mirror of
				https://github.com/maxartz15/VertexAnimation.git
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	Vertex animation base.
Vertex animation base shader with interpolation.
This commit is contained in:
		
							
								
								
									
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using UnityEngine;
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namespace tech_art_outsource.vertex_animation
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{
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    public class VA_MaterialSetup : MonoBehaviour
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    {
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        public TextAsset m_animationJson = null;
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        [HideInInspector]
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        public AnimationData m_animationData = null;
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        private Material m_material = null;
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        // Start is called before the first frame update
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        void Start()
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        {
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            m_animationData = JsonUtility.FromJson<AnimationData>(m_animationJson.text);
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            m_material = GetComponent<MeshRenderer>().material;
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            m_material.SetInt("_numOfFrames", int.Parse(m_animationData.vertex_animation_textures1[0]._numOfFrames));
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            m_material.SetFloat("_paddedX", float.Parse(m_animationData.vertex_animation_textures1[0]._paddedX));
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            m_material.SetFloat("_paddedY", float.Parse(m_animationData.vertex_animation_textures1[0]._paddedY));
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            m_material.SetFloat("_pivMax", float.Parse(m_animationData.vertex_animation_textures1[0]._pivMax));
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            m_material.SetFloat("_pivMin", float.Parse(m_animationData.vertex_animation_textures1[0]._pivMin));
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            m_material.SetFloat("_posMax", float.Parse(m_animationData.vertex_animation_textures1[0]._posMax));
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            m_material.SetFloat("_posMin", float.Parse(m_animationData.vertex_animation_textures1[0]._posMin));
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            m_material.SetFloat("_speed", float.Parse(m_animationData.vertex_animation_textures1[0]._speed));
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        }
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    }
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    [System.Serializable]
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    public class AnimationData
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    {
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        public AnimData[] vertex_animation_textures1;
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    }
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    [System.Serializable]
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    public class AnimData
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    {
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        public string _doubleTex;
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        public string _height;
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        public string _normData;
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        public string _numOfFrames;
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		||||
        public string _packNorm;
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        public string _packPscale;
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        public string _paddedX;
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        public string _paddedY;
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        public string _pivMax;
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        public string _pivMin;
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        public string _posMax;
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        public string _posMin;
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        public string _scaleMax;
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        public string _scaleMin;
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        public string _speed;
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        public string _width;
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    }
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}
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								Runtime/Shaders/SideFXLabs/LICENSE.md
									
									
									
									
									
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								Runtime/Shaders/SideFXLabs/LICENSE.md
									
									
									
									
									
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 Copyright (c) 2020
 | 
			
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	Side Effects Software Inc.  All rights reserved.
 | 
			
		||||
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		||||
 Redistribution and use of in source and binary forms, with or without
 | 
			
		||||
 modification, are permitted provided that the following conditions are met:
 | 
			
		||||
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		||||
 1. Redistributions of source code must retain the above copyright notice,
 | 
			
		||||
    this list of conditions and the following disclaimer.
 | 
			
		||||
 | 
			
		||||
 2. The name of Side Effects Software may not be used to endorse or
 | 
			
		||||
    promote products derived from this software without specific prior
 | 
			
		||||
    written permission.
 | 
			
		||||
 | 
			
		||||
 THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE `AS IS' AND ANY EXPRESS
 | 
			
		||||
 OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
 | 
			
		||||
 OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.  IN
 | 
			
		||||
 NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT,
 | 
			
		||||
 INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 | 
			
		||||
 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
 | 
			
		||||
 OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 | 
			
		||||
 LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 | 
			
		||||
 NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
 | 
			
		||||
 EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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		||||
							
								
								
									
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float3 VAT_unpackAlpha(float alpha)
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{
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    //decode float to float2
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    alpha *= 1024;
 | 
			
		||||
    // alpha = 0.8286 * 1024;
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    float2 f2;
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    f2.x = floor(alpha / 32.0) / 31.5;
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    f2.y = (alpha - (floor(alpha / 32.0)*32.0)) / 31.5;
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		||||
 | 
			
		||||
    //decode float2 to float3
 | 
			
		||||
    float3 f3;
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		||||
    f2 *= 4;
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		||||
    f2 -= 2;
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		||||
    float f2dot = dot(f2,f2);
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		||||
    f3.xy = sqrt(1 - (f2dot/4.0)) * f2;
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		||||
    f3.z = 1 - (f2dot/2.0);
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		||||
    f3 = clamp(f3, -1.0, 1.0);
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		||||
    return f3;    
 | 
			
