Correction de la vie du joueur et suppression bar de vie

This commit is contained in:
Louis 2024-12-04 14:34:50 +01:00
parent 47ef32380e
commit 5350d2fb77
59 changed files with 44859 additions and 2585 deletions

108
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@ -30,10 +30,10 @@ public class Coin : PoolingObject<Coin>, ICollectable,IResettable
} }
public void ResetToDefault() public void ResetToDefault()
{ {
//gameObject.transform.localRotation = Quaternion.identity; gameObject.transform.localRotation = Quaternion.identity;
//gameObject.transform.localScale = Vector3.one; gameObject.transform.localScale = Vector3.one;
//gameObject.transform.localPosition = Vector3.zero; gameObject.transform.localPosition = Vector3.zero;
//gameObject.SetActive(true); gameObject.SetActive(true);
// gameObject.transform.SetParent(null); gameObject.transform.SetParent(null);
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@ -31,24 +31,24 @@ public class Health : MonoBehaviour, IDamageable,IHealable, IResettable
public event EventHandler<HealthArgs> OnHealthChanged = delegate { }; public event EventHandler<HealthArgs> OnHealthChanged = delegate { };
public event Action OnOutOfHealth; public event Action OnOutOfHealth;
private int defaultMaxLives = 4;//PLAYER DATA ScriptableObject private int defaultMaxLives = 1;//PLAYER DATA ScriptableObject
void Awake() void Awake()
{ {
MaxHealth = 4; MaxHealth = 1;
CurrentHealth = 1;
healthArgs = new HealthArgs(CurrentHealth, MaxHealth); healthArgs = new HealthArgs(CurrentHealth, MaxHealth);
healthBarView.CreateHealthBar(healthArgs);
healthBarView.Show(true);
ResetToDefault(); ResetToDefault();
} }
public void TakeDamage(int amount) public void TakeDamage(int amount)
{ {
if (CurrentHealth > 0){
CurrentHealth -= amount; CurrentHealth -= amount;
OnHealthChanged(this, healthArgs.GetUpdatedArgs(CurrentHealth, MaxHealth)); if (CurrentHealth <= 0){
healthBarView.UpdateHealthBar(this, healthArgs.GetUpdatedArgs(CurrentHealth, MaxHealth)); CurrentHealth = 0;
if (CurrentHealth < 1)
{
OnOutOfHealth?.Invoke(); OnOutOfHealth?.Invoke();
} }
OnHealthChanged(this, healthArgs.GetUpdatedArgs(CurrentHealth, MaxHealth));
}
} }
public void Heal(int amount) public void Heal(int amount)
{ {
@ -62,6 +62,5 @@ public class Health : MonoBehaviour, IDamageable,IHealable, IResettable
MaxHealth = defaultMaxLives; // PlayerData.MaxHealth MaxHealth = defaultMaxLives; // PlayerData.MaxHealth
CurrentHealth = MaxHealth; CurrentHealth = MaxHealth;
OnHealthChanged(this, healthArgs.GetUpdatedArgs(CurrentHealth, MaxHealth)); OnHealthChanged(this, healthArgs.GetUpdatedArgs(CurrentHealth, MaxHealth));
healthBarView.UpdateHealthBar(this, healthArgs.GetUpdatedArgs(CurrentHealth, MaxHealth));
} }
} }

View File

@ -2,6 +2,7 @@ using System.Collections;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
[RequireComponent(typeof(CharacterController))] [RequireComponent(typeof(CharacterController))]
[RequireComponent(typeof(Animator))] [RequireComponent(typeof(Animator))]
[RequireComponent(typeof(Health))] [RequireComponent(typeof(Health))]
@ -62,10 +63,10 @@ public class Player : MonoBehaviour,IResettable, ICommandTranslator
{ {
PlayerHealth.OnOutOfHealth += Die; PlayerHealth.OnOutOfHealth += Die;
} }
private void OnDisable() // private void OnDisable()
{ // {
PlayerHealth.OnOutOfHealth -= Die; // PlayerHealth.OnOutOfHealth -= Die;
} // }
private void Start() private void Start()
{ {
PlayerStateMachine.SetState(PlayerStateMachine.PlayerStartingIdleState); PlayerStateMachine.SetState(PlayerStateMachine.PlayerStartingIdleState);
@ -109,6 +110,8 @@ public class Player : MonoBehaviour,IResettable, ICommandTranslator
{ {
PlayerStateMachine.SetState(PlayerStateMachine.PlayerDeadState); PlayerStateMachine.SetState(PlayerStateMachine.PlayerDeadState);
GameSession.Instance.UpdateScoreboard(new ScoreboardEntry(name,PlayerStatictics.Score)); GameSession.Instance.UpdateScoreboard(new ScoreboardEntry(name,PlayerStatictics.Score));
SceneManager.LoadScene("DeathScreen");
} }
public IEnumerator GrantInvincibility() public IEnumerator GrantInvincibility()

