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build にシェーダー含める説明
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docs/build.md
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docs/build.md
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# アプリケーションのビルド
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## ビルドに含めるシェーダー
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`Project Settings = Graphics - Always Included Shaders` などに設定して、ビルドに含まれるようにしてください。
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### Unlit
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* `Assets\VRMShaders\GLTF\UniUnlit\Resources\UniGLTF\UniUnlit.shader`
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### MToon
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* `Assets\VRMShaders\VRM\MToon\MToon\Resources\Shaders\MToon.shader`
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### ランタイム import/export 時のテクスチャー変換用のシェーダー
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* `Assets\VRMShaders\GLTF\IO\Resources\UniGLTF\NormalMapExporter.shader`
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* `Assets\VRMShaders\GLTF\IO\Resources\UniGLTF\StandardMapExporter.shader`
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* `Assets\VRMShaders\GLTF\IO\Resources\UniGLTF\StandardMapImporter.shader`
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@ -21,7 +21,7 @@ V^{\prime} = 1 - V
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Z軸を反転します。
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### Vector3(Position, Normalなど)
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### Vector3: Position, Normalなど
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```csharp
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public static Vector3 ReverseZ(this Vector3 v)
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@ -30,7 +30,7 @@ public static Vector3 ReverseZ(this Vector3 v)
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}
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```
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### Quaternion(Rotation)
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### Quaternion: Rotation
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```csharp
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public static Quaternion ReverseZ(this Quaternion q)
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@ -42,7 +42,7 @@ public static Quaternion ReverseZ(this Quaternion q)
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}
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```
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### Matrix(BindMatrices)
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### Matrix: BindMatrices
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スケール値が入っているとうまくいきません
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@ -13,6 +13,14 @@ package
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history
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```
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## build
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UniVRMを使うアプリケーションのビルドに関する注意事項
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```{toctree}
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build
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```
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## glTF
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```{toctree}
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@ -44,7 +52,7 @@ vrm0/firstperson
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implementation/runtime_resource_management
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implementation/texture_manipulation
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implementation/univrm_coordinate
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implementation/coordinate
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```
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### Samples
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