mbunch_kascope vor 2 Jahren
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  1. 8 0
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  2. BIN
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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "@Xxuebi/Shield"
+{
+	Properties
+	{
+		[HDR]_Main_Color("Main_Color", Color) = (0,0,0,0)
+		_Main_Tex("Main_Tex", 2D) = "white" {}
+		_Main_Int("Main_Int", Float) = 1
+		_Main_Speed("Main_Speed", Vector) = (0,0,0,0)
+		_Noise_Tex("Noise_Tex", 2D) = "white" {}
+		_Noise_UV("Noise_UV", Vector) = (0,0,0,0)
+		_Noise_Speed("Noise_Speed", Vector) = (0,0,0,0)
+		_Noise_Int("Noise_Int", Float) = 0
+		_Rim_Bias("Rim_Bias", Float) = 0
+		_Rim_Scale("Rim_Scale", Float) = 0
+		_Rim_Power("Rim_Power", Float) = 0
+		_All_Int("All_Int", Float) = 0.1
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true"  }
+		Cull Back
+		CGPROGRAM
+		#include "UnityPBSLighting.cginc"
+		#include "UnityShaderVariables.cginc"
+		#pragma target 4.6
+		#pragma surface surf StandardCustomLighting alpha:fade keepalpha noshadow exclude_path:deferred 
+		struct Input
+		{
+			float2 uv_texcoord;
+			float4 vertexColor : COLOR;
+			float3 worldPos;
+			float3 worldNormal;
+		};
+
+		struct SurfaceOutputCustomLightingCustom
+		{
+			half3 Albedo;
+			half3 Normal;
+			half3 Emission;
+			half Metallic;
+			half Smoothness;
+			half Occlusion;
+			half Alpha;
+			Input SurfInput;
+			UnityGIInput GIData;
+		};
+
+		uniform float4 _Main_Color;
+		uniform float _Noise_Int;
+		uniform sampler2D _Noise_Tex;
+		uniform float2 _Noise_Speed;
+		uniform float2 _Noise_UV;
+		uniform sampler2D _Main_Tex;
+		uniform float2 _Main_Speed;
+		uniform float4 _Main_Tex_ST;
+		uniform float _Main_Int;
+		uniform float _Rim_Bias;
+		uniform float _Rim_Scale;
+		uniform float _Rim_Power;
+		uniform float _All_Int;
+
+		inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
+		{
+			UnityGIInput data = s.GIData;
+			Input i = s.SurfInput;
+			half4 c = 0;
+			float2 uv_TexCoord19 = i.uv_texcoord * _Noise_UV;
+			float2 panner24 = ( 1.0 * _Time.y * _Noise_Speed + uv_TexCoord19);
+			float2 uv0_Main_Tex = i.uv_texcoord * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
+			float2 panner39 = ( 1.0 * _Time.y * _Main_Speed + uv0_Main_Tex);
+			float4 temp_output_20_0 = ( ( _Noise_Int * tex2D( _Noise_Tex, panner24 ).r ) + ( tex2D( _Main_Tex, panner39 ) * _Main_Int ) );
+			float3 ase_worldPos = i.worldPos;
+			float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
+			float3 ase_worldNormal = i.worldNormal;
+			float fresnelNdotV3 = dot( ase_worldNormal, ase_worldViewDir );
+			float fresnelNode3 = ( _Rim_Bias + _Rim_Scale * pow( 1.0 - fresnelNdotV3, _Rim_Power ) );
+			c.rgb = 0;
+			c.a = ( i.vertexColor.a * ( ( temp_output_20_0 * saturate( fresnelNode3 ) ) + _All_Int ) ).r;
+			return c;
+		}
+
+		inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
+		{
+			s.GIData = data;
+		}
+
+		void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
+		{
+			o.SurfInput = i;
+			float2 uv_TexCoord19 = i.uv_texcoord * _Noise_UV;
+			float2 panner24 = ( 1.0 * _Time.y * _Noise_Speed + uv_TexCoord19);
+			float2 uv0_Main_Tex = i.uv_texcoord * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
+			float2 panner39 = ( 1.0 * _Time.y * _Main_Speed + uv0_Main_Tex);
+			float4 temp_output_20_0 = ( ( _Noise_Int * tex2D( _Noise_Tex, panner24 ).r ) + ( tex2D( _Main_Tex, panner39 ) * _Main_Int ) );
+			o.Emission = ( ( _Main_Color * temp_output_20_0 ) * i.vertexColor ).rgb;
+		}
+
+		ENDCG
+	}
+	CustomEditor "ASEMaterialInspector"
+}
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+ 72 - 0
Assets/AddOn/AutoLayout3D/Scripts/AutoLayout3DEditor.cs

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+#if UNITY_EDITOR
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+
+namespace AutoLayout3D
+{
+    [CustomPropertyDrawer(typeof(Bool3))]
+    public class Bool3Drawer : PropertyDrawer
+    {
+        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
+        {
+            EditorGUI.BeginProperty(position, label, property);
+            int indent = EditorGUI.indentLevel;
+            EditorGUI.indentLevel = 0;
+
+            position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
+            Rect xLabelRect = new Rect(position.x, position.y, 15, position.height);
+            Rect yLabelRect = new Rect(position.x + 35, position.y, 15, position.height);
+            Rect zLabelRect = new Rect(position.x + 70, position.y, 15, position.height);
+            Rect xRect = new Rect(position.x + 15, position.y, 15, position.height);
+            Rect yRect = new Rect(position.x + 50, position.y, 15, position.height);
+            Rect zRect = new Rect(position.x + 85, position.y, 15, position.height);
+
+            EditorGUI.LabelField(xLabelRect, new GUIContent("X"));
+            EditorGUI.PropertyField(xRect, property.FindPropertyRelative("x"), GUIContent.none);
+            EditorGUI.LabelField(yLabelRect, new GUIContent("Y"));
+            EditorGUI.PropertyField(yRect, property.FindPropertyRelative("y"), GUIContent.none);
+            EditorGUI.LabelField(zLabelRect, new GUIContent("Z"));
+            EditorGUI.PropertyField(zRect, property.FindPropertyRelative("z"), GUIContent.none);
+
+            EditorGUI.indentLevel = indent;
+            EditorGUI.EndProperty();
+        }
+    }
+
+    [CustomPropertyDrawer(typeof(Constraint))]
+    public class ConstraintDrawer : PropertyDrawer
+    {
+        public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
+        {
+            float height = 18.0f;
+            SerializedProperty constraintType = property.FindPropertyRelative("constraintType");
+            if ((ConstraintType)constraintType.enumValueIndex == ConstraintType.FixedCellCount)  height = 36.0f;
+            return height;
+        }
+
+        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
+        {
+            EditorGUI.BeginProperty(position, label, property);
+            int indent = EditorGUI.indentLevel;
+            EditorGUI.indentLevel = 0;
+
+            SerializedProperty constraintType = property.FindPropertyRelative("constraintType");
+            Rect rectType = new Rect(position.x, position.y, position.width, 15);
+            rectType = EditorGUI.PrefixLabel(rectType, GUIUtility.GetControlID(FocusType.Passive), label);
+            EditorGUI.PropertyField(rectType, constraintType, GUIContent.none);
+
+            if ((ConstraintType)constraintType.enumValueIndex == ConstraintType.FixedCellCount)
+            {
+                EditorGUI.indentLevel = 1;
+                Rect rectCount = new Rect(position.x, position.y + 18, position.width, 15);
+                EditorGUI.PropertyField(rectCount, property.FindPropertyRelative("constraintCount"));
+            }
+
+            EditorGUI.indentLevel = indent;
+            EditorGUI.EndProperty();
+        }
+    }
+}
+#endif