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m_parseCtrlCharacters: 0 m_parseCtrlCharacters: 0
m_isOrthographic: 0 m_isOrthographic: 0
m_isCullingEnabled: 0 m_isCullingEnabled: 0
@ -607,8 +608,7 @@ RectTransform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: m_Children: []
- {fileID: 1744362547}
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_RootOrder: 1 m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@ -617,87 +617,6 @@ RectTransform:
m_AnchoredPosition: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 38.25, y: 19.44} m_SizeDelta: {x: 38.25, y: 19.44}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &1744362543
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1744362547}
- component: {fileID: 1744362545}
- component: {fileID: 1744362546}
m_Layer: 0
m_Name: TMP SubMesh [TextMeshPro/Sprite]
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!33 &1744362545
MeshFilter:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1744362543}
m_Mesh: {fileID: 0}
--- !u!23 &1744362546
MeshRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1744362543}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RenderingLayerMask: 4294967295
m_RendererPriority: 0
m_Materials:
- {fileID: 2103686, guid: c41005c129ba4d66911b75229fd70b45, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 0
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_AdditionalVertexStreams: {fileID: 0}
--- !u!4 &1744362547
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1744362543}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 1647263053}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1767744558 --- !u!1 &1767744558
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -828,7 +747,7 @@ MonoBehaviour:
m_lineSpacingMax: 0 m_lineSpacingMax: 0
m_paragraphSpacing: 0 m_paragraphSpacing: 0
m_charWidthMaxAdj: 0 m_charWidthMaxAdj: 0
m_enableWordWrapping: 1 m_TextWrappingMode: 1
m_wordWrappingRatios: 0.4 m_wordWrappingRatios: 0.4
m_overflowMode: 0 m_overflowMode: 0
m_linkedTextComponent: {fileID: 0} m_linkedTextComponent: {fileID: 0}
@ -837,6 +756,7 @@ MonoBehaviour:
m_enableExtraPadding: 0 m_enableExtraPadding: 0
checkPaddingRequired: 0 checkPaddingRequired: 0
m_isRichText: 1 m_isRichText: 1
m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 0 m_parseCtrlCharacters: 0
m_isOrthographic: 1 m_isOrthographic: 1
m_isCullingEnabled: 0 m_isCullingEnabled: 0

View File

@ -54,7 +54,7 @@ namespace TMPro.Examples
//m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f); //m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f);
//m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON"); //m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON");
//m_textMeshPro.lineJustification = LineJustificationTypes.Center; //m_textMeshPro.lineJustification = LineJustificationTypes.Center;
m_textMeshPro.enableWordWrapping = false; m_textMeshPro.textWrappingMode = TextWrappingModes.NoWrap;
//m_textMeshPro.lineLength = 60; //m_textMeshPro.lineLength = 60;
//m_textMeshPro.characterSpacing = 0.2f; //m_textMeshPro.characterSpacing = 0.2f;
//m_textMeshPro.fontColor = new Color32(255, 255, 255, 255); //m_textMeshPro.fontColor = new Color32(255, 255, 255, 255);

View File

@ -35,7 +35,7 @@ namespace TMPro.Examples
textMeshPro.alignment = TextAlignmentOptions.Bottom; textMeshPro.alignment = TextAlignmentOptions.Bottom;
textMeshPro.fontSize = 96; textMeshPro.fontSize = 96;
textMeshPro.enableKerning = false; textMeshPro.fontFeatures.Clear();
textMeshPro.color = new Color32(255, 255, 0, 255); textMeshPro.color = new Color32(255, 255, 0, 255);
textMeshPro.text = "!"; textMeshPro.text = "!";

View File

@ -45,7 +45,7 @@ namespace TMPro.Examples
//textMeshPro.anchor = AnchorPositions.Left; //textMeshPro.anchor = AnchorPositions.Left;
textMeshPro.rectTransform.pivot = new Vector2(0, 0.5f); textMeshPro.rectTransform.pivot = new Vector2(0, 0.5f);
textMeshPro.enableWordWrapping = false; textMeshPro.textWrappingMode = TextWrappingModes.NoWrap;
textMeshPro.extraPadding = true; textMeshPro.extraPadding = true;
textMeshPro.isOrthographic = true; textMeshPro.isOrthographic = true;
textMeshPro.fontSize = i; textMeshPro.fontSize = i;

View File

@ -7,9 +7,12 @@ namespace TMPro.Examples
public class ObjectSpin : MonoBehaviour public class ObjectSpin : MonoBehaviour
{ {
#pragma warning disable 0414
public enum MotionType { Rotation, SearchLight, Translation };
public MotionType Motion;
#pragma warning disable 0414 public Vector3 TranslationDistance = new Vector3(5, 0, 0);
public float TranslationSpeed = 1.0f;
public float SpinSpeed = 5; public float SpinSpeed = 5;
public int RotationRange = 15; public int RotationRange = 15;
private Transform m_transform; private Transform m_transform;
@ -19,10 +22,6 @@ namespace TMPro.Examples
private Vector3 m_initial_Rotation; private Vector3 m_initial_Rotation;
private Vector3 m_initial_Position; private Vector3 m_initial_Position;
private Color32 m_lightColor; private Color32 m_lightColor;
private int frames = 0;
public enum MotionType { Rotation, BackAndForth, Translation };
public MotionType Motion;
void Awake() void Awake()
{ {
@ -38,31 +37,30 @@ namespace TMPro.Examples
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if (Motion == MotionType.Rotation) switch (Motion)
{ {
case MotionType.Rotation:
m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0); m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0);
} break;
else if (Motion == MotionType.BackAndForth) case MotionType.SearchLight:
{
m_time += SpinSpeed * Time.deltaTime; m_time += SpinSpeed * Time.deltaTime;
m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z); m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z);
} break;
else case MotionType.Translation:
{ m_time += TranslationSpeed * Time.deltaTime;
m_time += SpinSpeed * Time.deltaTime;
float x = 15 * Mathf.Cos(m_time * .95f); float x = TranslationDistance.x * Mathf.Cos(m_time);
float y = 10; // *Mathf.Sin(m_time * 1f) * Mathf.Cos(m_time * 1f); float y = TranslationDistance.y * Mathf.Sin(m_time) * Mathf.Cos(m_time * 1f);
float z = 0f; // *Mathf.Sin(m_time * .9f); float z = TranslationDistance.z * Mathf.Sin(m_time);
m_transform.position = m_initial_Position + new Vector3(x, z, y); m_transform.position = m_initial_Position + new Vector3(x, z, y);
// Drawing light patterns because they can be cool looking. // Drawing light patterns because they can be cool looking.
//if (frames > 2) //if (Time.frameCount > 1)
// Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f); // Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f);
m_prevPOS = m_transform.position; m_prevPOS = m_transform.position;
frames += 1; break;
} }
} }
} }

