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Microsoft Visual Studio Solution File, Format Version 12.00 | ||
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<ItemGroup> | ||
<Compile Include="MainActivity.cs" /> | ||
<Compile Include="MyGame.cs" /> | ||
<Compile Include="Resources\Resource.Designer.cs" /> | ||
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<AndroidAsset Include="Assets\MutantData\Animations\Mutant_Block_LY.ani" /> | ||
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<AndroidAsset Include="Assets\MutantData\Models\Mutant.mdl" /> | ||
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<SubType>Designer</SubType> | ||
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<AndroidAsset Include="Assets\MutantData\Materials\mutant_M.xml" /> | ||
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<AndroidAsset Include="Assets\MutantData\Textures\Mutant_diffuse.jpg" /> | ||
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<AndroidAsset Include="Assets\MutantData\Textures\Mutant_normal.jpg" /> | ||
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<AndroidAsset Include="Assets\MutantData\License.txt" /> | ||
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<Import Project="$(MSBuildExtensionsPath)\Xamarin\Android\Xamarin.Android.CSharp.targets" /> | ||
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-------------------------- | ||
note: | ||
-------------------------- | ||
There is no requirement in the Mixamo License to provide any license information with any content. | ||
However, for the purpose of learning, I have provided some pertinent information below. | ||
|
||
-------------------------- | ||
info: | ||
-------------------------- | ||
website: https://www.mixamo.com/ | ||
model: Mutant | ||
license: http://www.adobe.com/legal/terms.html | ||
|
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-------------------------- | ||
license short explanation (from the forum): | ||
-------------------------- | ||
Jeanette Mathews | ||
May 31, 2016 07:24 | ||
|
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Thanks for the feedback, and glad to hear the tutorial was useful getting you started. :) | ||
|
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Yes, all Fuse and Mixamo content is available for commercial and non commercial use, royalty free. | ||
You can edit them to your hearts content! | ||
|
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The only requirement we have is that the final product you are creating must have our content in an 'embedded', non-editable format. | ||
So you can't edit the characters and sell them directly, because then other people have access to the character 3d data files. | ||
Games, movies, 3d prints, 2D illustrations, or any other file format where the character/animation files are not-editable is fine. | ||
Selling characters/animations directly is against the TOS/EULA. | ||
|
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Hope that helps clarify! | ||
|
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reference: https://community.mixamo.com/hc/en-us/community/posts/211496987-Mixamo-Store-Characters-Licence | ||
|
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-------------------------- | ||
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|
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<?xml version="1.0"?> | ||
<material> | ||
<technique name="Techniques/DiffNormal.xml" /> | ||
<texture unit="diffuse" name="Textures/Mutant_diffuse.jpg" /> | ||
<texture unit="normal" name="Textures/Mutant_normal.jpg" /> | ||
<parameter name="MatDiffColor" value="1 1 1 1" /> | ||
<parameter name="MatSpecColor" value="0.4 0.4 0.4 8" /> | ||
<parameter name="MatEmissiveColor" value="0 0 0 1" /> | ||
</material> |
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ARCore/ARCore/Assets/MutantData/PostProcess/MyGammaCorrection.xml
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<renderpath> | ||
<command type="quad" tag="MyGammaCorrection" vs="MyGammaCorrection" ps="MyGammaCorrection" output="viewport"> | ||
<texture unit="diffuse" name="viewport" /> | ||
</command> | ||
</renderpath> |
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ARCore/ARCore/Assets/MutantData/Shaders/GLSL/MyGammaCorrection.glsl
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#include "Uniforms.glsl" | ||
#include "Samplers.glsl" | ||
#include "Transform.glsl" | ||
#include "ScreenPos.glsl" | ||
#include "PostProcess.glsl" | ||
|
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varying vec2 vScreenPos; | ||
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void VS() | ||
{ | ||
mat4 modelMatrix = iModelMatrix; | ||
vec3 worldPos = GetWorldPos(modelMatrix); | ||
gl_Position = GetClipPos(worldPos); | ||
vScreenPos = GetScreenPosPreDiv(gl_Position); | ||
} | ||
|
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void PS() | ||
{ | ||
vec3 color = texture2D(sDiffMap, vScreenPos).rgb; | ||
gl_FragColor = vec4(ToInverseGamma(color), 1.0); | ||
} |
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