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Assets/AddOn/AutoLayout3D/Scripts/GridLayoutGroup3D.cs

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+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace AutoLayout3D
+{
+    public class GridLayoutGroup3D : LayoutGroup3D
+    {
+        public Vector3 cellSize = Vector3.one;
+        public Vector3 spacing = Vector3.zero;
+        public AxisOrder axisOrder = AxisOrder.XZY; 
+        public AxisAlignment childAlignmentX = AxisAlignment.Middle;
+        public AxisAlignment childAlignmentY = AxisAlignment.Middle;
+        public AxisAlignment childAlignmentZ = AxisAlignment.Middle;
+        public Direction childDirectionX = Direction.LowerToUpper;
+        public Direction childDirectionY = Direction.LowerToUpper;
+        public Direction childDirectionZ = Direction.LowerToUpper;
+        public Bool3 childControlSize = new Bool3();
+        public Bool3 childForceExpand = new Bool3();
+        public Constraint constraintX = new Constraint();
+        public Constraint constraintY = new Constraint();
+        public Constraint constraintZ = new Constraint();
+
+        private void Check()
+        {
+            if (cellSize.x < 0.0f) cellSize.x = 0.0f;
+            if (cellSize.y < 0.0f) cellSize.y = 0.0f;
+            if (cellSize.z < 0.0f) cellSize.z = 0.0f;
+            if (constraintX.constraintCount < 1) constraintX.constraintCount = 1;
+            if (constraintY.constraintCount < 1) constraintY.constraintCount = 1;
+            if (constraintZ.constraintCount < 1) constraintZ.constraintCount = 1;
+        }
+
+        public override void UpdateLayout()
+        {
+            Check();
+            elementList.Clear();
+            foreach (Transform child in transform)
+            {
+                LayoutElement3D element = child.GetComponent<LayoutElement3D>();
+                if (!child.gameObject.activeSelf || element == null) continue;
+                elementList.Add(element);
+            }
+
+            Vector3 c_size = new Vector3();
+            c_size.x = size.x - padding.lower.x - padding.upper.x;
+            c_size.y = size.y - padding.lower.y - padding.upper.y;
+            c_size.z = size.z - padding.lower.z - padding.upper.z;
+
+            Vector3 c_center = center;
+            c_center.x += (padding.lower.x - padding.upper.x) * 0.5f;
+            c_center.y += (padding.lower.y - padding.upper.y) * 0.5f;
+            c_center.z += (padding.lower.z - padding.upper.z) * 0.5f;
+
+            Int3 c_count_max = new Int3();
+            c_count_max.x = constraintX.constraintType == ConstraintType.Flexible ? 
+                Mathf.FloorToInt((c_size.x + spacing.x) / (cellSize.x + spacing.x)) : constraintX.constraintCount;
+            c_count_max.y = constraintY.constraintType == ConstraintType.Flexible ?
+                Mathf.FloorToInt((c_size.y + spacing.y) / (cellSize.y + spacing.y)) : constraintY.constraintCount;
+            c_count_max.z = constraintZ.constraintType == ConstraintType.Flexible ?
+                Mathf.FloorToInt((c_size.z + spacing.z) / (cellSize.z + spacing.z)) : constraintZ.constraintCount;
+
+            Int3 c_count = new Int3();
+            int countUnit, countRow, countPlane;
+            countUnit = elementList.Count;
+            switch (axisOrder)
+            {
+                case AxisOrder.XYZ:
+                    countRow = Mathf.CeilToInt((float)elementList.Count / c_count_max.x);
+                    countPlane = Mathf.CeilToInt((float)elementList.Count / c_count_max.x / c_count_max.y);
+                    c_count.x = countUnit < c_count_max.x ? countUnit : c_count_max.x;
+                    c_count.y = countRow < c_count_max.y ? countRow : c_count_max.y;
+                    c_count.z = countPlane < c_count_max.z ? countPlane : c_count_max.z;
+                    constraintZ.constraintType = ConstraintType.Flexible;
+                    break;
+                case AxisOrder.XZY:
+                    countRow = Mathf.CeilToInt((float)elementList.Count / c_count_max.x);
+                    countPlane = Mathf.CeilToInt((float)elementList.Count / c_count_max.x / c_count_max.z);
+                    c_count.x = countUnit < c_count_max.x ? countUnit : c_count_max.x;
+                    c_count.z = countRow < c_count_max.z ? countRow : c_count_max.z;
+                    c_count.y = countPlane < c_count_max.y ? countPlane : c_count_max.y;
+                    constraintY.constraintType = ConstraintType.Flexible;
+                    break;
+                case AxisOrder.YXZ:
+                    countRow = Mathf.CeilToInt((float)elementList.Count / c_count_max.y);
+                    countPlane = Mathf.CeilToInt((float)elementList.Count / c_count_max.y / c_count_max.x);
+                    c_count.y = countUnit < c_count_max.y ? countUnit : c_count_max.y;
+                    c_count.x = countRow < c_count_max.x ? countRow : c_count_max.x;
+                    c_count.z = countPlane < c_count_max.z ? countPlane : c_count_max.z;
+                    constraintZ.constraintType = ConstraintType.Flexible;
+                    break;
+                case AxisOrder.YZX:
+                    countRow = Mathf.CeilToInt((float)elementList.Count / c_count_max.y);
+                    countPlane = Mathf.CeilToInt((float)elementList.Count / c_count_max.y / c_count_max.z);
+                    c_count.y = countUnit < c_count_max.y ? countUnit : c_count_max.y;
+                    c_count.z = countRow < c_count_max.z ? countRow : c_count_max.z;
+                    c_count.x = countPlane < c_count_max.x ? countPlane : c_count_max.x;
+                    constraintX.constraintType = ConstraintType.Flexible;
+                    break;
+                case AxisOrder.ZXY:
+                    countRow = Mathf.CeilToInt((float)elementList.Count / c_count_max.z);
+                    countPlane = Mathf.CeilToInt((float)elementList.Count / c_count_max.z / c_count_max.x);
+                    c_count.z = countUnit < c_count_max.z ? countUnit : c_count_max.z;
+                    c_count.x = countRow < c_count_max.x ? countRow : c_count_max.x;
+                    c_count.y = countPlane < c_count_max.y ? countPlane : c_count_max.y;
+                    constraintY.constraintType = ConstraintType.Flexible;
+                    break;
+                case AxisOrder.ZYX:
+                    countRow = Mathf.CeilToInt((float)elementList.Count / c_count_max.z);
+                    countPlane = Mathf.CeilToInt((float)elementList.Count / c_count_max.z / c_count_max.y);
+                    c_count.z = countUnit < c_count_max.z ? countUnit : c_count_max.z;
+                    c_count.y = countRow < c_count_max.y ? countRow : c_count_max.y;
+                    c_count.x = countPlane < c_count_max.x ? countPlane : c_count_max.x;
+                    constraintX.constraintType = ConstraintType.Flexible;
+                    break;
+            }
+
+            Vector3 sum_withSpace = new Vector3();
+            sum_withSpace.x = (cellSize.x + spacing.x) * c_count.x - spacing.x;
+            sum_withSpace.y = (cellSize.y + spacing.y) * c_count.y - spacing.y;
+            sum_withSpace.z = (cellSize.z + spacing.z) * c_count.z - spacing.z;
+
+            Vector3 offset = Vector3.zero;
+            Vector3 direction = Vector3.zero;
+            direction.x = childDirectionX == Direction.LowerToUpper ? 1.0f : -1.0f;
+            direction.y = childDirectionY == Direction.LowerToUpper ? 1.0f : -1.0f;
+            direction.z = childDirectionZ == Direction.LowerToUpper ? 1.0f : -1.0f;
+            
+            switch (childAlignmentX)
+            {
+                case AxisAlignment.Lower:
+                    offset.x = -c_size.x * 0.5f;
+                    if (childDirectionX == Direction.UpperToLower) offset.x += sum_withSpace.x;
+                    break;
+                case AxisAlignment.Middle:
+                    offset.x = -direction.x * sum_withSpace.x * 0.5f;
+                    break;
+                case AxisAlignment.Upper:
+                    offset.x = c_size.x * 0.5f;
+                    if (childDirectionX == Direction.LowerToUpper) offset.x -= sum_withSpace.x;
+                    break;
+            }
+
+            switch (childAlignmentY)
+            {
+                case AxisAlignment.Lower:
+                    offset.y = -c_size.y * 0.5f;
+                    if (childDirectionY == Direction.UpperToLower) offset.y += sum_withSpace.y;
+                    break;
+                case AxisAlignment.Middle:
+                    offset.y = -direction.y * sum_withSpace.y * 0.5f;
+                    break;
