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https://github.com/vrm-c/UniVRM.git
synced 2026-05-11 13:04:17 -05:00
fix warnings
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parent
ea36cd63ad
commit
520e68177e
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@ -164,7 +164,7 @@ namespace VRM
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LoadHumanoidObsolete(context);
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Debug.LogWarning("LoadHumanoidObsolete");
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}
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catch (Exception ex)
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catch (Exception)
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{
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LoadHumanoid(context);
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}
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@ -213,7 +213,7 @@ namespace VRM
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firstPerson.TraverseRenderers(context);
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// LookAt
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var lookAtHead = context.Root.AddComponent<VRMLookAtHead>();
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/*var lookAtHead =*/ context.Root.AddComponent<VRMLookAtHead>();
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switch(gltfFirstPerson.lookAtType)
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{
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@ -1,57 +1,60 @@
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Shader "VRM/UnlitTransparentZWrite"
{
Properties {
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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}
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SubShader {
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Tags {"Queue"="AlphaTest+150" "IgnoreProjector"="True" "RenderType"="Transparent"}
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LOD 100
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ZWrite On
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Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.texcoord);
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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Shader "VRM/UnlitTransparentZWrite"
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{
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Properties {
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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}
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SubShader {
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Tags {"Queue"="AlphaTest+150" "IgnoreProjector"="True" "RenderType"="Transparent"}
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LOD 100
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ZWrite On
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Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.texcoord);
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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