1f; public float stayTime = 0.0f; public float backwardTime = 0.1f; public float maxWeight = 1.0f; public float damping = 0.1f; private float weight_ = 0.0f; private float targetWeight_ = 0.0f; private float elapsedTime_ = 0.0f; void Awake () { skinnedMeshRenderer_ = GetComponent<SkinnedMeshRenderer>(); } void Update() { switch (state_) { case State.None: if (Random.value < frequency * Time.deltaTime) { state_ = State.Forward; targetWeight_ = maxWeight * 100; elapsedTime_ = 0.0f; } break; case State.Forward: if (elapsedTime_ > forwardTime) { state_ = State.Stay; elapsedTime_ = 0.0f; }; break; case State.Stay: if (elapsedTime_ > stayTime) { state_ = State.Backward; targetWeight_ = 0.0f; elapsedTime_ = 0.0f; }; break; case State.Backward: if (elapsedTime_ > backwardTime) { state_ = State.None; elapsedTime_ = 0.0f; }; break; } elapsedTime_ += Time.deltaTime; weight_ += (targetWeight_- weight_) * damping; skinnedMeshRenderer_.SetBlendShapeWeight(morphIndex, weight_); } }
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