View File

@ -42,7 +42,7 @@ namespace TMPro.Examples
//m_textMeshPro.wordSpacing = 0.1f; //m_textMeshPro.wordSpacing = 0.1f;
//m_textMeshPro.enableCulling = true; //m_textMeshPro.enableCulling = true;
m_textMeshPro.enableWordWrapping = false; m_textMeshPro.textWrappingMode = TextWrappingModes.NoWrap;
//textMeshPro.fontColor = new Color32(255, 255, 255, 255); //textMeshPro.fontColor = new Color32(255, 255, 255, 255);
} }

View File

@ -43,7 +43,7 @@ namespace TMPro.Examples
m_frameCounter_transform.SetParent(m_camera.transform); m_frameCounter_transform.SetParent(m_camera.transform);
m_frameCounter_transform.localRotation = Quaternion.identity; m_frameCounter_transform.localRotation = Quaternion.identity;
m_TextMeshPro.enableWordWrapping = false; m_TextMeshPro.textWrappingMode = TextWrappingModes.NoWrap;
m_TextMeshPro.fontSize = 24; m_TextMeshPro.fontSize = 24;
//m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128); //m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128);
//m_TextMeshPro.edgeWidth = .15f; //m_TextMeshPro.edgeWidth = .15f;

View File

@ -124,6 +124,15 @@ namespace TMPro
{ {
if (TMP_TextUtilities.IsIntersectingRectTransform(m_TextComponent.rectTransform, Input.mousePosition, m_Camera)) if (TMP_TextUtilities.IsIntersectingRectTransform(m_TextComponent.rectTransform, Input.mousePosition, m_Camera))
{ {
#region Nearest Character
/*int charIndex = TMP_TextUtilities.FindNearestCharacterOnLine(m_TextComponent, Input.mousePosition, 0, m_Camera, false);
if (charIndex != -1 && charIndex != m_lastCharIndex)
{
m_lastCharIndex = charIndex;
}*/
#endregion
#region Example of Character or Sprite Selection #region Example of Character or Sprite Selection
int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextComponent, Input.mousePosition, m_Camera, true); int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextComponent, Input.mousePosition, m_Camera, true);
if (charIndex != -1 && charIndex != m_lastCharIndex) if (charIndex != -1 && charIndex != m_lastCharIndex)

View File

@ -491,8 +491,8 @@ namespace TMPro.Examples
// Restore UV0S // Restore UV0S
// UVS0 // UVS0
Vector2[] src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0; Vector4[] src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0;
Vector2[] dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0; Vector4[] dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0;
dst_uv0s[vertexIndex + 0] = src_uv0s[vertexIndex + 0]; dst_uv0s[vertexIndex + 0] = src_uv0s[vertexIndex + 0];
dst_uv0s[vertexIndex + 1] = src_uv0s[vertexIndex + 1]; dst_uv0s[vertexIndex + 1] = src_uv0s[vertexIndex + 1];
dst_uv0s[vertexIndex + 2] = src_uv0s[vertexIndex + 2]; dst_uv0s[vertexIndex + 2] = src_uv0s[vertexIndex + 2];

View File

@ -39,7 +39,7 @@ namespace TMPro.Examples
m_TextMeshPro.font = Resources.Load<TMP_FontAsset>("Fonts & Materials/LiberationSans SDF"); m_TextMeshPro.font = Resources.Load<TMP_FontAsset>("Fonts & Materials/LiberationSans SDF");
m_TextMeshPro.fontSharedMaterial = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Overlay"); m_TextMeshPro.fontSharedMaterial = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Overlay");
m_TextMeshPro.enableWordWrapping = false; m_TextMeshPro.textWrappingMode = TextWrappingModes.NoWrap;
m_TextMeshPro.fontSize = 36; m_TextMeshPro.fontSize = 36;
m_TextMeshPro.isOverlay = true; m_TextMeshPro.isOverlay = true;

View File

@ -24,7 +24,7 @@ namespace TMPro.Examples
// Get Reference to TextMeshPro Component // Get Reference to TextMeshPro Component
m_textMeshPro = GetComponent<TMP_Text>(); m_textMeshPro = GetComponent<TMP_Text>();
m_textMeshPro.text = label01; m_textMeshPro.text = label01;
m_textMeshPro.enableWordWrapping = true; m_textMeshPro.textWrappingMode = TextWrappingModes.Normal;
m_textMeshPro.alignment = TextAlignmentOptions.Top; m_textMeshPro.alignment = TextAlignmentOptions.Top;

View File

@ -65,7 +65,7 @@ namespace TMPro.Examples
m_textMeshPro.fontSize = 24; m_textMeshPro.fontSize = 24;
//m_textMeshPro.enableExtraPadding = true; //m_textMeshPro.enableExtraPadding = true;
//m_textMeshPro.enableShadows = false; //m_textMeshPro.enableShadows = false;
m_textMeshPro.enableKerning = false; m_textMeshPro.fontFeatures.Clear();
m_textMeshPro.text = string.Empty; m_textMeshPro.text = string.Empty;
m_textMeshPro.isTextObjectScaleStatic = IsTextObjectScaleStatic; m_textMeshPro.isTextObjectScaleStatic = IsTextObjectScaleStatic;