		||||
}
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		||||
 | 
			
		||||
float2 VAT_uvPosition(float2 uvIndex, int numOfFrames, float speed, float time, float2 paddedRatio)
 | 
			
		||||
{
 | 
			
		||||
    float2 uvPosition;
 | 
			
		||||
    float FPS = 24.0;
 | 
			
		||||
    float FPS_div_Frames = FPS / numOfFrames;
 | 
			
		||||
    float timeInFrames = frac(speed * time);
 | 
			
		||||
 | 
			
		||||
    timeInFrames = ceil(timeInFrames * numOfFrames);
 | 
			
		||||
    timeInFrames /= numOfFrames;
 | 
			
		||||
    timeInFrames += (1/numOfFrames);
 | 
			
		||||
 | 
			
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    uvPosition.x = uvIndex.x * paddedRatio.x;
 | 
			
		||||
    uvPosition.y = (1 - (timeInFrames * paddedRatio.y)) + (1 - ((1 - uvIndex.y) * paddedRatio.y));
 | 
			
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		||||
    return uvPosition;
 | 
			
		||||
}
 | 
			
		||||
// Rigid VAT
 | 
			
		||||
void VAT_Rigid_float(
 | 
			
		||||
    float3 restPosition,
 | 
			
		||||
    float3 restNormal,
 | 
			
		||||
    float3 vertexColor,
 | 
			
		||||
    float2 uvIndex,
 | 
			
		||||
    SamplerState texSampler,
 | 
			
		||||
    Texture2D positionMap,
 | 
			
		||||
    Texture2D rotationMap,
 | 
			
		||||
    float2 positionBounds,
 | 
			
		||||
    float2 pivotBounds,
 | 
			
		||||
    float time,
 | 
			
		||||
    float speed,
 | 
			
		||||
    int numOfFrames,
 | 
			
		||||
    float2 paddedRatio,
 | 
			
		||||
    out float3 outPosition,
 | 
			
		||||
    out float3 outNormal
 | 
			
		||||
)
 | 
			
		||||
{
 | 
			
		||||
    float2 uvPosition = VAT_uvPosition(uvIndex, numOfFrames, speed, time, paddedRatio);
 | 
			
		||||
 | 
			
		||||
    float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0);
 | 
			
		||||
    float4 textureRot = rotationMap.SampleLevel(texSampler, uvPosition, 0);
 | 
			
		||||
 | 
			
		||||
    texturePos.xyz = lerp(positionBounds.x, positionBounds.y, texturePos.xyz);
 | 
			
		||||
 | 
			
		||||
    float3 pivot = lerp(pivotBounds.x, pivotBounds.y, vertexColor.xyz);
 | 
			
		||||
 | 
			
		||||
    float3 atOrigin = restPosition - pivot;
 | 
			
		||||
 | 
			
		||||
    //calculate rotation
 | 
			
		||||
    textureRot *= 2.0;
 | 
			
		||||
    textureRot -= 1.0;
 | 
			
		||||
    float4 quat = 0;
 | 
			
		||||
 | 
			
		||||
    quat = textureRot;
 | 
			
		||||
 | 
			
		||||
    float3 rotated = 2.0 * cross(quat.xyz, cross(quat.xyz, atOrigin) + quat.w * atOrigin);
 | 
			
		||||
    float3 rotatedNormal = restNormal + 2.0 * cross(quat.xyz, cross(quat.xyz, restNormal) + quat.w * restNormal);
 | 
			
		||||
 | 
			
		||||
    outPosition = atOrigin + rotated + texturePos;
 | 
			
		||||
    outNormal = rotatedNormal;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Soft VAT
 | 
			
		||||
void VAT_Soft_float(
 | 
			
		||||
    float3 restPosition,
 | 
			
		||||
    float2 uvIndex,
 | 
			
		||||
    SamplerState texSampler,
 | 
			
		||||
    Texture2D positionMap,
 | 
			
		||||
    Texture2D normalMap,
 | 
			
		||||
    Texture2D colorMap,
 | 
			
		||||
    float2 positionBounds,
 | 
			
		||||
    float time,
 | 
			
		||||
    float speed,
 | 
			
		||||
    int numOfFrames,
 | 
			
		||||
    float2 paddedRatio,
 | 
			
		||||
    bool packNorm,
 | 
			
		||||
    out float3 outPosition,
 | 
			
		||||
    out float3 outNormal,
 | 
			
		||||
    out float3 outColor
 | 
			
		||||
)
 | 
			
		||||
{
 | 
			
		||||
    float2 uvPosition = VAT_uvPosition(uvIndex, numOfFrames, speed, time, paddedRatio);
 | 
			
