diff --git a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/Shader Graphs_TiMao.mat b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/Shader Graphs_TiMao.mat index b881ae8e..96450730 100644 --- a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/Shader Graphs_TiMao.mat +++ b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/Shader Graphs_TiMao.mat @@ -8,8 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Shader Graphs_TiMao - m_Shader: {fileID: -6465566751694194690, guid: 71f4112fdfb48b2499d0b9a9227a4f39, - type: 3} + m_Shader: {fileID: -6465566751694194690, guid: 71f4112fdfb48b2499d0b9a9227a4f39, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] @@ -24,6 +23,10 @@ Material: m_SavedProperties: serializedVersion: 3 m_TexEnvs: + - _AO: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _Cubemap: m_Texture: {fileID: 8900000, guid: 4d02be114fa362d4c8f2930512feed6f, type: 3} m_Scale: {x: 1, y: 1} @@ -36,6 +39,10 @@ Material: m_Texture: {fileID: 2800000, guid: 10f36425885b13c41b4f5732d27cb050, type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _Normal: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _ValueMask: m_Texture: {fileID: 2800000, guid: 625e84e011f035b4dbdd7a85a7a8f2b3, type: 3} m_Scale: {x: 1, y: 1} @@ -54,10 +61,11 @@ Material: m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: + - _AoValue: 1 - _GValue: 1 - _QueueControl: 0 - _QueueOffset: 0 - - _TValue: 0.08 + - _TValue: 1 m_Colors: - _Color: {r: 1, g: 1, b: 1, a: 0} m_BuildTextureStacks: [] diff --git a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoBody.cs b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoBody.cs deleted file mode 100644 index 11f75497..00000000 --- a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoBody.cs +++ /dev/null @@ -1,129 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Rendering; -using UnityEngine.Rendering.Universal; - -public class RongMaoBody : MonoBehaviour -{ - //public Shader shader; - [Header("渲染目标")] - public Renderer Target; - public Shader BaseShader; - - [Header("皮毛物理")] - public int LayerCount = 10; - public float FurLength = 0.5f; - public Vector3 FurFore; - public Texture2D Noise; - public Texture2D Noise2; - public Texture2D MainTex; - public Texture2D Mask; - //public Texture2D ValueMask; - //[Range(0.08f,1)]public float TValue=1; - //[Range(0.08f,1)]public float GValue=1; - - [Header("皮毛渲染")] - //毛发染色 - public Color FurColor=Color.white; - public Color ShadowColor=Color.white; - public float ShadowPow = 2; - public float SpPow=1.0f; - public float SpScale=1.0f; - public float FPow=1.0f; - public float FScale=1.0f; - public float FurTenacity=1.0f; - private GameObject[] layers; - - private Material mat; - // Start is called before the first frame update - void Start() - { - CreateFur(); - //mat=Target.gameObject.GetComponent().material; - } - - // Update is called once per frame - void Update() - { - UpadteTransform(); - } - //更新每层毛发的位置 - void UpadteTransform() - { - if (layers == null || layers.Length == 0) - { - return; - } - for (int i = 0; i < layers.Length; i++) - { - //依据层数、毛发长度和毛发硬度计算lerp速度 - float lerpSpeed = (layers.Length-i) * (1.0f / layers.Length)* FurTenacity; - - //让Shell的位置和旋转Lerp到目标模型 - //后面乘的常数完全是试出来的参数……没有具体物理解释,移动时毛发更新 - layers[i].gameObject.transform.position = Vector3.Lerp(layers[i].gameObject.transform.position, Target.transform.position, lerpSpeed * Time.deltaTime *20); - layers[i].gameObject.transform.rotation = Quaternion.Lerp(layers[i].gameObject.transform.rotation, Target.transform.rotation, lerpSpeed * Time.deltaTime *10); - } - } - //创建毛发 - void CreateFur() - { - layers = new GameObject[LayerCount]; - float furOffset = 1.0f / LayerCount; - for (int i = 0; i < LayerCount; i++) - { - GameObject layer = Instantiate(Target.gameObject, Target.transform.position, Target.transform.rotation,this.transform); - - layer.hideFlags = HideFlags.HideInHierarchy; - //layer.tag = "Shell"; - Material[] mats = layer.GetComponent().materials; - mats[0]=new