View File

@ -150,8 +150,8 @@ namespace TMPro.Examples
destinationVertices[vertexIndex + 3] += offset; destinationVertices[vertexIndex + 3] += offset;
// Restore Source UVS which have been modified by the sorting // Restore Source UVS which have been modified by the sorting
Vector2[] sourceUVs0 = cachedMeshInfoVertexData[materialIndex].uvs0; Vector4[] sourceUVs0 = cachedMeshInfoVertexData[materialIndex].uvs0;
Vector2[] destinationUVs0 = textInfo.meshInfo[materialIndex].uvs0; Vector4[] destinationUVs0 = textInfo.meshInfo[materialIndex].uvs0;
destinationUVs0[vertexIndex + 0] = sourceUVs0[vertexIndex + 0]; destinationUVs0[vertexIndex + 0] = sourceUVs0[vertexIndex + 0];
destinationUVs0[vertexIndex + 1] = sourceUVs0[vertexIndex + 1]; destinationUVs0[vertexIndex + 1] = sourceUVs0[vertexIndex + 1];
@ -178,7 +178,7 @@ namespace TMPro.Examples
// Updated modified vertex attributes // Updated modified vertex attributes
textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices; textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
textInfo.meshInfo[i].mesh.uv = textInfo.meshInfo[i].uvs0; textInfo.meshInfo[i].mesh.SetUVs(0, textInfo.meshInfo[i].uvs0);
textInfo.meshInfo[i].mesh.colors32 = textInfo.meshInfo[i].colors32; textInfo.meshInfo[i].mesh.colors32 = textInfo.meshInfo[i].colors32;
m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);

View File

@ -160,16 +160,14 @@ MonoBehaviour:
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m_Name: LiberationSans SDF - Fallback m_Name: LiberationSans SDF - Fallback
m_EditorClassIdentifier: m_EditorClassIdentifier:
hashCode: -1699145518
material: {fileID: 2180264}
materialHashCode: 462855346
m_Version: 1.1.0 m_Version: 1.1.0
m_Material: {fileID: 2180264}
m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75 m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
m_SourceFontFile_EditorRef: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75,
type: 3}
m_SourceFontFile: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3} m_SourceFontFile: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3}
m_AtlasPopulationMode: 1 m_AtlasPopulationMode: 1
InternalDynamicOS: 0
m_FaceInfo: m_FaceInfo:
m_FaceIndex: 0
m_FamilyName: Liberation Sans m_FamilyName: Liberation Sans
m_StyleName: Regular m_StyleName: Regular
m_PointSize: 86 m_PointSize: 86
@ -194,7 +192,7 @@ MonoBehaviour:
m_AtlasTextures: m_AtlasTextures:
- {fileID: 28268798066460806} - {fileID: 28268798066460806}
m_AtlasTextureIndex: 0 m_AtlasTextureIndex: 0
m_IsMultiAtlasTexturesEnabled: 0 m_IsMultiAtlasTexturesEnabled: 1
m_ClearDynamicDataOnBuild: 1 m_ClearDynamicDataOnBuild: 1
m_UsedGlyphRects: [] m_UsedGlyphRects: []
m_FreeGlyphRects: m_FreeGlyphRects:
@ -233,15 +231,21 @@ MonoBehaviour:
m_KerningTable: m_KerningTable:
kerningPairs: [] kerningPairs: []
m_FontFeatureTable: m_FontFeatureTable:
m_MultipleSubstitutionRecords: []
m_LigatureSubstitutionRecords: []
m_GlyphPairAdjustmentRecords: [] m_GlyphPairAdjustmentRecords: []
m_MarkToBaseAdjustmentRecords: []
m_MarkToMarkAdjustmentRecords: []
fallbackFontAssets: [] fallbackFontAssets: []
m_FallbackFontAssetTable: [] m_FallbackFontAssetTable: []
m_CreationSettings: m_CreationSettings:
sourceFontFileName: sourceFontFileName:
sourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75 sourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
faceIndex: 0
pointSizeSamplingMode: 0 pointSizeSamplingMode: 0
pointSize: 86 pointSize: 86
padding: 9 padding: 9
paddingMode: 0
packingMode: 4 packingMode: 4
atlasWidth: 512 atlasWidth: 512
atlasHeight: 512 atlasHeight: 512

