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+ - _AudioLinkMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _BacklightColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _BaseColorMap:
+ m_Texture: {fileID: 2800000, guid: 59cc88e58da82534b9ef6df2b16d0789, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _BaseMap:
+ m_Texture: {fileID: 2800000, guid: 59cc88e58da82534b9ef6df2b16d0789, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Bump2ndMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Bump2ndScaleMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _BumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DissolveMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DissolveNoiseMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DitherTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Emission2ndBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Emission2ndGradTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Emission2ndMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _EmissionBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _EmissionGradTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _EmissionMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _FReflection:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _GlitterColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _GlitterShapeTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _GlossTexture:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MCap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MCapMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main2ndBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main2ndDissolveMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main2ndDissolveNoiseMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main2ndTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main3rdBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main3rdDissolveMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main3rdDissolveNoiseMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main3rdTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainColorAdjustMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainGradationTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainTex:
+ m_Texture: {fileID: 2800000, guid: 59cc88e58da82534b9ef6df2b16d0789, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskGloss:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskReflection:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskSelfLit:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskTransparency:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCap2ndBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCap2ndBumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCap2ndTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapBumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MetallicGlossMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _NormalMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineVectorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineWidthControl:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineWidthMask:
+ m_Texture: {fileID: 2800000, guid: 513f256d33e4b294cb9a238d2ae516c4, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _PTexture:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ParallaxMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ReflectionColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ReflectionCubeTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _RimColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _RimShadeMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _SecondaryCutout:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Shadow2ndColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Shadow3rdColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowBlurMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowBorderMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowColorTexture:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowStrengthMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowT:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _SmoothnessTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Ints: []
+ m_Floats:
+ - _AAS: 0.0001
+ - _AAStrength: 1
+ - _AlpToCov: 0
+ - _AlphaBaseCutout: 1
+ - _AlphaBoostFA: 10
+ - _AlphaMaskMode: 0
+ - _AlphaMaskScale: 1
+ - _AlphaMaskValue: 0
+ - _AlphaToMask: 0
+ - _Anisotropy2MatCap: 0
+ - _Anisotropy2MatCap2nd: 0
+ - _Anisotropy2Reflection: 0
+ - _Anisotropy2ndBitangentWidth: 1
+ - _Anisotropy2ndShift: 0
+ - _Anisotropy2ndShiftNoiseScale: 0
+ - _Anisotropy2ndSpecularStrength: 0
+ - _Anisotropy2ndTangentWidth: 1
+ - _AnisotropyBitangentWidth: 1
+ - _AnisotropyScale: 1
+ - _AnisotropyShift: 0
+ - _AnisotropyShiftNoiseScale: 0
+ - _AnisotropySpecularStrength: 1
+ - _AnisotropyTangentWidth: 1
+ - _ApplyReflection: 0
+ - _ApplySpecular: 1
+ - _ApplySpecularFA: 1
+ - _AsOverlay: 0
+ - _AsUnlit: 0
+ - _AudioLink2Emission: 0
+ - _AudioLink2Emission2nd: 0
+ - _AudioLink2Emission2ndGrad: 0
+ - _AudioLink2EmissionGrad: 0
+ - _AudioLink2Main2nd: 0
+ - _AudioLink2Main3rd: 0
+ - _AudioLink2Vertex: 0
+ - _AudioLinkAsLocal: 0
+ - _AudioLinkMask_UVMode: 0
+ - _AudioLinkUVMode: 1
+ - _AudioLinkVertexUVMode: 1
+ - _BackfaceForceShadow: 0
+ - _BacklightBackfaceMask: 1
+ - _BacklightBlur: 0.05
+ - _BacklightBorder: 0.35
+ - _BacklightDirectivity: 5
+ - _BacklightMainStrength: 0
+ - _BacklightNormalStrength: 1
+ - _BacklightReceiveShadow: 1
+ - _BacklightViewStrength: 1
+ - _BeforeExposureLimit: 10000
+ - _BitKey0: 0
+ - _BitKey1: 0
+ - _BitKey10: 0
+ - _BitKey11: 0
+ - _BitKey12: 0
+ - _BitKey13: 0
+ - _BitKey14: 0
+ - _BitKey15: 0
+ - _BitKey16: 0
+ - _BitKey17: 0
+ - _BitKey18: 0
+ - _BitKey19: 0
+ - _BitKey2: 0
+ - _BitKey20: 0
+ - _BitKey21: 0
+ - _BitKey22: 0
+ - _BitKey23: 0
+ - _BitKey24: 0
+ - _BitKey25: 0
+ - _BitKey26: 0
+ - _BitKey27: 0
+ - _BitKey28: 0
+ - _BitKey29: 0
+ - _BitKey3: 0
+ - _BitKey30: 0
+ - _BitKey31: 0
+ - _BitKey4: 0
+ - _BitKey5: 0
+ - _BitKey6: 0
+ - _BitKey7: 0
+ - _BitKey8: 0
+ - _BitKey9: 0
+ - _BleModDest: 10
+ - _BleModSour: 5
+ - _BlendOp: 0
+ - _BlendOpAlpha: 0
+ - _BlendOpAlphaFA: 4
+ - _BlendOpFA: 4
+ - _Bump2ndMap_UVMode: 0
+ - _Bump2ndScale: 1
+ - _BumpScale: 1
+ - _ClipAdju: 0
+ - _ColorMask: 15
+ - _Compa: 4
+ - _ComputeMeshIndex: 0
+ - _Cull: 2
+ - _Culling: 2
+ - _CustomLightDirectionFollowObjectRotation: 0
+ - _CustomLightDirectionIntensity: 0
+ - _Cutoff: 0.5
+ - _Cutout: 0.5
+ - _DepthThreshold: 900
+ - _DirectionalLightIntensity: 0.5
+ - _DissolveNoiseStrength: 0.1
+ - _DistanceFadeMode: 0
+ - _DistanceFadeRimFresnelPower: 5
+ - _DitherMaxValue: 255
+ - _DoubleSidedOutline: 1
+ - _DstBlend: 0
+ - _DstBlendAlpha: 10
+ - _DstBlendAlphaFA: 1
+ - _DstBlendFA: 1
+ - _DummyProperty: 0
+ - _DynamicNoisyOutline: 0
+ - _Emission2ndBlend: 1
+ - _Emission2ndBlendMode: 1
+ - _Emission2ndFluorescence: 0
+ - _Emission2ndGradSpeed: 1
+ - _Emission2ndMainStrength: 0
+ - _Emission2ndMap_UVMode: 0
+ - _Emission2ndParallaxDepth: 0
+ - _Emission2ndUseGrad: 0
+ - _EmissionBlend: 1
+ - _EmissionBlendMode: 1
+ - _EmissionFluorescence: 1
+ - _EmissionGradSpeed: 1
+ - _EmissionMainStrength: 0
+ - _EmissionMap_UVMode: 0
+ - _EmissionParallaxDepth: 0
+ - _EmissionUseGrad: 0
+ - _EnvironmentalLightingIntensity: 1
+ - _FarDistanceMaxWidth: 10
+ - _FlipNormal: 0
+ - _GIFlatShade: 0
+ - _GIShadeThreshold: 0
+ - _GSAAStrength: 0
+ - _GlitterAngleRandomize: 0
+ - _GlitterApplyShape: 0
+ - _GlitterApplyTransparency: 1
+ - _GlitterBackfaceMask: 0
+ - _GlitterColorTex_UVMode: 0
+ - _GlitterEnableLighting: 1
+ - _GlitterMainStrength: 0
+ - _GlitterNormalStrength: 1
+ - _GlitterPostContrast: 1
+ - _GlitterScaleRandomize: 0
+ - _GlitterSensitivity: 0.25
+ - _GlitterShadowMask: 0
+ - _GlitterUVMode: 0
+ - _GlitterVRParallaxStrength: 1
+ - _GlossColorPower: 10
+ - _GlossIntensity: 1
+ - _GlossSoftness: 0
+ - _GlossTextureFollowLight: 0
+ - _GlossTextureFollowObjectRotation: 0
+ - _GlossTextureRotate: 0
+ - _GlossTextureSoftness: 0
+ - _Glossiness: 0.6
+ - _Glow_Edge_Width: 1
+ - _HighlightColorPower: 1
+ - _IDMask1: 0
+ - _IDMask2: 0
+ - _IDMask3: 0
+ - _IDMask4: 0
+ - _IDMask5: 0
+ - _IDMask6: 0
+ - _IDMask7: 0
+ - _IDMask8: 0
+ - _IDMaskCompile: 0
+ - _IDMaskControlsDissolve: 0
+ - _IDMaskFrom: 8
+ - _IDMaskIndex1: 0
+ - _IDMaskIndex2: 0
+ - _IDMaskIndex3: 0
+ - _IDMaskIndex4: 0
+ - _IDMaskIndex5: 0
+ - _IDMaskIndex6: 0
+ - _IDMaskIndex7: 0
+ - _IDMaskIndex8: 0
+ - _IDMaskIsBitmap: 0
+ - _IDMaskPrior1: 0
+ - _IDMaskPrior2: 0
+ - _IDMaskPrior3: 0
+ - _IDMaskPrior4: 0
+ - _IDMaskPrior5: 0
+ - _IDMaskPrior6: 0
+ - _IDMaskPrior7: 0
+ - _IDMaskPrior8: 0
+ - _IgnoreEncryption: 0
+ - _Invisible: 0
+ - _LLI_Max: 1
+ - _LLI_Min: 0
+ - _LigIgnoYNorDir: 0
+ - _LightAffectOutlineColor: 0
+ - _LightAffectRimLightColor: 0
+ - _LightAffectShadow: 0
+ - _LightFalloffAffectShadowT: 0
+ - _LightFalloffSoftness: 1
+ - _LightIntensity: 1
+ - _LightMaxLimit: 1
+ - _LightMinLimit: 0.05
+ - _MCIALO: 0
+ - _MCapIntensity: 1
+ - _MVCOL: 0
+ - _MaiColPo: 0.8
+ - _Main2ndDissolveNoiseStrength: 0.1
+ - _Main2ndEnableLighting: 1
+ - _Main2ndTexAlphaMode: 0
+ - _Main2ndTexAngle: 0
+ - _Main2ndTexBlendMode: 1
+ - _Main2ndTexIsDecal: 0
+ - _Main2ndTexIsLeftOnly: 0
+ - _Main2ndTexIsMSDF: 0
+ - _Main2ndTexIsRightOnly: 0
+ - _Main2ndTexShouldCopy: 0
+ - _Main2ndTexShouldFlipCopy: 0
+ - _Main2ndTexShouldFlipMirror: 0
+ - _Main2ndTex_Cull: 0
+ - _Main2ndTex_UVMode: 0
+ - _Main3rdDissolveNoiseStrength: 0.1
+ - _Main3rdEnableLighting: 1
+ - _Main3rdTexAlphaMode: 0
+ - _Main3rdTexAngle: 0
+ - _Main3rdTexBlendMode: 0
+ - _Main3rdTexIsDecal: 0
+ - _Main3rdTexIsLeftOnly: 0
+ - _Main3rdTexIsMSDF: 0
+ - _Main3rdTexIsRightOnly: 0
+ - _Main3rdTexShouldCopy: 0
+ - _Main3rdTexShouldFlipCopy: 0
+ - _Main3rdTexShouldFlipMirror: 0
+ - _Main3rdTex_Cull: 0
+ - _Main3rdTex_UVMode: 0
+ - _MainGradationStrength: 0
+ - _MatCap2ndApplyTransparency: 1
+ - _MatCap2ndBackfaceMask: 0
+ - _MatCap2ndBlend: 1
+ - _MatCap2ndBlendMode: 1
+ - _MatCap2ndBumpScale: 1
+ - _MatCap2ndCustomNormal: 0
+ - _MatCap2ndEnableLighting: 1
+ - _MatCap2ndLod: 0
+ - _MatCap2ndMainStrength: 0
+ - _MatCap2ndNormalStrength: 1
+ - _MatCap2ndPerspective: 1
+ - _MatCap2ndShadowMask: 0
+ - _MatCap2ndVRParallaxStrength: 1
+ - _MatCap2ndZRotCancel: 1
+ - _MatCapApplyTransparency: 1
+ - _MatCapBackfaceMask: 0
+ - _MatCapBlend: 1
+ - _MatCapBlendMode: 1
+ - _MatCapBumpScale: 1
+ - _MatCapCustomNormal: 0
+ - _MatCapEnableLighting: 1
+ - _MatCapLod: 0
+ - _MatCapMainStrength: 0
+ - _MatCapNormalStrength: 1
+ - _MatCapPerspective: 1
+ - _MatCapShadowMask: 0
+ - _MatCapVRParallaxStrength: 1
+ - _MatCapZRotCancel: 1
+ - _MaxFadDistance: 2
+ - _Metallic: 0
+ - _MinFadDistance: 0
+ - _MixMainTexToOutline: 0
+ - _MonochromeLighting: 0
+ - _N_F_ANIS: 0
+ - _N_F_CA: 0
+ - _N_F_CLD: 0
+ - _N_F_CO: 0
+ - _N_F_COEDGL: 0
+ - _N_F_DCS: 0
+ - _N_F_DDMD: 1
+ - _N_F_EAL: 1
+ - _N_F_ESSAO: 0
+ - _N_F_FR: 0
+ - _N_F_GLO: 0
+ - _N_F_GLOT: 0
+ - _N_F_HDLS: 0
+ - _N_F_HPSS: 0
+ - _N_F_LLI: 0
+ - _N_F_MC: 0
+ - _N_F_MSSOLTFO: 0
+ - _N_F_NFD: 0
+ - _N_F_NLASOBF: 0
+ - _N_F_NM: 0
+ - _N_F_O: 1
+ - _N_F_OFLMB: 0
+ - _N_F_PA: 0
+ - _N_F_PT: 0
+ - _N_F_R: 0
+ - _N_F_RDC: 1
+ - _N_F_RL: 0
+ - _N_F_RLIS: 0
+ - _N_F_SCO: 0
+ - _N_F_SCT: 0
+ - _N_F_SE: 0
+ - _N_F_SL: 0
+ - _N_F_SLMM: 0
+ - _N_F_SON: 0
+ - _N_F_SS: 1
+ - _N_F_ST: 0
+ - _N_F_STIAL: 0
+ - _N_F_STIS: 0
+ - _N_F_STSDFM: 0
+ - _N_F_TP: 0
+ - _NoiTexAffStraWidt: 0
+ - _NoisTexInten: 1
+ - _NoiseSize: 100
+ - _NoisyOutlineIntensity: 0
+ - _NorMapAsDis: 0
+ - _NormalMapIntensity: 1
+ - _ObjePosiZCS: 0
+ - _OffsetFactor: 0
+ - _OffsetUnits: 0
+ - _Opacity: 1
+ - _Oper: 0
+ - _OutStenPass: 0
+ - _OutZTest: 4
+ - _OutZWrite: 1
+ - _OutlineAlphaToMask: 0
+ - _OutlineBlendOp: 0
+ - _OutlineBlendOpAlpha: 0
+ - _OutlineBlendOpAlphaFA: 4
+ - _OutlineBlendOpFA: 4
+ - _OutlineColorMask: 15
+ - _OutlineCull: 1
+ - _OutlineDeleteMesh: 0
+ - _OutlineDisableInVR: 0
+ - _OutlineDstBlend: 0
+ - _OutlineDstBlendAlpha: 10
+ - _OutlineDstBlendAlphaFA: 1
+ - _OutlineDstBlendFA: 1
+ - _OutlineEnableLighting: 1
+ - _OutlineExtrudeMethod: 0
+ - _OutlineFixWidth: 0
+ - _OutlineLitApplyTex: 0
+ - _OutlineLitOffset: -8
+ - _OutlineLitScale: 10
+ - _OutlineLitShadowReceive: 0
+ - _OutlineOffsetFactor: 0
+ - _OutlineOffsetUnits: 0
+ - _OutlineSrcBlend: 1
+ - _OutlineSrcBlendAlpha: 1
+ - _OutlineSrcBlendAlphaFA: 0
+ - _OutlineSrcBlendFA: 1
+ - _OutlineStencilComp: 8
+ - _OutlineStencilFail: 0
+ - _OutlineStencilPass: 0
+ - _OutlineStencilReadMask: 255
+ - _OutlineStencilRef: 0
+ - _OutlineStencilWriteMask: 255
+ - _OutlineStencilZFail: 0
+ - _OutlineVectorScale: 1
+ - _OutlineVectorUVMode: 0
+ - _OutlineVertexR2Width: 0
+ - _OutlineWidth: 0.035
+ - _OutlineWidthAffectedByViewDistance: 0
+ - _OutlineZBias: 0
+ - _OutlineZClip: 1
+ - _OutlineZPostionInCamera: 0
+ - _OutlineZTest: 2
+ - _OutlineZWrite: 1
+ - _OverallShadowColorPower: 1
+ - _PADist: 0
+ - _PASize: 0.5
+ - _PASmooTrans: 1
+ - _PSGLOTEX: 0
+ - _PTexturePower: 1
+ - _Parallax: 0.02
+ - _ParallaxOffset: 0.5
+ - _PointSpotlightIntensity: 1
+ - _PresAdju: 1
+ - _RELG: 1
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+ - _Main3rdBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main3rdDissolveMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main3rdDissolveNoiseMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main3rdTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainColorAdjustMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainGradationTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainTex:
+ m_Texture: {fileID: 2800000, guid: e9127ca5d92e63940bdc0358062db97b, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskGloss:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskReflection:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskSelfLit:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskTransparency:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCap2ndBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCap2ndBumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCap2ndTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapBumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MetallicGlossMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _NormalMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineVectorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineWidthControl:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineWidthMask:
+ m_Texture: {fileID: 2800000, guid: 513f256d33e4b294cb9a238d2ae516c4, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _PTexture:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ParallaxMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ReflectionColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ReflectionCubeTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _RimColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _RimShadeMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _SecondaryCutout:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Shadow2ndColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Shadow3rdColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowBlurMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowBorderMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowColorTexture:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowStrengthMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowT:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _SmoothnessTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Ints: []
+ m_Floats:
+ - _AAS: 0.0001
+ - _AAStrength: 1
+ - _AlpToCov: 0
+ - _AlphaBaseCutout: 1
+ - _AlphaBoostFA: 10
+ - _AlphaMaskMode: 0
+ - _AlphaMaskScale: 1
+ - _AlphaMaskValue: 0
+ - _AlphaToMask: 0
+ - _Anisotropy2MatCap: 0
+ - _Anisotropy2MatCap2nd: 0
+ - _Anisotropy2Reflection: 0
+ - _Anisotropy2ndBitangentWidth: 1
+ - _Anisotropy2ndShift: 0
+ - _Anisotropy2ndShiftNoiseScale: 0
+ - _Anisotropy2ndSpecularStrength: 0
+ - _Anisotropy2ndTangentWidth: 1
+ - _AnisotropyBitangentWidth: 1
+ - _AnisotropyScale: 1
+ - _AnisotropyShift: 0
+ - _AnisotropyShiftNoiseScale: 0
+ - _AnisotropySpecularStrength: 1
+ - _AnisotropyTangentWidth: 1
+ - _ApplyReflection: 0
+ - _ApplySpecular: 1
+ - _ApplySpecularFA: 1
+ - _AsOverlay: 0
+ - _AsUnlit: 0
+ - _AudioLink2Emission: 0
+ - _AudioLink2Emission2nd: 0
+ - _AudioLink2Emission2ndGrad: 0
+ - _AudioLink2EmissionGrad: 0
+ - _AudioLink2Main2nd: 0
+ - _AudioLink2Main3rd: 0
+ - _AudioLink2Vertex: 0
+ - _AudioLinkAsLocal: 0
+ - _AudioLinkMask_UVMode: 0
+ - _AudioLinkUVMode: 1
+ - _AudioLinkVertexUVMode: 1
+ - _BackfaceForceShadow: 0
+ - _BacklightBackfaceMask: 1
+ - _BacklightBlur: 0.05
+ - _BacklightBorder: 0.35
+ - _BacklightDirectivity: 5
+ - _BacklightMainStrength: 0
+ - _BacklightNormalStrength: 1
+ - _BacklightReceiveShadow: 1
+ - _BacklightViewStrength: 1
+ - _BeforeExposureLimit: 10000
+ - _BitKey0: 0
+ - _BitKey1: 0
+ - _BitKey10: 0
+ - _BitKey11: 0
+ - _BitKey12: 0
+ - _BitKey13: 0
+ - _BitKey14: 0
+ - _BitKey15: 0
+ - _BitKey16: 0
+ - _BitKey17: 0
+ - _BitKey18: 0
+ - _BitKey19: 0
+ - _BitKey2: 0
+ - _BitKey20: 0
+ - _BitKey21: 0
+ - _BitKey22: 0
+ - _BitKey23: 0
+ - _BitKey24: 0
+ - _BitKey25: 0
+ - _BitKey26: 0
+ - _BitKey27: 0
+ - _BitKey28: 0
+ - _BitKey29: 0
+ - _BitKey3: 0
+ - _BitKey30: 0
+ - _BitKey31: 0
+ - _BitKey4: 0
+ - _BitKey5: 0
+ - _BitKey6: 0
+ - _BitKey7: 0
+ - _BitKey8: 0
+ - _BitKey9: 0
+ - _BleModDest: 10
+ - _BleModSour: 5
+ - _BlendOp: 0
+ - _BlendOpAlpha: 0
+ - _BlendOpAlphaFA: 4
+ - _BlendOpFA: 4
+ - _Bump2ndMap_UVMode: 0
+ - _Bump2ndScale: 1
+ - _BumpScale: 1
+ - _ClipAdju: 0
+ - _ColorMask: 15
+ - _Compa: 4
+ - _ComputeMeshIndex: 0
+ - _Cull: 2
+ - _Culling: 2
+ - _CustomLightDirectionFollowObjectRotation: 0
+ - _CustomLightDirectionIntensity: 0
+ - _Cutoff: 0.001
+ - _Cutout: 0.5
+ - _DepthThreshold: 900
+ - _DirectionalLightIntensity: 1
+ - _DissolveNoiseStrength: 0.1
+ - _DistanceFadeMode: 0
+ - _DistanceFadeRimFresnelPower: 5
+ - _DitherMaxValue: 255
+ - _DoubleSidedOutline: 1
+ - _DstBlend: 10
+ - _DstBlendAlpha: 10
+ - _DstBlendAlphaFA: 1
+ - _DstBlendFA: 1
+ - _DummyProperty: 0
+ - _DynamicNoisyOutline: 0
+ - _Emission2ndBlend: 1
+ - _Emission2ndBlendMode: 1
+ - _Emission2ndFluorescence: 0
+ - _Emission2ndGradSpeed: 1
+ - _Emission2ndMainStrength: 0
+ - _Emission2ndMap_UVMode: 0
+ - _Emission2ndParallaxDepth: 0
+ - _Emission2ndUseGrad: 0
+ - _EmissionBlend: 1
+ - _EmissionBlendMode: 1
+ - _EmissionFluorescence: 1
+ - _EmissionGradSpeed: 1
+ - _EmissionMainStrength: 0
+ - _EmissionMap_UVMode: 0
+ - _EmissionParallaxDepth: 0
+ - _EmissionUseGrad: 0
+ - _EnvironmentalLightingIntensity: 1
+ - _FarDistanceMaxWidth: 10
+ - _FlipNormal: 0
+ - _GIFlatShade: 0
+ - _GIShadeThreshold: 0
+ - _GSAAStrength: 0
+ - _GlitterAngleRandomize: 0
+ - _GlitterApplyShape: 0
+ - _GlitterApplyTransparency: 1
+ - _GlitterBackfaceMask: 0
+ - _GlitterColorTex_UVMode: 0
+ - _GlitterEnableLighting: 1
+ - _GlitterMainStrength: 0
+ - _GlitterNormalStrength: 1
+ - _GlitterPostContrast: 1
+ - _GlitterScaleRandomize: 0
+ - _GlitterSensitivity: 0.25
+ - _GlitterShadowMask: 0
+ - _GlitterUVMode: 0
+ - _GlitterVRParallaxStrength: 1
+ - _GlossColorPower: 10
+ - _GlossIntensity: 1
+ - _GlossSoftness: 0
+ - _GlossTextureFollowLight: 0
+ - _GlossTextureFollowObjectRotation: 0
+ - _GlossTextureRotate: 0
+ - _GlossTextureSoftness: 0
+ - _Glossiness: 0.6
+ - _Glow_Edge_Width: 1
+ - _HighlightColorPower: 5
+ - _IDMask1: 0
+ - _IDMask2: 0
+ - _IDMask3: 0
+ - _IDMask4: 0
+ - _IDMask5: 0
+ - _IDMask6: 0
+ - _IDMask7: 0
+ - _IDMask8: 0
+ - _IDMaskCompile: 0
+ - _IDMaskControlsDissolve: 0
+ - _IDMaskFrom: 8
+ - _IDMaskIndex1: 0
+ - _IDMaskIndex2: 0
+ - _IDMaskIndex3: 0
+ - _IDMaskIndex4: 0
+ - _IDMaskIndex5: 0
+ - _IDMaskIndex6: 0
+ - _IDMaskIndex7: 0
+ - _IDMaskIndex8: 0
+ - _IDMaskIsBitmap: 0
+ - _IDMaskPrior1: 0
+ - _IDMaskPrior2: 0
+ - _IDMaskPrior3: 0
+ - _IDMaskPrior4: 0
+ - _IDMaskPrior5: 0
+ - _IDMaskPrior6: 0
+ - _IDMaskPrior7: 0
+ - _IDMaskPrior8: 0
+ - _IgnoreEncryption: 0
+ - _Invisible: 0
+ - _LLI_Max: 1
+ - _LLI_Min: 0
+ - _LigIgnoYNorDir: 0
+ - _LightAffectOutlineColor: 0
+ - _LightAffectRimLightColor: 0
+ - _LightAffectShadow: 0
+ - _LightFalloffAffectShadowT: 0
+ - _LightFalloffSoftness: 1
+ - _LightIntensity: 1
+ - _LightMaxLimit: 1
+ - _LightMinLimit: 0.05
+ - _MCIALO: 0
+ - _MCapIntensity: 1
+ - _MVCOL: 0
+ - _MaiColPo: 0.8
+ - _Main2ndDissolveNoiseStrength: 0.1
+ - _Main2ndEnableLighting: 1
+ - _Main2ndTexAlphaMode: 0
+ - _Main2ndTexAngle: 0
+ - _Main2ndTexBlendMode: 1
+ - _Main2ndTexIsDecal: 0
+ - _Main2ndTexIsLeftOnly: 0
+ - _Main2ndTexIsMSDF: 0
+ - _Main2ndTexIsRightOnly: 0
+ - _Main2ndTexShouldCopy: 0
+ - _Main2ndTexShouldFlipCopy: 0
+ - _Main2ndTexShouldFlipMirror: 0
+ - _Main2ndTex_Cull: 0
+ - _Main2ndTex_UVMode: 0
+ - _Main3rdDissolveNoiseStrength: 0.1
+ - _Main3rdEnableLighting: 1
+ - _Main3rdTexAlphaMode: 0
+ - _Main3rdTexAngle: 0
+ - _Main3rdTexBlendMode: 0
+ - _Main3rdTexIsDecal: 0
+ - _Main3rdTexIsLeftOnly: 0
+ - _Main3rdTexIsMSDF: 0
+ - _Main3rdTexIsRightOnly: 0
+ - _Main3rdTexShouldCopy: 0
+ - _Main3rdTexShouldFlipCopy: 0
+ - _Main3rdTexShouldFlipMirror: 0
+ - _Main3rdTex_Cull: 0
+ - _Main3rdTex_UVMode: 0
+ - _MainGradationStrength: 0
+ - _MatCap2ndApplyTransparency: 1
+ - _MatCap2ndBackfaceMask: 0
+ - _MatCap2ndBlend: 1
+ - _MatCap2ndBlendMode: 1
+ - _MatCap2ndBumpScale: 1
+ - _MatCap2ndCustomNormal: 0
+ - _MatCap2ndEnableLighting: 1
+ - _MatCap2ndLod: 0
+ - _MatCap2ndMainStrength: 0
+ - _MatCap2ndNormalStrength: 1
+ - _MatCap2ndPerspective: 1
+ - _MatCap2ndShadowMask: 0
+ - _MatCap2ndVRParallaxStrength: 1
+ - _MatCap2ndZRotCancel: 1
+ - _MatCapApplyTransparency: 1
+ - _MatCapBackfaceMask: 0
+ - _MatCapBlend: 1
+ - _MatCapBlendMode: 1
+ - _MatCapBumpScale: 1
+ - _MatCapCustomNormal: 0
+ - _MatCapEnableLighting: 1
+ - _MatCapLod: 0
+ - _MatCapMainStrength: 0
+ - _MatCapNormalStrength: 1
+ - _MatCapPerspective: 1
+ - _MatCapShadowMask: 0
+ - _MatCapVRParallaxStrength: 1
+ - _MatCapZRotCancel: 1
+ - _MaxFadDistance: 2
+ - _Metallic: 0
+ - _MinFadDistance: 0
+ - _MixMainTexToOutline: 0
+ - _MonochromeLighting: 0
+ - _N_F_ANIS: 0
+ - _N_F_CA: 0
+ - _N_F_CLD: 0
+ - _N_F_CO: 0
+ - _N_F_COEDGL: 0
+ - _N_F_DCS: 0
+ - _N_F_DDMD: 1
+ - _N_F_EAL: 1
+ - _N_F_ESSAO: 0
+ - _N_F_FR: 0
+ - _N_F_GLO: 0
+ - _N_F_GLOT: 0
+ - _N_F_HDLS: 0
+ - _N_F_HPSS: 0
+ - _N_F_LLI: 0
+ - _N_F_MC: 0
+ - _N_F_MSSOLTFO: 0
+ - _N_F_NFD: 0
+ - _N_F_NLASOBF: 0
+ - _N_F_NM: 0
+ - _N_F_O: 1
+ - _N_F_OFLMB: 0
+ - _N_F_PA: 0
+ - _N_F_PT: 0
+ - _N_F_R: 0
+ - _N_F_RDC: 1
+ - _N_F_RL: 0
+ - _N_F_RLIS: 0
+ - _N_F_SCO: 0
+ - _N_F_SCT: 0
+ - _N_F_SE: 0
+ - _N_F_SL: 0
+ - _N_F_SLMM: 0
+ - _N_F_SON: 0
+ - _N_F_SS: 1
+ - _N_F_ST: 0
+ - _N_F_STIAL: 0
+ - _N_F_STIS: 0
+ - _N_F_STSDFM: 0
+ - _N_F_TP: 0
+ - _NoiTexAffStraWidt: 0
+ - _NoisTexInten: 1
+ - _NoiseSize: 100
+ - _NoisyOutlineIntensity: 0
+ - _NorMapAsDis: 0
+ - _NormalMapIntensity: 1
+ - _ObjePosiZCS: 0
+ - _OffsetFactor: 0
+ - _OffsetUnits: 0
+ - _Opacity: 1
+ - _Oper: 0
+ - _OutStenPass: 0
+ - _OutZTest: 4
+ - _OutZWrite: 1
+ - _OutlineAlphaToMask: 0
+ - _OutlineBlendOp: 0
+ - _OutlineBlendOpAlpha: 0
+ - _OutlineBlendOpAlphaFA: 4
+ - _OutlineBlendOpFA: 4
+ - _OutlineColorMask: 15
+ - _OutlineCull: 1
+ - _OutlineDeleteMesh: 0
+ - _OutlineDisableInVR: 0
+ - _OutlineDstBlend: 10
+ - _OutlineDstBlendAlpha: 10
+ - _OutlineDstBlendAlphaFA: 1
+ - _OutlineDstBlendFA: 1
+ - _OutlineEnableLighting: 1
+ - _OutlineExtrudeMethod: 0
+ - _OutlineFixWidth: 0
+ - _OutlineLitApplyTex: 0
+ - _OutlineLitOffset: -8
+ - _OutlineLitScale: 10
+ - _OutlineLitShadowReceive: 0
+ - _OutlineOffsetFactor: 0
+ - _OutlineOffsetUnits: 0
+ - _OutlineSrcBlend: 5
+ - _OutlineSrcBlendAlpha: 1
+ - _OutlineSrcBlendAlphaFA: 0
+ - _OutlineSrcBlendFA: 1
+ - _OutlineStencilComp: 8
+ - _OutlineStencilFail: 0
+ - _OutlineStencilPass: 0
+ - _OutlineStencilReadMask: 255
+ - _OutlineStencilRef: 0
+ - _OutlineStencilWriteMask: 255
+ - _OutlineStencilZFail: 0
+ - _OutlineVectorScale: 1
+ - _OutlineVectorUVMode: 0
+ - _OutlineVertexR2Width: 0
+ - _OutlineWidth: 0.03
+ - _OutlineWidthAffectedByViewDistance: 0
+ - _OutlineZBias: 0
+ - _OutlineZClip: 1
+ - _OutlineZPostionInCamera: 0
+ - _OutlineZTest: 2
+ - _OutlineZWrite: 1
+ - _OverallShadowColorPower: 1
+ - _PADist: 0
+ - _PASize: 0.5
+ - _PASmooTrans: 1
+ - _PSGLOTEX: 0
+ - _PTexturePower: 1
+ - _Parallax: 0.02
+ - _ParallaxOffset: 0.5
+ - _PointSpotlightIntensity: 1
+ - _PreAlphaToMask: 0
+ - _PreBlendOp: 0
+ - _PreBlendOpAlpha: 0
+ - _PreBlendOpAlphaFA: 4
+ - _PreBlendOpFA: 4
+ - _PreColorMask: 15
+ - _PreCull: 2
+ - _PreCutoff: 0.5
+ - _PreDstBlend: 10
+ - _PreDstBlendAlpha: 10
+ - _PreDstBlendAlphaFA: 1
+ - _PreDstBlendFA: 1
+ - _PreOffsetFactor: 0
+ - _PreOffsetUnits: 0
+ - _PreOutType: 0
+ - _PreSrcBlend: 1
+ - _PreSrcBlendAlpha: 1
+ - _PreSrcBlendAlphaFA: 0
+ - _PreSrcBlendFA: 1
+ - _PreStencilComp: 8
+ - _PreStencilFail: 0
+ - _PreStencilPass: 0
+ - _PreStencilReadMask: 255
+ - _PreStencilRef: 0
+ - _PreStencilWriteMask: 255
+ - _PreStencilZFail: 0
+ - _PreZClip: 1
+ - _PreZTest: 4
+ - _PreZWrite: 1
+ - _PresAdju: 1
+ - _RELG: 1
+ - _RQSO: 0
+ - _ReduSha: 0.5
+ - _RefMetallic: 0
+ - _RefVal: 0
+ - _Reflectance: 0.04
+ - _ReflectionApplyTransparency: 1
+ - _ReflectionBlendMode: 1
+ - _ReflectionCubeEnableLighting: 1
+ - _ReflectionCubeOverride: 0
+ - _ReflectionIntensity: 0
+ - _ReflectionNormalStrength: 1
+ - _RimApplyTransparency: 1
+ - _RimBackfaceMask: 0
+ - _RimBlendMode: 1
+ - _RimBlur: 0.1
+ - _RimBorder: 0.5
+ - _RimDirRange: 0
+ - _RimDirStrength: 0
+ - _RimEnableLighting: 1
+ - _RimFresnelPower: 3
+ - _RimIndirBlur: 0.1
+ - _RimIndirBorder: 0.5
+ - _RimIndirRange: 0
+ - _RimLigInt: 1
+ - _RimLightColorPower: 10
+ - _RimLightInLight: 1
+ - _RimLightSoftness: 1
+ - _RimLightUnfill: 1.5
+ - _RimMainStrength: 0
+ - _RimNormalStrength: 1
+ - _RimShadeBlur: 1
+ - _RimShadeBorder: 0.5
+ - _RimShadeFresnelPower: 1
+ - _RimShadeNormalStrength: 1
+ - _RimShadowMask: 0
+ - _RimVRParallaxStrength: 1
+ - _SPECIN: 1
+ - _SPECMODE: 0
+ - _STIL: 0
+ - _Saturation: 1
+ - _SelfLitHighContrast: 1
+ - _SelfLitIntensity: 0
+ - _SelfLitPower: 2
+ - _SelfShadowAffectedByLightShadowStrength: 0
+ - _SelfShadowHardness: 1
+ - _SelfShadowRealTimeShadowColorPower: 1
+ - _SelfShadowRealtimeShadowIntensity: 0
+ - _SelfShadowShadowTAtViewDirection: 0
+ - _SelfShadowThreshold: 0.93
+ - _Shadow2ndBlur: 0.3
+ - _Shadow2ndBorder: 0.5
+ - _Shadow2ndNormalStrength: 1
+ - _Shadow2ndReceive: 0
+ - _Shadow3rdBlur: 0.1
+ - _Shadow3rdBorder: 0.25
+ - _Shadow3rdNormalStrength: 1
+ - _Shadow3rdReceive: 0
+ - _ShadowBlur: 0.1
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+ - _ShadowBorder: 0.5
+ - _ShadowBorderMaskLOD: 0
+ - _ShadowBorderRange: 0
+ - _ShadowColorTexturePower: 0
+ - _ShadowColorType: 0
+ - _ShadowEnvStrength: 0
+ - _ShadowFlatBlur: 1
+ - _ShadowFlatBorder: 1
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+ - _ShadowMainStrength: 1
+ - _ShadowMaskType: 0
+ - _ShadowNormalStrength: 1
+ - _ShadowPostAO: 0
+ - _ShadowReceive: 0
+ - _ShadowStrength: 1
+ - _ShadowStrengthMaskLOD: 0
+ - _ShadowTColorPower: 1
+ - _ShadowTHardness: 1
+ - _ShadowTIntensity: 1
+ - _ShadowTLightThreshold: 50
+ - _ShadowTShadowThreshold: 0
+ - _ShifAnis: 0
+ - _ShiftBackfaceUV: 0
+ - _ShowInAmbientLightShadowIntensity: 1
+ - _ShowInAmbientLightShadowThreshold: 0.4
+ - _ShowNormal: 0
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+ - _SmoothObjectNormal: 0
+ - _Smoothness: 1
+ - _SpecularBlur: 0
+ - _SpecularBorder: 0.5
+ - _SpecularNormalStrength: 1
+ - _SpecularToon: 1
+ - _SrcBlend: 1
+ - _SrcBlendAlpha: 1
+ - _SrcBlendAlphaFA: 0
+ - _SrcBlendFA: 1
+ - _StencilComp: 8
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+ - _OutlineVectorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineWidthControl:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineWidthMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _PTexture:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ParallaxMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ReflectionColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ReflectionCubeTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _RimColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _RimShadeMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _SecondaryCutout:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Shadow2ndColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Shadow3rdColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowBlurMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowBorderMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowColorTexture:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowStrengthMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowT:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _SmoothnessTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Ints: []
+ m_Floats:
+ - _AAS: 0.0001
+ - _AAStrength: 1
+ - _AlpToCov: 0
+ - _AlphaBaseCutout: 1
+ - _AlphaBoostFA: 10
+ - _AlphaMaskMode: 1
+ - _AlphaMaskScale: 1
+ - _AlphaMaskValue: 0.35
+ - _AlphaToMask: 0
+ - _Anisotropy2MatCap: 0
+ - _Anisotropy2MatCap2nd: 0
+ - _Anisotropy2Reflection: 0
+ - _Anisotropy2ndBitangentWidth: 1
+ - _Anisotropy2ndShift: 0
+ - _Anisotropy2ndShiftNoiseScale: 0
+ - _Anisotropy2ndSpecularStrength: 0
+ - _Anisotropy2ndTangentWidth: 1
+ - _AnisotropyBitangentWidth: 1
+ - _AnisotropyScale: 1
+ - _AnisotropyShift: 0
+ - _AnisotropyShiftNoiseScale: 0
+ - _AnisotropySpecularStrength: 1
+ - _AnisotropyTangentWidth: 1
+ - _ApplyReflection: 0
+ - _ApplySpecular: 1
+ - _ApplySpecularFA: 1
+ - _AsOverlay: 0
+ - _AsUnlit: 0
+ - _AudioLink2Emission: 0
+ - _AudioLink2Emission2nd: 0
+ - _AudioLink2Emission2ndGrad: 0
+ - _AudioLink2EmissionGrad: 0
+ - _AudioLink2Main2nd: 0
+ - _AudioLink2Main3rd: 0
+ - _AudioLink2Vertex: 0
+ - _AudioLinkAsLocal: 0
+ - _AudioLinkMask_UVMode: 0
+ - _AudioLinkUVMode: 1
+ - _AudioLinkVertexUVMode: 1
+ - _BackfaceForceShadow: 0
+ - _BacklightBackfaceMask: 1
+ - _BacklightBlur: 0.05
+ - _BacklightBorder: 0.35
+ - _BacklightDirectivity: 5
+ - _BacklightMainStrength: 0
+ - _BacklightNormalStrength: 1
+ - _BacklightReceiveShadow: 1
+ - _BacklightViewStrength: 1
+ - _BeforeExposureLimit: 10000
+ - _BitKey0: 0
+ - _BitKey1: 0
+ - _BitKey10: 0
+ - _BitKey11: 0
+ - _BitKey12: 0
+ - _BitKey13: 0
+ - _BitKey14: 0
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+ - _BitKey16: 0
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+ - _BitKey20: 0
+ - _BitKey21: 0
+ - _BitKey22: 0
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+ - _BitKey24: 0
+ - _BitKey25: 0
+ - _BitKey26: 0
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+ - _BitKey29: 0
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+ - _BitKey30: 0
+ - _BitKey31: 0
+ - _BitKey4: 0
+ - _BitKey5: 0
+ - _BitKey6: 0
+ - _BitKey7: 0
+ - _BitKey8: 0
+ - _BitKey9: 0
+ - _BleModDest: 0
+ - _BleModSour: 1
+ - _BlendOp: 0
+ - _BlendOpAlpha: 0
+ - _BlendOpAlphaFA: 4
+ - _BlendOpFA: 4
+ - _Bump2ndMap_UVMode: 0
+ - _Bump2ndScale: 1
+ - _BumpScale: 1
+ - _ClipAdju: 0
+ - _ColorMask: 15
+ - _Compa: 4
+ - _ComputeMeshIndex: 0
+ - _Cull: 0
+ - _Culling: 2
+ - _CustomLightDirectionFollowObjectRotation: 0
+ - _CustomLightDirectionIntensity: 0
+ - _Cutoff: 0.001
+ - _Cutout: 0.5
+ - _DepthThreshold: 900
+ - _DirectionalLightIntensity: 1
+ - _DissolveNoiseStrength: 0.1
+ - _DistanceFadeMode: 0
+ - _DistanceFadeRimFresnelPower: 5
+ - _DitherMaxValue: 255
+ - _DoubleSidedOutline: 1
+ - _DstBlend: 10
+ - _DstBlendAlpha: 10
+ - _DstBlendAlphaFA: 1
+ - _DstBlendFA: 1
+ - _DummyProperty: 0
+ - _DynamicNoisyOutline: 0
+ - _Emission2ndBlend: 1
+ - _Emission2ndBlendMode: 1
+ - _Emission2ndFluorescence: 0
+ - _Emission2ndGradSpeed: 1
+ - _Emission2ndMainStrength: 0
+ - _Emission2ndMap_UVMode: 0
+ - _Emission2ndParallaxDepth: 0
+ - _Emission2ndUseGrad: 0
+ - _EmissionBlend: 1
+ - _EmissionBlendMode: 1
+ - _EmissionFluorescence: 0
+ - _EmissionGradSpeed: 1
+ - _EmissionMainStrength: 0
+ - _EmissionMap_UVMode: 0
+ - _EmissionParallaxDepth: 0
+ - _EmissionUseGrad: 0
+ - _EnvironmentalLightingIntensity: 1
+ - _FarDistanceMaxWidth: 10
+ - _FlipNormal: 0
+ - _GIFlatShade: 0
+ - _GIShadeThreshold: 0
+ - _GSAAStrength: 0
+ - _GlitterAngleRandomize: 0
+ - _GlitterApplyShape: 0
+ - _GlitterApplyTransparency: 1
+ - _GlitterBackfaceMask: 0
+ - _GlitterColorTex_UVMode: 0
+ - _GlitterEnableLighting: 1
+ - _GlitterMainStrength: 0
+ - _GlitterNormalStrength: 1
+ - _GlitterPostContrast: 1
+ - _GlitterScaleRandomize: 0
+ - _GlitterSensitivity: 0.25
+ - _GlitterShadowMask: 0
+ - _GlitterUVMode: 0
+ - _GlitterVRParallaxStrength: 0
+ - _GlossColorPower: 10
+ - _GlossIntensity: 1
+ - _GlossSoftness: 0
+ - _GlossTextureFollowLight: 0
+ - _GlossTextureFollowObjectRotation: 0
+ - _GlossTextureRotate: 0
+ - _GlossTextureSoftness: 0
+ - _Glossiness: 0.6
+ - _Glow_Edge_Width: 1
+ - _HighlightColorPower: 1
+ - _IDMask1: 0
+ - _IDMask2: 0
+ - _IDMask3: 0
+ - _IDMask4: 0
+ - _IDMask5: 0
+ - _IDMask6: 0
+ - _IDMask7: 0
+ - _IDMask8: 0
+ - _IDMaskCompile: 0
+ - _IDMaskControlsDissolve: 0
+ - _IDMaskFrom: 8
+ - _IDMaskIndex1: 0
+ - _IDMaskIndex2: 0
+ - _IDMaskIndex3: 0
+ - _IDMaskIndex4: 0
+ - _IDMaskIndex5: 0
+ - _IDMaskIndex6: 0
+ - _IDMaskIndex7: 0
+ - _IDMaskIndex8: 0
+ - _IDMaskIsBitmap: 0
+ - _IDMaskPrior1: 0
+ - _IDMaskPrior2: 0
+ - _IDMaskPrior3: 0
+ - _IDMaskPrior4: 0
+ - _IDMaskPrior5: 0
+ - _IDMaskPrior6: 0
+ - _IDMaskPrior7: 0
+ - _IDMaskPrior8: 0
+ - _IgnoreEncryption: 0
+ - _Invisible: 0
+ - _LLI_Max: 1
+ - _LLI_Min: 0
+ - _LigIgnoYNorDir: 0
+ - _LightAffectOutlineColor: 0
+ - _LightAffectRimLightColor: 0
+ - _LightAffectShadow: 0
+ - _LightFalloffAffectShadowT: 0
+ - _LightFalloffSoftness: 1
+ - _LightIntensity: 1
+ - _LightMaxLimit: 1
+ - _LightMinLimit: 0.05
+ - _MCIALO: 0
+ - _MCapIntensity: 1
+ - _MVCOL: 0
+ - _MaiColPo: 0.8
+ - _Main2ndDissolveNoiseStrength: 0.1
+ - _Main2ndEnableLighting: 1
+ - _Main2ndTexAlphaMode: 0
+ - _Main2ndTexAngle: 0
+ - _Main2ndTexBlendMode: 0
+ - _Main2ndTexIsDecal: 0
+ - _Main2ndTexIsLeftOnly: 0
+ - _Main2ndTexIsMSDF: 0
+ - _Main2ndTexIsRightOnly: 0
+ - _Main2ndTexShouldCopy: 0
+ - _Main2ndTexShouldFlipCopy: 0
+ - _Main2ndTexShouldFlipMirror: 0
+ - _Main2ndTex_Cull: 0
+ - _Main2ndTex_UVMode: 0
+ - _Main3rdDissolveNoiseStrength: 0.1
+ - _Main3rdEnableLighting: 1
+ - _Main3rdTexAlphaMode: 0
+ - _Main3rdTexAngle: 0
+ - _Main3rdTexBlendMode: 0
+ - _Main3rdTexIsDecal: 0
+ - _Main3rdTexIsLeftOnly: 0
+ - _Main3rdTexIsMSDF: 0
+ - _Main3rdTexIsRightOnly: 0
+ - _Main3rdTexShouldCopy: 0
+ - _Main3rdTexShouldFlipCopy: 0
+ - _Main3rdTexShouldFlipMirror: 0
+ - _Main3rdTex_Cull: 0
+ - _Main3rdTex_UVMode: 0
+ - _MainGradationStrength: 0
+ - _MatCap2ndApplyTransparency: 1
+ - _MatCap2ndBackfaceMask: 0
+ - _MatCap2ndBlend: 1
+ - _MatCap2ndBlendMode: 1
+ - _MatCap2ndBumpScale: 1
+ - _MatCap2ndCustomNormal: 0
+ - _MatCap2ndEnableLighting: 1
+ - _MatCap2ndLod: 0
+ - _MatCap2ndMainStrength: 0
+ - _MatCap2ndNormalStrength: 1
+ - _MatCap2ndPerspective: 1
+ - _MatCap2ndShadowMask: 0
+ - _MatCap2ndVRParallaxStrength: 1
+ - _MatCap2ndZRotCancel: 1
+ - _MatCapApplyTransparency: 1
+ - _MatCapBackfaceMask: 0
+ - _MatCapBlend: 0.6
+ - _MatCapBlendMode: 1
+ - _MatCapBumpScale: 1
+ - _MatCapCustomNormal: 0
+ - _MatCapEnableLighting: 1
+ - _MatCapLod: 0
+ - _MatCapMainStrength: 0
+ - _MatCapNormalStrength: 1
+ - _MatCapPerspective: 1
+ - _MatCapShadowMask: 0.75
+ - _MatCapVRParallaxStrength: 1
+ - _MatCapZRotCancel: 1
+ - _MaxFadDistance: 2
+ - _Metallic: 0
+ - _MinFadDistance: 0
+ - _MixMainTexToOutline: 0
+ - _MonochromeLighting: 0
+ - _N_F_ANIS: 0
+ - _N_F_CA: 0
+ - _N_F_CLD: 0
+ - _N_F_CO: 0
+ - _N_F_COEDGL: 0
+ - _N_F_DCS: 0
+ - _N_F_DDMD: 1
+ - _N_F_EAL: 1
+ - _N_F_ESSAO: 0
+ - _N_F_FR: 0
+ - _N_F_GLO: 0
+ - _N_F_GLOT: 0
+ - _N_F_HDLS: 0
+ - _N_F_HPSS: 0
+ - _N_F_LLI: 0
+ - _N_F_MC: 0
+ - _N_F_MSSOLTFO: 0
+ - _N_F_NFD: 0
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+ - _N_F_NM: 0
+ - _N_F_O: 1
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+ - _N_F_PA: 0
+ - _N_F_PT: 0
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+ - _N_F_RDC: 1
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+ - _N_F_RLIS: 0
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+ - _N_F_SLMM: 0
+ - _N_F_SON: 0
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+ - _N_F_STIAL: 0
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+ - _N_F_TP: 0
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+ - _NoiseSize: 100
+ - _NoisyOutlineIntensity: 0
+ - _NorMapAsDis: 0
+ - _NormalMapIntensity: 1
+ - _ObjePosiZCS: 0
+ - _OffsetFactor: 0
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+ - _OutStenPass: 0
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+ - _OutlineBlendOpFA: 4
+ - _OutlineColorMask: 15
+ - _OutlineCull: 1
+ - _OutlineDeleteMesh: 0
+ - _OutlineDisableInVR: 0
+ - _OutlineDstBlend: 10
+ - _OutlineDstBlendAlpha: 10
+ - _OutlineDstBlendAlphaFA: 1
+ - _OutlineDstBlendFA: 1
+ - _OutlineEnableLighting: 1
+ - _OutlineExtrudeMethod: 0
+ - _OutlineFixWidth: 0
+ - _OutlineLitApplyTex: 0
+ - _OutlineLitOffset: -8
+ - _OutlineLitScale: 10
+ - _OutlineLitShadowReceive: 0
+ - _OutlineOffsetFactor: 0
+ - _OutlineOffsetUnits: 0
+ - _OutlineSrcBlend: 5
+ - _OutlineSrcBlendAlpha: 1
+ - _OutlineSrcBlendAlphaFA: 0
+ - _OutlineSrcBlendFA: 1
+ - _OutlineStencilComp: 8
+ - _OutlineStencilFail: 0
+ - _OutlineStencilPass: 0
+ - _OutlineStencilReadMask: 255
+ - _OutlineStencilRef: 0
+ - _OutlineStencilWriteMask: 255
+ - _OutlineStencilZFail: 0
+ - _OutlineVectorScale: 1
+ - _OutlineVectorUVMode: 0
+ - _OutlineVertexR2Width: 0
+ - _OutlineWidth: 0.03
+ - _OutlineWidthAffectedByViewDistance: 0
+ - _OutlineZBias: 0
+ - _OutlineZClip: 1
+ - _OutlineZPostionInCamera: 0
+ - _OutlineZTest: 2
+ - _OutlineZWrite: 1
+ - _OverallShadowColorPower: 1
+ - _PADist: 0
+ - _PASize: 0.5
+ - _PASmooTrans: 1
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+ - _PTexturePower: 1
+ - _Parallax: 0.02
+ - _ParallaxOffset: 0.5
+ - _PointSpotlightIntensity: 1
+ - _PreAlphaToMask: 0
+ - _PreBlendOp: 0
+ - _PreBlendOpAlpha: 0
+ - _PreBlendOpAlphaFA: 4
+ - _PreBlendOpFA: 4
+ - _PreColorMask: 15
+ - _PreCull: 2
+ - _PreCutoff: 0.5
+ - _PreDstBlend: 10
+ - _PreDstBlendAlpha: 10
+ - _PreDstBlendAlphaFA: 1
+ - _PreDstBlendFA: 1
+ - _PreOffsetFactor: 0
+ - _PreOffsetUnits: 0
+ - _PreOutType: 0
+ - _PreSrcBlend: 1
+ - _PreSrcBlendAlpha: 1
+ - _PreSrcBlendAlphaFA: 0
+ - _PreSrcBlendFA: 1
+ - _PreStencilComp: 8
+ - _PreStencilFail: 0
+ - _PreStencilPass: 0
+ - _PreStencilReadMask: 255
+ - _PreStencilRef: 0
+ - _PreStencilWriteMask: 255
+ - _PreStencilZFail: 0
+ - _PreZClip: 1
+ - _PreZTest: 4
+ - _PreZWrite: 1
+ - _PresAdju: 1
+ - _RELG: 1
+ - _RQSO: 0
+ - _ReduSha: 0.5
+ - _RefMetallic: 0
+ - _RefVal: 0
+ - _Reflectance: 0.04
+ - _ReflectionApplyTransparency: 1
+ - _ReflectionBlendMode: 1
+ - _ReflectionCubeEnableLighting: 1
+ - _ReflectionCubeOverride: 0
+ - _ReflectionIntensity: 0
+ - _ReflectionNormalStrength: 1
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+ - _RimBackfaceMask: 0
+ - _RimBlendMode: 1
+ - _RimBlur: 0.1
+ - _RimBorder: 0.873
+ - _RimDirRange: 0
+ - _RimDirStrength: 0
+ - _RimEnableLighting: 1
+ - _RimFresnelPower: 1
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+ - _RimIndirBorder: 0.5
+ - _RimIndirRange: 0
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+ - _RimLightColorPower: 10
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+ - _RimLightSoftness: 1
+ - _RimLightUnfill: 1.5
+ - _RimMainStrength: 0
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+ - _RimShadeBorder: 0.5
+ - _RimShadeFresnelPower: 1
+ - _RimShadeNormalStrength: 1
+ - _RimShadowMask: 1
+ - _RimVRParallaxStrength: 1
+ - _SPECIN: 1
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+ - _SelfLitPower: 2
+ - _SelfShadowAffectedByLightShadowStrength: 0
+ - _SelfShadowHardness: 1
+ - _SelfShadowRealTimeShadowColorPower: 1
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+ - _SelfShadowShadowTAtViewDirection: 0
+ - _SelfShadowThreshold: 0.93
+ - _Shadow2ndBlur: 0.14
+ - _Shadow2ndBorder: 0.3
+ - _Shadow2ndNormalStrength: 1
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+ - _Shadow3rdBlur: 0.1
+ - _Shadow3rdBorder: 0.25
+ - _Shadow3rdNormalStrength: 1
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+ - _ShadowBlur: 0.1
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+ - _ShadowBorder: 0.35
+ - _ShadowBorderMaskLOD: 0
+ - _ShadowBorderRange: 0
+ - _ShadowColorTexturePower: 0
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+ - _ShadowEnvStrength: 0
+ - _ShadowFlatBlur: 1
+ - _ShadowFlatBorder: 1
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+ - _ShadowMainStrength: 0
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+ - _ShadowReceive: 1
+ - _ShadowStrength: 1
+ - _ShadowStrengthMaskLOD: 0
+ - _ShadowTColorPower: 1
+ - _ShadowTHardness: 1
+ - _ShadowTIntensity: 1
+ - _ShadowTLightThreshold: 50
+ - _ShadowTShadowThreshold: 0
+ - _ShifAnis: 0
+ - _ShiftBackfaceUV: 0
+ - _ShowInAmbientLightShadowIntensity: 1
+ - _ShowInAmbientLightShadowThreshold: 0.4
+ - _ShowNormal: 0
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+ - _SkinMatrixIndex: 0
+ - _SmoothObjectNormal: 0
+ - _Smoothness: 1
+ - _SpecularBlur: 0
+ - _SpecularBorder: 0.5
+ - _SpecularNormalStrength: 1
+ - _SpecularToon: 1
+ - _SrcBlend: 1
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+ - _SrcBlendAlphaFA: 0
+ - _SrcBlendFA: 1
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+ - _StencilFail: 0
+ - _StencilPass: 2
+ - _StencilReadMask: 255
+ - _StencilRef: 0
+ - _StencilWriteMask: 255
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+ - _StraWidt: 10
+ - _SubpassCutoff: 0.5
+ - _TEXMCOLINT: 1
+ - _TRANSMODE: 0
+ - _TessEdge: 10
+ - _TessFactorMax: 3
+ - _TessShrink: 0
+ - _TessStrength: 0.5
+ - _TessellationFar: 1
+ - _TessellationNear: 1
+ - _TessellationSmoothness: 0.5
+ - _TessellationTransition: 0.8
+ - _TexturePatternStyle: 0
+ - _TrailSize: 1.5
+ - _TransAffSha: 1
+ - _TransparentMode: 0
+ - _TransparentThreshold: 0
+ - _TriPlaBlend: 4
+ - _TriPlaTile: 1
+ - _UDIMDiscardCompile: 0
+ - _UDIMDiscardMode: 0
+ - _UDIMDiscardRow0_0: 0
+ - _UDIMDiscardRow0_1: 0
+ - _UDIMDiscardRow0_2: 0
+ - _UDIMDiscardRow0_3: 0
+ - _UDIMDiscardRow1_0: 0
+ - _UDIMDiscardRow1_1: 0
+ - _UDIMDiscardRow1_2: 0
+ - _UDIMDiscardRow1_3: 0
+ - _UDIMDiscardRow2_0: 0
+ - _UDIMDiscardRow2_1: 0
+ - _UDIMDiscardRow2_2: 0
+ - _UDIMDiscardRow2_3: 0
+ - _UDIMDiscardRow3_0: 0
+ - _UDIMDiscardRow3_1: 0
+ - _UDIMDiscardRow3_2: 0
+ - _UDIMDiscardRow3_3: 0
+ - _UDIMDiscardUV: 0
+ - _UVSet: 0
+ - _UseAnisotropy: 0
+ - _UseAudioLink: 0
+ - _UseBacklight: 0
+ - _UseBump2ndMap: 0
+ - _UseBumpMap: 0
+ - _UseClippingCanceller: 0
+ - _UseDither: 0
+ - _UseEmission: 0
+ - _UseEmission2nd: 0
+ - _UseGlitter: 0
+ - _UseMain2ndTex: 0
+ - _UseMain3rdTex: 0
+ - _UseMatCap: 0
+ - _UseMatCap2nd: 0
+ - _UseOutline: 0
+ - _UsePOM: 0
+ - _UseParallax: 0
+ - _UseReflection: 0
+ - _UseRim: 0
+ - _UseRimShade: 0
+ - _UseSecondaryCutout: 0
+ - _UseShadow: 1
+ - _UseTLB: 0
+ - _VertexColorBlueAffectOutlineWitdh: 0
+ - _VertexColorGreenControlSelfShadowThreshold: 0
+ - _VertexColorRedControlSmoothObjectNormal: 0
+ - _VertexLightStrength: 0
+ - _ZClip: 1
+ - _ZTest: 4
+ - _ZWrite: 1
+ - _e2gai: 2
+ - _e2gci: 2
+ - _egai: 2
+ - _egci: 2
+ - _lilDirectionalLightStrength: 1
+ - _lilShadowCasterBias: 0
+ - _lilToonVersion: 42
+ m_Colors:
+ - _AudioLinkDefaultValue: {r: 0, g: 0, b: 2, a: 0.75}
+ - _AudioLinkLocalMapParams: {r: 120, g: 1, b: 0, a: 0}
+ - _AudioLinkMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _AudioLinkStart: {r: 0, g: 0, b: 0, a: 0}
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+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowT:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _SmoothnessTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Ints: []
+ m_Floats:
+ - _AAS: 0.0001
+ - _AAStrength: 1
+ - _AlpToCov: 0
+ - _AlphaBaseCutout: 1
+ - _AlphaBoostFA: 10
+ - _AlphaMaskMode: 0
+ - _AlphaMaskScale: 1
+ - _AlphaMaskValue: 0
+ - _AlphaToMask: 0
+ - _Anisotropy2MatCap: 0
+ - _Anisotropy2MatCap2nd: 0
+ - _Anisotropy2Reflection: 0
+ - _Anisotropy2ndBitangentWidth: 1
+ - _Anisotropy2ndShift: 0
+ - _Anisotropy2ndShiftNoiseScale: 0
+ - _Anisotropy2ndSpecularStrength: 0
+ - _Anisotropy2ndTangentWidth: 1
+ - _AnisotropyBitangentWidth: 1
+ - _AnisotropyScale: 1
+ - _AnisotropyShift: 0
+ - _AnisotropyShiftNoiseScale: 0
+ - _AnisotropySpecularStrength: 1
+ - _AnisotropyTangentWidth: 1
+ - _ApplyReflection: 0
+ - _ApplySpecular: 1
+ - _ApplySpecularFA: 1
+ - _AsOverlay: 0
+ - _AsUnlit: 0
+ - _AudioLink2Emission: 0
+ - _AudioLink2Emission2nd: 0
+ - _AudioLink2Emission2ndGrad: 0
+ - _AudioLink2EmissionGrad: 0
+ - _AudioLink2Main2nd: 0
+ - _AudioLink2Main3rd: 0
+ - _AudioLink2Vertex: 0
+ - _AudioLinkAsLocal: 0
+ - _AudioLinkMask_UVMode: 0
+ - _AudioLinkUVMode: 1
+ - _AudioLinkVertexUVMode: 1
+ - _BackfaceForceShadow: 0
+ - _BacklightBackfaceMask: 1
+ - _BacklightBlur: 0.2
+ - _BacklightBorder: 0.45
+ - _BacklightDirectivity: 5
+ - _BacklightMainStrength: 0
+ - _BacklightNormalStrength: 1
+ - _BacklightReceiveShadow: 1
+ - _BacklightViewStrength: 1
+ - _BeforeExposureLimit: 10000
+ - _BitKey0: 0
+ - _BitKey1: 0
+ - _BitKey10: 0
+ - _BitKey11: 0
+ - _BitKey12: 0
+ - _BitKey13: 0
+ - _BitKey14: 0
+ - _BitKey15: 0
+ - _BitKey16: 0
+ - _BitKey17: 0
+ - _BitKey18: 0
+ - _BitKey19: 0
+ - _BitKey2: 0
+ - _BitKey20: 0
+ - _BitKey21: 0
+ - _BitKey22: 0
+ - _BitKey23: 0
+ - _BitKey24: 0
+ - _BitKey25: 0
+ - _BitKey26: 0
+ - _BitKey27: 0
+ - _BitKey28: 0
+ - _BitKey29: 0
+ - _BitKey3: 0
+ - _BitKey30: 0
+ - _BitKey31: 0
+ - _BitKey4: 0
+ - _BitKey5: 0
+ - _BitKey6: 0
+ - _BitKey7: 0
+ - _BitKey8: 0
+ - _BitKey9: 0
+ - _BleModDest: 0
+ - _BleModSour: 1
+ - _BlendOp: 0
+ - _BlendOpAlpha: 0
+ - _BlendOpAlphaFA: 4
+ - _BlendOpFA: 4
+ - _Bump2ndMap_UVMode: 0
+ - _Bump2ndScale: 1
+ - _BumpScale: 1
+ - _ClipAdju: 0
+ - _ColorMask: 15
+ - _Compa: 4
+ - _ComputeMeshIndex: 0
+ - _Cull: 0
+ - _Culling: 2
+ - _CustomLightDirectionFollowObjectRotation: 0
+ - _CustomLightDirectionIntensity: 0
+ - _Cutoff: 0.5
+ - _Cutout: 0.5
+ - _DepthThreshold: 900
+ - _DirectionalLightIntensity: 1
+ - _DissolveNoiseStrength: 0.1
+ - _DistanceFadeMode: 0
+ - _DistanceFadeRimFresnelPower: 5
+ - _DitherMaxValue: 255
+ - _DoubleSidedOutline: 1
+ - _DstBlend: 0
+ - _DstBlendAlpha: 10
+ - _DstBlendAlphaFA: 1
+ - _DstBlendFA: 1
+ - _DummyProperty: 0
+ - _DynamicNoisyOutline: 0
+ - _Emission2ndBlend: 1
+ - _Emission2ndBlendMode: 1
+ - _Emission2ndFluorescence: 0
+ - _Emission2ndGradSpeed: 1
+ - _Emission2ndMainStrength: 0
+ - _Emission2ndMap_UVMode: 0
+ - _Emission2ndParallaxDepth: 0
+ - _Emission2ndUseGrad: 0
+ - _EmissionBlend: 1
+ - _EmissionBlendMode: 1
+ - _EmissionFluorescence: 0
+ - _EmissionGradSpeed: 1
+ - _EmissionMainStrength: 0
+ - _EmissionMap_UVMode: 0
+ - _EmissionParallaxDepth: 0
+ - _EmissionUseGrad: 0
+ - _EnvironmentalLightingIntensity: 1
+ - _FarDistanceMaxWidth: 10
+ - _FlipNormal: 0
+ - _GIFlatShade: 0
+ - _GIShadeThreshold: 0
+ - _GSAAStrength: 0
+ - _GlitterAngleRandomize: 0
+ - _GlitterApplyShape: 0
+ - _GlitterApplyTransparency: 1
+ - _GlitterBackfaceMask: 0
+ - _GlitterColorTex_UVMode: 0
+ - _GlitterEnableLighting: 1
+ - _GlitterMainStrength: 0
+ - _GlitterNormalStrength: 1
+ - _GlitterPostContrast: 1
+ - _GlitterScaleRandomize: 0
+ - _GlitterSensitivity: 0.25
+ - _GlitterShadowMask: 0
+ - _GlitterUVMode: 0
+ - _GlitterVRParallaxStrength: 0
+ - _GlossColorPower: 10
+ - _GlossIntensity: 1
+ - _GlossSoftness: 0
+ - _GlossTextureFollowLight: 0
+ - _GlossTextureFollowObjectRotation: 0
+ - _GlossTextureRotate: 0
+ - _GlossTextureSoftness: 0
+ - _Glossiness: 0.6
