Skip to content

Instantly share code, notes, and snippets.

@undefined9071
undefined9071 / ColumbinaVeilShining.shader
Last active September 20, 2025 10:35
ColumbinaVeilShining.shader
Shader "ColumbinaVeilShining"
{
Properties
{
_MainTex ("Alpha Mask", 2D) = "white" {}
_ShiningTiling ("Shining Tiling", Float) = 40.0
_ShiningSize ("Shining Size", Float) = 0.2
_ShiningSizeNear ("Shining Size Near", Float) = 1.0
_ShiningSizeFar ("Shining Size Far", Float) = 1.0
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
# 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 = [
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
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