View File

@ -3,8 +3,9 @@
--- !u!114 &11400000 --- !u!114 &11400000
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInternal: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0} m_GameObject: {fileID: 0}
m_Enabled: 1 m_Enabled: 1
m_EditorHideFlags: 0 m_EditorHideFlags: 0
@ -12,6 +13,12 @@ MonoBehaviour:
m_Name: Default Style Sheet m_Name: Default Style Sheet
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_StyleList: m_StyleList:
- m_Name: Normal
m_HashCode: -1183493901
m_OpeningDefinition:
m_ClosingDefinition:
m_OpeningTagArray:
m_ClosingTagArray:
- m_Name: H1 - m_Name: H1
m_HashCode: 2425 m_HashCode: 2425
m_OpeningDefinition: <size=2em><b><#40ff80>* m_OpeningDefinition: <size=2em><b><#40ff80>*
@ -19,19 +26,25 @@ MonoBehaviour:
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- m_Name: Quote - m_Name: Quote
m_HashCode: 92254330 m_HashCode: 93368250
m_OpeningDefinition: <i><size=75%><margin=10%> m_OpeningDefinition: <i><size=75%><margin=10%>
m_ClosingDefinition: </i></size></width></margin> m_ClosingDefinition: </i></size></width></margin>
m_OpeningTagArray: 3c000000690000003e0000003c00000073000000690000007a000000650000003d0000003700000035000000250000003e0000003c0000006d000000610000007200000067000000690000006e0000003d0000003100000030000000250000003e000000 m_OpeningTagArray: 3c000000690000003e0000003c00000073000000690000007a000000650000003d0000003700000035000000250000003e0000003c0000006d000000610000007200000067000000690000006e0000003d0000003100000030000000250000003e000000
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m_HashCode: 65
m_OpeningDefinition: <color=#40a0ff><u>
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m_HashCode: 2687968 m_HashCode: 2656128
m_OpeningDefinition: <u><#40a0ff><link="ID_01"> m_OpeningDefinition: <u><#40a0ff><link="ID_01">
m_ClosingDefinition: </u></color></link> m_ClosingDefinition: </u></color></link>
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- m_Name: Title - m_Name: Title
m_HashCode: 98732960 m_HashCode: 97690656
m_OpeningDefinition: <size=125%><b><align=center> m_OpeningDefinition: <size=125%><b><align=center>
m_ClosingDefinition: </size></b></align> m_ClosingDefinition: </size></b></align>
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@ -12,14 +12,17 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 2705215ac5b84b70bacc50632be6e391, type: 3} m_Script: {fileID: 11500000, guid: 2705215ac5b84b70bacc50632be6e391, type: 3}
m_Name: TMP Settings m_Name: TMP Settings
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_enableWordWrapping: 1 assetVersion: 2
m_TextWrappingMode: 1
m_enableKerning: 1 m_enableKerning: 1
m_ActiveFontFeatures: 00000000
m_enableExtraPadding: 0 m_enableExtraPadding: 0
m_enableTintAllSprites: 0 m_enableTintAllSprites: 0
m_enableParseEscapeCharacters: 1 m_enableParseEscapeCharacters: 1
m_EnableRaycastTarget: 1 m_EnableRaycastTarget: 1
m_GetFontFeaturesAtRuntime: 1 m_GetFontFeaturesAtRuntime: 1
m_missingGlyphCharacter: 0 m_missingGlyphCharacter: 0
m_ClearDynamicDataOnBuild: 1
m_warningsDisabled: 0 m_warningsDisabled: 0
m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_defaultFontAssetPath: Fonts & Materials/ m_defaultFontAssetPath: Fonts & Materials/
@ -29,18 +32,18 @@ MonoBehaviour:
m_defaultTextMeshProTextContainerSize: {x: 20, y: 5} m_defaultTextMeshProTextContainerSize: {x: 20, y: 5}
m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50} m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
m_autoSizeTextContainer: 0 m_autoSizeTextContainer: 0
m_IsTextObjectScaleStatic: 0
m_fallbackFontAssets: [] m_fallbackFontAssets: []
m_matchMaterialPreset: 1 m_matchMaterialPreset: 1
m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45, m_HideSubTextObjects: 1
type: 2} m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45, type: 2}
m_defaultSpriteAssetPath: Sprite Assets/ m_defaultSpriteAssetPath: Sprite Assets/
m_enableEmojiSupport: 1 m_enableEmojiSupport: 1
m_MissingCharacterSpriteUnicode: 0 m_MissingCharacterSpriteUnicode: 0
m_EmojiFallbackTextAssets: []
m_defaultColorGradientPresetsPath: Color Gradient Presets/ m_defaultColorGradientPresetsPath: Color Gradient Presets/
m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e, m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e, type: 2}
type: 2}
m_StyleSheetsResourcePath: m_StyleSheetsResourcePath:
m_leadingCharacters: {fileID: 4900000, guid: d82c1b31c7e74239bff1220585707d2b, type: 3} m_leadingCharacters: {fileID: 4900000, guid: d82c1b31c7e74239bff1220585707d2b, type: 3}
m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b, m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b, type: 3}
type: 3}
m_UseModernHangulLineBreakingRules: 0 m_UseModernHangulLineBreakingRules: 0

View File

@ -3,24 +3,24 @@ Shader "TextMeshPro/Bitmap Custom Atlas" {
Properties { Properties {
_MainTex ("Font Atlas", 2D) = "white" {} _MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {} _FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) _FaceColor ("Text Color", Color) = (1,1,1,1)
_VertexOffsetX ("Vertex OffsetX", float) = 0 _VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0 _VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskSoftnessX ("Mask SoftnessX", float) = 0 _MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0 _MaskSoftnessY ("Mask SoftnessY", float) = 0
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_Padding ("Padding", float) = 0 _Padding ("Padding", float) = 0
_StencilComp("Stencil Comparison", Float) = 8 _StencilComp ("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0 _Stencil ("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode("Cull Mode", Float) = 0 _CullMode ("Cull Mode", Float) = 0
_ColorMask("Color Mask", Float) = 15 _ColorMask ("Color Mask", Float) = 15
} }
SubShader{ SubShader{
@ -55,15 +55,18 @@ SubShader{
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t { struct appdata_t
{
float4 vertex : POSITION; float4 vertex : POSITION;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct v2f { struct v2f
{
float4 vertex : SV_POSITION; float4 vertex : SV_POSITION;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float2 texcoord0 : TEXCOORD0;
@ -81,15 +84,9 @@ SubShader{
uniform float4 _ClipRect; uniform float4 _ClipRect;
uniform float _MaskSoftnessX; uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY; uniform float _MaskSoftnessY;
uniform float _UIMaskSoftnessX;
float2 UnpackUV(float uv) uniform float _UIMaskSoftnessY;
{ uniform int _UIVertexColorAlwaysGammaSpace;
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
@ -101,6 +98,10 @@ SubShader{
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
fixed4 faceColor = v.color; fixed4 faceColor = v.color;
faceColor *= _FaceColor; faceColor *= _FaceColor;
@ -108,13 +109,14 @@ SubShader{
OUT.vertex = vPosition; OUT.vertex = vPosition;
OUT.color = faceColor; OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0; OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
float2 pixelSize = vPosition.w; float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit. // Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
return OUT; return OUT;
} }