+ - _Glow_Edge_Width: 1
+ - _HighlightColorPower: 5
+ - _IDMask1: 0
+ - _IDMask2: 0
+ - _IDMask3: 0
+ - _IDMask4: 0
+ - _IDMask5: 0
+ - _IDMask6: 0
+ - _IDMask7: 0
+ - _IDMask8: 0
+ - _IDMaskCompile: 0
+ - _IDMaskControlsDissolve: 0
+ - _IDMaskFrom: 8
+ - _IDMaskIndex1: 0
+ - _IDMaskIndex2: 0
+ - _IDMaskIndex3: 0
+ - _IDMaskIndex4: 0
+ - _IDMaskIndex5: 0
+ - _IDMaskIndex6: 0
+ - _IDMaskIndex7: 0
+ - _IDMaskIndex8: 0
+ - _IDMaskIsBitmap: 0
+ - _IDMaskPrior1: 0
+ - _IDMaskPrior2: 0
+ - _IDMaskPrior3: 0
+ - _IDMaskPrior4: 0
+ - _IDMaskPrior5: 0
+ - _IDMaskPrior6: 0
+ - _IDMaskPrior7: 0
+ - _IDMaskPrior8: 0
+ - _IgnoreEncryption: 0
+ - _Invisible: 0
+ - _LLI_Max: 1
+ - _LLI_Min: 0
+ - _LigIgnoYNorDir: 0
+ - _LightAffectOutlineColor: 0
+ - _LightAffectRimLightColor: 0
+ - _LightAffectShadow: 0
+ - _LightFalloffAffectShadowT: 0
+ - _LightFalloffSoftness: 1
+ - _LightIntensity: 1
+ - _LightMaxLimit: 1
+ - _LightMinLimit: 0.05
+ - _MCIALO: 0
+ - _MCapIntensity: 1
+ - _MVCOL: 0
+ - _MaiColPo: 0.8
+ - _Main2ndDissolveNoiseStrength: 0.1
+ - _Main2ndEnableLighting: 1
+ - _Main2ndTexAlphaMode: 0
+ - _Main2ndTexAngle: 0
+ - _Main2ndTexBlendMode: 0
+ - _Main2ndTexIsDecal: 0
+ - _Main2ndTexIsLeftOnly: 0
+ - _Main2ndTexIsMSDF: 0
+ - _Main2ndTexIsRightOnly: 0
+ - _Main2ndTexShouldCopy: 0
+ - _Main2ndTexShouldFlipCopy: 0
+ - _Main2ndTexShouldFlipMirror: 0
+ - _Main2ndTex_Cull: 0
+ - _Main2ndTex_UVMode: 0
+ - _Main3rdDissolveNoiseStrength: 0.1
+ - _Main3rdEnableLighting: 1
+ - _Main3rdTexAlphaMode: 0
+ - _Main3rdTexAngle: 0
+ - _Main3rdTexBlendMode: 0
+ - _Main3rdTexIsDecal: 0
+ - _Main3rdTexIsLeftOnly: 0
+ - _Main3rdTexIsMSDF: 0
+ - _Main3rdTexIsRightOnly: 0
+ - _Main3rdTexShouldCopy: 0
+ - _Main3rdTexShouldFlipCopy: 0
+ - _Main3rdTexShouldFlipMirror: 0
+ - _Main3rdTex_Cull: 0
+ - _Main3rdTex_UVMode: 0
+ - _MainGradationStrength: 0
+ - _MatCap2ndApplyTransparency: 1
+ - _MatCap2ndBackfaceMask: 0
+ - _MatCap2ndBlend: 1
+ - _MatCap2ndBlendMode: 1
+ - _MatCap2ndBumpScale: 1
+ - _MatCap2ndCustomNormal: 0
+ - _MatCap2ndEnableLighting: 1
+ - _MatCap2ndLod: 0
+ - _MatCap2ndMainStrength: 0
+ - _MatCap2ndNormalStrength: 1
+ - _MatCap2ndPerspective: 1
+ - _MatCap2ndShadowMask: 0
+ - _MatCap2ndVRParallaxStrength: 1
+ - _MatCap2ndZRotCancel: 1
+ - _MatCapApplyTransparency: 1
+ - _MatCapBackfaceMask: 0
+ - _MatCapBlend: 1
+ - _MatCapBlendMode: 1
+ - _MatCapBumpScale: 1
+ - _MatCapCustomNormal: 0
+ - _MatCapEnableLighting: 1
+ - _MatCapLod: 0
+ - _MatCapMainStrength: 0
+ - _MatCapNormalStrength: 1
+ - _MatCapPerspective: 1
+ - _MatCapShadowMask: 0
+ - _MatCapVRParallaxStrength: 1
+ - _MatCapZRotCancel: 1
+ - _MaxFadDistance: 2
+ - _Metallic: 0
+ - _MinFadDistance: 0
+ - _MixMainTexToOutline: 0
+ - _MonochromeLighting: 0
+ - _N_F_ANIS: 0
+ - _N_F_CA: 0
+ - _N_F_CLD: 0
+ - _N_F_CO: 0
+ - _N_F_COEDGL: 0
+ - _N_F_DCS: 0
+ - _N_F_DDMD: 1
+ - _N_F_EAL: 1
+ - _N_F_ESSAO: 0
+ - _N_F_FR: 0
+ - _N_F_GLO: 0
+ - _N_F_GLOT: 0
+ - _N_F_HDLS: 0
+ - _N_F_HPSS: 0
+ - _N_F_LLI: 0
+ - _N_F_MC: 0
+ - _N_F_MSSOLTFO: 0
+ - _N_F_NFD: 0
+ - _N_F_NLASOBF: 0
+ - _N_F_NM: 0
+ - _N_F_O: 1
+ - _N_F_OFLMB: 0
+ - _N_F_PA: 0
+ - _N_F_PT: 0
+ - _N_F_R: 0
+ - _N_F_RDC: 1
+ - _N_F_RL: 0
+ - _N_F_RLIS: 0
+ - _N_F_SCO: 0
+ - _N_F_SCT: 0
+ - _N_F_SE: 0
+ - _N_F_SL: 0
+ - _N_F_SLMM: 0
+ - _N_F_SON: 0
+ - _N_F_SS: 1
+ - _N_F_ST: 0
+ - _N_F_STIAL: 0
+ - _N_F_STIS: 0
+ - _N_F_STSDFM: 0
+ - _N_F_TP: 0
+ - _NoiTexAffStraWidt: 0
+ - _NoisTexInten: 1
+ - _NoiseSize: 100
+ - _NoisyOutlineIntensity: 0
+ - _NorMapAsDis: 0
+ - _NormalMapIntensity: 1
+ - _ObjePosiZCS: 0
+ - _OffsetFactor: 0
+ - _OffsetUnits: 0
+ - _Opacity: 1
+ - _Oper: 0
+ - _OutStenPass: 0
+ - _OutZTest: 4
+ - _OutZWrite: 1
+ - _OutlineAlphaToMask: 0
+ - _OutlineBlendOp: 0
+ - _OutlineBlendOpAlpha: 0
+ - _OutlineBlendOpAlphaFA: 4
+ - _OutlineBlendOpFA: 4
+ - _OutlineColorMask: 15
+ - _OutlineCull: 1
+ - _OutlineDeleteMesh: 0
+ - _OutlineDisableInVR: 0
+ - _OutlineDstBlend: 0
+ - _OutlineDstBlendAlpha: 10
+ - _OutlineDstBlendAlphaFA: 1
+ - _OutlineDstBlendFA: 1
+ - _OutlineEnableLighting: 1
+ - _OutlineExtrudeMethod: 0
+ - _OutlineFixWidth: 1
+ - _OutlineLitApplyTex: 0
+ - _OutlineLitOffset: -8
+ - _OutlineLitScale: 10
+ - _OutlineLitShadowReceive: 0
+ - _OutlineOffsetFactor: 0
+ - _OutlineOffsetUnits: 0
+ - _OutlineSrcBlend: 1
+ - _OutlineSrcBlendAlpha: 1
+ - _OutlineSrcBlendAlphaFA: 0
+ - _OutlineSrcBlendFA: 1
+ - _OutlineStencilComp: 8
+ - _OutlineStencilFail: 0
+ - _OutlineStencilPass: 0
+ - _OutlineStencilReadMask: 255
+ - _OutlineStencilRef: 0
+ - _OutlineStencilWriteMask: 255
+ - _OutlineStencilZFail: 0
+ - _OutlineVectorScale: 1
+ - _OutlineVectorUVMode: 0
+ - _OutlineVertexR2Width: 0
+ - _OutlineWidth: 0.07
+ - _OutlineWidthAffectedByViewDistance: 0
+ - _OutlineZBias: 0
+ - _OutlineZClip: 1
+ - _OutlineZPostionInCamera: 0
+ - _OutlineZTest: 2
+ - _OutlineZWrite: 1
+ - _OverallShadowColorPower: 1
+ - _PADist: 0
+ - _PASize: 0.5
+ - _PASmooTrans: 1
+ - _PSGLOTEX: 0
+ - _PTexturePower: 1
+ - _Parallax: 0.02
+ - _ParallaxOffset: 0.5
+ - _PointSpotlightIntensity: 1
+ - _PresAdju: 1
+ - _RELG: 1
+ - _RQSO: 0
+ - _ReduSha: 0.5
+ - _RefMetallic: 0
+ - _RefVal: 0
+ - _Reflectance: 0.04
+ - _ReflectionApplyTransparency: 1
+ - _ReflectionBlendMode: 1
+ - _ReflectionCubeEnableLighting: 1
+ - _ReflectionCubeOverride: 0
+ - _ReflectionIntensity: 0
+ - _ReflectionNormalStrength: 1
+ - _RimApplyTransparency: 1
+ - _RimBackfaceMask: 1
+ - _RimBlendMode: 1
+ - _RimBlur: 0.6
+ - _RimBorder: 0.5
+ - _RimDirRange: 0
+ - _RimDirStrength: 0
+ - _RimEnableLighting: 1
+ - _RimFresnelPower: 4
+ - _RimIndirBlur: 0.029999971
+ - _RimIndirBorder: 0.985
+ - _RimIndirRange: 0
+ - _RimLigInt: 1
+ - _RimLightColorPower: 10
+ - _RimLightInLight: 1
+ - _RimLightSoftness: 1
+ - _RimLightUnfill: 1.5
+ - _RimMainStrength: 0
+ - _RimNormalStrength: 1
+ - _RimShadeBlur: 1
+ - _RimShadeBorder: 0.5
+ - _RimShadeFresnelPower: 1
+ - _RimShadeNormalStrength: 1
+ - _RimShadowMask: 0
+ - _RimVRParallaxStrength: 0
+ - _SPECIN: 1
+ - _SPECMODE: 0
+ - _STIL: 0
+ - _Saturation: 1
+ - _SelfLitHighContrast: 1
+ - _SelfLitIntensity: 0
+ - _SelfLitPower: 2
+ - _SelfShadowAffectedByLightShadowStrength: 0
+ - _SelfShadowHardness: 1
+ - _SelfShadowRealTimeShadowColorPower: 1
+ - _SelfShadowRealtimeShadowIntensity: 0
+ - _SelfShadowShadowTAtViewDirection: 0
+ - _SelfShadowThreshold: 0.93
+ - _Shadow2ndBlur: 0.146
+ - _Shadow2ndBorder: 0.212
+ - _Shadow2ndNormalStrength: 1
+ - _Shadow2ndReceive: 0
+ - _Shadow3rdBlur: 0.1
+ - _Shadow3rdBorder: 0.25
+ - _Shadow3rdNormalStrength: 1
+ - _Shadow3rdReceive: 0
+ - _ShadowBlur: 0.1
+ - _ShadowBlurMaskLOD: 0
+ - _ShadowBorder: 0.249
+ - _ShadowBorderMaskLOD: 0
+ - _ShadowBorderRange: 0.01
+ - _ShadowColorTexturePower: 0
+ - _ShadowColorType: 0
+ - _ShadowEnvStrength: 0
+ - _ShadowFlatBlur: 1
+ - _ShadowFlatBorder: 1
+ - _ShadowHardness: 0
+ - _ShadowMainStrength: 1
+ - _ShadowMaskType: 0
+ - _ShadowNormalStrength: 1
+ - _ShadowPostAO: 0
+ - _ShadowReceive: 0
+ - _ShadowStrength: 0.2
+ - _ShadowStrengthMaskLOD: 0
+ - _ShadowTColorPower: 1
+ - _ShadowTHardness: 1
+ - _ShadowTIntensity: 1
+ - _ShadowTLightThreshold: 50
+ - _ShadowTShadowThreshold: 0
+ - _ShifAnis: 0
+ - _ShiftBackfaceUV: 0
+ - _ShowInAmbientLightShadowIntensity: 1
+ - _ShowInAmbientLightShadowThreshold: 0.4
+ - _ShowNormal: 0
+ - _SimTrans: 0
+ - _SkinMatrixIndex: 0
+ - _SmoothObjectNormal: 0
+ - _Smoothness: 1
+ - _SpecularBlur: 0
+ - _SpecularBorder: 0.5
+ - _SpecularNormalStrength: 1
+ - _SpecularToon: 1
+ - _SrcBlend: 1
+ - _SrcBlendAlpha: 1
+ - _SrcBlendAlphaFA: 0
+ - _SrcBlendFA: 1
+ - _StencilComp: 8
+ - _StencilFail: 0
+ - _StencilPass: 0
+ - _StencilReadMask: 255
+ - _StencilRef: 0
+ - _StencilWriteMask: 255
+ - _StencilZFail: 0
+ - _StraWidt: 10
+ - _SubpassCutoff: 0.5
+ - _TEXMCOLINT: 1
+ - _TRANSMODE: 0
+ - _TessEdge: 10
+ - _TessFactorMax: 3
+ - _TessShrink: 0
+ - _TessStrength: 0.5
+ - _TessellationFar: 1
+ - _TessellationNear: 1
+ - _TessellationSmoothness: 0.5
+ - _TessellationTransition: 0.8
+ - _TexturePatternStyle: 0
+ - _TrailSize: 1.5
+ - _TransAffSha: 1
+ - _TransparentMode: 0
+ - _TransparentThreshold: 0
+ - _TriPlaBlend: 4
+ - _TriPlaTile: 1
+ - _UDIMDiscardCompile: 0
+ - _UDIMDiscardMode: 0
+ - _UDIMDiscardRow0_0: 0
+ - _UDIMDiscardRow0_1: 0
+ - _UDIMDiscardRow0_2: 0
+ - _UDIMDiscardRow0_3: 0
+ - _UDIMDiscardRow1_0: 0
+ - _UDIMDiscardRow1_1: 0
+ - _UDIMDiscardRow1_2: 0
+ - _UDIMDiscardRow1_3: 0
+ - _UDIMDiscardRow2_0: 0
+ - _UDIMDiscardRow2_1: 0
+ - _UDIMDiscardRow2_2: 0
+ - _UDIMDiscardRow2_3: 0
+ - _UDIMDiscardRow3_0: 0
+ - _UDIMDiscardRow3_1: 0
+ - _UDIMDiscardRow3_2: 0
+ - _UDIMDiscardRow3_3: 0
+ - _UDIMDiscardUV: 0
+ - _UVSet: 0
+ - _UseAnisotropy: 0
+ - _UseAudioLink: 0
+ - _UseBacklight: 1
+ - _UseBump2ndMap: 0
+ - _UseBumpMap: 0
+ - _UseClippingCanceller: 0
+ - _UseDither: 0
+ - _UseEmission: 0
+ - _UseEmission2nd: 0
+ - _UseGlitter: 0
+ - _UseMain2ndTex: 0
+ - _UseMain3rdTex: 0
+ - _UseMatCap: 0
+ - _UseMatCap2nd: 0
+ - _UseOutline: 0
+ - _UsePOM: 0
+ - _UseParallax: 0
+ - _UseReflection: 0
+ - _UseRim: 1
+ - _UseRimShade: 0
+ - _UseSecondaryCutout: 0
+ - _UseShadow: 1
+ - _UseTLB: 0
+ - _VertexColorBlueAffectOutlineWitdh: 0
+ - _VertexColorGreenControlSelfShadowThreshold: 0
+ - _VertexColorRedControlSmoothObjectNormal: 0
+ - _VertexLightStrength: 0
+ - _ZClip: 1
+ - _ZTest: 4
+ - _ZWrite: 1
+ - _e2gai: 2
+ - _e2gci: 2
+ - _egai: 2
+ - _egci: 2
+ - _lilDirectionalLightStrength: 1
+ - _lilShadowCasterBias: 0
+ - _lilToonVersion: 42
+ m_Colors:
+ - _AudioLinkDefaultValue: {r: 0, g: 0, b: 2, a: 0.75}
+ - _AudioLinkLocalMapParams: {r: 120, g: 1, b: 0, a: 0}
+ - _AudioLinkMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _AudioLinkStart: {r: 0, g: 0, b: 0, a: 0}
+ - _AudioLinkUVParams: {r: 0.25, g: 0, b: 0, a: 0.125}
+ - _AudioLinkVertexStart: {r: 0, g: 0, b: 0, a: 0}
+ - _AudioLinkVertexStrength: {r: 0, g: 0, b: 0, a: 1}
+ - _AudioLinkVertexUVParams: {r: 0.25, g: 0, b: 0, a: 0.125}
+ - _BackfaceColor: {r: 0, g: 0, b: 0, a: 0}
+ - _BacklightColor: {r: 0.85, g: 0.8, b: 0.7, a: 1}
+ - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color2nd: {r: 1, g: 1, b: 1, a: 1}
+ - _Color3rd: {r: 1, g: 1, b: 1, a: 1}
+ - _CustomLightDirection: {r: 0, g: 0, b: 10, a: 0}
+ - _DissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _DissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _DissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _DissolvePos: {r: 0, g: 0, b: 0, a: 0}
+ - _DistanceFade: {r: 0.1, g: 0.01, b: 0, a: 0}
+ - _DistanceFadeColor: {r: 0, g: 0, b: 0, a: 1}
+ - _DistanceFadeRimColor: {r: 0, g: 0, b: 0, a: 0}
+ - _Emission2ndBlendMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Emission2ndBlink: {r: 0, g: 0, b: 3.141593, a: 0}
+ - _Emission2ndColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Emission2ndMap_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _EmissionBlendMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _EmissionBlink: {r: 0, g: 0, b: 3.141593, a: 0}
+ - _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
+ - _EmissionMap_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _GlitterAtras: {r: 1, g: 1, b: 0, a: 0}
+ - _GlitterColor: {r: 1, g: 1, b: 1, a: 1}
+ - _GlitterParams1: {r: 256, g: 256, b: 0.16, a: 50}
+ - _GlitterParams2: {r: 0.25, g: 0, b: 0, a: 0}
+ - _GlossColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Glow_Color: {r: 1, g: 1, b: 1, a: 1}
+ - _HighlightColor: {r: 0, g: 0.02643156, b: 1, a: 1}
+ - _Keys: {r: 0, g: 0, b: 0, a: 0}
+ - _LightDirectionOverride: {r: 0.001, g: 0.002, b: 0.001, a: 0}
+ - _Main2ndDissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Main2ndDissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main2ndDissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _Main2ndDissolvePos: {r: 0, g: 0, b: 0, a: 0}
+ - _Main2ndDistanceFade: {r: 0.1, g: 0.01, b: 0, a: 0}
+ - _Main2ndTexDecalAnimation: {r: 1, g: 1, b: 1, a: 30}
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+ - _DstBlendAlpha: 10
+ - _DstBlendAlphaFA: 1
+ - _DstBlendFA: 1
+ - _DummyProperty: 0
+ - _DynamicNoisyOutline: 0
+ - _Emission2ndBlend: 1
+ - _Emission2ndBlendMode: 1
+ - _Emission2ndFluorescence: 0
+ - _Emission2ndGradSpeed: 1
+ - _Emission2ndMainStrength: 0
+ - _Emission2ndMap_UVMode: 0
+ - _Emission2ndParallaxDepth: 0
+ - _Emission2ndUseGrad: 0
+ - _EmissionBlend: 1
+ - _EmissionBlendMode: 1
+ - _EmissionFluorescence: 0
+ - _EmissionGradSpeed: 1
+ - _EmissionMainStrength: 0
+ - _EmissionMap_UVMode: 0
+ - _EmissionParallaxDepth: 0
+ - _EmissionUseGrad: 0
+ - _EnvironmentalLightingIntensity: 1
+ - _FarDistanceMaxWidth: 10
+ - _FlipNormal: 0
+ - _GIFlatShade: 0
+ - _GIShadeThreshold: 0
+ - _GSAAStrength: 0
+ - _GlitterAngleRandomize: 0
+ - _GlitterApplyShape: 0
+ - _GlitterApplyTransparency: 1
+ - _GlitterBackfaceMask: 0
+ - _GlitterColorTex_UVMode: 0
+ - _GlitterEnableLighting: 1
+ - _GlitterMainStrength: 0
+ - _GlitterNormalStrength: 1
+ - _GlitterPostContrast: 1
+ - _GlitterScaleRandomize: 0
+ - _GlitterSensitivity: 0.25
+ - _GlitterShadowMask: 0
+ - _GlitterUVMode: 0
+ - _GlitterVRParallaxStrength: 0
+ - _GlossColorPower: 10
+ - _GlossIntensity: 1
+ - _GlossSoftness: 0
+ - _GlossTextureFollowLight: 0
+ - _GlossTextureFollowObjectRotation: 0
+ - _GlossTextureRotate: 0
+ - _GlossTextureSoftness: 0
+ - _Glossiness: 0.6
+ - _Glow_Edge_Width: 1
+ - _HighlightColorPower: 5
+ - _IDMask1: 0
+ - _IDMask2: 0
+ - _IDMask3: 0
+ - _IDMask4: 0
+ - _IDMask5: 0
+ - _IDMask6: 0
+ - _IDMask7: 0
+ - _IDMask8: 0
+ - _IDMaskCompile: 0
+ - _IDMaskControlsDissolve: 0
+ - _IDMaskFrom: 8
+ - _IDMaskIndex1: 0
+ - _IDMaskIndex2: 0
+ - _IDMaskIndex3: 0
+ - _IDMaskIndex4: 0
+ - _IDMaskIndex5: 0
+ - _IDMaskIndex6: 0
+ - _IDMaskIndex7: 0
+ - _IDMaskIndex8: 0
+ - _IDMaskIsBitmap: 0
+ - _IDMaskPrior1: 0
+ - _IDMaskPrior2: 0
+ - _IDMaskPrior3: 0
+ - _IDMaskPrior4: 0
+ - _IDMaskPrior5: 0
+ - _IDMaskPrior6: 0
+ - _IDMaskPrior7: 0
+ - _IDMaskPrior8: 0
+ - _IgnoreEncryption: 0
+ - _Invisible: 0
+ - _LLI_Max: 1
+ - _LLI_Min: 0
+ - _LigIgnoYNorDir: 0
+ - _LightAffectOutlineColor: 0
+ - _LightAffectRimLightColor: 0
+ - _LightAffectShadow: 0
+ - _LightFalloffAffectShadowT: 0
+ - _LightFalloffSoftness: 1
+ - _LightIntensity: 1
+ - _LightMaxLimit: 1
+ - _LightMinLimit: 0.05
+ - _MCIALO: 0
+ - _MCapIntensity: 1
+ - _MVCOL: 0
+ - _MaiColPo: 0.8
+ - _Main2ndDissolveNoiseStrength: 0.1
+ - _Main2ndEnableLighting: 1
+ - _Main2ndTexAlphaMode: 0
+ - _Main2ndTexAngle: 0
+ - _Main2ndTexBlendMode: 0
+ - _Main2ndTexIsDecal: 0
+ - _Main2ndTexIsLeftOnly: 0
+ - _Main2ndTexIsMSDF: 0
+ - _Main2ndTexIsRightOnly: 0
+ - _Main2ndTexShouldCopy: 0
+ - _Main2ndTexShouldFlipCopy: 0
+ - _Main2ndTexShouldFlipMirror: 0
+ - _Main2ndTex_Cull: 0
+ - _Main2ndTex_UVMode: 0
+ - _Main3rdDissolveNoiseStrength: 0.1
+ - _Main3rdEnableLighting: 1
+ - _Main3rdTexAlphaMode: 0
+ - _Main3rdTexAngle: 0
+ - _Main3rdTexBlendMode: 0
+ - _Main3rdTexIsDecal: 0
+ - _Main3rdTexIsLeftOnly: 0
+ - _Main3rdTexIsMSDF: 0
+ - _Main3rdTexIsRightOnly: 0
+ - _Main3rdTexShouldCopy: 0
+ - _Main3rdTexShouldFlipCopy: 0
+ - _Main3rdTexShouldFlipMirror: 0
+ - _Main3rdTex_Cull: 0
+ - _Main3rdTex_UVMode: 0
+ - _MainGradationStrength: 0
+ - _MatCap2ndApplyTransparency: 1
+ - _MatCap2ndBackfaceMask: 0
+ - _MatCap2ndBlend: 1
+ - _MatCap2ndBlendMode: 1
+ - _MatCap2ndBumpScale: 1
+ - _MatCap2ndCustomNormal: 0
+ - _MatCap2ndEnableLighting: 1
+ - _MatCap2ndLod: 0
+ - _MatCap2ndMainStrength: 0
+ - _MatCap2ndNormalStrength: 1
+ - _MatCap2ndPerspective: 1
+ - _MatCap2ndShadowMask: 0
+ - _MatCap2ndVRParallaxStrength: 1
+ - _MatCap2ndZRotCancel: 1
+ - _MatCapApplyTransparency: 1
+ - _MatCapBackfaceMask: 0
+ - _MatCapBlend: 0
+ - _MatCapBlendMode: 1
+ - _MatCapBumpScale: 1
+ - _MatCapCustomNormal: 0
+ - _MatCapEnableLighting: 1
+ - _MatCapLod: 0
+ - _MatCapMainStrength: 0
+ - _MatCapNormalStrength: 1
+ - _MatCapPerspective: 1
+ - _MatCapShadowMask: 0.75
+ - _MatCapVRParallaxStrength: 1
+ - _MatCapZRotCancel: 1
+ - _MaxFadDistance: 2
+ - _Metallic: 0
+ - _MinFadDistance: 0
+ - _MixMainTexToOutline: 0
+ - _MonochromeLighting: 0
+ - _N_F_ANIS: 0
+ - _N_F_CA: 0
+ - _N_F_CLD: 0
+ - _N_F_CO: 0
+ - _N_F_COEDGL: 0
+ - _N_F_DCS: 0
+ - _N_F_DDMD: 1
+ - _N_F_EAL: 1
+ - _N_F_ESSAO: 0
+ - _N_F_FR: 0
+ - _N_F_GLO: 0
+ - _N_F_GLOT: 0
+ - _N_F_HDLS: 0
+ - _N_F_HPSS: 0
+ - _N_F_LLI: 0
+ - _N_F_MC: 0
+ - _N_F_MSSOLTFO: 0
+ - _N_F_NFD: 0
+ - _N_F_NLASOBF: 0
+ - _N_F_NM: 0
+ - _N_F_O: 1
+ - _N_F_OFLMB: 0
+ - _N_F_PA: 0
+ - _N_F_PT: 0
+ - _N_F_R: 0
+ - _N_F_RDC: 1
+ - _N_F_RL: 0
+ - _N_F_RLIS: 0
+ - _N_F_SCO: 0
+ - _N_F_SCT: 0
+ - _N_F_SE: 0
+ - _N_F_SL: 0
+ - _N_F_SLMM: 0
+ - _N_F_SON: 0
+ - _N_F_SS: 1
+ - _N_F_ST: 0
+ - _N_F_STIAL: 0
+ - _N_F_STIS: 0
+ - _N_F_STSDFM: 0
+ - _N_F_TP: 0
+ - _NoiTexAffStraWidt: 0
+ - _NoisTexInten: 1
+ - _NoiseSize: 100
+ - _NoisyOutlineIntensity: 0
+ - _NorMapAsDis: 0
+ - _NormalMapIntensity: 1
+ - _ObjePosiZCS: 0
+ - _OffsetFactor: 0
+ - _OffsetUnits: 0
+ - _Opacity: 1
+ - _Oper: 0
+ - _OutStenPass: 0
+ - _OutZTest: 4
+ - _OutZWrite: 1
+ - _OutlineAlphaToMask: 0
+ - _OutlineBlendOp: 0
+ - _OutlineBlendOpAlpha: 0
+ - _OutlineBlendOpAlphaFA: 4
+ - _OutlineBlendOpFA: 4
+ - _OutlineColorMask: 15
+ - _OutlineCull: 1
+ - _OutlineDeleteMesh: 0
+ - _OutlineDisableInVR: 0
+ - _OutlineDstBlend: 10
+ - _OutlineDstBlendAlpha: 10
+ - _OutlineDstBlendAlphaFA: 1
+ - _OutlineDstBlendFA: 1
+ - _OutlineEnableLighting: 1
+ - _OutlineExtrudeMethod: 0
+ - _OutlineFixWidth: 0
+ - _OutlineLitApplyTex: 0
+ - _OutlineLitOffset: -8
+ - _OutlineLitScale: 10
+ - _OutlineLitShadowReceive: 0
+ - _OutlineOffsetFactor: 0
+ - _OutlineOffsetUnits: 0
+ - _OutlineSrcBlend: 5
+ - _OutlineSrcBlendAlpha: 1
+ - _OutlineSrcBlendAlphaFA: 0
+ - _OutlineSrcBlendFA: 1
+ - _OutlineStencilComp: 8
+ - _OutlineStencilFail: 0
+ - _OutlineStencilPass: 0
+ - _OutlineStencilReadMask: 255
+ - _OutlineStencilRef: 0
+ - _OutlineStencilWriteMask: 255
+ - _OutlineStencilZFail: 0
+ - _OutlineVectorScale: 1
+ - _OutlineVectorUVMode: 0
+ - _OutlineVertexR2Width: 0
+ - _OutlineWidth: 0.02
+ - _OutlineWidthAffectedByViewDistance: 0
+ - _OutlineZBias: 0
+ - _OutlineZClip: 1
+ - _OutlineZPostionInCamera: 0
+ - _OutlineZTest: 2
+ - _OutlineZWrite: 1
+ - _OverallShadowColorPower: 1
+ - _PADist: 0
+ - _PASize: 0.5
+ - _PASmooTrans: 1
+ - _PSGLOTEX: 0
+ - _PTexturePower: 1
+ - _Parallax: 0.02
+ - _ParallaxOffset: 0.5
+ - _PointSpotlightIntensity: 1
+ - _PreAlphaToMask: 0
+ - _PreBlendOp: 0
+ - _PreBlendOpAlpha: 0
+ - _PreBlendOpAlphaFA: 4
+ - _PreBlendOpFA: 4
+ - _PreColorMask: 15
+ - _PreCull: 2
+ - _PreCutoff: 0.5
+ - _PreDstBlend: 10
+ - _PreDstBlendAlpha: 10
+ - _PreDstBlendAlphaFA: 1
+ - _PreDstBlendFA: 1
+ - _PreOffsetFactor: 0
+ - _PreOffsetUnits: 0
+ - _PreOutType: 0
+ - _PreSrcBlend: 1
+ - _PreSrcBlendAlpha: 1
+ - _PreSrcBlendAlphaFA: 0
+ - _PreSrcBlendFA: 1
+ - _PreStencilComp: 8
+ - _PreStencilFail: 0
+ - _PreStencilPass: 0
+ - _PreStencilReadMask: 255
+ - _PreStencilRef: 0
+ - _PreStencilWriteMask: 255
+ - _PreStencilZFail: 0
+ - _PreZClip: 1
+ - _PreZTest: 4
+ - _PreZWrite: 1
+ - _PresAdju: 1
+ - _RELG: 1
+ - _RQSO: 0
+ - _ReduSha: 0.5
+ - _RefMetallic: 0
+ - _RefVal: 0
+ - _Reflectance: 0.04
+ - _ReflectionApplyTransparency: 1
+ - _ReflectionBlendMode: 1
+ - _ReflectionCubeEnableLighting: 1
+ - _ReflectionCubeOverride: 0
+ - _ReflectionIntensity: 0
+ - _ReflectionNormalStrength: 1
+ - _RimApplyTransparency: 1
+ - _RimBackfaceMask: 0
+ - _RimBlendMode: 1
+ - _RimBlur: 0.1
+ - _RimBorder: 0.873
+ - _RimDirRange: 0
+ - _RimDirStrength: 0
+ - _RimEnableLighting: 1
+ - _RimFresnelPower: 1
+ - _RimIndirBlur: 0.1
+ - _RimIndirBorder: 0.5
+ - _RimIndirRange: 0
+ - _RimLigInt: 1
+ - _RimLightColorPower: 10
+ - _RimLightInLight: 1
+ - _RimLightSoftness: 1
+ - _RimLightUnfill: 1.5
+ - _RimMainStrength: 0
+ - _RimNormalStrength: 1
+ - _RimShadeBlur: 1
+ - _RimShadeBorder: 0.5
+ - _RimShadeFresnelPower: 1
+ - _RimShadeNormalStrength: 1
+ - _RimShadowMask: 1
+ - _RimVRParallaxStrength: 1
+ - _SPECIN: 1
+ - _SPECMODE: 0
+ - _STIL: 0
+ - _Saturation: 1
+ - _SelfLitHighContrast: 1
+ - _SelfLitIntensity: 0
+ - _SelfLitPower: 2
+ - _SelfShadowAffectedByLightShadowStrength: 0
+ - _SelfShadowHardness: 1
+ - _SelfShadowRealTimeShadowColorPower: 1
+ - _SelfShadowRealtimeShadowIntensity: 0
+ - _SelfShadowShadowTAtViewDirection: 0
+ - _SelfShadowThreshold: 0.93
+ - _Shadow2ndBlur: 0.175
+ - _Shadow2ndBorder: 0.132
+ - _Shadow2ndNormalStrength: 1
+ - _Shadow2ndReceive: 0
+ - _Shadow3rdBlur: 0.1
+ - _Shadow3rdBorder: 0.25
+ - _Shadow3rdNormalStrength: 1
+ - _Shadow3rdReceive: 0
+ - _ShadowBlur: 0.17
+ - _ShadowBlurMaskLOD: 0
+ - _ShadowBorder: 0.272
+ - _ShadowBorderMaskLOD: 0
+ - _ShadowBorderRange: 0.015
+ - _ShadowColorTexturePower: 0
+ - _ShadowColorType: 0
+ - _ShadowEnvStrength: 0
+ - _ShadowFlatBlur: 1
+ - _ShadowFlatBorder: 1
+ - _ShadowHardness: 0
+ - _ShadowMainStrength: 0
+ - _ShadowMaskType: 0
+ - _ShadowNormalStrength: 1
+ - _ShadowPostAO: 0
+ - _ShadowReceive: 1
+ - _ShadowStrength: 1
+ - _ShadowStrengthMaskLOD: 0
+ - _ShadowTColorPower: 1
+ - _ShadowTHardness: 1
+ - _ShadowTIntensity: 1
+ - _ShadowTLightThreshold: 50
+ - _ShadowTShadowThreshold: 0
+ - _ShifAnis: 0
+ - _ShiftBackfaceUV: 0
+ - _ShowInAmbientLightShadowIntensity: 1
+ - _ShowInAmbientLightShadowThreshold: 0.4
+ - _ShowNormal: 0
+ - _SimTrans: 0
+ - _SkinMatrixIndex: 0
+ - _SmoothObjectNormal: 0
+ - _Smoothness: 1
+ - _SpecularBlur: 0
+ - _SpecularBorder: 0.5
+ - _SpecularNormalStrength: 1
+ - _SpecularToon: 1
+ - _SrcBlend: 1
+ - _SrcBlendAlpha: 1
+ - _SrcBlendAlphaFA: 0
+ - _SrcBlendFA: 1
+ - _StencilComp: 8
+ - _StencilFail: 0
+ - _StencilPass: 0
+ - _StencilReadMask: 255
+ - _StencilRef: 0
+ - _StencilWriteMask: 255
+ - _StencilZFail: 0
+ - _StraWidt: 10
+ - _SubpassCutoff: 0.5
+ - _TEXMCOLINT: 1
+ - _TRANSMODE: 1
+ - _TessEdge: 10
+ - _TessFactorMax: 3
+ - _TessShrink: 0
+ - _TessStrength: 0.5
+ - _TessellationFar: 1
+ - _TessellationNear: 1
+ - _TessellationSmoothness: 0.5
+ - _TessellationTransition: 0.8
+ - _TexturePatternStyle: 0
+ - _TrailSize: 1.5
+ - _TransAffSha: 1
+ - _TransparentMode: 0
+ - _TransparentThreshold: 0
+ - _TriPlaBlend: 4
+ - _TriPlaTile: 1
+ - _UDIMDiscardCompile: 0
+ - _UDIMDiscardMode: 0
+ - _UDIMDiscardRow0_0: 0
+ - _UDIMDiscardRow0_1: 0
+ - _UDIMDiscardRow0_2: 0
+ - _UDIMDiscardRow0_3: 0
+ - _UDIMDiscardRow1_0: 0
+ - _UDIMDiscardRow1_1: 0
+ - _UDIMDiscardRow1_2: 0
+ - _UDIMDiscardRow1_3: 0
+ - _UDIMDiscardRow2_0: 0
+ - _UDIMDiscardRow2_1: 0
+ - _UDIMDiscardRow2_2: 0
+ - _UDIMDiscardRow2_3: 0
+ - _UDIMDiscardRow3_0: 0
+ - _UDIMDiscardRow3_1: 0
+ - _UDIMDiscardRow3_2: 0
+ - _UDIMDiscardRow3_3: 0
+ - _UDIMDiscardUV: 0
+ - _UVSet: 0
+ - _UseAnisotropy: 0
+ - _UseAudioLink: 0
+ - _UseBacklight: 0
+ - _UseBump2ndMap: 0
+ - _UseBumpMap: 0
+ - _UseClippingCanceller: 0
+ - _UseDither: 0
+ - _UseEmission: 0
+ - _UseEmission2nd: 0
+ - _UseGlitter: 0
+ - _UseMain2ndTex: 0
+ - _UseMain3rdTex: 0
+ - _UseMatCap: 0
+ - _UseMatCap2nd: 0
+ - _UseOutline: 0
+ - _UsePOM: 0
+ - _UseParallax: 0
+ - _UseReflection: 0
+ - _UseRim: 0
+ - _UseRimShade: 0
+ - _UseSecondaryCutout: 0
+ - _UseShadow: 1
+ - _UseTLB: 0
+ - _VertexColorBlueAffectOutlineWitdh: 0
+ - _VertexColorGreenControlSelfShadowThreshold: 0
+ - _VertexColorRedControlSmoothObjectNormal: 0
+ - _VertexLightStrength: 0
+ - _ZClip: 1
+ - _ZTest: 4
+ - _ZWrite: 1
+ - _e2gai: 2
+ - _e2gci: 2
+ - _egai: 2
+ - _egci: 2
+ - _lilDirectionalLightStrength: 1
+ - _lilShadowCasterBias: 0
+ - _lilToonVersion: 42
+ m_Colors:
+ - _AudioLinkDefaultValue: {r: 0, g: 0, b: 2, a: 0.75}
+ - _AudioLinkLocalMapParams: {r: 120, g: 1, b: 0, a: 0}
+ - _AudioLinkMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _AudioLinkStart: {r: 0, g: 0, b: 0, a: 0}
+ - _AudioLinkUVParams: {r: 0.25, g: 0, b: 0, a: 0.125}
+ - _AudioLinkVertexStart: {r: 0, g: 0, b: 0, a: 0}
+ - _AudioLinkVertexStrength: {r: 0, g: 0, b: 0, a: 1}
+ - _AudioLinkVertexUVParams: {r: 0.25, g: 0, b: 0, a: 0.125}
+ - _BackfaceColor: {r: 0, g: 0, b: 0, a: 0}
+ - _BacklightColor: {r: 0.85, g: 0.8, b: 0.7, a: 1}
+ - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color2nd: {r: 1, g: 1, b: 1, a: 1}
+ - _Color3rd: {r: 1, g: 1, b: 1, a: 1}
+ - _CustomLightDirection: {r: 0, g: 0, b: 10, a: 0}
+ - _DissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _DissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _DissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _DissolvePos: {r: 0, g: 0, b: 0, a: 0}
+ - _DistanceFade: {r: 0.1, g: 0.01, b: 0, a: 0}
+ - _DistanceFadeColor: {r: 0, g: 0, b: 0, a: 1}
+ - _DistanceFadeRimColor: {r: 0, g: 0, b: 0, a: 0}
+ - _Emission2ndBlendMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Emission2ndBlink: {r: 0, g: 0, b: 3.141593, a: 0}
+ - _Emission2ndColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Emission2ndMap_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _EmissionBlendMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _EmissionBlink: {r: 0, g: 0, b: 3.141593, a: 0}
+ - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+ - _EmissionMap_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _GlitterAtras: {r: 1, g: 1, b: 0, a: 0}
+ - _GlitterColor: {r: 1, g: 1, b: 1, a: 1}
+ - _GlitterParams1: {r: 256, g: 256, b: 0.16, a: 50}
+ - _GlitterParams2: {r: 0.25, g: 0, b: 0, a: 0}
+ - _GlossColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Glow_Color: {r: 1, g: 1, b: 1, a: 1}
+ - _HighlightColor: {r: 0, g: 0.022338867, b: 1, a: 1}
+ - _Keys: {r: 0, g: 0, b: 0, a: 0}
+ - _LightDirectionOverride: {r: 0.001, g: 0.002, b: 0.001, a: 0}
+ - _Main2ndDissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Main2ndDissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main2ndDissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _Main2ndDissolvePos: {r: 0, g: 0, b: 0, a: 0}
+ - _Main2ndDistanceFade: {r: 0.1, g: 0.01, b: 0, a: 0}
+ - _Main2ndTexDecalAnimation: {r: 1, g: 1, b: 1, a: 30}
+ - _Main2ndTexDecalSubParam: {r: 1, g: 1, b: 0, a: 1}
+ - _Main2ndTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main3rdDissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Main3rdDissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main3rdDissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _Main3rdDissolvePos: {r: 0, g: 0, b: 0, a: 0}
+ - _Main3rdDistanceFade: {r: 0.1, g: 0.01, b: 0, a: 0}
+ - _Main3rdTexDecalAnimation: {r: 1, g: 1, b: 1, a: 30}
+ - _Main3rdTexDecalSubParam: {r: 1, g: 1, b: 0, a: 1}
+ - _Main3rdTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _MainColor: {r: 1, g: 1, b: 1, a: 1}
+ - _MainTexHSVG: {r: 0, g: 1, b: 1, a: 1}
+ - _MainTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _MatCap2ndBlendUV1: {r: 0, g: 0, b: 0, a: 0}
+ - _MatCap2ndColor: {r: 1, g: 1, b: 1, a: 1}
+ - _MatCapBlendUV1: {r: 0, g: 0, b: 0, a: 0}
+ - _MatCapColor: {r: 1, g: 1, b: 1, a: 0.7}
+ - _ObjPosi: {r: 0, g: 0, b: 0, a: 0}
+ - _ObjectForward: {r: 0, g: 0, b: 0, a: 0}
+ - _ObjectRight: {r: 0, g: 0, b: 0, a: 0}
+ - _OutResi: {r: 1, g: 1, b: 1, a: 1}
+ - _OutlineColor: {r: 0.7276166, g: 0.73921245, b: 0.7830189, a: 1}
+ - _OutlineLitColor: {r: 1, g: 0.19999996, b: 0, a: 0}
+ - _OutlineOffset: {r: 0, g: 0, b: 0, a: 1}
+ - _OutlineTexHSVG: {r: 0, g: 1, b: 1, a: 1}
+ - _OutlineTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _OverallShadowColor: {r: 0, g: 0, b: 0, a: 1}
+ - _PTCol: {r: 0, g: 0, b: 0, a: 1}
+ - _PreColor: {r: 1, g: 1, b: 1, a: 1}
+ - _PrevPosition: {r: 0, g: 0, b: 0, a: 0}
+ - _ReflectionColor: {r: 1, g: 1, b: 1, a: 1}
+ - _ReflectionCubeColor: {r: 0, g: 0, b: 0, a: 1}
+ - _RimColor: {r: 0.5, g: 0.46249998, b: 0.42499956, a: 0.262}
+ - _RimIndirColor: {r: 1, g: 1, b: 1, a: 1}
+ - _RimLigPosi: {r: 1, g: 1, b: 1, a: 1}
+ - _RimLightColor: {r: 1, g: 1, b: 1, a: 1}
+ - _RimShadeColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
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+ - _MCIALO: 0
+ - _MCapIntensity: 1
+ - _MVCOL: 0
+ - _MaiColPo: 0.8
+ - _Main2ndDissolveNoiseStrength: 0.1
+ - _Main2ndEnableLighting: 1
+ - _Main2ndTexAlphaMode: 0
+ - _Main2ndTexAngle: 0
+ - _Main2ndTexBlendMode: 0
+ - _Main2ndTexIsDecal: 0
+ - _Main2ndTexIsLeftOnly: 0
+ - _Main2ndTexIsMSDF: 0
+ - _Main2ndTexIsRightOnly: 0
+ - _Main2ndTexShouldCopy: 0
+ - _Main2ndTexShouldFlipCopy: 0
+ - _Main2ndTexShouldFlipMirror: 0
+ - _Main2ndTex_Cull: 0
+ - _Main2ndTex_UVMode: 0
+ - _Main3rdDissolveNoiseStrength: 0.1
+ - _Main3rdEnableLighting: 1
+ - _Main3rdTexAlphaMode: 0
+ - _Main3rdTexAngle: 0
+ - _Main3rdTexBlendMode: 0
+ - _Main3rdTexIsDecal: 0
+ - _Main3rdTexIsLeftOnly: 0
+ - _Main3rdTexIsMSDF: 0
+ - _Main3rdTexIsRightOnly: 0
+ - _Main3rdTexShouldCopy: 0
+ - _Main3rdTexShouldFlipCopy: 0
+ - _Main3rdTexShouldFlipMirror: 0
+ - _Main3rdTex_Cull: 0
+ - _Main3rdTex_UVMode: 0
+ - _MainGradationStrength: 0
+ - _MatCap2ndApplyTransparency: 1
+ - _MatCap2ndBackfaceMask: 0
+ - _MatCap2ndBlend: 1
+ - _MatCap2ndBlendMode: 1
+ - _MatCap2ndBumpScale: 1
+ - _MatCap2ndCustomNormal: 0
+ - _MatCap2ndEnableLighting: 1
+ - _MatCap2ndLod: 0
+ - _MatCap2ndMainStrength: 0
+ - _MatCap2ndNormalStrength: 1
+ - _MatCap2ndPerspective: 1
+ - _MatCap2ndShadowMask: 0
+ - _MatCap2ndVRParallaxStrength: 1
+ - _MatCap2ndZRotCancel: 1
+ - _MatCapApplyTransparency: 1
+ - _MatCapBackfaceMask: 0
+ - _MatCapBlend: 1
+ - _MatCapBlendMode: 1
+ - _MatCapBumpScale: 1
+ - _MatCapCustomNormal: 0
+ - _MatCapEnableLighting: 1
+ - _MatCapLod: 0
+ - _MatCapMainStrength: 0
+ - _MatCapNormalStrength: 1
+ - _MatCapPerspective: 1
+ - _MatCapShadowMask: 0
+ - _MatCapVRParallaxStrength: 1
+ - _MatCapZRotCancel: 1
+ - _MaxFadDistance: 2
+ - _Metallic: 0
+ - _MinFadDistance: 0
+ - _MixMainTexToOutline: 0
+ - _MonochromeLighting: 0
+ - _N_F_ANIS: 0
+ - _N_F_CA: 0
+ - _N_F_CLD: 0
+ - _N_F_CO: 0
+ - _N_F_COEDGL: 0
+ - _N_F_DCS: 0
+ - _N_F_DDMD: 1
+ - _N_F_EAL: 1
+ - _N_F_ESSAO: 0
+ - _N_F_FR: 0
+ - _N_F_GLO: 0
+ - _N_F_GLOT: 0
+ - _N_F_HDLS: 0
+ - _N_F_HPSS: 0
+ - _N_F_LLI: 0
+ - _N_F_MC: 0
+ - _N_F_MSSOLTFO: 0
+ - _N_F_NFD: 0
+ - _N_F_NLASOBF: 0
+ - _N_F_NM: 0
+ - _N_F_O: 1
+ - _N_F_OFLMB: 0
+ - _N_F_PA: 0
+ - _N_F_PT: 0
+ - _N_F_R: 0
+ - _N_F_RDC: 1
+ - _N_F_RL: 0
+ - _N_F_RLIS: 0
+ - _N_F_SCO: 0
+ - _N_F_SCT: 0
+ - _N_F_SE: 0
+ - _N_F_SL: 0
+ - _N_F_SLMM: 0
+ - _N_F_SON: 0
+ - _N_F_SS: 1
+ - _N_F_ST: 0
+ - _N_F_STIAL: 0
+ - _N_F_STIS: 0
+ - _N_F_STSDFM: 0
+ - _N_F_TP: 0
+ - _NoiTexAffStraWidt: 0
+ - _NoisTexInten: 1
+ - _NoiseSize: 100
+ - _NoisyOutlineIntensity: 0
+ - _NorMapAsDis: 0
+ - _NormalMapIntensity: 1
+ - _ObjePosiZCS: 0
+ - _OffsetFactor: 0
+ - _OffsetUnits: 0
+ - _Opacity: 1
+ - _Oper: 0
+ - _OutStenPass: 0
+ - _OutZTest: 4
+ - _OutZWrite: 1
+ - _OutlineAlphaToMask: 0
+ - _OutlineBlendOp: 0
+ - _OutlineBlendOpAlpha: 0
+ - _OutlineBlendOpAlphaFA: 4
+ - _OutlineBlendOpFA: 4
+ - _OutlineColorMask: 15
+ - _OutlineCull: 1
+ - _OutlineDeleteMesh: 0
+ - _OutlineDisableInVR: 0
+ - _OutlineDstBlend: 10
+ - _OutlineDstBlendAlpha: 10
+ - _OutlineDstBlendAlphaFA: 1
+ - _OutlineDstBlendFA: 1
+ - _OutlineEnableLighting: 1
+ - _OutlineExtrudeMethod: 0
+ - _OutlineFixWidth: 0.5
+ - _OutlineLitApplyTex: 0
+ - _OutlineLitOffset: -8
+ - _OutlineLitScale: 10
+ - _OutlineLitShadowReceive: 0
+ - _OutlineOffsetFactor: 0
+ - _OutlineOffsetUnits: 0
+ - _OutlineSrcBlend: 5
+ - _OutlineSrcBlendAlpha: 1
+ - _OutlineSrcBlendAlphaFA: 0
+ - _OutlineSrcBlendFA: 1
+ - _OutlineStencilComp: 8
+ - _OutlineStencilFail: 0
+ - _OutlineStencilPass: 0
+ - _OutlineStencilReadMask: 255
+ - _OutlineStencilRef: 0
+ - _OutlineStencilWriteMask: 255
+ - _OutlineStencilZFail: 0
+ - _OutlineVectorScale: 1
+ - _OutlineVectorUVMode: 0
+ - _OutlineVertexR2Width: 0
+ - _OutlineWidth: 0.02
+ - _OutlineWidthAffectedByViewDistance: 0
+ - _OutlineZBias: 0
+ - _OutlineZClip: 1
+ - _OutlineZPostionInCamera: 0
+ - _OutlineZTest: 2
+ - _OutlineZWrite: 1
+ - _OverallShadowColorPower: 1
+ - _PADist: 0
+ - _PASize: 0.5
+ - _PASmooTrans: 1
+ - _PSGLOTEX: 0
+ - _PTexturePower: 1
+ - _Parallax: 0.02
+ - _ParallaxOffset: 0.5
+ - _PointSpotlightIntensity: 1
+ - _PreAlphaToMask: 0
+ - _PreBlendOp: 0
+ - _PreBlendOpAlpha: 0
+ - _PreBlendOpAlphaFA: 4
+ - _PreBlendOpFA: 4
+ - _PreColorMask: 15
+ - _PreCull: 2
+ - _PreCutoff: 0.5
+ - _PreDstBlend: 10
+ - _PreDstBlendAlpha: 10
+ - _PreDstBlendAlphaFA: 1
+ - _PreDstBlendFA: 1
+ - _PreOffsetFactor: 0
+ - _PreOffsetUnits: 0
+ - _PreOutType: 0
+ - _PreSrcBlend: 1
+ - _PreSrcBlendAlpha: 1
+ - _PreSrcBlendAlphaFA: 0
+ - _PreSrcBlendFA: 1
+ - _PreStencilComp: 8
+ - _PreStencilFail: 0
+ - _PreStencilPass: 0
+ - _PreStencilReadMask: 255
+ - _PreStencilRef: 0
+ - _PreStencilWriteMask: 255
+ - _PreStencilZFail: 0
+ - _PreZClip: 1
+ - _PreZTest: 4
+ - _PreZWrite: 1
+ - _PresAdju: 1
+ - _RELG: 1
+ - _RQSO: 0
+ - _ReduSha: 0.5
+ - _RefMetallic: 0
+ - _RefVal: 0
+ - _Reflectance: 0.04
+ - _ReflectionApplyTransparency: 1
+ - _ReflectionBlendMode: 1
+ - _ReflectionCubeEnableLighting: 1
+ - _ReflectionCubeOverride: 0
+ - _ReflectionIntensity: 0
+ - _ReflectionNormalStrength: 1
+ - _RimApplyTransparency: 1
+ - _RimBackfaceMask: 1
+ - _RimBlendMode: 1
+ - _RimBlur: 0.15
+ - _RimBorder: 0.9
+ - _RimDirRange: 0
+ - _RimDirStrength: 0
+ - _RimEnableLighting: 1
+ - _RimFresnelPower: 3.5
+ - _RimIndirBlur: 0.1
+ - _RimIndirBorder: 0.5
+ - _RimIndirRange: 0
+ - _RimLigInt: 1
+ - _RimLightColorPower: 10
+ - _RimLightInLight: 1
+ - _RimLightSoftness: 1
+ - _RimLightUnfill: 1.5
+ - _RimMainStrength: 0
+ - _RimNormalStrength: 1
+ - _RimShadeBlur: 1
+ - _RimShadeBorder: 0.5
+ - _RimShadeFresnelPower: 1
+ - _RimShadeNormalStrength: 1
+ - _RimShadowMask: 0.5
+ - _RimVRParallaxStrength: 1
+ - _SPECIN: 1
+ - _SPECMODE: 0
+ - _STIL: 0
+ - _Saturation: 1
+ - _SelfLitHighContrast: 1
+ - _SelfLitIntensity: 0
+ - _SelfLitPower: 2
+ - _SelfShadowAffectedByLightShadowStrength: 0
+ - _SelfShadowHardness: 1
+ - _SelfShadowRealTimeShadowColorPower: 1
+ - _SelfShadowRealtimeShadowIntensity: 0
+ - _SelfShadowShadowTAtViewDirection: 0
+ - _SelfShadowThreshold: 0.93
+ - _Shadow2ndBlur: 0.1
+ - _Shadow2ndBorder: 0.15
+ - _Shadow2ndNormalStrength: 1
+ - _Shadow2ndReceive: 0
+ - _Shadow3rdBlur: 0.1
+ - _Shadow3rdBorder: 0.25
+ - _Shadow3rdNormalStrength: 1
+ - _Shadow3rdReceive: 0
+ - _ShadowBlur: 0.1
+ - _ShadowBlurMaskLOD: 0
+ - _ShadowBorder: 0.2
+ - _ShadowBorderMaskLOD: 0
+ - _ShadowBorderRange: 0.08
+ - _ShadowColorTexturePower: 0
+ - _ShadowColorType: 0
+ - _ShadowEnvStrength: 0
+ - _ShadowFlatBlur: 1
+ - _ShadowFlatBorder: 1
+ - _ShadowHardness: 0
+ - _ShadowMainStrength: 0
+ - _ShadowMaskType: 0
+ - _ShadowNormalStrength: 1
+ - _ShadowPostAO: 0
+ - _ShadowReceive: 1
+ - _ShadowStrength: 0.7
+ - _ShadowStrengthMaskLOD: 0
+ - _ShadowTColorPower: 1
+ - _ShadowTHardness: 1
+ - _ShadowTIntensity: 1
+ - _ShadowTLightThreshold: 50
+ - _ShadowTShadowThreshold: 0
+ - _ShifAnis: 0
+ - _ShiftBackfaceUV: 0
+ - _ShowInAmbientLightShadowIntensity: 1
+ - _ShowInAmbientLightShadowThreshold: 0.4
+ - _ShowNormal: 0
+ - _SimTrans: 0
+ - _SkinMatrixIndex: 0
+ - _SmoothObjectNormal: 0
+ - _Smoothness: 1
+ - _SpecularBlur: 0
+ - _SpecularBorder: 0.5
+ - _SpecularNormalStrength: 1
+ - _SpecularToon: 1
+ - _SrcBlend: 1
+ - _SrcBlendAlpha: 1
+ - _SrcBlendAlphaFA: 0
+ - _SrcBlendFA: 1
+ - _StencilComp: 8
+ - _StencilFail: 0
+ - _StencilPass: 0
+ - _StencilReadMask: 255
+ - _StencilRef: 0
+ - _StencilWriteMask: 255
+ - _StencilZFail: 0
+ - _StraWidt: 10
+ - _SubpassCutoff: 0.5
+ - _TEXMCOLINT: 1
+ - _TRANSMODE: 0
+ - _TessEdge: 10
+ - _TessFactorMax: 3
+ - _TessShrink: 0
+ - _TessStrength: 0.5
+ - _TessellationFar: 1
+ - _TessellationNear: 1
+ - _TessellationSmoothness: 0.5
+ - _TessellationTransition: 0.8
+ - _TexturePatternStyle: 0
+ - _TrailSize: 1.5
+ - _TransAffSha: 1
+ - _TransparentMode: 0
+ - _TransparentThreshold: 0
+ - _TriPlaBlend: 4
+ - _TriPlaTile: 1
+ - _UDIMDiscardCompile: 0
+ - _UDIMDiscardMode: 0
+ - _UDIMDiscardRow0_0: 0
+ - _UDIMDiscardRow0_1: 0
+ - _UDIMDiscardRow0_2: 0
+ - _UDIMDiscardRow0_3: 0
+ - _UDIMDiscardRow1_0: 0
+ - _UDIMDiscardRow1_1: 0
+ - _UDIMDiscardRow1_2: 0
+ - _UDIMDiscardRow1_3: 0
+ - _UDIMDiscardRow2_0: 0
+ - _UDIMDiscardRow2_1: 0
+ - _UDIMDiscardRow2_2: 0
+ - _UDIMDiscardRow2_3: 0
+ - _UDIMDiscardRow3_0: 0
+ - _UDIMDiscardRow3_1: 0
+ - _UDIMDiscardRow3_2: 0
+ - _UDIMDiscardRow3_3: 0
+ - _UDIMDiscardUV: 0
+ - _UVSet: 0
+ - _UseAnisotropy: 0
+ - _UseAudioLink: 0
+ - _UseBacklight: 0
+ - _UseBump2ndMap: 0
+ - _UseBumpMap: 0
+ - _UseClippingCanceller: 0
+ - _UseDither: 0
+ - _UseEmission: 0
+ - _UseEmission2nd: 0
+ - _UseGlitter: 0
+ - _UseMain2ndTex: 0
+ - _UseMain3rdTex: 0
+ - _UseMatCap: 0
+ - _UseMatCap2nd: 0
+ - _UseOutline: 0
+ - _UsePOM: 0
+ - _UseParallax: 0
+ - _UseReflection: 0
+ - _UseRim: 0
+ - _UseRimShade: 0
+ - _UseSecondaryCutout: 0
+ - _UseShadow: 1
+ - _UseTLB: 0
+ - _VertexColorBlueAffectOutlineWitdh: 0
+ - _VertexColorGreenControlSelfShadowThreshold: 0
+ - _VertexColorRedControlSmoothObjectNormal: 0
+ - _VertexLightStrength: 0
+ - _ZClip: 1
+ - _ZTest: 4
+ - _ZWrite: 1
+ - _e2gai: 2
+ - _e2gci: 2
+ - _egai: 2
+ - _egci: 2
+ - _lilDirectionalLightStrength: 1
+ - _lilShadowCasterBias: 0
+ - _lilToonVersion: 42
+ m_Colors:
+ - _AudioLinkDefaultValue: {r: 0, g: 0, b: 2, a: 0.75}
+ - _AudioLinkLocalMapParams: {r: 120, g: 1, b: 0, a: 0}
+ - _AudioLinkMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _AudioLinkStart: {r: 0, g: 0, b: 0, a: 0}
+ - _AudioLinkUVParams: {r: 0.25, g: 0, b: 0, a: 0.125}
+ - _AudioLinkVertexStart: {r: 0, g: 0, b: 0, a: 0}
+ - _AudioLinkVertexStrength: {r: 0, g: 0, b: 0, a: 1}
+ - _AudioLinkVertexUVParams: {r: 0.25, g: 0, b: 0, a: 0.125}
+ - _BackfaceColor: {r: 0, g: 0, b: 0, a: 0}
+ - _BacklightColor: {r: 0.85, g: 0.8, b: 0.7, a: 1}
+ - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _Color2nd: {r: 1, g: 1, b: 1, a: 1}
+ - _Color3rd: {r: 1, g: 1, b: 1, a: 1}
+ - _CustomLightDirection: {r: 0, g: 0, b: 10, a: 0}
+ - _DissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _DissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _DissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _DissolvePos: {r: 0, g: 0, b: 0, a: 0}
+ - _DistanceFade: {r: 0.1, g: 0.01, b: 0, a: 0}
+ - _DistanceFadeColor: {r: 0, g: 0, b: 0, a: 1}
+ - _DistanceFadeRimColor: {r: 0, g: 0, b: 0, a: 0}
+ - _Emission2ndBlendMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Emission2ndBlink: {r: 0, g: 0, b: 3.141593, a: 0}
+ - _Emission2ndColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Emission2ndMap_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _EmissionBlendMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _EmissionBlink: {r: 0, g: 0, b: 3.141593, a: 0}
+ - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+ - _EmissionMap_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _GlitterAtras: {r: 1, g: 1, b: 0, a: 0}
+ - _GlitterColor: {r: 1, g: 1, b: 1, a: 1}
+ - _GlitterParams1: {r: 256, g: 256, b: 0.16, a: 50}
+ - _GlitterParams2: {r: 0.25, g: 0, b: 0, a: 0}
+ - _GlossColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Glow_Color: {r: 1, g: 1, b: 1, a: 1}
+ - _HighlightColor: {r: 0, g: 0.022767067, b: 1, a: 1}
+ - _Keys: {r: 0, g: 0, b: 0, a: 0}
+ - _LightDirectionOverride: {r: 0.001, g: 0.002, b: 0.001, a: 0}
+ - _Main2ndDissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Main2ndDissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main2ndDissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _Main2ndDissolvePos: {r: 0, g: 0, b: 0, a: 0}
+ - _Main2ndDistanceFade: {r: 0.1, g: 0.01, b: 0, a: 0}
+ - _Main2ndTexDecalAnimation: {r: 1, g: 1, b: 1, a: 30}
+ - _Main2ndTexDecalSubParam: {r: 1, g: 1, b: 0, a: 1}
+ - _Main2ndTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main3rdDissolveColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Main3rdDissolveNoiseMask_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _Main3rdDissolveParams: {r: 0, g: 0, b: 0.5, a: 0.1}
+ - _Main3rdDissolvePos: {r: 0, g: 0, b: 0, a: 0}
+ - _Main3rdDistanceFade: {r: 0.1, g: 0.01, b: 0, a: 0}
+ - _Main3rdTexDecalAnimation: {r: 1, g: 1, b: 1, a: 30}
+ - _Main3rdTexDecalSubParam: {r: 1, g: 1, b: 0, a: 1}
+ - _Main3rdTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _MainColor: {r: 1, g: 1, b: 1, a: 1}
+ - _MainTexHSVG: {r: 0, g: 1, b: 1, a: 1}
+ - _MainTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _MatCap2ndBlendUV1: {r: 0, g: 0, b: 0, a: 0}
+ - _MatCap2ndColor: {r: 1, g: 1, b: 1, a: 1}
+ - _MatCapBlendUV1: {r: 0, g: 0, b: 0, a: 0}
+ - _MatCapColor: {r: 1, g: 1, b: 1, a: 1}
+ - _ObjPosi: {r: 0, g: 0, b: 0, a: 0}
+ - _ObjectForward: {r: 0, g: 0, b: 0, a: 0}
+ - _ObjectRight: {r: 0, g: 0, b: 0, a: 0}
+ - _OutResi: {r: 1, g: 1, b: 1, a: 1}
+ - _OutlineColor: {r: 0.65837497, g: 0.5028866, b: 0.47932023, a: 1}
+ - _OutlineLitColor: {r: 1, g: 0.19999996, b: 0, a: 0}
+ - _OutlineOffset: {r: 0, g: 0, b: 0, a: 1}
+ - _OutlineTexHSVG: {r: 0, g: 1, b: 1, a: 1}
+ - _OutlineTex_ScrollRotate: {r: 0, g: 0, b: 0, a: 0}
+ - _OverallShadowColor: {r: 0, g: 0, b: 0, a: 1}
+ - _PTCol: {r: 0, g: 0, b: 0, a: 1}
+ - _PreColor: {r: 1, g: 1, b: 1, a: 1}
+ - _PrevPosition: {r: 0, g: 0, b: 0, a: 0}
+ - _ReflectionColor: {r: 1, g: 1, b: 1, a: 1}
+ - _ReflectionCubeColor: {r: 0, g: 0, b: 0, a: 1}
+ - _RimColor: {r: 0.8396226, g: 0.75352514, b: 0.74061054, a: 1}
+ - _RimIndirColor: {r: 1, g: 1, b: 1, a: 1}
+ - _RimLigPosi: {r: 1, g: 1, b: 1, a: 1}
+ - _RimLightColor: {r: 1, g: 1, b: 1, a: 1}
+ - _RimShadeColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
+ - _SSAOColor: {r: 0, g: 0, b: 0, a: 0}
+ - _SelfLitColor: {r: 1, g: 1, b: 1, a: 1}
+ - _SelfShadowRealTimeShadowColor: {r: 1, g: 1, b: 1, a: 1}
+ - _Shadow2ndColor: {r: 0.8683324, g: 0.85898006, b: 0.9150943, a: 1}
+ - _Shadow3rdColor: {r: 0, g: 0, b: 0, a: 0}
+ - _ShadowAOShift: {r: 1, g: 0, b: 1, a: 0}
+ - _ShadowAOShift2: {r: 1, g: 0, b: 1, a: 0}
+ - _ShadowBorderColor: {r: 0.16981131, g: 0.16981131, b: 0.16981131, a: 1}
+ - _ShadowColor: {r: 0.94978195, g: 0.9123354, b: 0.9622642, a: 1}
+ - _ShadowTColor: {r: 1, g: 1, b: 1, a: 1}
+ - _XYZPosition: {r: 0, g: 0, b: 0, a: 0}
+ - _e2ga0: {r: 1, g: 0, b: 0, a: 0}
+ - _e2ga1: {r: 1, g: 0, b: 0, a: 1}
+ - _e2ga2: {r: 1, g: 0, b: 0, a: 0}
+ - _e2ga3: {r: 1, g: 0, b: 0, a: 0}
+ - _e2ga4: {r: 1, g: 0, b: 0, a: 0}
+ - _e2ga5: {r: 1, g: 0, b: 0, a: 0}
+ - _e2ga6: {r: 1, g: 0, b: 0, a: 0}
+ - _e2ga7: {r: 1, g: 0, b: 0, a: 0}
+ - _e2gc0: {r: 1, g: 1, b: 1, a: 0}
+ - _e2gc1: {r: 1, g: 1, b: 1, a: 1}
+ - _e2gc2: {r: 1, g: 1, b: 1, a: 0}
+ - _e2gc3: {r: 1, g: 1, b: 1, a: 0}
+ - _e2gc4: {r: 1, g: 1, b: 1, a: 0}
+ - _e2gc5: {r: 1, g: 1, b: 1, a: 0}
+ - _e2gc6: {r: 1, g: 1, b: 1, a: 0}
+ - _e2gc7: {r: 1, g: 1, b: 1, a: 0}
+ - _ega0: {r: 1, g: 0, b: 0, a: 0}
+ - _ega1: {r: 1, g: 0, b: 0, a: 1}
+ - _ega2: {r: 1, g: 0, b: 0, a: 0}
+ - _ega3: {r: 1, g: 0, b: 0, a: 0}
+ - _ega4: {r: 1, g: 0, b: 0, a: 0}
+ - _ega5: {r: 1, g: 0, b: 0, a: 0}
+ - _ega6: {r: 1, g: 0, b: 0, a: 0}
+ - _ega7: {r: 1, g: 0, b: 0, a: 0}
+ - _egc0: {r: 1, g: 1, b: 1, a: 0}
+ - _egc1: {r: 1, g: 1, b: 1, a: 1}
+ - _egc2: {r: 1, g: 1, b: 1, a: 0}
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diff --git a/Assets/04_Models/Characters/Fariy/Materials/Komono/Jewel_Blue.mat.meta b/Assets/04_Models/Characters/Fariy/Materials/Komono/Jewel_Blue.mat.meta
new file mode 100644
index 00000000..285ec83e
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diff --git a/Assets/04_Models/Characters/Fariy/Materials/Komono/Metal_Gold.mat b/Assets/04_Models/Characters/Fariy/Materials/Komono/Metal_Gold.mat
new file mode 100644
index 00000000..81fc02a7
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+ m_Offset: {x: 0, y: 0}
+ - _Emission2ndBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Emission2ndGradTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Emission2ndMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _EmissionBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _EmissionGradTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _EmissionMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _FReflection:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _GlitterColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _GlitterShapeTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _GlossTexture:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MCap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MCapMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main2ndBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main2ndDissolveMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main2ndDissolveNoiseMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main2ndTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main3rdBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main3rdDissolveMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main3rdDissolveNoiseMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main3rdTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainColorAdjustMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainGradationTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskGloss:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskReflection:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskSelfLit:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskTransparency:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCap2ndBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCap2ndBumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCap2ndTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapBumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapTex:
+ m_Texture: {fileID: 2800000, guid: a06ed8ab718f1884fa52fe010de1c3c7, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MetallicGlossMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _NormalMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineVectorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineWidthControl:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineWidthMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _PTexture:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ParallaxMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ReflectionColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ReflectionCubeTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _RimColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _RimShadeMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _SecondaryCutout:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Shadow2ndColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Shadow3rdColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowBlurMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowBorderMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowColorTexture:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowStrengthMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowT:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _SmoothnessTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Ints: []
+ m_Floats:
+ - _AAS: 0.0001
+ - _AAStrength: 1
+ - _AlpToCov: 0
+ - _AlphaBaseCutout: 1
+ - _AlphaBoostFA: 10
+ - _AlphaMaskMode: 0
+ - _AlphaMaskScale: 1
+ - _AlphaMaskValue: 0
+ - _AlphaToMask: 0
+ - _Anisotropy2MatCap: 0
+ - _Anisotropy2MatCap2nd: 0
+ - _Anisotropy2Reflection: 0
+ - _Anisotropy2ndBitangentWidth: 1
+ - _Anisotropy2ndShift: 0
+ - _Anisotropy2ndShiftNoiseScale: 0
+ - _Anisotropy2ndSpecularStrength: 0
+ - _Anisotropy2ndTangentWidth: 1
+ - _AnisotropyBitangentWidth: 1
+ - _AnisotropyScale: 1
+ - _AnisotropyShift: 0
+ - _AnisotropyShiftNoiseScale: 0
+ - _AnisotropySpecularStrength: 1
+ - _AnisotropyTangentWidth: 1
+ - _ApplyReflection: 0
+ - _ApplySpecular: 1
+ - _ApplySpecularFA: 1
+ - _AsOverlay: 0
+ - _AsUnlit: 0
+ - _AudioLink2Emission: 0
+ - _AudioLink2Emission2nd: 0
+ - _AudioLink2Emission2ndGrad: 0
+ - _AudioLink2EmissionGrad: 0
+ - _AudioLink2Main2nd: 0
+ - _AudioLink2Main3rd: 0
+ - _AudioLink2Vertex: 0
+ - _AudioLinkAsLocal: 0
+ - _AudioLinkMask_UVMode: 0
+ - _AudioLinkUVMode: 1
+ - _AudioLinkVertexUVMode: 1