Material(BaseShader); - layer.GetComponent().materials =mats;// Basemat; - Material layerMat = layer.GetComponent().materials[0]; - //for (int j = 0; j < layerMats.Length; j++) - // { - //Material layerMat = layerMats[i]; - layerMat.SetTexture("_MainTex",MainTex); - layerMat.SetColor("_Color",FurColor); - layerMat.SetFloat("_SpPow",SpPow); - layerMat.SetFloat("_SpScale",SpScale); - layerMat.SetFloat("_FPow",FPow); - layerMat.SetFloat("_FScale",FScale); - - layerMat.SetFloat("_FurLength",FurLength); - layerMat.SetTexture("_Noise",Noise); - layerMat.SetTexture("_Noise2",Noise2); - layerMat.SetTexture("_Mask",Mask); - //layerMat.SetTexture("_ValueMask",ValueMask); - layerMat.SetColor("_ShadowColor",ShadowColor); - layerMat.SetFloat("_ShadowPow",ShadowPow); - layerMat.SetFloat("_LayerOffset",i*furOffset); - layerMat.SetVector("_FurOffset",FurFore*Mathf.Pow(i*furOffset,FurTenacity)*0.0f); - - layerMat.renderQueue = 3000 + i; - //} - - - layers[i] = layer; - } - //Debug.Log("创建完毕"); - } - - private Camera cam; - - //删除创建的游戏毛发 - private void OnDestroy() - { - // if (layers == null || layers.length == 0) - // { - // return; - // } - // - // for (int i = 0; i < layers.length; i++) - // { - // destroy(layers[i].gameobject); - // } - } -} diff --git a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoBody.cs.meta b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoBody.cs.meta deleted file mode 100644 index 4807748f..00000000 --- a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoBody.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: f12d4af7ab2b81c4ea3b01b6f5eac087 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDu.cs b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDu.cs deleted file mode 100644 index dad15add..00000000 --- a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDu.cs +++ /dev/null @@ -1,137 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Rendering; - -public class RongMaoDu : MonoBehaviour -{ - //public Shader shader; - [Header("渲染目标")] - public Renderer Target; - public Shader BaseShader; - - [Header("皮毛物理")] - public int LayerCount = 10; - public float FurLength = 0.5f; - public Vector3 FurFore; - public Texture2D Noise; - public Texture2D Noise2; - public Texture2D MainTex; - public Texture2D Mask; - public Texture2D ValueMask; - [Range(0.08f,1)]public float TValue=1; - //[Range(0.08f,1)]public float GValue=1; - - [Header("皮毛渲染")] - //毛发染色 - public Color FurColor=Color.white; - public Color ShadowColor=Color.white; - public float ShadowPow = 2; - public float SpPow=1.0f; - public float SpScale=1.0f; - public float FPow=1.0f; - public float FScale=1.0f; - public float FurTenacity=1.0f; - private GameObject[] layers; - - private Material mat; - // Start is called before the first frame update - void Start() - { - CreateFur(); - mat=Target.gameObject.GetComponent().materials[1]; - } - - // Update is called once per frame - void Update() - { - UpadteTransform(); - UpdateValue(); - } - //更新每层毛发的位置 - void UpadteTransform() - { - if (layers == null || layers.Length == 0) - { - return; - } - for (int i = 0; i < layers.Length; i++) - { - //依据层数、毛发长度和毛发硬度计算lerp速度 - float lerpSpeed = (layers.Length-i) * (1.0f / layers.Length)* FurTenacity; - - //让Shell的位置和旋转Lerp到目标模型 - //后面乘的常数完全是试出来的参数……没有具体物理解释,移动时毛发更新 - layers[i].gameObject.transform.position = Vector3.Lerp(layers[i].gameObject.transform.position, Target.transform.position, lerpSpeed * Time.deltaTime *20); - layers[i].gameObject.transform.rotation = Quaternion.Lerp(layers[i].gameObject.transform.rotation, Target.transform.rotation, lerpSpeed * Time.deltaTime *10); - } - } - //创建毛发 - void CreateFur() - { - layers = new GameObject[LayerCount]; - float furOffset = 1.0f / LayerCount; - for (int i = 0; i < LayerCount; i++) - { - GameObject layer = Instantiate(Target.gameObject, Target.transform.position, Target.transform.rotation,this.transform); - - layer.hideFlags = HideFlags.HideInHierarchy; - //layer.tag = "Shell"; - Material[] mats = layer.GetComponent().materials; - mats[1]=new