View File

@ -2,24 +2,24 @@ Shader "TextMeshPro/Mobile/Bitmap" {
Properties { Properties {
_MainTex ("Font Atlas", 2D) = "white" {} _MainTex ("Font Atlas", 2D) = "white" {}
[HDR]_Color ("Text Color", Color) = (1,1,1,1) _Color ("Text Color", Color) = (1,1,1,1)
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
_VertexOffsetX("Vertex OffsetX", float) = 0 _VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY("Vertex OffsetY", float) = 0 _VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskSoftnessX("Mask SoftnessX", float) = 0 _MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY("Mask SoftnessY", float) = 0 _MaskSoftnessY ("Mask SoftnessY", float) = 0
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_StencilComp("Stencil Comparison", Float) = 8 _StencilComp ("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0 _Stencil ("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode("Cull Mode", Float) = 0 _CullMode ("Cull Mode", Float) = 0
_ColorMask("Color Mask", Float) = 15 _ColorMask ("Color Mask", Float) = 15
} }
SubShader { SubShader {
@ -55,15 +55,18 @@ SubShader {
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t { struct appdata_t
{
float4 vertex : POSITION; float4 vertex : POSITION;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct v2f { struct v2f
{
float4 vertex : POSITION; float4 vertex : POSITION;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float2 texcoord0 : TEXCOORD0;
@ -79,6 +82,9 @@ SubShader {
uniform float4 _ClipRect; uniform float4 _ClipRect;
uniform float _MaskSoftnessX; uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY; uniform float _MaskSoftnessY;
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
@ -88,7 +94,10 @@ SubShader {
vert.y += _VertexOffsetY; vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy; vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
OUT.color = v.color; OUT.color = v.color;
OUT.color *= _Color; OUT.color *= _Color;
@ -99,8 +108,9 @@ SubShader {
//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit. // Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
return OUT; return OUT;
} }

View File

@ -3,23 +3,23 @@ Shader "TextMeshPro/Bitmap" {
Properties { Properties {
_MainTex ("Font Atlas", 2D) = "white" {} _MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {} _FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) _FaceColor ("Text Color", Color) = (1,1,1,1)
_VertexOffsetX ("Vertex OffsetX", float) = 0 _VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0 _VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskSoftnessX ("Mask SoftnessX", float) = 0 _MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0 _MaskSoftnessY ("Mask SoftnessY", float) = 0
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_StencilComp("Stencil Comparison", Float) = 8 _StencilComp ("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0 _Stencil ("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode("Cull Mode", Float) = 0 _CullMode ("Cull Mode", Float) = 0
_ColorMask("Color Mask", Float) = 15 _ColorMask ("Color Mask", Float) = 15
} }
SubShader{ SubShader{
@ -54,15 +54,18 @@ SubShader{
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t { struct appdata_t
{
float4 vertex : POSITION; float4 vertex : POSITION;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct v2f { struct v2f
{
float4 vertex : SV_POSITION; float4 vertex : SV_POSITION;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float2 texcoord0 : TEXCOORD0;
@ -80,15 +83,9 @@ SubShader{
uniform float4 _ClipRect; uniform float4 _ClipRect;
uniform float _MaskSoftnessX; uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY; uniform float _MaskSoftnessY;
uniform float _UIMaskSoftnessX;
float2 UnpackUV(float uv) uniform float _UIMaskSoftnessY;
{ uniform int _UIVertexColorAlwaysGammaSpace;
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
v2f vert (appdata_t v) v2f vert (appdata_t v)
{ {
@ -100,6 +97,10 @@ SubShader{
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
fixed4 faceColor = v.color; fixed4 faceColor = v.color;
faceColor *= _FaceColor; faceColor *= _FaceColor;
@ -107,13 +108,14 @@ SubShader{
OUT.vertex = vPosition; OUT.vertex = vPosition;
OUT.color = faceColor; OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0; OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
float2 pixelSize = vPosition.w; float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit. // Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
return OUT; return OUT;
} }

View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Face Texture", 2D) = "white" {} _FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
@ -21,7 +21,7 @@ Properties {
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0 _SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5 _Diffuse ("Diffuse", Range(0,1)) = 0.5
@ -37,13 +37,13 @@ Properties {
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0 _GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05 _GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05
@ -127,17 +127,18 @@ SubShader {
#include "TMPro_Properties.cginc" #include "TMPro_Properties.cginc"
#include "TMPro.cginc" #include "TMPro.cginc"
struct vertex_t { struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION; float4 position : POSITION;
float3 normal : NORMAL; float3 normal : NORMAL;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct pixel_t
struct pixel_t { {
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION; float4 position : SV_POSITION;
@ -151,12 +152,16 @@ SubShader {
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1; fixed4 underlayColor : COLOR1;
#endif #endif
float4 textures : TEXCOORD5; float4 textures : TEXCOORD5;
}; };
// Used by Unity internally to handle Texture Tiling and Offset. // Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST; uniform float4 _FaceTex_ST;
float4 _OutlineTex_ST; uniform float4 _OutlineTex_ST;
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input) pixel_t VertShader(vertex_t input)
{ {
@ -167,7 +172,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0); float bold = step(input.texcoord0.w, 0);
float4 vert = input.position; float4 vert = input.position;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
@ -178,7 +183,7 @@ SubShader {
float2 pixelSize = vPosition.w; float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize)); float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -212,16 +217,21 @@ SubShader {
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset // Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x); float2 textureUV = input.texcoord1;
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
output.position = vPosition; output.position = vPosition;
output.color = input.color; output.color = input.color;
output.atlas = input.texcoord0; output.atlas = input.texcoord0;
output.param = float4(alphaClip, scale, bias, weight); output.param = float4(alphaClip, scale, bias, weight);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
@ -307,7 +317,6 @@ SubShader {
return faceColor * input.color.a; return faceColor * input.color.a;
} }
ENDCG ENDCG
} }
} }