+                case AxisAlignment.Upper:
+                    offset.y = c_size.y * 0.5f;
+                    if (childDirectionY == Direction.LowerToUpper) offset.y -= sum_withSpace.y;
+                    break;
+            }
+
+            switch (childAlignmentZ)
+            {
+                case AxisAlignment.Lower:
+                    offset.z = -c_size.z * 0.5f;
+                    if (childDirectionZ == Direction.UpperToLower) offset.z += sum_withSpace.z;
+                    break;
+                case AxisAlignment.Middle:
+                    offset.z = -direction.z * sum_withSpace.z * 0.5f;
+                    break;
+                case AxisAlignment.Upper:
+                    offset.z = c_size.z * 0.5f;
+                    if (childDirectionZ == Direction.LowerToUpper) offset.z -= sum_withSpace.z;
+                    break;
+            }
+
+            Vector3 scaleFactor = Vector3.zero;
+            if (childForceExpand.x) scaleFactor.x = cellSize.x;
+            if (childForceExpand.y) scaleFactor.y = cellSize.y;
+            if (childForceExpand.z) scaleFactor.z = cellSize.z;
+
+            Vector3 offset_curr = offset;
+            Int3 counter = new Int3();
+            foreach (LayoutElement3D element in elementList)
+            {
+                Vector3 scale = element.transform.localScale;
+                if (childControlSize.x) scale.x = scaleFactor.x / element.size.x;
+                if (childControlSize.y) scale.y = scaleFactor.y / element.size.y;
+                if (childControlSize.z) scale.z = scaleFactor.z / element.size.z;
+                element.transform.localScale = scale;
+
+                Vector3 elementOffset = Vector3.one;
+                elementOffset.x = cellSize.x * 0.5f * direction.x - element.center.x * scale.x;
+                elementOffset.y = cellSize.y * 0.5f * direction.y - element.center.y * scale.y;
+                elementOffset.z = cellSize.z * 0.5f * direction.z - element.center.z * scale.z;
+
+                element.transform.localPosition = c_center + offset_curr + elementOffset;
+
+                switch (axisOrder)
+                {
+                    case AxisOrder.XYZ:
+                        counter.x++;
+                        if (counter.x >= c_count.x)
+                        {
+                            counter.x = 0;
+                            offset_curr.x = offset.x;
+
+                            counter.y++;
+                            if (counter.y >= c_count.y)
+                            {
+                                counter.y = 0;
+                                offset_curr.y = offset.y;
+
+                                counter.z++;
+                                offset_curr.z += (cellSize.z + spacing.z) * direction.z;
+                            }
+                            else
+                            {
+                                offset_curr.y += (cellSize.y + spacing.y) * direction.y;
+                            }
+                        }
+                        else
+                        {
+                            offset_curr.x += (cellSize.x + spacing.x) * direction.x;
+                        }
+                        break;
+                    case AxisOrder.XZY:
+                        counter.x++;
+                        if (counter.x >= c_count.x)
+                        {
+                            counter.x = 0;
+                            offset_curr.x = offset.x;
+
+                            counter.z++;
+                            if (counter.z >= c_count.z)
+                            {
+                                counter.z = 0;
+                                offset_curr.z = offset.z;
+
+                                counter.y++;
+                                offset_curr.y += (cellSize.y + spacing.y) * direction.y;
+                            }
+                            else
+                            {
+                                offset_curr.z += (cellSize.z + spacing.z) * direction.z;
+                            }
+                        }
+                        else
+                        {
+                            offset_curr.x += (cellSize.x + spacing.x) * direction.x;
+                        }
+                        break;
+                    case AxisOrder.YXZ:
+                        counter.y++;
+                        if (counter.y >= c_count.y)
+                        {
+                            counter.y = 0;
+                            offset_curr.y = offset.y;
+
+                            counter.x++;
+                            if (counter.x >= c_count.x)
+                            {
+                                counter.x = 0;
+                                offset_curr.x = offset.x;
+
+                                counter.z++;
+                                offset_curr.z += (cellSize.z + spacing.z) * direction.z;
+                            }
+                            else
+                            {
+                                offset_curr.x += (cellSize.x + spacing.x) * direction.x;
+                            }
+                        }
+                        else
+                        {
+                            offset_curr.y += (cellSize.y + spacing.y) * direction.y;
+                        }
+                        break;
+                    case AxisOrder.YZX:
+                        counter.y++;
+                        if (counter.y >= c_count.y)
+                        {
+                            counter.y = 0;
+                            offset_curr.y = offset.y;
+
+                            counter.z++;
+                            if (counter.z >= c_count.z)
+                            {
+                                counter.z = 0;
+                                offset_curr.z = offset.z;
+
+                                counter.x++;
+                                offset_curr.x += (cellSize.x + spacing.x) * direction.x;
+                            }
+                            else
+                            {
+                                offset_curr.z += (cellSize.z + spacing.z) * direction.z;
+                            }
+                        }
+                        else
+                        {
+                            offset_curr.y += (cellSize.y + spacing.y) * direction.y;
+                        }
+                        break;
+                    case AxisOrder.ZXY:
+                        counter.z++;
+                        if (counter.z >= c_count.z)
+                        {
+                            counter.z = 0;
+                            offset_curr.z = offset.z;
+
+                            counter.x++;
+                            if (counter.x >= c_count.x)
+                            {
+                                counter.x = 0;
+                                offset_curr.x = offset.x;
+
+                                counter.y++;
+                                offset_curr.y += (cellSize.y + spacing.y) * direction.y;
+                            }
+                            else
+                            {
+                                offset_curr.x += (cellSize.x + spacing.x) * direction.x;
+                            }
+                        }
+                        else
+                        {
+                            offset_curr.z += (cellSize.z + spacing.z) * direction.z;
+                        }
+                        break;
+                    case AxisOrder.ZYX:
+                        counter.z++;
+                        if (counter.z >= c_count.z)
+                        {
+                            counter.z = 0;
+                            offset_curr.z = offset.z;
+
+                            counter.y++;
+                            if (counter.y >= c_count.y)
+                            {
+                                counter.y = 0;
+                                offset_curr.y = offset.y;
+
+                                counter.x++;
+                                offset_curr.x += (cellSize.x + spacing.x) * direction.x;
+                            }
+                            else
+                            {
+                                offset_curr.y += (cellSize.y + spacing.y) * direction.y;
+                            }
+                        }
+                        else
+                        {
+                            offset_curr.z += (cellSize.z + spacing.z) * direction.z;
+                        }
+                        break;
+                }
+            }
+            elementList.Clear();
+        }
+    }
+}