+ - _BackfaceForceShadow: 0
+ - _BacklightBackfaceMask: 1
+ - _BacklightBlur: 0.05
+ - _BacklightBorder: 0.35
+ - _BacklightDirectivity: 5
+ - _BacklightMainStrength: 0
+ - _BacklightNormalStrength: 1
+ - _BacklightReceiveShadow: 1
+ - _BacklightViewStrength: 1
+ - _BeforeExposureLimit: 10000
+ - _BitKey0: 0
+ - _BitKey1: 0
+ - _BitKey10: 0
+ - _BitKey11: 0
+ - _BitKey12: 0
+ - _BitKey13: 0
+ - _BitKey14: 0
+ - _BitKey15: 0
+ - _BitKey16: 0
+ - _BitKey17: 0
+ - _BitKey18: 0
+ - _BitKey19: 0
+ - _BitKey2: 0
+ - _BitKey20: 0
+ - _BitKey21: 0
+ - _BitKey22: 0
+ - _BitKey23: 0
+ - _BitKey24: 0
+ - _BitKey25: 0
+ - _BitKey26: 0
+ - _BitKey27: 0
+ - _BitKey28: 0
+ - _BitKey29: 0
+ - _BitKey3: 0
+ - _BitKey30: 0
+ - _BitKey31: 0
+ - _BitKey4: 0
+ - _BitKey5: 0
+ - _BitKey6: 0
+ - _BitKey7: 0
+ - _BitKey8: 0
+ - _BitKey9: 0
+ - _BleModDest: 0
+ - _BleModSour: 1
+ - _BlendOp: 0
+ - _BlendOpAlpha: 0
+ - _BlendOpAlphaFA: 4
+ - _BlendOpFA: 4
+ - _Bump2ndMap_UVMode: 0
+ - _Bump2ndScale: 1
+ - _BumpScale: 1
+ - _ClipAdju: 0
+ - _ColorMask: 15
+ - _Compa: 4
+ - _ComputeMeshIndex: 0
+ - _Cull: 0
+ - _Culling: 2
+ - _CustomLightDirectionFollowObjectRotation: 0
+ - _CustomLightDirectionIntensity: 0
+ - _Cutoff: 0.5
+ - _Cutout: 0.5
+ - _DepthThreshold: 900
+ - _DirectionalLightIntensity: 1
+ - _DissolveNoiseStrength: 0.1
+ - _DistanceFadeMode: 0
+ - _DistanceFadeRimFresnelPower: 5
+ - _DitherMaxValue: 255
+ - _DoubleSidedOutline: 1
+ - _DstBlend: 0
+ - _DstBlendAlpha: 10
+ - _DstBlendAlphaFA: 1
+ - _DstBlendFA: 1
+ - _DummyProperty: 0
+ - _DynamicNoisyOutline: 0
+ - _Emission2ndBlend: 1
+ - _Emission2ndBlendMode: 1
+ - _Emission2ndFluorescence: 0
+ - _Emission2ndGradSpeed: 1
+ - _Emission2ndMainStrength: 0
+ - _Emission2ndMap_UVMode: 0
+ - _Emission2ndParallaxDepth: 0
+ - _Emission2ndUseGrad: 0
+ - _EmissionBlend: 1
+ - _EmissionBlendMode: 1
+ - _EmissionFluorescence: 0
+ - _EmissionGradSpeed: 1
+ - _EmissionMainStrength: 0
+ - _EmissionMap_UVMode: 0
+ - _EmissionParallaxDepth: 0
+ - _EmissionUseGrad: 0
+ - _EnvironmentalLightingIntensity: 1
+ - _FarDistanceMaxWidth: 10
+ - _FlipNormal: 0
+ - _GIFlatShade: 0
+ - _GIShadeThreshold: 0
+ - _GSAAStrength: 0
+ - _GlitterAngleRandomize: 0
+ - _GlitterApplyShape: 0
+ - _GlitterApplyTransparency: 1
+ - _GlitterBackfaceMask: 0
+ - _GlitterColorTex_UVMode: 0
+ - _GlitterEnableLighting: 1
+ - _GlitterMainStrength: 0
+ - _GlitterNormalStrength: 1
+ - _GlitterPostContrast: 1
+ - _GlitterScaleRandomize: 0
+ - _GlitterSensitivity: 0.25
+ - _GlitterShadowMask: 0
+ - _GlitterUVMode: 0
+ - _GlitterVRParallaxStrength: 1
+ - _GlossColorPower: 10
+ - _GlossIntensity: 1
+ - _GlossSoftness: 0
+ - _GlossTextureFollowLight: 0
+ - _GlossTextureFollowObjectRotation: 0
+ - _GlossTextureRotate: 0
+ - _GlossTextureSoftness: 0
+ - _Glossiness: 0.6
+ - _Glow_Edge_Width: 1
+ - _HighlightColorPower: 5
+ - _IDMask1: 0
+ - _IDMask2: 0
+ - _IDMask3: 0
+ - _IDMask4: 0
+ - _IDMask5: 0
+ - _IDMask6: 0
+ - _IDMask7: 0
+ - _IDMask8: 0
+ - _IDMaskCompile: 0
+ - _IDMaskControlsDissolve: 0
+ - _IDMaskFrom: 8
+ - _IDMaskIndex1: 0
+ - _IDMaskIndex2: 0
+ - _IDMaskIndex3: 0
+ - _IDMaskIndex4: 0
+ - _IDMaskIndex5: 0
+ - _IDMaskIndex6: 0
+ - _IDMaskIndex7: 0
+ - _IDMaskIndex8: 0
+ - _IDMaskIsBitmap: 0
+ - _IDMaskPrior1: 0
+ - _IDMaskPrior2: 0
+ - _IDMaskPrior3: 0
+ - _IDMaskPrior4: 0
+ - _IDMaskPrior5: 0
+ - _IDMaskPrior6: 0
+ - _IDMaskPrior7: 0
+ - _IDMaskPrior8: 0
+ - _IgnoreEncryption: 0
+ - _Invisible: 0
+ - _LLI_Max: 1
+ - _LLI_Min: 0
+ - _LigIgnoYNorDir: 0
+ - _LightAffectOutlineColor: 0
+ - _LightAffectRimLightColor: 0
+ - _LightAffectShadow: 0
+ - _LightFalloffAffectShadowT: 0
+ - _LightFalloffSoftness: 1
+ - _LightIntensity: 1
+ - _LightMaxLimit: 1
+ - _LightMinLimit: 0.05
+ - _MCIALO: 0
+ - _MCapIntensity: 1
+ - _MVCOL: 0
+ - _MaiColPo: 0.8
+ - _Main2ndDissolveNoiseStrength: 0.1
+ - _Main2ndEnableLighting: 1
+ - _Main2ndTexAlphaMode: 0
+ - _Main2ndTexAngle: 0
+ - _Main2ndTexBlendMode: 0
+ - _Main2ndTexIsDecal: 0
+ - _Main2ndTexIsLeftOnly: 0
+ - _Main2ndTexIsMSDF: 0
+ - _Main2ndTexIsRightOnly: 0
+ - _Main2ndTexShouldCopy: 0
+ - _Main2ndTexShouldFlipCopy: 0
+ - _Main2ndTexShouldFlipMirror: 0
+ - _Main2ndTex_Cull: 0
+ - _Main2ndTex_UVMode: 0
+ - _Main3rdDissolveNoiseStrength: 0.1
+ - _Main3rdEnableLighting: 1
+ - _Main3rdTexAlphaMode: 0
+ - _Main3rdTexAngle: 0
+ - _Main3rdTexBlendMode: 0
+ - _Main3rdTexIsDecal: 0
+ - _Main3rdTexIsLeftOnly: 0
+ - _Main3rdTexIsMSDF: 0
+ - _Main3rdTexIsRightOnly: 0
+ - _Main3rdTexShouldCopy: 0
+ - _Main3rdTexShouldFlipCopy: 0
+ - _Main3rdTexShouldFlipMirror: 0
+ - _Main3rdTex_Cull: 0
+ - _Main3rdTex_UVMode: 0
+ - _MainGradationStrength: 0
+ - _MatCap2ndApplyTransparency: 1
+ - _MatCap2ndBackfaceMask: 0
+ - _MatCap2ndBlend: 1
+ - _MatCap2ndBlendMode: 1
+ - _MatCap2ndBumpScale: 1
+ - _MatCap2ndCustomNormal: 0
+ - _MatCap2ndEnableLighting: 1
+ - _MatCap2ndLod: 0
+ - _MatCap2ndMainStrength: 0
+ - _MatCap2ndNormalStrength: 1
+ - _MatCap2ndPerspective: 1
+ - _MatCap2ndShadowMask: 0
+ - _MatCap2ndVRParallaxStrength: 1
+ - _MatCap2ndZRotCancel: 1
+ - _MatCapApplyTransparency: 1
+ - _MatCapBackfaceMask: 0
+ - _MatCapBlend: 1
+ - _MatCapBlendMode: 3
+ - _MatCapBumpScale: 1
+ - _MatCapCustomNormal: 0
+ - _MatCapEnableLighting: 0
+ - _MatCapLod: 0
+ - _MatCapMainStrength: 0
+ - _MatCapNormalStrength: 1
+ - _MatCapPerspective: 1
+ - _MatCapShadowMask: 0
+ - _MatCapVRParallaxStrength: 1
+ - _MatCapZRotCancel: 1
+ - _MaxFadDistance: 2
+ - _Metallic: 0
+ - _MinFadDistance: 0
+ - _MixMainTexToOutline: 0
+ - _MonochromeLighting: 0
+ - _N_F_ANIS: 0
+ - _N_F_CA: 0
+ - _N_F_CLD: 0
+ - _N_F_CO: 0
+ - _N_F_COEDGL: 0
+ - _N_F_DCS: 0
+ - _N_F_DDMD: 1
+ - _N_F_EAL: 1
+ - _N_F_ESSAO: 0
+ - _N_F_FR: 0
+ - _N_F_GLO: 0
+ - _N_F_GLOT: 0
+ - _N_F_HDLS: 0
+ - _N_F_HPSS: 0
+ - _N_F_LLI: 0
+ - _N_F_MC: 0
+ - _N_F_MSSOLTFO: 0
+ - _N_F_NFD: 0
+ - _N_F_NLASOBF: 0
+ - _N_F_NM: 0
+ - _N_F_O: 1
+ - _N_F_OFLMB: 0
+ - _N_F_PA: 0
+ - _N_F_PT: 0
+ - _N_F_R: 0
+ - _N_F_RDC: 1
+ - _N_F_RL: 0
+ - _N_F_RLIS: 0
+ - _N_F_SCO: 0
+ - _N_F_SCT: 0
+ - _N_F_SE: 0
+ - _N_F_SL: 0
+ - _N_F_SLMM: 0
+ - _N_F_SON: 0
+ - _N_F_SS: 1
+ - _N_F_ST: 0
+ - _N_F_STIAL: 0
+ - _N_F_STIS: 0
+ - _N_F_STSDFM: 0
+ - _N_F_TP: 0
+ - _NoiTexAffStraWidt: 0
+ - _NoisTexInten: 1
+ - _NoiseSize: 100
+ - _NoisyOutlineIntensity: 0
+ - _NorMapAsDis: 0
+ - _NormalMapIntensity: 1
+ - _ObjePosiZCS: 0
+ - _OffsetFactor: 0
+ - _OffsetUnits: 0
+ - _Opacity: 1
+ - _Oper: 0
+ - _OutStenPass: 0
+ - _OutZTest: 4
+ - _OutZWrite: 1
+ - _OutlineAlphaToMask: 0
+ - _OutlineBlendOp: 0
+ - _OutlineBlendOpAlpha: 0
+ - _OutlineBlendOpAlphaFA: 4
+ - _OutlineBlendOpFA: 4
+ - _OutlineColorMask: 15
+ - _OutlineCull: 1
+ - _OutlineDeleteMesh: 0
+ - _OutlineDisableInVR: 0
+ - _OutlineDstBlend: 0
+ - _OutlineDstBlendAlpha: 10
+ - _OutlineDstBlendAlphaFA: 1
+ - _OutlineDstBlendFA: 1
+ - _OutlineEnableLighting: 1
+ - _OutlineExtrudeMethod: 0
+ - _OutlineFixWidth: 0.5
+ - _OutlineLitApplyTex: 0
+ - _OutlineLitOffset: -8
+ - _OutlineLitScale: 10
+ - _OutlineLitShadowReceive: 0
+ - _OutlineOffsetFactor: 0
+ - _OutlineOffsetUnits: 0
+ - _OutlineSrcBlend: 1
+ - _OutlineSrcBlendAlpha: 1
+ - _OutlineSrcBlendAlphaFA: 0
+ - _OutlineSrcBlendFA: 1
+ - _OutlineStencilComp: 8
+ - _OutlineStencilFail: 0
+ - _OutlineStencilPass: 0
+ - _OutlineStencilReadMask: 255
+ - _OutlineStencilRef: 0
+ - _OutlineStencilWriteMask: 255
+ - _OutlineStencilZFail: 0
+ - _OutlineVectorScale: 1
+ - _OutlineVectorUVMode: 0
+ - _OutlineVertexR2Width: 0
+ - _OutlineWidth: 0.08
+ - _OutlineWidthAffectedByViewDistance: 0
+ - _OutlineZBias: 0
+ - _OutlineZClip: 1
+ - _OutlineZPostionInCamera: 0
+ - _OutlineZTest: 2
+ - _OutlineZWrite: 1
+ - _OverallShadowColorPower: 1
+ - _PADist: 0
+ - _PASize: 0.5
+ - _PASmooTrans: 1
+ - _PSGLOTEX: 0
+ - _PTexturePower: 1
+ - _Parallax: 0.02
+ - _ParallaxOffset: 0.5
+ - _PointSpotlightIntensity: 1
+ - _PresAdju: 1
+ - _RELG: 1
+ - _RQSO: 0
+ - _ReduSha: 0.5
+ - _RefMetallic: 0
+ - _RefVal: 0
+ - _Reflectance: 0.04
+ - _ReflectionApplyTransparency: 1
+ - _ReflectionBlendMode: 1
+ - _ReflectionCubeEnableLighting: 1
+ - _ReflectionCubeOverride: 0
+ - _ReflectionIntensity: 0
+ - _ReflectionNormalStrength: 1
+ - _RimApplyTransparency: 1
+ - _RimBackfaceMask: 0
+ - _RimBlendMode: 1
+ - _RimBlur: 0.1
+ - _RimBorder: 0.5
+ - _RimDirRange: 0
+ - _RimDirStrength: 0
+ - _RimEnableLighting: 1
+ - _RimFresnelPower: 3
+ - _RimIndirBlur: 0.1
+ - _RimIndirBorder: 0.5
+ - _RimIndirRange: 0
+ - _RimLigInt: 1
+ - _RimLightColorPower: 10
+ - _RimLightInLight: 1
+ - _RimLightSoftness: 1
+ - _RimLightUnfill: 1.5
+ - _RimMainStrength: 0
+ - _RimNormalStrength: 1
+ - _RimShadeBlur: 1
+ - _RimShadeBorder: 0.5
+ - _RimShadeFresnelPower: 1
+ - _RimShadeNormalStrength: 1
+ - _RimShadowMask: 0
+ - _RimVRParallaxStrength: 1
+ - _SPECIN: 1
+ - _SPECMODE: 0
+ - _STIL: 0
+ - _Saturation: 1
+ - _SelfLitHighContrast: 1
+ - _SelfLitIntensity: 0
+ - _SelfLitPower: 2
+ - _SelfShadowAffectedByLightShadowStrength: 0
+ - _SelfShadowHardness: 1
+ - _SelfShadowRealTimeShadowColorPower: 1
+ - _SelfShadowRealtimeShadowIntensity: 0
+ - _SelfShadowShadowTAtViewDirection: 0
+ - _SelfShadowThreshold: 0.93
+ - _Shadow2ndBlur: 0.3
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+ m_Offset: {x: 0, y: 0}
+ - _AudioLinkLocalMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _AudioLinkMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _BacklightColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _BaseColorMap:
+ m_Texture: {fileID: 2800000, guid: cc50bff8e08ffa649877aa0890e95edf, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _BaseMap:
+ m_Texture: {fileID: 2800000, guid: cc50bff8e08ffa649877aa0890e95edf, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Bump2ndMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Bump2ndScaleMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _BumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailAlbedoMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailNormalMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DissolveMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DissolveNoiseMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DitherTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Emission2ndBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Emission2ndGradTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Emission2ndMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _EmissionBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _EmissionGradTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _EmissionMap:
+ m_Texture: {fileID: 2800000, guid: cc50bff8e08ffa649877aa0890e95edf, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _FReflection:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _GlitterColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _GlitterShapeTex:
+ m_Texture: {fileID: 2800000, guid: 6432d6f480a91aa4aa2ae56c90a08961, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _GlossTexture:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MCap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MCapMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main2ndBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main2ndDissolveMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main2ndDissolveNoiseMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main2ndTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main3rdBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main3rdDissolveMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main3rdDissolveNoiseMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Main3rdTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainColorAdjustMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainGradationTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MainTex:
+ m_Texture: {fileID: 2800000, guid: cc50bff8e08ffa649877aa0890e95edf, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskGloss:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskReflection:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskSelfLit:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MaskTransparency:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCap2ndBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCap2ndBumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCap2ndTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapBlendMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapBumpMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MatCapTex:
+ m_Texture: {fileID: 2800000, guid: 7d34b02ec05d5a44c8a3e592ea8a3c3e, type: 3}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _MetallicGlossMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _NormalMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OcclusionMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineVectorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineWidthControl:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _OutlineWidthMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _PTexture:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ParallaxMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ReflectionColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ReflectionCubeTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _RimColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _RimShadeMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _SecondaryCutout:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Shadow2ndColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _Shadow3rdColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowBlurMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowBorderMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowColorTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowColorTexture:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowStrengthMask:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _ShadowT:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _SmoothnessTex:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Ints: []
+ m_Floats:
+ - _AAS: 0.0001
+ - _AAStrength: 1
+ - _AlpToCov: 0
+ - _AlphaBaseCutout: 1
+ - _AlphaBoostFA: 10
+ - _AlphaMaskMode: 0
+ - _AlphaMaskScale: 1
+ - _AlphaMaskValue: 0
+ - _AlphaToMask: 0
+ - _Anisotropy2MatCap: 0
+ - _Anisotropy2MatCap2nd: 0
+ - _Anisotropy2Reflection: 0
+ - _Anisotropy2ndBitangentWidth: 1
+ - _Anisotropy2ndShift: 0
+ - _Anisotropy2ndShiftNoiseScale: 0
+ - _Anisotropy2ndSpecularStrength: 0
+ - _Anisotropy2ndTangentWidth: 1
+ - _AnisotropyBitangentWidth: 1
+ - _AnisotropyScale: 1
+ - _AnisotropyShift: 0
+ - _AnisotropyShiftNoiseScale: 0
+ - _AnisotropySpecularStrength: 1
+ - _AnisotropyTangentWidth: 1
+ - _ApplyReflection: 0
+ - _ApplySpecular: 1
+ - _ApplySpecularFA: 1
+ - _AsOverlay: 0
+ - _AsUnlit: 0
+ - _AudioLink2Emission: 0
+ - _AudioLink2Emission2nd: 0
+ - _AudioLink2Emission2ndGrad: 0
+ - _AudioLink2EmissionGrad: 0
+ - _AudioLink2Main2nd: 0
+ - _AudioLink2Main3rd: 0
+ - _AudioLink2Vertex: 0
+ - _AudioLinkAsLocal: 0
+ - _AudioLinkMask_UVMode: 0
+ - _AudioLinkUVMode: 1
+ - _AudioLinkVertexUVMode: 1
+ - _BackfaceForceShadow: 1
+ - _BacklightBackfaceMask: 1
+ - _BacklightBlur: 0.05
+ - _BacklightBorder: 0.35
+ - _BacklightDirectivity: 5
+ - _BacklightMainStrength: 0
+ - _BacklightNormalStrength: 1
+ - _BacklightReceiveShadow: 1
+ - _BacklightViewStrength: 1
+ - _BeforeExposureLimit: 10000
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+ - _BitKey1: 0
+ - _BitKey10: 0
+ - _BitKey11: 0
+ - _BitKey12: 0
+ - _BitKey13: 0
+ - _BitKey14: 0
+ - _BitKey15: 0
+ - _BitKey16: 0
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+ - _BitKey20: 0
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+ - _BitKey22: 0
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+ - _BitKey25: 0
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+ - _BitKey27: 0
+ - _BitKey28: 0
+ - _BitKey29: 0
+ - _BitKey3: 0
+ - _BitKey30: 0
+ - _BitKey31: 0
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+ - _BitKey5: 0
+ - _BitKey6: 0
+ - _BitKey7: 0
+ - _BitKey8: 0
+ - _BitKey9: 0
+ - _BleModDest: 0
+ - _BleModSour: 1
+ - _BlendOp: 0
+ - _BlendOpAlpha: 0
+ - _BlendOpAlphaFA: 4
+ - _BlendOpFA: 4
+ - _Bump2ndMap_UVMode: 0
+ - _Bump2ndScale: 1
+ - _BumpScale: 1
+ - _ClipAdju: 0
+ - _ColorMask: 15
+ - _Compa: 4
+ - _ComputeMeshIndex: 0
+ - _Cull: 0
+ - _Culling: 2
+ - _CustomLightDirectionFollowObjectRotation: 0
+ - _CustomLightDirectionIntensity: 0
+ - _Cutoff: -0.001
+ - _Cutout: 0.5
+ - _DepthThreshold: 900
+ - _DetailNormalMapScale: 1
+ - _DirectionalLightIntensity: 2
+ - _DissolveNoiseStrength: 0.1
+ - _DistanceFadeMode: 0
+ - _DistanceFadeRimFresnelPower: 5
+ - _DitherMaxValue: 255
+ - _DoubleSidedOutline: 1
+ - _DstBlend: 10
+ - _DstBlendAlpha: 10
+ - _DstBlendAlphaFA: 1
+ - _DstBlendFA: 1
+ - _DummyProperty: 0
+ - _DynamicNoisyOutline: 0
+ - _Emission2ndBlend: 1
+ - _Emission2ndBlendMode: 1
+ - _Emission2ndFluorescence: 0
+ - _Emission2ndGradSpeed: 1
+ - _Emission2ndMainStrength: 0
+ - _Emission2ndMap_UVMode: 0
+ - _Emission2ndParallaxDepth: 0
+ - _Emission2ndUseGrad: 0
+ - _EmissionBlend: 1
+ - _EmissionBlendMode: 1
+ - _EmissionFluorescence: 0
+ - _EmissionGradSpeed: 1
+ - _EmissionMainStrength: 1
+ - _EmissionMap_UVMode: 0
+ - _EmissionParallaxDepth: 0
+ - _EmissionUseGrad: 0
+ - _EnvironmentalLightingIntensity: 2
+ - _FarDistanceMaxWidth: 10
+ - _FlipNormal: 0
+ - _GIFlatShade: 0
+ - _GIShadeThreshold: 0
+ - _GSAAStrength: 0
+ - _GlitterAngleRandomize: 0
+ - _GlitterApplyShape: 1
+ - _GlitterApplyTransparency: 1
+ - _GlitterBackfaceMask: 0
+ - _GlitterColorTex_UVMode: 0
+ - _GlitterEnableLighting: 1
+ - _GlitterMainStrength: 1
+ - _GlitterNormalStrength: 1
+ - _GlitterPostContrast: 1
+ - _GlitterScaleRandomize: 1
+ - _GlitterSensitivity: 0.9545943
+ - _GlitterShadowMask: 0
+ - _GlitterUVMode: 0
+ - _GlitterVRParallaxStrength: 0
+ - _GlossColorPower: 10
+ - _GlossIntensity: 1
+ - _GlossMapScale: 1
+ - _GlossSoftness: 0
+ - _GlossTextureFollowLight: 0
+ - _GlossTextureFollowObjectRotation: 0
+ - _GlossTextureRotate: 0
+ - _GlossTextureSoftness: 0
+ - _Glossiness: 0.25123277
+ - _GlossyReflections: 1
+ - _Glow_Edge_Width: 1
+ - _HighlightColorPower: 10
+ - _IDMask1: 0
+ - _IDMask2: 0
+ - _IDMask3: 0
+ - _IDMask4: 0
+ - _IDMask5: 0
+ - _IDMask6: 0
+ - _IDMask7: 0
+ - _IDMask8: 0
+ - _IDMaskCompile: 0
+ - _IDMaskControlsDissolve: 0
+ - _IDMaskFrom: 8
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+ - _IDMaskIndex2: 0
+ - _IDMaskIndex3: 0
+ - _IDMaskIndex4: 0
+ - _IDMaskIndex5: 0
+ - _IDMaskIndex6: 0
+ - _IDMaskIndex7: 0
+ - _IDMaskIndex8: 0
+ - _IDMaskIsBitmap: 0
+ - _IDMaskPrior1: 0
+ - _IDMaskPrior2: 0
+ - _IDMaskPrior3: 0
+ - _IDMaskPrior4: 0
+ - _IDMaskPrior5: 0
+ - _IDMaskPrior6: 0
+ - _IDMaskPrior7: 0
+ - _IDMaskPrior8: 0
+ - _IgnoreEncryption: 0
+ - _Invisible: 0
+ - _LLI_Max: 3
+ - _LLI_Min: 1
+ - _LigIgnoYNorDir: 0
+ - _LightAffectOutlineColor: 0
+ - _LightAffectRimLightColor: 0
+ - _LightAffectShadow: 0
+ - _LightFalloffAffectShadowT: 0
+ - _LightFalloffSoftness: 1
+ - _LightIntensity: 1
+ - _LightMaxLimit: 1
+ - _LightMinLimit: 0.05
+ - _MCIALO: 0
+ - _MCapIntensity: 1
+ - _MVCOL: 0
+ - _MaiColPo: 0.8
+ - _Main2ndDissolveNoiseStrength: 0.1
+ - _Main2ndEnableLighting: 1
+ - _Main2ndTexAlphaMode: 0
+ - _Main2ndTexAngle: 0
+ - _Main2ndTexBlendMode: 0
+ - _Main2ndTexIsDecal: 0
+ - _Main2ndTexIsLeftOnly: 0
+ - _Main2ndTexIsMSDF: 0
+ - _Main2ndTexIsRightOnly: 0
+ - _Main2ndTexShouldCopy: 0
+ - _Main2ndTexShouldFlipCopy: 0
+ - _Main2ndTexShouldFlipMirror: 0
+ - _Main2ndTex_Cull: 0
+ - _Main2ndTex_UVMode: 0
+ - _Main3rdDissolveNoiseStrength: 0.1
+ - _Main3rdEnableLighting: 1
+ - _Main3rdTexAlphaMode: 0
+ - _Main3rdTexAngle: 0
+ - _Main3rdTexBlendMode: 0
+ - _Main3rdTexIsDecal: 0
+ - _Main3rdTexIsLeftOnly: 0
+ - _Main3rdTexIsMSDF: 0
+ - _Main3rdTexIsRightOnly: 0
+ - _Main3rdTexShouldCopy: 0
+ - _Main3rdTexShouldFlipCopy: 0
+ - _Main3rdTexShouldFlipMirror: 0
+ - _Main3rdTex_Cull: 0
+ - _Main3rdTex_UVMode: 0
+ - _MainGradationStrength: 0
+ - _MatCap2ndApplyTransparency: 1
+ - _MatCap2ndBackfaceMask: 0
+ - _MatCap2ndBlend: 1
+ - _MatCap2ndBlendMode: 1
+ - _MatCap2ndBumpScale: 1
+ - _MatCap2ndCustomNormal: 0
+ - _MatCap2ndEnableLighting: 1
+ - _MatCap2ndLod: 0
+ - _MatCap2ndMainStrength: 0
+ - _MatCap2ndNormalStrength: 1
+ - _MatCap2ndPerspective: 1
+ - _MatCap2ndShadowMask: 0
+ - _MatCap2ndVRParallaxStrength: 1
+ - _MatCap2ndZRotCancel: 1
+ - _MatCapApplyTransparency: 1
+ - _MatCapBackfaceMask: 0
+ - _MatCapBlend: 1
+ - _MatCapBlendMode: 2
+ - _MatCapBumpScale: 1
+ - _MatCapCustomNormal: 0
+ - _MatCapEnableLighting: 1
+ - _MatCapLod: 0
+ - _MatCapMainStrength: 0
+ - _MatCapNormalStrength: 1
+ - _MatCapPerspective: 1
+ - _MatCapShadowMask: 0
+ - _MatCapVRParallaxStrength: 1
+ - _MatCapZRotCancel: 1
+ - _MaxFadDistance: 2
+ - _Metallic: 0
+ - _MinFadDistance: 0
+ - _MixMainTexToOutline: 0
+ - _Mode: 0
+ - _MonochromeLighting: 0
+ - _N_F_ANIS: 0
+ - _N_F_CA: 0
+ - _N_F_CLD: 0
+ - _N_F_CO: 0
+ - _N_F_COEDGL: 0
+ - _N_F_DCS: 0
+ - _N_F_DDMD: 1
+ - _N_F_EAL: 1
+ - _N_F_ESSAO: 0
+ - _N_F_FR: 0
+ - _N_F_GLO: 0
+ - _N_F_GLOT: 0
+ - _N_F_HDLS: 0
+ - _N_F_HPSS: 0
+ - _N_F_LLI: 1
+ - _N_F_MC: 0
+ - _N_F_MSSOLTFO: 0
+ - _N_F_NFD: 0
+ - _N_F_NLASOBF: 0
+ - _N_F_NM: 0
+ - _N_F_O: 1
+ - _N_F_OFLMB: 0
+ - _N_F_PA: 0
+ - _N_F_PT: 0
+ - _N_F_R: 0
+ - _N_F_RDC: 1
+ - _N_F_RL: 0
+ - _N_F_RLIS: 0
+ - _N_F_SCO: 0
+ - _N_F_SCT: 0
+ - _N_F_SE: 0
+ - _N_F_SL: 0
+ - _N_F_SLMM: 0
+ - _N_F_SON: 0
+ - _N_F_SS: 1
+ - _N_F_ST: 0
+ - _N_F_STIAL: 0
+ - _N_F_STIS: 0
+ - _N_F_STSDFM: 0
+ - _N_F_TP: 0
+ - _NoiTexAffStraWidt: 0
+ - _NoisTexInten: 1
+ - _NoiseSize: 100
+ - _NoisyOutlineIntensity: 0
+ - _NorMapAsDis: 0
+ - _NormalMapIntensity: 1
+ - _ObjePosiZCS: 0
+ - _OcclusionStrength: 1
+ - _OffsetFactor: 0
+ - _OffsetUnits: 0
+ - _Opacity: 1
+ - _Oper: 0
+ - _OutStenPass: 0
+ - _OutZTest: 4
+ - _OutZWrite: 1
+ - _OutlineAlphaToMask: 0
+ - _OutlineBlendOp: 0
+ - _OutlineBlendOpAlpha: 0
+ - _OutlineBlendOpAlphaFA: 4
+ - _OutlineBlendOpFA: 4
+ - _OutlineColorMask: 15
+ - _OutlineCull: 1
+ - _OutlineDeleteMesh: 0
+ - _OutlineDisableInVR: 0
+ - _OutlineDstBlend: 10
+ - _OutlineDstBlendAlpha: 10
+ - _OutlineDstBlendAlphaFA: 1
+ - _OutlineDstBlendFA: 1
+ - _OutlineEnableLighting: 1
+ - _OutlineExtrudeMethod: 0
+ - _OutlineFixWidth: 0.5
+ - _OutlineLitApplyTex: 0
+ - _OutlineLitOffset: -8
+ - _OutlineLitScale: 10
+ - _OutlineLitShadowReceive: 0
+ - _OutlineOffsetFactor: 0
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+{"clothType":1,"sourceRenderers":[],"paintMode":0,"paintMaps":[],"rootBones":[{"instanceID":-1922},{"instanceID":-1974}],"connectionMode":0,"rotationalInterpolation":0.5,"rootRotation":0.5,"animationBlendRatio":0.0,"reductionSetting":{"simpleDistance":0.0,"shapeDistance":0.0},"customSkinningSetting":{"enable":false,"skinningBones":[]},"normalAlignmentSetting":{"alignmentMode":0,"adjustmentTransform":{"instanceID":0}},"normalAxis":1,"gravity":2.0,"gravityDirection":{"x":0.0,"y":-1.0,"z":0.0},"gravityFalloff":0.0,"damping":{"value":0.019999999552965165,"useCurve":false,"curve":{"serializedVersion":"2","m_Curve":[{"serializedVersion":"3","time":0.0,"value":1.0,"inSlope":0.0,"outSlope":0.0,"tangentMode":0,"weightedMode":0,"inWeight":0.0,"outWeight":0.0},{"serializedVersion":"3","time":1.0,"value":1.0,"inSlope":0.0,"outSlope":0.0,"tangentMode":0,"weightedMode":0,"inWeight":0.0,"outWeight":0.0}],"m_PreInfinity":2,"m_PostInfinity":2,"m_RotationOrder":4}},"radius":{"value":0.019999999552965165,"useCurve":false,"curve":{"serializedVersion":"2","m_Curve":[{"serializedVersion":"3","time":0.0,"value":1.0,"inSlope":0.0,"outSlope":0.0,"tangentMode":0,"weightedMode":0,"inWeight":0.0,"outWeight":0.0},{"serializedVersion":"3","time":1.0,"value":1.0,"inSlope":0.0,"outSlope":0.0,"tangentMode":0,"weightedMode":0,"inWeight":0.0,"outWeight":0.0}],"m_PreInfinity":2,"m_PostInfinity":2,"m_RotationOrder":4}},"inertiaConstraint":{"movementInertia":1.0,"rotationInertia":1.0,"depthInertia":0.0,"centrifualAcceleration":0.0,"movementSpeedLimit":{"value":5.0,"use":true},"rotationSpeedLimit":{"value":720.0,"use":true},"particleSpeedLimit":{"value":3.0,"use":true}},"tetherConstraint":{"distanceCompression":0.5},"distanceConstraint":{"stiffness":{"value":1.0,"useCurve":false,"curve":{"serializedVersion":"2","m_Curve":[{"serializedVersion":"3","time":0.0,"value":1.0,"inSlope":0.0,"outSlope":-0.5,"tangentMode":0,"weightedMode":0,"inWeight":0.0,"outWeight":0.0},{"serializedVersion":"3","time":1.0,"value":0.5,"inSlope":-0.5,"outSlope":0.0,"tangentMode":0,"weightedMode":0,"inWeight":0.0,"outWeight":0.0}],"m_PreInfinity":2,"m_PostInfinity":2,"m_RotationOrder":4}}},"triangleBendingConstraint":{"stiffness":0.5},"angleRestorationConstraint":{"useAngleRestoration":true,"stiffness":{"value":0.05400000140070915,"useCurve":true,"curve":{"serializedVersion":"2","m_Curve":[{"serializedVersion":"3","time":0.0,"value":1.0,"inSlope":-0.5040969848632813,"outSlope":-0.5040969848632813,"tangentMode":34,"weightedMode":0,"inWeight":0.0,"outWeight":0.3333333432674408},{"serializedVersion":"3","time":1.0,"value":0.49590301513671877,"inSlope":-0.5040969848632813,"outSlope":-0.5040969848632813,"tangentMode":34,"weightedMode":0,"inWeight":0.3333333432674408,"outWeight":0.0}],"m_PreInfinity":2,"m_PostInfinity":2,"m_RotationOrder":4}},"velocityAttenuation":0.5,"gravityFalloff":0.0},"angleLimitConstraint":{"useAngleLimit":true,"limitAngle":{"value":45.0,"useCurve":true,"curve":{"serializedVersion":"2","m_Curve":[{"serializedVersion":"3","time":0.0,"value":0.0,"inSlope":0.0,"outSlope":1.0,"tangentMode":0,"weightedMode":0,"inWeight":0.0,"outWeight":0.0},{"serializedVersion":"3","time":1.0,"value":1.0,"inSlope":1.0,"outSlope":0.0,"tangentMode":0,"weightedMode":0,"inWeight":0.0,"outWeight":0.0}],"m_PreInfinity":2,"m_PostInfinity":2,"m_RotationOrder":4}},"stiffness":0.30000001192092898},"motionConstraint":{"useMaxDistance":false,"maxDistance":{"value":0.30000001192092898,"useCurve":false,"curve":{"serializedVersion":"2","m_Curve":[{"serializedVersion":"3","time":0.0,"value":1.0,"inSlope":0.0,"outSlope":0.0,"tangentMode":0,"weightedMode":0,"inWeight":0.0,"outWeight":0.0},{"serializedVersion":"3","time":1.0,"value":1.0,"inSlope":0.0,"outSlope":0.0,"tangentMode":0,"weightedMode":0,"inWeight":0.0,"outWeight":0.0}],"m_PreInfinity":2,"m_PostInfinity":2,"m_RotationOrder":4}},"useBackstop":false,"backstopRadius":10.0,"backstopDistance":{"value":0.0,"useCurve":false,"curve":{"serializedVersion":"2","m_Curve":[{"serializedVersion":"3","time":0.0,"value":1.0,"inSlope":0.0,"outSlope":0.0,"tangentMode":0,"weightedMode":0,"inWeight":0.0,"outWeight":0.0},{"serializedVersion":"3","time":1.0,"value":1.0,"inSlope":0.0,"outSlope":0.0,"tangentMode":0,"weightedMode":0,"inWeight":0.0,"outWeight":0.0}],"m_PreInfinity":2,"m_PostInfinity":2,"m_RotationOrder":4}},"stiffness":1.0},"colliderCollisionConstraint":{"mode":1,"friction":0.05000000074505806,"colliderList":[]},"selfCollisionConstraint":{"selfMode":0,"surfaceThickness":{"value":0.004999999888241291,"useCurve":false,"curve":{"serializedVersion":"2","m_Curve":[{"serializedVersion":"3","time":0.0,"value":0.5,"inSlope":0.0,"outSlope":0.5,"tangentMode":0,"weightedMode":0,"inWeight":0.0,"outWeight":0.0},{"serializedVersion":"3","time":1.0,"value":1.0,"inSlope":0.5,"outSlope":0.0,"tangentMode":0,"weightedMode":0,"inWeight":0.0,"outWeight":0.0}],"m_PreInfinity":2,"m_PostInfinity":2,"m_RotationOrder":4}},"syncMode":0,"syncPartner":{"instanceID":0}}}
\ No newline at end of file
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Resources/MC2_BoneCloth_Ribbon_Demo.json.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Resources/MC2_BoneCloth_Ribbon_Demo.json.meta
new file mode 100644
index 00000000..8c3fafb8
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+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts.meta
new file mode 100644
index 00000000..9a8e79f8
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diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/AutoRotate.cs b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/AutoRotate.cs
new file mode 100644
index 00000000..17daf4f8
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/AutoRotate.cs
@@ -0,0 +1,60 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ public class AutoRotate : MonoBehaviour
+ {
+ public Vector3 eulers = new Vector3(0, 90, 0);
+ public Space space = Space.World;
+ public enum UpdateMode
+ {
+ Update,
+ FixedUpdate,
+ }
+ [SerializeField]
+ private UpdateMode updateMode = UpdateMode.Update;
+
+ [SerializeField]
+ [Range(0.1f, 5.0f)]
+ private float interval = 2.0f;
+
+ public bool useSin = true;
+
+
+ private float time = 0;
+
+ protected void FixedUpdate()
+ {
+ if (updateMode == UpdateMode.FixedUpdate)
+ UpdatePosition(Time.fixedDeltaTime);
+ }
+
+ protected void Update()
+ {
+ if (updateMode == UpdateMode.Update)
+ UpdatePosition(Time.deltaTime);
+ }
+
+ void UpdatePosition(float dtime)
+ {
+ if (useSin)
+ {
+ time += dtime;
+ float ang = (time % interval) / interval * Mathf.PI * 2.0f;
+ var t = Mathf.Sin(ang);
+ if (space == Space.World)
+ transform.eulerAngles = eulers * t;
+ else
+ transform.localEulerAngles = eulers * t;
+ }
+ else
+ {
+ transform.Rotate(eulers * dtime, space);
+ }
+ }
+ }
+
+}
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/AutoRotate.cs.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/AutoRotate.cs.meta
new file mode 100644
index 00000000..39735d8b
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+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/AutoRotate.cs.meta
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+guid: 4124c59241137374c9cae45d25683042
+timeCreated: 1510336570
+licenseType: Store
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+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/AutoRotate.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/CameraOrbit.cs b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/CameraOrbit.cs
new file mode 100644
index 00000000..8db35753
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/CameraOrbit.cs
@@ -0,0 +1,249 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// カメラ回転
+ ///
+ public class CameraOrbit : MonoBehaviour
+ {
+ [SerializeField]
+ private Transform cameraTransform;
+
+ [Header("Camera Target")]
+ public Transform cameraTarget;
+ public Vector3 cameraTargetPos;
+ public Vector3 cameraTargetOffset;
+
+ [Header("Now Position")]
+ [SerializeField]
+ private float cameraDist = 1.5f;
+ [SerializeField]
+ private float cameraPitch = 21.0f;
+ [SerializeField]
+ private float cameraYaw = 180.0f;
+
+ [Header("Parameter")]
+ [SerializeField]
+ private float cameraDistHokanTime = 0.1f;
+ [SerializeField]
+ private float cameraAngleHokanTime = 0.1f;
+
+ [SerializeField]
+ private float cameraDistSpeed = 0.02f;
+ [SerializeField]
+ private float cameraDistMax = 8.0f;
+ [SerializeField]
+ private float cameraDistMin = 0.1f;
+
+ [SerializeField]
+ private float cameraYawSpeed = 0.3f;
+ [SerializeField]
+ private float cameraPitchSpeed = 0.3f;
+ [SerializeField]
+ private float cameraMaxAngleSpeed = 100.0f;
+ [SerializeField]
+ private float cameraPitchMax = 89.0f;
+ [SerializeField]
+ private float cameraPitchMin = -89.0f;
+
+ // 中ボタンドラッグによる移動
+ public enum MoveMode
+ {
+ None,
+ UpDown,
+ Free,
+ }
+ [SerializeField]
+ private MoveMode moveMode = MoveMode.Free;
+ [SerializeField]
+ private float moveSpeed = 0.002f;
+
+ // 自動回転
+ [Header("Auto Rotation")]
+ [SerializeField]
+ private bool useAutoRotation = false;
+ [SerializeField]
+ private float autoRotationSpeed = 90.0f;
+
+
+ // 移動作業用
+ private float setCameraDist;
+ private float setCameraPitch;
+ private float setCameraYaw;
+ private float cameraDistVelocity;
+ private float cameraPitchVelocity;
+ private float cameraYawVelocity;
+ private float offsetYaw;
+
+ protected void Start()
+ {
+ if (cameraTransform == null)
+ {
+ var cam = GetComponent();
+ if (cam)
+ cameraTransform = cam.transform;
+ }
+ if (cameraTransform == null)
+ enabled = false;
+
+ setCameraDist = cameraDist;
+ setCameraPitch = cameraPitch;
+ setCameraYaw = cameraYaw;
+ }
+
+ protected void OnEnable()
+ {
+ // 入力イベント登録
+ SimpleInputManager.OnTouchMove += OnTouchMove;
+ SimpleInputManager.OnDoubleTouchMove += OnDoubleTouchMove;
+ SimpleInputManager.OnTouchPinch += OnTouchPinch;
+ }
+
+ protected void OnDisable()
+ {
+ // 入力イベント解除
+ SimpleInputManager.OnTouchMove -= OnTouchMove;
+ SimpleInputManager.OnDoubleTouchMove -= OnDoubleTouchMove;
+ SimpleInputManager.OnTouchPinch -= OnTouchPinch;
+ }
+
+ protected void LateUpdate()
+ {
+ // カメラ更新
+ updateCamera();
+ }
+
+ // カメラ更新
+ private void updateCamera()
+ {
+ if (cameraTransform == null)
+ return;
+
+ // カメラターゲットポジション
+ cameraTargetPos = cameraTarget ? cameraTarget.position : transform.position;
+
+ // 補間
+ cameraDist = Mathf.SmoothDamp(cameraDist, setCameraDist, ref cameraDistVelocity, cameraDistHokanTime);
+ cameraPitch = Mathf.SmoothDampAngle(cameraPitch, setCameraPitch, ref cameraPitchVelocity, cameraAngleHokanTime);
+ cameraYaw = Mathf.SmoothDampAngle(cameraYaw, setCameraYaw, ref cameraYawVelocity, cameraAngleHokanTime);
+
+ // 自動回転
+ if (useAutoRotation)
+ {
+ offsetYaw += autoRotationSpeed * Time.deltaTime;
+ }
+
+ // 座標確定
+ Quaternion q = Quaternion.Euler(cameraPitch, cameraYaw + offsetYaw, 0);
+ q = transform.rotation * q; // コンポーネントの回転
+ Vector3 v = new Vector3(0, 0, -cameraDist);
+ Vector3 pos = q * v;
+
+ // ターゲットポジション
+ Vector3 tarpos = cameraTargetPos + transform.TransformVector(cameraTargetOffset);
+ Vector3 fixpos = tarpos + pos;
+ cameraTransform.position = fixpos;
+
+ // 回転確定
+ Vector3 relativePos = tarpos - cameraTransform.position;
+ Quaternion rot = Quaternion.LookRotation(relativePos, transform.up);
+ cameraTransform.rotation = rot;
+ }
+
+ // 回転操作
+ private void updatePitchYaw(Vector2 speed)
+ {
+ // Yaw
+ setCameraYaw += speed.x * cameraYawSpeed;
+
+ // Pitch
+ setCameraPitch += -speed.y * cameraPitchSpeed;
+ setCameraPitch = Mathf.Clamp(setCameraPitch, cameraPitchMin, cameraPitchMax);
+ }
+
+ // 移動操作
+ private void updateOffset(Vector2 speed)
+ {
+ if (cameraTransform == null)
+ {
+ return;
+ }
+
+ if (moveMode == MoveMode.UpDown)
+ {
+ cameraTargetOffset.y -= speed.y * moveSpeed;
+ }
+ else if (moveMode == MoveMode.Free)
+ {
+ Vector3 offset = moveSpeed * -speed.y * transform.InverseTransformDirection(cameraTransform.up);
+ offset += moveSpeed * -speed.x * transform.InverseTransformDirection(cameraTransform.right);
+
+ cameraTargetOffset += offset;
+ }
+ }
+
+ // ズーム操作
+ private void updateZoom(float speed)
+ {
+ float value = speed * cameraDistSpeed;
+ float scl = Mathf.InverseLerp(cameraDistMin, cameraDistMax, setCameraDist);
+ scl = Mathf.Clamp(scl, 0.1f, 1.0f);
+ setCameraDist -= value * scl;
+ setCameraDist = Mathf.Clamp(setCameraDist, cameraDistMin, cameraDistMax);
+ }
+
+ //=============================================================================================
+ ///
+ /// 入力通知:移動
+ ///
+ ///
+ ///
+ private void OnTouchMove(int fid, Vector2 screenPos, Vector2 screenVelocity, Vector2 cmVelocity)
+ {
+ screenVelocity *= SpeedAdjustment();
+
+ if (fid == 2)
+ {
+ // 中ドラッグ
+ updateOffset(screenVelocity);
+ }
+ else if (fid == 0)
+ {
+ // 左ドラッグ
+ // 最大速度
+ screenVelocity = Vector2.ClampMagnitude(screenVelocity, cameraMaxAngleSpeed);
+ updatePitchYaw(screenVelocity);
+ }
+ }
+
+ private void OnDoubleTouchMove(int fid, Vector2 screenPos, Vector2 screenVelocity, Vector2 cmVelocity)
+ {
+ screenVelocity *= SpeedAdjustment();
+
+ if (SimpleInputManager.Instance.GetTouchCount() >= 3)
+ updateOffset(screenVelocity);
+ }
+
+ ///
+ /// 入力通知:ピンチイン/アウト
+ ///
+ ///
+ ///
+ private void OnTouchPinch(float speedscr, float speedcm)
+ {
+ speedcm *= SpeedAdjustment();
+
+ if (SimpleInputManager.Instance.GetTouchCount() < 3)
+ updateZoom(speedcm);
+ }
+
+ private float SpeedAdjustment()
+ {
+ return Time.deltaTime * 60.0f;
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/CameraOrbit.cs.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/CameraOrbit.cs.meta
new file mode 100644
index 00000000..9b3bf462
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+ icon: {instanceID: 0}
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+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/CreateSingleton.cs b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/CreateSingleton.cs
new file mode 100644
index 00000000..68984fa3
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/CreateSingleton.cs
@@ -0,0 +1,136 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// 基本的なシングルトンテンプレート
+ /// ・シーンに無い場合は作成する
+ /// ・自動初期化呼び出し機能
+ /// ・DontDestroyOnLoad設定
+ /// ・実行前でもInstanceアクセス可能
+ ///
+ ///
+ public abstract class CreateSingleton : MonoBehaviour where T : MonoBehaviour
+ {
+ private static T instance;
+
+ ///
+ /// 初期化フラグ
+ ///
+ private static T initInstance;
+
+ private static bool isDestroy;
+
+
+ ///
+ /// Reload Domain 対応
+ /// ※残念ながらジェネリッククラスでは[RuntimeInitializeOnLoadMethod]が利用できないため、
+ /// この初期化関数を派生元で[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
+ /// を使用して呼び出さなければならない
+ ///
+ protected static void InitMember()
+ {
+ instance = null;
+ initInstance = null;
+ isDestroy = false;
+ }
+
+ public static T Instance
+ {
+ get
+ {
+ if (instance == null)
+ {
+ // FindObjectOfTypeはそれなりに負荷がかかるので注意!
+ // 非アクティブのオブジェクトは発見できないので注意!
+#if UNITY_6000_4_OR_NEWER
+ instance = FindAnyObjectByType();
+#elif UNITY_2023_1_OR_NEWER
+ instance = FindFirstObjectByType();
+#else
+ instance = FindObjectOfType();
+#endif
+
+ if (instance == null && Application.isPlaying)
+ {
+ var obj = new GameObject(typeof(T).Name);
+ instance = obj.AddComponent();
+ }
+ }
+
+ // 初期化
+ InitInstance();
+
+ return instance;
+ }
+ }
+
+ private static void InitInstance()
+ {
+ if (initInstance == null && instance != null && Application.isPlaying)
+ {
+ // シーン切り替えでもオブジェクトが消えないように設定
+ //DontDestroyOnLoad(instance.gameObject);
+
+ // 初期化呼び出し
+ var s = instance as CreateSingleton;
+ s.InitSingleton();
+
+ initInstance = instance;
+ }
+ }
+
+ ///
+ /// インスタンスが存在する場合にTrueを返します
+ ///
+ ///
+ public static bool IsInstance()
+ {
+ return instance != null && isDestroy == false;
+ }
+
+ ///
+ /// Awake()でのインスタンス設定
+ ///
+ protected virtual void Awake()
+ {
+ if (instance == null)
+ {
+ instance = this as T;
+ InitInstance();
+ }
+ else if (instance != this)
+ {
+ // 2つ目のコンポーネントを発見
+ var s = instance as CreateSingleton;
+ s.DuplicateDetection(this as T);
+
+ // 2つ目のコンポーネントは破棄する
+ Destroy(this.gameObject);
+ }
+ }
+
+ protected virtual void OnDestroy()
+ {
+ // インスタンスクラスならば無効化フラグを立てる
+ if (instance == this)
+ {
+ isDestroy = true;
+ }
+ }
+
+ ///
+ /// 2つ目の破棄されるコンポーネントを通知
+ ///
+ ///
+ protected virtual void DuplicateDetection(T duplicate) { }
+
+ ///
+ /// 内部初期化
+ ///
+ protected abstract void InitSingleton();
+ }
+}
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/CreateSingleton.cs.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/CreateSingleton.cs.meta
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index 00000000..d395d9a3
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diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor.meta
new file mode 100644
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new file mode 100644
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+guid: 347fb6ccc378d9442a92b5316d0ff7c9
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/MagicaCloth2UPMImporterShaderGraph.asmdef b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/MagicaCloth2UPMImporterShaderGraph.asmdef
new file mode 100644
index 00000000..0f3f8bea
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/MagicaCloth2UPMImporterShaderGraph.asmdef
@@ -0,0 +1,24 @@
+{
+ "name": "MagicaCloth2UPMImporterShaderGraph",
+ "rootNamespace": "",
+ "references": [],
+ "includePlatforms": [
+ "Editor"
+ ],
+ "excludePlatforms": [],
+ "allowUnsafeCode": false,
+ "overrideReferences": false,
+ "precompiledReferences": [],
+ "autoReferenced": true,
+ "defineConstraints": [
+ "!MC2_SHADERGRAPH"
+ ],
+ "versionDefines": [
+ {
+ "name": "com.unity.shadergraph",
+ "expression": "12.0.0",
+ "define": "MC2_SHADERGRAPH"
+ }
+ ],
+ "noEngineReferences": false
+}
\ No newline at end of file
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/MagicaCloth2UPMImporterShaderGraph.asmdef.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/MagicaCloth2UPMImporterShaderGraph.asmdef.meta
new file mode 100644
index 00000000..05762707
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/MagicaCloth2UPMImporterShaderGraph.asmdef.meta
@@ -0,0 +1,14 @@
+fileFormatVersion: 2
+guid: 34d2974f64e7a9f49a48b400abf046ff
+AssemblyDefinitionImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/MagicaCloth2UPMImporterShaderGraph.asmdef
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/UnityPackageImporter.cs b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/UnityPackageImporter.cs
new file mode 100644
index 00000000..a879de28
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/UnityPackageImporter.cs
@@ -0,0 +1,30 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using UnityEditor;
+using UnityEditor.PackageManager;
+using UnityEngine;
+
+namespace MagicaCloth2UPMImporterCollections
+{
+ ///
+ /// 必要なUnityPackageの自動インストール
+ ///
+ [InitializeOnLoad]
+ public static class UnityPackageImporter
+ {
+ static UnityPackageImporter()
+ {
+ Install("com.unity.shadergraph");
+ }
+
+ public static bool Install(string id)
+ {
+ Debug.Log($"Install...{id}");
+ var request = Client.Add(id);
+ while (!request.IsCompleted) { };
+ if (request.Error != null) Debug.LogError(request.Error.message);
+ return request.Error == null;
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/UnityPackageImporter.cs.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/UnityPackageImporter.cs.meta
new file mode 100644
index 00000000..45d878d3
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/UnityPackageImporter.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: dd5d6386919360640adca6564193a8f5
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/UnityPackageImporter.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/GameObjectContainer.cs b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/GameObjectContainer.cs
new file mode 100644
index 00000000..08e0c962
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/GameObjectContainer.cs
@@ -0,0 +1,44 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ public class GameObjectContainer : MonoBehaviour
+ {
+ [SerializeField]
+ private List gameObjectList = new List();
+
+
+ private Dictionary gameObjectDict = new Dictionary();
+
+ protected void Awake()
+ {
+ // create dictionary.
+ foreach (var obj in gameObjectList)
+ {
+ if (obj)
+ {
+ gameObjectDict.Add(obj.name, obj);
+ }
+ }
+ }
+
+ public bool Contains(string objName)
+ {
+ return gameObjectDict.ContainsKey(objName);
+ }
+
+ public GameObject GetGameObject(string objName)
+ {
+ if (gameObjectDict.ContainsKey(objName))
+ {
+ return gameObjectDict[objName];
+ }
+ else
+ return null;
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/GameObjectContainer.cs.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/GameObjectContainer.cs.meta
new file mode 100644
index 00000000..2bc7af87
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/GameObjectContainer.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 4357444b3effcf149a7c0557d3c4ddc5
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/GameObjectContainer.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/MagicaCloth2Example.asmdef b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/MagicaCloth2Example.asmdef
new file mode 100644
index 00000000..f0713e7a
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/MagicaCloth2Example.asmdef
@@ -0,0 +1,25 @@
+{
+ "name": "MagicaCloth2Example",
+ "rootNamespace": "",
+ "references": [
+ "MagicaClothV2",
+ "Unity.InputSystem"
+ ],
+ "includePlatforms": [],
+ "excludePlatforms": [],
+ "allowUnsafeCode": false,
+ "overrideReferences": true,
+ "precompiledReferences": [],
+ "autoReferenced": false,
+ "defineConstraints": [
+ "MAGICACLOTH2"
+ ],
+ "versionDefines": [
+ {
+ "name": "com.unity.inputsystem",
+ "expression": "1.0.0",
+ "define": "MC2_INPUTSYSTEM"
+ }
+ ],
+ "noEngineReferences": false
+}
\ No newline at end of file
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/MagicaCloth2Example.asmdef.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/MagicaCloth2Example.asmdef.meta
new file mode 100644
index 00000000..8fb4a072
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/MagicaCloth2Example.asmdef.meta
@@ -0,0 +1,14 @@
+fileFormatVersion: 2
+guid: 5bc0ea054e216f5498d1a84885db7ab1
+AssemblyDefinitionImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/MagicaCloth2Example.asmdef
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/ModelController.cs b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/ModelController.cs
new file mode 100644
index 00000000..3889240c
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/ModelController.cs
@@ -0,0 +1,82 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ public class ModelController : MonoBehaviour
+ {
+ [SerializeField]
+ private List characterList = new List();
+
+ [SerializeField]
+ private float slowTime = 0.1f;
+
+ private bool slow;
+
+ protected void Start()
+ {
+ slow = false;
+ }
+
+ private void AnimatorAction(System.Action act)
+ {
+ foreach (var chara in characterList)
+ {
+ if (chara && chara.activeInHierarchy)
+ {
+ var animator = chara.GetComponent();
+ if (animator)
+ {
+ act(animator);
+ }
+ }
+ }
+ }
+
+ private void ClothAction(System.Action act)
+ {
+ foreach (var chara in characterList)
+ {
+ if (chara && chara.activeInHierarchy)
+ {
+ var clothList = chara.GetComponentsInChildren(true);
+ if (clothList != null)
+ {
+ foreach (var cloth in clothList)
+ {
+ act(cloth);
+ }
+ }
+ }
+ }
+ }
+
+ public void OnNextButton()
+ {
+ AnimatorAction((ani) => ani.SetTrigger("Next"));
+ }
+
+ public void OnBackButton()
+ {
+ AnimatorAction((ani) => ani.SetTrigger("Back"));
+ }
+
+ public void OnSlowButton()
+ {
+ slow = !slow;
+
+ float timeScale = slow ? slowTime : 1.0f;
+
+ AnimatorAction((ani) => ani.speed = timeScale);
+ ClothAction((cloth) => cloth.SetTimeScale(timeScale));
+ }
+
+ public void OnActiveButton()
+ {
+ ClothAction((cloth) => cloth.gameObject.SetActive(!cloth.gameObject.activeSelf));
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/ModelController.cs.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/ModelController.cs.meta
new file mode 100644
index 00000000..89432ecb
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/ModelController.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 49572a6b5327127438636ad59bdb9226
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/ModelController.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeBuildDemo.cs b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeBuildDemo.cs
new file mode 100644
index 00000000..5837b149
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeBuildDemo.cs
@@ -0,0 +1,248 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// A sample that builds MagicaCloth at runtime.
+ ///
+ public class RuntimeBuildDemo : MonoBehaviour
+ {
+ [SerializeField]
+ private GameObject characterPrefab;
+ [SerializeField]
+ private MagicaCloth frontHairSource;
+ [SerializeField]
+ private string ribbonPresetName;
+ [SerializeField]
+ private string skirtName;
+ [SerializeField]
+ private Texture2D skirtPaintMap;
+
+ GameObject character;
+ GameObjectContainer gameObjectContainer;
+
+ protected void Start()
+ {
+ character = null;
+ gameObjectContainer = null;
+ }
+
+ public void OnCreateButton()
+ {
+ if (character)
+ return;
+
+ // Generate a character from a prefab.
+ GenerateCharacter();
+
+ // BoneCloth construction example (1).