View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Face Texture", 2D) = "white" {} _FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
@ -21,7 +21,7 @@ Properties {
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0 _SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5 _Diffuse ("Diffuse", Range(0,1)) = 0.5
@ -37,13 +37,13 @@ Properties {
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0 _GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05 _GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05
@ -109,7 +109,8 @@ SubShader {
Blend One OneMinusSrcAlpha Blend One OneMinusSrcAlpha
ColorMask[_ColorMask] ColorMask[_ColorMask]
Pass { Pass
{
CGPROGRAM CGPROGRAM
#pragma target 3.0 #pragma target 3.0
#pragma vertex VertShader #pragma vertex VertShader
@ -127,17 +128,18 @@ SubShader {
#include "TMPro_Properties.cginc" #include "TMPro_Properties.cginc"
#include "TMPro.cginc" #include "TMPro.cginc"
struct vertex_t { struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION; float4 position : POSITION;
float3 normal : NORMAL; float3 normal : NORMAL;
float4 color : COLOR; float4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct pixel_t
struct pixel_t { {
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION; float4 position : SV_POSITION;
@ -151,14 +153,19 @@ SubShader {
float2 texcoord2 : TEXCOORD4; float2 texcoord2 : TEXCOORD4;
float4 underlayColor : COLOR1; float4 underlayColor : COLOR1;
#endif #endif
float4 textures : TEXCOORD5; float4 textures : TEXCOORD5;
}; };
// Used by Unity internally to handle Texture Tiling and Offset. // Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST; float4 _FaceTex_ST;
float4 _OutlineTex_ST; float4 _OutlineTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
float4 SRGBToLinear(float4 rgba) { float4 SRGBToLinear(float4 rgba)
{
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
} }
@ -171,7 +178,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0); float bold = step(input.texcoord0.w, 0);
float4 vert = input.position; float4 vert = input.position;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
@ -195,10 +202,14 @@ SubShader {
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
// Support for texture tiling and offset // Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x); float2 textureUV = input.texcoord1;
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float4 color = input.color; float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color); color = SRGBToLinear(input.color);
@ -226,9 +237,9 @@ SubShader {
float c = tex2D(_MainTex, input.atlas).a; float c = tex2D(_MainTex, input.atlas).a;
float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y)); float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y));
pixelSize *= _TextureWidth * .75; pixelSize *= _TextureHeight * 0.75;
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
float weight = input.weight; float weight = input.weight;
float bias = (.5 - weight) + (.5 / scale); float bias = (.5 - weight) + (.5 / scale);
@ -289,7 +300,8 @@ SubShader {
// Alternative implementation to UnityGet2DClipping with support for softness. // Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT #if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y; faceColor *= m.x * m.y;
#endif #endif
@ -300,7 +312,6 @@ SubShader {
return faceColor * input.color.a; return faceColor * input.color.a;
} }
ENDCG ENDCG
} }
} }

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field - Masking" { Shader "TextMeshPro/Mobile/Distance Field - Masking" {
Properties { Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
@ -99,21 +99,24 @@ SubShader {
#include "UnityUI.cginc" #include "UnityUI.cginc"
#include "TMPro_Properties.cginc" #include "TMPro_Properties.cginc"
struct vertex_t { struct vertex_t
{
float4 vertex : POSITION; float4 vertex : POSITION;
float3 normal : NORMAL; float3 normal : NORMAL;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct pixel_t { struct pixel_t
{
float4 vertex : SV_POSITION; float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR; fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1; fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
@ -124,10 +127,13 @@ SubShader {
float _MaskEdgeSoftness; float _MaskEdgeSoftness;
fixed4 _MaskEdgeColor; fixed4 _MaskEdgeColor;
bool _MaskInverse; bool _MaskInverse;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input) pixel_t VertShader(vertex_t input)
{ {
float bold = step(input.texcoord1.y, 0); float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex; float4 vert = input.vertex;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
@ -138,7 +144,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize)); float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -150,6 +156,10 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5; float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a; float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0; opacity = 1.0;
@ -176,6 +186,7 @@ SubShader {
// Generate UV for the Masking Texture // Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
// Structure for pixel shader // Structure for pixel shader
pixel_t output = { pixel_t output = {
@ -184,7 +195,7 @@ SubShader {
outlineColor, outlineColor,
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
half4(scale, bias - outline, bias + outline, bias), half4(scale, bias - outline, bias + outline, bias),
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)),
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
float4(input.texcoord0 + layerOffset, input.color.a, 0), float4(input.texcoord0 + layerOffset, input.color.a, 0),
half2(layerScale, layerBias), half2(layerScale, layerBias),