+ 12 - 0
Assets/AddOn/AutoLayout3D/Scripts/GridLayoutGroup3D.cs.meta

@@ -0,0 +1,12 @@
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+guid: 9138926f60129b547b1376fee4ecac31
+timeCreated: 1560090652
+licenseType: Store
+MonoImporter:
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+  defaultReferences: []
+  executionOrder: 0
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+ 35 - 0
Assets/AddOn/AutoLayout3D/Scripts/LayoutElement3D.cs

@@ -0,0 +1,35 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace AutoLayout3D
+{
+    [ExecuteInEditMode]
+    public class LayoutElement3D : MonoBehaviour
+    {
+        public Vector3 center;
+        public Vector3 size = Vector3.one;
+        
+        private void Reset()
+        {
+            MeshRenderer r = GetComponent<MeshRenderer>();
+            if (r != null)
+            {
+                center = r.bounds.center - transform.position;
+                center.x /= transform.lossyScale.x;
+                center.y /= transform.lossyScale.y;
+                center.z /= transform.lossyScale.z;
+                size.x = r.bounds.size.x / transform.lossyScale.x;
+                size.y = r.bounds.size.y / transform.lossyScale.y;
+                size.z = r.bounds.size.z / transform.lossyScale.z;
+            }
+        }
+
+        private void OnDrawGizmos()
+        {
+            Gizmos.color = new Color(0.5f, 0.5f, 1.0f, 1.0f);
+            Gizmos.matrix = transform.localToWorldMatrix;
+            Gizmos.DrawWireCube(center, size);
+        }
+    }
+}

+ 12 - 0
Assets/AddOn/AutoLayout3D/Scripts/LayoutElement3D.cs.meta

@@ -0,0 +1,12 @@
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+guid: f103edb83d24ce84cad3b1658eb89f93
+timeCreated: 1559980638
+licenseType: Store
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
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+ 69 - 0
Assets/AddOn/AutoLayout3D/Scripts/LayoutGroup3D.cs

@@ -0,0 +1,69 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace AutoLayout3D
+{
+    [System.Serializable]
+    public struct Padding
+    {
+        public Vector3 lower;
+        public Vector3 upper;
+    }
+
+    public enum Direction
+    {
+        LowerToUpper, UpperToLower
+    }
+
+    public enum AxisOrder
+    {
+        XYZ, XZY, YXZ, YZX, ZXY, ZYX
+    }
+
+    public enum AxisAlignment
+    {
+        Upper, Middle, Lower
+    }
+
+    [System.Serializable]
+    public struct Bool3
+    {
+        public bool x, y, z;
+    }
+
+    public struct Int3
+    {
+        public int x, y, z;
+    }
+
+    public enum ConstraintType
+    {
+        Flexible, FixedCellCount
+    }
+
+    [System.Serializable]
+    public class Constraint
+    {
+        public ConstraintType constraintType = ConstraintType.Flexible;
+        public int constraintCount = 1;
+    }
+
+    public abstract class LayoutGroup3D : LayoutElement3D
+    {
+        [Header(" ")] public Padding padding;
+
+        protected List<LayoutElement3D> elementList = new List<LayoutElement3D>();
+
+        public abstract void UpdateLayout();
+
+#if UNITY_EDITOR
+        //update layout every frame only in editor
+        private void Update()
+        {
+            //if (!Application.isPlaying) //update layout every frame only in edit mode
+            UpdateLayout();
+        }
+#endif
+    }
+}