Material(BaseShader); - layer.GetComponent().materials =mats;// Basemat; - Material layerMat = layer.GetComponent().materials[1]; - //for (int j = 0; j < layerMats.Length; j++) - // { - //Material layerMat = layerMats[i]; - layerMat.SetTexture("_MainTex",MainTex); - layerMat.SetColor("_Color",FurColor); - layerMat.SetFloat("_SpPow",SpPow); - layerMat.SetFloat("_SpScale",SpScale); - layerMat.SetFloat("_FPow",FPow); - layerMat.SetFloat("_FScale",FScale); - - layerMat.SetFloat("_FurLength",FurLength); - layerMat.SetTexture("_Noise",Noise); - layerMat.SetTexture("_Noise2",Noise2); - layerMat.SetTexture("_Mask",Mask); - layerMat.SetTexture("_ValueMask",ValueMask); - layerMat.SetColor("_ShadowColor",ShadowColor); - layerMat.SetFloat("_ShadowPow",ShadowPow); - layerMat.SetFloat("_LayerOffset",i*furOffset); - layerMat.SetVector("_FurOffset",FurFore*Mathf.Pow(i*furOffset,FurTenacity)*0.0f); - - layerMat.renderQueue = 3000 + i; - //} - - - layers[i] = layer; - } - //Debug.Log("创建完毕"); - } - - void UpdateValue() - { - for (int i = 0; i < layers.Length; i++) - { - Material layerMat = layers[i].GetComponent().materials[1]; - layerMat.SetFloat("_Value",TValue); - mat.SetFloat("_TValue",TValue); - //mat.SetFloat("_GValue",GValue); - } - } - //删除创建的游戏毛发 - private void OnDestroy() - { - // if (layers == null || layers.length == 0) - // { - // return; - // } - // - // for (int i = 0; i < layers.length; i++) - // { - // destroy(layers[i].gameobject); - // } - } -} diff --git a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDu.cs.meta b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDu.cs.meta deleted file mode 100644 index 393ff693..00000000 --- a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDu.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 598e923d669eaab46b0f7d156768c0d6 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDuWanZheng.cs b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDuWanZheng.cs deleted file mode 100644 index 46bcaf1d..00000000 --- a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDuWanZheng.cs +++ /dev/null @@ -1,144 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Rendering; - -public class RongMaoDuWanZheng : MonoBehaviour -{ - public int matNum=0; - - public List Mats = new List(); - //public Shader shader; - [Header("渲染目标")] - public Renderer Target; - public Shader BaseShader; - - [Header("皮毛物理")] - public int LayerCount = 10; - public float FurLength = 0.5f; - public Vector3 FurFore; - public Texture2D Noise; - public Texture2D Noise2; - public Texture2D MainTex; - public Texture2D Mask; - public Texture2D ValueMask; - [Range(0.08f,1)]public float TValue=1; - //[Range(0.08f,1)]public float GValue=1; - - [Header("皮毛渲染")] - //毛发染色 - public Color FurColor=Color.white; - public Color ShadowColor=Color.white; - public float ShadowPow = 2; - public float SpPow=1.0f; - public float SpScale=1.0f; - public float FPow=1.0f; - public float FScale=1.0f; - public float FurTenacity=1.0f; - private GameObject[] layers; - - private Material mat; - // Start is called before the first frame update - void Start() - { - CreateFur(); - mat=Target.gameObject.GetComponent().materials[matNum]; - } - - - - // Update is called once per frame - void Update() - { - UpadteTransform(); - UpdateValue(); - } - //更新每层毛发的位置 - void UpadteTransform() - { - if (layers == null || layers.Length == 0) - { - return; - } - for (int i = 0; i < layers.Length; i++) - { - //依据层数、毛发长度和毛发硬度计算lerp速度 - float lerpSpeed = (layers.Length-i) * (1.0f / layers.Length)* FurTenacity; - - //让Shell的位置和旋转Lerp到目标模型 - //后面乘的常数完全是试出来的参数……没有具体物理解释,移动时毛发更新 - layers[i].gameObject.transform.position = Vector3.Lerp(layers[i].gameObject.transform.position, Target.transform.position, lerpSpeed * Time.deltaTime *20); - layers[i].gameObject.transform.rotation = Quaternion.Lerp(layers[i].gameObject.transform.rotation, Target.transform.rotation, lerpSpeed * Time.deltaTime *10); - } - } - //创建毛发 - void CreateFur() - { - layers = new GameObject[LayerCount]; - float furOffset = 1.0f / LayerCount; - for (int i = 0; i < LayerCount; i++) - { - GameObject layer = Instantiate(Target.gameObject, Target.transform.position, Target.transform.rotation,this.transform); - - //layer.hideFlags = HideFlags.HideInHierarchy; - //layer.tag = "Shell"; - layer.GetComponent().materials = Mats.ToArray(); - Material[] mats = layer.GetComponent().materials; - - mats[matNum]=new Material(BaseShader); - layer.GetComponent().materials =mats; - Material layerMat = layer.GetComponent().materials[matNum]; - //for (int j = 0; j < layerMats.Length; j++) - // { - //Material layerMat = layerMats[i]; - layerMat.SetTexture("_MainTex",MainTex); - layerMat.SetColor("_Color",FurColor); - layerMat.SetFloat("_SpPow",SpPow); - layerMat.SetFloat("_SpScale",SpScale); - layerMat.SetFloat("_FPow",FPow); - layerMat.SetFloat("_FScale",FScale); - - layerMat.SetFloat("_FurLength",FurLength); - layerMat.SetTexture("_Noise",Noise); - layerMat.SetTexture("_Noise2",Noise2); - layerMat.SetTexture("_Mask",Mask); - layerMat.SetTexture("_ValueMask",ValueMask); - layerMat.SetColor("_ShadowColor",ShadowColor); - layerMat.SetFloat("_ShadowPow",ShadowPow); - layerMat.SetFloat("_LayerOffset",i*furOffset); - layerMat.SetVector("_FurOffset",FurFore*Mathf.Pow(i*furOffset,FurTenacity)*0.0f); - - layerMat.renderQueue = 3000 + i; - //} - - //layer.transform.parent = Target.transform; - layers[i] = layer; - } - //Debug.Log("创建完毕"); - } - - void UpdateValue() - { - for (int i = 0; i < layers.Length; i++) - { - Material layerMat = layers[i].GetComponent().materials[matNum]; - layerMat.SetFloat("_Value",TValue); - mat.SetFloat("_TValue",TValue); - //mat.SetFloat("_GValue",GValue); - } - } - //删除创建的游戏毛发 - private void OnDestroy() - { - // if (layers == null || layers.length == 0) - // { - // return; - // } - // - // for (int i = 0; i < layers.length; i++) - // { - // destroy(layers[i].gameobject); - // } - } -} diff --git a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDuWanZheng.cs.meta b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDuWanZheng.cs.meta deleted file mode 100644 index 077a7622..00000000 --- a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDuWanZheng.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 1458a57372e398240a4450d82c9194de -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDuWanZhengOld.cs b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDuWanZhengOld.cs deleted file mode 100644 index 0a669be9..00000000 --- a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDuWanZhengOld.cs +++ /dev/null @@ -1,140 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Rendering; - -public class RongMaoDuWanZhengOld : MonoBehaviour -{ - public int matNum=0; - //public Shader shader; - [Header("渲染目标")] - public Renderer Target; - public Shader BaseShader; - - [Header("皮毛物理")] - public int LayerCount = 10; - public float FurLength = 0.5f; - public Vector3 FurFore; - public Texture2D Noise; - public Texture2D Noise2; - public Texture2D MainTex; - public Texture2D Mask; - public Texture2D ValueMask; - [Range(0.08f,1)]public float TValue=1; - //[Range(0.08f,1)]public float GValue=1; - - [Header("皮毛渲染")] - //毛发染色 - public Color FurColor=Color.white; - public Color ShadowColor=Color.white; - public float ShadowPow = 2; - public float SpPow=1.0f; - public float SpScale=1.0f; - public float FPow=1.0f; - public float FScale=1.0f; - public float FurTenacity=1.0f; - private GameObject[] layers; - - private Material mat; - // Start is called before the first frame update - void Start() - { - CreateFur(); - mat=Target.gameObject.GetComponent().materials[matNum]; - } - - - - // Update is called once per frame - void Update() - { - UpadteTransform(); - UpdateValue(); - } - //更新每层毛发的位置 - void UpadteTransform() - { - if (layers == null || layers.Length == 0) - { - return; - } - for (int i = 0; i < layers.Length; i++) - { - //依据层数、毛发长度和毛发硬度计算lerp速度 - float lerpSpeed = (layers.Length-i) * (1.0f / layers.Length)* FurTenacity; - - //让Shell的位置和旋转Lerp到目标模型 - //后面乘的常数完全是试出来的参数……没有具体物理解释,移动时毛发更新 - layers[i].gameObject.transform.position = Vector3.Lerp(layers[i].gameObject.transform.position, Target.transform.position, lerpSpeed * Time.deltaTime *20); - layers[i].gameObject.transform.rotation = Quaternion.Lerp(layers[i].gameObject.transform.rotation, Target.transform.rotation, lerpSpeed * Time.deltaTime *10); - } - } - //创建毛发 - void CreateFur() - { - layers = new GameObject[LayerCount]; - float furOffset = 1.0f / LayerCount; - for (int i = 0; i < LayerCount; i++) - { - GameObject layer = Instantiate(Target.gameObject, Target.transform.position, Target.transform.rotation,this.transform); - - //layer.hideFlags = HideFlags.HideInHierarchy; - //layer.tag = "Shell"; - Material[] mats = layer.GetComponent().materials; - mats[matNum]=new Material(BaseShader); - layer.GetComponent().materials =mats; - Material layerMat = layer.GetComponent().materials[matNum]; - //for (int j = 0; j < layerMats.Length; j++) - // { - //Material layerMat = layerMats[i]; - layerMat.SetTexture("_MainTex",MainTex); - layerMat.SetColor("_Color",FurColor); - layerMat.SetFloat("_SpPow",SpPow); - layerMat.SetFloat("_SpScale",SpScale); - layerMat.SetFloat("_FPow",FPow); - layerMat.SetFloat("_FScale",FScale); - - layerMat.SetFloat("_FurLength",FurLength); - layerMat.SetTexture("_Noise",Noise); - layerMat.SetTexture("_Noise2",Noise2); - layerMat.SetTexture("_Mask",Mask); - layerMat.SetTexture("_ValueMask",ValueMask); - layerMat.SetColor("_ShadowColor",ShadowColor); - layerMat.SetFloat("_ShadowPow",ShadowPow); - layerMat.SetFloat("_LayerOffset",i*furOffset); - layerMat.SetVector("_FurOffset",FurFore*Mathf.Pow(i*furOffset,FurTenacity)*0.0f); - - layerMat.renderQueue = 3000 + i; - //} - - //layer.transform.parent = Target.transform; - layers[i] = layer; - } - //Debug.Log("创建完毕"); - } - - void UpdateValue() - { - for (int i = 0; i < layers.Length; i++) - { - Material layerMat = layers[i].GetComponent().materials[matNum]; - layerMat.SetFloat("_Value",TValue); - mat.SetFloat("_TValue",TValue); - //mat.SetFloat("_GValue",GValue); - } - } - //删除创建的游戏毛发 - private void OnDestroy() - { - // if (layers == null || layers.length == 0) - // { - // return; - // } - // - // for (int i = 0; i < layers.length; i++) - // { - // destroy(layers[i].gameobject); - // } - } -} diff --git a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDuWanZhengOld.cs.meta b/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDuWanZhengOld.cs.meta deleted file mode 100644 index db95a94c..00000000 --- a/Assets/Art/Models/LouDi/A_QvanChangJing/Animation/39/主刀剃毛/sources/RongMaoDuWanZhengOld.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 9e31f7b6160cbed41851ac4f758706c8 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scenes/LouDiXuMuQvan.unity b/Assets/Scenes/LouDiXuMuQvan.unity index 70bac430..cc0413ac 100644 --- a/Assets/Scenes/LouDiXuMuQvan.unity +++ b/Assets/Scenes/LouDiXuMuQvan.unity @@ -26905,7 +26905,8 @@ PrefabInstance: propertyPath: m_IsActive value: 0 objectReference: {fileID: 0} - m_RemovedComponents: [] + m_RemovedComponents: + - {fileID: 2999783213077156870, guid: e1761819aac3ed74682aa8337a23d32e, type: 3} m_RemovedGameObjects: [] m_AddedGameObjects: [] m_AddedComponents: diff --git a/Assets/TiMaoAnim.anim b/Assets/TiMaoAnim.anim index d763a629..2d129daf 100644 --- a/Assets/TiMaoAnim.anim +++ b/Assets/TiMaoAnim.anim @@ -78,10 +78,10 @@ AnimationClip: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 - attribute: TValue - path: - classID: 114 - script: {fileID: 11500000, guid: 9e31f7b6160cbed41851ac4f758706c8, type: 3} + attribute: material._TValue + path: Qvan2 + classID: 23 + script: {fileID: 0} flags: 0 m_PPtrCurves: [] m_SampleRate: 24 @@ -174,10 +174,10 @@ AnimationClip: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 - attribute: TValue - path: - classID: 114 - script: {fileID: 11500000, guid: 9e31f7b6160cbed41851ac4f758706c8, type: 3} + attribute: material._TValue + path: Qvan2 + classID: 23 + script: {fileID: 0} flags: 0 m_EulerEditorCurves: [] m_HasGenericRootTransform: 0