		||||
 | 
			
		||||
    float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0);
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		||||
    float4 textureN = normalMap.SampleLevel(texSampler, uvPosition, 0);
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		||||
    float4 textureCd = colorMap.SampleLevel(texSampler, uvPosition, 0);
 | 
			
		||||
 | 
			
		||||
    texturePos.xyz = lerp(positionBounds.x, positionBounds.y, texturePos.xyz);
 | 
			
		||||
 | 
			
		||||
    //calculate normal
 | 
			
		||||
    if (packNorm){
 | 
			
		||||
        outNormal = VAT_unpackAlpha(texturePos.w);
 | 
			
		||||
    } else {
 | 
			
		||||
        outNormal = textureN * 2 - 1;
 | 
			
		||||
    }
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		||||
 | 
			
		||||
    outPosition = restPosition + texturePos;
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		||||
    outColor = textureCd.xyz;
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		||||
}
 | 
			
		||||
 | 
			
		||||
// Fluid VAT
 | 
			
		||||
void VAT_Fluid_float(
 | 
			
		||||
    float2 uvIndex,
 | 
			
		||||
    SamplerState texSampler,
 | 
			
		||||
    Texture2D positionMap,
 | 
			
		||||
    Texture2D normalMap,
 | 
			
		||||
    Texture2D colorMap,
 | 
			
		||||
    float2 positionBounds,
 | 
			
		||||
    float time,
 | 
			
		||||
    float speed,
 | 
			
		||||
    int numOfFrames,
 | 
			
		||||
    float2 paddedRatio,
 | 
			
		||||
    bool packNorm,
 | 
			
		||||
    out float3 outPosition,
 | 
			
		||||
    out float3 outNormal,
 | 
			
		||||
    out float3 outColor
 | 
			
		||||
)
 | 
			
		||||
{
 | 
			
		||||
    float2 uvPosition = VAT_uvPosition(uvIndex, numOfFrames, speed, time, paddedRatio);
 | 
			
		||||
 | 
			
		||||
    float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0);
 | 
			
		||||
    float4 textureN = normalMap.SampleLevel(texSampler, uvPosition, 0);
 | 
			
		||||
    float4 textureCd = colorMap.SampleLevel(texSampler, uvPosition, 0);
 | 
			
		||||
 | 
			
		||||
    texturePos.xyz = lerp(positionBounds.x, positionBounds.y, texturePos.xyz);
 | 
			
		||||
 | 
			
		||||
    //calculate normal
 | 
			
		||||
    if (packNorm){
 | 
			
		||||
        outNormal = VAT_unpackAlpha(texturePos.w);
 | 
			
		||||
    } else {
 | 
			
		||||
        outNormal = textureN * 2 - 1;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    outPosition = texturePos;
 | 
			
		||||
    outColor = textureCd.xyz;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Sprite VAT
 | 
			
		||||
void VAT_Sprite_float(
 | 
			
		||||
    float2 uvIndex,
 | 
			
		||||
    float2 uv,
 | 
			
		||||
    SamplerState texSampler,
 | 
			
		||||
    Texture2D positionMap,
 | 
			
		||||
    Texture2D colorMap,
 | 
			
		||||
    float2 positionBounds,
 | 
			
		||||
    float2 widthHeight,
 | 
			
		||||
    float time,
 | 
			
		||||
    float speed,
 | 
			
		||||
    int numOfFrames,
 | 
			
		||||
    float2 paddedRatio,
 | 
			
		||||
    bool packNorm,
 | 
			
		||||
    matrix MV,
 | 
			
		||||
    out float3 outPosition,
 | 
			
		||||
    out float3 outNormal,
 | 
			
		||||
    out float3 outColor
 | 
			
		||||
)
 | 
			
		||||
{
 | 
			
		||||
    float2 uvPosition = VAT_uvPosition(uvIndex, numOfFrames, speed, time, paddedRatio);
 | 
			
		||||
 | 
			
		||||
    float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0);
 | 
			
		||||
    float4 textureCd = colorMap.SampleLevel(texSampler, uvPosition, 0);
 | 
			
		||||
 | 
			
		||||
    texturePos.xyz = lerp(positionBounds.x, positionBounds.y, texturePos.xyz);
 | 
			