+ 12 - 0
Assets/AddOn/AutoLayout3D/Scripts/LayoutGroup3D.cs.meta

@@ -0,0 +1,12 @@
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+guid: 1c06975c25a9b6148854d00b6599a5b1
+timeCreated: 1560579360
+licenseType: Store
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
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+ 122 - 0
Assets/AddOn/AutoLayout3D/Scripts/XAxisLayoutGroup3D.cs

@@ -0,0 +1,122 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace AutoLayout3D
+{
+    public class XAxisLayoutGroup3D : LayoutGroup3D
+    {
+        public float spacing;
+        public AxisAlignment childAlignmentX = AxisAlignment.Middle;
+        public AxisAlignment childAlignmentY = AxisAlignment.Middle;
+        public AxisAlignment childAlignmentZ = AxisAlignment.Middle;
+        public Direction childDirection = Direction.LowerToUpper;
+        public Bool3 childControlSize = new Bool3();
+        public Bool3 childForceExpand = new Bool3();
+
+        public override void UpdateLayout()
+        {
+            elementList.Clear();
+            float sum = 0.0f;
+            foreach (Transform child in transform)
+            {
+                LayoutElement3D element = child.GetComponent<LayoutElement3D>();
+                if (!child.gameObject.activeSelf || element == null) continue;
+                elementList.Add(element);
+                sum += element.size.x * element.transform.localScale.x;
+            }
+            float sum_withSpace = sum + spacing * (elementList.Count - 1);
+
+            Vector3 c_size = new Vector3();
+            c_size.x = size.x - padding.lower.x - padding.upper.x;
+            c_size.y = size.y - padding.lower.y - padding.upper.y;
+            c_size.z = size.z - padding.lower.z - padding.upper.z;
+
+            Vector3 c_center = center;
+            c_center.x += (padding.lower.x - padding.upper.x) * 0.5f;
+            c_center.y += (padding.lower.y - padding.upper.y) * 0.5f;
+            c_center.z += (padding.lower.z - padding.upper.z) * 0.5f;
+
+            Vector3 direction = Vector3.zero;
+            Vector3 offset = Vector3.zero;
+
+            direction.x = childDirection == Direction.LowerToUpper ? 1.0f : -1.0f;
+            switch (childAlignmentX)
+            {
+                case AxisAlignment.Lower:
+                    offset.x = -c_size.x * 0.5f;
+                    if (childDirection == Direction.UpperToLower) offset.x += sum_withSpace;
+                    break;
+                case AxisAlignment.Middle:
+                    offset.x = -direction.x * sum_withSpace * 0.5f;
+                    break;
+                case AxisAlignment.Upper:
+                    offset.x = c_size.x * 0.5f;
+                    if (childDirection == Direction.LowerToUpper) offset.x -= sum_withSpace;
+                    break;
+            }
+
+            switch (childAlignmentY)
+            {
+                case AxisAlignment.Lower:
+                    direction.y = 1.0f;
+                    break;
+                case AxisAlignment.Middle:
+                    direction.y = 0.0f;
+                    break;
+                case AxisAlignment.Upper:
+                    direction.y = -1.0f;
+                    break;
+            }
+            offset.y = -direction.y * c_size.y * 0.5f;
+
+            switch (childAlignmentZ)
+            {
+                case AxisAlignment.Lower:
+                    direction.z = 1.0f;
+                    break;
+                case AxisAlignment.Middle:
+                    direction.z = 0.0f;
+                    break;
+                case AxisAlignment.Upper:
+                    direction.z = -1.0f;
+                    break;
+            }
+            offset.z = -direction.z * c_size.z * 0.5f;
+
+            float c_spacing = spacing;
+            Vector3 scaleFactor = Vector3.zero;
+            if (childForceExpand.x)
+            {
+                offset.x = -direction.x * c_size.x * 0.5f;
+                scaleFactor.x = (c_size.x - (c_spacing * (elementList.Count - 1))) / elementList.Count;
+                if (!childControlSize.x && sum_withSpace < c_size.x) c_spacing = (c_size.x - sum) / (elementList.Count - 1);
+            }
+            if (childForceExpand.y) scaleFactor.y = c_size.y;
+            if (childForceExpand.z) scaleFactor.z = c_size.z;
+
+            foreach (LayoutElement3D element in elementList)
+            {
+                Vector3 scale = element.transform.localScale;
+                if (childControlSize.x) scale.x = scaleFactor.x / element.size.x;
+                if (childControlSize.y) scale.y = scaleFactor.y / element.size.y;
+                if (childControlSize.z) scale.z = scaleFactor.z / element.size.z;
+                element.transform.localScale = scale;
+
+                Vector3 elementSize = Vector3.one;
+                elementSize.x = element.size.x * scale.x;
+                elementSize.y = element.size.y * scale.y;
+                elementSize.z = element.size.z * scale.z;
+
+                Vector3 elementOffset = Vector3.one;
+                elementOffset.x = elementSize.x * 0.5f * direction.x - element.center.x * scale.x;
+                elementOffset.y = elementSize.y * 0.5f * direction.y - element.center.y * scale.y;
+                elementOffset.z = elementSize.z * 0.5f * direction.z - element.center.z * scale.z;
+
+                element.transform.localPosition = c_center + offset + elementOffset;
+                offset.x += (elementSize.x + c_spacing) * direction.x;
+            }
+            elementList.Clear();
+        }
+    }
+}

+ 12 - 0
Assets/AddOn/AutoLayout3D/Scripts/XAxisLayoutGroup3D.cs.meta

@@ -0,0 +1,12 @@
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+guid: c7a83002df93db140a5e5df6be45d4f1
+timeCreated: 1559836606
+licenseType: Store
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+ 122 - 0
Assets/AddOn/AutoLayout3D/Scripts/YAxisLayoutGroup3D.cs

