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Hiromichi Yamada
Hiromichi Yamada

Posted on • Updated on

Links to keijiro's repos

Thank you keijiro-san for your great public repositories!


>> Audio

> Lasp

  • https://github.com/keijiro/Lasp
  • a Unity plugin providing low-latency audio input features that are useful to create audio-reactive visuals. gif
  • portaudioというオープンソースライブラリを含んでいる。

  • portaudio

    • http://www.portaudio.com
    • PortAudio is a free, cross-platform, open-source, audio I/O library. It lets you write simple audio programs in 'C' or C++ that will compile and run on many platforms including Windows, Macintosh OS X, and Unix (OSS/ALSA).
    • MITライセンス

> Minis

  • GitHub logo keijiro / Minis

    Minis: MIDI Input for New Input System -- A plugin that adds MIDI input support to Unity's new Input System

    Minis: MIDI Input for New Input System

    gif gif

    Minis (MIDI Input for New Input System) is a Unity plugin that adds MIDI input device support to Unity's new Input System.

    System Requirements

    • Unity 2019.3 or later
    • 64-bit desktop platforms (Windows, macOS, Linux)

    On Linux, ALSA (libasound2) must be installed on the system.

    How To Install

    This package uses the scoped registry feature to resolve package dependencies. Please add the following sections to the manifest file (Packages/manifest.json).

    To the scopedRegistries section:

    {
      "name": "Keijiro"
      "url": "https://registry.npmjs.com",
      "scopes": [ "jp.keijiro" ]
    }
    

    To the dependencies section:

    "jp.keijiro.minis": "1.0.10"
    

    After changes, the manifest file should look like below:

    {
      "scopedRegistries": [
        {
          "name": "Keijiro",
          "url": "https://registry.npmjs.com",
          "scopes": [ "jp.keijiro" ]
        }
      ],
      "dependencies": {
        "jp.keijiro.minis": "1.0.10",
        ...
    

    How To Use

    Input Controls

    When Minis is installed to a project, MIDI control elements appear under "Other" > "MIDI Device". You can also use the…

    • Minis が使用している RtMidi は MITライセンス。その他の部分はpublic domain
  • GitHub logo keijiro / VfxMinisExamples

    Unity examples showing how to control VFX graphs with MIDI devices


>> VFX

> VfxGraphTestbed

> Smrvfx

  • https://github.com/keijiro/Smrvfx
  • GitHub logo keijiro / Smrvfx

    Skinned mesh sampling with VFX Graph

    Smrvfx

    gif gif

    Smrvfx is a Unity sample project that shows how to use the skinned mesh sampling feature with VFX Graph to emit particles from animating characters.

    System requirements

    • Unity 2021.2
    • HDRP/URP 12.0

    About this repository

    Previously, this repository contained a custom package called Smrvfx that implemented a mesh sampling feature as VFX Graph didn't provide the feature at the time.

    The built-in skinned mesh sampling feature was implemented in HDRP 11.0, so I changed the main aim of this repository to provide an example of the built-in feature.

  • Unity 2020.1
  • public domain

> Krbv


>> Timeline

> TimelineParticleControl

  • https://github.com/keijiro/TimelineParticleControl
  • GitHub logo keijiro / TimelineParticleControl

    An example of controlling particle system from timeline.

    Timeline Particle System Control Example

    This is an example that shows how to control particle systems from a custom track class.

    gif gif

    Comparison with Control Track

    The standard Control Track provides basic functionalities to control a particle system within a timeline track. Although it's enough for most cases it has some small limitations.

    • It only provides on/off switch. An extra Animation Track is needed to control particle parameters.
    • The Inherit Velocity module doesn't work with the Control Track.
    • It overrides the random seed number with the same value even if there are multiple particle systems under the hierarchy.
    • It uses the fixed delta time as a simulation interval. This is not ideal to get smooth animation.

    The custom track class (ParticleSystemControlTrack) contained in this example provides the following functionalities.

    • Playhead scrubbing support (not perfect; reset on rewinding).
    • Emission rate control. It's controllable from both inline animation curves and ease-in/out…
  • 通常のTimelineではon/offしかできないが、パーティクルのパラメータを操作できるようにするカスタムトラックclass

> ProceduralMotionTrack

  • https://github.com/keijiro/ProceduralMotionTrack
  • GitHub logo keijiro / ProceduralMotionTrack

    Simple procedural motion with Unity Timeline.

    ProceduralMotionTrack

    gif

    This is an implementation of a custom timeline track that controls an object transform with simple procedural motions.

    At the moment, it has four types of motions:

    • Constant Motion: Fix an object to a specified point.
    • Cyclic Motion: Move an object with sine wave functions.
    • Brownian Motion: Move an object with a fractal Brownian motion.
    • Jitter Motion: Move an object with random values.

    These motions can be blended by overlapping clips.

    Procedural Motion track supports extrapolation that is useful to give an infinite motion during an entire timeline.

    System Requirements

    • Unity 2019.4 or later

    How To Install

    This package uses the scoped registry feature to resolve package dependencies. Please add the following sections to the manifest file (Packages/manifest.json).

    To the scopedRegistries section:

    {
      "name": "Keijiro"
      "url": "https://registry.npmjs.com",
      "scopes": [ "jp.keijiro" ]
    }
    

    To the dependencies section:

    "jp.keijiro.klak.timeline.procedural-motion": "1.0.2"
    

    After changes, the manifest file should look like below:

    {
      "scopedRegistries":
  • ちょっとした動きをTimelineで設定
    • Constant Motion: Fix an object to a specified point.
    • Cyclic Motion: Move an object with sine wave functions.
    • Brownian Motion: Move an object with a fractal Brownian motion.
    • Jitter Motion: Move an object with random values.
  • Unity 2019.4 or later
  • public domain

>> Models

> NeoLowMan

> Beta

  • https://github.com/keijiro/jp.keijiro.beta
  • GitHub logo keijiro / jp.keijiro.beta

    A rigged human dummy model with a non-uniform topology

    Beta

    screenshot screenshot

    Beta is a rigged human dummy model with a non-uniform topology, which is intended to be used as a VFX source.