+ SetupHairTail_BoneCloth();
+
+ // BoneCloth construction example (2).
+ SetupFrontHair_BoneCloth();
+
+ // BoneCloth construction example (3).
+ SetupRibbon_BoneCloth();
+
+ // MeshCloth construction example (1).
+ SetupSkirt_MeshCloth();
+ }
+
+ public void OnRemoveButton()
+ {
+ if (character)
+ {
+ Destroy(character);
+ character = null;
+ gameObjectContainer = null;
+ }
+ }
+
+ ///
+ /// Generate a character from a prefab.
+ /// A character already contains a to reference a GameObject.
+ /// This component is optional.
+ /// It's just there to help with data construction.
+ ///
+ void GenerateCharacter()
+ {
+ if (characterPrefab)
+ {
+ character = Instantiate(characterPrefab, transform);
+ gameObjectContainer = character.GetComponent();
+ }
+ }
+
+ ///
+ /// BoneCloth construction example (1).
+ /// Set all parameters from a script.
+ ///
+ void SetupHairTail_BoneCloth()
+ {
+ if (character == null)
+ return;
+
+ var obj = new GameObject("HairTail_BoneCloth");
+ obj.transform.SetParent(character.transform, false);
+
+ // add Magica Cloth
+ var cloth = obj.AddComponent();
+ var sdata = cloth.SerializeData;
+
+ // bone cloth
+ sdata.clothType = ClothProcess.ClothType.BoneCloth;
+ sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_L_HairTail_00_B").transform);
+ sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_R_HairTail_00_B").transform);
+
+ // setup parameters
+ sdata.gravity = 3.0f;
+ sdata.damping.SetValue(0.05f);
+ sdata.angleRestorationConstraint.stiffness.SetValue(0.15f, 1.0f, 0.15f, true);
+ sdata.angleRestorationConstraint.velocityAttenuation = 0.6f;
+ sdata.tetherConstraint.distanceCompression = 0.5f;
+ sdata.inertiaConstraint.particleSpeedLimit.SetValue(true, 3.0f);
+ sdata.colliderCollisionConstraint.mode = ColliderCollisionConstraint.Mode.None;
+
+ // start build
+ cloth.BuildAndRun();
+ }
+
+ ///
+ /// BoneCloth construction example (2).
+ /// Copy parameters from an existing component.
+ ///
+ void SetupFrontHair_BoneCloth()
+ {
+ if (character == null || frontHairSource == null)
+ return;
+
+ var obj = new GameObject("HairFront_BoneCloth");
+ obj.transform.SetParent(character.transform, false);
+
+ // add Magica Cloth
+ var cloth = obj.AddComponent();
+ var sdata = cloth.SerializeData;
+
+ // bone cloth
+ sdata.clothType = ClothProcess.ClothType.BoneCloth;
+ sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_L_HairFront_00_B").transform);
+ sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_L_HairSide2_00_B").transform);
+ sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_L_HairSide_00_B").transform);
+ sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_R_HairFront_00_B").transform);
+ sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_R_HairSide2_00_B").transform);
+ sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_R_HairSide_00_B").transform);
+
+ // Normal direction setting for backstop
+ sdata.normalAlignmentSetting.alignmentMode = NormalAlignmentSettings.AlignmentMode.Transform;
+ sdata.normalAlignmentSetting.adjustmentTransform = gameObjectContainer.GetGameObject("HeadCenter").transform;
+
+ // setup parameters
+ // Copy from source settings
+ sdata.Import(frontHairSource, false);
+
+ // start build
+ cloth.BuildAndRun();
+ }
+
+ ///
+ /// BoneCloth construction example (3).
+ /// Load parameters from saved presets.
+ ///
+ void SetupRibbon_BoneCloth()
+ {
+ if (character == null || string.IsNullOrEmpty(ribbonPresetName))
+ return;
+
+ var obj = new GameObject("Ribbon_BoneCloth");
+ obj.transform.SetParent(character.transform, false);
+
+ // add Magica Cloth
+ var cloth = obj.AddComponent();
+ var sdata = cloth.SerializeData;
+
+ // bone cloth
+ sdata.clothType = ClothProcess.ClothType.BoneCloth;
+ sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_L_HeadRibbon_00_B").transform);
+ sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_R_HeadRibbon_00_B").transform);
+
+ // setup parameters
+ // Load presets from the Resource folder.
+ // Since presets are in TextAssets format, they can also be used as asset bundles.
+ var presetText = Resources.Load(ribbonPresetName);
+ sdata.ImportJson(presetText.text);
+
+ // start build
+ cloth.BuildAndRun();
+ }
+
+ ///
+ /// MeshCloth construction example (1).
+ /// Reads vertex attributes from a paintmap.
+ ///
+ void SetupSkirt_MeshCloth()
+ {
+ if (character == null || skirtPaintMap == null)
+ return;
+
+ // skirt renderer
+ var sobj = gameObjectContainer.GetGameObject(skirtName);
+ if (sobj == null)
+ return;
+ if (!sobj.TryGetComponent(out var skirtRenderer))
+ return;
+
+ // add Magica Cloth
+ var obj = new GameObject("Skirt_MeshCloth");
+ obj.transform.SetParent(character.transform, false);
+ var cloth = obj.AddComponent();
+ var sdata = cloth.SerializeData;
+
+ // mesh cloth
+ sdata.clothType = ClothProcess.ClothType.MeshCloth;
+ sdata.sourceRenderers.Add(skirtRenderer);
+
+ // reduction settings
+ sdata.reductionSetting.simpleDistance = 0.0212f;
+ sdata.reductionSetting.shapeDistance = 0.0244f;
+
+ // paint map settings
+ // *** Paintmaps must have Read/Write attributes enabled! ***
+ sdata.paintMode = ClothSerializeData.PaintMode.Texture_Fixed_Move;
+ sdata.paintMaps.Add(skirtPaintMap);
+
+ // setup parameters
+ sdata.gravity = 1.0f;
+ sdata.damping.SetValue(0.03f);
+ sdata.angleRestorationConstraint.stiffness.SetValue(0.05f, 1.0f, 0.5f, true);
+ sdata.angleRestorationConstraint.velocityAttenuation = 0.5f;
+ sdata.angleLimitConstraint.useAngleLimit = true;
+ sdata.angleLimitConstraint.limitAngle.SetValue(45.0f, 0.0f, 1.0f, true);
+ sdata.distanceConstraint.stiffness.SetValue(0.5f, 1.0f, 0.5f, true);
+ sdata.tetherConstraint.distanceCompression = 0.9f;
+ sdata.inertiaConstraint.depthInertia = 0.7f;
+ sdata.inertiaConstraint.movementSpeedLimit.SetValue(true, 3.0f);
+ sdata.inertiaConstraint.particleSpeedLimit.SetValue(true, 3.0f);
+ sdata.colliderCollisionConstraint.mode = ColliderCollisionConstraint.Mode.Point;
+
+ // setup collider
+ // UpperLeg L
+ var lobj = new GameObject("CapsuleCollider_L");
+ lobj.transform.SetParent(gameObjectContainer.GetGameObject("Character1_LeftUpLeg").transform);
+ lobj.transform.localPosition = new Vector3(0.0049f, 0.0f, -0.0832f);
+ lobj.transform.localEulerAngles = new Vector3(0.23f, 16.376f, -0.028f);
+ var colliderL = lobj.AddComponent();
+ colliderL.direction = MagicaCapsuleCollider.Direction.Z;
+ colliderL.SetSize(0.082f, 0.094f, 0.3f);
+ // UpperLeg R (Symmetry)
+ colliderL.symmetryMode = ColliderSymmetryMode.AutomaticHumanBody;
+ colliderL.UpdateParameters(); // Required when changing parameters.
+ sdata.colliderCollisionConstraint.colliderList.Add(colliderL);
+
+ // start build
+ cloth.BuildAndRun();
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeBuildDemo.cs.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeBuildDemo.cs.meta
new file mode 100644
index 00000000..09427b80
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeBuildDemo.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: d0126e2925cecdf4a933c28a27f415ac
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeBuildDemo.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeDressUpDemo.cs b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeDressUpDemo.cs
new file mode 100644
index 00000000..d11978ff
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeDressUpDemo.cs
@@ -0,0 +1,210 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// Dress-up sample.
+ ///
+ public class RuntimeDressUpDemo : MonoBehaviour
+ {
+ ///
+ /// Avatar to change clothes.
+ ///
+ public GameObject targetAvatar;
+
+ ///
+ /// Hair prefab with MagicaCloth set in advance.
+ ///
+ public GameObject hariEqupPrefab;
+
+ ///
+ /// Clothes prefab with MagicaCloth set in advance.
+ ///
+ public GameObject bodyEquipPrefab;
+
+ //=========================================================================================
+ ///
+ /// Bones dictionary of avatars to dress up.
+ ///
+ Dictionary targetAvatarBoneMap = new Dictionary();
+
+ ///
+ /// Information class for canceling dress-up.
+ ///
+ class EquipInfo
+ {
+ public GameObject equipObject;
+ public List colliderList;
+
+ public bool IsValid() => equipObject != null;
+ }
+ EquipInfo hairEquipInfo = new EquipInfo();
+ EquipInfo bodyEquipInfo = new EquipInfo();
+
+ //=========================================================================================
+ protected void Start()
+ {
+ Init();
+ }
+
+ //=========================================================================================
+ public void OnHairEquipButton()
+ {
+ if (hairEquipInfo.IsValid())
+ Remove(hairEquipInfo);
+ else
+ Equip(hariEqupPrefab, hairEquipInfo);
+ }
+
+ public void OnBodyEquipButton()
+ {
+ if (bodyEquipInfo.IsValid())
+ Remove(bodyEquipInfo);
+ else
+ Equip(bodyEquipPrefab, bodyEquipInfo);
+ }
+
+ //=========================================================================================
+ ///
+ /// Create an avatar bone dictionary in advance.
+ ///
+ void Init()
+ {
+ Debug.Assert(targetAvatar);
+
+ // Create all bone maps for the target avatar
+ foreach (Transform bone in targetAvatar.GetComponentsInChildren())
+ {
+ if (targetAvatarBoneMap.ContainsKey(bone.name) == false)
+ {
+ targetAvatarBoneMap.Add(bone.name, bone);
+ }
+ else
+ {
+ Debug.Log($"Duplicate bone name :{bone.name}");
+ }
+ }
+ }
+
+ ///
+ /// Equip clothes.
+ ///
+ ///
+ ///
+ void Equip(GameObject equipPrefab, EquipInfo einfo)
+ {
+ Debug.Assert(equipPrefab);
+
+ // Generate a prefab with cloth set up.
+ var gobj = Instantiate(equipPrefab, targetAvatar.transform);
+
+ // All cloth components included in the prefab.
+ var clothList = new List(gobj.GetComponentsInChildren());
+
+ // All collider components included in the prefab.
+ var colliderList = new List(gobj.GetComponentsInChildren());
+
+ // All renderers included in the prefab.
+ var skinList = new List(gobj.GetComponentsInChildren());
+
+ // First stop the automatic build that is executed with Start().
+ // And just in case, it does some initialization called Awake().
+ foreach (var cloth in clothList)
+ {
+ // Normally it is called with Awake(), but if the component is disabled, it will not be executed, so call it manually.
+ // Ignored if already run with Awake().
+ cloth.Initialize();
+
+ // Turn off auto-build on Start().
+ cloth.DisableAutoBuild();
+ }
+
+ // Swap the bones of the SkinnedMeshRenderer.
+ // This process is a general dress-up process for SkinnedMeshRenderer.
+ // Comment out this series of processes when performing this process with functions such as other assets.
+ foreach (var sren in skinList)
+ {
+ var bones = sren.bones;
+ Transform[] newBones = new Transform[bones.Length];
+
+ for (int i = 0; i < bones.Length; ++i)
+ {
+ Transform bone = bones[i];
+ if (!targetAvatarBoneMap.TryGetValue(bone.name, out newBones[i]))
+ {
+ // Is the bone the renderer itself?
+ if (bone.name == sren.name)
+ {
+ newBones[i] = sren.transform;
+ }
+ else
+ {
+ // bone not found
+ Debug.Log($"[SkinnedMeshRenderer({sren.name})] Unable to map bone [{bone.name}] to target skeleton.");
+ }
+ }
+ }
+ sren.bones = newBones;
+
+ // root bone
+ if (targetAvatarBoneMap.ContainsKey(sren.rootBone != null ? sren.rootBone.name : null))
+ {
+ sren.rootBone = targetAvatarBoneMap[sren.rootBone.name];
+ }
+ }
+
+ // Here, replace the bones used by the MagicaCloth component.
+ foreach (var cloth in clothList)
+ {
+ // Replaces a component's transform.
+ cloth.ReplaceTransform(targetAvatarBoneMap);
+ }
+
+ // Move all colliders to the new avatar.
+ foreach (var collider in colliderList)
+ {
+ Transform parent = collider.transform.parent;
+ if (parent && targetAvatarBoneMap.ContainsKey(parent.name))
+ {
+ Transform newParent = targetAvatarBoneMap[parent.name];
+
+ // After changing the parent, you need to write back the local posture and align it.
+ collider.transform.GetLocalPositionAndRotation(out var localPosition, out var localRotation);
+ collider.transform.SetParent(newParent);
+ collider.transform.SetLocalPositionAndRotation(localPosition, localRotation);
+ }
+ }
+
+ // Finally let's start building the cloth component.
+ foreach (var cloth in clothList)
+ {
+ // I disabled the automatic build, so I build it manually.
+ cloth.BuildAndRun();
+ }
+
+ // Record information for release.
+ einfo.equipObject = gobj;
+ einfo.colliderList = colliderList;
+ }
+
+ ///
+ /// Removes equipped clothing.
+ ///
+ ///
+ void Remove(EquipInfo einfo)
+ {
+ Destroy(einfo.equipObject);
+ foreach (var c in einfo.colliderList)
+ {
+ Destroy(c.gameObject);
+ }
+
+ einfo.equipObject = null;
+ einfo.colliderList.Clear();
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeDressUpDemo.cs.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeDressUpDemo.cs.meta
new file mode 100644
index 00000000..9a678e18
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeDressUpDemo.cs.meta
@@ -0,0 +1,18 @@
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+guid: e72f8cfc2a22d184e86b4e1905cdf3ec
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeDressUpDemo.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInput.cs b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInput.cs
new file mode 100644
index 00000000..ab3496ce
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInput.cs
@@ -0,0 +1,196 @@
+// Magica Cloth 2.
+// Copyright (c) 2025 MagicaSoft.
+// https://magicasoft.jp
+using UnityEngine;
+#if MC2_INPUTSYSTEM
+using UnityEngine.InputSystem;
+using UnityEngine.InputSystem.EnhancedTouch;
+#endif
+
+namespace MagicaCloth2
+{
+ ///
+ /// InputManager/InputSystem入力切り替えラッパー
+ ///
+ public class SimpleInput
+ {
+#if MC2_INPUTSYSTEM
+ // (New) Imput System
+ public static void Init()
+ {
+ EnhancedTouchSupport.Enable();
+ }
+
+ public static int touchCount
+ {
+ get
+ {
+ return UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches.Count;
+ }
+ }
+
+ public static UnityEngine.Touch GetTouch(int index)
+ {
+ var touchData = new UnityEngine.Touch();
+
+ int count = UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches.Count;
+ if (index < count)
+ {
+ var touch = UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches[index];
+
+ // convert
+ touchData.fingerId = touch.finger.index;
+ touchData.position = touch.screenPosition;
+ touchData.deltaPosition = touch.delta;
+ switch (touch.phase)
+ {
+ case UnityEngine.InputSystem.TouchPhase.Canceled:
+ touchData.phase = UnityEngine.TouchPhase.Canceled;
+ break;
+ case UnityEngine.InputSystem.TouchPhase.Ended:
+ touchData.phase = UnityEngine.TouchPhase.Ended;
+ break;
+ case UnityEngine.InputSystem.TouchPhase.Moved:
+ touchData.phase = UnityEngine.TouchPhase.Moved;
+ break;
+ case UnityEngine.InputSystem.TouchPhase.Began:
+ touchData.phase = UnityEngine.TouchPhase.Began;
+ break;
+ }
+ }
+
+ return touchData;
+ }
+
+ public static bool GetKey(KeyCode key)
+ {
+ switch (key)
+ {
+ case KeyCode.Escape:
+ return Keyboard.current.escapeKey.isPressed;
+ default:
+ return false;
+ }
+ }
+
+ public static bool GetKeyDown(KeyCode key)
+ {
+ switch (key)
+ {
+ case KeyCode.Backspace:
+ return Keyboard.current.backspaceKey.wasPressedThisFrame;
+ default:
+ return false;
+ }
+ }
+
+ public static bool GetMouseButtonDown(int button)
+ {
+ switch (button)
+ {
+ case 0:
+ return Mouse.current.leftButton.wasPressedThisFrame;
+ case 1:
+ return Mouse.current.rightButton.wasPressedThisFrame;
+ case 2:
+ return Mouse.current.middleButton.wasPressedThisFrame;
+ default:
+ return false;
+ }
+ }
+
+ public static bool GetMouseButtonUp(int button)
+ {
+ switch (button)
+ {
+ case 0:
+ return Mouse.current.leftButton.wasReleasedThisFrame;
+ case 1:
+ return Mouse.current.rightButton.wasReleasedThisFrame;
+ case 2:
+ return Mouse.current.middleButton.wasReleasedThisFrame;
+ default:
+ return false;
+ }
+ }
+
+ public static Vector3 mousePosition
+ {
+ get
+ {
+ return Mouse.current.position.ReadValue();
+ }
+ }
+
+ public static float GetMouseScrollWheel()
+ {
+ // 古いInputSystemに不具合あり
+ // ホイールデルタがデフォルトでx120されて返ってくる
+ // これはWindowsのみの挙動でMac/Linuxでは発生しない
+ // そしてUnity 2023.2以降は修正された
+
+ float value = Mouse.current.scroll.ReadValue().y * 0.12f; // base
+#if UNITY_2023_2_OR_NEWER
+ return value;
+#else
+#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
+ return value / 120.0f; // ホイールデルタの不具合を吸収
+#else
+ return value;
+#endif
+#endif
+ }
+#else
+ // (Old) Imput Manager
+ public static void Init()
+ {
+ }
+
+ public static int touchCount
+ {
+ get
+ {
+ return Input.touchCount;
+ }
+ }
+
+ public static Touch GetTouch(int index)
+ {
+ return Input.GetTouch(index);
+ }
+
+ public static bool GetKey(KeyCode key)
+ {
+ return Input.GetKey(key);
+ }
+
+ public static bool GetKeyDown(KeyCode key)
+ {
+ return Input.GetKeyDown(key);
+ }
+
+ public static bool GetMouseButtonDown(int button)
+ {
+ return Input.GetMouseButtonDown(button);
+ }
+
+ public static bool GetMouseButtonUp(int button)
+ {
+ return Input.GetMouseButtonUp(button);
+ }
+
+ public static Vector3 mousePosition
+ {
+ get
+ {
+ return Input.mousePosition;
+ }
+ }
+
+ public static float GetMouseScrollWheel()
+ {
+ return Input.GetAxis("Mouse ScrollWheel");
+ }
+#endif
+ }
+}
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInput.cs.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInput.cs.meta
new file mode 100644
index 00000000..bed46530
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInput.cs.meta
@@ -0,0 +1,18 @@
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+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInput.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInputManager.cs b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInputManager.cs
new file mode 100644
index 00000000..80aff6c0
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInputManager.cs
@@ -0,0 +1,602 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using UnityEngine;
+using UnityEngine.Events;
+using UnityEngine.EventSystems;
+
+namespace MagicaCloth2
+{
+ ///
+ /// 入力マネージャ
+ /// ・簡単なタップやフリック判定
+ /// ・PCの場合はマウスによる自動エミュレーション
+ ///
+ public class SimpleInputManager : CreateSingleton
+ {
+ // 最大タッチ数
+ private const int MaxFinger = 3;
+
+ ///
+ /// タップ有効半径(cm)
+ ///
+ public float tapRadiusCm = 0.5f;
+
+ ///
+ /// フリック判定距離(cm)
+ ///
+ public float flickRangeCm = 0.01f;
+
+ ///
+ /// フリック判定速度(cm/s)
+ ///
+ public float flickCheckSpeed = 1.0f;
+
+ ///
+ /// マウスホイールのピンチイン・ピンチアウト速度係数
+ ///
+ public float mouseWheelSpeed = 5.0f;
+
+ // 入力情報管理
+ private int mainFingerId = -1;
+ private int subFingerId = -1;
+ private Vector2[] downPos; // 入力開始座標(スクリーン)
+ private Vector2[] lastPos;
+ private Vector2[] flickDownPos; // 入力開始座標(スクリーン)
+ private float[] flickDownTime;
+ private float lastTime = 0; // バックボタンの連続入力防止用
+
+ // モバイル情報管理
+ private bool mobilePlatform = false;
+
+ // マウスエミュレーション情報管理
+ private bool[] mouseDown;
+ private Vector2[] mouseOldMovePos;
+
+ // モニタ情報
+ private float screenDpi; // スクリーンDPI値
+ private float screenDpc; // スクリーンDots per cm値(1cm当たりのピクセル数)
+
+ //------------------------------ モバイルタッチパネル/マウスエミュレーション ------------------
+ // タッチ開始通知
+ // タッチされた時に、フィンガーID、その位置(スクリーン)を通知します。
+ public static UnityAction OnTouchDown;
+
+ // 移動通知
+ // タッチされたまま移動された場合に、フィンガーID、その位置(スクリーン)、速度(スクリーン比率/s)、速度(cm/s)を通知します。
+ public static UnityAction OnTouchMove;
+
+ // ダブルタッチされたまま移動された場合に、フィンガーID、その位置(スクリーン)、速度(スクリーン比率/s)、速度(cm/s)を通知します。
+ public static UnityAction OnDoubleTouchMove;
+
+ // タッチ終了通知
+ // タッチが離されたフィンガーID、位置(スクリーン)を通知します。
+ public static UnityAction OnTouchUp;
+
+ // タッチキャンセル通知
+ // タッチ移動がキャンセル(主に画面外に移動)された場合に、フィンガーID、その最終位置(スクリーン)を通知します。
+ public static UnityAction OnTouchMoveCancel;
+
+ // タップ通知
+ // タップされた時に、フィンガーID、その位置(スクリーン)を通知します。
+ public static UnityAction OnTouchTap;
+
+ // フリック通知
+ // フリック判定された場合に、フィンガーID、その位置(スクリーン)、フリック速度(スクリーン比率/s)、速度(cm/s)を通知します。
+ public static UnityAction OnTouchFlick;
+
+ // ピンチイン/アウト通知
+ // ピンチイン/アウトの速度(スクリーン比率/s)、速度(cm/s)を通知します。
+ public static UnityAction OnTouchPinch;
+
+ // バックボタン通知(Androiddeでは戻るボタン、PCでは BackSpace ボタン)
+ public static UnityAction OnBackButton;
+
+ //=========================================================================================
+ ///
+ /// Reload Domain 対策
+ ///
+ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
+ private static void Init()
+ {
+ InitMember();
+ }
+
+ //=========================================================================================
+ protected override void InitSingleton()
+ {
+ SimpleInput.Init();
+
+ // スクリーン情報
+ CalcScreenDpi();
+
+ // 情報初期化
+ downPos = new Vector2[MaxFinger];
+ lastPos = new Vector2[MaxFinger];
+ flickDownPos = new Vector2[MaxFinger];
+ flickDownTime = new float[MaxFinger];
+
+ // マウス用
+ mouseDown = new bool[3];
+ mouseOldMovePos = new Vector2[3];
+
+ AllResetTouchInfo();
+
+ // モバイルプラットフォーム判定
+ mobilePlatform = Application.isMobilePlatform;
+ }
+
+ protected void Update()
+ {
+ // 入力タイプ別更新処理
+ if (mobilePlatform)
+ {
+ // モバイル用タッチ入力
+ UpdateMobile();
+ }
+ else
+ {
+ // マウスエミュレーション
+ UpdateMouse();
+ }
+ }
+
+ //=========================================================================================
+ ///
+ /// スクリーンのDPI値(Dots per inchi)1インチ当たりのピクセル数を取得する
+ ///
+ public static float ScreenDpi
+ {
+ get
+ {
+ return Instance.screenDpi;
+ }
+ }
+
+ ///
+ /// スクリーンのDPC値(Dots per cm)1cm当たりのピクセル数を取得する
+ ///
+ public static float ScreenDpc
+ {
+ get
+ {
+ return Instance.screenDpc;
+ }
+ }
+
+ ///
+ /// スクリーンDpi/Dpcの再計算
+ ///
+ private void CalcScreenDpi()
+ {
+ screenDpi = Screen.dpi;
+ if (screenDpi == 0.0f)
+ {
+ screenDpi = 96; // ダミー
+ }
+ screenDpc = screenDpi / 2.54f; // インチをcmに変換
+ }
+
+ // タッチ入力情報リセット
+ private void AllResetTouchInfo()
+ {
+ mainFingerId = -1;
+ subFingerId = -1;
+ for (int i = 0; i < 3; i++)
+ {
+ mouseDown[i] = false;
+ }
+ }
+
+ public int GetTouchCount()
+ {
+ return SimpleInput.touchCount;
+ }
+
+ public bool IsUI()
+ {
+ if (EventSystem.current == null)
+ return false;
+
+ if (mobilePlatform)
+ {
+ // モバイル用タッチ入力
+ return EventSystem.current.IsPointerOverGameObject(SimpleInput.GetTouch(0).fingerId);
+ }
+ else
+ {
+ // マウスエミュレーション
+ return EventSystem.current.IsPointerOverGameObject();
+ }
+ }
+
+ //=========================================================================================
+ ///
+ /// モバイル用入力更新
+ ///
+ private void UpdateMobile()
+ {
+ int count = SimpleInput.touchCount;
+
+ if (count == 0)
+ {
+ AllResetTouchInfo();
+
+ // バックボタン
+ if (Application.platform == RuntimePlatform.Android)
+ {
+ if (SimpleInput.GetKey(KeyCode.Escape) && lastTime + 0.2f < Time.time)
+ {
+ lastTime = Time.time;
+ if (OnBackButton != null)
+ {
+ OnBackButton();
+ }
+ return;
+ }
+ }
+ }
+ else
+ {
+ // メイン
+ for (int i = 0; i < count; i++)
+ {
+ Touch touch = SimpleInput.GetTouch(i);
+ int fid = touch.fingerId;
+
+ // フィンガーIDが0と1以外は無視する
+ if (fid >= 2)
+ {
+ continue;
+ }
+
+ if (touch.phase == TouchPhase.Began)
+ {
+ if (IsUI())
+ continue;
+ // down pos
+ downPos[fid] = touch.position;
+ lastPos[fid] = touch.position;
+ flickDownPos[fid] = touch.position;
+
+ if (fid == 0)
+ {
+ mainFingerId = fid;
+ }
+ else
+ {
+ subFingerId = fid;
+ }
+
+ // Downはメインフィンガーのみ
+ if (fid == 0)
+ {
+ flickDownTime[fid] = Time.time;
+ if (OnTouchDown != null)
+ {
+ OnTouchDown(fid, touch.position);
+ }
+ }
+ }
+ else if (touch.phase == TouchPhase.Moved)
+ {
+ // ピンチイン/アウト判定
+ if (mainFingerId >= 0 && subFingerId >= 0)
+ {
+ Vector2 t1pos = Vector2.zero;
+ Vector2 t2pos = Vector2.zero;
+ Vector2 t1delta = Vector2.zero;
+ Vector2 t2delta = Vector2.zero;
+
+ int setcnt = 0;
+ for (int j = 0; j < count; j++)
+ {
+ Touch t = SimpleInput.GetTouch(j);
+ if (mainFingerId == t.fingerId)
+ {
+ t1pos = t.position;
+ t1delta = t.deltaPosition;
+ setcnt++;
+ }
+ else if (subFingerId == t.fingerId)
+ {
+ t2pos = t.position;
+ t2delta = t.deltaPosition;
+ setcnt++;
+ }
+ }
+
+ if (setcnt == 2)
+ {
+ float nowdist = Vector2.Distance(t1pos, t2pos);
+ float olddist = Vector2.Distance(t1pos - t1delta, t2pos - t2delta);
+ float dist = nowdist - olddist;
+
+ // cm/sに変換
+ float distcm = dist / screenDpc; // 移動量(cm)
+ float speedcm = distcm / Time.deltaTime; // 速度(cm/s)
+
+ // スクリーン比率の速度
+ float speedscr = (dist / (Screen.width + Screen.height) * 0.5f) / Time.deltaTime;
+
+ // ピンチ通知(移動量(cm), 速度(cm/s))
+ if (OnTouchPinch != null)
+ {
+ OnTouchPinch(speedscr, speedcm);
+ }
+ }
+
+ if (fid == 0)
+ {
+ Vector2 distVec2 = touch.position - lastPos[fid];
+ Vector2 distcm = distVec2 / screenDpc; // 移動量(cm)
+ Vector2 speedcm = distcm / Time.deltaTime; // 速度(cm/s)
+
+ // 速度(スクリーン比率)
+ Vector2 speedscr = CalcScreenRatioVector(distVec2) / Time.deltaTime;
+
+ // 移動通知(現在スクリーン座標、速度(スクリーン比率), 速度(cm/s))
+ if (OnDoubleTouchMove != null)
+ {
+ OnDoubleTouchMove(fid, touch.position, speedscr, speedcm);
+ }
+
+ lastPos[fid] = touch.position;
+ }
+ }
+ else
+ {
+ // Moveはメインフィンガーのみ
+ if (fid == 0 && mainFingerId >= 0)
+ {
+ Vector2 distVec2 = touch.position - lastPos[fid];
+ Vector2 distcm = distVec2 / screenDpc; // 移動量(cm)
+ Vector2 speedcm = distcm / Time.deltaTime; // 速度(cm/s)
+
+ // 速度(スクリーン比率)
+ Vector2 speedscr = CalcScreenRatioVector(distVec2) / Time.deltaTime;
+
+ // 移動通知(現在スクリーン座標、速度(スクリーン比率), 速度(cm/s))
+ if (OnTouchMove != null)
+ {
+ OnTouchMove(fid, touch.position, speedscr, speedcm);
+ }
+
+ // フリックダウン位置更新
+ flickDownPos[fid] = (flickDownPos[fid] + touch.position) * 0.5f;
+ flickDownTime[fid] = Time.time;
+ }
+
+ lastPos[fid] = touch.position;
+ }
+ }
+ else if (touch.phase == TouchPhase.Ended)
+ {
+ // フィンガーIDのリリース
+ if (fid == 0)
+ {
+ mainFingerId = -1;
+ subFingerId = -1;
+ }
+ else
+ {
+ subFingerId = -1;
+ }
+
+ // End, Tap はメインフィンガーのみ
+ if (fid == 0)
+ {
+ // タップ判定
+ float dist = Vector2.Distance(downPos[fid], touch.position);
+ float distcm = dist / screenDpc;
+
+ if (distcm <= tapRadiusCm)
+ {
+ // タップ通知
+ if (OnTouchTap != null)
+ {
+ OnTouchTap(fid, touch.position);
+ }
+ }
+ // フリック判定
+ else
+ {
+ CheckFlic(fid, downPos[fid], touch.position, flickDownPos[fid], flickDownTime[fid]);
+ }
+
+ // タップアップ通知
+ if (OnTouchUp != null)
+ {
+ OnTouchUp(fid, touch.position);
+ }
+ }
+ }
+ else if (touch.phase == TouchPhase.Canceled)
+ {
+ // フィンガーIDのリリース
+ if (fid == 0)
+ {
+ mainFingerId = -1;
+ subFingerId = -1;
+ }
+ else
+ {
+ subFingerId = -1;
+ }
+
+ // Cancelはメインフィンガーのみ
+ if (fid == 0)
+ {
+ if (OnTouchMoveCancel != null)
+ {
+ OnTouchMoveCancel(fid, touch.position);
+ }
+ }
+ }
+ }
+ }
+ }
+
+ ///
+ /// スクリーン比率に変換したベクトルを求める
+ ///
+ ///
+ ///
+ private Vector2 CalcScreenRatioVector(Vector2 vec)
+ {
+ return new Vector2(vec.x / Screen.width, vec.y / Screen.height);
+ }
+
+ ///
+ /// フリック判定
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ private bool CheckFlic(int fid, Vector2 oldpos, Vector2 nowpos, Vector2 downpos, float flicktime)
+ {
+ // フリック判定
+ float dist = Vector2.Distance(nowpos, downpos);
+ float distcm = dist / screenDpc;
+ if (distcm > flickRangeCm)
+ {
+ {
+ // 移動ピクセルをcm変換し、速度cm/sを割り出す
+ Vector2 distVec = (nowpos - downpos);
+ Vector2 distVec2 = distVec / screenDpc; // cmへ変換(移動量(cm))
+ float timeInterval = Time.time - flicktime;
+ float speedX = distVec2.x / timeInterval; // 速度(cm/s)
+ float speedY = distVec2.y / timeInterval; // 速度(cm/s)
+
+ //Develop.Log("distVec", distVec * 100);
+ //Develop.Log("sppedX:", speedX, " speedY:", speedY);
+
+ if (Mathf.Abs(speedX) >= flickCheckSpeed || Mathf.Abs(speedY) >= flickCheckSpeed)
+ {
+ // フリック通知(スクリーン位置,速度(スクリーン比率/s),速度(cm/s))
+ if (OnTouchFlick != null)
+ {
+ OnTouchFlick(fid, nowpos, CalcScreenRatioVector(distVec) / timeInterval, new Vector2(speedX, speedY));
+ }
+
+ return true;
+ }
+ }
+ }
+
+ return false;
+ }
+
+ //=========================================================================================
+ ///
+ /// 入力情報更新(PC用)
+ /// マウスエミュレーション
+ /// ・右クリックは使わない。
+ /// ・ピンチイン/アウトはマウスホイール。
+ ///
+ private void UpdateMouse()
+ {
+ // BackSpace を Android 端末のバックボタンに割り当てる
+ if (SimpleInput.GetKeyDown(KeyCode.Backspace))
+ {
+ if (OnBackButton != null)
+ OnBackButton();
+ return;
+ }
+
+ for (int i = 0; i < 3; i++)
+ {
+ // マウスボタンダウン
+ if (SimpleInput.GetMouseButtonDown(i))
+ {
+ if (IsUI())
+ continue;
+
+ if (mouseDown[i] == false && i == 0)
+ {
+ flickDownTime[i] = Time.time;
+ }
+ mouseDown[i] = true;
+
+ // 入力位置を記録
+ downPos[i] = SimpleInput.mousePosition;
+ mouseOldMovePos[i] = SimpleInput.mousePosition;
+ if (i == 0)
+ flickDownPos[i] = SimpleInput.mousePosition;
+
+ // タッチダウンイベント発行
+ if (OnTouchDown != null)
+ OnTouchDown(i, SimpleInput.mousePosition);
+ }
+
+ // マウスボタンアップ
+ if (SimpleInput.GetMouseButtonUp(i) && mouseDown[i])
+ {
+ mouseDown[i] = false;
+
+ // フリック判定
+ if (i == 0)
+ {
+ CheckFlic(i, mouseOldMovePos[i], SimpleInput.mousePosition, flickDownPos[i], flickDownTime[i]);
+ }
+
+ mouseOldMovePos[i] = Vector2.zero;
+
+ // タッチアップイベント
+ if (OnTouchUp != null)
+ OnTouchUp(i, SimpleInput.mousePosition);
+
+ // タップ判定
+ float distcm = Vector2.Distance(downPos[0], SimpleInput.mousePosition) / screenDpc;
+ if (distcm <= tapRadiusCm)
+ {
+ if (OnTouchTap != null)
+ OnTouchTap(i, SimpleInput.mousePosition);
+ }
+ }
+
+ // 移動
+ if (mouseDown[i])
+ {
+ Vector2 spos = new Vector2(SimpleInput.mousePosition.x, SimpleInput.mousePosition.y);
+ Vector2 delta = spos - mouseOldMovePos[i];
+
+ if (spos != mouseOldMovePos[i])
+ {
+ // 速度
+ Vector3 deltacm = delta / screenDpc; // 移動量(cm)
+ Vector2 speedcm = deltacm / Time.deltaTime; // 速度(cm/s)
+
+ // 移動通知(現在スクリーン座標、速度(スクリーン比率/s)、速度(cm/s))
+ if (OnTouchMove != null)
+ OnTouchMove(i, SimpleInput.mousePosition, CalcScreenRatioVector(delta) / Time.deltaTime, speedcm);
+ }
+
+ mouseOldMovePos[i] = SimpleInput.mousePosition;
+
+ // フリックダウン位置更新
+ flickDownPos[i] = (flickDownPos[i] + spos) * 0.5f;
+ flickDownTime[i] = Time.time;
+ }
+
+ }
+
+ // ピンチイン/アウト
+ float w = SimpleInput.GetMouseScrollWheel();
+ if (Mathf.Abs(w) > 0.01f)
+ {
+ // モバイル入力とスケール感を合わせるために係数を掛ける
+ w *= mouseWheelSpeed;
+
+ float speedcm = w / Time.deltaTime;
+ float speedscr = (w / (Screen.width + Screen.height) * 0.5f) / Time.deltaTime;
+
+ // 通知(速度(スクリーン比率/s)、速度(cm/s)
+ if (OnTouchPinch != null)
+ OnTouchPinch(speedscr, speedcm);
+ }
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInputManager.cs.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInputManager.cs.meta
new file mode 100644
index 00000000..1384c74f
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInputManager.cs.meta
@@ -0,0 +1,18 @@
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+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInputManager.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SliderText.cs b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SliderText.cs
new file mode 100644
index 00000000..a1d9026c
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SliderText.cs
@@ -0,0 +1,46 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace MagicaCloth2
+{
+ public class SliderText : MonoBehaviour
+ {
+ [SerializeField]
+ private Text text = null;
+
+ [SerializeField]
+ private string lable = "";
+
+ [SerializeField]
+ private string format = "0.00";
+
+ private string formatString;
+
+ protected void Start()
+ {
+ formatString = "{0} ({1:" + format + "})";
+
+ var slider = GetComponent();
+ if (slider)
+ {
+ slider.onValueChanged.AddListener(OnChangeValue);
+
+ var val = slider.value;
+ slider.value = 0.001f;
+ slider.value = val;
+ }
+
+ }
+
+ private void OnChangeValue(float value)
+ {
+ if (text)
+ {
+ text.text = string.Format(formatString, lable, value);
+ }
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SliderText.cs.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SliderText.cs.meta
new file mode 100644
index 00000000..f42f1549
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+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SliderText.cs.meta
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+fileFormatVersion: 2
+guid: 37e7fecf2cf6fff42800da6e57c20d5d
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+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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+ assetBundleVariant:
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+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SliderText.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/TargetFPS.cs b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/TargetFPS.cs
new file mode 100644
index 00000000..adac9cf1
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/TargetFPS.cs
@@ -0,0 +1,19 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ public class TargetFPS : MonoBehaviour
+ {
+ public int frameRate = 60;
+
+#if !UNITY_EDITOR
+ protected void Start()
+ {
+ Application.targetFrameRate = frameRate;
+ }
+#endif
+ }
+}
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/TargetFPS.cs.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/TargetFPS.cs.meta
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+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/TargetFPS.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/WindDemo.cs b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/WindDemo.cs
new file mode 100644
index 00000000..f422c383
--- /dev/null
+++ b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/WindDemo.cs
@@ -0,0 +1,94 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ public class WindDemo : MonoBehaviour
+ {
+ [SerializeField]
+ private MagicaWindZone magicaWindZone;
+ [SerializeField]
+ private WindZone unityWindZone;
+ [SerializeField]
+ private Renderer arrowRenderer = null;
+ [SerializeField]
+ private Gradient arrowGradient = new Gradient();
+ [SerializeField]
+ private List rotationTransforms = new List();
+
+ private float angleY = 0.0f;
+ private float angleX = 0.0f;
+ private float main = 0.0f;
+ private float turbulence = 0.0f;
+
+ public void OnDirectionY(float value)
+ {
+ angleY = value;
+ UpdateDirection();
+ }
+
+ public void OnDirectionX(float value)
+ {
+ angleX = value;
+ UpdateDirection();
+ }
+
+ public void OnMain(float value)
+ {
+ main = value;
+ UpdateMagicaWindZone();
+ UpdateUnityWindZone();
+ UpdateArrowColor();
+ }
+
+ public void OnTurbulence(float value)
+ {
+ turbulence = value;
+ UpdateMagicaWindZone();
+ }
+
+ //=========================================================================================
+ void UpdateArrowColor()
+ {
+ if (arrowRenderer)
+ {
+ // color
+ var t = Mathf.Clamp01(Mathf.InverseLerp(0.0f, 20.0f, main));
+ var col = arrowGradient.Evaluate(t);
+ arrowRenderer.material.color = col * 0.7f;
+ }
+ }
+
+ void UpdateDirection()
+ {
+ var lrot = Quaternion.Euler(angleX, angleY, 0.0f);
+ foreach (var t in rotationTransforms)
+ if (t)
+ t.localRotation = lrot;
+
+ UpdateMagicaWindZone();
+ }
+
+ void UpdateMagicaWindZone()
+ {
+ if (magicaWindZone)
+ {
+ magicaWindZone.main = main;
+ magicaWindZone.turbulence = turbulence;
+ magicaWindZone.directionAngleX = angleX;
+ magicaWindZone.directionAngleY = angleY;
+ }
+ }
+
+ void UpdateUnityWindZone()
+ {
+ if (unityWindZone)
+ {
+ unityWindZone.windMain = main;
+ }
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/WindDemo.cs.meta b/Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/WindDemo.cs.meta
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+ assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/WindDemo.cs
+ uploadId: 893596
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diff --git a/Assets/MagicaCloth2/Example (Can be deleted)/UnityChan/Unity-Chan License.txt b/Assets/MagicaCloth2/Example (Can be deleted)/UnityChan/Unity-Chan License.txt
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index 00000000..1fbf757b
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+- ユニティちゃんライセンスについて
+
+このアセットは、『ユニティちゃんライセンス』(https://unity-chan.com/contents/license_jp/)で提供されています。
+このアセットをご利用される場合は、『キャラクター利用のガイドライン』(https://unity-chan.com/contents/guideline/)も併せてご確認ください。
+
+
+
+- "Unity-Chan" License Notice
+
+These contents are licensed under the "Unity-Chan" License Terms and Conditions (https://unity-chan.com/contents/license_en/).
+You are allowed to use these contents only if you follow the Character Use Guidelines (https://unity-chan.com/contents/guideline_en/)
+set by Unity Technologies Japan G.K, for the usage of its characters.
+
+
+
+© Unity Technologies Japan/UCL
+
+
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+ "name": "MagicaClothV2",
+ "rootNamespace": "",
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+/------------------------------------------------------------------------------
+// Magica Cloth 2
+// Copyright (c) Magica Soft, 2023
+// https://magicasoft.jp
+//------------------------------------------------------------------------------
+
+### Overview
+MagicaCloth2 is a general-purpose cloth simulation that can be used in Unity.
+
+
+### Support Unity versions
+Unity2021.3.20 or higher
+
+
+### Required Unity package
+Burst 1.8.2 or higher
+Collections 1.4.0 or higher
+Mathematics 1.2.6 or higher
+
+
+### Feature
+* Fast cloth simulation with DOTS
+* Works on all platforms except WebGL
+* Supports both BoneCloth driven by bones (Transform) and MeshCloth driven by mesh vertices
+* MeshCloth is also available for skinning meshes
+* Not affected by render pipeline or shader
+* With full source code
+
+
+### Install
+The necessary packages are automatically installed when importing Magica Cloth.
+If you get an error, manually install the Burst/Collections/Mathematics package.
+See [Required Unity package] for each package version.
+
+
+### Documentation
+Since it is an online manual, please refer to the following URL for details.
+https://magicasoft.jp/en/magica-cloth-2-2/
+
+
+### Support
+Support email.
+support@magicasoft.jp
+
+Unity Forum.
+https://forum.unity.com/threads/coming-soon-magicacloth2-hybrid-cloth-simulation.1395865/
+
+It would be helpful if you could include the versions of the Unity editor and MagicaCloth2 you are using to facilitate support.
+You can check the version of MagicaCloth from the menu [Tools->Magica Cloth2->About].
+
+
+### License
+MagicaCloth2 uses Unity-chan as a key image and sample.
+© Unity Technologies Japan/UCL
+https://unity-chan.com/
+
+
+### Release Notes
+https://magicasoft.jp/en/mc2_releasenote/
+
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+/------------------------------------------------------------------------------
+// Magica Cloth 2
+// Copyright (c) Magica Soft, 2023
+// https://magicasoft.jp
+//------------------------------------------------------------------------------
+
+■概要
+MagicaCloth2はUnityで利用できる汎用的なクロスシミュレーションです。
+
+
+■要求Unityバージョン
+Unity2021.3.20以上
+
+
+■要求パッケージ
+Burst 1.8.2以上
+Collections 1.4.0以上
+Mathematics 1.2.6以上
+
+
+■機能
+* DOTSによる高速なクロスシミュレーション
+* WebGLを除くすべてのプラットフォームで動作可能
+* ボーン(Transform)で駆動するBoneClothとメッシュ頂点で駆動するMeshClothの両方に対応
+* MeshClothはスキニングメッシュでも利用可能
+* レンダーパイプラインやシェーダーに影響されません
+* フルソースコード付き
+
+
+■インストール
+Magica Clothインポート時に必要なパッケージは自動でインストールされます。
+もしエラーが発生する場合はBurst / Collections / Mathematicsパッケージを手動でインストールしてください。
+各パッケージバージョンは[要求パッケージ]を参照してください。
+
+
+■マニュアル
+オンラインマニュアルとなっていますので、詳しくは次のURLを参照してください。
+https://magicasoft.jp/magica-cloth-2/
+
+
+■サポート窓口
+サポートメール
+support@magicasoft.jp
+
+Unityフォーラム
+https://forum.unity.com/threads/coming-soon-magicacloth2-hybrid-cloth-simulation.1395865/
+
+サポートを円滑に進めるために使用しているUnityエディターとMagicaCloth2のバージョンを記載していただくと助かります。
+MagicaClothのバージョンはメニュー[Tools->Magica Cloth2->About]から確認可能です。
+
+
+■ライセンス
+MagicaCloth2はキー画像およびサンプルとしてUnityちゃんを使用しています
+© Unity Technologies Japan/UCL
+https://unity-chan.com/
+
+
+■更新履歴
+https://magicasoft.jp/mc2_releasenote/
+
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diff --git a/Assets/MagicaCloth2/Res/Preset/MC2_Preset_SoftSpring.json.meta b/Assets/MagicaCloth2/Res/Preset/MC2_Preset_SoftSpring.json.meta
new file mode 100644
index 00000000..ff72eed2
--- /dev/null
+++ b/Assets/MagicaCloth2/Res/Preset/MC2_Preset_SoftSpring.json.meta
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+TextScriptImporter:
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+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Res/Preset/MC2_Preset_SoftSpring.json
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Res/Preset/MC2_Preset_Tail.json b/Assets/MagicaCloth2/Res/Preset/MC2_Preset_Tail.json
new file mode 100644
index 00000000..f49ac2b7
--- /dev/null
+++ b/Assets/MagicaCloth2/Res/Preset/MC2_Preset_Tail.json
@@ -0,0 +1 @@
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diff --git a/Assets/MagicaCloth2/Res/Preset/MC2_Preset_Tail.json.meta b/Assets/MagicaCloth2/Res/Preset/MC2_Preset_Tail.json.meta
new file mode 100644
index 00000000..18c8150f
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+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Res/Preset/MC2_Preset_Tail.json
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts.meta b/Assets/MagicaCloth2/Scripts.meta
new file mode 100644
index 00000000..9557b29a
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts.meta
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+fileFormatVersion: 2
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+folderAsset: yes
+DefaultImporter:
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+ assetBundleVariant:
diff --git a/Assets/MagicaCloth2/Scripts/Core.meta b/Assets/MagicaCloth2/Scripts/Core.meta
new file mode 100644
index 00000000..deb2108d
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+++ b/Assets/MagicaCloth2/Scripts/Core.meta
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diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth.meta
new file mode 100644
index 00000000..ce4ce894
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: ab3867f2676a64143aaab90a3ac67059
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+ externalObjects: {}
+ userData:
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diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/CheckSliderSerializeData.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/CheckSliderSerializeData.cs
new file mode 100644
index 00000000..9a32f936
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/CheckSliderSerializeData.cs
@@ -0,0 +1,57 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ [System.Serializable]
+ public class CheckSliderSerializeData
+ {
+ ///
+ /// slider value.
+ ///
+ public float value;
+
+ ///
+ /// Use
+ ///
+ public bool use;
+
+ public CheckSliderSerializeData()
+ {
+ }
+
+ public CheckSliderSerializeData(bool use, float value)
+ {
+ this.use = use;
+ this.value = value;
+ }
+
+ public float GetValue(float unusedValue)
+ {
+ return use ? value : unusedValue;
+ }
+
+ public void SetValue(bool use, float value)
+ {
+ this.use = use;
+ this.value = value;
+ }
+
+ public void DataValidate(float min, float max)
+ {
+ value = Mathf.Clamp(value, min, max);
+ }
+
+ public CheckSliderSerializeData Clone()
+ {
+ var cdata = new CheckSliderSerializeData()
+ {
+ value = value,
+ use = use,
+ };
+ return cdata;
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/CheckSliderSerializeData.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/CheckSliderSerializeData.cs.meta
new file mode 100644
index 00000000..ed08f7f3
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/CheckSliderSerializeData.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: ffc5377e82b4dda4e9276efa83bcd59e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/CheckSliderSerializeData.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothBehaviour.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothBehaviour.cs
new file mode 100644
index 00000000..13c645cc
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothBehaviour.cs
@@ -0,0 +1,29 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// MagicaClothのMonoBehaviour基礎クラス
+ /// すべてのコンポーネントはここから派生する
+ ///
+ public abstract class ClothBehaviour : MonoBehaviour
+ {
+ ///
+ /// Hash code for checking changes when editing.
+ ///
+ ///
+ public virtual int GetMagicaHashCode()
+ {
+ return 0;
+ }
+
+ ///
+ /// Gizmo display state.
+ ///
+ public bool IsGizmoVisible { get; set; }
+ protected virtual void OnDrawGizmos() => IsGizmoVisible = true;
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothBehaviour.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothBehaviour.cs.meta
new file mode 100644
index 00000000..d1ee0a41
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothBehaviour.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: ad3b3cf159e43e1489f421d5b1f49fad
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/ClothBehaviour.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothDisableMode.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothDisableMode.cs
new file mode 100644
index 00000000..a41135ba
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothDisableMode.cs
@@ -0,0 +1,22 @@
+// Magica Cloth 2.
+// Copyright (c) 2026 MagicaSoft.
+// https://magicasoft.jp
+
+namespace MagicaCloth2
+{
+ ///
+ /// Simulation Disable Mode
+ ///
+ public enum ClothDisableMode
+ {
+ ///
+ /// Reset the simulation.
+ ///
+ Reset = 0,
+
+ ///
+ /// Maintain the simulation.
+ ///
+ Keep = 1,
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothDisableMode.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothDisableMode.cs.meta
new file mode 100644
index 00000000..35806cb0
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothDisableMode.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: b7f7df74e3431e84199fe50874a58668
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/ClothDisableMode.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothForceMode.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothForceMode.cs
new file mode 100644
index 00000000..022f3869
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothForceMode.cs
@@ -0,0 +1,36 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+
+namespace MagicaCloth2
+{
+
+ public enum ClothForceMode
+ {
+ None,
+
+ ///
+ /// 速度に加算(深さの影響を受ける)
+ /// Add to velocity (affected by depth).
+ ///
+ VelocityAdd,
+
+ ///
+ /// 速度を変更(深さの影響を受ける)
+ /// Change velocity (affected by depth).
+ ///
+ VelocityChange,
+
+ ///
+ /// 速度に加算(深さ無視)
+ /// Add to velocity (ignoring depth).
+ ///
+ VelocityAddWithoutDepth = 10,
+
+ ///
+ /// 速度を変更(深さ無視)
+ /// Change velocity (ignoring depth).
+ ///
+ VelocityChangeWithoutDepth,
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothForceMode.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothForceMode.cs.meta
new file mode 100644
index 00000000..62460d04
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothForceMode.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: f572ed4fa93dcd444a44e59253bd3913
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/ClothForceMode.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothInitSerializeData.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothInitSerializeData.cs
new file mode 100644
index 00000000..a4a3b465
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothInitSerializeData.cs
@@ -0,0 +1,211 @@
+// Magica Cloth 2.
+// Copyright (c) 2025 MagicaSoft.
+// https://magicasoft.jp
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// 初期化データ
+ ///
+ [System.Serializable]
+ public class ClothInitSerializeData : ITransform
+ {
+ public const int InitDataVersion = 2;
+
+ public int initVersion;
+ public int localHash;
+ public int globalHash;
+ public ClothProcess.ClothType clothType;
+ public TransformRecordSerializeData clothTransformRecord;
+ public TransformRecordSerializeData normalAdjustmentTransformRecord;
+ public List customSkinningBoneRecords;
+ public List clothSetupDataList;
+
+ public bool HasData()
+ {
+ if (initVersion == 0)
+ return false;
+ if (localHash == 0 || globalHash == 0)
+ return false;
+
+ return true;
+ }
+
+ public void Clear()
+ {
+ initVersion = 0;
+ localHash = 0;
+ globalHash = 0;
+ clothType = ClothProcess.ClothType.MeshCloth;
+ clothTransformRecord = new TransformRecordSerializeData();
+ normalAdjustmentTransformRecord = new TransformRecordSerializeData();
+ customSkinningBoneRecords = new List();
+ clothSetupDataList = new List();
+ }
+
+ public ResultCode DataValidate(ClothProcess cprocess)
+ {
+ if (localHash == 0 || globalHash == 0)
+ return new ResultCode(Define.Result.InitSerializeData_InvalidHash);
+ if (initVersion == 0)
+ return new ResultCode(Define.Result.InitSerializeData_InvalidVersion);
+
+ if (clothSetupDataList == null || clothSetupDataList.Count == 0)
+ return new ResultCode(Define.Result.InitSerializeData_InvalidSetupData);
+
+ var cloth = cprocess.cloth;
+ var sdata = cloth.SerializeData;
+
+ if (clothType != sdata.clothType)
+ return new ResultCode(Define.Result.InitSerializeData_ClothTypeMismatch);
+
+ if (clothType == ClothProcess.ClothType.MeshCloth)
+ {
+ int rendererCount = sdata.sourceRenderers.Count;
+ if (clothSetupDataList.Count != rendererCount)
+ return new ResultCode(Define.Result.InitSerializeData_SetupCountMismatch);
+
+ // 各レンダラー情報の検証
+ for (int i = 0; i < rendererCount; i++)
+ {
+ if (clothSetupDataList[i].DataValidateMeshCloth(sdata.sourceRenderers[i]) == false)
+ return new ResultCode(Define.Result.InitSerializeData_MeshClothSetupValidationError);
+ }
+ }
+ else if (clothType == ClothProcess.ClothType.BoneCloth)
+ {
+ if (clothSetupDataList.Count != 1)
+ return new ResultCode(Define.Result.InitSerializeData_SetupCountMismatch);
+
+ if (clothSetupDataList[0].DataValidateBoneCloth(sdata, RenderSetupData.SetupType.BoneCloth) == false)
+ return new ResultCode(Define.Result.InitSerializeData_BoneClothSetupValidationError);
+ }
+ else if (clothType == ClothProcess.ClothType.BoneSpring)
+ {
+ if (clothSetupDataList.Count != 1)
+ return new ResultCode(Define.Result.InitSerializeData_SetupCountMismatch);
+
+ if (clothSetupDataList[0].DataValidateBoneCloth(sdata, RenderSetupData.SetupType.BoneSpring) == false)
+ return new ResultCode(Define.Result.InitSerializeData_BoneSpringSetupValidationError);
+ }
+
+ // カスタムスキニングボーン
+ if (sdata.customSkinningSetting.skinningBones.Count != customSkinningBoneRecords.Count)
+ return new ResultCode(Define.Result.InitSerializeData_CustomSkinningBoneCountMismatch);
+
+ // V1かつMeshClothかつSkinnedMeshRendererの場合のみ、(Clone)メッシュ利用時は無効とする
+ // これは(Clone)メッシュを再度加工することによりボーンウエイトなどのデータがおかしくなりエラーが発生するため
+ if (initVersion <= 1 && clothType == ClothProcess.ClothType.MeshCloth)
+ {
+ for (int i = 0; i < sdata.sourceRenderers.Count; i++)
+ {
+ SkinnedMeshRenderer sren = sdata.sourceRenderers[i] as SkinnedMeshRenderer;
+ if (sren && sren.sharedMesh && sren.sharedMesh.name.Contains("(Clone)"))
+ {
+ return new ResultCode(Define.Result.InitSerializeData_InvalidCloneMesh);
+ }
+ }
+ }
+
+ return ResultCode.Success;
+ }
+
+ public bool Serialize(
+ ClothSerializeData sdata,
+ TransformRecord clothTransformRecord,
+ TransformRecord normalAdjustmentTransformRecord,
+ List setupList
+ )
+ {
+ initVersion = InitDataVersion; // version
+
+ clothType = sdata.clothType;
+
+ this.clothTransformRecord = new TransformRecordSerializeData();
+ this.clothTransformRecord.Serialize(clothTransformRecord);
+
+ this.normalAdjustmentTransformRecord = new TransformRecordSerializeData();
+ this.normalAdjustmentTransformRecord.Serialize(normalAdjustmentTransformRecord);
+
+ // カスタムスキニングボーン
+ customSkinningBoneRecords = new List();
+ int bcnt = sdata.customSkinningSetting.skinningBones.Count;
+ for (int i = 0; i < bcnt; i++)
+ {
+ var tr = new TransformRecord(sdata.customSkinningSetting.skinningBones[i], read: true);
+ var trs = new TransformRecordSerializeData();
+ trs.Serialize(tr);
+ customSkinningBoneRecords.Add(trs);
+ }
+
+ // setup data
+ clothSetupDataList = new List();
+ if (setupList != null && setupList.Count > 0)
+ {
+ foreach (var setup in setupList)
+ {
+ var meshSetupData = new RenderSetupSerializeData();
+ meshSetupData.Serialize(setup);
+ clothSetupDataList.Add(meshSetupData);
+ }
+ }
+
+ localHash = GetLocalHash();
+ globalHash = GetGlobalHash();
+
+ return true;
+ }
+
+
+ public void GetUsedTransform(HashSet transformSet)
+ {
+ clothTransformRecord?.GetUsedTransform(transformSet);
+ normalAdjustmentTransformRecord?.GetUsedTransform(transformSet);
+ customSkinningBoneRecords?.ForEach(x => x.GetUsedTransform(transformSet));
+ clothSetupDataList?.ForEach(x => x.GetUsedTransform(transformSet));
+ }
+
+ public void ReplaceTransform(Dictionary replaceDict)
+ {
+ clothTransformRecord?.ReplaceTransform(replaceDict);
+ normalAdjustmentTransformRecord?.ReplaceTransform(replaceDict);
+ customSkinningBoneRecords?.ForEach(x => x.ReplaceTransform(replaceDict));
+ clothSetupDataList?.ForEach(x => x.ReplaceTransform(replaceDict));
+ }
+
+ int GetLocalHash()
+ {
+ // ローカルハッシュ
+ // ・編集用メッシュが再構築されるたびにこのハッシュで保存チェックされる
+ // ・各種カウント+配列数
+ // ・Transformの姿勢は無視する。ただし階層構造の変更は見る
+ int hash = 0;
+ hash += initVersion * 9876;
+ hash += (int)clothType * 5656;
+ hash += clothTransformRecord?.GetLocalHash() ?? 0;
+ hash += normalAdjustmentTransformRecord?.GetLocalHash() ?? 0;
+ customSkinningBoneRecords?.ForEach(x => hash += x?.GetLocalHash() ?? 0);
+ clothSetupDataList?.ForEach(x => hash += x?.GetLocalHash() ?? 0);
+
+ return hash;
+ }
+
+ int GetGlobalHash()
+ {
+ // グローバルハッシュ
+ // ・頂点ペイント終了時にこのハッシュで保存チェックされる
+ // ・保存チェックにはローカルハッシュも含まれる
+ // ・Transformのローカル姿勢を見る(localPosition/localRotation/localScale)
+ // ・ただしSetupDataのinitRenderScaleのみワールドスケールをチェックする
+ int hash = 0;
+ hash += clothTransformRecord?.GetGlobalHash() ?? 0;
+ hash += normalAdjustmentTransformRecord?.GetGlobalHash() ?? 0;
+ customSkinningBoneRecords?.ForEach(x => hash += x?.GetGlobalHash() ?? 0);
+ clothSetupDataList?.ForEach(x => hash += x?.GetGlobalHash() ?? 0);
+
+ return hash;
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothInitSerializeData.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothInitSerializeData.cs.meta
new file mode 100644
index 00000000..33d8a4c5
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothInitSerializeData.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 87cb8cdfb6686334d904a1e0c0536944
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/ClothInitSerializeData.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothMeshWriteMode.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothMeshWriteMode.cs
new file mode 100644
index 00000000..f32a33a7
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothMeshWriteMode.cs
@@ -0,0 +1,25 @@
+// Magica Cloth 2.
+// Copyright (c) 2024 MagicaSoft.
+// https://magicasoft.jp
+
+namespace MagicaCloth2
+{
+ ///
+ /// メッシュへの書き込み対象
+ /// Write target to mesh.
+ ///
+ public enum ClothMeshWriteMode
+ {
+ ///
+ /// 位置と法線
+ /// Position, Normal
+ ///
+ PositionAndNormal = 0,
+
+ ///
+ /// 位置と法線と接線
+ /// Position, Normal, Tangent
+ ///
+ PositionAndNormalTangent = 1,
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothMeshWriteMode.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothMeshWriteMode.cs.meta
new file mode 100644
index 00000000..6d91cd18
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothMeshWriteMode.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: c89429b06b0fde045af1104d0fe4d6b9
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/ClothMeshWriteMode.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothNormalAxis.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothNormalAxis.cs
new file mode 100644
index 00000000..7d63b35d
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothNormalAxis.cs
@@ -0,0 +1,27 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// Axis to use as normal.
+ /// 法線として利用する軸
+ ///
+ public enum ClothNormalAxis
+ {
+ [InspectorName("Right (red)")]
+ Right = 0,
+ [InspectorName("Up (green)")]
+ Up = 1,
+ [InspectorName("Forward (blue)")]
+ Forward = 2,
+ [InspectorName("Inverse Right (red)")]
+ InverseRight = 3,
+ [InspectorName("Inverse Up (green)")]
+ InverseUp = 4,
+ [InspectorName("Inverse Forward (blue)")]
+ InverseForward = 5,
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothNormalAxis.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothNormalAxis.cs.meta
new file mode 100644
index 00000000..c34af11c
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothNormalAxis.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 78c44c48c8886814eac01297e0df1b61
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/ClothNormalAxis.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothParameters.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothParameters.cs
new file mode 100644
index 00000000..90ac7c2f
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothParameters.cs
@@ -0,0 +1,99 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using Unity.Mathematics;
+
+namespace MagicaCloth2
+{
+ ///
+ /// ジョブで利用するためのクロスパラメータ構造体
+ /// ジョブではclassを参照できないためunmanaged型に変換する必要がある
+ ///
+ public struct ClothParameters
+ {
+ ///
+ /// 1秒間の更新回数
+ ///
+ //public int solverFrequency;
+
+ ///
+ /// 重力
+ ///
+ public float gravity;
+
+ ///
+ /// 重力方向(ワールド空間)
+ ///
+ public float3 worldGravityDirection;
+
+ ///
+ /// 初期姿勢での重力の減衰率(0.0 ~ 1.0)
+ /// 1.0にすることで初期姿勢では重力係数が0になる。
+ /// 0.0では常にどの姿勢でも重力が100%発生する。
+ /// 姿勢計算は慣性トランスフォームで行われる。
+ ///
+ public float gravityFalloff;
+
+ ///
+ /// リセット後の速度安定化時間(s)
+ ///
+ public float stablizationTimeAfterReset;
+
+ ///
+ /// 元の姿勢とシミュレーション結果のブレンド割合(0.0 ~ 1.0)
+ ///
+ public float blendWeight;
+
+ ///
+ /// 抵抗
+ ///
+ public float4x4 dampingCurveData;
+
+ ///
+ /// パーティクル半径
+ ///
+ public float4x4 radiusCurveData;
+
+ ///
+ /// 法線として利用する軸
+ ///
+ public ClothNormalAxis normalAxis;
+
+ // BoneCloth用
+ public float rotationalInterpolation;
+ public float rootRotation;
+
+ // カリング(Culling)
+ public CullingSettings.CullingParams culling;
+
+ // 慣性制約(Inertia)
+ public InertiaConstraint.InertiaConstraintParams inertiaConstraint;
+
+ // 最大距離制約(Tether)
+ public TetherConstraint.TetherConstraintParams tetherConstraint;
+
+ // 距離制約(Distance)
+ public DistanceConstraint.DistanceConstraintParams distanceConstraint;
+
+ // トライアングル曲げ制約(TriangleBending)
+ public TriangleBendingConstraint.TriangleBendingConstraintParams triangleBendingConstraint;
+
+ // 角度復元/角度制限
+ public AngleConstraint.AngleConstraintParams angleConstraint;
+
+ // モーション(MaxDistance/Backstop)
+ public MotionConstraint.MotionConstraintParams motionConstraint;
+
+ // コライダーコリジョン(Collider Collision)
+ public ColliderCollisionConstraint.ColliderCollisionConstraintParams colliderCollisionConstraint;
+
+ // セルフコリジョン(Self Collision)
+ public SelfCollisionConstraint.SelfCollisionConstraintParams selfCollisionConstraint;
+
+ // 風(Wind)
+ public WindParams wind;
+
+ // スプリング(Spring)
+ public SpringConstraint.SpringConstraintParams springConstraint;
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothParameters.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothParameters.cs.meta
new file mode 100644
index 00000000..8b5728e1
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothParameters.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 26334216fdc5aaa4ca50312fbad62c97
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/ClothParameters.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcess.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcess.cs
new file mode 100644
index 00000000..389388b8
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcess.cs
@@ -0,0 +1,1588 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using System;
+using System.Collections.Generic;
+using System.Threading;
+using System.Threading.Tasks;
+using Unity.Burst;
+using Unity.Collections;
+using Unity.Jobs;
+using Unity.Mathematics;
+using Unity.Profiling;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// MagicaClothコンポーネントの処理
+ ///
+ public partial class ClothProcess
+ {
+ //=========================================================================================
+ static readonly ProfilerMarker initClothProfiler = new ProfilerMarker("InitCloth");
+
+ ///
+ /// 初期化(必ずアニメーションの実行前に行う)
+ ///
+ internal void Init()
+ {
+ Debug.Assert(cloth);
+ Develop.DebugLog($"Init start [{cloth.name}]");
+ initClothProfiler.Begin();
+ result.SetSuccess();
+ InitDataResult.Clear();
+
+ try
+ {
+ // すでに破棄されている場合はエラーとする。再初期化はできない
+ if (isDestory)
+ {
+ Develop.LogError($"Already destroyed components cannot be reinitialized.");
+ throw new OperationCanceledException();
+ }
+
+ // すでに初期化済みならスキップ
+ if (IsState(State_InitComplete))
+ {
+ throw new OperationCanceledException();
+ }
+
+ var sdata = cloth.SerializeData;
+ var sdata2 = cloth.GetSerializeData2();
+
+ SetState(State_Valid, false);
+
+ // アニメーション用プロパティ初期化
+ cloth.InitAnimationProperty();
+
+ // クロスを生成するための最低限の情報が揃っているかチェックする
+ if (sdata.IsValid() == false)
+ {
+ result.SetResult(sdata.VerificationResult);
+ throw new OperationCanceledException();
+ }
+
+ // クロスの状態検証
+ var statusResult = GenerateStatusCheck();
+ result.Merge(statusResult);
+ if (statusResult.IsError())
+ {
+ throw new MagicaClothProcessingException();
+ }
+
+ SetState(State_InitComplete, true);
+
+ // PreBuildデータの利用と検証
+ bool usePreBuildData = sdata2.preBuildData.UsePreBuild();
+ SharePreBuildData sharePreBuildData = null;
+ if (usePreBuildData)
+ {
+ SetState(State_UsePreBuild, true);
+ var r = sdata2.preBuildData.DataValidate();
+ if (r.IsFaild())
+ {
+ result.Merge(r);
+ throw new OperationCanceledException();
+ }
+
+ sharePreBuildData = sdata2.preBuildData.GetSharePreBuildData();
+ }
+
+ // 初期化データの利用と検証
+ bool useInitData = false;
+#if !MC2_DISABLE_INITDATA
+ if (usePreBuildData == false && sdata2.initData != null && sdata2.initData.HasData())
+ {
+ // 初期化データ検証
+ InitDataResult = sdata2.initData.DataValidate(this);
+ useInitData = InitDataResult.IsSuccess();
+ if (InitDataResult.IsSuccess())
+ Develop.DebugLog($"InitData validation [{cloth.name}] : {InitDataResult.GetResultString()}");
+ else
+ {
+ Develop.DebugLogWarning($"InitData validation [{cloth.name}] : {InitDataResult.GetResultString()}");
+ Develop.DebugLogWarning("Do not use InitData.");
+ }
+ }
+#endif
+
+ // 基本情報
+ clothType = sdata.clothType;
+ reductionSettings = sdata.reductionSetting;
+ parameters = sdata.GetClothParameters();
+
+ // 初期トランスフォーム状態
+ clothTransformRecord = new TransformRecord(cloth.ClothTransform, read: useInitData == false);
+ if (usePreBuildData)
+ {
+ // Pre-Buildでは編集時スケールを復元する
+ clothTransformRecord.scale = sharePreBuildData.buildScale;
+ }
+ if (useInitData)
+ {
+ // initDataから復元
+ sdata2.initData.clothTransformRecord.Deserialize(clothTransformRecord);
+ }
+
+ // 法線調整用トランスフォーム
+ normalAdjustmentTransformRecord = new TransformRecord(
+ sdata.normalAlignmentSetting.adjustmentTransform ?