@@ -0,0 +1,122 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace AutoLayout3D
+{
+    public class YAxisLayoutGroup3D : LayoutGroup3D
+    {
+        public float spacing;
+        public AxisAlignment childAlignmentX = AxisAlignment.Middle;
+        public AxisAlignment childAlignmentY = AxisAlignment.Middle;
+        public AxisAlignment childAlignmentZ = AxisAlignment.Middle;
+        public Direction childDirection = Direction.LowerToUpper;
+        public Bool3 childControlSize = new Bool3();
+        public Bool3 childForceExpand = new Bool3();
+
+        public override void UpdateLayout()
+        {
+            elementList.Clear();
+            float sum = 0.0f;
+            foreach (Transform child in transform)
+            {
+                LayoutElement3D element = child.GetComponent<LayoutElement3D>();
+                if (!child.gameObject.activeSelf || element == null) continue;
+                elementList.Add(element);
+                sum += element.size.y * element.transform.localScale.y;
+            }
+            float sum_withSpace = sum + spacing * (elementList.Count - 1);
+
+            Vector3 c_size = new Vector3();
+            c_size.x = size.x - padding.lower.x - padding.upper.x;
+            c_size.y = size.y - padding.lower.y - padding.upper.y;
+            c_size.z = size.z - padding.lower.z - padding.upper.z;
+
+            Vector3 c_center = center;
+            c_center.x += (padding.lower.x - padding.upper.x) * 0.5f;
+            c_center.y += (padding.lower.y - padding.upper.y) * 0.5f;
+            c_center.z += (padding.lower.z - padding.upper.z) * 0.5f;
+
+            Vector3 direction = Vector3.zero;
+            Vector3 offset = Vector3.zero;
+
+            direction.y = childDirection == Direction.LowerToUpper ? 1.0f : -1.0f;
+            switch (childAlignmentY)
+            {
+                case AxisAlignment.Lower:
+                    offset.y = -c_size.y * 0.5f;
+                    if (childDirection == Direction.UpperToLower) offset.y += sum_withSpace;
+                    break;
+                case AxisAlignment.Middle:
+                    offset.y = -direction.y * sum_withSpace * 0.5f;
+                    break;
+                case AxisAlignment.Upper:
+                    offset.y = c_size.y * 0.5f;
+                    if (childDirection == Direction.LowerToUpper) offset.y -= sum_withSpace;
+                    break;
+            }
+
+            switch (childAlignmentX)
+            {
+                case AxisAlignment.Lower:
+                    direction.x = 1.0f;
+                    break;
+                case AxisAlignment.Middle:
+                    direction.x = 0.0f;
+                    break;
+                case AxisAlignment.Upper:
+                    direction.x = -1.0f;
+                    break;
+            }
+            offset.x = -direction.x * c_size.x * 0.5f;
+
+            switch (childAlignmentZ)
+            {
+                case AxisAlignment.Lower:
+                    direction.z = 1.0f;
+                    break;
+                case AxisAlignment.Middle:
+                    direction.z = 0.0f;
+                    break;
+                case AxisAlignment.Upper:
+                    direction.z = -1.0f;
+                    break;
+            }
+            offset.z = -direction.z * c_size.z * 0.5f;
+
+            float c_spacing = spacing;
+            Vector3 scaleFactor = Vector3.zero;
+            if (childForceExpand.y)
+            {
+                offset.y = -direction.y * c_size.y * 0.5f;
+                scaleFactor.y = (c_size.y - (c_spacing * (elementList.Count - 1))) / elementList.Count;
+                if (!childControlSize.x && sum_withSpace < c_size.y) c_spacing = (c_size.y - sum) / (elementList.Count - 1);
+            }
+            if (childForceExpand.x) scaleFactor.x = c_size.x;
+            if (childForceExpand.z) scaleFactor.z = c_size.z;
+
+            foreach (LayoutElement3D element in elementList)
+            {
+                Vector3 scale = element.transform.localScale;
+                if (childControlSize.x) scale.x = scaleFactor.x / element.size.x;
+                if (childControlSize.y) scale.y = scaleFactor.y / element.size.y;
+                if (childControlSize.z) scale.z = scaleFactor.z / element.size.z;
+                element.transform.localScale = scale;
+
+                Vector3 elementSize = Vector3.one;
+                elementSize.x = element.size.x * scale.x;
+                elementSize.y = element.size.y * scale.y;
+                elementSize.z = element.size.z * scale.z;
+
+                Vector3 elementOffset = Vector3.one;
+                elementOffset.x = elementSize.x * 0.5f * direction.x - element.center.x * scale.x;
+                elementOffset.y = elementSize.y * 0.5f * direction.y - element.center.y * scale.y;
+                elementOffset.z = elementSize.z * 0.5f * direction.z - element.center.z * scale.z;
+
+                element.transform.localPosition = c_center + offset + elementOffset;
+                offset.y += (elementSize.y + c_spacing) * direction.y;
+            }
+            elementList.Clear();
+        }
+    }
+}

+ 12 - 0
Assets/AddOn/AutoLayout3D/Scripts/YAxisLayoutGroup3D.cs.meta

@@ -0,0 +1,12 @@
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+ 122 - 0
Assets/AddOn/AutoLayout3D/Scripts/ZAxisLayoutGroup3D.cs