    How To Install

    This package uses the scoped registry feature to resolve package dependencies. Please add the following sections to the manifest file (Packages/manifest.json).

    To the scopedRegistries section:

    {
      "name": "Keijiro",
      "url": "https://registry.npmjs.com",
      "scopes": [ "jp.keijiro" ]
    }
    

    To the dependencies section:

    "jp.keijiro.beta": "1.0.2"
    

    After changes, the manifest file should look like below:

    {
      "scopedRegistries": [
        {
          "name": "Keijiro",
          "url": "https://registry.npmjs.com",
          "scopes": [ "jp.keijiro" ]
        }
      ],
      "dependencies": {
        "jp.keijiro.beta": "1.0.2",
        ...
    
  • public domain

>> Others

> BoltKlak

  • https://github.com/keijiro/BoltKlak
  • Misc math extensions for Unity Bolt visual scripting
  • public domain
  • Bolt用の便利な拡張集
    • XXHash .. 疑似乱数生成 gif XXHash
    • ExpTween
    • CdsTween
    • NoiseSource
    • OnKeyboardInput

> CustomShaderFunctionTest

> KinoGlitch

  • https://github.com/keijiro/KinoGlitch
  • GitHub logo keijiro / KinoGlitch

    Video glitch effects for Unity

    KinoGlitch

    KinoGlitch is a collection of glitch video effects At the moment, it provides two types of glitch effects.

    • Analog Glitch: scan line jitter, color drift, vertical jump, horizontal shake.

    anim1 anim2

    • Digital glitch: block damage.

    anim3

    License

    Copyright (C) 2015 Keijiro Takahashi

    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…

  • グリッチの種類
    • Analog Glitch
    • Digital Glitch

> KinoFog

  • https://github.com/keijiro/KinoFog
  • GitHub logo keijiro / KinoFog

    Global fog effect for Unity

    KinoFog

    KinoFog is a replacement for the global fog effect in the Unity standard assets The main difference is the addition of the fade-to-skybox mode. In this mode, the color of each pixel fades to a skybox instead of a constant fog color.

    Screenshot

    Standard global fog (left) vs. fade-to-skybox fog (right)

    License

    Copyright (C) 2015 Keijiro Takahashi

    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…

> Pcx, PcxEffects3

  • https://github.com/keijiro/Pcx
  • GitHub logo keijiro / Pcx

    Point cloud importer & renderer for Unity

    Pcx - Point Cloud Importer/Renderer for Unity

    GIF GIF

    Pcx is a custom importer and renderer that allows for handling point cloud data in Unity.

    System Requirements

    • Unity 2019.4

    Supported Formats

    Currently Pcx only supports PLY binary little-endian format.

    How To Install

    The Pcx package uses the scoped registry feature to import dependent packages. Please add the following sections to the package manifest file (Packages/manifest.json).

    To the scopedRegistries section:

    {
      "name": "Keijiro"
      "url": "https://registry.npmjs.com",
      "scopes": [ "jp.keijiro" ]
    }
    

    To the dependencies section:

    "jp.keijiro.pcx": "1.0.1"
    

    After changes, the manifest file should look like below:

    {
      "scopedRegistries": [
        {
          "name": "Keijiro",
          "url": "https://registry.npmjs.com",
          "scopes": [ "jp.keijiro" ]
        }
      ],
      "dependencies": {
        "jp.keijiro.pcx": "1.0.1",
        ...
    

    Container Types

    Inspector

    There are three types of container for point clouds.

    Mesh

    Points are to be contained in a Mesh object. They can be rendered with the standard MeshRenderer component. It's recommended to use the custom shaders…

  • Unity 2019.4
  • Currently Pcx only supports PLY binary little-endian format.
  • GitHub logo keijiro / PcxEffects3

    Unity VFX with point cloud



  • public domain

> TestCards

  • https://github.com/keijiro/TestCards
  • GitHub logo keijiro / TestCards

    A simple test pattern generator.

    TestCards

    TestCards is a simple test pattern generator for Unity.

    screenshot screenshot

    screenshot screenshot

    How To Install

    This package uses the scoped registry feature to resolve package dependencies Please add the following sections to the manifest file (Packages/manifest.json).

    To the scopedRegistries section:

    {
      "name": "Keijiro",
      "url": "https://registry.npmjs.com",
      "scopes": [ "jp.keijiro" ]
    }
    

    To the dependencies section:

    "jp.keijiro.testcards": "1.0.0"
    

    After changes, the manifest file should look like below:

    {
      "scopedRegistries": [
        {
          "name": "Keijiro",
          "url": "https://registry.npmjs.com",
          "scopes": [ "jp.keijiro" ]
        }
      ],
      "dependencies": {
        "jp.keijiro.testcards": "1.0.0",
    ...
    

    How To Use

    The TestOverlay component works as an image effect, so it has to be added to a camera object before using. It simply overdraws the entire screen with a test pattern.

    Currently four pattern modes are available for use.

    • Fill: simply fill the entire screen with a given color.
    • Spectrum: draws a grayscale bar and a color spectrum bar.
    • Checker: draws a checker…
  • public domain

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