+ sdata.normalAlignmentSetting.adjustmentTransform :
+ cloth.ClothTransform, read: useInitData == false);
+ if (useInitData)
+ {
+ // initDataから復元
+ sdata2.initData.normalAdjustmentTransformRecord.Deserialize(normalAdjustmentTransformRecord);
+ }
+
+ // PreBuildデータの登録
+ PreBuildManager.ShareDeserializationData sharePreBuildDeserializeData = usePreBuildData ? MagicaManager.PreBuild.RegisterPreBuildData(sharePreBuildData, true) : null;
+ UniquePreBuildData uniquePreBuildData = usePreBuildData ? sdata2.preBuildData.uniquePreBuildData : null;
+
+ // レンダラーとセットアップ情報の初期化
+ // なおセットアップ情報はVirtualMeshを生成するためのものなのでベイク構築時は不要
+ if (clothType == ClothType.MeshCloth)
+ {
+ // MeshCloth
+ // 必要なレンダラーを登録する
+ for (int i = 0; i < sdata.sourceRenderers.Count; i++)
+ {
+ var ren = sdata.sourceRenderers[i];
+ if (ren)
+ {
+ // PreBuildではセットアップ情報を復元する
+ RenderSetupData setup = null;
+ RenderSetupData.UniqueSerializationData uniquePreBuildSetupData = null;
+ if (usePreBuildData)
+ {
+ setup = sharePreBuildDeserializeData.renderSetupDataList[i];
+ uniquePreBuildSetupData = uniquePreBuildData.renderSetupDataList[i];
+
+ if (setup.result.IsFaild())
+ {
+ setup.Dispose();
+ result.SetError(Define.Result.PreBuild_SetupDeserializationError);
+ throw new OperationCanceledException();
+ }
+ }
+
+ // 初期化データの参照
+ RenderSetupSerializeData initSetupData = useInitData ? sdata2.initData.clothSetupDataList[i] : null;
+
+ MagicaObjectId handle = AddRenderer(ren, setup, uniquePreBuildSetupData, initSetupData);
+ if (handle.IsValid() == false)
+ {
+ result.SetError(Define.Result.ClothInit_FailedAddRenderer);
+ throw new OperationCanceledException();
+ }
+ var rdata = MagicaManager.Render.GetRendererData(handle);
+ result.Merge(rdata.Result);
+ if (rdata.Result.IsFaild())
+ {
+ throw new OperationCanceledException();
+ }
+ }
+ }
+ }
+ else if (clothType == ClothType.BoneCloth && usePreBuildData == false)
+ {
+ // BoneCloth
+ CreateBoneRenderSetupData(
+ useInitData ? sdata2.initData : null,
+ clothType, sdata.rootBones, null, sdata.connectionMode
+ );
+ }
+ else if (clothType == ClothType.BoneSpring && usePreBuildData == false)
+ {
+ // BoneSpring
+ // BoneSpringではLine接続のみ
+ CreateBoneRenderSetupData(
+ useInitData ? sdata2.initData : null,
+ clothType, sdata.rootBones, sdata.colliderCollisionConstraint.collisionBones, RenderSetupData.BoneConnectionMode.Line
+ );
+ }
+
+ // カスタムスキニングのボーン情報
+ int bcnt = sdata.customSkinningSetting.skinningBones.Count;
+ for (int i = 0; i < bcnt; i++)
+ {
+ var tr = new TransformRecord(sdata.customSkinningSetting.skinningBones[i], read: useInitData == false);
+ if (useInitData)
+ {
+ // initDataから復元
+ sdata2.initData.customSkinningBoneRecords[i].Deserialize(tr);
+ }
+ customSkinningBoneRecords.Add(tr);
+ }
+
+ // 同期コンポーネントの解決と作業バッファへの登録
+ var syncPartnerCloth = cloth.SyncPartnerCloth;
+ if (syncPartnerCloth)
+ {
+ // partner
+ MagicaManager.Team.comp2SyncPartnerCompMap.Add(cloth.GetMagicaId(), syncPartnerCloth.GetMagicaId());
+
+ // top
+ // デッドロック対策
+ var c = syncPartnerCloth;
+ while (c)
+ {
+ if (c == cloth)
+ c = null;
+ else if (c.SyncPartnerCloth)
+ c = c.SyncPartnerCloth;
+ else
+ break;
+ }
+ Debug.Assert(c);
+ SyncTopCloth = c;
+ MagicaManager.Team.comp2SyncTopCompMap.Add(cloth.GetMagicaId(), SyncTopCloth.GetMagicaId());
+ }
+
+ result.SetSuccess();
+ SetState(State_Valid, true);
+ SetState(State_InitSuccess, true);
+ SetState(State_Verification, true);
+
+ // この時点でクロスコンポーネントが非アクティブの場合は破棄監視リストに登録する
+ if (cloth.isActiveAndEnabled == false)
+ MagicaManager.Team.AddMonitoringProcess(this);
+ }
+ catch (OperationCanceledException)
+ {
+ }
+ catch (MagicaClothProcessingException)
+ {
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ result.SetError(Define.Result.ClothProcess_Exception);
+ }
+
+ initClothProfiler.End();
+
+ if (result.IsSuccess())
+ Develop.DebugLog($"Cloth Initialize Success! [{cloth.name}]");
+ else
+ Develop.DebugLogError($"Cloth Initialize failure! [{cloth.name}] : {result.GetResultString()}");
+ }
+
+ ///
+ /// MeshClothの利用を登録する(メインスレッドのみ)
+ /// これはAwake()などのアニメーションの前に実行すること
+ ///
+ ///
+ /// レンダー情報ハンドル
+ MagicaObjectId AddRenderer(
+ Renderer ren,
+ RenderSetupData referenceSetupData,
+ RenderSetupData.UniqueSerializationData referenceUniqueSetupData,
+ RenderSetupSerializeData referenceInitSetupData
+ )
+ {
+ if (ren == null)
+ return MagicaObjectId.Invalid;
+ if (renderHandleList == null)
+ return MagicaObjectId.Invalid;
+
+ MagicaObjectId handle = ren.GetMagicaId();
+ if (renderHandleList.Contains(handle) == false)
+ {
+ // レンダラーの利用開始
+ handle = MagicaManager.Render.AddRenderer(ren, referenceSetupData, referenceUniqueSetupData, referenceInitSetupData);
+ if (handle.IsValid())
+ {
+ lock (lockObject)
+ {
+ if (renderHandleList.Contains(handle) == false)
+ renderHandleList.Add(handle);
+ }
+ }
+ }
+
+ return handle;
+ }
+
+ ///
+ /// BoneClothの利用を開始する(メインスレッドのみ)
+ /// これはAwake()などのアニメーションの前に実行すること
+ ///
+ ///
+ ///
+ void CreateBoneRenderSetupData(
+ ClothInitSerializeData initData,
+ ClothType ctype,
+ List rootTransforms,
+ List collisionBones,
+ RenderSetupData.BoneConnectionMode connectionMode
+ )
+ {
+ // BoneCloth用のセットアップデータ作成
+ boneClothSetupData = new RenderSetupData(
+ initData != null ? initData.clothSetupDataList[0] : null,
+ ctype == ClothType.BoneSpring ? RenderSetupData.SetupType.BoneSpring : RenderSetupData.SetupType.BoneCloth,
+ clothTransformRecord.transform,
+ rootTransforms,
+ collisionBones,
+ connectionMode,
+ cloth.name
+ );
+ }
+
+ ///
+ /// 有効化
+ ///
+ internal void StartUse()
+ {
+ if (MagicaManager.IsPlaying() == false)
+ return;
+
+ SetState(State_Component, true);
+ UpdateUse();
+ }
+
+ ///
+ /// 無効化
+ ///
+ internal void EndUse()
+ {
+ if (MagicaManager.IsPlaying() == false)
+ return;
+
+ SetState(State_Component, false);
+ UpdateUse();
+ }
+
+ internal void UpdateUse()
+ {
+ // 有効状態判定
+ bool now = IsState(State_Component) && IsState(State_Verification);
+
+ // 切り替え
+ {
+ SetState(State_Enable, now);
+
+ // チーム
+ MagicaManager.Team.SetEnable(this, TeamId, now);
+
+ // レンダラー
+ if (renderHandleList != null)
+ {
+ foreach (MagicaObjectId renderHandle in renderHandleList)
+ {
+ if (now)
+ MagicaManager.Render.StartUse(this, renderHandle);
+ else
+ MagicaManager.Render.EndUse(this, renderHandle);
+ }
+ }
+ }
+ }
+
+ ///
+ /// パラメータ/データの変更通知
+ ///
+ internal void DataUpdate()
+ {
+ // パラメータ検証
+ cloth.SerializeData.DataValidate();
+ cloth.serializeData2.DataValidate();
+
+ // パラメータ変更(実行時のみ)
+ if (MagicaManager.IsPlaying())
+ {
+ // ここでは変更フラグのみ立てる
+ //SetState(State_ParameterDirty, true);
+ MagicaManager.Team.parameterDirtyList.Add(this);
+ }
+ }
+
+ //=========================================================================================
+ ///
+ /// 構築を開始し完了後に自動実行する
+ ///
+ internal bool StartRuntimeBuild()
+ {
+ // ビルド開始
+ // -コンポーネントが有効であること
+ // -初期化済みであること
+ // -ビルドがまだ実行されていないこと
+ // -ベイクデータを利用しないこと
+ if (IsValid() && IsState(State_InitSuccess) && IsState(State_Build) == false && IsState(State_UsePreBuild) == false)
+ {
+ result.SetProcess();
+ SetState(State_Build, true);
+ var _ = RuntimeBuildAsync(cts.Token);
+ return true;
+ }
+ else
+ {
+ if (result.IsError() == false)
+ result.SetError(Define.Result.CreateCloth_CanNotStart);
+ Develop.LogError($"Cloth runtime build failure! [{cloth.name}] : {result.GetResultString()}");
+ return false;
+ }
+ }
+
+ ///
+ /// 自動構築(コンポーネントのStart()で呼ばれる)
+ ///
+ ///
+ internal bool AutoBuild()
+ {
+ bool ret;
+ bool buildComplate = true;
+
+ if (IsState(State_DisableAutoBuild))
+ {
+ ret = false;
+ }
+ else
+ {
+ if (IsState(State_UsePreBuild))
+ ret = PreBuildDataConstruction();
+ else
+ {
+ ret = StartRuntimeBuild();
+ if (ret)
+ buildComplate = false; // OnBuildCompleteはランタイム構築後に呼ばれる
+ }
+ }
+
+ // ビルド完了イベント
+ if (buildComplate && cloth != null)
+ cloth.OnBuildComplete?.Invoke(cloth, ret);
+
+ return ret;
+ }
+
+ ///
+ /// 実行時構築タスク
+ ///
+ ///
+ ///
+ async Task RuntimeBuildAsync(CancellationToken ct)
+ {
+ isBuild = true;
+ Develop.DebugLog($"Build start : {Name}");
+ result.SetProcess();
+
+ // 作成されたレンダラー情報
+ var renderMeshInfos = new List();
+
+ // ProxyMesh
+ VirtualMesh proxyMesh = null;
+
+ try
+ {
+ // ■メインスレッド
+ var sdata = cloth.SerializeData;
+ var sdata2 = cloth.GetSerializeData2();
+
+ // 少し時間を開けてから処理を開始する
+ await Task.Delay(5);
+ ct.ThrowIfCancellationRequested();
+
+ // 同期対象がいる場合は相手の一時停止カウンターを加算する
+ if (cloth.SyncPartnerCloth)
+ {
+ var sync = cloth.SyncPartnerCloth;
+ while (sync != cloth && sync != null)
+ {
+ sync.Process.IncrementSuspendCounter();
+ sync = sync.SyncPartnerCloth;
+ }
+ }
+
+ // 頂点属性配列の利用確認
+ bool useManualVertexAttribute = false;
+ if (sdata.clothType == ClothType.MeshCloth && sdata2.vertexAttributeList != null && sdata2.vertexAttributeList.Count > 0)
+ {
+ // 頂点属性配列の検証
+ if (sdata2.vertexAttributeList.Count != renderHandleList.Count)
+ {
+ result.SetError(Define.Result.CreateCloth_VertexAttributeListCountMismatch);
+ throw new MagicaClothProcessingException();
+ }
+ for (int i = 0; i < renderHandleList.Count; i++)
+ {
+ var vertexAttributeArray = sdata2.vertexAttributeList[i];
+ if (vertexAttributeArray == null)
+ {
+ result.SetError(Define.Result.CreateCloth_VertexAttributeListIsNull);
+ throw new MagicaClothProcessingException();
+ }
+ MagicaObjectId renderHandle = renderHandleList[i];
+ var renderData = MagicaManager.Render.GetRendererData(renderHandle);
+ if (renderData.setupData.vertexCount != vertexAttributeArray.Length)
+ {
+ result.SetError(Define.Result.CreateCloth_VertexAttributeListDataMismatch);
+ throw new MagicaClothProcessingException();
+ }
+ }
+ useManualVertexAttribute = true;
+ }
+
+ // ペイントマップデータの利用確認と作成(これはメインスレッドでのみ作成可能)
+ bool usePaintMap = false;
+ var paintMapDataList = new List();
+ if (sdata.clothType == ClothType.MeshCloth && sdata.paintMode != ClothSerializeData.PaintMode.Manual && useManualVertexAttribute == false)
+ {
+ var ret = GeneratePaintMapDataList(paintMapDataList);
+ Develop.DebugLog($"Generate paint map data list. {ret.GetResultString()}");
+ if (ret.IsError())
+ {
+ result.Merge(ret);
+ throw new MagicaClothProcessingException();
+ }
+ if (paintMapDataList.Count != renderHandleList.Count)
+ {
+ result.SetError(Define.Result.CreateCloth_PaintMapCountMismatch);
+ throw new MagicaClothProcessingException();
+ }
+ usePaintMap = true;
+ }
+
+ // セレクションデータ
+ // ペイントマップ指定もしくは頂点属性指定の場合は空で初期化
+ SelectionData selectionData = (usePaintMap || useManualVertexAttribute) ? new SelectionData() : sdata2.selectionData.Clone();
+
+ // BoneCloth/BoneSpringでシリアライズ2にTransformと属性辞書がある場合はIDと属性の辞書に変換(スレッドではアクセスできないため)
+ Dictionary boneAttributeDict = null;
+ if (sdata2.boneAttributeDict.Count > 0)
+ {
+ boneAttributeDict = new Dictionary(sdata2.boneAttributeDict.Count);
+ foreach (var kv in sdata2.boneAttributeDict)
+ {
+ if (kv.Key)
+ {
+ boneAttributeDict.Add(kv.Key.GetMagicaId(), kv.Value);
+ }
+ }
+ }
+
+ // ■スレッド
+ await Task.Run(() =>
+ {
+ // 作業用メッシュ
+ VirtualMesh renderMesh = null;
+
+ try
+ {
+ // プロキシメッシュ作成
+ ct.ThrowIfCancellationRequested();
+ proxyMesh = new VirtualMesh("Proxy");
+ proxyMesh.result.SetProcess();
+ List copyRenderHandleList = null;
+ if (clothType == ClothType.MeshCloth)
+ {
+ // MeshClothではクロストランスフォームを追加しておく
+ proxyMesh.SetTransform(clothTransformRecord);
+
+ lock (lockObject)
+ {
+ copyRenderHandleList = new List(renderHandleList);
+ }
+ }
+
+ // セレクションデータの有無
+ bool isValidSelection = selectionData?.IsValid() ?? false;
+
+ // MeshCloth/BoneClothで処理が一部異なる
+ if (clothType == ClothType.MeshCloth)
+ {
+ // ■MeshCloth
+ if (renderHandleList.Count == 0)
+ {
+ result.SetError(Define.Result.ClothProcess_InvalidRenderHandleList);
+ throw new MagicaClothProcessingException();
+ }
+
+ //--------------------------------------------------------------------
+ // mesh import + selection + merge
+ for (int i = 0; i < copyRenderHandleList.Count; i++)
+ {
+ ct.ThrowIfCancellationRequested();
+
+ MagicaObjectId renderHandle = copyRenderHandleList[i];
+
+ // レンダーメッシュ作成
+ var renderData = MagicaManager.Render.GetRendererData(renderHandle);
+ renderMesh = new VirtualMesh($"[{renderData.Name}]");
+ renderMesh.result.SetProcess();
+
+ // import -------------------------------------------------
+ renderMesh.ImportFrom(renderData, sdata.GetUvChannel());
+ if (renderMesh.IsError)
+ {
+ result.Merge(renderMesh.result);
+ throw new MagicaClothProcessingException();
+ }
+ Develop.DebugLog($"(IMPORT) {renderMesh}");
+
+ // selection ----------------------------------------------
+ SelectionData renderSelectionData = selectionData;
+
+ // MeshClothで頂点属性指定がある場合はセレクションデータを生成する
+ if (useManualVertexAttribute)
+ {
+ // セレクションデータ生成
+ var ret = GenerateSelectionDataFromVertexAttributeData(clothTransformRecord, renderMesh, sdata2.vertexAttributeList[i], out renderSelectionData);
+ Develop.DebugLog($"Generate selection from vertex attribute data. {ret.GetResultString()}");
+ if (ret.IsError())
+ {
+ result.Merge(ret);
+ throw new MagicaClothProcessingException();
+ }
+
+ // セレクションデータ結合
+ selectionData.Merge(renderSelectionData);
+ }
+
+ // MeshClothでペイントテクスチャ指定の場合はセレクションデータを生成する
+ if (usePaintMap)
+ {
+ // renderMeshからセレクションデータ生成
+ var ret = GenerateSelectionDataFromPaintMap(clothTransformRecord, renderMesh, paintMapDataList[i], out renderSelectionData);
+ Develop.DebugLog($"Generate selection from paint map. {ret.GetResultString()}");
+ if (ret.IsError())
+ {
+ result.Merge(ret);
+ throw new MagicaClothProcessingException();
+ }
+
+ // セレクションデータ結合
+ selectionData.Merge(renderSelectionData);
+ }
+ isValidSelection = selectionData?.IsValid() ?? false;
+
+ // メッシュの切り取り
+ ct.ThrowIfCancellationRequested();
+ if (renderSelectionData?.IsValid() ?? false)
+ {
+ // 余白
+ float mergin = renderMesh.CalcSelectionMergin(reductionSettings);
+ mergin = math.max(mergin, Define.System.MinimumGridSize);
+
+ // セレクション情報から切り取りの実行
+ // ペイントマップの場合はレンダラーごとのセレクションデータで切り取り
+ renderMesh.SelectionMesh(renderSelectionData, clothTransformRecord.localToWorldMatrix, mergin);
+ if (renderMesh.IsError)
+ {
+ result.Merge(renderMesh.result);
+ throw new MagicaClothProcessingException();
+ }
+ Develop.DebugLog($"(SELECTION) {renderMesh}");
+ }
+ ct.ThrowIfCancellationRequested();
+
+ // レンダーメッシュの作成完了
+ renderMesh.result.SetSuccess();
+
+ // merge --------------------------------------------------
+ proxyMesh.AddMesh(renderMesh);
+
+ // レンダーメッシュ情報を作成
+ var info = new RenderMeshInfo();
+ //info.mixHash = mixHash;
+ info.renderHandle = renderHandle;
+ info.renderMeshContainer = new VirtualMeshContainer(renderMesh);
+ //info.renderMeshPositionAndNormalChunk = renderData.renderMeshPositionAndNormalChunk;
+ //info.renderMeshTangentChunk = renderData.renderMeshTangentChunk;
+ info.renderDataWorkIndex = renderData.renderDataWorkIndex;
+ renderMesh = null;
+ renderMeshInfos.Add(info);
+ }
+ Develop.DebugLog($"(MERGE) {proxyMesh}");
+ }
+ else if (clothType == ClothType.BoneCloth || clothType == ClothType.BoneSpring)
+ {
+ // ■BoneCloth
+ // import
+ proxyMesh.ImportFrom(boneClothSetupData, 0);
+ if (proxyMesh.IsError)
+ {
+ result.Merge(proxyMesh.result);
+ throw new MagicaClothProcessingException();
+ }
+ Develop.DebugLog($"(IMPORT) {proxyMesh}");
+
+ // セレクションデータが存在しない場合は簡易作成する
+ if (isValidSelection == false)
+ {
+ selectionData = new SelectionData(proxyMesh, float4x4.identity);
+ if (selectionData.Count > 0)
+ {
+ // まずすべて移動設定
+ selectionData.Fill(VertexAttribute.Move);
+
+ // 次にルートのみ固定
+ foreach (MagicaObjectId id in boneClothSetupData.rootTransformIdList)
+ {
+ int rootIndex = boneClothSetupData.GetTransformIndexFromId(id);
+ selectionData.attributes[rootIndex] = VertexAttribute.Fixed;
+ }
+ isValidSelection = selectionData.IsValid();
+ }
+ }
+
+ // Transformと属性辞書がある場合はそれに従って属性を書き換える
+ if (boneAttributeDict != null)
+ {
+ foreach (var kv in boneAttributeDict)
+ {
+ int index = boneClothSetupData.GetTransformIndexFromId(kv.Key);
+ if (index >= 0)
+ {
+ selectionData.attributes[index] = kv.Value;
+ }
+ }
+ }
+ }
+
+ //--------------------------------------------------------------------
+ // reduction (MeshClothのみ)
+ if (clothType == ClothType.MeshCloth && proxyMesh.VertexCount > 1)
+ {
+ ct.ThrowIfCancellationRequested();
+ if (reductionSettings.IsEnabled)
+ {
+ proxyMesh.Reduction(reductionSettings, ct);
+ if (proxyMesh.IsError)
+ {
+ result.Merge(proxyMesh.result);
+ throw new MagicaClothProcessingException();
+ }
+
+ Develop.DebugLog($"(REDUCTION) {proxyMesh}");
+ }
+ }
+ if (proxyMesh.joinIndices.IsCreated == false)
+ {
+ // 元の頂点から結合頂点へのインデックスを初期化
+ ct.ThrowIfCancellationRequested();
+ proxyMesh.joinIndices = new Unity.Collections.NativeArray(proxyMesh.VertexCount, Unity.Collections.Allocator.Persistent);
+ JobUtility.SerialNumberRun(proxyMesh.joinIndices, proxyMesh.VertexCount); // 連番をつける
+ }
+
+ //--------------------------------------------------------------------
+ // optimization
+ ct.ThrowIfCancellationRequested();
+ proxyMesh.Optimization();
+ if (proxyMesh.IsError)
+ {
+ result.Merge(proxyMesh.result);
+ throw new MagicaClothProcessingException();
+ }
+ Develop.DebugLog($"(OPTIMIZE) {proxyMesh}");
+
+ //--------------------------------------------------------------------
+ // attribute
+ if (isValidSelection)
+ {
+ // セレクションデータから頂点属性を付与する
+ proxyMesh.ApplySelectionAttribute(selectionData);
+ if (proxyMesh.IsError)
+ {
+ result.Merge(proxyMesh.result);
+ throw new MagicaClothProcessingException();
+ }
+ }
+
+ //--------------------------------------------------------------------
+ // proxy mesh(属性決定後に実行)
+ ct.ThrowIfCancellationRequested();
+ {
+ proxyMesh.ConvertProxyMesh(sdata, clothTransformRecord, customSkinningBoneRecords, normalAdjustmentTransformRecord);
+ if (proxyMesh.IsError)
+ {
+ result.Merge(proxyMesh.result);
+ throw new MagicaClothProcessingException();
+ }
+ Develop.DebugLog($"(PROXY) {proxyMesh}");
+ }
+
+ //--------------------------------------------------------------------
+ // ProxyMeshの最終チェック
+ if (proxyMesh.VertexCount > Define.System.MaxProxyMeshVertexCount)
+ {
+ result.SetError(Define.Result.ProxyMesh_Over32767Vertices);
+ throw new MagicaClothProcessingException();
+ }
+ if (proxyMesh.EdgeCount > Define.System.MaxProxyMeshEdgeCount)
+ {
+ result.SetError(Define.Result.ProxyMesh_Over32767Edges);
+ throw new MagicaClothProcessingException();
+ }
+ if (proxyMesh.TriangleCount > Define.System.MaxProxyMeshTriangleCount)
+ {
+ result.SetError(Define.Result.ProxyMesh_Over32767Triangles);
+ throw new MagicaClothProcessingException();
+ }
+
+ //--------------------------------------------------------------------
+ // finish
+ ct.ThrowIfCancellationRequested();
+ if (proxyMesh.IsError)
+ {
+ result.Merge(proxyMesh.result);
+ throw new MagicaClothProcessingException();
+ }
+ proxyMesh.result.SetSuccess();
+ Develop.DebugLog("CreateProxyMesh finish!");
+
+ //-------------------------------------------------------------------
+ // Mapping(MeshClothのみ)
+ if (clothType == ClothType.MeshCloth)
+ {
+ foreach (var info in renderMeshInfos)
+ {
+ ct.ThrowIfCancellationRequested();
+ var cmesh = info.renderMeshContainer;
+ var vmesh = cmesh.shareVirtualMesh;
+ vmesh.Mapping(proxyMesh);
+ if (vmesh.IsError)
+ {
+ result.Merge(vmesh.result);
+ throw new MagicaClothProcessingException();
+ }
+ Develop.DebugLog($"(MAPPING) {vmesh}");
+ }
+ }
+ }
+ catch (MagicaClothProcessingException)
+ {
+ throw;
+ }
+ catch (OperationCanceledException)
+ {
+ throw;
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ result.SetError(Define.Result.ClothProcess_Exception);
+ throw;
+ }
+ finally
+ {
+ // この時点で作業用renderMeshが存在する場合は中断されているので開放する
+ renderMesh?.Dispose();
+ }
+ }, ct);
+
+ // ■メインスレッド
+ // 同期対象がいる場合は相手の初期化完了を待つ
+ ct.ThrowIfCancellationRequested();
+ if (cloth == null)
+ throw new OperationCanceledException(); // キャンセル扱いにする
+ var syncCloth = cloth.SyncPartnerCloth;
+ if (syncCloth != null)
+ {
+ int timeOutCount = 100;
+ while (syncCloth != null && syncCloth.Process.IsEnable == false && timeOutCount >= 0)
+ {
+ await Task.Delay(20);
+ ct.ThrowIfCancellationRequested();
+ timeOutCount--;
+ }
+ if (syncCloth == null || syncCloth.Process.IsEnable == false)
+ {
+ syncCloth = null;
+ Develop.LogWarning($"Sync timeout! Is there a deadlock between synchronous cloths?");
+ }
+ }
+ Develop.DebugLog($"Sync complete : {Name}");
+
+ // ■メインスレッド
+ ct.ThrowIfCancellationRequested();
+ if (cloth == null)
+ throw new OperationCanceledException(); // キャンセル扱いにする
+ if (IsValid() == false)
+ {
+ result.SetError(Define.Result.ClothProcess_Invalid);
+ throw new MagicaClothProcessingException();
+ }
+ if (MagicaManager.IsPlaying() == false)
+ {
+ result.SetError(Define.Result.ClothProcess_Invalid);
+ throw new MagicaClothProcessingException();
+ }
+
+ // パラメータ変更フラグ
+ //SetState(State_ParameterDirty, true);
+
+ // ■スレッド
+ ct.ThrowIfCancellationRequested();
+ await Task.Run(() =>
+ {
+ // ■クロスデータの作成
+ try
+ {
+ // 距離制約(Distance)
+ ct.ThrowIfCancellationRequested();
+ distanceConstraintData = DistanceConstraint.CreateData(proxyMesh, parameters);
+ if (distanceConstraintData != null && distanceConstraintData.result.IsError())
+ {
+ result.Merge(distanceConstraintData.result);
+ throw new MagicaClothProcessingException();
+ }
+
+ // 曲げ制約(Bending)
+ ct.ThrowIfCancellationRequested();
+ bendingConstraintData = TriangleBendingConstraint.CreateData(proxyMesh, parameters);
+ if (bendingConstraintData != null && bendingConstraintData.result.IsError())
+ {
+ result.Merge(bendingConstraintData.result);
+ throw new MagicaClothProcessingException();
+ }
+
+ // 慣性制約(Inertia)
+ ct.ThrowIfCancellationRequested();
+ inertiaConstraintData = InertiaConstraint.CreateData(proxyMesh, parameters);
+ if (inertiaConstraintData != null && inertiaConstraintData.result.IsError())
+ {
+ result.Merge(inertiaConstraintData.result);
+ throw new MagicaClothProcessingException();
+ }
+
+ if (result.IsError())
+ throw new MagicaClothProcessingException();
+ }
+ catch (MagicaClothProcessingException)
+ {
+ throw;
+ }
+ catch (OperationCanceledException)
+ {
+ throw;
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ result.SetError(Define.Result.Constraint_Exception);
+ throw;
+ }
+ }, ct);
+
+
+ // ■メインスレッド
+ ct.ThrowIfCancellationRequested();
+ if (cloth == null)
+ throw new OperationCanceledException(); // キャンセル扱いにする
+
+ // 登録
+ lock (lockObject)
+ {
+ // ProxyMesh登録
+ ProxyMeshContainer = new VirtualMeshContainer(proxyMesh);
+ proxyMesh = null;
+
+ // チーム登録
+ TeamId = MagicaManager.Cloth.AddCloth(this, parameters);
+ if (TeamId <= 0)
+ {
+ result.SetError(Define.Result.ClothProcess_OverflowTeamCount4096);
+ throw new MagicaClothProcessingException();
+ }
+
+ // パラメータ変更フラグ
+ MagicaManager.Team.parameterDirtyList.Add(this);
+
+ // プロキシメッシュ登録
+ MagicaManager.VMesh.RegisterProxyMesh(TeamId, ProxyMeshContainer);
+ MagicaManager.Simulation.RegisterProxyMesh(this);
+
+ // コライダー登録
+ MagicaManager.Collider.Register(this);
+ }
+
+ // 制約データ登録
+ ct.ThrowIfCancellationRequested();
+ MagicaManager.Simulation.RegisterConstraint(this);
+
+ lock (lockObject)
+ {
+ // マッピングメッシュ登録
+ if (clothType == ClothType.MeshCloth)
+ {
+ foreach (var info in renderMeshInfos)
+ {
+ var renderMesh = info.renderMeshContainer.shareVirtualMesh;
+
+ if (renderMesh.IsError == false && renderMesh.IsMapping)
+ {
+ // マッピングメッシュのデータ検証
+ // ここまでの時間経過でRendererが消滅しているなどの状況があり得るため
+ if (renderMesh.IsValid())
+ {
+ // MappingMesh登録
+ info.mappingChunk = MagicaManager.VMesh.RegisterMappingMesh(
+ TeamId,
+ info.renderMeshContainer,
+ info.renderDataWorkIndex
+ );
+ }
+ }
+ }
+ }
+
+ // レンダラー情報を登録
+ foreach (var info in renderMeshInfos)
+ {
+ renderMeshInfoList.Add(info);
+ }
+ renderMeshInfos.Clear();
+ }
+ ct.ThrowIfCancellationRequested();
+
+ // チームの有効状態の設定
+ UpdateUse();
+
+ // ビルド完了
+ result.SetSuccess();
+ SetState(State_Running, true);
+
+ Develop.DebugLog($"Build Complate : {Name}, TeamId:{TeamId}");
+ }
+ catch (MagicaClothProcessingException)
+ {
+ if (result.IsError() == false)
+ result.SetError(Define.Result.ClothProcess_UnknownError);
+ result.DebugLog();
+ }
+ catch (OperationCanceledException)
+ {
+ result.SetCancel();
+ result.DebugLog();
+ //Debug.LogWarning($"Cancel!");
+ }
+ catch (Exception exception)
+ {
+ Debug.LogException(exception);
+ result.SetError(Define.Result.ClothProcess_Exception);
+ }
+ finally
+ {
+ // この時点でデータが存在する場合は失敗しているので破棄する
+ foreach (var info in renderMeshInfos)
+ {
+ info?.renderMeshContainer?.Dispose();
+ }
+ proxyMesh?.Dispose();
+
+ // 同期対象がいる場合は相手の一時停止カウンターを減算する
+ if (cloth != null && cloth.SyncPartnerCloth)
+ {
+ var sync = cloth.SyncPartnerCloth;
+ while (sync != cloth && sync != null)
+ {
+ sync.Process.DecrementSuspendCounter();
+ sync = sync.SyncPartnerCloth;
+ }
+ }
+
+ // ビルド完了
+ isBuild = false;
+
+ // この時点でコンポーネントが削除されている場合は破棄する
+ if (isDestory)
+ {
+ DisposeInternal();
+ //Debug.LogWarning($"Delay Dispose!");
+ }
+ else if (cloth != null)
+ {
+ if (result.IsFaild())
+ Develop.LogError($"Cloth runtime build failure! [{cloth.name}] : {result.GetResultString()}");
+
+ // ビルド完了イベント
+ cloth.OnBuildComplete?.Invoke(cloth, result.IsSuccess());
+ }
+ }
+ }
+
+ ///
+ /// ペイントマップからセレクションデータを構築する
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ public ResultCode GenerateSelectionDataFromPaintMap(
+ TransformRecord clothTransformRecord, VirtualMesh renderMesh, PaintMapData paintMapData, out SelectionData selectionData
+ )
+ {
+ ResultCode result = new ResultCode();
+ result.SetProcess();
+ selectionData = new SelectionData();
+
+ try
+ {
+ // ペイントマップのチェック
+ if (paintMapData == null)
+ {
+ result.SetError(Define.Result.CreateCloth_PaintMapCountMismatch);
+ throw new MagicaClothProcessingException();
+ }
+
+ // セレクションデータバッファ作成
+ int vcnt = renderMesh.VertexCount;
+ using var positionList = new NativeArray(vcnt, Allocator.TempJob);
+ using var attributeList = new NativeArray(vcnt, Allocator.TempJob);
+
+ // レンダーメッシュのUV値からペイントマップをフェッチしてセレクションデータを作成
+ // 座標はクロス空間に変換する
+ var toM = MathUtility.Transform(renderMesh.initLocalToWorld, clothTransformRecord.worldToLocalMatrix);
+ int2 xySize = new int2(paintMapData.paintMapWidth, paintMapData.paintMapHeight);
+ using var paintData = new NativeArray(paintMapData.paintData, Allocator.TempJob);
+
+ // Burstにより属性マップからセレクションデータを設定
+ var job = new GenerateSelectionJob()
+ {
+ offset = 0,
+ positionList = positionList,
+ attributeList = attributeList,
+
+ attributeMapWidth = paintMapData.paintMapWidth,
+ toM = toM,
+ xySize = xySize,
+ attributeReadFlag = paintMapData.paintReadFlag,
+ attributeMapData = paintData,
+
+ uvs = renderMesh.uv.GetNativeArray(), // レンダーメッシュインポート直後は元のメッシュuvが入っている
+ vertexs = renderMesh.localPositions.GetNativeArray(),
+ };
+ job.Run(vcnt);
+
+ // セレクションデータ設定
+ selectionData.positions = positionList.ToArray();
+ selectionData.attributes = attributeList.ToArray();
+ // 最大距離はプロキシメッシュの座標空間に変換する
+ selectionData.maxConnectionDistance = MathUtility.TransformDistance(renderMesh.maxVertexDistance.Value, toM);
+ //Develop.DebugLog($"GenerateSelectionDataFromPaintMap. maxConnectionDistance:{selectionData.maxConnectionDistance}, renderMesh.maxVertexDistance:{renderMesh.maxVertexDistance.Value}");
+ selectionData.userEdit = true;
+
+ result.SetSuccess();
+ }
+ catch (MagicaClothProcessingException)
+ {
+ if (result.IsNone()) result.SetError(Define.Result.CreateCloth_InvalidPaintMap);
+ result.DebugLog();
+ }
+ catch (Exception e)
+ {
+ Debug.LogException(e);
+ result.SetError(Define.Result.CreateCloth_InvalidPaintMap);
+ }
+
+ return result;
+ }
+
+ [BurstCompile]
+ struct GenerateSelectionJob : IJobParallelFor
+ {
+ public int offset;
+ [NativeDisableParallelForRestriction]
+ [Unity.Collections.WriteOnly]
+ public NativeArray positionList;
+ [NativeDisableParallelForRestriction]
+ [Unity.Collections.WriteOnly]
+ public NativeArray attributeList;
+
+ public int attributeMapWidth;
+ public float4x4 toM;
+ public int2 xySize;
+ public ExBitFlag8 attributeReadFlag;
+ [Unity.Collections.ReadOnly]
+ public NativeArray attributeMapData;
+
+ [Unity.Collections.ReadOnly]
+ public NativeArray uvs;
+ [Unity.Collections.ReadOnly]
+ public NativeArray vertexs;
+
+ public void Execute(int vindex)
+ {
+ float2 uv = uvs[vindex];
+
+ // uv値を(0.0 ~ 0.99999..)範囲に変換する
+ uv = (uv % 1.0f) + 1.0f;
+ uv = uv % 1.0f;
+
+ int2 xy = (int2)(uv * xySize);
+ Color32 col = attributeMapData[xy.y * attributeMapWidth + xy.x];
+
+ // 属性判定
+ const byte border = 32; // 127
+ var attr = new VertexAttribute();
+ if (attributeReadFlag.IsSet(PaintMapData.ReadFlag_Move) && col.g > border)
+ attr.SetFlag(VertexAttribute.Flag_Move, true);
+ else if (attributeReadFlag.IsSet(PaintMapData.ReadFlag_Fixed) && col.r > border)
+ attr.SetFlag(VertexAttribute.Flag_Fixed, true);
+ if (attributeReadFlag.IsSet(PaintMapData.ReadFlag_Limit) && col.b <= border)
+ attr.SetFlag(VertexAttribute.Flag_InvalidMotion, true); // 塗りつぶしていない箇所が無効
+
+ // 設定
+ var pos = math.transform(toM, vertexs[vindex]); // クロスコンポーネント空間に変換
+ positionList[offset + vindex] = pos;
+ attributeList[offset + vindex] = attr;
+ }
+ }
+
+ ///
+ /// ペイントマップからテクスチャデータを取得してその情報をリストで返す
+ /// ミップマップが存在する場合は約128x128サイズ以下のミップマップを採用する
+ /// この処理はメインスレッドでしか動作せず、またそれなりの負荷がかかるので注意!
+ ///
+ ///
+ public ResultCode GeneratePaintMapDataList(List dataList)
+ {
+ var result = new ResultCode();
+ result.SetProcess();
+
+ try
+ {
+ int mapCount = cloth.SerializeData.paintMaps.Count;
+
+ // テクスチャ読み込みフラグ
+ var readFlag = new ExBitFlag8(PaintMapData.ReadFlag_Fixed | PaintMapData.ReadFlag_Move);
+ if (cloth.SerializeData.paintMode == ClothSerializeData.PaintMode.Texture_Fixed_Move_Limit)
+ readFlag.SetFlag(PaintMapData.ReadFlag_Limit, true);
+
+ for (int i = 0; i < mapCount; i++)
+ {
+ var paintMap = cloth.SerializeData.paintMaps[i];
+ if (paintMap == null)
+ {
+ result.SetError(Define.Result.Init_InvalidPaintMap);
+ throw new MagicaClothProcessingException();
+ }
+ if (paintMap.isReadable == false)
+ {
+ result.SetError(Define.Result.Init_PaintMapNotReadable);
+ throw new MagicaClothProcessingException();
+ }
+ int width = paintMap.width;
+ int height = paintMap.height;
+ int pixelCount = width * height;
+ int mip = 1;
+ while (mip < paintMap.mipmapCount && pixelCount > 16384) // 128 x 128 = 16384
+ {
+ mip++;
+ pixelCount /= 4;
+ width /= 2;
+ height /= 2;
+ }
+ Develop.DebugLog($"[{paintMap.name}] target mipmap:{mip - 1} ,pixelCount:{pixelCount}, w:{width}, h:{height}");
+
+ // ピクセルデータの取得
+ // !現状CPU側から圧縮テクスチャのピクセルデータを取得するにはこの方法しかない。
+ // !GetPixelData()ではRGB32/RGBA32以外のフォーマットに対応できない。
+ // !この関数はメインスレッドでしか動作せず、また処理負荷もそれなりにあるので注意!(128x128で0.3msほど)
+ var data = new PaintMapData();
+ data.paintData = paintMap.GetPixels32(mip - 1);
+ Develop.DebugLog($"paintMapData:{data.paintData.Length}");
+ data.paintMapWidth = width;
+ data.paintMapHeight = height;
+ data.paintReadFlag = readFlag;
+ dataList.Add(data);
+ }
+
+ result.SetSuccess();
+ }
+ catch (MagicaClothProcessingException)
+ {
+ result.DebugLog();
+ }
+ catch (Exception e)
+ {
+ Debug.LogException(e);
+ result.SetError(Define.Result.Init_InvalidPaintMap);
+ }
+
+ return result;
+ }
+
+ ///
+ /// 頂点属性データ配列からセレクションデータを構築する
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ public ResultCode GenerateSelectionDataFromVertexAttributeData(
+ TransformRecord clothTransformRecord, VirtualMesh renderMesh, VertexAttribute[] vertexAttributeArray, out SelectionData selectionData
+ )
+ {
+ ResultCode result = new ResultCode();
+ result.SetProcess();
+ selectionData = new SelectionData();
+
+ try
+ {
+ // セレクションデータバッファ作成
+ int vcnt = renderMesh.VertexCount;
+ using var positionList = new NativeArray(vcnt, Allocator.TempJob);
+ //using var attributeList = new NativeArray(vcnt, Allocator.TempJob);
+
+ // 頂点座標をクロス空間に変換する
+ var toM = MathUtility.Transform(renderMesh.initLocalToWorld, clothTransformRecord.worldToLocalMatrix);
+ JobUtility.TransformPositionRun(renderMesh.localPositions.GetNativeArray(), positionList, vcnt, toM);
+
+ // セレクションデータ設定
+ selectionData.positions = positionList.ToArray();
+ selectionData.attributes = vertexAttributeArray; // 参照のみ
+ // 最大距離はプロキシメッシュの座標空間に変換する
+ selectionData.maxConnectionDistance = MathUtility.TransformDistance(renderMesh.maxVertexDistance.Value, toM);
+ //Develop.DebugLog($"GenerateSelectionDataFromPaintMap. maxConnectionDistance:{selectionData.maxConnectionDistance}, renderMesh.maxVertexDistance:{renderMesh.maxVertexDistance.Value}");
+ selectionData.userEdit = true;
+
+ result.SetSuccess();
+ }
+ catch (MagicaClothProcessingException)
+ {
+ if (result.IsNone()) result.SetError(Define.Result.CreateCloth_InvalidVertexAttributeData);
+ result.DebugLog();
+ }
+ catch (Exception e)
+ {
+ Debug.LogException(e);
+ result.SetError(Define.Result.CreateCloth_InvalidVertexAttributeData);
+ }
+
+ return result;
+ }
+
+ //=========================================================================================
+ static readonly ProfilerMarker preBuildProfiler = new ProfilerMarker("ClothProcess.PreBuild");
+ static readonly ProfilerMarker preBuildDeserializationProfiler = new ProfilerMarker("ClothProcess.PreBuild.Deserialization");
+ static readonly ProfilerMarker preBuildRegistrationProfiler = new ProfilerMarker("ClothProcess.PreBuild.Registration");
+
+ ///
+ /// PreBuildデータによる即時構築
+ ///
+ ///
+ internal bool PreBuildDataConstruction()
+ {
+ if (IsState(State_UsePreBuild) == false)
+ return false;
+ if (IsState(State_InitSuccess) == false)
+ return false;
+
+ // 構築開始
+ Develop.DebugLog($"Pre-Build start [{cloth.name}]");
+ preBuildProfiler.Begin();
+
+ result.SetProcess();
+ var sdata = cloth.SerializeData;
+ var sdata2 = cloth.GetSerializeData2();
+
+ VirtualMeshContainer proxyMeshContainer = null;
+ List renderMeshContainerList = new List();
+
+ try
+ {
+ // 固有部分データ
+ var uniquePreBuildData = sdata2.preBuildData.uniquePreBuildData;
+
+ // 共有部分データ
+ var preBuildDeserializeData = MagicaManager.PreBuild.GetPreBuildData(sdata2.preBuildData.GetSharePreBuildData());
+
+ try
+ {
+ preBuildDeserializationProfiler.Begin();
+
+ // ProxyMesh復元
+ proxyMeshContainer = new VirtualMeshContainer(preBuildDeserializeData.proxyMesh);
+ if (proxyMeshContainer.shareVirtualMesh.IsError)
+ {
+ result.Merge(proxyMeshContainer.shareVirtualMesh.result);
+ throw new MagicaClothProcessingException();
+ }
+ proxyMeshContainer.uniqueData = uniquePreBuildData.proxyMesh;
+
+ // RenderMesh復元
+ for (int i = 0; i < preBuildDeserializeData.renderMeshList.Count; i++)
+ {
+ var renderMeshContainer = new VirtualMeshContainer(preBuildDeserializeData.renderMeshList[i]);
+ renderMeshContainerList.Add(renderMeshContainer);
+ if (renderMeshContainer.shareVirtualMesh.IsError)
+ {
+ result.Merge(renderMeshContainer.shareVirtualMesh.result);
+ throw new MagicaClothProcessingException();
+ }
+ renderMeshContainer.uniqueData = uniquePreBuildData.renderMeshList[i];
+ }
+
+ // 制約データ復元
+ inertiaConstraintData = preBuildDeserializeData.inertiaConstraintData;
+ distanceConstraintData = preBuildDeserializeData.distanceConstraintData;
+ bendingConstraintData = preBuildDeserializeData.bendingConstraintData;
+ }
+ catch
+ {
+ throw;
+ }
+ finally
+ {
+ preBuildDeserializationProfiler.End();
+ }
+
+ // パラメータ変更フラグ
+ //SetState(State_ParameterDirty, true);
+
+ // 登録
+ try
+ {
+ preBuildRegistrationProfiler.Begin();
+
+ // ProxyMesh登録
+ ProxyMeshContainer = proxyMeshContainer;
+ proxyMeshContainer = null;
+
+ // チーム登録
+ TeamId = MagicaManager.Cloth.AddCloth(this, parameters);
+ if (TeamId <= 0)
+ {
+ result.SetError(Define.Result.ClothProcess_OverflowTeamCount4096);
+ throw new MagicaClothProcessingException();
+ }
+
+ // パラメータ変更フラグ
+ MagicaManager.Team.parameterDirtyList.Add(this);
+
+ // プロキシメッシュ登録
+ MagicaManager.VMesh.RegisterProxyMesh(TeamId, ProxyMeshContainer);
+ MagicaManager.Simulation.RegisterProxyMesh(this);
+
+ // コライダー登録
+ MagicaManager.Collider.Register(this);
+
+ // 制約データ登録
+ MagicaManager.Simulation.RegisterConstraint(this);
+
+ // マッピングメッシュ登録
+ for (int i = 0; i < renderMeshContainerList.Count; i++)
+ {
+ var renderMeshContainer = renderMeshContainerList[i];
+ var renderMesh = renderMeshContainer.shareVirtualMesh;
+ if (renderMesh.IsError == false && renderMesh.IsMapping && renderMesh.IsValid())
+ {
+ renderMeshContainerList[i] = null;
+
+ // レンダーハンドル
+ MagicaObjectId renderHandle = renderHandleList[i];
+ var renderData = MagicaManager.Render.GetRendererData(renderHandle);
+
+ // MappingMesh登録
+ var mappingChunk = MagicaManager.VMesh.RegisterMappingMesh(
+ TeamId,
+ renderMeshContainer,
+ renderData.renderDataWorkIndex
+ );
+
+ // 完了
+ renderMesh.result.SetSuccess();
+
+ // レンダラー情報を登録
+ var info = new RenderMeshInfo()
+ {
+ renderHandle = renderHandle,
+ renderMeshContainer = renderMeshContainer,
+ mappingChunk = mappingChunk,
+ renderDataWorkIndex = renderData.renderDataWorkIndex
+ };
+ renderMeshInfoList.Add(info);
+ }
+ }
+
+ // チームの有効状態の設定
+ UpdateUse();
+ }
+ catch
+ {
+ throw;
+ }
+ finally
+ {
+ preBuildRegistrationProfiler.End();
+ }
+
+ // ビルド完了
+ result.SetSuccess();
+ SetState(State_Running, true);
+
+ Develop.DebugLog($"Pre-Build Complate : {Name}, TeamId:{TeamId}");
+ }
+ catch (MagicaClothProcessingException)
+ {
+ if (result.IsError() == false)
+ result.SetError(Define.Result.PreBuild_UnknownError);
+ result.DebugLog();
+ }
+ catch (Exception e)
+ {
+ Debug.LogException(e);
+ result.SetError(Define.Result.PreBuild_Exception);
+ }
+ finally
+ {
+ // この時点でデータが存在する場合は失敗しているので破棄する
+ renderMeshContainerList.ForEach(x => x?.Dispose());
+ renderMeshContainerList.Clear();
+ proxyMeshContainer?.Dispose();
+
+ // ビルド完了
+ //Develop.DebugLog($"PreBuild Construction Complate.[{cloth.name}] result:{result.GetResultString()}");
+ if (result.IsFaild())
+ Develop.LogError($"Cloth Pre-Build construction failure! [{cloth.name}] : {result.GetResultString()}");
+ else
+ Develop.DebugLog($"Cloth Pre-Build Success! [{cloth.name}]");
+ }
+
+ preBuildProfiler.End();
+
+ return result.IsSuccess();
+ }
+
+ //=========================================================================================
+ ///
+ /// カリング連動アニメーターとレンダラーを更新
+ ///
+ internal void UpdateCullingAnimatorAndRenderers()
+ {
+ var cullingSettings = cloth.SerializeData.cullingSettings;
+
+ // 連動アニメーター更新
+ if (cullingSettings.cameraCullingMode == CullingSettings.CameraCullingMode.AnimatorLinkage
+ || cullingSettings.cameraCullingMethod == CullingSettings.CameraCullingMethod.AutomaticRenderer
+ || cloth.SerializeData.updateMode == ClothUpdateMode.AnimatorLinkage)
+ {
+ interlockingAnimator = cloth.GetComponentInParent();
+ }
+
+ // 連動レンダラー更新
+ if (cullingSettings.cameraCullingMethod == CullingSettings.CameraCullingMethod.AutomaticRenderer && interlockingAnimator)
+ {
+ // ★GetComponentsInChildrenのコストはキャラクタ100体で1msほど。
+ // ★もしコストが問題となるようならばキャッシュする
+ interlockingAnimatorRenderers.Clear();
+ interlockingAnimator.GetComponentsInChildren(interlockingAnimatorRenderers);
+ }
+ }
+
+ ///
+ /// 保持しているレンダーデータに対して更新を指示する
+ ///
+ internal void UpdateRendererUse()
+ {
+ // 対応するレンダーデータに更新を指示する
+ renderHandleList.ForEach(handle => MagicaManager.Render.GetRendererData(handle).UpdateUse(this, 0));
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcess.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcess.cs.meta
new file mode 100644
index 00000000..104f41c6
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcess.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 704c6153c380ba94f8548d02490cfaf6
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcess.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcessData.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcessData.cs
new file mode 100644
index 00000000..eb6a2239
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcessData.cs
@@ -0,0 +1,509 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using System;
+using System.Collections.Generic;
+using System.Threading;
+using Unity.Collections;
+using Unity.Mathematics;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// MagicaClothコンポーネント処理のデータ部分
+ ///
+ public partial class ClothProcess : IDisposable, IValid, ITransform
+ {
+ public MagicaCloth cloth { get; internal set; }
+
+ ///
+ /// 同期中の参照クロス。これは同期階層の最上位のクロスを指す
+ ///
+ public MagicaCloth SyncTopCloth { get; internal set; }
+
+ ///
+ /// 状態フラグ(0 ~ 31)
+ ///
+ public const int State_Valid = 0;
+ public const int State_Enable = 1;
+ //public const int State_ParameterDirty = 2;
+ public const int State_InitSuccess = 3;
+ public const int State_InitComplete = 4;
+ public const int State_Build = 5;
+ public const int State_Running = 6;
+ public const int State_DisableAutoBuild = 7;
+ public const int State_CameraCullingInvisible = 8; // チームデータの同フラグのコピー
+ public const int State_CameraCullingKeep = 9; // チームデータの同フラグのコピー
+ public const int State_SkipWriting = 10; // 書き込み停止(ストップモーション用)
+ //public const int State_SkipWritingDirty = 11; // 書き込み停止フラグ更新サイン
+ public const int State_UsePreBuild = 12; // PreBuildを利用
+ public const int State_DistanceCullingInvisible = 13; // チームデータの同フラグのコピー
+ public const int State_UpdateTangent = 14; // 接線の更新
+ public const int State_Component = 15; // コンポーネントの有効状態
+ public const int State_Verification = 16; // 検証結果による有効状態
+
+ ///
+ /// 現在の状態
+ ///
+ internal BitField32 stateFlag;
+
+ ///
+ /// 初期クロスコンポーネントトランスフォーム状態
+ ///
+ internal TransformRecord clothTransformRecord { get; private set; } = null;
+
+ ///
+ /// レンダー情報へのハンドル
+ /// (レンダラーのセットアップデータ)
+ ///
+ internal List renderHandleList = new List();
+
+ ///
+ /// BoneClothのセットアップデータ
+ ///
+ internal RenderSetupData boneClothSetupData;
+
+ ///
+ /// レンダーメッシュの管理
+ ///
+ public class RenderMeshInfo
+ {
+ public MagicaObjectId renderHandle;
+ public VirtualMeshContainer renderMeshContainer;
+ public DataChunk mappingChunk;
+ //public DataChunk renderMeshPositionAndNormalChunk;
+ //public DataChunk renderMeshTangentChunk;
+ public int renderDataWorkIndex;
+ }
+ internal List renderMeshInfoList = new List();
+
+ ///
+ /// カスタムスキニングのボーン情報
+ ///
+ internal List customSkinningBoneRecords = new List();
+
+ ///
+ /// 法線調整用のトランスフォーム状態
+ ///
+ internal TransformRecord normalAdjustmentTransformRecord { get; private set; } = null;
+
+ //=========================================================================================
+ ///
+ /// ペイントマップ情報
+ ///
+ public class PaintMapData
+ {
+ public const byte ReadFlag_Fixed = 0x01;
+ public const byte ReadFlag_Move = 0x02;
+ public const byte ReadFlag_Limit = 0x04;
+
+ public Color32[] paintData;
+ public int paintMapWidth;
+ public int paintMapHeight;
+ public ExBitFlag8 paintReadFlag;
+ }
+
+ //=========================================================================================
+ ///
+ /// 処理結果
+ ///
+ internal ResultCode result;
+ public ResultCode Result => result;
+
+ ///
+ /// 初期化データ参照結果
+ ///
+ public ResultCode InitDataResult { get; internal set; }
+
+ ///
+ /// Cloth Type
+ ///
+ public enum ClothType
+ {
+ MeshCloth = 0,
+ BoneCloth = 1,
+ BoneSpring = 10,
+ }
+ internal ClothType clothType { get; private set; }
+
+ ///
+ /// リダクション設定(外部から設定する)
+ ///
+ ReductionSettings reductionSettings;
+
+ ///
+ /// シミュレーションパラメータ
+ ///
+ public ClothParameters parameters { get; private set; }
+
+ ///
+ /// プロキシメッシュ
+ ///
+ public VirtualMeshContainer ProxyMeshContainer { get; private set; } = null;
+
+ ///
+ /// 登録中のコライダー
+ /// int2 (メインコライダー・ローカルインデックス, シンメトリーコライダー・ローカルインデックス)
+ /// メインコライダーのインデックス0はあり得る
+ /// シンメトリーコライダーのインデックス0はシンメトリーが存在しないことを示す
+ ///
+ internal Dictionary colliderDict = new Dictionary();
+
+ //=========================================================================================
+ ///
+ /// チームID
+ ///
+ public int TeamId { get; private set; } = 0;
+
+ ///
+ /// 慣性制約データ
+ ///
+ internal InertiaConstraint.ConstraintData inertiaConstraintData;
+
+ ///
+ /// 距離制約データ
+ ///
+ internal DistanceConstraint.ConstraintData distanceConstraintData;
+
+ ///
+ /// 曲げ制約データ
+ ///
+ internal TriangleBendingConstraint.ConstraintData bendingConstraintData;
+
+ //=========================================================================================
+ ///
+ /// 連動アニメーター
+ /// ・カリング
+ /// ・更新モード
+ ///
+ internal Animator interlockingAnimator = null;
+
+ ///
+ /// カリング用アニメーター配下のレンダラーリスト
+ ///
+ internal List interlockingAnimatorRenderers = new List();
+
+ ///
+ /// 現在アンカーとして設定されているTransformのインスタンスID
+ ///
+ internal MagicaObjectId anchorTransformId = MagicaObjectId.Invalid;
+
+ ///
+ /// 現在距離カリングの参照として設定されているオブジェクトのインスタンスID
+ ///
+ internal MagicaObjectId distanceReferenceObjectId = MagicaObjectId.Invalid;
+
+ ///
+ /// コンポーネントの登録TransformIndex
+ /// tdata.componentTransformIndexのコピー
+ ///
+ //internal int componentTransformIndex = 0;
+
+ internal Animator cameraCullingAnimator = null;
+ internal List cameraCullingRenderers = null;
+ internal CullingSettings.CameraCullingMode cameraCullingMode;
+ internal bool cameraCullingOldInvisible = false;
+
+ //=========================================================================================
+ ///
+ /// キャンセルトークン
+ ///
+ CancellationTokenSource cts = new CancellationTokenSource();
+ volatile object lockObject = new object();
+ //volatile object lockState = new object();
+
+ ///
+ /// 初期化待機カウンター
+ ///
+ //volatile int suspendCounter = 0;
+
+ ///
+ /// 破棄フラグ
+ ///
+ volatile bool isDestory = false;
+
+ ///
+ /// 内部データまで完全に破棄されたかどうか
+ ///
+ volatile bool isDestoryInternal = false;
+
+ ///
+ /// 構築中フラグ
+ ///
+ volatile bool isBuild = false;
+
+ public BitField32 GetStateFlag()
+ {
+ //lock (lockState)
+ {
+ // copy
+ var state = stateFlag;
+ return state;
+ }
+ }
+
+ public bool IsState(int state)
+ {
+ //lock (lockState)
+ {
+ return stateFlag.IsSet(state);
+ }
+ }
+
+ public void SetState(int state, bool sw)
+ {
+ //lock (lockState)
+ {
+ stateFlag.SetBits(state, sw);
+ }
+ }
+
+ public bool IsValid() => IsState(State_Valid);
+ public bool IsRunning() => IsState(State_Running);
+ public bool IsCameraCullingInvisible() => IsState(State_CameraCullingInvisible);
+ public bool IsCameraCullingKeep() => IsState(State_CameraCullingKeep);
+ public bool IsDistanceCullingInvisible() => IsState(State_DistanceCullingInvisible);
+ public bool IsSkipWriting() => IsState(State_SkipWriting);
+ public bool IsUpdateTangent() => IsState(State_UpdateTangent);
+
+ public bool IsEnable
+ {
+ get
+ {
+ if (IsValid() == false || TeamId == 0)
+ return false;
+ return MagicaManager.Team.IsEnable(TeamId);
+ }
+ }
+
+ public bool HasProxyMesh
+ {
+ get
+ {
+ if (IsValid() == false || TeamId == 0)
+ return false;
+ return ProxyMeshContainer?.shareVirtualMesh?.IsSuccess ?? false;
+ }
+ }
+
+ public string Name => cloth != null ? cloth.name : "(none)";
+
+ //=========================================================================================
+ public ClothProcess()
+ {
+ // 初期状態
+ result = ResultCode.Empty;
+ }
+
+ public void Dispose()
+ {
+ lock (lockObject)
+ {
+ isDestory = true;
+ SetState(State_Valid, false);
+ result.Clear();
+ cts.Cancel();
+ }
+
+ DisposeInternal();
+ //Debug.Log($"ClothProcessData.Dispose()!");
+ }
+
+ void DisposeInternal()
+ {
+ lock (lockObject)
+ {
+ // すでに破棄完了ならば不要
+ if (isDestoryInternal)
+ return;
+
+ // ビルド中は破棄を保留する
+ if (isBuild)
+ return;
+
+ // マネージャから削除
+ MagicaManager.Simulation?.ExitProxyMesh(this);
+ MagicaManager.VMesh?.ExitProxyMesh(TeamId); // マッピングメッシュも解放される
+ MagicaManager.Collider?.Exit(this);
+ MagicaManager.Cloth?.RemoveCloth(this);
+
+ // レンダーメッシュの破棄
+ foreach (var info in renderMeshInfoList)
+ {
+ if (info == null)
+ continue;
+
+ // 仮想メッシュ破棄
+ info.renderMeshContainer?.Dispose();
+ }
+ renderMeshInfoList.Clear();
+ renderMeshInfoList = null;
+
+ // レンダーデータの利用終了
+ foreach (MagicaObjectId renderHandle in renderHandleList)
+ {
+ MagicaManager.Render?.RemoveRenderer(renderHandle);
+ }
+ renderHandleList.Clear();
+ renderHandleList = null;
+
+ // BoneClothセットアップデータ
+ boneClothSetupData?.Dispose();
+ boneClothSetupData = null;
+
+ // プロキシメッシュ破棄
+ ProxyMeshContainer?.Dispose();
+ ProxyMeshContainer = null;
+
+ colliderDict.Clear();
+
+ interlockingAnimator = null;
+ interlockingAnimatorRenderers.Clear();
+
+ // PreBuildデータ解除
+ MagicaManager.PreBuild?.UnregisterPreBuildData(cloth != null ? cloth.GetSerializeData2()?.preBuildData.GetSharePreBuildData() : null);
+
+ // 作業バッファ破棄
+ SyncTopCloth = null;
+ MagicaObjectId compId = cloth.GetMagicaId();
+ MagicaManager.Team?.comp2SuspendCounterMap.Remove(compId);
+ MagicaManager.Team?.comp2TeamIdMap.Remove(compId);
+ MagicaManager.Team?.comp2SyncPartnerCompMap.Remove(compId);
+ MagicaManager.Team?.comp2SyncTopCompMap.Remove(compId);
+
+ // 完全破棄フラグ
+ isDestoryInternal = true;
+ }
+ Develop.DebugLog($"Cloth dispose internal.");
+
+ // 破棄監視リストから削除する
+ MagicaManager.Team?.RemoveMonitoringProcess(this);
+ }
+
+ internal void IncrementSuspendCounter()
+ {
+ //suspendCounter++;
+ var tm = MagicaManager.Team;
+ MagicaObjectId compId = cloth.GetMagicaId();
+ if (tm.comp2SuspendCounterMap.TryGetValue(compId, out int cnt))
+ {
+ cnt++;
+ //tm.comp2SuspendCounterMap.Add(compId, cnt);
+ tm.comp2SuspendCounterMap[compId] = cnt;
+ }
+ else
+ tm.comp2SuspendCounterMap.Add(compId, 1);
+ }
+
+ internal void DecrementSuspendCounter()
+ {
+ //suspendCounter--;
+ var tm = MagicaManager.Team;
+ MagicaObjectId compId = cloth.GetMagicaId();
+ if (tm.comp2SuspendCounterMap.TryGetValue(compId, out int cnt))
+ {
+ cnt--;
+ if (cnt > 0)
+ tm.comp2SuspendCounterMap[compId] = cnt;
+ else
+ tm.comp2SuspendCounterMap.Remove(compId);
+ }
+ }
+
+ internal int GetSuspendCounter()
+ {
+ //return suspendCounter;
+ var tm = MagicaManager.Team;
+ MagicaObjectId compId = cloth.GetMagicaId();
+ if (tm.comp2SuspendCounterMap.TryGetValue(compId, out int cnt))
+ return cnt;
+ else
+ return 0;
+ }
+
+ public RenderMeshInfo GetRenderMeshInfo(int index)
+ {
+ if (index >= 0 && index < renderMeshInfoList.Count)
+ return renderMeshInfoList[index];
+ else
+ return null;
+ }
+
+ internal void SyncParameters()
+ {
+ parameters = cloth.SerializeData.GetClothParameters();
+ }
+
+ public void GetUsedTransform(HashSet transformSet)
+ {
+ cloth.SerializeData.GetUsedTransform(transformSet);
+ cloth.serializeData2.GetUsedTransform(transformSet);
+ clothTransformRecord?.GetUsedTransform(transformSet);
+ boneClothSetupData?.GetUsedTransform(transformSet);
+ renderHandleList.ForEach(handle => MagicaManager.Render.GetRendererData(handle).GetUsedTransform(transformSet));
+ customSkinningBoneRecords.ForEach(rd => rd.GetUsedTransform(transformSet));
+ normalAdjustmentTransformRecord?.GetUsedTransform(transformSet);
+
+ // nullを除外する
+ if (transformSet.Contains(null))
+ transformSet.Remove(null);
+ }
+
+ public void ReplaceTransform(Dictionary replaceDict)
+ {
+ cloth.SerializeData.ReplaceTransform(replaceDict);
+ cloth.serializeData2.ReplaceTransform(replaceDict);
+ clothTransformRecord?.ReplaceTransform(replaceDict);
+ boneClothSetupData?.ReplaceTransform(replaceDict);
+ renderHandleList.ForEach(handle => MagicaManager.Render.GetRendererData(handle).ReplaceTransform(replaceDict));
+ customSkinningBoneRecords.ForEach(rd => rd.ReplaceTransform(replaceDict));
+ normalAdjustmentTransformRecord?.ReplaceTransform(replaceDict);
+ }
+
+ internal void SetSkipWriting(bool sw)
+ {
+ // ここではフラグのみ更新する
+ // 実際の更新はチームのAlwaysTeamUpdate()で行われる
+ SetState(State_SkipWriting, sw);
+ //SetState(State_SkipWritingDirty, true);
+ MagicaManager.Team.skipWritingDirtyList.Add(this);
+ }
+
+ internal ClothUpdateMode GetClothUpdateMode()
+ {
+ switch (cloth.SerializeData.updateMode)
+ {
+ case ClothUpdateMode.Normal:
+ case ClothUpdateMode.UnityPhysics:
+ case ClothUpdateMode.Unscaled:
+ return cloth.SerializeData.updateMode;
+ case ClothUpdateMode.AnimatorLinkage:
+ if (interlockingAnimator)
+ {
+ switch (interlockingAnimator.updateMode)
+ {
+ case AnimatorUpdateMode.Normal:
+ return ClothUpdateMode.Normal;
+#if UNITY_2023_1_OR_NEWER
+ case AnimatorUpdateMode.Fixed:
+ return ClothUpdateMode.UnityPhysics;
+#else
+ case AnimatorUpdateMode.AnimatePhysics:
+ return ClothUpdateMode.UnityPhysics;
+#endif
+ case AnimatorUpdateMode.UnscaledTime:
+ return ClothUpdateMode.Unscaled;
+ default:
+ Develop.DebugLogWarning($"[{cloth.name}] Unknown Animator UpdateMode:{interlockingAnimator.updateMode}");
+ break;
+ }
+ }
+ return ClothUpdateMode.Normal;
+ default:
+ Develop.LogError($"[{cloth.name}] Unknown Cloth Update Mode:{cloth.SerializeData.updateMode}");
+ return ClothUpdateMode.Normal;
+ }
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcessData.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcessData.cs.meta
new file mode 100644
index 00000000..25630786
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcessData.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: cd76571c8c560a348bedf4b213ae34c2
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcessData.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcessGeneration.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcessGeneration.cs
new file mode 100644
index 00000000..6533e44c
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcessGeneration.cs
@@ -0,0 +1,120 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using Unity.Mathematics;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ public partial class ClothProcess
+ {
+ public ResultCode GenerateStatusCheck()
+ {
+ ResultCode result = new ResultCode();
+
+ // スケール値チェック
+ var scl = cloth.transform.lossyScale;
+ if (Mathf.Approximately(scl.x, 0.0f) || Mathf.Approximately(scl.y, 0.0f) || Mathf.Approximately(scl.z, 0.0f))
+ {
+ // スケール値がゼロ
+ result.SetError(Define.Result.Init_ScaleIsZero);
+ }
+ else if (scl.x < 0.0f || scl.y < 0.0f || scl.z < 0.0f)
+ {
+ // 負のスケール
+ // 負のスケールでの初期化は、事前構築もしくは初期化データありの場合許可する
+ var sdata2 = cloth.GetSerializeData2();
+ if (sdata2.preBuildData.UsePreBuild() || (sdata2.initData?.HasData() ?? false))
+ {
+ // ただし許可されるのは一軸フリップのみ
+ int flipCount = (scl.x < 0.0f ? 1 : 0) + (scl.y < 0.0f ? 1 : 0) + (scl.z < 0.0f ? 1 : 0);
+ if (flipCount != 1)
+ {
+ result.SetError(Define.Result.Init_NegativeScale);
+ }
+ }
+ else
+ result.SetError(Define.Result.Init_NegativeScale);
+ }
+ else
+ {
+ float diff1 = Mathf.Abs(1.0f - scl.x / scl.y);
+ float diff2 = Mathf.Abs(1.0f - scl.x / scl.z);
+ const float diffTolerance = 0.01f; // 誤差(1%)
+ if (diff1 > diffTolerance || diff2 > diffTolerance)
+ {
+ // 一様スケールではない
+ result.SetWarning(Define.Result.Init_NonUniformScale);
+ }
+ }
+
+ return result;
+ }
+
+ internal bool GenerateInitialization()
+ {
+ result.SetProcess();
+
+ // シリアライズデータ(1)の検証
+ if (cloth.SerializeData.IsValid() == false)
+ {
+ if (cloth.SerializeData.VerificationResult == Define.Result.Empty)
+ result.SetError(Define.Result.CreateCloth_InvalidSerializeData);
+ else
+ result.SetError(cloth.SerializeData.VerificationResult);
+ return false;
+ }
+ cloth.SerializeData.DataValidate();
+ cloth.serializeData2.DataValidate();
+
+ // 初期化実行
+ Init();
+ if (result.IsError())
+ return false;
+
+ return true;
+ }
+
+ internal bool GenerateBoneClothSelection()
+ {
+ // セレクションデータの構築
+ var setupData = boneClothSetupData;
+ int tcnt = setupData.skinBoneCount; // パーティクルトランスフォーム総数
+ var selectionData = new SelectionData(tcnt);
+ for (int i = 0; i < tcnt; i++)
+ {
+ float3 lpos = math.transform(setupData.initRenderWorldtoLocal, setupData.transformPositions[i]);
+ selectionData.positions[i] = lpos;
+ selectionData.attributes[i] = VertexAttribute.Move; // 移動で初期化
+ }
+
+ // 最大接続距離
+ float maxLength = 0;
+ for (int i = 0; i < tcnt; i++)
+ {
+ int pi = setupData.GetParentTransformIndex(i, true);
+ if (pi >= 0)
+ {
+ float length = math.distance(selectionData.positions[i], selectionData.positions[pi]);
+ maxLength = math.max(maxLength, length);
+ }
+ }
+ selectionData.maxConnectionDistance = maxLength;
+
+ // ルートを固定に設定
+ foreach (var rt in cloth.SerializeData.rootBones)
+ {
+ if (rt)
+ {
+ int index = setupData.GetTransformIndexFromId(rt.GetMagicaId());
+ selectionData.attributes[index] = VertexAttribute.Fixed;
+ }
+ }
+
+ selectionData.userEdit = true; // 念のため
+ cloth.GetSerializeData2().selectionData = selectionData;
+
+ return true;
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcessGeneration.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcessGeneration.cs.meta
new file mode 100644
index 00000000..eca99bf7
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcessGeneration.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 31501f387a912624eb66d16ddab79f29
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/ClothProcessGeneration.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeData.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeData.cs
new file mode 100644
index 00000000..1d8cf9ad
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeData.cs
@@ -0,0 +1,278 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using System.Collections.Generic;
+using Unity.Mathematics;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// Serialize data (1)
+ /// Contains all parameters that can be changed during execution.