@@ -0,0 +1,122 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace AutoLayout3D
+{
+    public class ZAxisLayoutGroup3D : LayoutGroup3D
+    {
+        public float spacing;
+        public AxisAlignment childAlignmentX = AxisAlignment.Middle;
+        public AxisAlignment childAlignmentY = AxisAlignment.Middle;
+        public AxisAlignment childAlignmentZ = AxisAlignment.Middle;
+        public Direction childDirection = Direction.LowerToUpper;
+        public Bool3 childControlSize = new Bool3();
+        public Bool3 childForceExpand = new Bool3();
+
+        public override void UpdateLayout()
+        {
+            elementList.Clear();
+            float sum = 0.0f;
+            foreach (Transform child in transform)
+            {
+                LayoutElement3D element = child.GetComponent<LayoutElement3D>();
+                if (!child.gameObject.activeSelf || element == null) continue;
+                elementList.Add(element);
+                sum += element.size.z * element.transform.localScale.z;
+            }
+            float sum_withSpace = sum + spacing * (elementList.Count - 1);
+
+            Vector3 c_size = new Vector3();
+            c_size.x = size.x - padding.lower.x - padding.upper.x;
+            c_size.y = size.y - padding.lower.y - padding.upper.y;
+            c_size.z = size.z - padding.lower.z - padding.upper.z;
+
+            Vector3 c_center = center;
+            c_center.x += (padding.lower.x - padding.upper.x) * 0.5f;
+            c_center.y += (padding.lower.y - padding.upper.y) * 0.5f;
+            c_center.z += (padding.lower.z - padding.upper.z) * 0.5f;
+
+            Vector3 direction = Vector3.zero;
+            Vector3 offset = Vector3.zero;
+
+            direction.z = childDirection == Direction.LowerToUpper ? 1.0f : -1.0f;
+            switch (childAlignmentZ)
+            {
+                case AxisAlignment.Lower:
+                    offset.z = -c_size.z * 0.5f;
+                    if (childDirection == Direction.UpperToLower) offset.z += sum_withSpace;
+                    break;
+                case AxisAlignment.Middle:
+                    offset.z = -direction.z * sum_withSpace * 0.5f;
+                    break;
+                case AxisAlignment.Upper:
+                    offset.z = c_size.z * 0.5f;
+                    if (childDirection == Direction.LowerToUpper) offset.z -= sum_withSpace;
+                    break;
+            }
+
+            switch (childAlignmentX)
+            {
+                case AxisAlignment.Lower:
+                    direction.x = 1.0f;
+                    break;
+                case AxisAlignment.Middle:
+                    direction.x = 0.0f;
+                    break;
+                case AxisAlignment.Upper:
+                    direction.x = -1.0f;
+                    break;
+            }
+            offset.x = -direction.x * c_size.x * 0.5f;
+
+            switch (childAlignmentY)
+            {
+                case AxisAlignment.Lower:
+                    direction.y = 1.0f;
+                    break;
+                case AxisAlignment.Middle:
+                    direction.y = 0.0f;
+                    break;
+                case AxisAlignment.Upper:
+                    direction.y = -1.0f;
+                    break;
+            }
+            offset.y = -direction.y * c_size.y * 0.5f;
+
+            float c_spacing = spacing;
+            Vector3 scaleFactor = Vector3.zero;
+            if (childForceExpand.z)
+            {
+                offset.z = -direction.z * c_size.z * 0.5f;
+                scaleFactor.z = (c_size.z - (c_spacing * (elementList.Count - 1))) / elementList.Count;
+                if (!childControlSize.x && sum_withSpace < c_size.z) c_spacing = (c_size.z - sum) / (elementList.Count - 1);
+            }
+            if (childForceExpand.x) scaleFactor.x = c_size.x;
+            if (childForceExpand.y) scaleFactor.y = c_size.y;
+
+            foreach (LayoutElement3D element in elementList)
+            {
+                Vector3 scale = element.transform.localScale;
+                if (childControlSize.x) scale.x = scaleFactor.x / element.size.x;
+                if (childControlSize.y) scale.y = scaleFactor.y / element.size.y;
+                if (childControlSize.z) scale.z = scaleFactor.z / element.size.z;
+                element.transform.localScale = scale;
+
+                Vector3 elementSize = Vector3.one;
+                elementSize.x = element.size.x * scale.x;
+                elementSize.y = element.size.y * scale.y;
+                elementSize.z = element.size.z * scale.z;
+
+                Vector3 elementOffset = Vector3.one;
+                elementOffset.x = elementSize.x * 0.5f * direction.x - element.center.x * scale.x;
+                elementOffset.y = elementSize.y * 0.5f * direction.y - element.center.y * scale.y;
+                elementOffset.z = elementSize.z * 0.5f * direction.z - element.center.z * scale.z;
+
+                element.transform.localPosition = c_center + offset + elementOffset;
+                offset.z += (elementSize.z + c_spacing) * direction.z;
+            }
+            elementList.Clear();
+        }
+    }
+}

+ 12 - 0
Assets/AddOn/AutoLayout3D/Scripts/ZAxisLayoutGroup3D.cs.meta

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Assets/AddOn/AutoLayout3D/Test.unity.meta

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Assets/AddOn/AutoLayout3D/readme.txt

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+Important notes: 
+- For for editing convenience, Layout will update every frame inside editor.
+  For runtime scripts, please call layout.UpdateLayout() to apply any changes.
+  This behavior can be modified in LayoutGroup3D.cs.
+
+LayoutElement3D: 
+Basic component for auto layout 3D, it defines the layout element bounding box.
+- Center: 
+  Center of layout element bounding box (local transform).
+- Size: 
+  Size of layout element bounding box (local transform).
+
+X/Y/Z AxisLayoutGroup3D:
+The X/Y/Z AxisLayoutGroup component places its child layout elements next to each other, along x/y/z axis.
+- Center: 
+  Center of layout element bounding box (local transform).
+- Size: 
+  Size of layout element bounding box (local transform).
+- Padding: 
+  The padding inside the edges of the layout group.
+- Spacing: 
+  The spacing between layout elements along x axis.
+- Child Alignment X(Y,Z): 
+  The alignment to use for the child layout elements along x(y,z) axis, 
+  align with the lower boundary, upper boundary, or middle of the bounding box.
+- Child Direction:
+  The arrangement direction to use for the child layout elements along x/y/z axis, 
+  from lower to upper, or from upper to lower.
+- Child Controls Size: 
+  Whether the layout group controls the size of its children.
+- Child Forced Expand:
+  Whether to force the children to expand to fill additional available space.
+
+GridLayoutGroup3D:
+The Grid Layout Group component places its child layout elements next to each other, inside a 3D grid.
+- Center:
+  Center of layout element bounding box (local transform).
+- Size:
+  Size of layout element bounding box (local transform).
+- Padding:
+  The padding inside the edges of the layout group.
+- Cell Size:
+  The size to use for each layout element in the group.
+- Spacing:
+  The spacing between layout elements.
+- Axis Order:
+  The axis order to place child layout elements. 
+  For example, the XZY order will fill up x axis first, 
+  followed by XZ plane, and lastly place elements along y axis.
+- Child Alignment X(Y,Z):
+  The alignment to use for the child layout elements along x(y,z) axis, 
+  align with the lower boundary, upper boundary, or middle of the bounding box.
+- Child Direction X(Y,Z):
+  The arrangement direction to use for the child layout elements along x(y,z) axis, 
+  from lower to upper, or from upper to lower.
+- Child Controls Size:
+  Whether the layout group’s cell controls the size of its children.
+- Child Forced Expand:
+  Whether to force the children to expand to fill additional available space inside the layout group’s cell.
+- Constraint X(Y,Z):
+  Constraint the grid to a fixed number of cells along x(y,z) axis to aid the auto layout system.