		||||
 | 
			
		||||
    outNormal = float3(1.0, 0.0, 0.0);
 | 
			
		||||
 | 
			
		||||
    //create camera facing billboard based on uv coordinates
 | 
			
		||||
    float3 cameraF = float3(0.5 - uv.x, uv.y - 0.5, 0);
 | 
			
		||||
    cameraF *= float3(widthHeight.x, widthHeight.y, 1);
 | 
			
		||||
    cameraF = mul(cameraF, MV);
 | 
			
		||||
 | 
			
		||||
    outPosition = cameraF + texturePos.xyz;
 | 
			
		||||
    outColor = textureCd.xyz;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										9
									
								
								Runtime/Shaders/SideFXLabs/VAT_Utilies.hlsl.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										9
									
								
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										Normal file
									
								
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										758
									
								
								Runtime/Shaders/VA_Base_I.shadergraph
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										758
									
								
								Runtime/Shaders/VA_Base_I.shadergraph
									
									
									
									
									
										Normal file
									
								
							
										
											
												File diff suppressed because one or more lines are too long
											
										
									
								
							
							
								
								
									
										10
									
								
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										10
									
								
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										Normal file
									
								
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										119
									
								
								Runtime/Shaders/VA_LerpTimeFraction.shadersubgraph
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										119
									
								
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										Normal file
									
								
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										10
									
								
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										10
									
								
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										7
									
								
								Runtime/tech_art_outsource.vertex_animation.asmdef.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										7
									
								
								Runtime/tech_art_outsource.vertex_animation.asmdef.meta
									
									
									
									
									
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							@@ -0,0 +1,7 @@
 | 
			
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fileFormatVersion: 2
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guid: 63eba01500490214086d323e096ce32f
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AssemblyDefinitionImporter:
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@@ -1,11 +1,6 @@
 | 
			
		||||
This package borrows code from various different sources, including:
 | 
			
		||||
 | 
			
		||||
# []()
 | 
			
		||||
 | 
			
		||||
### Relevant Files
 | 
			
		||||
- []()
 | 
			
		||||
 | 
			
		||||
### Credits
 | 
			
		||||
- Author: []()
 | 
			
		||||
- Source: []()
 | 
			
		||||
- License: []()
 | 
			
		||||
### SideFXLabs
 | 
			
		||||
- File: [VAT](/Runtime/Shaders/SideFXLabs/)
 | 
			
		||||
- Source: [Github](https://github.com/sideeffects/SideFXLabs)
 | 
			
		||||
- License: [LICENSE](/Runtime/Shaders/SideFXLabs/LICENSE.md)
 | 
			
		||||
							
								
								
									
										7
									
								
								THIRD PARTY NOTICES.md.meta
									
									
									
									
									
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										7
									
								
								THIRD PARTY NOTICES.md.meta
									
									
									
									
									
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							@@ -0,0 +1,7 @@
 | 
			
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fileFormatVersion: 2
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guid: 7e99a9c557e49374fb05cc0e3181defc
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TextScriptImporter:
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@@ -2,8 +2,8 @@
 | 
			
		||||
  "name": "com.tech_art_outsource.vertex_animation",
 | 
			
		||||
  "displayName": "TAO Vertex Animation",
 | 
			
		||||
  "version": "0.1.0",
 | 
			
		||||
  "unity": "2019.4",
 | 
			
		||||
  "unityRelease": "10f1",
 | 
			
		||||
  "unity": "2020.1",
 | 
			
		||||
  "unityRelease": "6f1",
 | 
			
		||||
  "description": "Vertex animation shaders and tools.",
 | 
			
		||||
  "category": "Tool",
 | 
			
		||||
  "type": "tool",
 | 
			
		||||
@@ -14,7 +14,6 @@
 | 
			
		||||
    "url": "https://www.maxartz15.com"
 | 
			
		||||
  },
 | 
			
		||||
  "dependencies": {
 | 
			
		||||
    "com.maxartz15.package1": "0.1.0"
 | 
			
		||||
  },
 | 
			
		||||
  "keywords": [
 | 
			
		||||
    "tech art outsource",
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										7
									
								
								package.json.meta
									
									
									
									
									
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								package.json.meta
									
									
									
									
									
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fileFormatVersion: 2
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guid: a6a5bfe9638127143b049ea24a17ab1a
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		Reference in New Issue
	
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