+ /// The part that can be exported externally as Json.
+ ///
+ [System.Serializable]
+ public partial class ClothSerializeData
+ {
+ ///
+ /// simulation type.
+ /// [NG] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ public ClothProcess.ClothType clothType = ClothProcess.ClothType.MeshCloth;
+
+ ///
+ /// Renderer list used in MeshCloth.
+ /// [NG] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ public List sourceRenderers = new List();
+
+ ///
+ /// Write target to mesh in MeshCloth.
+ /// [OK] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ public ClothMeshWriteMode meshWriteMode = ClothMeshWriteMode.PositionAndNormal;
+
+ public enum PaintMode
+ {
+ Manual = 0,
+
+ [InspectorName("Texture Fixed(RD) Move(GR) Ignore(BK)")]
+ Texture_Fixed_Move = 1,
+
+ [InspectorName("Texture Fixed(RD) Move(GR) Limit(BL) Ignore(BK)")]
+ Texture_Fixed_Move_Limit = 2,
+ }
+
+ ///
+ /// vertex paint mode.
+ /// [NG] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ public PaintMode paintMode = PaintMode.Manual;
+
+ ///
+ /// texture for painting.
+ /// Sync to sourceRenderers.
+ /// [NG] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ public List paintMaps = new List();
+
+ ///
+ /// The UV channel that references the paint map.
+ /// [NG] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ [Range(0, 7)]
+ public int paintMapUvChannel = 0;
+
+ ///
+ /// Root bone list used in BoneCloth.
+ /// [NG] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ public List rootBones = new List();
+
+ ///
+ /// BoneCloth connection method.
+ /// [NG] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ public RenderSetupData.BoneConnectionMode connectionMode = RenderSetupData.BoneConnectionMode.Line;
+
+ ///
+ /// Transform rotation interpolation rate in BoneCloth.(0.0 ~ 1.0)
+ /// (0.0=parent-based, 0.5=middle, 1.0=child-based)
+ /// [OK] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float rotationalInterpolation = 0.5f;
+
+ ///
+ /// Rotation interpolation rate of Root Transform in BoneCloth.(0.0 ~ 1.0)
+ /// (0.0=does not rotate, 0.5=middle, 1.0=child-based)
+ /// [OK] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float rootRotation = 0.5f;
+
+ ///
+ /// Set the update timing.
+ /// [OK] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ public ClothUpdateMode updateMode = ClothUpdateMode.AnimatorLinkage;
+
+ ///
+ /// Set the disable mode.
+ /// Component inactive behavior.
+ /// [OK] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ public ClothDisableMode disableMode = ClothDisableMode.Reset;
+
+ ///
+ /// Blend ratio between initial pose and animation pose.
+ /// [OK] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float animationPoseRatio = 0.0f;
+
+ ///
+ /// vertex reduction parameters.
+ ///
+ public ReductionSettings reductionSetting = new ReductionSettings();
+
+ ///
+ /// custom skinning parameters.
+ ///
+ public CustomSkinningSettings customSkinningSetting = new CustomSkinningSettings();
+
+ ///
+ /// Normal definition.
+ ///
+ public NormalAlignmentSettings normalAlignmentSetting = new NormalAlignmentSettings();
+
+ ///
+ /// culling settings.
+ ///
+ public CullingSettings cullingSettings = new CullingSettings();
+
+ ///
+ /// axis to use as normal.
+ /// [OK] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ public ClothNormalAxis normalAxis = ClothNormalAxis.Up;
+
+ ///
+ /// Gravity.
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ [Range(0.0f, 10.0f)]
+ public float gravity = 5.0f;
+
+ ///
+ /// Gravity world direction.
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public float3 gravityDirection = new float3(0, -1, 0);
+
+ ///
+ /// 初期姿勢での重力の減衰率(0.0 ~ 1.0)
+ /// 1.0にすることで初期姿勢では重力係数が0になる。
+ /// 0.0では常にどの姿勢でも重力が100%発生する。
+ ///
+ /// Attenuation rate of gravity at initial pose (0.0 ~ 1.0)
+ /// By setting it to 1.0, the gravity coefficient becomes 0 in the initial posture.
+ /// At 0.0, gravity is always 100% in any pose.
+ ///
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float gravityFalloff = 0.0f;
+
+ ///
+ /// リセット後の速度安定化時間(s)
+ /// 急激な速度変化を抑えます。
+ ///
+ /// Speed stabilization time after reset (s).
+ /// Avoid sudden speed changes.
+ ///
+ /// [OK] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float stablizationTimeAfterReset = 0.1f;
+
+ ///
+ /// 元の姿勢とシミュレーション結果のブレンド割合(0.0 ~ 1.0)
+ ///
+ /// Blend ratio of original posture and simulation result (0.0 ~ 1.0).
+ ///
+ /// [OK] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float blendWeight = 1.0f;
+
+ ///
+ /// air resistance.
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public CurveSerializeData damping = new CurveSerializeData(0.05f);
+
+ ///
+ /// Particle radius.
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public CurveSerializeData radius = new CurveSerializeData(0.02f);
+
+ ///
+ /// Inertia.
+ ///
+ public InertiaConstraint.SerializeData inertiaConstraint = new InertiaConstraint.SerializeData();
+
+ ///
+ /// Tether.
+ ///
+ public TetherConstraint.SerializeData tetherConstraint = new TetherConstraint.SerializeData();
+
+ ///
+ /// Distance restoration.
+ ///
+ public DistanceConstraint.SerializeData distanceConstraint = new DistanceConstraint.SerializeData();
+
+ ///
+ /// Triangle bending / volume.
+ ///
+ public TriangleBendingConstraint.SerializeData triangleBendingConstraint = new TriangleBendingConstraint.SerializeData();
+
+ ///
+ /// Angle restoration.
+ ///
+ public AngleConstraint.RestorationSerializeData angleRestorationConstraint = new AngleConstraint.RestorationSerializeData();
+
+ ///
+ /// Angle Limit.
+ ///
+ public AngleConstraint.LimitSerializeData angleLimitConstraint = new AngleConstraint.LimitSerializeData();
+
+ ///
+ /// Max distance / Backstop
+ ///
+ public MotionConstraint.SerializeData motionConstraint = new MotionConstraint.SerializeData();
+
+ ///
+ /// Collider collision.
+ ///
+ public ColliderCollisionConstraint.SerializeData colliderCollisionConstraint = new ColliderCollisionConstraint.SerializeData();
+
+ ///
+ /// Self collision
+ ///
+ public SelfCollisionConstraint.SerializeData selfCollisionConstraint = new SelfCollisionConstraint.SerializeData();
+
+ ///
+ /// Wind
+ ///
+ public WindSettings wind = new WindSettings();
+
+ ///
+ /// Spring
+ ///
+ public SpringConstraint.SerializeData springConstraint = new SpringConstraint.SerializeData();
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeData.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeData.cs.meta
new file mode 100644
index 00000000..15d8d5fe
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeData.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: ffd56578b2bf3574b91062060c05a6c2
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeData.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeData2.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeData2.cs
new file mode 100644
index 00000000..9fec43e0
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeData2.cs
@@ -0,0 +1,94 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// Serialize data (2)
+ /// Parts that cannot be exported externally.
+ ///
+ [System.Serializable]
+ public class ClothSerializeData2 : IDataValidate, IValid, ITransform
+ {
+ ///
+ /// Initialization Data.
+ ///
+ [SerializeField]
+ public ClothInitSerializeData initData = new ClothInitSerializeData();
+
+ ///
+ /// 頂点ペイントデータ
+ /// vertex paint data.
+ ///
+ [SerializeField]
+ public SelectionData selectionData = new SelectionData();
+
+ ///
+ /// Transformと頂点属性辞書データ
+ /// 実行時でのBoneCloth/BoneSpring作成時にはこの辞書にTransformと頂点属性のペアを格納することで頂点ペイントデータの代わりにすることができます。
+ /// Transform and vertex attribute dictionary data.
+ /// When creating BoneCloth/BoneSpring at runtime, you can store Transform and vertex attribute pairs in this dictionary and use it instead of vertex paint data.
+ ///
+ [System.NonSerialized]
+ public Dictionary boneAttributeDict = new Dictionary();
+
+ ///
+ /// Rendererに対応する頂点属性データ
+ /// 実行時にMeshClothを構築する場合に、このリストにレンダラーごとのメッシュ頂点数分の頂点属性を格納することでセレクションデータの代わりにすることができます
+ /// Vertex attribute data corresponding to the Renderer.
+ /// When constructing MeshCloth at runtime, you can substitute selection data by storing vertex attributes in this list for the number of mesh vertices per renderer.
+ ///
+ [System.NonSerialized]
+ public List vertexAttributeList = new List();
+
+ ///
+ /// PreBuild Data.
+ ///
+ public PreBuildSerializeData preBuildData = new PreBuildSerializeData();
+
+ //=========================================================================================
+ public ClothSerializeData2()
+ {
+ }
+
+ ///
+ /// クロスを構築するための最低限の情報が揃っているかチェックする
+ /// Check if you have the minimum information to construct the cloth.
+ ///
+ ///
+ public bool IsValid()
+ {
+ return true;
+ }
+
+ public void DataValidate()
+ {
+ }
+
+ ///
+ /// エディタメッシュの更新を判定するためのハッシュコード
+ /// Hashcode for determining editor mesh updates.
+ ///
+ ///
+ public override int GetHashCode()
+ {
+ int hash = 0;
+ return hash;
+ }
+
+ public void GetUsedTransform(HashSet transformSet)
+ {
+ initData.GetUsedTransform(transformSet);
+ preBuildData.GetUsedTransform(transformSet);
+ }
+
+ public void ReplaceTransform(Dictionary replaceDict)
+ {
+ initData.ReplaceTransform(replaceDict);
+ preBuildData.ReplaceTransform(replaceDict);
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeData2.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeData2.cs.meta
new file mode 100644
index 00000000..b1d233e1
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeData2.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 02e311e7737a90a43a9a3d615e6b436e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeData2.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeDataFunction.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeDataFunction.cs
new file mode 100644
index 00000000..14484f5e
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeDataFunction.cs
@@ -0,0 +1,448 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using Unity.Mathematics;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// Serialize data (1)
+ /// function part.
+ ///
+ public partial class ClothSerializeData : IDataValidate, IValid, ITransform
+ {
+ ///
+ /// 検証結果
+ /// Verification Results.
+ ///
+ ResultCode verificationResult;
+ public Define.Result VerificationResult => verificationResult.Result;
+
+
+ public ClothSerializeData()
+ {
+ }
+
+ ///
+ /// クロスを構築するための最低限の情報が揃っているか検証する
+ /// Check if you have the minimum information to construct the cloth.
+ ///
+ ///
+ public bool IsValid()
+ {
+ verificationResult.SetResult(Define.Result.Empty); // 空データ
+
+ switch (clothType)
+ {
+ case ClothProcess.ClothType.BoneCloth:
+ case ClothProcess.ClothType.BoneSpring:
+ if (rootBones == null || rootBones.Count == 0)
+ return false;
+ if (rootBones.Count(x => x != null) == 0)
+ return false;
+ if (rootBones.Distinct().Count() != rootBones.Count)
+ {
+ verificationResult.SetError(Define.Result.SerializeData_DuplicateRootBone);
+ return false;
+ }
+ break;
+ case ClothProcess.ClothType.MeshCloth:
+ if (sourceRenderers == null || sourceRenderers.Count == 0)
+ return false;
+ if (sourceRenderers.Count(x => x != null) == 0)
+ return false;
+
+ // レンダラーの最大数
+ if (sourceRenderers.Count > Define.System.MaxRendererCount)
+ {
+ verificationResult.SetError(Define.Result.SerializeData_Over31Renderers);
+ return false;
+ }
+ if (sourceRenderers.Distinct().Count() != sourceRenderers.Count)
+ {
+ verificationResult.SetError(Define.Result.SerializeData_DuplicateRenderer);
+ return false;
+ }
+ break;
+ default:
+ return false;
+ }
+
+ verificationResult.SetSuccess();
+ return true;
+ }
+
+ public void DataValidate()
+ {
+ rotationalInterpolation = Mathf.Clamp01(rotationalInterpolation);
+ rootRotation = Mathf.Clamp01(rootRotation);
+ animationPoseRatio = Mathf.Clamp01(animationPoseRatio);
+
+ reductionSetting.DataValidate();
+ customSkinningSetting.DataValidate();
+ normalAlignmentSetting.DataValidate();
+ cullingSettings.DataValidate();
+
+ gravity = Mathf.Clamp(gravity, 0.0f, 20.0f);
+ if (math.length(gravityDirection) > Define.System.Epsilon)
+ gravityDirection = math.normalize(gravityDirection);
+ else
+ gravityDirection = 0;
+ gravityFalloff = Mathf.Clamp01(gravityFalloff);
+ stablizationTimeAfterReset = Mathf.Clamp01(stablizationTimeAfterReset);
+ blendWeight = Mathf.Clamp01(blendWeight);
+
+ damping.DataValidate(0.0f, 1.0f);
+ radius.DataValidate(0.001f, 1.0f);
+ inertiaConstraint.DataValidate();
+ tetherConstraint.DataValidate();
+ distanceConstraint.DataValidate();
+ triangleBendingConstraint.DataValidate();
+ angleRestorationConstraint.DataValidate();
+ angleLimitConstraint.DataValidate();
+ motionConstraint.DataValidate();
+ colliderCollisionConstraint.DataValidate();
+ selfCollisionConstraint.DataValidate();
+ wind.DataValidate();
+ }
+
+ ///
+ /// エディタメッシュの更新を判定するためのハッシュコード
+ /// Hashcode for determining editor mesh updates.
+ ///
+ ///
+ public override int GetHashCode()
+ {
+ const int NullHash = -3910836;
+
+ int hash = 0;
+ hash += (int)clothType;
+ foreach (var ren in sourceRenderers)
+ hash += ren != null ? ren.GetMagicaId().GetHashCode() : NullHash;
+ foreach (var t in rootBones)
+ {
+ var stack = new Stack(30);
+ stack.Push(t);
+ while (stack.Count > 0)
+ {
+ var t2 = stack.Pop();
+ if (t2 == null)
+ {
+ hash += NullHash;
+ continue;
+ }
+ hash += t2.GetMagicaId().GetHashCode();
+ hash += t2.localPosition.GetHashCode();
+ hash += t2.localRotation.GetHashCode();
+ int cnt = t2.childCount;
+ for (int i = 0; i < cnt; i++)
+ stack.Push(t2.GetChild(i));
+ }
+ }
+ hash += (int)connectionMode * 10;
+ hash += reductionSetting.GetHashCode();
+ hash += customSkinningSetting.GetHashCode();
+ hash += normalAlignmentSetting.GetHashCode();
+ hash += cullingSettings.GetHashCode();
+ hash += (int)paintMode;
+ foreach (var map in paintMaps)
+ {
+ if (map)
+ {
+ hash += map.GetMagicaId().GetHashCode();
+ hash += map.isReadable ? 1 : 0;
+ }
+ }
+ hash += paintMapUvChannel * 123;
+ hash += colliderCollisionConstraint.GetHashCode();
+
+ return hash;
+ }
+
+ ///
+ /// ジョブで参照する構造体に変換して返す
+ /// Convert to a structure to be referenced in the job and return.
+ ///
+ ///
+ public ClothParameters GetClothParameters()
+ {
+ var cparams = new ClothParameters();
+
+ //cparams.solverFrequency = Define.System.SolverFrequency;
+ cparams.gravity = clothType == ClothProcess.ClothType.BoneSpring ? 0.0f : gravity; // BoneSpring has no gravity.
+ cparams.worldGravityDirection = gravityDirection;
+ cparams.gravityFalloff = gravityFalloff;
+ cparams.stablizationTimeAfterReset = stablizationTimeAfterReset;
+ cparams.blendWeight = blendWeight;
+ cparams.dampingCurveData = damping.ConvertFloatArray() * 0.2f; // 20%
+ cparams.radiusCurveData = radius.ConvertFloatArray();
+ cparams.normalAxis = normalAxis;
+
+ cparams.rotationalInterpolation = rotationalInterpolation;
+ cparams.rootRotation = rootRotation;
+
+ cparams.culling.Convert(cullingSettings);
+ cparams.inertiaConstraint.Convert(inertiaConstraint);
+ cparams.tetherConstraint.Convert(tetherConstraint, clothType);
+ cparams.distanceConstraint.Convert(distanceConstraint, clothType);
+ cparams.triangleBendingConstraint.Convert(triangleBendingConstraint);
+ cparams.angleConstraint.Convert(angleRestorationConstraint, angleLimitConstraint);
+ cparams.motionConstraint.Convert(motionConstraint, clothType);
+ cparams.colliderCollisionConstraint.Convert(colliderCollisionConstraint, clothType);
+ cparams.selfCollisionConstraint.Convert(selfCollisionConstraint, clothType);
+ cparams.wind.Convert(wind, clothType);
+ cparams.springConstraint.Convert(springConstraint, clothType);
+
+ return cparams;
+ }
+
+ class TempBuffer
+ {
+ ClothProcess.ClothType clothType;
+ List sourceRenderers;
+ ClothMeshWriteMode meshWriteMode;
+ PaintMode paintMode;
+ List paintMaps;
+ int paintMapUvChannel;
+ List rootBones;
+ RenderSetupData.BoneConnectionMode connectionMode;
+ float rotationalInterpolation;
+ float rootRotation;
+ ClothUpdateMode updateMode;
+ ClothDisableMode disableMode;
+ float animationPoseRatio;
+ ReductionSettings reductionSetting;
+ CustomSkinningSettings customSkinningSetting;
+ NormalAlignmentSettings normalAlignmentSetting;
+ ClothNormalAxis normalAxis;
+ List colliderList;
+ List collisionBones;
+ MagicaCloth synchronization;
+ float stablizationTimeAfterReset;
+ float blendWeight;
+ CullingSettings cullingSetting;
+ Transform anchor;
+ float anchorInertia;
+
+ internal TempBuffer(ClothSerializeData sdata)
+ {
+ Push(sdata);
+ }
+
+ internal void Push(ClothSerializeData sdata)
+ {
+ clothType = sdata.clothType;
+ sourceRenderers = new List(sdata.sourceRenderers);
+ meshWriteMode = sdata.meshWriteMode;
+ paintMode = sdata.paintMode;
+ paintMaps = new List(sdata.paintMaps);
+ paintMapUvChannel = sdata.paintMapUvChannel;
+ rootBones = new List(sdata.rootBones);
+ connectionMode = sdata.connectionMode;
+ rotationalInterpolation = sdata.rotationalInterpolation;
+ rootRotation = sdata.rootRotation;
+ updateMode = sdata.updateMode;
+ disableMode = sdata.disableMode;
+ animationPoseRatio = sdata.animationPoseRatio;
+ reductionSetting = sdata.reductionSetting.Clone();
+ customSkinningSetting = sdata.customSkinningSetting.Clone();
+ normalAlignmentSetting = sdata.normalAlignmentSetting.Clone();
+ normalAxis = sdata.normalAxis;
+ colliderList = new List(sdata.colliderCollisionConstraint.colliderList);
+ collisionBones = new List(sdata.colliderCollisionConstraint.collisionBones);
+ synchronization = sdata.selfCollisionConstraint.syncPartner;
+ stablizationTimeAfterReset = sdata.stablizationTimeAfterReset;
+ blendWeight = sdata.blendWeight;
+ cullingSetting = sdata.cullingSettings.Clone();
+ anchor = sdata.inertiaConstraint.anchor;
+ anchorInertia = sdata.inertiaConstraint.anchorInertia;
+ }
+
+ internal void Pop(ClothSerializeData sdata)
+ {
+ sdata.clothType = clothType;
+ sdata.sourceRenderers = sourceRenderers;
+ sdata.meshWriteMode = meshWriteMode;
+ sdata.paintMode = paintMode;
+ sdata.paintMaps = paintMaps;
+ sdata.paintMapUvChannel = paintMapUvChannel;
+ sdata.rootBones = rootBones;
+ sdata.connectionMode = connectionMode;
+ sdata.rotationalInterpolation = rotationalInterpolation;
+ sdata.rootRotation = rootRotation;
+ sdata.updateMode = updateMode;
+ sdata.disableMode = disableMode;
+ sdata.animationPoseRatio = animationPoseRatio;
+ sdata.reductionSetting = reductionSetting;
+ sdata.customSkinningSetting = customSkinningSetting;
+ sdata.normalAlignmentSetting = normalAlignmentSetting;
+ sdata.normalAxis = normalAxis;
+ sdata.colliderCollisionConstraint.colliderList = colliderList;
+ sdata.colliderCollisionConstraint.collisionBones = collisionBones;
+ sdata.selfCollisionConstraint.syncPartner = synchronization;
+ sdata.stablizationTimeAfterReset = stablizationTimeAfterReset;
+ sdata.blendWeight = blendWeight;
+ sdata.cullingSettings = cullingSetting;
+ sdata.inertiaConstraint.anchor = anchor;
+ sdata.inertiaConstraint.anchorInertia = anchorInertia;
+ }
+ }
+
+ ///
+ /// パラメータをJsonへエクスポートする
+ /// Export parameters to Json.
+ ///
+ ///
+ public string ExportJson()
+ {
+ return JsonUtility.ToJson(this);
+ }
+
+ ///
+ /// パラメータをJsonからインポートする
+ /// Parameterブロックの値型のみがインポートされる
+ /// Import parameters from Json.
+ /// Only value types of Parameter blocks are imported.
+ ///
+ ///
+ ///
+ public bool ImportJson(string json)
+ {
+ try
+ {
+ // 上書きしないプロパティを保持
+ var temp = new TempBuffer(this);
+
+ // Import
+ JsonUtility.FromJsonOverwrite(json, this);
+
+ // 上書きしないプロパティを書き戻し
+ temp.Pop(this);
+
+ // 検証
+ DataValidate();
+
+ return true;
+ }
+ catch (Exception e)
+ {
+ Debug.LogException(e);
+ return false;
+ }
+ }
+
+ ///
+ /// 別のシリアライズデータからインポートする
+ /// Import from another serialized data.
+ ///
+ ///
+ /// true = Copy all, false = parameter only
+ public void Import(ClothSerializeData sdata, bool deepCopy = false)
+ {
+ TempBuffer temp = deepCopy ? null : new TempBuffer(this);
+
+ if (deepCopy)
+ {
+ clothType = sdata.clothType;
+ sourceRenderers = new List(sdata.sourceRenderers);
+ paintMode = sdata.paintMode;
+ paintMaps = new List(sdata.paintMaps);
+ paintMapUvChannel = sdata.paintMapUvChannel;
+ rootBones = new List(sdata.rootBones);
+ connectionMode = sdata.connectionMode;
+ rotationalInterpolation = sdata.rotationalInterpolation;
+ rootRotation = sdata.rootRotation;
+ updateMode = sdata.updateMode;
+ disableMode = sdata.disableMode;
+ animationPoseRatio = sdata.animationPoseRatio;
+ reductionSetting = sdata.reductionSetting.Clone();
+ customSkinningSetting = sdata.customSkinningSetting.Clone();
+ normalAlignmentSetting = sdata.normalAlignmentSetting.Clone();
+ normalAxis = sdata.normalAxis;
+ stablizationTimeAfterReset = sdata.stablizationTimeAfterReset;
+ blendWeight = sdata.blendWeight;
+ cullingSettings = sdata.cullingSettings.Clone();
+ }
+
+ // parameters
+ gravity = sdata.gravity;
+ gravityDirection = sdata.gravityDirection;
+ gravityFalloff = sdata.gravityFalloff;
+ damping = sdata.damping.Clone();
+ radius = sdata.radius.Clone();
+ inertiaConstraint = sdata.inertiaConstraint.Clone();
+ tetherConstraint = sdata.tetherConstraint.Clone();
+ distanceConstraint = sdata.distanceConstraint.Clone();
+ triangleBendingConstraint = sdata.triangleBendingConstraint.Clone();
+ angleRestorationConstraint = sdata.angleRestorationConstraint.Clone();
+ angleLimitConstraint = sdata.angleLimitConstraint.Clone();
+ motionConstraint = sdata.motionConstraint.Clone();
+ colliderCollisionConstraint = sdata.colliderCollisionConstraint.Clone();
+ selfCollisionConstraint = sdata.selfCollisionConstraint.Clone();
+ wind = sdata.wind.Clone();
+
+ if (deepCopy == false)
+ temp.Pop(this);
+ }
+
+ ///
+ /// 別のクロスコンポーネントからインポートする
+ /// Import from another cloth component.
+ ///
+ ///
+ ///
+ public void Import(MagicaCloth src, bool deepCopy = false)
+ {
+ Import(src.SerializeData, deepCopy);
+ }
+
+ public void GetUsedTransform(HashSet transformSet)
+ {
+ foreach (var t in rootBones)
+ {
+ if (t)
+ transformSet.Add(t);
+ }
+ customSkinningSetting.GetUsedTransform(transformSet);
+ normalAlignmentSetting.GetUsedTransform(transformSet);
+ colliderCollisionConstraint.GetUsedTransform(transformSet);
+ }
+
+ public void ReplaceTransform(Dictionary replaceDict)
+ {
+ for (int i = 0; i < rootBones.Count; i++)
+ {
+ var t = rootBones[i];
+ if (t && replaceDict.ContainsKey(t.GetMagicaId()))
+ {
+ rootBones[i] = replaceDict[t.GetMagicaId()];
+ }
+ }
+ customSkinningSetting.ReplaceTransform(replaceDict);
+ normalAlignmentSetting.ReplaceTransform(replaceDict);
+ colliderCollisionConstraint.ReplaceTransform(replaceDict);
+ }
+
+ ///
+ /// BoneSpring判定
+ ///
+ ///
+ public bool IsBoneSpring() => clothType == ClothProcess.ClothType.BoneSpring;
+
+ public int GetUvChannel()
+ {
+ switch (paintMode)
+ {
+ case PaintMode.Texture_Fixed_Move:
+ case PaintMode.Texture_Fixed_Move_Limit:
+ return paintMapUvChannel;
+ default:
+ return 0;
+ }
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeDataFunction.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeDataFunction.cs.meta
new file mode 100644
index 00000000..6b2cfa22
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeDataFunction.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 8ef74f0c0b959154991c96c397b2ad52
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/ClothSerializeDataFunction.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothUpdateMode.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothUpdateMode.cs
new file mode 100644
index 00000000..111d9366
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothUpdateMode.cs
@@ -0,0 +1,36 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+
+namespace MagicaCloth2
+{
+ ///
+ /// Simulation Update Mode
+ ///
+ public enum ClothUpdateMode
+ {
+ ///
+ /// This mode assumes that normal Update() will perform the move and animation.
+ ///
+ Normal = 0,
+
+ ///
+ /// This mode assumes that FixedUpdate() is used to perform movement and animation.
+ ///
+ UnityPhysics = 1,
+
+ ///
+ /// Updates are independent of Unity's Time.timeScale.
+ ///
+ Unscaled = 2,
+
+ ///
+ /// Automatically set from linked animator.
+ /// 連動アニメーターから自動設定する
+ /// - Animator.UpdateMode.Normal -> Normal
+ /// - Animator.UpdateMode.AnimatePhysics -> UnityPhysics
+ /// - Animator.UpdateMode.UnscaledTime -> Unscaled
+ ///
+ AnimatorLinkage = 10,
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothUpdateMode.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothUpdateMode.cs.meta
new file mode 100644
index 00000000..ad0880e7
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/ClothUpdateMode.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 1377357dedc9a3344b49a8aa397d220d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/ClothUpdateMode.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider.meta
new file mode 100644
index 00000000..548e8a66
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 40021b99aa72bb340a13cdf419aa3226
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/ColliderComponent.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/ColliderComponent.cs
new file mode 100644
index 00000000..6a70d2c8
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/ColliderComponent.cs
@@ -0,0 +1,434 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using System.Collections.Generic;
+using System.Linq;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ public abstract class ColliderComponent : ClothBehaviour, IDataValidate, ITransform
+ {
+ ///
+ /// トランスフォームからの中心ローカルオフセット
+ /// Center local offset from transform.
+ ///
+ public Vector3 center;
+
+ ///
+ /// Size
+ /// Sphere(x:radius)
+ /// Capsule(x:start radius, y:end radius, z:length)
+ /// Box(x:size x, y:size y, z:size z)
+ ///
+ [SerializeField]
+ protected Vector3 size;
+
+ ///
+ /// シンメトリーモード
+ /// Symmetry mode.
+ ///
+ public ColliderSymmetryMode symmetryMode = ColliderSymmetryMode.None;
+
+ ///
+ /// シンメトリーの接続対象
+ /// Symmetry connection target.
+ ///
+ public Transform symmetryTarget = null;
+
+ //=========================================================================================
+ ///
+ /// Collider type.
+ ///
+ ///
+ public abstract ColliderManager.ColliderType GetColliderType();
+
+ ///
+ /// パラメータの検証
+ ///
+ public abstract void DataValidate();
+
+ //=========================================================================================
+ ///
+ /// 登録チーム
+ ///
+ private HashSet teamIdSet = new HashSet();
+
+ ///
+ /// 現在登録中のシンメトリーモード
+ ///
+ public ColliderSymmetryMode? ActiveSymmetryMode { get; private set; } = null;
+
+ ///
+ /// 現在登録中のシンメトリーターゲット
+ ///
+ public Transform ActiveSymmetryTarget { get; private set; }
+
+ //=========================================================================================
+ ///
+ /// Get collider size.
+ ///
+ /// Sphere(x:radius)
+ /// Capsule(x:start radius, y:end radius, z:length)
+ /// Box(x:size x, y:size y, z:size z)
+ ///
+ ///
+ ///
+ public virtual Vector3 GetSize() => size;
+
+ public void SetSize(Vector3 size) => this.size = size;
+
+ public void SetSizeX(float size) => this.size.x = size;
+ public void SetSizeY(float size) => this.size.y = size;
+ public void SetSizeZ(float size) => this.size.z = size;
+
+ ///
+ /// スケール値を取得
+ ///
+ ///
+ public virtual float GetScale()
+ {
+ // X軸のみを見る
+ return transform.lossyScale.x;
+ }
+
+ ///
+ /// 方向の逆転(基本的にカプセルコライダー用)
+ ///
+ ///
+ public virtual bool IsReverseDirection() => false;
+
+ ///
+ /// チームへのコライダー登録通知
+ ///
+ ///
+ internal void Register(int teamId)
+ {
+ teamIdSet.Add(teamId);
+ }
+
+ ///
+ /// チームからのコライダー解除通知
+ ///
+ ///
+ /// 利用者0ならtrue
+ internal bool Exit(int teamId)
+ {
+ teamIdSet.Remove(teamId);
+ return teamIdSet.Count == 0;
+ }
+
+ ///
+ /// パラメータの反映
+ /// すでに実行状態の場合はこの関数を呼び出さないとプロパティの変更が反映されません。
+ /// Reflection of parameters.
+ /// If it is already running, property changes will not be reflected unless this function is called.
+ ///
+ public void UpdateParameters()
+ {
+ // パラメータの検証
+ DataValidate();
+
+ // Symmetry更新
+ // シンメトリーは削除もしくは追加がある。またTransformが変更される場合もある
+ var oldActiveSymmetryMode = ActiveSymmetryMode;
+ var oldActiveSymmetryTarget = ActiveSymmetryTarget;
+ SetActiveSymmetryMode(firstOnly: false); // 最新の状態に更新
+ bool changeSymmetry = oldActiveSymmetryMode != ActiveSymmetryMode || oldActiveSymmetryTarget != ActiveSymmetryTarget;
+
+ // 反映
+ foreach (int teamId in teamIdSet)
+ {
+ MagicaManager.Collider.UpdateParameters(this, teamId, changeSymmetry);
+ }
+ }
+
+ ///
+ /// 現在の状態から適切なシンメトリーモードとそのターゲットTransformを計算して返す
+ ///
+ ///
+ public ColliderSymmetryMode CalcSymmetryMode(out Transform symmetryParent)
+ {
+ symmetryParent = symmetryTarget;
+
+ // 親
+ var parent = transform.parent;
+ if (parent == null)
+ return ColliderSymmetryMode.None;
+
+ switch (symmetryMode)
+ {
+ case ColliderSymmetryMode.None:
+ return ColliderSymmetryMode.None;
+ case ColliderSymmetryMode.AutomaticHumanBody:
+ case ColliderSymmetryMode.AutomaticTarget:
+ break;
+ case ColliderSymmetryMode.X_Symmetry:
+ case ColliderSymmetryMode.Y_Symmetry:
+ case ColliderSymmetryMode.Z_Symmetry:
+ case ColliderSymmetryMode.XYZ_Symmetry:
+ // ターゲットnullの場合は親
+ if (symmetryParent == null)
+ symmetryParent = parent;
+ return symmetryMode;
+ default:
+ Develop.LogError("Unknown symmetry mode.");
+ return ColliderSymmetryMode.None;
+ }
+
+ // Automatic
+ Animator ani = symmetryMode == ColliderSymmetryMode.AutomaticHumanBody ? gameObject.GetComponentInParent(true) : null;
+
+ // 対象Transform
+ // AutomaticではSymmetryTargetは無視される
+ var target = symmetryMode == ColliderSymmetryMode.AutomaticTarget ? symmetryTarget : null;
+ if (target == null && ani)
+ {
+ // 自動判定
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.Hips, HumanBodyBones.Hips);
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.LeftUpperLeg, HumanBodyBones.RightUpperLeg);
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.RightUpperLeg, HumanBodyBones.LeftUpperLeg);
+
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.LeftLowerLeg, HumanBodyBones.RightLowerLeg);
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.RightLowerLeg, HumanBodyBones.LeftLowerLeg);
+
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.LeftFoot, HumanBodyBones.RightFoot);
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.RightFoot, HumanBodyBones.LeftFoot);
+
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.Spine, HumanBodyBones.Spine);
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.Chest, HumanBodyBones.Chest);
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.Neck, HumanBodyBones.Neck);
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.Head, HumanBodyBones.Head);
+
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.LeftShoulder, HumanBodyBones.RightShoulder);
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.RightShoulder, HumanBodyBones.LeftShoulder);
+
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.LeftUpperArm, HumanBodyBones.RightUpperArm);
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.RightUpperArm, HumanBodyBones.LeftUpperArm);
+
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.LeftLowerArm, HumanBodyBones.RightLowerArm);
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.RightLowerArm, HumanBodyBones.LeftLowerArm);
+
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.LeftHand, HumanBodyBones.RightHand);
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.RightHand, HumanBodyBones.LeftHand);
+
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.LeftToes, HumanBodyBones.RightToes);
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.RightToes, HumanBodyBones.LeftToes);
+
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.Jaw, HumanBodyBones.Jaw);
+ GetHumanoidSymmetryBone(ref target, parent, ani, HumanBodyBones.UpperChest, HumanBodyBones.UpperChest);
+ }
+ if (target == null)
+ target = parent;
+ symmetryParent = target;
+
+ // 親が同一かどうか
+ bool sameParent = target == parent;
+
+ // 各軸
+ var x = parent.right;
+ var y = parent.up;
+ var z = parent.forward;
+ var sx = target.right;
+ var sy = target.up;
+ var sz = target.forward;
+
+ // ベクトルの方向性情報
+ // Animatorがある場合はAnimatorから、ない場合は共通の親Transformから、それでも無い場合はワールドX軸
+ Vector3 H = Vector3.right;
+ if (ani)
+ H = ani.transform.right;
+ else
+ {
+ var commonParent = FindCommonParent(transform, symmetryParent);
+ if (commonParent)
+ {
+ //Debug.Log($"Find common parent:{commonParent.name}");
+ H = commonParent.right;
+ }
+ }
+
+ float xdot = Mathf.Abs(Vector3.Dot(H, x));
+ float ydot = Mathf.Abs(Vector3.Dot(H, y));
+ float zdot = Mathf.Abs(Vector3.Dot(H, z));
+
+ bool xsign = Vector3.Dot(x, sx) >= 0.0f;
+ bool ysign = Vector3.Dot(y, sy) >= 0.0f;
+ bool zsign = Vector3.Dot(z, sz) >= 0.0f;
+
+ if (xdot > ydot && xdot > zdot)
+ {
+ // (X)
+ if (sameParent)
+ return ColliderSymmetryMode.X_Symmetry;
+ if (Vector3.Dot(H, x) * Vector3.Dot(H, sx) > 0.0f)
+ {
+ if (ysign == false && zsign == false)
+ return ColliderSymmetryMode.XYZ_Symmetry;
+ else
+ return ColliderSymmetryMode.X_Symmetry;
+ }
+ else if (zsign)
+ return ColliderSymmetryMode.Y_Symmetry;
+ else
+ return ColliderSymmetryMode.Z_Symmetry;
+ }
+ else if (ydot > xdot && ydot > zdot)
+ {
+ // (Y)
+ if (sameParent)
+ return ColliderSymmetryMode.Y_Symmetry;
+ if (Vector3.Dot(H, y) * Vector3.Dot(H, sy) > 0.0f)
+ {
+ if (xsign == false && zsign == false)
+ return ColliderSymmetryMode.XYZ_Symmetry;
+ else
+ return ColliderSymmetryMode.Y_Symmetry;
+ }
+ else if (zsign)
+ return ColliderSymmetryMode.X_Symmetry;
+ else
+ return ColliderSymmetryMode.Z_Symmetry;
+ }
+ else
+ {
+ // (Z)
+ if (sameParent)
+ return ColliderSymmetryMode.Z_Symmetry;
+ if (Vector3.Dot(H, z) * Vector3.Dot(H, sz) > 0.0f)
+ {
+ if (xsign == false && ysign == false)
+ return ColliderSymmetryMode.XYZ_Symmetry;
+ else
+ return ColliderSymmetryMode.Z_Symmetry;
+ }
+ else if (xsign)
+ return ColliderSymmetryMode.Y_Symmetry;
+ else
+ return ColliderSymmetryMode.X_Symmetry;
+ }
+ }
+
+ bool GetHumanoidSymmetryBone(ref Transform target, Transform parent, Animator ani, HumanBodyBones src, HumanBodyBones dst)
+ {
+ var bone = ani.GetBoneTransform(src);
+ if (bone && parent == bone)
+ {
+ var bone2 = ani.GetBoneTransform(dst);
+ if (bone2)
+ {
+ target = bone2;
+ return true;
+ }
+ }
+
+ return false;
+ }
+
+ ///
+ /// at/btの共通の親を返す。無い場合はnull。
+ ///
+ ///
+ ///
+ ///
+ Transform FindCommonParent(Transform at, Transform bt)
+ {
+ if (at == null || bt == null)
+ return null;
+
+ // ハッシュセットでatの親を格納
+ var atParents = new HashSet(16);
+ Transform current = at;
+ while (current != null)
+ {
+ atParents.Add(current);
+ current = current.parent;
+ }
+
+ // btの親をチェック
+ current = bt;
+ while (current != null)
+ {
+ if (atParents.Contains(current))
+ return current;
+ current = current.parent;
+ }
+
+ return null;
+ }
+
+ ///
+ /// 現在のシンメトリー設定に基づいて、シンメトリーのモードと対象を決定する
+ ///
+ internal void SetActiveSymmetryMode(bool firstOnly)
+ {
+ if (ActiveSymmetryMode.HasValue == false || firstOnly == false)
+ {
+ ActiveSymmetryMode = CalcSymmetryMode(out var target);
+ ActiveSymmetryTarget = target;
+ }
+ }
+
+ public int UseTeamCount => teamIdSet.Count;
+
+ //=========================================================================================
+ public void GetUsedTransform(HashSet transformSet)
+ {
+ if (symmetryTarget)
+ transformSet.Add(symmetryTarget);
+ }
+
+ public void ReplaceTransform(Dictionary replaceDict)
+ {
+ if (symmetryTarget)
+ {
+ MagicaObjectId id = symmetryTarget.GetMagicaId();
+ if (id.IsValid() && replaceDict.ContainsKey(id))
+ symmetryTarget = replaceDict[id];
+ }
+ }
+
+ //=========================================================================================
+ protected virtual void Start()
+ {
+ SetActiveSymmetryMode(firstOnly: true);
+ }
+
+ protected virtual void OnValidate()
+ {
+ UpdateParameters();
+ }
+
+ protected virtual void OnEnable()
+ {
+ // コライダーを有効にする
+ foreach (int teamId in teamIdSet)
+ {
+ MagicaManager.Collider.EnableCollider(this, teamId, true);
+ }
+ }
+
+ protected virtual void OnDisable()
+ {
+ // コライダーを無効にする
+ foreach (int teamId in teamIdSet)
+ {
+ MagicaManager.Collider?.EnableCollider(this, teamId, false);
+ }
+ }
+
+ protected virtual void OnDestroy()
+ {
+ // コライダーを削除する
+ if (teamIdSet.Count > 0)
+ {
+ var teamList = teamIdSet.ToList();
+ foreach (int teamId in teamList)
+ {
+ MagicaManager.Collider?.RemoveCollider(this, teamId);
+ }
+ teamIdSet.Clear();
+ }
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/ColliderComponent.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/ColliderComponent.cs.meta
new file mode 100644
index 00000000..7a811223
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/ColliderComponent.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: ce7d80df3961a0449ba9ba73c0038b88
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/ColliderComponent.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/ColliderSymmetryMode.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/ColliderSymmetryMode.cs
new file mode 100644
index 00000000..7be93a13
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/ColliderSymmetryMode.cs
@@ -0,0 +1,52 @@
+// Magica Cloth 2.
+// Copyright (c) 2025 MagicaSoft.
+// https://magicasoft.jp
+namespace MagicaCloth2
+{
+ ///
+ /// シンメトリーモード
+ /// Symmetry mode.
+ ///
+ public enum ColliderSymmetryMode
+ {
+ None = 0,
+
+ ///
+ /// 人体の骨格を参照しすべて自動設定する
+ /// キャラクターにAnimatorコンポーネントが必要です
+ /// Automatically set everything based on the human skeleton.
+ /// Character must have an Animator component.
+ ///
+ AutomaticHumanBody = 1,
+
+ ///
+ /// SymmetryTargetの姿勢から自動設定します
+ /// Automatically set based on the SymmetryTarget's posture.
+ ///
+ AutomaticTarget = 2,
+
+ ///
+ /// X軸を左右対称
+ /// Symmetry on the X axis.
+ ///
+ X_Symmetry = 100,
+
+ ///
+ /// Y軸を左右対称
+ /// Symmetry on the Y axis.
+ ///
+ Y_Symmetry = 101,
+
+ ///
+ /// Z軸を左右対称
+ /// Symmetry on the Z axis.
+ ///
+ Z_Symmetry = 102,
+
+ ///
+ /// XYZ軸を左右対称
+ /// Symmetry on the XYZ axis.
+ ///
+ XYZ_Symmetry = 200,
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/ColliderSymmetryMode.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/ColliderSymmetryMode.cs.meta
new file mode 100644
index 00000000..a1fcc9d8
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/ColliderSymmetryMode.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 02f9b444838ae8a41916aab95109474e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/ColliderSymmetryMode.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaCapsuleCollider.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaCapsuleCollider.cs
new file mode 100644
index 00000000..c832b499
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaCapsuleCollider.cs
@@ -0,0 +1,132 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// Capsuleコライダーコンポーネント
+ ///
+ [AddComponentMenu("MagicaCloth2/MagicaCapsuleCollider")]
+ [HelpURL("https://magicasoft.jp/en/mc2_capsulecollidercomponent/")]
+ public class MagicaCapsuleCollider : ColliderComponent
+ {
+ public enum Direction
+ {
+ [InspectorName("X-Axis")]
+ X = 0,
+
+ [InspectorName("Y-Axis")]
+ Y = 1,
+
+ [InspectorName("Z-Axis")]
+ Z = 2,
+ }
+
+ ///
+ /// Reference transform axis.
+ ///
+ public Direction direction = Direction.X;
+
+ ///
+ /// Reverse direction.
+ /// 方向を逆転させる
+ ///
+ public bool reverseDirection = false;
+
+ ///
+ /// 半径をStart/End別々に設定
+ /// Set radius separately for Start/End.
+ ///
+ public bool radiusSeparation = false;
+
+ ///
+ /// 中央揃え
+ /// Aligned on center.
+ ///
+ public bool alignedOnCenter = true;
+
+
+ public override ColliderManager.ColliderType GetColliderType()
+ {
+ if (direction == Direction.X)
+ return alignedOnCenter ? ColliderManager.ColliderType.CapsuleX_Center : ColliderManager.ColliderType.CapsuleX_Start;
+ else if (direction == Direction.Y)
+ return alignedOnCenter ? ColliderManager.ColliderType.CapsuleY_Center : ColliderManager.ColliderType.CapsuleY_Start;
+ else
+ return alignedOnCenter ? ColliderManager.ColliderType.CapsuleZ_Center : ColliderManager.ColliderType.CapsuleZ_Start;
+ }
+
+ ///
+ /// set size.
+ ///
+ ///
+ ///
+ ///
+ public void SetSize(float startRadius, float endRadius, float length)
+ {
+ SetSize(new Vector3(startRadius, endRadius, length));
+ radiusSeparation = startRadius != endRadius;
+ }
+
+ ///
+ /// get size.
+ /// (x:start radius, y:end radius, z:length)
+ ///
+ ///
+ public override Vector3 GetSize()
+ {
+ if (radiusSeparation)
+ return size;
+ else
+ {
+ // (始点半径, 終点半径, 長さ)
+ return new Vector3(size.x, size.x, size.z);
+ }
+ }
+
+ ///
+ /// カプセルのローカル方向を返す
+ ///
+ ///
+ public Vector3 GetLocalDir()
+ {
+ float rev = reverseDirection ? -1 : 1;
+
+ if (direction == Direction.X)
+ return Vector3.right * rev;
+ else if (direction == Direction.Y)
+ return Vector3.up * rev;
+ else
+ return Vector3.forward * rev;
+ }
+
+ ///
+ /// カプセルのローカル上方向を返す
+ ///
+ ///
+ public Vector3 GetLocalUp()
+ {
+ if (direction == Direction.X)
+ return Vector3.up;
+ else if (direction == Direction.Y)
+ return Vector3.forward;
+ else
+ return Vector3.up;
+ }
+
+ ///
+ /// 方向の逆転(基本的にカプセルコライダー用)
+ ///
+ ///
+ public override bool IsReverseDirection() => reverseDirection;
+
+ public override void DataValidate()
+ {
+ size.x = Mathf.Max(size.x, 0.001f);
+ size.y = Mathf.Max(size.y, 0.001f);
+ size.z = Mathf.Max(size.z, 0.001f);
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaCapsuleCollider.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaCapsuleCollider.cs.meta
new file mode 100644
index 00000000..8d0a30c7
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaCapsuleCollider.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: e6f5338a96461264fb9a1132c8509672
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {fileID: 2800000, guid: db1f683d4db92254e93d234d88f6cd1d, type: 3}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaCapsuleCollider.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaPlaneCollider.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaPlaneCollider.cs
new file mode 100644
index 00000000..2195bb5c
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaPlaneCollider.cs
@@ -0,0 +1,28 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// Planeコライダーコンポーネント
+ /// Y軸方向に対する無限平面
+ /// Plane Collider.
+ /// Infinite plane for the Y-axis direction.
+ ///
+ [AddComponentMenu("MagicaCloth2/MagicaPlaneCollider")]
+ [HelpURL("https://magicasoft.jp/en/mc2_planecollidercomponent/")]
+ public class MagicaPlaneCollider : ColliderComponent
+ {
+ public override ColliderManager.ColliderType GetColliderType()
+ {
+ return ColliderManager.ColliderType.Plane;
+ }
+
+ public override void DataValidate()
+ {
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaPlaneCollider.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaPlaneCollider.cs.meta
new file mode 100644
index 00000000..aa22fe03
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaPlaneCollider.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 1771fb5869b59304e82522e24e85fd40
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {fileID: 2800000, guid: db1f683d4db92254e93d234d88f6cd1d, type: 3}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaPlaneCollider.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaSphereCollider.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaSphereCollider.cs
new file mode 100644
index 00000000..746327ed
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaSphereCollider.cs
@@ -0,0 +1,34 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// Sphere collider
+ ///
+ [AddComponentMenu("MagicaCloth2/MagicaSphereCollider")]
+ [HelpURL("https://magicasoft.jp/en/mc2_spherecollidercomponent/")]
+ public class MagicaSphereCollider : ColliderComponent
+ {
+ public override ColliderManager.ColliderType GetColliderType()
+ {
+ return ColliderManager.ColliderType.Sphere;
+ }
+
+ public override void DataValidate()
+ {
+ size.x = Mathf.Max(size.x, 0.001f);
+ }
+
+ ///
+ /// resize the sphere.
+ ///
+ ///
+ public void SetSize(float radius)
+ {
+ SetSize(new Vector3(radius, 0.0f, 0.0f));
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaSphereCollider.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaSphereCollider.cs.meta
new file mode 100644
index 00000000..9ffb9d46
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaSphereCollider.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: f2b68b2c7953ebb479b78627f19a6ccb
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {fileID: 2800000, guid: db1f683d4db92254e93d234d88f6cd1d, type: 3}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/Collider/MagicaSphereCollider.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints.meta
new file mode 100644
index 00000000..ca8d97dc
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: b697bf7b265fa5e4a92ce1e2e9f3c449
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/AngleConstraint.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/AngleConstraint.cs
new file mode 100644
index 00000000..295b7af9
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/AngleConstraint.cs
@@ -0,0 +1,594 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using System;
+using System.Text;
+using Unity.Collections;
+using Unity.Mathematics;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// 角度復元/角度制限制約
+ /// 内部処理がほぼ同じなため1つに統合
+ ///
+ public class AngleConstraint : IDisposable
+ {
+ ///
+ /// angle restoration.
+ /// 角度復元
+ ///
+ [System.Serializable]
+ public class RestorationSerializeData : IDataValidate
+ {
+ ///
+ /// Presence or absence of use.
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public bool useAngleRestoration;
+
+ ///
+ /// resilience.
+ /// 復元力
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public CurveSerializeData stiffness;
+
+ ///
+ /// Velocity decay during restoration.
+ /// 復元時の速度減衰
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float velocityAttenuation;
+
+ ///
+ /// Directional Attenuation of Gravity.
+ /// Note that this attenuation occurs even if the gravity is 0!
+ /// 復元の重力方向減衰
+ /// この減衰は重力が0でも発生するので注意!
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float gravityFalloff;
+
+ public RestorationSerializeData()
+ {
+ useAngleRestoration = true;
+ stiffness = new CurveSerializeData(0.2f, 1.0f, 0.2f, true);
+ velocityAttenuation = 0.8f;
+ gravityFalloff = 0.0f;
+ }
+
+ public void DataValidate()
+ {
+ stiffness.DataValidate(0.0f, 1.0f);
+ velocityAttenuation = Mathf.Clamp01(velocityAttenuation);
+ gravityFalloff = Mathf.Clamp01(gravityFalloff);
+ }
+
+ public RestorationSerializeData Clone()
+ {
+ return new RestorationSerializeData()
+ {
+ useAngleRestoration = useAngleRestoration,
+ stiffness = stiffness.Clone(),
+ velocityAttenuation = velocityAttenuation,
+ gravityFalloff = gravityFalloff,
+ };
+ }
+ }
+
+ ///
+ /// angle limit.
+ /// 角度制限
+ ///
+ [System.Serializable]
+ public class LimitSerializeData : IDataValidate
+ {
+ ///
+ /// Presence or absence of use.
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public bool useAngleLimit;
+
+ ///
+ /// Limit angle (deg).
+ /// 制限角度(deg)
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public CurveSerializeData limitAngle;
+
+ ///
+ /// Standard stiffness.
+ /// 基準剛性
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float stiffness;
+
+ public LimitSerializeData()
+ {
+ useAngleLimit = false;
+ limitAngle = new CurveSerializeData(60.0f, 0.0f, 1.0f);
+ stiffness = 1.0f;
+ }
+
+ public void DataValidate()
+ {
+ limitAngle.DataValidate(0.0f, 180.0f);
+ stiffness = Mathf.Clamp01(stiffness);
+ }
+
+ public LimitSerializeData Clone()
+ {
+ return new LimitSerializeData()
+ {
+ useAngleLimit = useAngleLimit,
+ limitAngle = limitAngle.Clone(),
+ stiffness = stiffness,
+ };
+ }
+ }
+
+ //=========================================================================================
+ public struct AngleConstraintParams
+ {
+ public bool useAngleRestoration;
+
+ ///
+ /// 角度復元力
+ ///
+ public float4x4 restorationStiffness;
+
+ ///
+ /// 角度復元速度減衰
+ ///
+ public float restorationVelocityAttenuation;
+
+ ///
+ /// 角度復元の重力方向減衰
+ ///
+ public float restorationGravityFalloff;
+
+
+ public bool useAngleLimit;
+
+ ///
+ /// 制限角度(deg)
+ ///
+ public float4x4 limitCurveData;
+
+ ///
+ /// 角度制限剛性
+ ///
+ public float limitstiffness;
+
+ public void Convert(RestorationSerializeData restorationData, LimitSerializeData limitData)
+ {
+ useAngleRestoration = restorationData.useAngleRestoration;
+ // Restoration Powerは設定値の20%とする.つまり1.0で旧0.2となる
+ restorationStiffness = restorationData.stiffness.ConvertFloatArray() * 0.2f;
+ restorationVelocityAttenuation = restorationData.velocityAttenuation;
+ restorationGravityFalloff = restorationData.gravityFalloff;
+
+ useAngleLimit = limitData.useAngleLimit;
+ limitCurveData = limitData.limitAngle.ConvertFloatArray();
+ limitstiffness = limitData.stiffness;
+ }
+ }
+
+ //=========================================================================================
+ public AngleConstraint()
+ {
+ }
+
+ public void Dispose()
+ {
+ }
+
+ public override string ToString()
+ {
+ StringBuilder sb = new StringBuilder();
+ sb.AppendLine($"[AngleConstraint]");
+ return sb.ToString();
+ }
+
+ //=========================================================================================
+ // Solver
+ //=========================================================================================
+ internal static void SolverConstraint(
+ DataChunk chunk,
+ in float4 simulationPower,
+ // team
+ ref TeamManager.TeamData tdata,
+ ref ClothParameters param,
+ // vmesh
+ ref NativeArray attributes,
+ ref NativeArray vertexDepths,
+ ref NativeArray vertexParentIndices,
+ ref NativeArray baseLineStartDataIndices,
+ ref NativeArray baseLineDataCounts,
+ ref NativeArray baseLineData,
+ // particle
+ ref NativeArray nextPosArray,
+ ref NativeArray velocityPosArray,
+ ref NativeArray frictionArray,
+ // buffer
+ ref NativeArray stepBasicPositionBuffer,
+ ref NativeArray stepBasicRotationBuffer,
+ // buffer2
+ ref NativeArray lengthBufferArray,
+ ref NativeArray localPosBufferArray,
+ ref NativeArray localRotBufferArray,
+ ref NativeArray rotationBufferArray,
+ ref NativeArray restorationVectorBufferArray
+ )
+ {
+ var angleParam = param.angleConstraint;
+ if (angleParam.useAngleLimit == false && angleParam.useAngleRestoration == false)
+ return;
+
+ int d_start = tdata.baseLineDataChunk.startIndex;
+ int p_start = tdata.particleChunk.startIndex;
+ int v_start = tdata.proxyCommonChunk.startIndex;
+
+ bool useAngleLimit = angleParam.useAngleLimit;
+ bool useAngleRestoration = angleParam.useAngleRestoration;
+
+ // 剛性
+ float limitStiffness = angleParam.limitstiffness;
+ float restorationAttn = angleParam.restorationVelocityAttenuation;
+
+ // 復元の重力減衰
+ // !この減衰は重力0でも発生するので注意!