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+[Ll]ibrary/
+[Tt]emp/
+[Oo]bj/
+[Bb]uild/
+[Bb]uilds/
+Assets/AssetStoreTools*
+
+# Visual Studio cache directory
+.vs/
+
+# Autogenerated VS/MD/Consulo solution and project files
+ExportedObj/
+.consulo/
+*.csproj
+*.unityproj
+*.sln
+*.suo
+*.tmp
+*.user
+*.userprefs
+*.pidb
+*.booproj
+*.svd
+*.pdb
+*.opendb
+
+# Unity3D generated meta files
+*.pidb.meta
+*.pdb.meta
+
+# Unity3D Generated File On Crash Reports
+sysinfo.txt
+
+# Builds
+*.apk
+*.unitypackage

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Assets/AddOn/DeformationImage-master/Assets/Scenes/SampleScene.unity.meta

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+ 133 - 0
Assets/AddOn/DeformationImage-master/Assets/Scripts/DeformationImage.cs

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+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+[DisallowMultipleComponent]
+[RequireComponent(typeof(MaskableGraphic))]
+[ExecuteInEditMode]
+public class DeformationImage : BaseMeshEffect
+{
+    public DeformationImageVertex[] vertsNodeList;
+    public bool isClose = true;
+    public RectTransform rectTransform { get { return graphic.rectTransform; } }
+    public Color GraphicColor {get{return graphic.color;}}
+
+    List<UIVertex> vertices = new List<UIVertex>();
+
+    void Update()
+    {
+#if UNITY_EDITOR
+        if (!EditorApplication.isPlaying)
+        {
+            vertsNodeList = GetComponentsInChildren<DeformationImageVertex>(true);
+        }
+#endif
+        graphic?.SetVerticesDirty();
+    }
+
+    public override void ModifyMesh(VertexHelper vh)
+    {
+        if (!IsActive())
+            return;
+
+        vertices.Clear();
+        vh.GetUIVertexStream(vertices);
+        ApplyVerts(vertices);
+        vh.Clear();
+        vh.AddUIVertexTriangleStream(vertices);
+    }
+
+    protected void ApplyVerts(List<UIVertex> verts)
+    {
+        verts.Clear();
+        for (int i = 0; i < vertsNodeList.Length - 2; i++)
+        {
+            AddVerts(verts, vertsNodeList[0].vertex, vertsNodeList[i + 1].vertex, vertsNodeList[i + 2].vertex);
+        }
+
+        if (isClose && vertsNodeList.Length > 3)
+        {
+            AddVerts(verts, vertsNodeList[0].vertex, vertsNodeList[1].vertex, vertsNodeList[vertsNodeList.Length - 1].vertex);
+        }
+    }
+
+    //ポリゴンが表を向くように計算してAdd
+    protected void AddVerts(List<UIVertex> verts, UIVertex v1, UIVertex v2, UIVertex v3)
+    {
+        var d1 = v1.position - v2.position;
+        var d2 = v2.position - v3.position;
+        var cross = d1.x * d2.y - d1.y * d2.x;
+        if (cross < 0)
+        {
+            verts.Add(v1);
+            verts.Add(v2);
+            verts.Add(v3);
+        }
+        else
+        {
+            verts.Add(v1);
+            verts.Add(v3);
+            verts.Add(v2);
+        }
+    }
+}
+
+#if UNITY_EDITOR
+[CustomEditor(typeof(DeformationImage))]
+public class DeformationImageEditor : Editor
+{
+    public override void OnInspectorGUI()
+    {
+        var di = target as DeformationImage;
+
+        base.OnInspectorGUI();
+        EditorGUILayout.BeginHorizontal();
+        if (GUILayout.Button("頂点追加"))
+        {
+            var newVertex = new GameObject();
+            newVertex.name = $"v{di.vertsNodeList.Length}";
+            var vertex = newVertex.AddComponent<DeformationImageVertex>();
+            vertex.Init(di);
+
+            var rectTransform = newVertex.GetComponent<RectTransform>();
+            rectTransform.sizeDelta = new Vector2(10, 10);
+            rectTransform.position = di.transform.position;
+            rectTransform.pivot = new Vector2(0.5f, 0.5f);
+            rectTransform.SetParent(di.transform);
+        }
+        EditorGUILayout.EndHorizontal();
+
+        EditorGUILayout.BeginHorizontal();
+        if (GUILayout.Button("頂点削除"))
+        {
+            if(di.vertsNodeList.Length > 0)
+            {
+                DestroyImmediate(di.vertsNodeList[di.vertsNodeList.Length - 1].gameObject);
+            }
+        }
+        EditorGUILayout.EndHorizontal();
+
+        EditorGUILayout.BeginHorizontal();
+        if (GUILayout.Button("表示"))
+        {
+            foreach (var v in di.vertsNodeList)
+            {
+                v.gameObject.hideFlags = HideFlags.None;
+            }
+        }
+
+        if (GUILayout.Button("非表示"))
+        {
+            foreach (var v in di.vertsNodeList)
+            {
+                v.gameObject.hideFlags = HideFlags.HideInHierarchy;
+            }
+        }
+        EditorGUILayout.EndHorizontal();
+    }
+}
+#endif

+ 11 - 0
Assets/AddOn/DeformationImage-master/Assets/Scripts/DeformationImage.cs.meta

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+ 46 - 0
Assets/AddOn/DeformationImage-master/Assets/Scripts/DeformationImageVertex.cs

@@ -0,0 +1,46 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+[ExecuteInEditMode]
+[RequireComponent(typeof(RectTransform))]
+public class DeformationImageVertex : MonoBehaviour
+{
+    public UIVertex vertex = new UIVertex();
+    public DeformationImage deformationImage;
+
+    RectTransform _rectTransform;
+    public RectTransform rectTransform
+    {
+        get
+        {
+            if (_rectTransform == null)
+            {
+                _rectTransform = GetComponent<RectTransform>();
+            }
+            return _rectTransform;
+        }
+    }
+
+    void Awake()
+    {
+        if (deformationImage == null)
+        {
+            deformationImage = GetComponentInParent<DeformationImage>();
+        }
+    }
+
+    public void Init(DeformationImage di)
+    {
+        this.deformationImage = di;
+    }
+
+    void Update()
+    {
+        var lb = -deformationImage.rectTransform.rect.size * rectTransform.anchorMin;
+        var vt = (rectTransform.anchoredPosition - lb) / deformationImage.rectTransform.rect.size;
+        vertex.uv0 = vt;
+        vertex.position = transform.localPosition;
+        vertex.color = deformationImage.GraphicColor;
+    }
+}

+ 11 - 0
Assets/AddOn/DeformationImage-master/Assets/Scripts/DeformationImageVertex.cs.meta

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+ 21 - 0
Assets/AddOn/DeformationImage-master/LICENSE

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+MIT License
+
+Copyright (c) 2019 n-taku
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.

+ 7 - 0
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+guid: e515f446957d8724e9d98b44739daaa3
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Assets/AddOn/DeformationImage-master/Logs.meta

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+guid: 9568f60cf4a42d348be44bbeaa498a44
+folderAsset: yes
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+ 16 - 0
Assets/AddOn/DeformationImage-master/Logs/Packages-Update.log

@@ -0,0 +1,16 @@
+
+=== Sat May 11 17:51:35 2019
+
+Packages were changed.
+Update Mode: updateDependencies
+
+The following packages were added:
+  com.unity.timeline@1.0.0
+  com.unity.multiplayer-hlapi@1.0.2
+  com.unity.xr.legacyinputhelpers@2.0.2
+The following packages were updated:
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