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| Shader "Custom/UmaFaceShadow" { | |
| Properties { | |
| _MainTex ("Diffuse Texture", 2D) = "white" {} | |
| _TripleMaskMap ("Triple Mask Map", 2D) = "white" {} | |
| _ToonStep ("Toon Step", Range(0, 1)) = 0.4 | |
| _ToonFeather ("Toon Feather", Range(0.001, 1)) = 0.001 | |
| _ShadowColor ("Shadow Color", Color) = (1, 0, 0, 1) | |
| _CheekPretenseThreshold ("Cheek Threshold", Range(0, 1)) = 0.775 | |
| _NosePretenseThreshold ("Nose Threshold", Range(0, 1)) = 0.775 | |
| _NoseVisibility ("Nose Visibility", Range(0, 1)) = 1.0 |
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| # Original source code: https://github.com/artellblender/empties_to_bones | |
| # Author: artellblender | |
| # This code has been modified to create bones for an existing armature. | |
| import math | |
| import bpy | |
| from mathutils import Euler, Matrix, Vector | |
| armature_name = "Avatar_Girl_Claymore_Noel_Manekin" | |
| empty_parent_ary = [ |
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| import bpy | |
| import re | |
| def get_shapekey(object_name, shape_name): | |
| bpy.context.view_layer.objects.active = bpy.data.objects[object_name] | |
| if bpy.context.object.data.shape_keys == None: | |
| return None | |
| for shape_key in bpy.context.object.data.shape_keys.key_blocks: | |
| if shape_key.name == shape_name: | |
| return shape_key |
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| using System.Collections; | |
| using System.IO; | |
| using System.Linq; | |
| using UnityEditor.Animations; | |
| using UnityEngine; | |
| using UnityEngine.Playables; | |
| using UnityEngine.Timeline; | |
| #if UNITY_EDITOR | |
| using UnityEditor; | |
| #endif |