+ float gravityFalloff = math.lerp(1.0f - angleParam.restorationGravityFalloff, 1.0f, tdata.gravityDot);
+ //Debug.Log($"gravityFalloff:{gravityFalloff}");
+ //float gravity = param.gravity;
+ //float3 gravityVector = gravity > Define.System.Epsilon ? param.gravityDirection : 0;
+
+ // ベースラインごと
+ //int bindex = tdata.baseLineChunk.startIndex;
+ int bindex = tdata.baseLineChunk.startIndex + chunk.startIndex;
+ //for (int a = 0; a < tdata.baseLineChunk.dataLength; a++, bindex++)
+ for (int a = 0; a < chunk.dataLength; a++, bindex++)
+ {
+ int start = baseLineStartDataIndices[bindex];
+ int dcnt = baseLineDataCounts[bindex];
+
+ // バッファリング
+ int dataIndex = start + d_start;
+ for (int i = 0; i < dcnt; i++, dataIndex++)
+ {
+ int l_index = baseLineData[dataIndex];
+ int pindex = p_start + l_index;
+ int vindex = v_start + l_index;
+
+ // 自身
+ var npos = nextPosArray[pindex];
+ var bpos = stepBasicPositionBuffer[pindex];
+ var brot = stepBasicRotationBuffer[pindex];
+
+ rotationBufferArray[pindex] = brot;
+
+ // 親
+ if (i > 0)
+ {
+ int p_l_index = vertexParentIndices[vindex];
+ int p_pindex = p_l_index + p_start;
+ var pnpos = nextPosArray[p_pindex];
+ var pbpos = stepBasicPositionBuffer[p_pindex];
+ var pbrot = stepBasicRotationBuffer[p_pindex];
+
+ if (useAngleLimit)
+ {
+ // 現在ベクトル長
+ float vlen = math.distance(npos, pnpos);
+
+ // 親からの基本姿勢
+ var bv = bpos - pbpos;
+ float bvlen = math.length(bv);
+ if (vlen < Define.System.Epsilon || bvlen < Define.System.Epsilon)
+ {
+ // length=0
+ //Debug.Log($"NG1");
+ //エッジ長0対処
+ lengthBufferArray[pindex] = 0;
+ localPosBufferArray[pindex] = 0;
+ localRotBufferArray[pindex] = quaternion.identity;
+ }
+ else
+ {
+ //Develop.Assert(math.length(bv) > 0.0f);
+ //var v = math.normalize(bv);
+ var v = bv / bvlen;
+ var ipq = math.inverse(pbrot);
+ float3 localPos = math.mul(ipq, v);
+ quaternion localRot = math.mul(ipq, brot);
+
+ lengthBufferArray[pindex] = vlen;
+ localPosBufferArray[pindex] = localPos;
+ localRotBufferArray[pindex] = localRot;
+ }
+ }
+
+ if (useAngleRestoration)
+ {
+ // 復元ベクトル
+ float3 rv = bpos - pbpos;
+ restorationVectorBufferArray[pindex] = rv;
+ //Debug.Log($"[{pindex}] rv:{rv}");
+ }
+ }
+ }
+
+ // 反復
+ // 角度制限は親と子の位置を徐々に修正していくため反復は必須。
+ // 反復は多いほど堅牢性が増す。
+ for (int k = 0; k < Define.System.AngleLimitIteration; k++)
+ {
+ float iterationRatio = (float)k / (Define.System.AngleLimitIteration - 1); // 0.0 ~ 1.0
+
+ // 回転の中心点。
+ // 親に近い(値が小さい)ほど角度制限の効果が増すが酷い振動の温床ともなる。
+ // 中心点がちょうど真ん中(0.5)の場合は堅牢性が最大となり振動が発生しなくなるがそのかわり角度復元/制限の効果が弱くなる。
+ // そのため反復ごとに回転中心を徐々に親(0.0)から中間(0.5)に近づけることにより堅牢性と安定性を確保する
+ // この処理により振動が完全に無くなる訳では無いが許容範囲であるし何よりも角度復元/制限の効果が大幅に向上する
+ //float limitRotRatio = math.min(math.lerp(0.3f, 0.7f, iterationRatio), 0.5f);
+ //float limitRotRatio = math.min(math.lerp(0.4f, 0.7f, iterationRatio), 0.5f);
+ float limitRotRatio = 0.4f;
+ float restorationRotRatio = math.lerp(0.1f, 0.5f, iterationRatio);
+
+ dataIndex = start + d_start;
+ for (int i = 0; i < dcnt; i++, dataIndex++)
+ {
+ int l_index = baseLineData[dataIndex];
+ int pindex = p_start + l_index;
+ int vindex = v_start + l_index;
+
+ //Debug.Log($"pindex:{pindex}");
+
+ // 子
+ float3 cpos = nextPosArray[pindex];
+ float cdepth = vertexDepths[vindex];
+ var cattr = attributes[vindex];
+ var cInvMass = MathUtility.CalcInverseMass(frictionArray[pindex]);
+
+ // 子が固定ならばスキップ
+ if (cattr.IsMove() == false)
+ continue;
+
+ // 親
+ int p_pindex = vertexParentIndices[vindex] + p_start;
+ int p_vindex = vertexParentIndices[vindex] + v_start;
+ float3 ppos = nextPosArray[p_pindex];
+ //float pdepth = vertexDepths[p_vindex];
+ var pattr = attributes[p_vindex];
+ var pInvMass = MathUtility.CalcInverseMass(frictionArray[p_pindex]);
+
+ //=====================================================
+ // Angle Limit
+ //=====================================================
+ if (useAngleLimit)
+ {
+ // 親からの基準姿勢
+ quaternion prot = rotationBufferArray[p_pindex];
+ float3 localPos = localPosBufferArray[pindex];
+ quaternion localRot = localRotBufferArray[pindex];
+
+ // 現在のベクトル
+ float3 v = cpos - ppos;
+ float vlen = math.length(v);
+ if (vlen < Define.System.Epsilon)
+ {
+ //エッジ長0対処
+ //Debug.Log($"NG2");
+ goto EndAngleLimit;
+ }
+
+ // 復元すべきベクトル
+ float3 tv = math.mul(prot, localPos);
+ float tvlen = math.length(tv);
+ if (tvlen < Define.System.Epsilon)
+ {
+ //エッジ長0対処
+ //Debug.Log($"NG3");
+ float3 add = ppos - cpos;
+ nextPosArray[pindex] = ppos;
+ velocityPosArray[pindex] = velocityPosArray[pindex] + add;
+ rotationBufferArray[pindex] = math.mul(prot, localRot);
+ goto EndAngleLimit;
+ }
+
+ v /= vlen;
+ tv /= tvlen;
+
+ // ベクトル長修正
+ float blen = lengthBufferArray[pindex];
+ vlen = math.lerp(vlen, blen, 0.5f); // 計算前の距離に徐々に近づける
+ if (blen < Define.System.Epsilon || vlen < Define.System.Epsilon)
+ {
+ //エッジ長0対処
+ //Debug.Log($"NG4");
+ goto EndAngleLimit;
+ }
+ //Develop.Assert(vlen > 0.0f);
+ //v = math.normalize(v) * vlen;
+ v = v * vlen;
+
+ // ベクトル角度クランプ
+ float maxAngleDeg = angleParam.limitCurveData.MC2EvaluateCurve(cdepth);
+ float maxAngleRad = math.radians(maxAngleDeg);
+ float angle = MathUtility.Angle(v, tv);
+ float3 rv = v;
+ if (angle > maxAngleRad)
+ {
+ // stiffness
+ float recoveryAngle = math.lerp(angle, maxAngleRad, limitStiffness);
+
+ MathUtility.ClampAngle(v, tv, recoveryAngle, out rv);
+ }
+
+ // 回転中心割合
+ float3 rotPos = ppos + v * limitRotRatio;
+
+ // 親と子のそれぞれの更新位置
+ float3 pfpos = rotPos - rv * limitRotRatio;
+ float3 cfpos = rotPos + rv * (1.0f - limitRotRatio);
+
+ // 加算
+ float3 padd = pfpos - ppos;
+ float3 cadd = cfpos - cpos;
+
+ // 摩擦考慮
+ cadd *= cInvMass;
+ padd *= pInvMass;
+
+ const float attn = Define.System.AngleLimitAttenuation;
+
+ // 子の書き込み
+ if (cattr.IsMove())
+ {
+ cpos += cadd;
+ nextPosArray[pindex] = cpos;
+ velocityPosArray[pindex] = velocityPosArray[pindex] + cadd * attn;
+ }
+
+ // 親の書き込み
+ if (pattr.IsMove())
+ {
+ ppos += padd;
+ nextPosArray[p_pindex] = ppos;
+ velocityPosArray[p_pindex] = velocityPosArray[p_pindex] + padd * attn;
+ }
+
+ // 回転補正
+ v = cpos - ppos;
+ vlen = math.length(v);
+ if (vlen < Define.System.Epsilon)
+ {
+ //エッジ長0対処
+ //Debug.Log($"NG5");
+ goto EndAngleLimit;
+ }
+ v /= vlen;
+ var nrot = math.mul(prot, localRot);
+ //var q = MathUtility.FromToRotation(tv, v);
+ var q = MathUtility.FromToRotationWithoutNormalize(tv, v);
+ nrot = math.mul(q, nrot);
+ rotationBufferArray[pindex] = nrot;
+ }
+
+ EndAngleLimit:
+
+ //=====================================================
+ // Angle Restoration
+ //=====================================================
+ if (useAngleRestoration)
+ {
+ //Debug.Log($"pindex:{pindex}, p_pindex:{p_pindex}");
+
+ // 復元すべきベクトル
+ float3 tv = restorationVectorBufferArray[pindex];
+ float tvlen = math.length(tv);
+ if (tvlen < Define.System.Epsilon)
+ {
+ //エッジ長0対処
+ //Debug.Log($"NG6");
+ float3 add = ppos - cpos;
+ nextPosArray[pindex] = ppos;
+ velocityPosArray[pindex] = velocityPosArray[pindex] + add;
+ continue;
+ }
+
+ // 現在のベクトル
+ float3 v = cpos - ppos;
+ float vlen = math.length(v);
+ if (vlen < Define.System.Epsilon)
+ {
+ //エッジ長0対処
+ //Debug.Log($"NG7");
+ continue;
+ }
+
+ // 復元力
+ float restorationStiffness = angleParam.restorationStiffness.MC2EvaluateCurveClamp01(cdepth);
+ restorationStiffness = math.saturate(restorationStiffness * simulationPower.w);
+
+ //int _pindex = indexBuffer[i] + p_start;
+ //Debug.Log($"i:{i} [{_pindex}] stiffness:{restorationStiffness} cdepth:{cdepth}");
+
+ // 重力方向減衰
+ restorationStiffness *= gravityFalloff;
+
+ // 球面線形補間
+ var q = MathUtility.FromToRotationWithoutNormalize(v / vlen, tv / tvlen, restorationStiffness);
+ float3 rv = math.mul(q, v);
+
+ // 回転中心割合
+ //float restorationRotRatio = GetRotRatio(tv, gravityVector, gravity, gravityFalloff, iterationRatio);
+ //int _pindex = indexBuffer[i] + p_start;
+ //Debug.Log($"i:{i} [{_pindex}] ratio:{restorationRotRatio} cdepth:{cdepth}");
+ float3 rotPos = ppos + v * restorationRotRatio;
+
+ // 親と子のそれぞれの更新位置
+ float3 pfpos = rotPos - rv * restorationRotRatio;
+ float3 cfpos = rotPos + rv * (1.0f - restorationRotRatio);
+
+ // 加算
+ float3 padd = pfpos - ppos;
+ float3 cadd = cfpos - cpos;
+
+ // 摩擦考慮
+ cadd *= cInvMass;
+ padd *= pInvMass;
+
+ // 子の書き込み
+ if (cattr.IsMove())
+ {
+ cpos += cadd;
+ nextPosArray[pindex] = cpos;
+ velocityPosArray[pindex] = velocityPosArray[pindex] + cadd * restorationAttn;
+ }
+
+ // 親の書き込み
+ if (pattr.IsMove())
+ {
+ ppos += padd;
+ nextPosArray[p_pindex] = ppos;
+ velocityPosArray[p_pindex] = velocityPosArray[p_pindex] + padd * restorationAttn;
+ }
+ }
+ }
+ }
+ }
+
+ // バッファクリア
+ bindex = tdata.baseLineChunk.startIndex + chunk.startIndex;
+ for (int a = 0; a < chunk.dataLength; a++, bindex++)
+ {
+ int start = baseLineStartDataIndices[bindex];
+ int dcnt = baseLineDataCounts[bindex];
+
+ int dataIndex = start + d_start;
+ for (int i = 0; i < dcnt; i++, dataIndex++)
+ {
+ int l_index = baseLineData[dataIndex];
+ int pindex = p_start + l_index;
+
+ lengthBufferArray[pindex] = 0;
+ localPosBufferArray[pindex] = 0;
+ restorationVectorBufferArray[pindex] = 0;
+ }
+ }
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/AngleConstraint.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/AngleConstraint.cs.meta
new file mode 100644
index 00000000..4981c8fc
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/AngleConstraint.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: ee1ebe8cef869d6439a8152a540713c4
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/AngleConstraint.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/ColliderCollisionConstraint.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/ColliderCollisionConstraint.cs
new file mode 100644
index 00000000..8850b3ea
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/ColliderCollisionConstraint.cs
@@ -0,0 +1,1065 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using System;
+using System.Collections.Generic;
+using System.Text;
+using Unity.Collections;
+using Unity.Collections.LowLevel.Unsafe;
+using Unity.Mathematics;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// コライダーによる衝突判定制約
+ ///
+ public class ColliderCollisionConstraint : IDisposable
+ {
+ ///
+ /// Collision judgment mode.
+ /// 衝突判定モード
+ ///
+ public enum Mode
+ {
+ None = 0,
+ Point = 1,
+ Edge = 2,
+ }
+
+ [System.Serializable]
+ public class SerializeData : IDataValidate, ITransform
+ {
+ ///
+ /// Collision judgment mode.
+ /// 衝突判定モード
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public Mode mode;
+
+ ///
+ /// Friction (0.0 ~ 1.0).
+ /// Dynamic friction/stationary friction combined use.
+ /// 摩擦(0.0 ~ 1.0)
+ /// 動摩擦/静止摩擦兼用
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ [Range(0.0f, 0.5f)]
+ public float friction;
+
+ ///
+ /// Collider list.
+ /// コライダーリスト
+ /// [OK] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ public List colliderList = new List();
+
+ ///
+ /// List of Transforms that perform collision detection with BoneSpring.
+ /// BoneSpringで衝突判定を行うTransformのリスト
+ /// [OK] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ public List collisionBones = new List();
+
+ ///
+ /// The maximum distance from the origin that a vertex will be pushed by the collider. Currently used only with BoneSpring.
+ /// コライダーにより頂点が押し出される原点からの最大距離。現在はBoneSpringのみで利用。
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public CurveSerializeData limitDistance = new CurveSerializeData(0.05f);
+
+
+ public SerializeData()
+ {
+ mode = Mode.Point;
+ friction = 0.05f;
+ }
+
+ public void DataValidate()
+ {
+ friction = Mathf.Clamp(friction, 0.0f, 0.5f);
+ limitDistance.DataValidate(0.0f, 1.0f);
+ }
+
+ public SerializeData Clone()
+ {
+ return new SerializeData()
+ {
+ mode = mode,
+ friction = friction,
+ colliderList = new List(colliderList),
+ collisionBones = new List(collisionBones),
+ };
+ }
+
+ public override int GetHashCode()
+ {
+ int hash = 0;
+ foreach (var t in collisionBones)
+ {
+ if (t)
+ hash += t.GetMagicaId().GetHashCode();
+ }
+
+ return hash;
+ }
+
+ public void GetUsedTransform(HashSet transformSet)
+ {
+ colliderList.ForEach(x =>
+ {
+ if (x)
+ x.GetUsedTransform(transformSet);
+ });
+ foreach (var t in collisionBones)
+ {
+ if (t)
+ transformSet.Add(t);
+ }
+ }
+
+ public void ReplaceTransform(Dictionary replaceDict)
+ {
+ colliderList.ForEach(x =>
+ {
+ if (x)
+ x.ReplaceTransform(replaceDict);
+ });
+ for (int i = 0; i < collisionBones.Count; i++)
+ {
+ var t = collisionBones[i];
+ if (t && replaceDict.ContainsKey(t.GetMagicaId()))
+ {
+ collisionBones[i] = replaceDict[t.GetMagicaId()];
+ }
+ }
+ }
+
+ public int ColliderLength => colliderList.Count;
+ }
+
+ public struct ColliderCollisionConstraintParams
+ {
+ ///
+ /// 衝突判定モード
+ /// BoneSpringではPointに固定される
+ ///
+ public Mode mode;
+
+ ///
+ /// 動摩擦係数(0.0 ~ 1.0)
+ /// 摩擦1.0に対するステップごとの接線方向の速度減速率
+ ///
+ public float dynamicFriction;
+
+ ///
+ /// 静止摩擦係数(0.0 ~ 1.0)
+ /// 静止速度(m/s)
+ ///
+ public float staticFriction;
+
+ ///
+ /// コライダーにより頂点が押し出される原点からの最大距離。現在はBoneSpringのみで利用。
+ ///
+ public float4x4 limitDistance;
+
+ public void Convert(SerializeData sdata, ClothProcess.ClothType clothType)
+ {
+ switch (clothType)
+ {
+ case ClothProcess.ClothType.BoneCloth:
+ case ClothProcess.ClothType.MeshCloth:
+ mode = sdata.mode;
+ // 動摩擦/静止摩擦は設定摩擦に係数を掛けたものを使用する
+ dynamicFriction = sdata.friction * Define.System.ColliderCollisionDynamicFrictionRatio;
+ staticFriction = sdata.friction * Define.System.ColliderCollisionStaticFrictionRatio;
+ break;
+ case ClothProcess.ClothType.BoneSpring:
+ // BoneSpringは球のみ
+ mode = Mode.Point;
+ // BoneSpringのみ押し出し距離制限を設ける
+ limitDistance = sdata.limitDistance.ConvertFloatArray();
+ // 摩擦は定数
+ dynamicFriction = Define.System.BoneSpringCollisionFriction;
+ staticFriction = Define.System.BoneSpringCollisionFriction;
+ break;
+ }
+ }
+ }
+
+ //=========================================================================================
+ public ColliderCollisionConstraint()
+ {
+ }
+
+
+ public void Dispose()
+ {
+ }
+
+ public override string ToString()
+ {
+ StringBuilder sb = new StringBuilder();
+ sb.AppendLine($"[ColliderCollisionConstraint]");
+ return sb.ToString();
+ }
+
+ //=========================================================================================
+ // Point Solver
+ //=========================================================================================
+ internal static void SolverPointConstraint(
+ DataChunk chunk,
+ // team
+ ref TeamManager.TeamData tdata,
+ ref ClothParameters param,
+ // vmesh
+ ref NativeArray attributes,
+ ref NativeArray vertexDepths,
+ // particle
+ ref NativeArray nextPosArray,
+ ref NativeArray frictionArray,
+ ref NativeArray collisionNormalArray,
+ ref NativeArray velocityPosArray,
+ ref NativeArray basePosArray,
+ // collider
+ ref NativeArray colliderFlagArray,
+ ref NativeArray colliderWorkDataArray
+ )
+ {
+ if (tdata.UseColliderCount == 0)
+ return;
+ if (param.colliderCollisionConstraint.mode != Mode.Point)
+ return;
+ if (chunk.IsValid == false)
+ return;
+
+ bool isSpring = tdata.IsSpring;
+
+ // ■Point
+ // パーティクルごと
+ //int pindex = tdata.particleChunk.startIndex;
+ //int vindex = tdata.proxyCommonChunk.startIndex;
+ int pindex = tdata.particleChunk.startIndex + chunk.startIndex;
+ int vindex = tdata.proxyCommonChunk.startIndex + chunk.startIndex;
+ //for (int k = 0; k < tdata.particleChunk.dataLength; k++, pindex++, vindex++)
+ for (int k = 0; k < chunk.dataLength; k++, pindex++, vindex++)
+ {
+ // パーティクル情報
+ var nextPos = nextPosArray[pindex];
+ var attr = attributes[vindex];
+ if (attr.IsInvalid() || attr.IsDisableCollision())
+ continue;
+ if (attr.IsMove() == false && tdata.IsSpring == false) // スプリング利用時は固定頂点も通す
+ continue;
+ float depth = vertexDepths[vindex];
+
+ // BoneSpringでは自動的にソフトコライダーとなる
+ var basePos = isSpring ? basePosArray[pindex] : float3.zero; // ソフトコライダーのみbasePosが必要
+
+ // パーティクル半径
+ float radius = math.max(param.radiusCurveData.MC2EvaluateCurve(depth), 0.0001f); // safe;
+
+ // チームスケール倍率
+ radius *= tdata.scaleRatio;
+
+ // コライダーとの距離
+ float mindist = float.MaxValue;
+
+ // 接触コライダー情報
+ int collisionColliderId = -1;
+ float3 collisionNormal = 0;
+ float3 n = 0;
+
+ // パーティクル押し出し情報
+ float3 addPos = 0;
+ int addCnt = 0;
+ float3 addN = 0;
+
+ // 接触判定を行うコライダーからの最大距離(collisionFrictionRange)
+ // パーティクルサイズから算出する
+ float cfr = radius * 1.0f; // 1.0f?
+
+ // パーティクルAABB
+ var aabb = new AABB(nextPos - radius, nextPos + radius);
+ aabb.Expand(cfr);
+
+ // BoneSpringでの最大押し出し距離
+ float maxLength = isSpring ? math.max(param.colliderCollisionConstraint.limitDistance.MC2EvaluateCurve(depth), 0.0001f) * tdata.scaleRatio : -1; // チームスケール倍率
+
+ // チーム内のコライダーをループ
+ int cindex = tdata.colliderChunk.startIndex;
+ int ccnt = tdata.colliderCount;
+ for (int i = 0; i < ccnt; i++, cindex++)
+ {
+ var cflag = colliderFlagArray[cindex];
+ if (cflag.IsSet(ColliderManager.Flag_Valid) == false)
+ continue;
+ if (cflag.IsSet(ColliderManager.Flag_Enable) == false)
+ continue;
+
+ var ctype = DataUtility.GetColliderType(cflag);
+ var cwork = colliderWorkDataArray[cindex];
+ float dist = 100.0f;
+ float3 _nextPos = nextPos;
+ switch (ctype)
+ {
+ case ColliderManager.ColliderType.Sphere:
+ // ソフトコライダーはSphereのみ
+ dist = PointSphereColliderDetection(ref _nextPos, basePos, radius, aabb, cwork, isSpring, maxLength, out n);
+ break;
+ case ColliderManager.ColliderType.CapsuleX_Center:
+ case ColliderManager.ColliderType.CapsuleY_Center:
+ case ColliderManager.ColliderType.CapsuleZ_Center:
+ case ColliderManager.ColliderType.CapsuleX_Start:
+ case ColliderManager.ColliderType.CapsuleY_Start:
+ case ColliderManager.ColliderType.CapsuleZ_Start:
+ dist = PointCapsuleColliderDetection(ref _nextPos, radius, aabb, cwork, out n);
+ break;
+ case ColliderManager.ColliderType.Plane:
+ dist = PointPlaneColliderDetction(ref _nextPos, radius, cwork, out n);
+ break;
+ default:
+ Debug.LogError($"unknown collider type:{ctype}");
+ break;
+ }
+
+ // 明確な接触と押し出しあり
+ if (dist <= 0.0f)
+ {
+ // 押し出されたベクトルと接触法線をすべて加算する
+ addPos += (_nextPos - nextPos);
+ addN += n;
+ addCnt++;
+ //Debug.Log($"Collision!");
+ }
+
+ // コライダーに一定距離近づいている場合(動摩擦/静止摩擦が影響する)
+ if (dist <= cfr)
+ {
+ // 接触法線をすべて加算し、またコライダーまでの最近距離を記録する
+ collisionColliderId = cindex;
+ collisionNormal += n; // すべて加算する
+ mindist = math.min(mindist, dist);
+ }
+ }
+
+ // 最終位置
+ // 平均化する
+ if (addCnt > 0)
+ {
+ // 合成された接触法線の長さに比例してパーティクルの移動を制限する
+ // これにより2つのコライダーに挟まれたパーティクルが暴れなくなる
+ addN /= addCnt;
+ float len = math.length(addN);
+ if (len < Define.System.Epsilon)
+ {
+ addPos = 0;
+ }
+ else
+ {
+ float t = math.min(len, 1.0f);
+ addPos /= addCnt;
+ nextPos += addPos * t;
+ }
+ }
+
+ // 摩擦係数(friction)計算
+ if (collisionColliderId >= 0 && cfr > 0.0f && math.lengthsq(collisionNormal) > 1e-06f)
+ {
+ // コライダーからの距離により変化(0.0~接地面1.0)
+ //Develop.Assert(cfr > 0.0f);
+ var friction = 1.0f - math.saturate(mindist / cfr);
+ frictionArray[pindex] = math.max(friction, frictionArray[pindex]); // 大きい方
+
+ // 摩擦用接触法線平均化
+ //Develop.Assert(math.length(collisionNormal) > 0.0f);
+ collisionNormal = math.normalize(collisionNormal);
+ }
+ collisionNormalArray[pindex] = collisionNormal;
+ // todo:一応コライダーIDを記録しているが現在未使用!
+ //colliderIdArray[pindex] = collisionColliderId + 1; // +1するので注意!
+
+ // 書き戻し
+ nextPosArray[pindex] = nextPos;
+
+ // 速度影響(BoneSpringのみ)
+ if (isSpring && addCnt > 0)
+ {
+ // BoneSpringでは速度影響を0にする
+ velocityPosArray[pindex] = velocityPosArray[pindex] + addPos;
+ }
+ }
+ }
+
+ static float PointSphereColliderDetection(
+ ref float3 nextpos,
+ in float3 basePos,
+ float radius,
+ in AABB aabb,
+ in ColliderManager.WorkData cwork,
+ bool isSpring,
+ float maxLength,
+ out float3 normal
+ )
+ {
+ // ★たとえ接触していなくともコライダーまでの距離と法線を返さなければならない!
+ normal = 0;
+
+ //=========================================================
+ // AABB判定
+ //=========================================================
+ if (aabb.Overlaps(cwork.aabb) == false)
+ return float.MaxValue;
+
+ var oldpos = nextpos;
+
+ //=========================================================
+ // 衝突解決
+ //=========================================================
+ float3 coldpos = cwork.oldPos.c0;
+ float3 cpos = cwork.nextPos.c0;
+ float cradius = cwork.radius.x;
+
+ // 移動前のコライダーに対するローカル位置から移動後コライダーの押し出し平面を求める
+ float3 c, n, v;
+ v = nextpos - coldpos;
+ Develop.Assert(math.length(v) > 0.0f);
+ n = math.normalize(v);
+ c = cpos + n * (cradius + radius);
+
+ // 衝突法線
+ normal = n;
+
+ // c = 平面位置
+ // n = 平面方向
+ // 平面衝突判定と押し出し
+ //return MathUtility.IntersectPointPlaneDist(c, n, nextpos, out nextpos);
+ float dist = MathUtility.IntersectPointPlaneDist(c, n, nextpos, out nextpos);
+
+#if true
+ // BoneSpring
+ if (maxLength > 0.0f)
+ {
+ // (1)距離制限
+ nextpos = MathUtility.ClampDistance(basePos, nextpos, maxLength);
+
+ // (2)反発力減衰
+ float l = math.distance(basePos, nextpos);
+ float t = math.saturate(l / radius); // 半径基準
+ //float t = math.saturate(l / maxLength);
+ t = math.lerp(0.0f, 0.85f, t); // 最低でも少し反発を残す
+ nextpos = math.lerp(nextpos, oldpos, t);
+
+ // 衝突平面までの距離は摩擦影響を抑えるためスケールする
+ dist *= 3.0f;
+ }
+#endif
+
+ return dist;
+ }
+
+ static float PointPlaneColliderDetction(
+ ref float3 nextpos,
+ float radius,
+ in ColliderManager.WorkData cwork,
+ out float3 normal
+ )
+ {
+ // ★たとえ接触していなくともコライダーまでの距離と法線を返さなければならない!
+
+ // コライダー情報
+ var cpos = cwork.nextPos.c0;
+ var n = cwork.oldPos.c0; // ここに押し出し法線
+
+ // 衝突法線
+ normal = n;
+
+ // c = 平面位置(パーティクル半径分オフセット)
+ // n = 平面方向
+ // 平面衝突判定と押し出し
+ // 平面との距離を返す(押し出しの場合は0.0)
+ return MathUtility.IntersectPointPlaneDist(cpos + n * radius, n, nextpos, out nextpos);
+ }
+
+ static float PointCapsuleColliderDetection(
+ ref float3 nextpos,
+ float radius,
+ in AABB aabb,
+ in ColliderManager.WorkData cwork,
+ out float3 normal
+ )
+ {
+ // ★たとえ接触していなくともコライダーまでの距離と法線を返さなければならない!
+ normal = 0;
+
+ //=========================================================
+ // AABB判定
+ //=========================================================
+ if (aabb.Overlaps(cwork.aabb) == false)
+ return float.MaxValue;
+
+ // コライダー情報
+ float3 soldpos = cwork.oldPos.c0;
+ float3 eoldpos = cwork.oldPos.c1;
+ float3 spos = cwork.nextPos.c0;
+ float3 epos = cwork.nextPos.c1;
+ float sr = cwork.radius.x;
+ float er = cwork.radius.y;
+
+ //=========================================================
+ // 衝突解決
+ //=========================================================
+ // 移動前のコライダー位置から押し出し平面を割り出す
+ float t = MathUtility.ClosestPtPointSegmentRatio(nextpos, soldpos, eoldpos);
+ float r = math.lerp(sr, er, t);
+ float3 d = math.lerp(soldpos, eoldpos, t);
+ float3 v = nextpos - d;
+
+ // 移動前コライダーのローカルベクトル
+ float3 lv = math.mul(cwork.inverseOldRot, v);
+
+ // 移動後コライダーに変換
+ d = math.lerp(spos, epos, t);
+ v = math.mul(cwork.rot, lv);
+ Develop.Assert(math.length(v) > 0.0f);
+ float3 n = math.normalize(v);
+ float3 c = d + n * (r + radius);
+
+ // 衝突法線
+ normal = n;
+
+ // c = 平面位置
+ // n = 平面方向
+ // 平面衝突判定と押し出し
+ return MathUtility.IntersectPointPlaneDist(c, n, nextpos, out nextpos);
+ }
+
+ //=========================================================================================
+ // Edge Solver
+ //=========================================================================================
+ internal unsafe static void SolverEdgeConstraint(
+ DataChunk chunk,
+ // team
+ ref TeamManager.TeamData tdata,
+ ref ClothParameters param,
+ // vmesh
+ ref NativeArray attributes,
+ ref NativeArray vertexDepths,
+ ref NativeArray edges,
+ // particle
+ ref NativeArray nextPosArray,
+ // collider
+ ref NativeArray colliderFlagArray,
+ ref NativeArray colliderWorkDataArray,
+ // buffer2
+ ref NativeArray tempVectorBufferA,
+ ref NativeArray tempVectorBufferB,
+ ref NativeArray tempCountBuffer,
+ ref NativeArray tempFloatBufferA
+ )
+ {
+ if (tdata.UseColliderCount == 0)
+ return;
+ if (param.colliderCollisionConstraint.mode != Mode.Edge)
+ return;
+ if (chunk.IsValid == false)
+ return;
+
+ // ■Edge
+ int* vecAPt = (int*)tempVectorBufferA.GetUnsafePtr();
+ int* vecBPt = (int*)tempVectorBufferB.GetUnsafePtr();
+ int* cntPt = (int*)tempCountBuffer.GetUnsafePtr();
+ int* floatPt = (int*)tempFloatBufferA.GetUnsafePtr();
+
+ // ■計算
+ // エッジごと
+ int vstart = tdata.proxyCommonChunk.startIndex;
+ //int eindex = tdata.proxyEdgeChunk.startIndex;
+ int eindex = tdata.proxyEdgeChunk.startIndex + chunk.startIndex;
+ //for (int k = 0; k < tdata.proxyEdgeChunk.dataLength; k++, eindex++)
+ for (int k = 0; k < chunk.dataLength; k++, eindex++)
+ {
+ // エッジ情報
+ int2 edge = edges[eindex];
+ int2 vE = edge + vstart;
+ var attrE0 = attributes[vE.x];
+ var attrE1 = attributes[vE.y];
+ // 両方とも固定なら不要
+ bool isMove0 = attrE0.IsMove();
+ bool isMove1 = attrE1.IsMove();
+ if (isMove0 == false && isMove1 == false)
+ continue;
+ int pstart = tdata.particleChunk.startIndex;
+ int2 pE = edge + pstart;
+ float3x2 nextPosE = new float3x2(nextPosArray[pE.x], nextPosArray[pE.y]);
+ float2 depthE = new float2(vertexDepths[vE.x], vertexDepths[vE.y]);
+ float2 radiusE = new float2(param.radiusCurveData.MC2EvaluateCurve(depthE.x), param.radiusCurveData.MC2EvaluateCurve(depthE.y));
+
+ // チームスケール倍率
+ radiusE *= tdata.scaleRatio;
+
+ // 接触判定を行うコライダーからの最大距離
+ // パーティクルサイズから算出する
+ float cfr = (radiusE.x + radiusE.y) * 0.5f * 1.0f; // 1.0f?
+
+ // 接触コライダー情報
+ float mindist = float.MaxValue;
+ int collisionColliderId = -1;
+ float3 collisionNormal = 0;
+ float3 n = 0;
+
+ // エッジAABB
+ var aabbE = new AABB(nextPosE.c0 - radiusE.x, nextPosE.c0 + radiusE.x);
+ var aabbE1 = new AABB(nextPosE.c1 - radiusE.y, nextPosE.c1 + radiusE.y);
+ aabbE.Encapsulate(aabbE1);
+ aabbE.Expand(cfr);
+
+ // パーティクル押し出し情報
+ float3x2 addPos = 0;
+ int addCnt = 0;
+ float3 addN = 0;
+
+ // チーム内のコライダーをループ
+ int cindex = tdata.colliderChunk.startIndex;
+ int ccnt = tdata.colliderCount;
+ for (int i = 0; i < ccnt; i++, cindex++)
+ {
+ var cflag = colliderFlagArray[cindex];
+ if (cflag.IsSet(ColliderManager.Flag_Valid) == false)
+ continue;
+ if (cflag.IsSet(ColliderManager.Flag_Enable) == false)
+ continue;
+
+ var ctype = DataUtility.GetColliderType(cflag);
+ var cwork = colliderWorkDataArray[cindex];
+ float dist = 100.0f;
+ float3x2 _nextPos = nextPosE;
+ switch (ctype)
+ {
+ case ColliderManager.ColliderType.Sphere:
+ dist = EdgeSphereColliderDetection(ref _nextPos, radiusE, aabbE, cfr, cwork, out n);
+ break;
+ case ColliderManager.ColliderType.CapsuleX_Center:
+ case ColliderManager.ColliderType.CapsuleY_Center:
+ case ColliderManager.ColliderType.CapsuleZ_Center:
+ case ColliderManager.ColliderType.CapsuleX_Start:
+ case ColliderManager.ColliderType.CapsuleY_Start:
+ case ColliderManager.ColliderType.CapsuleZ_Start:
+ dist = EdgeCapsuleColliderDetection(ref _nextPos, radiusE, aabbE, cfr, cwork, out n);
+ break;
+ case ColliderManager.ColliderType.Plane:
+ dist = EdgePlaneColliderDetection(ref _nextPos, radiusE, cwork, out n);
+ break;
+ default:
+ Debug.LogError($"Unknown collider type:{ctype}");
+ break;
+ }
+
+ // 明確な接触と押し出しあり
+ if (dist <= 0.0f)
+ {
+ // 押し出されたベクトルと接触法線をすべて加算する
+ addPos += (_nextPos - nextPosE);
+ addN += n;
+ addCnt++;
+ }
+
+ // コライダーに一定距離近づいている場合(動摩擦/静止摩擦が影響する)
+ if (dist <= cfr)
+ {
+ // 接触法線をすべて加算し、またコライダーまでの最近距離を記録する
+ collisionColliderId = cindex;
+ collisionNormal += n; // すべて加算する
+ mindist = math.min(mindist, dist);
+ }
+ }
+
+ // 最終位置
+ // 平均化する
+ if (addCnt > 0)
+ {
+ // 合成された接触法線の長さに比例してパーティクルの移動を制限する
+ // これにより2つのコライダーに挟まれたパーティクルが暴れなくなる
+ addN /= addCnt;
+ float len = math.length(addN);
+ if (len > Define.System.Epsilon)
+ {
+ float t = math.min(len, 1.0f);
+ addPos /= addCnt;
+ addPos *= t;
+
+ // 書き戻し
+ InterlockUtility.AddFloat3(pE.x, addPos.c0, cntPt, vecAPt);
+ InterlockUtility.AddFloat3(pE.y, addPos.c1, cntPt, vecAPt);
+ }
+ }
+
+ // 摩擦係数(friction)集計
+ if (collisionColliderId >= 0 && cfr > 0.0f && math.lengthsq(collisionNormal) > 1e-06f)
+ {
+ // コライダーからの距離により変化(0.0~接地面1.0)
+ //Develop.Assert(cfr > 0.0f);
+ var friction = 1.0f - math.saturate(mindist / cfr);
+
+ // 摩擦用接触法線平均化
+ //Develop.Assert(math.length(collisionNormal) > 0.0f);
+ collisionNormal = math.normalize(collisionNormal);
+
+ if (isMove0)
+ {
+ InterlockUtility.Max(pE.x, friction, floatPt);
+ InterlockUtility.AddFloat3(pE.x, collisionNormal, vecBPt);
+ }
+ if (isMove1)
+ {
+ InterlockUtility.Max(pE.y, friction, floatPt);
+ InterlockUtility.AddFloat3(pE.y, collisionNormal, vecBPt);
+ }
+ }
+ }
+ }
+
+ internal unsafe static void SumEdgeConstraint(
+ DataChunk chunk,
+ // team
+ ref TeamManager.TeamData tdata,
+ ref ClothParameters param,
+ // particle
+ ref NativeArray nextPosArray,
+ ref NativeArray frictionArray,
+ ref NativeArray collisionNormalArray,
+ // buffer2
+ ref NativeArray tempVectorBufferA,
+ ref NativeArray tempVectorBufferB,
+ ref NativeArray tempCountBuffer,
+ ref NativeArray tempFloatBufferA
+ )
+ {
+ if (tdata.UseColliderCount == 0)
+ return;
+ if (param.colliderCollisionConstraint.mode != Mode.Edge)
+ return;
+ if (chunk.IsValid == false)
+ return;
+
+ // ■Edge
+ int* vecAPt = (int*)tempVectorBufferA.GetUnsafePtr();
+ int* vecBPt = (int*)tempVectorBufferB.GetUnsafePtr();
+ int* cntPt = (int*)tempCountBuffer.GetUnsafePtr();
+ int* floatPt = (int*)tempFloatBufferA.GetUnsafePtr();
+
+ // ■集計
+ // パーティクルごと
+ //int pindex = tdata.particleChunk.startIndex;
+ //int vindex = tdata.proxyCommonChunk.startIndex;
+ int pindex = tdata.particleChunk.startIndex + chunk.startIndex;
+ int vindex = tdata.proxyCommonChunk.startIndex + chunk.startIndex;
+ //for (int k = 0; k < tdata.particleChunk.dataLength; k++, pindex++, vindex++)
+ for (int k = 0; k < chunk.dataLength; k++, pindex++, vindex++)
+ {
+ // nextpos
+ int count = tempCountBuffer[pindex];
+ if (count > 0)
+ {
+ float3 add = InterlockUtility.ReadAverageFloat3(pindex, cntPt, vecAPt);
+
+ // 書き出し
+ nextPosArray[pindex] = nextPosArray[pindex] + add;
+ }
+
+ // friction
+ float f = InterlockUtility.ReadFloat(pindex, floatPt);
+ if (f > 0.0f && f > frictionArray[pindex])
+ {
+ frictionArray[pindex] = f;
+ }
+
+ // collision normal
+ float3 n = InterlockUtility.ReadFloat3(pindex, vecBPt);
+ if (math.lengthsq(n) > 0.0f)
+ {
+ n = math.normalize(n);
+ collisionNormalArray[pindex] = n;
+ }
+
+ // バッファクリア
+ tempVectorBufferA[pindex] = 0;
+ tempVectorBufferB[pindex] = 0;
+ tempCountBuffer[pindex] = 0;
+ tempFloatBufferA[pindex] = 0;
+ }
+ }
+
+ static float EdgeSphereColliderDetection(
+ ref float3x2 nextPosE,
+ in float2 radiusE,
+ in AABB aabbE,
+ float cfr,
+ in ColliderManager.WorkData cwork,
+ out float3 normal
+ )
+ {
+ // ★たとえ接触していなくともコライダーまでの距離と法線を返さなければならない!
+ normal = 0;
+
+ //=========================================================
+ // AABB判定
+ //=========================================================
+ if (aabbE.Overlaps(cwork.aabb) == false)
+ return float.MaxValue;
+
+ // コライダー情報
+ float3 coldpos = cwork.oldPos.c0;
+ float3 cpos = cwork.nextPos.c0;
+ float cradius = cwork.radius.x;
+
+ //=========================================================
+ // 衝突判定
+ //=========================================================
+ // 移動前球に対する線分の最近接点
+ float s;
+ s = MathUtility.ClosestPtPointSegmentRatio(coldpos, nextPosE.c0, nextPosE.c1);
+ float3 c = math.lerp(nextPosE.c0, nextPosE.c1, s);
+
+ // 最近接点の距離
+ var v = c - coldpos;
+ float clen = math.length(v);
+ if (clen < 1e-09f)
+ return float.MaxValue;
+
+ // 押し出し法線
+ float3 n = v / clen;
+ normal = n;
+
+ // 変位
+ float3 db = cpos - coldpos;
+
+ // 変位をnに投影して距離チェック
+ float l1 = math.dot(n, db);
+ float l = clen - l1;
+
+ // 厚み
+ float rA = math.lerp(radiusE.x, radiusE.y, s);
+ float rB = cradius;
+ float thickness = rA + rB;
+
+ // 接触判定
+ if (l > (thickness + cfr))
+ return float.MaxValue;
+
+ //=========================================================
+ // 衝突解決
+ //=========================================================
+ // 接触法線に現在の距離を投影させる
+ v = c - cpos;
+ l = math.dot(n, v);
+ if (l > thickness)
+ {
+ // 接触なし
+ // 接触面までの距離を返す
+ return l - thickness;
+ }
+
+ // 離す距離
+ float C = thickness - l;
+
+ // エッジのみを引き離す
+ //float b0 = 1.0f - t;
+ //float b1 = t;
+ float2 b = new float2(1.0f - s, s);
+
+ //float3 grad0 = n * b0;
+ //float3 grad1 = n * b1;
+ float3x2 grad = new float3x2(n * b.x, n * b.y);
+
+ //float S = b0 * b0 + b1 * b1;
+ float S = math.dot(b, b);
+ if (S == 0.0f)
+ return float.MaxValue;
+
+ S = C / S;
+
+ //float3 corr0 = S * grad0;
+ //float3 corr1 = S * grad1;
+ float3x2 corr = grad * S;
+
+ //=========================================================
+ // 反映
+ //=========================================================
+ nextPosE += corr;
+
+ // 押し出し距離を返す
+ return -C;
+ }
+
+ static float EdgeCapsuleColliderDetection(
+ ref float3x2 nextPosE,
+ in float2 radiusE,
+ in AABB aabbE,
+ float cfr,
+ in ColliderManager.WorkData cwork,
+ out float3 normal
+ )
+ {
+ // ★たとえ接触していなくともコライダーまでの距離と法線を返さなければならない!
+ normal = 0;
+
+ //=========================================================
+ // AABB判定
+ //=========================================================
+ if (aabbE.Overlaps(cwork.aabb) == false)
+ return float.MaxValue;
+
+ // コライダー情報
+ float3 soldpos = cwork.oldPos.c0;
+ float3 eoldpos = cwork.oldPos.c1;
+ float3 spos = cwork.nextPos.c0;
+ float3 epos = cwork.nextPos.c1;
+ float sr = cwork.radius.x;
+ float er = cwork.radius.y;
+
+ //=========================================================
+ // 衝突判定
+ //=========================================================
+ // 移動前の2つの線分の最近接点
+ float s, t;
+ float3 cA, cB;
+ float csqlen = MathUtility.ClosestPtSegmentSegment(nextPosE.c0, nextPosE.c1, soldpos, eoldpos, out s, out t, out cA, out cB);
+ float clen = math.sqrt(csqlen); // 最近接点の距離
+ if (clen < 1e-09f)
+ return float.MaxValue;
+
+ // 押出法線
+ var v = cA - cB;
+ float3 n = v / clen;
+ normal = n;
+
+#if !MC2_DISABLE_EDGE_COLLISION_EXTENSION
+ // ★カプセル半径を考慮した補正
+ // これまでのエッジ-カプセル判定はカプセルの半径が始点と終点で同じであることが前提となっていた
+ // そのためカプセルの始点と終点の半径が異なると間違った衝突判定が行われてしまい、それが原因で大きな振動が発生していた
+ // (これはBoneClothのようにカプセルエッジよりメッシュエッジのほうが長い場合に顕著になる)
+ // そこで始点と終点の半径が異なる場合は、最初の計算の最近接点方向からカプセルエッジを半径分シフトし、
+ // それをもとに再度エッジ-エッジ判定を行うように修正した
+ // これは完璧ではないがおおよそ理想的な判定を行うようになり、また振動の問題も大幅に解決できる
+ // (ただし小刻みな振動はまだ発生することがある)
+ if (sr != er)
+ {
+ // 押し出し法線方向にカプセル半径を考慮してカプセルの中心線をシフトさせる
+ float3 soldpos2 = soldpos + n * sr;
+ float3 eoldpos2 = eoldpos + n * er;
+
+ // この線分で再び最近接点(s/t)を計算する
+ MathUtility.ClosestPtSegmentSegment2(nextPosE.c0, nextPosE.c1, soldpos2, eoldpos2, out s, out t);
+
+ // 最終的にはこのシフト後のsとtを利用するように結果を書き換える
+ cA = math.lerp(nextPosE.c0, nextPosE.c1, s);
+ cB = math.lerp(soldpos, eoldpos, t);
+ v = cA - cB;
+ clen = math.length(v);
+ n = v / clen;
+ normal = n;
+ }
+#endif
+
+ // 変位
+ float3 dB0 = spos - soldpos;
+ float3 dB1 = epos - eoldpos;
+
+
+ // 最近接点での変位
+ float3 db = math.lerp(dB0, dB1, t);
+
+ // 変位da,dbをnに投影して距離チェック
+ float l1 = math.dot(n, db);
+ float l = clen - l1;
+
+ // 厚み
+ float rA = math.lerp(radiusE.x, radiusE.y, s);
+ float rB = math.lerp(sr, er, t);
+ float thickness = rA + rB;
+
+ // 接触判定
+ if (l > (thickness + cfr))
+ return float.MaxValue;
+
+ //=========================================================
+ // 衝突解決
+ //=========================================================
+ // 接触法線に現在の距離を投影させる
+ var d = math.lerp(spos, epos, t);
+ v = cA - d;
+ l = math.dot(n, v);
+ //Debug.Log($"l:{l}");
+ if (l > thickness)
+ {
+ // 接触なし
+ // 接触面までの距離を返す
+ return l - thickness;
+ }
+
+ // 離す距離
+ float C = thickness - l;
+ //Debug.Log($"C:{C}");
+
+ // エッジのみを引き離す
+ //float b0 = 1.0f - s;
+ //float b1 = s;
+ float2 b = new float2(1.0f - s, s);
+
+ //float3 grad0 = n * b0;
+ //float3 grad1 = n * b1;
+ float3x2 grad = new float3x2(n * b.x, n * b.y);
+
+ //float S = invMass0 * b0 * b0 + invMass1 * b1 * b1;
+ float S = math.dot(b, b);
+ if (S == 0.0f)
+ return float.MaxValue;
+
+ S = C / S;
+
+ //float3 corr0 = S * invMass0 * grad0;
+ //float3 corr1 = S * invMass1 * grad1;
+ float3x2 corr = grad * S;
+
+ //=========================================================
+ // 反映
+ //=========================================================
+ nextPosE += corr;
+
+ // 押し出し距離を返す
+ return -C;
+ }
+
+ static float EdgePlaneColliderDetection(
+ ref float3x2 nextPosE,
+ in float2 radiusE,
+ in ColliderManager.WorkData cwork,
+ out float3 normal
+ )
+ {
+ // ★たとえ接触していなくともコライダーまでの距離と法線を返さなければならない!
+
+ // コライダー情報
+ var cpos = cwork.nextPos.c0;
+ var n = cwork.oldPos.c0; // ここに押し出し法線
+
+ // 衝突法線
+ normal = n;
+
+ // c = 平面位置
+ // n = 平面方向
+ // 平面衝突判定と押し出し
+ // 平面との距離を返す(押し出しの場合は0.0)
+ float dist0 = MathUtility.IntersectPointPlaneDist(cpos + n * radiusE.x, n, nextPosE.c0, out nextPosE.c0);
+ float dist1 = MathUtility.IntersectPointPlaneDist(cpos + n * radiusE.y, n, nextPosE.c1, out nextPosE.c1);
+
+ return math.min(dist0, dist1);
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/ColliderCollisionConstraint.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/ColliderCollisionConstraint.cs.meta
new file mode 100644
index 00000000..a387541d
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/ColliderCollisionConstraint.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 2fd00990cb70cd54d99a32756b3ccc84
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/ColliderCollisionConstraint.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/DistanceConstraint.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/DistanceConstraint.cs
new file mode 100644
index 00000000..55fd7174
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/DistanceConstraint.cs
@@ -0,0 +1,536 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using System;
+using System.Collections.Generic;
+using System.Text;
+using Unity.Collections;
+using Unity.Mathematics;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ ///
+ /// 距離制約
+ ///
+ public class DistanceConstraint : IDisposable
+ {
+ [System.Serializable]
+ public class SerializeData : IDataValidate
+ {
+ ///
+ /// Overall connection stiffness (0.0 ~ 1.0).
+ /// 全体的な接続の剛性(0.0 ~ 1.0)
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public CurveSerializeData stiffness;
+
+ public SerializeData()
+ {
+ stiffness = new CurveSerializeData(1.0f, 1.0f, 0.5f, false);
+ }
+
+ public void DataValidate()
+ {
+ stiffness.DataValidate(0.0f, 1.0f);
+ }
+
+ public SerializeData Clone()
+ {
+ return new SerializeData()
+ {
+ stiffness = stiffness.Clone(),
+ };
+ }
+ }
+
+ public struct DistanceConstraintParams
+ {
+ ///
+ /// 剛性
+ ///
+ public float4x4 restorationStiffness;
+
+ ///
+ /// 距離制約の速度減衰率(0.0 ~ 1.0)
+ ///
+ public float velocityAttenuation;
+
+ public void Convert(SerializeData sdata, ClothProcess.ClothType clothType)
+ {
+ switch (clothType)
+ {
+ case ClothProcess.ClothType.BoneCloth:
+ case ClothProcess.ClothType.MeshCloth:
+ restorationStiffness = sdata.stiffness.ConvertFloatArray();
+ break;
+ case ClothProcess.ClothType.BoneSpring:
+ // BoneSpringは定数
+ restorationStiffness = Define.System.BoneSpringDistanceStiffness;
+ break;
+ }
+ velocityAttenuation = Define.System.DistanceVelocityAttenuation;
+ }
+ }
+
+ //=========================================================================================
+ ///
+ /// 接続タイプ数
+ ///
+ public const int TypeCount = 2;
+
+ ///
+ /// 制約データ
+ ///
+ [System.Serializable]
+ public class ConstraintData : IValid
+ {
+ public ResultCode result;
+
+ public uint[] indexArray;
+ public ushort[] dataArray;
+ public float[] distanceArray;
+
+ public bool IsValid()
+ {
+ return indexArray != null && indexArray.Length > 0;
+ }
+ }
+
+ ///
+ /// パーティクルごとのデータ開始インデックスとデータ数を1つのuint(10-22)にパックしたもの
+ ///
+ public ExNativeArray indexArray;
+
+ ///
+ /// 接続パーティクルリスト
+ ///
+ public ExNativeArray dataArray;
+
+ ///
+ /// 対象への基準距離リスト
+ /// ただし符号によりタイプを示す(+:Vertical, -:Horizontal)
+ ///
+ public ExNativeArray distanceArray;
+
+ ///
+ /// 登録データ数を返す
+ ///
+ public int DataCount => indexArray?.Count ?? 0;
+
+ //=========================================================================================
+ public DistanceConstraint()
+ {
+ indexArray = new ExNativeArray(0, true);
+ dataArray = new ExNativeArray(0, true);
+ distanceArray = new ExNativeArray(0, true);
+ }
+
+ public void Dispose()
+ {
+ indexArray?.Dispose();
+ dataArray?.Dispose();
+ distanceArray?.Dispose();
+ }
+
+ public override string ToString()
+ {
+ StringBuilder sb = new StringBuilder();
+ sb.AppendLine($"[DistanceConstraint]");
+ sb.AppendLine($" -indexArray:{indexArray.ToSummary()}");
+ sb.AppendLine($" -dataArray:{dataArray.ToSummary()}");
+ sb.AppendLine($" -distanceArray:{distanceArray.ToSummary()}");
+
+ return sb.ToString();
+ }
+
+ //=========================================================================================
+ ///
+ /// 制約データの作成
+ ///
+ ///
+ public static ConstraintData CreateData(VirtualMesh proxyMesh, in ClothParameters parameters)
+ {
+ var constraintData = new ConstraintData();
+
+ NativeParallelMultiHashMap vvMap = default;
+
+ try
+ {
+ int vcnt = proxyMesh.VertexCount;
+
+ // 頂点の接続頂点配列をMultiHashMapに変換する
+ vvMap = JobUtility.ToNativeMultiHashMap(proxyMesh.vertexToVertexIndexArray, proxyMesh.vertexToVertexDataArray);
+
+ var connectSet = new HashSet();
+ using var verticalConnection = new MultiDataBuilder(vcnt, vcnt * 2);
+ using var horizontalConnection = new MultiDataBuilder(vcnt, vcnt * 2);
+
+ // 構造接続
+ for (int i = 0; i < vcnt; i++)
+ {
+ if (vvMap.ContainsKey(i) == false)
+ continue;
+
+ var attr = proxyMesh.attributes[i];
+ int pindex = proxyMesh.vertexParentIndices[i];
+
+ foreach (var data in vvMap.GetValuesForKey(i))
+ {
+ int tindex = data;
+ var t_attr = proxyMesh.attributes[tindex];
+ int t_pindex = proxyMesh.vertexParentIndices[tindex];
+
+ // 両方とも固定ならば無効
+ if (attr.IsMove() == false && t_attr.IsMove() == false)
+ continue;
+
+ // 1点でも無効なら除外する
+ if (attr.IsInvalid() || t_attr.IsInvalid())
+ continue;
+
+ // 登録
+ if (tindex == pindex || i == t_pindex)
+ {
+ // ベースライン
+ verticalConnection.Add(i, data);
+ }
+ else
+ {
+ // それ以外
+ horizontalConnection.Add(i, data);
+ }
+ uint pack = DataUtility.Pack32Sort(i, tindex);
+ connectSet.Add(pack);
+ //Debug.Log($"({i} - {tindex})");
+ }
+ }
+
+#if true
+ // shear接続(横接続として登録)
+ if (proxyMesh.edgeToTriangles.IsCreated)
+ {
+ int ecnt = proxyMesh.EdgeCount;
+ for (int l = 0; l < ecnt; l++)
+ {
+ int2 edge = proxyMesh.edges[l];
+ var tset = proxyMesh.edgeToTriangles.MC2ToFixedList128Bytes(edge);
+ int tcnt = tset.Length;
+ if (tcnt < 2)
+ continue;
+
+ // p3 +
+ // / \
+ // p1 +---+ p2
+ // \ /
+ // p4 +
+ var p1 = proxyMesh.localPositions[edge.x];
+ var p2 = proxyMesh.localPositions[edge.y];
+ float edgeLength1 = math.length(p1 - p2);
+ if (edgeLength1 < Define.System.Epsilon)
+ continue;
+ var v1 = math.normalize(p1 - p2);
+ var cen = (p1 + p2) * 0.5f;
+
+ for (int i = 0; i < tcnt - 1; i++)
+ {
+ int3 tri1 = proxyMesh.triangles[tset[i]];
+ int e3 = MathUtility.GetUnuseTriangleIndex(tri1, edge);
+ var p3 = proxyMesh.localPositions[e3];
+ var attr3 = proxyMesh.attributes[e3];
+ var n1 = MathUtility.TriangleNormal(p1, p2, p3);
+ for (int j = i + 1; j < tcnt; j++)
+ {
+ int3 tri2 = proxyMesh.triangles[tset[j]];
+ int e4 = MathUtility.GetUnuseTriangleIndex(tri2, edge);
+ var p4 = proxyMesh.localPositions[e4];
+ var attr4 = proxyMesh.attributes[e4];
+ var n2 = MathUtility.TriangleNormal(p1, p2, p4);
+
+ // 両方とも固定ならば無効
+ if (attr3.IsMove() == false && attr4.IsMove() == false)
+ continue;
+
+ // (1)トライアングルの内角がほぼ水平かチェック
+ // 20度:0.9396926f
+ float dot = math.abs(math.dot(n1, n2));
+ if (dot < 0.9396926f)
+ continue;
+
+ // (2)トライアングルペアの2つの対角線の長さが一定以内なら正方形と判定する
+ float edgeLength2 = math.length(p3 - p4);
+ float ratio = math.abs(edgeLength2 / edgeLength1 - 1.0f);
+ if (ratio <= 0.3f)
+ {
+ // 正方形
+ // 対角線(p3-p4)をShearとして接続する
+ uint pack = DataUtility.Pack32Sort(e3, e4);
+ if (connectSet.Contains(pack) == false)
+ {
+ connectSet.Add(pack);
+ horizontalConnection.Add(e3, (ushort)e4);
+ horizontalConnection.Add(e4, (ushort)e3);
+ }
+ }
+ }
+ }
+ }
+ }
+#endif
+ // 制約データ登録
+ (var dataArryaV, var indexArrayV) = verticalConnection.ToArray();
+ (var dataArryaH, var indexArrayH) = horizontalConnection.ToArray();
+
+ // すべて無効属性などデータがnullの場合もある
+ int total = (dataArryaV?.Length ?? 0) + (dataArryaH?.Length ?? 0);
+ if (total > 0)
+ {
+ var indexList = new List(vcnt);
+ var dataList = new List(total);
+ var distanceList = new List(total);
+ for (int i = 0; i < vcnt; i++)
+ {
+ int start = dataList.Count;
+ int cnt = 0;
+
+ float3 pos = proxyMesh.localPositions[i];
+
+ for (int k = 0; k < TypeCount; k++)
+ {
+ DataUtility.Unpack12_20(k == 0 ? indexArrayV[i] : indexArrayH[i], out var dcnt, out var dstart);
+ for (int j = 0; j < dcnt; j++)
+ {
+ ushort data = k == 0 ? dataArryaV[dstart + j] : dataArryaH[dstart + j];
+ var tpos = proxyMesh.localPositions[data];
+ float dist = math.distance(pos, tpos);
+
+ // ゼロ距離も認める(v2.17.0)
+ dataList.Add(data);
+ distanceList.Add(dist < 1e-08f ? 0.0f : (k == 0 ? dist : -dist)); // マイナスはhorizontalタイプ
+ cnt++;
+ }
+ }
+
+ uint pack = DataUtility.Pack12_20(cnt, start);
+ indexList.Add(pack);
+ }
+
+ constraintData.indexArray = indexList.ToArray();
+ constraintData.dataArray = dataList.ToArray();
+ constraintData.distanceArray = distanceList.ToArray();
+ }
+
+ constraintData.result.SetSuccess();
+ }
+ catch (Exception exception)
+ {
+ Debug.LogError(exception);
+ constraintData.result.SetError(Define.Result.Constraint_CreateDistanceException);
+ throw;
+ }
+ finally
+ {
+ if (vvMap.IsCreated)
+ vvMap.Dispose();
+ }
+
+ return constraintData;
+ }
+
+ //=========================================================================================
+ ///
+ /// 制約データを登録する
+ ///
+ ///
+ internal void Register(ClothProcess cprocess)
+ {
+ if (cprocess?.distanceConstraintData?.IsValid() ?? false)
+ {
+ ref var tdata = ref MagicaManager.Team.GetTeamDataRef(cprocess.TeamId);
+
+ tdata.distanceStartChunk = indexArray.AddRange(cprocess.distanceConstraintData.indexArray);
+ tdata.distanceDataChunk = dataArray.AddRange(cprocess.distanceConstraintData.dataArray);
+ distanceArray.AddRange(cprocess.distanceConstraintData.distanceArray);
+ }
+ }
+
+ ///
+ /// 制約データを解除する
+ ///
+ ///
+ internal void Exit(ClothProcess cprocess)
+ {
+ if (cprocess != null && cprocess.TeamId > 0)
+ {
+ ref var tdata = ref MagicaManager.Team.GetTeamDataRef(cprocess.TeamId);
+
+ indexArray.Remove(tdata.distanceStartChunk);
+ dataArray.Remove(tdata.distanceDataChunk);
+ distanceArray.Remove(tdata.distanceDataChunk);
+
+ tdata.distanceStartChunk.Clear();
+ tdata.distanceDataChunk.Clear();
+ }
+ }
+
+ //=========================================================================================
+ // Solver
+ //=========================================================================================
+ internal static void SolverConstraint(
+ DataChunk chunk,
+ float4 simulationPower,
+ // team
+ ref TeamManager.TeamData tdata,
+ ref ClothParameters param,
+ // vmesh
+ ref NativeArray attributes,
+ ref NativeArray depthArray,
+ // particle
+ ref NativeArray nextPosArray,
+ ref NativeArray basePosArray,
+ ref NativeArray velocityPosArray,
+ ref NativeArray frictionArray,
+ // constrants
+ ref NativeArray indexArray,
+ ref NativeArray dataArray,
+ ref NativeArray distanceArray
+ )
+ {
+ var sc = tdata.distanceStartChunk;
+ var dc = tdata.distanceDataChunk;
+ if (sc.dataLength == 0)
+ return;
+ int c_start = sc.startIndex;
+ int d_start = dc.startIndex;
+
+ // 復元を基本姿勢で行うかアニメーション後の姿勢で行うかの判定
+ float animeRatio = tdata.animationPoseRatio;
+
+ // スケール倍率
+ float scl = tdata.InitScale * tdata.scaleRatio;
+
+ bool isSpring = tdata.IsSpring;
+
+ // パーティクルごと
+ int p_start = tdata.particleChunk.startIndex;
+ int pindex = p_start + chunk.startIndex;
+ //int pindex = p_start;
+ int v_start = tdata.proxyCommonChunk.startIndex;
+ int vindex = v_start + chunk.startIndex;
+ //int vindex = v_start;
+ int dataIndex = chunk.startIndex;
+ //int dataIndex = 0;
+ //for (int k = 0; k < tdata.particleChunk.dataLength; k++, pindex++, vindex++, dataIndex++)
+ for (int k = 0; k < chunk.dataLength; k++, pindex++, vindex++, dataIndex++)
+ {
+ // パーティクル情報
+ var nextPos = nextPosArray[pindex];
+ var attr = attributes[vindex];
+ float depth = depthArray[vindex];
+ float friction = frictionArray[pindex];
+
+ if (attr.IsInvalid())
+ continue;
+
+ // Spring利用中は固定も通す
+ if (attr.IsDontMove() && isSpring == false)
+ continue;
+
+ // 固定点の重量
+ float fixMass = isSpring ? 10.0f : 50.0f;
+
+ // 重量
+ // BoneSpringでは固定点の重量加算を行わない
+ float invMass = MathUtility.CalcInverseMass(friction, depth, attr.IsDontMove(), fixMass);
+
+ // 基本剛性
+ float stiffness = param.distanceConstraint.restorationStiffness.MC2EvaluateCurveClamp01(depth);
+ stiffness *= simulationPower.y;
+
+ //var pack = indexArray[c_start + k];
+ var pack = indexArray[c_start + dataIndex];
+ DataUtility.Unpack12_20(pack, out int dcnt, out int dstart);
+
+ if (dcnt > 0)
+ {
+ // 基準座標を切り替え
+ float3 basePos = basePosArray[pindex];
+
+ float3 addPos = 0;
+ int addCnt = 0;
+
+ int start = d_start + dstart;
+ for (int i = 0; i < dcnt; i++)
+ {
+ int t_l_index = dataArray[start + i];
+ float restDist = distanceArray[start + i];
+
+ // タイプ別剛性
+ float finalStiffness = math.saturate(restDist >= 0.0f ? stiffness : stiffness * Define.System.DistanceHorizontalStiffness);
+
+ // 相手パーティクル情報
+ int tpindex = p_start + t_l_index;
+ int tvindex = v_start + t_l_index;
+ var t_nextPos = nextPosArray[tpindex];
+ float3 t_basePos = basePosArray[tpindex];
+ float t_depth = depthArray[tvindex];
+ float t_friction = frictionArray[tpindex];
+ var t_attr = attributes[tvindex];
+
+ var v = t_nextPos - nextPos;
+
+ // ゼロ距離対応(v2.17.0)
+ if(restDist == 0.0f)
+ {
+ // ゼロ距離は単に中点で結合させる
+ // AnimationPoseRatioも無関係
+ addPos = v * 0.5f;
+ addCnt++;
+ }
+ else
+ {
+ // 重量
+ // BoneSpringでは固定点の重量加算を行わない
+ float t_invMass = MathUtility.CalcInverseMass(t_friction, t_depth, t_attr.IsDontMove(), fixMass);
+
+ // 復元する長さ
+ // !Distance制約は初期化時に保存した距離を見るようにしないと駄目
+ // フラグにより初期値かアニメーション後の姿勢かを切り替える
+ float restLength = math.lerp(math.abs(restDist) * scl, math.distance(basePos, t_basePos), animeRatio);
+
+ // 現在の長さ
+ float distance = math.length(v);
+
+ // 距離がほぼ0ならば処理をスキップする(エラーの回避)
+ if (distance < Define.System.Epsilon)
+ continue;
+
+ // 伸縮
+ float3 n = math.normalize(v);
+ float3 corr = (distance - restLength) * finalStiffness * n / (invMass + t_invMass);
+ float3 corr0 = invMass * corr;
+ //float3 corr1 = -t_invMass * corr; // 相手側(使用しない)
+
+ // すべて加算する
+ addPos += corr0;
+ addCnt++;
+ }
+ }
+
+ // 最終位置
+ if (addCnt > 0)
+ {
+ addPos = addPos / addCnt; // 平均化
+ nextPos += addPos;
+ nextPosArray[pindex] = nextPos;
+
+ // 速度影響
+ float attn = param.distanceConstraint.velocityAttenuation;
+ velocityPosArray[pindex] = velocityPosArray[pindex] + addPos * attn;
+ }
+ }
+ }
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/DistanceConstraint.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/DistanceConstraint.cs.meta
new file mode 100644
index 00000000..305dd349
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/DistanceConstraint.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 78c9fce0ef596d444be169932d9e9b6d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/DistanceConstraint.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/InertiaConstraint.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/InertiaConstraint.cs
new file mode 100644
index 00000000..02892b47
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/InertiaConstraint.cs
@@ -0,0 +1,636 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using System;
+using System.Text;
+using Unity.Mathematics;
+using UnityEngine;
+using UnityEngine.Serialization;
+
+namespace MagicaCloth2
+{
+ ///
+ /// Inertia and travel/rotation limits.
+ /// 慣性と移動/回転制限
+ ///
+ public class InertiaConstraint : IDisposable
+ {
+ ///
+ /// テレポートモード
+ /// Teleport processing mode.
+ ///
+ public enum TeleportMode
+ {
+ None = 0,
+
+ ///
+ /// シミュレーションをリセットします
+ /// Reset the simulation.
+ ///
+ Reset = 1,
+
+ ///
+ /// テレポート前の状態を継続します
+ /// Continue the state before the teleport.
+ ///
+ Keep = 2,
+ }
+
+ [System.Serializable]
+ public class SerializeData : IDataValidate
+ {
+ ///
+ /// Anchor that cancels inertia.
+ /// Anchor translation and rotation are excluded from simulation.
+ /// This is useful if your character rides a vehicle.
+ /// 慣性を打ち消すアンカー
+ /// アンカーの移動と回転はシミュレーションから除外されます
+ /// これはキャラクターが乗り物に乗る場合に便利です
+ /// [OK] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ public Transform anchor;
+
+ ///
+ /// Anchor Influence (0.0 ~ 1.0)
+ /// アンカーの影響(0.0 ~ 1.0)
+ /// [OK] Runtime changes.
+ /// [NG] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float anchorInertia;
+
+
+ ///
+ /// World Influence (0.0 ~ 1.0).
+ /// ワールド移動影響(0.0 ~ 1.0)
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ [FormerlySerializedAs("movementInertia")]
+ [Range(0.0f, 1.0f)]
+ public float worldInertia;
+
+ ///
+ /// World Influence Smoothing (0.0 ~ 1.0).
+ /// ワールド移動影響平滑化(0.0 ~ 1.0)
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float movementInertiaSmoothing;
+
+ ///
+ /// World movement speed limit (m/s).
+ /// ワールド移動速度制限(m/s)
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public CheckSliderSerializeData movementSpeedLimit;
+
+ ///
+ /// World rotation speed limit (deg/s).
+ /// ワールド回転速度制限(deg/s)
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public CheckSliderSerializeData rotationSpeedLimit;
+
+ ///
+ /// Local Influence (0.0 ~ 1.0).
+ /// ローカル慣性影響(0.0 ~ 1.0)
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float localInertia;
+
+ ///
+ /// Local movement speed limit (m/s).
+ /// ローカル移動速度制限(m/s)
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public CheckSliderSerializeData localMovementSpeedLimit;
+
+ ///
+ /// Local rotation speed limit (deg/s).
+ /// ローカル回転速度制限(deg/s)
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public CheckSliderSerializeData localRotationSpeedLimit;
+
+ ///
+ /// depth inertia (0.0 ~ 1.0).
+ /// Increasing the effect weakens the inertia near the root (makes it difficult to move).
+ /// 深度慣性(0.0 ~ 1.0)
+ /// 影響を大きくするとルート付近の慣性が弱くなる(動きにくくなる)
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float depthInertia;
+
+ ///
+ /// Centrifugal acceleration (0.0 ~ 1.0).
+ /// 遠心力加速(0.0 ~ 1.0)
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float centrifualAcceleration;
+
+ ///
+ /// Particle Velocity Limit (m/s).
+ /// パーティクル速度制限(m/s)
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public CheckSliderSerializeData particleSpeedLimit;
+
+ ///
+ /// Teleport determination method.
+ /// テレポート判定モード
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public TeleportMode teleportMode;
+
+ ///
+ /// Teleport detection distance.
+ /// テレポート判定距離
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public float teleportDistance;
+
+ ///
+ /// Teleport detection angle(deg).
+ /// テレポート判定回転角度(deg)
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public float teleportRotation;
+
+ public SerializeData()
+ {
+ anchor = null;
+ anchorInertia = 0.0f;
+ worldInertia = 1.0f;
+ //movementInertiaSmoothing = 0.65f; // ->0.0524
+ //movementInertiaSmoothing = 0.5f; // ->0.13375
+ movementInertiaSmoothing = 0.4f;
+ movementSpeedLimit = new CheckSliderSerializeData(true, 5.0f);
+ rotationSpeedLimit = new CheckSliderSerializeData(true, 720.0f);
+ localInertia = 1.0f;
+ localMovementSpeedLimit = new CheckSliderSerializeData(false, 5.0f);
+ localRotationSpeedLimit = new CheckSliderSerializeData(false, 720.0f);
+ depthInertia = 0.0f;
+ centrifualAcceleration = 0.0f;
+ particleSpeedLimit = new CheckSliderSerializeData(true, 4.0f);
+ teleportMode = TeleportMode.None;
+ teleportDistance = 0.5f;
+ teleportRotation = 90.0f;
+ }
+
+ public SerializeData Clone()
+ {
+ return new SerializeData()
+ {
+ anchor = anchor,
+ anchorInertia = anchorInertia,
+ worldInertia = worldInertia,
+ movementInertiaSmoothing = movementInertiaSmoothing,
+ movementSpeedLimit = movementSpeedLimit.Clone(),
+ rotationSpeedLimit = rotationSpeedLimit.Clone(),
+ localInertia = localInertia,
+ localMovementSpeedLimit = localMovementSpeedLimit.Clone(),
+ localRotationSpeedLimit = localRotationSpeedLimit.Clone(),
+ depthInertia = depthInertia,
+ centrifualAcceleration = centrifualAcceleration,
+ particleSpeedLimit = particleSpeedLimit.Clone(),
+ teleportMode = teleportMode,
+ teleportDistance = teleportDistance,
+ teleportRotation = teleportRotation,
+ };
+ }
+
+ public void DataValidate()
+ {
+ anchorInertia = Mathf.Clamp01(anchorInertia);
+ worldInertia = Mathf.Clamp01(worldInertia);
+ movementInertiaSmoothing = Mathf.Clamp01(movementInertiaSmoothing);
+ movementSpeedLimit.DataValidate(0.0f, Define.System.MaxMovementSpeedLimit);
+ rotationSpeedLimit.DataValidate(0.0f, Define.System.MaxRotationSpeedLimit);
+ localInertia = Mathf.Clamp01(localInertia);
+ localMovementSpeedLimit.DataValidate(0.0f, Define.System.MaxMovementSpeedLimit);
+ localRotationSpeedLimit.DataValidate(0.0f, Define.System.MaxRotationSpeedLimit);
+ centrifualAcceleration = Mathf.Clamp01(centrifualAcceleration);
+ depthInertia = Mathf.Clamp01(depthInertia);
+ particleSpeedLimit.DataValidate(0.0f, Define.System.MaxParticleSpeedLimit);
+ teleportDistance = Mathf.Max(teleportDistance, 0.0f);
+ teleportRotation = Mathf.Max(teleportRotation, 0.0f);
+ }
+ }
+
+ public struct InertiaConstraintParams
+ {
+ ///
+ /// アンカー影響率(0.0 ~ 1.0)
+ ///
+ public float anchorInertia;
+
+ ///
+ /// ワールド慣性影響(0.0 ~ 1.0)
+ ///
+ public float worldInertia;
+
+ ///
+ /// ワールド慣性スムージング率(0.0 ~ 1.0)
+ ///
+ public float movementInertiaSmoothing;
+
+ ///
+ /// ワールド移動速度制限(m/s)
+ /// 無制限時は(-1)
+ ///
+ public float movementSpeedLimit;
+
+ ///
+ /// ワールド回転速度制限(deg/s)
+ /// 無制限時は(-1)
+ ///
+ public float rotationSpeedLimit;
+
+ ///
+ /// ローカル慣性影響(0.0 ~ 1.0)
+ ///
+ public float localInertia;
+
+ ///
+ /// ローカル移動速度制限(m/s)
+ ///
+ public float localMovementSpeedLimit;
+
+ ///
+ /// ローカル回転速度制限(deg/s)
+ ///
+ public float localRotationSpeedLimit;
+
+ ///
+ /// 深度慣性(0.0 ~ 1.0)
+ /// 影響を大きくするとルート付近の慣性が弱くなる(動きにくくなる)
+ ///
+ public float depthInertia;
+
+ ///
+ /// 遠心力加速(0.0 ~ 1.0)
+ ///
+ public float centrifualAcceleration;
+
+ ///
+ /// パーティクル速度制限(m/s)
+ ///
+ public float particleSpeedLimit;
+
+ ///
+ /// テレポートモード
+ ///
+ public TeleportMode teleportMode;
+
+ ///
+ /// テレポート判定距離
+ ///
+ public float teleportDistance;
+
+ ///
+ /// テレポート判定角度(deg)
+ ///
+ public float teleportRotation;
+
+ public void Convert(SerializeData sdata)
+ {
+ anchorInertia = sdata.anchorInertia;
+ worldInertia = sdata.worldInertia;
+ movementInertiaSmoothing = sdata.movementInertiaSmoothing;
+ movementSpeedLimit = sdata.movementSpeedLimit.GetValue(-1);
+ rotationSpeedLimit = sdata.rotationSpeedLimit.GetValue(-1);
+ localInertia = sdata.localInertia;
+ localMovementSpeedLimit = sdata.localMovementSpeedLimit.GetValue(-1);
+ localRotationSpeedLimit = sdata.localRotationSpeedLimit.GetValue(-1);
+ depthInertia = sdata.depthInertia;
+ centrifualAcceleration = sdata.centrifualAcceleration;
+ particleSpeedLimit = sdata.particleSpeedLimit.GetValue(-1);
+ teleportMode = sdata.teleportMode;
+ teleportDistance = sdata.teleportDistance;
+ teleportRotation = sdata.teleportRotation;
+ }
+ }
+
+ //=========================================================================================
+ ///
+ /// センタートランスフォームのデータ
+ ///
+ [System.Serializable]
+ public struct CenterData
+ {
+ ///
+ /// 現在のアンカー姿勢
+ ///
+ public float3 anchorPosition;
+ public quaternion anchorRotation;
+
+ ///
+ /// 前フレームのアンカー姿勢
+ ///
+ public float3 oldAnchorPosition;
+ public quaternion oldAnchorRotation;
+
+ ///
+ /// アンカー空間でのコンポーネントのローカル座標
+ ///
+ public float3 anchorComponentLocalPosition;
+
+ ///
+ /// 参照すべきセンタートランスフォームインデックス
+ /// 同期時は同期先チームのもにになる
+ ///
+ public int centerTransformIndex;
+
+ ///
+ /// 現フレームのコンポーネント姿勢
+ ///
+ public float3 componentWorldPosition;
+ public quaternion componentWorldRotation;
+ public float3 componentWorldScale;
+
+ ///
+ /// 前フレームのコンポーネント姿勢
+ ///
+ public float3 oldComponentWorldPosition;
+ public quaternion oldComponentWorldRotation;
+ public float3 oldComponentWorldScale;
+
+ ///
+ /// 現フレームのコンポーネント移動量
+ ///
+ public float3 frameComponentShiftVector;
+ public quaternion frameComponentShiftRotation;
+
+ ///
+ /// 現フレームのコンポーネント移動速度と方向
+ ///
+ public float frameMovingSpeed;
+ public float3 frameMovingDirection;
+
+ ///
+ /// 現フレームの姿勢
+ ///
+ public float3 frameWorldPosition;
+ public quaternion frameWorldRotation;
+ public float3 frameWorldScale;
+ public float3 frameLocalPosition;
+
+ ///
+ /// 前フレームの姿勢
+ ///
+ public float3 oldFrameWorldPosition;
+ public quaternion oldFrameWorldRotation;
+ public float3 oldFrameWorldScale;
+
+ ///
+ /// 現ステップでの姿勢
+ ///
+ public float3 nowWorldPosition;
+ public quaternion nowWorldRotation;
+ //public float3 nowWorldScale; // ※現在未使用
+
+ ///
+ /// 前回ステップでの姿勢
+ ///
+ public float3 oldWorldPosition;
+ public quaternion oldWorldRotation;
+
+ ///
+ /// ステップごとの移動力削減割合(0.0~1.0)
+ ///
+ public float stepMoveInertiaRatio;
+
+ ///
+ /// ステップごとの回転力削減割合(0.0~1.0)
+ ///
+ public float stepRotationInertiaRatio;
+
+ ///
+ /// ステップごとの移動ベクトル
+ /// これは削減前の純粋なワールドベクトル
+ ///
+ public float3 stepVector;
+
+ ///
+ /// ステップごとの回転ベクトル
+ /// これは削減前の純粋なワールド回転
+ ///
+ public quaternion stepRotation;
+
+ ///
+ /// ステップごとの慣性全体移動シフトベクトル
+ ///
+ public float3 inertiaVector;
+
+ ///
+ /// ステップごとの慣性全体シフト回転
+ ///
+ public quaternion inertiaRotation;
+
+ ///
+ /// ステップごとの慣性削減後の移動速度(m/s)
+ ///
+ public float stepMovingSpeed;
+
+ ///
+ /// ステップごとの慣性削減後の移動方向
+ ///
+ public float3 stepMovingDirection;
+
+ ///
+ /// 回転の角速度(rad/s)
+ ///
+ public float angularVelocity;
+
+ ///
+ /// 回転軸(角速度0の場合は(0,0,0))
+ ///
+ public float3 rotationAxis;
+
+ ///
+ /// 初期化時の慣性中心姿勢でのローカル重力方向
+ /// 重力falloff計算で使用
+ ///
+ public float3 initLocalGravityDirection;
+
+ ///
+ /// スムージングされた現在のワールド慣性速度ベクトル
+ ///
+ public float3 smoothingVelocity; // (m/s)
+
+ ///
+ /// マイナススケールによる反転を打ち消すための変換マトリックス
+ /// センター空間
+ ///
+ public float4x4 negativeScaleMatrix;
+
+ internal void Initialize()
+ {
+ anchorRotation = quaternion.identity;
+ oldAnchorRotation = quaternion.identity;
+
+ componentWorldRotation = quaternion.identity;
+ componentWorldScale = 1;
+ oldComponentWorldRotation = quaternion.identity;
+ oldComponentWorldScale = 1;
+ frameComponentShiftRotation = quaternion.identity;
+
+ frameWorldRotation = quaternion.identity;
+ oldFrameWorldRotation = quaternion.identity;
+ nowWorldRotation = quaternion.identity;
+ oldWorldRotation = quaternion.identity;
+ stepRotation = quaternion.identity;
+ }
+ }
+
+ ///
+ /// 制約データ
+ ///
+ [System.Serializable]
+ public class ConstraintData
+ {
+ public ResultCode result;
+ public CenterData centerData;
+ public float3 initLocalGravityDirection;
+ }
+
+ ///
+ /// チームごとの固定点リスト
+ ///
+ internal ExNativeArray fixedArray;
+
+ //=========================================================================================
+ public InertiaConstraint()
+ {
+ fixedArray = new ExNativeArray(0, true);
+ }
+
+ public void Dispose()
+ {
+ fixedArray?.Dispose();
+ fixedArray = null;
+ }
+
+ public override string ToString()
+ {
+ StringBuilder sb = new StringBuilder();
+ sb.AppendLine($"[InertiaConstraint]");
+ sb.AppendLine($" -fixedArray:{fixedArray.ToSummary()}");
+
+ return sb.ToString();
+ }
+
+ //=========================================================================================
+ ///
+ /// 制約データの作成
+ ///
+ ///
+ public static ConstraintData CreateData(VirtualMesh proxyMesh, in ClothParameters parameters)
+ {
+ var constraintData = new ConstraintData();
+
+ try
+ {
+ // ■センター
+ var cdata = new CenterData();
+ cdata.Initialize();
+ cdata.centerTransformIndex = proxyMesh.centerTransformIndex;
+ constraintData.centerData = cdata;
+
+ // 固定点リストはすでにproxyMeshのcenterFixedListに格納されている
+ float3 nor = 0;
+ float3 tan = 0;
+ int ccnt = proxyMesh.CenterFixedPointCount;
+ if (ccnt > 0)
+ {
+ for (int i = 0; i < ccnt; i++)
+ {
+ int fixedIndex = proxyMesh.centerFixedList[i];
+
+ // 初期姿勢を求める
+ var lnor = proxyMesh.localNormals[fixedIndex];
+ var ltan = proxyMesh.localTangents[fixedIndex];
+ var lrot = MathUtility.ToRotation(lnor, ltan);
+ var bindRot = proxyMesh.vertexBindPoseRotations[fixedIndex];
+ var q = math.mul(lrot, bindRot);
+ nor += MathUtility.ToNormal(q);
+ tan += MathUtility.ToTangent(q);
+ }
+ }
+
+ float3 localGravityDirection = new float3(0, -1, 0);
+ if (ccnt > 0)
+ {
+ // 初期センター姿勢からローカル重力方向を算出する
+ var rot = MathUtility.ToRotation(math.normalize(nor), math.normalize(tan));
+ var irot = math.inverse(rot);
+ localGravityDirection = math.mul(irot, parameters.worldGravityDirection);
+ }
+ constraintData.initLocalGravityDirection = localGravityDirection;
+
+ constraintData.result.SetSuccess();
+
+ //Develop.Log($"Create [InertiaConstraint].");
+ }
+ catch (Exception exception)
+ {
+ Debug.LogError(exception);
+ constraintData.result.SetError(Define.Result.Constraint_CreateInertiaException);
+ throw;
+ }
+ finally
+ {
+ }
+
+ return constraintData;
+ }
+
+ internal void Register(ClothProcess cprocess)
+ {
+ // センターデータのセンタートランスフォームインデックスをダイレクト値に変更
+ ref var tdata = ref MagicaManager.Team.GetTeamDataRef(cprocess.TeamId);
+ ref var cdata = ref MagicaManager.Team.centerDataArray.GetRef(cprocess.TeamId);
+ cdata.centerTransformIndex = tdata.centerTransformIndex;
+
+ // 初期化時のローカル重力方向
+ cdata.initLocalGravityDirection = cprocess.inertiaConstraintData.initLocalGravityDirection;
+ //Debug.Log($"[{cprocess.TeamId}] initLocalGravityDirection:{cdata.initLocalGravityDirection}");
+
+ // 固定点リスト
+ var c = new DataChunk();
+ if (cprocess.ProxyMeshContainer.shareVirtualMesh.CenterFixedPointCount > 0)
+ {
+ c = fixedArray.AddRange(cprocess.ProxyMeshContainer.shareVirtualMesh.centerFixedList);
+ }
+ tdata.fixedDataChunk = c;
+ }
+
+ internal void Exit(ClothProcess cprocess)
+ {
+ if (cprocess != null && cprocess.TeamId > 0)
+ {
+ ref var tdata = ref MagicaManager.Team.GetTeamDataRef(cprocess.TeamId);
+
+ fixedArray.Remove(tdata.fixedDataChunk);
+ tdata.fixedDataChunk.Clear();
+ }
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/InertiaConstraint.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/InertiaConstraint.cs.meta
new file mode 100644
index 00000000..b9331085
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/InertiaConstraint.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: ac7ce6c753c84f24ca87c6d1b2f7efd8
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/InertiaConstraint.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/MotionConstraint.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/MotionConstraint.cs
new file mode 100644
index 00000000..d856e0d3
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/MotionConstraint.cs
@@ -0,0 +1,292 @@
+// Magica Cloth 2.
+// Copyright (c) 2023 MagicaSoft.
+// https://magicasoft.jp
+using System;
+using Unity.Collections;
+using Unity.Mathematics;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ public class MotionConstraint : IDisposable
+ {
+ [System.Serializable]
+ public class SerializeData : IDataValidate
+ {
+ ///
+ /// Whether or not to use maximum travel range
+ /// 最大移動範囲
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public bool useMaxDistance;
+
+ ///
+ /// Maximum travel range.
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public CurveSerializeData maxDistance;
+
+ ///
+ /// Use of backstop.
+ /// バックストップ使用の有無
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public bool useBackstop;
+
+ ///
+ /// Backstop sphere radius.
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ [Range(0.1f, 10.0f)]
+ public float backstopRadius;
+
+ ///
+ /// Distance from vertex to backstop sphere.
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public CurveSerializeData backstopDistance;
+
+ ///
+ /// repulsive force(0.0 ~ 1.0)
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float stiffness;
+
+ public SerializeData()
+ {
+ useMaxDistance = false;
+ maxDistance = new CurveSerializeData(0.3f);
+ useBackstop = false;
+ backstopRadius = 10.0f;
+ backstopDistance = new CurveSerializeData(0.0f);
+ stiffness = 1.0f;
+ }
+
+ public void DataValidate()
+ {
+ maxDistance.DataValidate(0.0f, 5.0f);
+ //maxDistanceOffset = Mathf.Clamp01(maxDistanceOffset);
+
+ backstopRadius = Mathf.Clamp(backstopRadius, 0.0f, 10.0f);
+ backstopDistance.DataValidate(0.0f, 1.0f);
+
+ stiffness = Mathf.Clamp01(stiffness);
+ }
+
+ public SerializeData Clone()
+ {
+ return new SerializeData()
+ {
+ useMaxDistance = useMaxDistance,
+ maxDistance = maxDistance.Clone(),
+ useBackstop = useBackstop,
+ backstopRadius = backstopRadius,
+ backstopDistance = backstopDistance.Clone(),
+ stiffness = stiffness,
+ };
+ }
+ }
+
+ public struct MotionConstraintParams
+ {
+ ///
+ /// 最大移動範囲
+ ///
+ public bool useMaxDistance;
+ public float4x4 maxDistanceCurveData;
+ //public float maxDistanceOffset;
+
+ ///
+ /// バックストップ距離
+ ///
+ public bool useBackstop;
+ public float backstopRadius;
+ public float4x4 backstopDistanceCurveData;
+
+ // stiffness
+ public float stiffness;
+
+ public void Convert(SerializeData sdata, ClothProcess.ClothType clothType)
+ {
+ useMaxDistance = clothType == ClothProcess.ClothType.BoneSpring ? false : sdata.useMaxDistance;
+ maxDistanceCurveData = sdata.maxDistance.ConvertFloatArray();
+ //maxDistanceOffset = sdata.maxDistanceOffset;
+
+ useBackstop = clothType == ClothProcess.ClothType.BoneSpring ? false : sdata.useBackstop;
+ backstopRadius = sdata.backstopRadius;
+ backstopDistanceCurveData = sdata.backstopDistance.ConvertFloatArray();
+
+ stiffness = sdata.stiffness;
+ }
+ }
+
+ public void Dispose()
+ {
+ }
+
+ //=========================================================================================
+ // Solver
+ //=========================================================================================
+ internal static void SolverConstraint(
+ DataChunk chunk,
+ // team
+ ref TeamManager.TeamData tdata,
+ ref ClothParameters param,
+ // vmesh
+ ref NativeArray attributes,
+ ref NativeArray vertexDepths,
+ // particle
+ ref NativeArray basePosArray,
+ ref NativeArray baseRotArray,
+ ref NativeArray nextPosArray,
+ ref NativeArray velocityPosArray,
+ ref NativeArray frictionArray,
+ ref NativeArray collisionNormalArray
+ )
+ {
+ if (param.motionConstraint.useMaxDistance == false && param.motionConstraint.useBackstop == false)
+ return;
+
+ // stiffness
+ float stiffness = param.motionConstraint.stiffness;
+
+ float backstopRadius = param.motionConstraint.backstopRadius;
+
+ // パーティクルごと
+ //int pindex = tdata.particleChunk.startIndex;
+ //int vindex = tdata.proxyCommonChunk.startIndex;
+ int pindex = tdata.particleChunk.startIndex + chunk.startIndex;
+ int vindex = tdata.proxyCommonChunk.startIndex + chunk.startIndex;
+ //for (int k = 0; k < tdata.particleChunk.dataLength; k++, pindex++, vindex++)
+ for (int k = 0; k < chunk.dataLength; k++, pindex++, vindex++)
+ {
+ // 移動パーティクルのみ
+ var attr = attributes[vindex];
+ if (attr.IsMove() == false)
+ continue;
+
+ var nextPos = nextPosArray[pindex];
+ var basePos = basePosArray[pindex];
+ float depth = vertexDepths[vindex];
+
+ // !MaxDistanceとBackstop制約は常にアニメーション姿勢(basePose)から計算されるので注意!
+ // !そのためAnimationBlendRatioは影響しない。
+
+ // 適用頂点属性チェック
+ if (attr.IsMotion())
+ {
+ var opos = nextPos;
+
+ // パーティクル半径
+ float radius = math.max(param.radiusCurveData.MC2EvaluateCurve(depth), 0.0001f); // safe
+
+ // 摩擦影響距離
+ float cfr = radius * 1.0f;
+
+ // 深さは二次曲線にする(test)
+ depth = depth * depth;
+
+ //=========================================================
+ // axis
+ //=========================================================
+ var baseRot = baseRotArray[pindex];
+ float3 dir = math.up();
+ switch (param.normalAxis)
+ {
+ case ClothNormalAxis.Right:
+ dir = math.right();
+ break;
+ case ClothNormalAxis.Up:
+ dir = math.up();
+ break;
+ case ClothNormalAxis.Forward:
+ dir = math.forward();
+ break;
+ case ClothNormalAxis.InverseRight:
+ dir = -math.right();
+ break;
+ case ClothNormalAxis.InverseUp:
+ dir = -math.up();
+ break;
+ case ClothNormalAxis.InverseForward:
+ dir = -math.forward();
+ break;
+ }
+ dir = math.mul(baseRot, dir);
+
+ //=========================================================
+ // Max Distance
+ //=========================================================
+ if (param.motionConstraint.useMaxDistance)
+ {
+ float maxDistance = param.motionConstraint.maxDistanceCurveData.MC2EvaluateCurve(depth);
+ //var cen = basePos + dir * (motionParam.maxDistanceOffset * maxDistance);
+ var cen = basePos;
+ var v = MathUtility.ClampVector(nextPos - cen, maxDistance);
+ nextPos = cen + v;
+ }
+
+ //=========================================================
+ // Backstop
+ //=========================================================
+ if (param.motionConstraint.useBackstop)
+ {
+ float backstopDistance = param.motionConstraint.backstopDistanceCurveData.MC2EvaluateCurve(depth);
+ if (backstopRadius > 0.0f)
+ {
+ // バックストップは法線逆方向
+ float3 cen = basePos + -dir * (backstopDistance + backstopRadius);
+ var v = nextPos - cen;
+ float len = math.length(v);
+ if (len > Define.System.Epsilon && len < (backstopRadius + cfr))
+ {
+ var n = v / len;
+ if (len < backstopRadius)
+ {
+ nextPos = cen + n * backstopRadius;
+ }
+
+#if false // 摩擦はあまり良くない気がするのでとりあえずOFF
+ // 摩擦
+ float friction = 1.0f - math.saturate((len - backstopRadius) / cfr);
+ float nowFriction = frictionArray[pindex];
+ if (friction > nowFriction)
+ {
+ // 大きければ更新
+ frictionArray[pindex] = friction;
+
+ // 接触法線
+ collisionNormalArray[pindex] = n;
+ }
+#endif
+ }
+ }
+ }
+
+ //=========================================================
+ // Stiffness
+ //=========================================================
+ nextPos = math.lerp(opos, nextPos, stiffness);
+
+ //=========================================================
+ // 格納
+ //=========================================================
+ // 位置
+ nextPosArray[pindex] = nextPos;
+
+ // 速度影響
+ var add = nextPos - opos;
+ const float attn = 0.95f;
+ velocityPosArray[pindex] = velocityPosArray[pindex] + add * attn;
+ }
+ }
+ }
+ }
+}
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/MotionConstraint.cs.meta b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/MotionConstraint.cs.meta
new file mode 100644
index 00000000..d7f063c7
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/MotionConstraint.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 659973f118f2eb64295ac6e523fdafff
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 242307
+ packageName: Magica Cloth 2
+ packageVersion: 2.18.1
+ assetPath: Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/MotionConstraint.cs
+ uploadId: 893596
diff --git a/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/SelfCollisionConstraint.cs b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/SelfCollisionConstraint.cs
new file mode 100644
index 00000000..3058a647
--- /dev/null
+++ b/Assets/MagicaCloth2/Scripts/Core/Cloth/Constraints/SelfCollisionConstraint.cs
@@ -0,0 +1,2320 @@
+// Magica Cloth 2.
+// Copyright (c) 2025 MagicaSoft.
+// https://magicasoft.jp
+using System;
+using System.Runtime.CompilerServices;
+using System.Text;
+using Unity.Burst;
+using Unity.Collections;
+using Unity.Collections.LowLevel.Unsafe;
+using Unity.Jobs;
+using Unity.Mathematics;
+using UnityEngine;
+
+namespace MagicaCloth2
+{
+ public partial class SelfCollisionConstraint : IDisposable
+ {
+ public enum SelfCollisionMode
+ {
+ None = 0,
+
+ ///
+ /// PointPoint
+ ///
+ //Point = 1, // omit!
+
+ ///
+ /// PointTriangle + EdgeEdge + Intersect
+ ///
+ FullMesh = 2,
+ }
+
+ [System.Serializable]
+ public class SerializeData : IDataValidate
+ {
+ ///
+ /// self-collision mode
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public SelfCollisionMode selfMode;
+
+ ///
+ /// primitive thickness.
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public CurveSerializeData surfaceThickness = new CurveSerializeData(0.005f, 0.5f, 1.0f, false);
+
+ ///
+ /// mutual collision mode.
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public SelfCollisionMode syncMode;
+
+ ///
+ /// Mutual Collision Opponent.
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ public MagicaCloth syncPartner;
+
+ ///
+ /// cloth weight.
+ /// [OK] Runtime changes.
+ /// [OK] Export/Import with Presets
+ ///
+ [Range(0.0f, 1.0f)]
+ public float clothMass = 0.0f;
+
+ public SerializeData()
+ {
+ selfMode = SelfCollisionMode.None;
+ syncMode = SelfCollisionMode.None;
+ }
+
+ public void DataValidate()
+ {
+ surfaceThickness.DataValidate(Define.System.SelfCollisionThicknessMin, Define.System.SelfCollisionThicknessMax);
+ clothMass = Mathf.Clamp01(clothMass);
+ }
+
+ public SerializeData Clone()
+ {
+ return new SerializeData()
+ {
+ selfMode = selfMode,
+ surfaceThickness = surfaceThickness.Clone(),
+ syncMode = syncMode,
+ syncPartner = syncPartner,
+ clothMass = clothMass,
+ };
+ }
+
+ public MagicaCloth GetSyncPartner()
+ {
+ return syncMode != SelfCollisionMode.None ? syncPartner : null;
+ }
+ }
+
+ public struct SelfCollisionConstraintParams
+ {
+ public SelfCollisionMode selfMode;
+ public float4x4 surfaceThicknessCurveData;
+ public SelfCollisionMode syncMode;
+ public float clothMass;
+
+ public void Convert(SerializeData sdata, ClothProcess.ClothType clothType)
+ {
+ selfMode = clothType == ClothProcess.ClothType.BoneSpring ? SelfCollisionMode.None : sdata.selfMode;
+ surfaceThicknessCurveData = sdata.surfaceThickness.ConvertFloatArray();
+ syncMode = clothType == ClothProcess.ClothType.BoneSpring ? SelfCollisionMode.None : sdata.syncMode;
+ clothMass = sdata.clothMass;
+ }
+ }
+
+ //=========================================================================================
+ ///
+ /// プリミティブ
+ /// Point/Edge/Triangleの管理
+ ///
+ public const uint KindPoint = 0;
+ public const uint KindEdge = 1;
+ public const uint KindTriangle = 2;
+
+ public const uint Flag_KindMask = 0x03000000; // 24~25bit
+ public const uint Flag_Fix0 = 0x04000000;
+ public const uint Flag_Fix1 = 0x08000000;
+ public const uint Flag_Fix2 = 0x10000000;
+ public const uint Flag_AllFix = 0x20000000;
+ public const uint Flag_Ignore = 0x40000000; // 無効もしくは無視頂点が含まれる
+ public const uint Flag_Enable = 0x80000000; // 接触判定有効
+ public const uint Flag_Intersect0 = 0x00000001;
+ public const uint Flag_Intersect1 = 0x00000002;
+ public const uint Flag_Intersect2 = 0x00000004;
+
+ public const uint Flag_FixIntersect0 = (Flag_Fix0 | Flag_Intersect0);
+ public const uint Flag_FixIntersect1 = (Flag_Fix1 | Flag_Intersect1);
+ public const uint Flag_FixIntersect2 = (Flag_Fix2 | Flag_Intersect2);
+
+ unsafe internal struct Primitive : IComparable
+ {
+ ///
+ /// フラグ
+ ///
+ public uint flag;
+
+ ///
+ /// プリミティブを構成するパーティクルインデックス
+ /// 不要な軸は(-1)が設定されている
+ ///
+ public int3 particleIndices;
+
+ public float3 invMass;
+
+ ///
+ /// プリミティブAABB
+ ///
+ public AABB aabb;
+
+ ///
+ /// UniformGird座標
+ ///
+ public int3 grid;
+
+ public float depth;
+
+ ///
+ /// 厚み
+ ///
+ public float thickness;
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public bool IsIgnore()
+ {
+ return (flag & Flag_Ignore) != 0;
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public bool IsAllFix()
+ {
+ return (flag & Flag_AllFix) != 0;
+ }
+
+ ///
+ /// パーティクルインデックスが1つ以上重複しているか判定する
+ ///
+ ///
+ ///
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public bool AnyParticle(ref Primitive pri)
+ {
+ uint kind = ((flag & Flag_KindMask) >> 24) + 1;
+
+ for (int i = 0; i < kind; i++)
+ {
+ int p = particleIndices[i];
+
+ // 入力すべてが非0ならtrue
+ if (math.all(pri.particleIndices - p) == false)
+ return true;
+ }
+
+ return false;
+ }
+
+ ///
+ /// ソート用
+ /// グリッドX->Y->Zの順でソート
+ ///
+ ///
+ ///
+ public int CompareTo(Primitive other)
+ {
+ if (grid.x != other.grid.x)
+ return grid.x - other.grid.x;
+ if (grid.y != other.grid.y)
+ return grid.y - other.grid.y;
+ return grid.z - other.grid.z;
+ }
+ }
+ internal ExNativeArray primitiveArrayB;
+
+ ///
+ /// グリッド
+ /// プリミティブ検出用のグリッド情報
+ ///
+ internal struct GridInfo : IComparable
+ {
+ // このグリッドのハッシュ値
+ public int hash;
+
+ // このグリッドの開始プリミティブインデックス
+ public int start;
+
+ // このグリッドに格納されているプリミティブ数
+ public int count;
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public int CompareTo(GridInfo other)
+ {
+ if (hash < other.hash)
+ return -1;
+ else if (hash > other.hash)
+ return 1;
+ else
+ return 0;
+ }
+ }
+ internal ExNativeArray uniformGridStartCountBuffer;
+
+ ///
+ /// コンタクト
+ /// 衝突プリミティブペアの管理
+ ///
+ internal const byte ContactType_EdgeEdge = 0;
+ internal const byte ContactType_PointTriangle = 1;
+ internal const byte ContactType_TrianglePoint = 2;
+
+ internal struct ContactInfo
+ {
+ public int primitiveIndex0;
+ public int primitiveIndex1;
+ public byte contactType;
+ public byte enable;
+ public half thickness;
+ public half s;
+ public half t;
+ public half3 n;
+ }
+
+ internal NativeQueue contactQueue;
+ internal NativeList contactList;
+
+ ///
+ /// インターセクト
+ /// 絡まり防止のEdgeTriangleペアの管理
+ ///
+ internal struct IntersectInfo
+ {
+ public int2 edgeParticeIndices;
+ public int3 triangleParticleIndices;
+ }
+
+ internal NativeQueue intersectQueue;
+ internal NativeList intersectList;
+
+ //=========================================================================================
+ ///
+ /// ポイントプリミティブ総数
+ ///
+ public int PointPrimitiveCount { get; private set; } = 0;
+
+ ///
+ /// エッジプリミティブ総数
+ ///
+ public int EdgePrimitiveCount { get; private set; } = 0;
+
+ ///
+ /// トライアングルプリミティブ総数
+ ///
+ public int TrianglePrimitiveCount { get; private set; } = 0;
+
+ //=========================================================================================
+ ///
+ /// 交差解決フラグ(パーティクルと連動)
+ ///
+ internal NativeArray intersectFlagArray;
+
+ internal int IntersectCount { get; private set; } = 0;
+
+ //=========================================================================================
+ public SelfCollisionConstraint()
+ {
+ intersectFlagArray = new NativeArray(0, Allocator.Persistent);
+
+ primitiveArrayB = new ExNativeArray(0, true);
+ uniformGridStartCountBuffer = new ExNativeArray(0, true);
+ contactQueue = new NativeQueue(Allocator.Persistent);
+ contactList = new NativeList(Allocator.Persistent);
+ intersectQueue = new NativeQueue(Allocator.Persistent);
+ intersectList = new NativeList(Allocator.Persistent);
+
+ //Develop.DebugLog($"UseQueueCount:{UseQueueCount}");
+ }
+
+ public void Dispose()
+ {
+ PointPrimitiveCount = 0;
+ EdgePrimitiveCount = 0;
+ TrianglePrimitiveCount = 0;
+
+ intersectFlagArray.MC2DisposeSafe();
+
+ primitiveArrayB?.Dispose();
+ primitiveArrayB = null;
+ uniformGridStartCountBuffer?.Dispose();
+ uniformGridStartCountBuffer = null;
+
+ if (contactQueue.IsCreated)
+ contactQueue.Dispose();
+ if (contactList.IsCreated)
+ contactList.Dispose();
+ if (intersectQueue.IsCreated)
+ intersectQueue.Dispose();
+ if (intersectList.IsCreated)
+ intersectList.Dispose();
+
+ IntersectCount = 0;
+ }
+
+ ///
+ /// データの有無を返す
+ ///
+ ///
+ public bool HasPrimitive()
+ {
+ return (PointPrimitiveCount + EdgePrimitiveCount + TrianglePrimitiveCount) > 0;
+ }
+
+ public override string ToString()
+ {
+ StringBuilder sb = new StringBuilder();
+ sb.AppendLine($"[SelfCollisionConstraint]");
+ sb.AppendLine($" -intersectFlagArray:{(intersectFlagArray.IsCreated ? intersectFlagArray.Length : 0)}");
+
+ return sb.ToString();
+ }
+
+ //=========================================================================================
+ ///
+ /// 制約データを登録する
+ ///
+ ///
+ internal void Register(ClothProcess cprocess)
+ {
+ UpdateTeam(cprocess.TeamId);
+ }
+
+ ///
+ /// 制約データを解除する
+ ///
+ ///
+ internal void Exit(ClothProcess cprocess)
+ {
+ if (cprocess != null && cprocess.TeamId > 0)
+ {
+ // Exitフラグを見て自動的にすべて解放される
+ // また同期相手のフラグ更新も行う
+ UpdateTeam(cprocess.TeamId);
+ }
+ }
+
+ ///
+ /// フラグおよびバッファの更新
+ ///
+ ///
+ ///
+ internal void UpdateTeam(int teamId)
+ {
+ var tm = MagicaManager.Team;
+
+ if (tm.ContainsTeamData(teamId) == false)
+ return;
+ ref var tdata = ref tm.GetTeamDataRef(teamId);
+ var oldFlag = tdata.flag;
+
+ // チームが消滅中かどうか
+ bool exit = tdata.flag.IsSet(TeamManager.Flag_Exit);
+
+ // sync解除
+ if (exit && tdata.syncTeamId != 0 && tm.ContainsTeamData(tdata.syncTeamId))
+ {
+ ref var stdata = ref tm.GetTeamDataRef(tdata.syncTeamId);
+ tm.RemoveSyncParent(ref stdata, teamId);
+ }
+
+ // 自身の状況を判定する
+ ref var parameter = ref tm.GetParametersRef(teamId);
+ var selfMode = exit ? SelfCollisionMode.None : parameter.selfCollisionConstraint.selfMode;
+ var syncMode = exit ? SelfCollisionMode.None : parameter.selfCollisionConstraint.syncMode;
+
+ bool usePointPrimitive = false;
+ bool useEdgePrimitive = false;
+ bool useTrianglePrimitive = false;
+
+ bool selfEdgeEdge = false;
+ bool selfPointTriangle = false;
+ bool selfTrianglePoint = false;
+ bool selfEdgeTriangleIntersect = false;
+ bool selfTriangleEdgeIntersect = false;
+
+ bool syncEdgeEdge = false;
+ bool syncPointTriangle = false;
+ bool syncTrianglePoint = false;
+ bool syncEdgeTriangleIntersect = false;
+ bool syncTriangleEdgeIntersect = false;
+
+ bool PsyncEdgeEdge = false;
+ bool PsyncPointTriangle = false;
+ bool PsyncTrianglePoint = false;
+ bool PsyncEdgeTriangleIntersect = false;
+ bool PsyncTriangleEdgeIntersect = false;
+
+ if (selfMode == SelfCollisionMode.FullMesh)
+ {
+ if (tdata.EdgeCount > 0)
+ {
+ useEdgePrimitive = true;
+ selfEdgeEdge = true;
+ }
+ if (tdata.TriangleCount > 0)
+ {
+ usePointPrimitive = true;
+ useTrianglePrimitive = true;
+ selfPointTriangle = true;
+ selfTrianglePoint = true;
+ }
+ if (tdata.EdgeCount > 0 && tdata.TriangleCount > 0)
+ {
+ selfEdgeTriangleIntersect = true;
+ selfTriangleEdgeIntersect = true;
+ }
+ }
+
+ // sync
+ if (syncMode != SelfCollisionMode.None && tm.ContainsTeamData(tdata.syncTeamId))
+ {
+ ref var stdata = ref tm.GetTeamDataRef(tdata.syncTeamId);
+ if (syncMode == SelfCollisionMode.FullMesh)
+ {
+ if (tdata.EdgeCount > 0 && stdata.EdgeCount > 0)
+ {
+ useEdgePrimitive = true;
+ syncEdgeEdge = true;
+ }
+ if (tdata.TriangleCount > 0)
+ {
+ useTrianglePrimitive = true;
+ syncTrianglePoint = true;
+ }
+ if (stdata.TriangleCount > 0)
+ {
+ usePointPrimitive = true;
+ syncPointTriangle = true;
+ }
+ if (tdata.EdgeCount > 0 && stdata.TriangleCount > 0)
+ {
+ syncEdgeTriangleIntersect = true;
+ }
+ if (tdata.TriangleCount > 0 && stdata.EdgeCount > 0)
+ {
+ syncTriangleEdgeIntersect = true;
+ }
+ }
+ }
+
+ // sync parent
+ if (tdata.syncParentTeamId.Length > 0 && exit == false)
+ {
+ for (int i = 0; i < tdata.syncParentTeamId.Length; i++)
+ {
+ int parentTeamId = tdata.syncParentTeamId[i];
+ ref var ptdata = ref tm.GetTeamDataRef(parentTeamId);
+ if (ptdata.IsValid)
+ {
+ ref var parentParameter = ref tm.GetParametersRef(parentTeamId);
+ var parentSyncMode = parentParameter.selfCollisionConstraint.syncMode;
+ if (parentSyncMode == SelfCollisionMode.FullMesh)
+ {
+ if (ptdata.EdgeCount > 0 && tdata.EdgeCount > 0)
+ {
+ useEdgePrimitive = true;
+ PsyncEdgeEdge = true;
+ }
+ if (ptdata.TriangleCount > 0)
+ {
+ usePointPrimitive = true;
+ PsyncPointTriangle = true;
+ }
+ if (tdata.TriangleCount > 0)
+ {
+ useTrianglePrimitive = true;
+ PsyncTrianglePoint = true;
+ }
+ if (tdata.EdgeCount > 0 && ptdata.TriangleCount > 0)
+ {
+ PsyncEdgeTriangleIntersect = true;
+ }
+ if (tdata.TriangleCount > 0 && ptdata.EdgeCount > 0)
+ {
+ PsyncTriangleEdgeIntersect = true;
+ }
+ }
+ }
+ }
+ }
+
+ // フラグ
+ tdata.flag.SetBits(TeamManager.Flag_Self_PointPrimitive, usePointPrimitive);
+ tdata.flag.SetBits(TeamManager.Flag_Self_EdgePrimitive, useEdgePrimitive);
+ tdata.flag.SetBits(TeamManager.Flag_Self_TrianglePrimitive, useTrianglePrimitive);
+
+ tdata.flag.SetBits(TeamManager.Flag_Self_EdgeEdge, selfEdgeEdge);
+ tdata.flag.SetBits(TeamManager.Flag_Self_PointTriangle, selfPointTriangle);
+ tdata.flag.SetBits(TeamManager.Flag_Self_TrianglePoint, selfTrianglePoint);
+ tdata.flag.SetBits(TeamManager.Flag_Self_EdgeTriangleIntersect, selfEdgeTriangleIntersect);
+ tdata.flag.SetBits(TeamManager.Flag_Self_TriangleEdgeIntersect, selfTriangleEdgeIntersect);
+
+ tdata.flag.SetBits(TeamManager.Flag_Sync_EdgeEdge, syncEdgeEdge);
+ tdata.flag.SetBits(TeamManager.Flag_Sync_PointTriangle, syncPointTriangle);
+ tdata.flag.SetBits(TeamManager.Flag_Sync_TrianglePoint, syncTrianglePoint);
+ tdata.flag.SetBits(TeamManager.Flag_Sync_EdgeTriangleIntersect, syncEdgeTriangleIntersect);
+ tdata.flag.SetBits(TeamManager.Flag_Sync_TriangleEdgeIntersect, syncTriangleEdgeIntersect);
+
+ tdata.flag.SetBits(TeamManager.Flag_PSync_EdgeEdge, PsyncEdgeEdge);
+ tdata.flag.SetBits(TeamManager.Flag_PSync_PointTriangle, PsyncPointTriangle);
+ tdata.flag.SetBits(TeamManager.Flag_PSync_TrianglePoint, PsyncTrianglePoint);
+ tdata.flag.SetBits(TeamManager.Flag_PSync_EdgeTriangleIntersect, PsyncEdgeTriangleIntersect);
+ tdata.flag.SetBits(TeamManager.Flag_PSync_TriangleEdgeIntersect, PsyncTriangleEdgeIntersect);
+
+ // point buffer
+ if (usePointPrimitive && tdata.selfPointChunk.IsValid == false)
+ {
+ // init
+ int pointCount = tdata.ParticleCount;
+ tdata.selfPointChunk = primitiveArrayB.AddRange(pointCount);
+ uniformGridStartCountBuffer.AddRange(pointCount);
+ int start = tdata.selfPointChunk.startIndex;
+ InitPrimitive(teamId, tdata, KindPoint, start, pointCount);
+ PointPrimitiveCount += pointCount;
+ }
+ else if (usePointPrimitive == false && tdata.selfPointChunk.IsValid)
+ {
+ // remove
+ primitiveArrayB.Remove(tdata.selfPointChunk);
+ uniformGridStartCountBuffer.Remove(tdata.selfPointChunk);
+ PointPrimitiveCount -= tdata.selfPointChunk.dataLength;
+ tdata.selfPointChunk.Clear();
+ }
+
+ // edge buffer
+ if (useEdgePrimitive && tdata.selfEdgeChunk.IsValid == false)
+ {
+ // init
+ int edgeCount = tdata.EdgeCount;
+ tdata.selfEdgeChunk = primitiveArrayB.AddRange(edgeCount);
+ uniformGridStartCountBuffer.AddRange(edgeCount);
+ int start = tdata.selfEdgeChunk.startIndex;
+ InitPrimitive(teamId, tdata, KindEdge, start, edgeCount);
+ EdgePrimitiveCount += edgeCount;
+ }
+ else if (useEdgePrimitive == false && tdata.selfEdgeChunk.IsValid)
+ {
+ // remove
+ primitiveArrayB.Remove(tdata.selfEdgeChunk);
+ uniformGridStartCountBuffer.Remove(tdata.selfEdgeChunk);
+ EdgePrimitiveCount -= tdata.selfEdgeChunk.dataLength;
+ tdata.selfEdgeChunk.Clear();
+ }
+
+ // triangle buffer
+ if (useTrianglePrimitive && tdata.selfTriangleChunk.IsValid == false)
+ {
+ // init
+ int triangleCount = tdata.TriangleCount;
+ tdata.selfTriangleChunk = primitiveArrayB.AddRange(triangleCount);
+ uniformGridStartCountBuffer.AddRange(triangleCount);
+ int start = tdata.selfTriangleChunk.startIndex;
+ InitPrimitive(teamId, tdata, KindTriangle, start, triangleCount);
+ TrianglePrimitiveCount += triangleCount;
+ }
+ else if (useTrianglePrimitive == false && tdata.selfTriangleChunk.IsValid)
+ {
+ // remove
+ primitiveArrayB.Remove(tdata.selfTriangleChunk);
+ uniformGridStartCountBuffer.Remove(tdata.selfTriangleChunk);
+ TrianglePrimitiveCount -= tdata.selfTriangleChunk.dataLength;
+ tdata.selfTriangleChunk.Clear();
+ }
+
+ // Intersect
+ bool useIntersect = tdata.flag.TestAny(TeamManager.Flag_Self_EdgeTriangleIntersect, 6);
+ bool oldIntersect = oldFlag.TestAny(TeamManager.Flag_Self_EdgeTriangleIntersect, 6);
+ if (useIntersect && oldIntersect == false)
+ {
+ // init
+ IntersectCount++; // チーム利用カウント
+ }
+ else if (useIntersect == false && oldIntersect)
+ {
+ // remove
+ IntersectCount--;
+ }
+
+ // 同期対象に対して再帰する
+ if (tdata.syncTeamId != 0 && tm.ContainsTeamData(tdata.syncTeamId))
+ {
+ UpdateTeam(tdata.syncTeamId);
+ }
+ }
+
+ ///
+ /// プリミティブ初期化
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ void InitPrimitive(int teamId, TeamManager.TeamData tdata, uint kind, int startPrimitive, int length)
+ {
+ var vm = MagicaManager.VMesh;
+
+ var job = new InitPrimitiveJob()
+ {
+ teamId = teamId,
+ tdata = tdata,
+
+ kind = kind,
+ startPrimitive = startPrimitive,
+
+ edges = vm.edges.GetNativeArray(),
+ triangles = vm.triangles.GetNativeArray(),
+ attributes = vm.attributes.GetNativeArray(),
+ vertexDepths = vm.vertexDepths.GetNativeArray(),
+
+ primitiveArrayB = primitiveArrayB.GetNativeArray(),
+ };
+ job.Run(length); // ここではRun()で実行する
+ }
+
+ [BurstCompile]
+ struct InitPrimitiveJob : IJobParallelFor
+ {
+ public int teamId;
+ public TeamManager.TeamData tdata;
+
+ public uint kind;
+ public int startPrimitive;
+
+ // vmesh
+ [Unity.Collections.ReadOnly]
+ public NativeArray edges;
+ [Unity.Collections.ReadOnly]
+ public NativeArray triangles;
+ [Unity.Collections.ReadOnly]
+ public NativeArray attributes;
+ [Unity.Collections.ReadOnly]
+ public NativeArray vertexDepths;
+
+ [NativeDisableParallelForRestriction]
+ public NativeArray primitiveArrayB;
+
+ public void Execute(int index)
+ {
+ int pri_index = startPrimitive + index;
+
+ var p = primitiveArrayB[pri_index];
+ int pstart = tdata.particleChunk.startIndex;
+
+ // プリミティブを構成するパーティクルインデックス
+ int3 particleIndices = -1;
+ if (kind == KindPoint)
+ {
+ particleIndices[0] = pstart + index;
+ }
+ else if (kind == KindEdge)
+ {
+ int estart = tdata.proxyEdgeChunk.startIndex;
+ particleIndices.xy = edges[estart + index] + pstart;
+ }
+ else if (kind == KindTriangle)
+ {
+ int tstart = tdata.proxyTriangleChunk.startIndex;
+ particleIndices.xyz = triangles[tstart + index] + pstart;
+ }
+
+ // フラグなど
+ uint flag = 0;
+ uint fix_flag = Flag_Fix0;
+ bool ignore = false;
+ int fixcnt = 0;
+ float depth = 0;
+ int ac = (int)kind + 1; // 軸の数
+ for (int i = 0; i < ac; i++)
+ {
+ int pindex = particleIndices[i];
+ int vindex = tdata.proxyCommonChunk.startIndex + pindex - pstart;
+ var attr = attributes[vindex];
+ if (attr.IsMove())
+ flag &= ~fix_flag;
+ else
+ {
+ flag |= fix_flag;
+ fixcnt++;
+ }
+ fix_flag <<= 1;
+ if (attr.IsInvalid())
+ ignore = true;
+ depth += vertexDepths[vindex];
+ }
+ if (fixcnt == ac)
+ flag |= Flag_AllFix;
+ else
+ flag &= ~Flag_AllFix;
+ if (ignore)
+ flag |= Flag_Ignore;
+ depth /= ac;
+
+ p.flag = (kind << 24) | flag;
+ p.particleIndices = particleIndices;
+ p.depth = depth;
+ p.grid = Define.System.SelfCollisionIgnoreGrid; // 無効グリッド
+
+ primitiveArrayB[pri_index] = p;
+
+ //Debug.Log($"pri[{pri_index}] p:{p.particleIndices}, {p.GetKind()}");
+ }
+ }
+
+ ///
+ /// 作業バッファ更新
+ ///
+ internal void WorkBufferUpdate()
+ {
+ // 交差フラグバッファ
+ if (IntersectCount > 0)
+ {
+ int pcnt = MagicaManager.Simulation.ParticleCount;
+ intersectFlagArray.MC2Resize(pcnt, options: NativeArrayOptions.ClearMemory);
+ }
+ }
+
+ //=========================================================================================
+ // Primitive
+ //=========================================================================================
+ [BurstCompile]
+ unsafe internal struct SelfStep_UpdatePrimitiveJob : IJobParallelFor
+ {
+ public int workerCount;
+ public int updateIndex;
+ public float4 simulationPower;
+
+ // team
+ [Unity.Collections.ReadOnly]
+ public NativeList batchSelfTeamList;
+ [Unity.Collections.ReadOnly]
+ public NativeArray teamDataArray;
+ [Unity.Collections.ReadOnly]
+ public NativeArray parameterArray;
+
+ // particle
+ [Unity.Collections.ReadOnly]
+ public NativeArray nextPosArray;
+ [Unity.Collections.ReadOnly]
+ public NativeArray oldPosArray;
+ [Unity.Collections.ReadOnly]
+ public NativeArray frictionArray;
+
+ // self collision
+ public bool useIntersect;
+ [NativeDisableParallelForRestriction]
+ public NativeArray primitiveArrayB;
+ [Unity.Collections.ReadOnly]
+ public NativeArray intersectFlagArray;
+
+ // バッチ内のローカルチームインデックスごと
+ // ワーカー分割(3固定)
+ public void Execute(int index)
+ {
+ // チームIDとワーカーID
+ int localIndex = index / workerCount;
+ int workerIndex = index % workerCount;
+
+ // 各ベースポインタ
+ TeamManager.TeamData* teamPt = (TeamManager.TeamData*)teamDataArray.GetUnsafeReadOnlyPtr();
+ ClothParameters* paramPt = (ClothParameters*)parameterArray.GetUnsafeReadOnlyPtr();
+
+ int teamId = batchSelfTeamList[localIndex];
+ ref var tdata = ref *(teamPt + teamId);
+ ref var param = ref *(paramPt + teamId);
+
+ if (updateIndex >= tdata.updateCount)
+ return;
+ if (tdata.IsProcess == false)
+ return;
+ if (tdata.ParticleCount == 0)
+ return;
+
+ // セルフコリジョン
+ // ■プリミティブとグリッドの更新
+ // 範囲
+ //var chunk = MathUtility.GetWorkerChunk(tdata.particleChunk.dataLength, workerCount, workerIndex);
+ //if (chunk.IsValid)
+ {
+ UpdatePrimitive(
+ workerIndex,
+ // team
+ teamId,
+ ref tdata,
+ ref param,
+ // particle
+ ref nextPosArray,
+ ref oldPosArray,
+ ref frictionArray,
+ // self collisiotn
+ useIntersect,
+ ref primitiveArrayB,
+ ref intersectFlagArray
+ );
+ }
+ }
+ }
+
+ ///
+ /// ブロードフェーズ
+ /// プリミティブ更新
+ ///
+ unsafe static void UpdatePrimitive(
+ int k,
+ // team
+ int teamId,
+ ref TeamManager.TeamData tdata,
+ ref ClothParameters param,
+ // particle
+ ref NativeArray nextPosArray,
+ ref NativeArray oldPosArray,
+ ref NativeArray frictionArray,
+ // self collision
+ bool useIntersect,
+ ref NativeArray primitiveArrayB,
+ ref NativeArray intersectFlagArray
+ )
+ {
+ // チームの種類ごと(0:Point,1:Edge,2:Triangle)
+
+ // ■プリミティブ更新 ===================================================================
+ Primitive* pt = (Primitive*)primitiveArrayB.GetUnsafePtr();
+
+ int pstart = tdata.particleChunk.startIndex;
+
+ // (0)Point/(1)Edge/(2)Triangle
+ float maxPrimitiveSize = 0;
+ //for (int k = 0; k < 3; k++)
+ {
+ DataChunk pc = k == KindPoint ? tdata.selfPointChunk : (k == KindEdge ? tdata.selfEdgeChunk : tdata.selfTriangleChunk);
+ //Debug.Log($"[{teamId}] kind:{k} pc:{pc.ToString()}");
+
+ if (pc.IsValid)
+ {
+ uint kind = (uint)k;
+
+ float3x3 nextPos = 0;
+ float3x3 oldPos = 0;
+
+ int priIndex = pc.startIndex;
+ for (int j = 0; j < pc.dataLength; j++, priIndex++)
+ {
+ ref var p = ref *(pt + priIndex);
+
+ if (p.IsIgnore())
+ continue;
+
+ // プリミティブ更新
+ int ac = k + 1; // 軸の数
+ uint fix_flag = Flag_Fix0;
+ uint intersect_flag = 0;
+ for (int i = 0; i < ac; i++)
+ {
+ int pindex = p.particleIndices[i];
+ nextPos[i] = nextPosArray[pindex];
+ oldPos[i] = oldPosArray[pindex];
+ bool fix = (p.flag & fix_flag) != 0;
+ p.invMass[i] = MathUtility.CalcSelfCollisionInverseMass(frictionArray[pindex], fix, param.selfCollisionConstraint.clothMass);
+ fix_flag <<= 1;
+
+ if (useIntersect && intersectFlagArray[pindex] != 0)
+ intersect_flag |= (Flag_Intersect0 << i);
+ }
+ float thickness = param.selfCollisionConstraint.surfaceThicknessCurveData.MC2EvaluateCurve(p.depth);
+ thickness *= tdata.scaleRatio; // team scale
+ p.thickness = thickness;
+
+ // プリミティブAABB
+ var aabb = new AABB(math.min(nextPos[0], oldPos[0]), math.max(nextPos[0], oldPos[0]));
+ for (int i = 1; i < ac; i++)
+ {
+ aabb.Encapsulate(nextPos[i]);
+ aabb.Encapsulate(oldPos[i]);
+ }
+ float aabbSize = aabb.MaxSideLength;
+ maxPrimitiveSize = math.max(maxPrimitiveSize, aabbSize);
+ aabb.Expand(thickness); // 厚み
+ p.aabb = aabb;
+
+ // インターセクトフラグ更新
+ p.flag = (p.flag & 0xfffffff8) | intersect_flag;
+ }
+ }
+ }
+
+ // ■UniformGridサイズ決定 ==============================================================
+ // 種類がEdgeの場合のみ設定
+ if (k == KindEdge)
+ {
+ const float uniformGridScale = 3.0f; // 一旦これで 3.0?
+ float gridSize = maxPrimitiveSize * uniformGridScale;
+ tdata.selfGridSize = gridSize;
+ tdata.selfMaxPrimitiveSize = maxPrimitiveSize; // 最大プリミティブサイズ
+ //Debug.Log($"[{teamId}] maxPrimitiveSize:{maxPrimitiveSize} gridSize:{gridSize}");
+ }
+ //Debug.Log($"[{teamId}] kind:{k}, maxPrimitiveSize:{maxPrimitiveSize}");
+ }
+
+ [BurstCompile]
+ unsafe internal struct SelfStep_UpdateGridJob : IJobParallelFor
+ {
+ public int kindCount;
+ public int updateIndex;
+ public float4 simulationPower;
+
+ // team
+ [Unity.Collections.ReadOnly]
+ public NativeList batchSelfTeamList;
+ [Unity.Collections.ReadOnly]
+ public NativeArray teamDataArray;
+
+ // self collision
+ [Unity.Collections.ReadOnly]
+ public NativeArray primitiveArrayB;
+ [NativeDisableParallelForRestriction]
+ [NativeDisableContainerSafetyRestriction]
+ public NativeArray uniformGridStartCountBuffer;
+
+ // バッチ内のローカルチームインデックスごと
+ // ワーカー分割(3固定)
+ public void Execute(int index)
+ {
+ // チームIDとワーカーID
+ int localIndex = index / kindCount;
+ int kindIndex = index % kindCount;
+
+ // 各ベースポインタ
+ TeamManager.TeamData* teamPt = (TeamManager.TeamData*)teamDataArray.GetUnsafeReadOnlyPtr();
+
+ int teamId = batchSelfTeamList[localIndex];
+ ref var tdata = ref *(teamPt + teamId);
+
+ if (updateIndex >= tdata.updateCount)
+ return;
+ if (tdata.IsProcess == false)
+ return;
+ if (tdata.ParticleCount == 0)
+ return;
+
+ // セルフコリジョン
+ // ■プリミティブとグリッドの更新(初回ステップのみ)
+ if (updateIndex == 0)
+ {
+ UpdateGrid(
+ kindIndex,
+ // team
+ teamId,
+ ref tdata,
+ // self collisiotn
+ ref primitiveArrayB,
+ ref uniformGridStartCountBuffer
+ );
+ }
+ }
+ }
+
+ unsafe static void UpdateGrid(
+ int k,
+ // team
+ int teamId,
+ ref TeamManager.TeamData tdata,
+ // self collision
+ ref NativeArray primitiveArrayB,
+ ref NativeArray uniformGridStartCountBuffer
+ )
+ {
+ // チームの種類ごと(0:Point,1:Edge,2:Triangle)
+
+ // ■プリミティブ更新 ===================================================================
+ Primitive* pt = (Primitive*)primitiveArrayB.GetUnsafeReadOnlyPtr();
+ GridInfo* gt = (GridInfo*)uniformGridStartCountBuffer.GetUnsafePtr();
+
+ //int pstart = tdata.particleChunk.startIndex;
+
+ // ■ここからは自身のグリッドが参照される場合のみで良い
+ // つまり自身のセルフコリジョンか親からの相互コリジョン
+ if (tdata.flag.IsSet(TeamManager.Flag_Self_EdgeEdge)
+ || tdata.flag.IsSet(TeamManager.Flag_Self_PointTriangle)
+ || tdata.flag.IsSet(TeamManager.Flag_Self_TrianglePoint)
+ || tdata.flag.IsSet(TeamManager.Flag_PSync_EdgeEdge)
+ || tdata.flag.IsSet(TeamManager.Flag_PSync_PointTriangle)
+ || tdata.flag.IsSet(TeamManager.Flag_PSync_TrianglePoint)
+ )
+ {
+ {
+ DataChunk pc = k == KindPoint ? tdata.selfPointChunk : (k == KindEdge ? tdata.selfEdgeChunk : tdata.selfTriangleChunk);
+ //Debug.Log($"[{teamId}] calc grid. kind:{k} pstart:{pc.startIndex}, pcount:{pc.dataLength}");
+ if (pc.IsValid)
+ {
+ // ■プリミティブのグリッド座標算出 =======================================================
+ int priIndex = pc.startIndex;
+ for (int j = 0; j < pc.dataLength; j++, priIndex++)
+ {
+ ref var p = ref *(pt + priIndex);
+ if (p.IsIgnore())
+ p.grid = Define.System.SelfCollisionIgnoreGrid; // 無効グリッド
+ else
+ p.grid = GetGrid(p.aabb.Center, tdata.selfGridSize);
+ }
+
+ // ■プリミティブをグリッド順にソートする =================================================
+ NativeSortExtension.Sort(pt + pc.startIndex, pc.dataLength);
+
+ // ■グリッドの開始位置と数を摘出する =====================================================
+ int3 nowGrid = 0;
+ int nowGridStart = 0;
+ int nowGridCount = 0;
+ int gridBufferStart = pc.startIndex;
+ int gridBufferIndex = gridBufferStart;
+ int gridBufferCount = 0;
+ priIndex = pc.startIndex;
+ for (int i = 0; i < pc.dataLength; i++, priIndex++)
+ {
+ ref var p = ref *(pt + priIndex);
+
+ if (i == 0)
+ {
+ // 初回グリッド
+ nowGrid = p.grid;
+ nowGridStart = priIndex;
+ nowGridCount = 0;
+ }
+ else if (p.grid.Equals(nowGrid.xyz) == false)
+ {
+ // 現在のグリッドを保存
+ uniformGridStartCountBuffer[gridBufferIndex] = new GridInfo() { hash = nowGrid.GetHashCode(), start = nowGridStart, count = nowGridCount };
+ gridBufferIndex++;
+ gridBufferCount++;
+ //Debug.Log(nowGrid.GetHashCode());
+
+ // 次のグリッドの開始
+ nowGrid = p.grid;
+ nowGridStart = priIndex;
+ nowGridCount = 0;
+ }
+ nowGridCount++;
+ }
+ // 最後のグリッドを記録
+ if (nowGridCount > 0)
+ {
+ uniformGridStartCountBuffer[gridBufferIndex] = new GridInfo() { hash = nowGrid.GetHashCode(), start = nowGridStart, count = nowGridCount };
+ gridBufferIndex++;
+ gridBufferCount++;
+ //Debug.Log(nowGrid.GetHashCode());
+ }
+
+ // グリッド数を記録
+ switch (k)
+ {
+ case 0:
+ tdata.selfPointGridCount = gridBufferCount;
+ break;
+ case 1:
+ tdata.selfEdgeGridCount = gridBufferCount;
+ break;
+ case 2:
+ tdata.selfTriangleGridCount = gridBufferCount;
+ break;
+ }
+
+ // グリッド情報をハッシュでソート
+ // 2分探索のため
+ NativeSortExtension.Sort(gt + gridBufferStart, gridBufferCount);
+
+ //Debug.Log($"[{teamId}] calc grid. kind:{k} pstart:{pc.startIndex}, pcount:{pc.dataLength}, grid count:{gridBufferCount}");
+ }
+ }
+ }
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ static int3 GetGrid(float3 pos, float gridSize)
+ {
+ //Debug.Assert(gridSize > 0.0f);
+ return new int3(math.floor(pos / gridSize));
+ }
+
+ //=========================================================================================
+ // Contact
+ //=========================================================================================
+ [BurstCompile]
+ unsafe internal struct SelfStep_DetectionContactJob : IJobParallelFor
+ {
+ public int updateIndex;
+ public int workerCount;
+ public int teamCount;
+
+ // team
+ [Unity.Collections.ReadOnly]
+ public NativeList batchSelfTeamList;
+ [Unity.Collections.ReadOnly]
+ public NativeArray teamDataArray;
+
+ // particle
+ [Unity.Collections.ReadOnly]
+ public NativeArray nextPosArray;
+ [Unity.Collections.ReadOnly]
+ public NativeArray oldPosArray;
+
+ // self collision
+ [Unity.Collections.ReadOnly]
+ public NativeArray