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field Overlay" { Shader "TextMeshPro/Mobile/Distance Field Overlay" {
Properties { Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
@ -93,16 +93,18 @@ SubShader {
#include "UnityUI.cginc" #include "UnityUI.cginc"
#include "TMPro_Properties.cginc" #include "TMPro_Properties.cginc"
struct vertex_t { struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION; float4 vertex : POSITION;
float3 normal : NORMAL; float3 normal : NORMAL;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct pixel_t { struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION; float4 vertex : SV_POSITION;
@ -111,12 +113,17 @@ SubShader {
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif #endif
}; };
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input) pixel_t VertShader(vertex_t input)
{ {
@ -127,7 +134,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0); float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex; float4 vert = input.vertex;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
@ -138,7 +145,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize)); float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -150,6 +157,10 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5; float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a; float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0; opacity = 1.0;
@ -182,7 +193,8 @@ SubShader {
output.outlineColor = outlineColor; output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias); output.param = half4(scale, bias - outline, bias + outline, bias);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias); output.underlayParam = half2(layerScale, layerBias);

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field SSD" { Shader "TextMeshPro/Mobile/Distance Field SSD" {
Properties { Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field" { Shader "TextMeshPro/Mobile/Distance Field" {
Properties { Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0 _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) _UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
@ -81,6 +81,7 @@ SubShader {
Pass { Pass {
CGPROGRAM CGPROGRAM
#pragma enable_d3d11_debug_symbols
#pragma vertex VertShader #pragma vertex VertShader
#pragma fragment PixShader #pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON #pragma shader_feature __ OUTLINE_ON
@ -98,7 +99,7 @@ SubShader {
float4 vertex : POSITION; float4 vertex : POSITION;
float3 normal : NORMAL; float3 normal : NORMAL;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
@ -117,6 +118,9 @@ SubShader {
#endif #endif
}; };
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input) pixel_t VertShader(vertex_t input)
{ {
@ -127,7 +131,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0); float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex; float4 vert = input.vertex;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
@ -138,7 +142,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize)); float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -150,6 +154,10 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5; float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a; float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0; opacity = 1.0;
@ -182,7 +190,9 @@ SubShader {
output.outlineColor = outlineColor; output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias); output.param = half4(scale, bias - outline, bias + outline, bias);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias); output.underlayParam = half2(layerScale, layerBias);

View File

@ -7,15 +7,15 @@ Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
Properties { Properties {
_FaceTex ("Fill Texture", 2D) = "white" {} _FaceTex ("Fill Texture", 2D) = "white" {}
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) _FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0 _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0 _GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05 _GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05
@ -99,7 +99,8 @@ SubShader {
#pragma multi_compile_shadowcaster #pragma multi_compile_shadowcaster
#include "UnityCG.cginc" #include "UnityCG.cginc"
struct v2f { struct v2f
{
V2F_SHADOW_CASTER; V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1; float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3; float2 uv2 : TEXCOORD3;

View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Fill Texture", 2D) = "white" {} _FaceTex ("Fill Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) _FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
@ -28,12 +28,12 @@ Properties {
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1) _SpecColor ("Specular Color", Color) = (0,0,0,1)
_FaceShininess ("Face Shininess", Range(0,1)) = 0 _FaceShininess ("Face Shininess", Range(0,1)) = 0
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0 _OutlineShininess ("Outline Shininess", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0 _GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05 _GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05
@ -118,7 +118,8 @@ SubShader {
#pragma multi_compile_shadowcaster #pragma multi_compile_shadowcaster
#include "UnityCG.cginc" #include "UnityCG.cginc"
struct v2f { struct v2f
{
V2F_SHADOW_CASTER; V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1; float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3; float2 uv2 : TEXCOORD3;

View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Face Texture", 2D) = "white" {} _FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) _FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0 _FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {} _OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
@ -21,7 +21,7 @@ Properties {
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) _SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0 _SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5 _Diffuse ("Diffuse", Range(0,1)) = 0.5
@ -37,13 +37,13 @@ Properties {
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0 _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0 _GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05 _GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05 _GlowOuter ("Outer", Range(0,1)) = 0.05
@ -127,17 +127,18 @@ SubShader {
#include "TMPro_Properties.cginc" #include "TMPro_Properties.cginc"
#include "TMPro.cginc" #include "TMPro.cginc"
struct vertex_t { struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION; float4 position : POSITION;
float3 normal : NORMAL; float3 normal : NORMAL;
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct pixel_t
struct pixel_t { {
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION; float4 position : SV_POSITION;
@ -151,12 +152,16 @@ SubShader {
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1; fixed4 underlayColor : COLOR1;
#endif #endif
float4 textures : TEXCOORD5; float4 textures : TEXCOORD5;
}; };
// Used by Unity internally to handle Texture Tiling and Offset. // Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST; float4 _FaceTex_ST;
float4 _OutlineTex_ST; float4 _OutlineTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input) pixel_t VertShader(vertex_t input)
{ {
@ -167,7 +172,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,output); UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0); float bold = step(input.texcoord0.w, 0);
float4 vert = input.position; float4 vert = input.position;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
@ -178,7 +183,7 @@ SubShader {
float2 pixelSize = vPosition.w; float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize)); float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -212,16 +217,21 @@ SubShader {
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset // Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x); float2 textureUV = input.texcoord1;
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
output.position = vPosition; output.position = vPosition;
output.color = input.color; output.color = input.color;
output.atlas = input.texcoord0; output.atlas = input.texcoord0;
output.param = float4(alphaClip, scale, bias, weight); output.param = float4(alphaClip, scale, bias, weight);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
@ -307,7 +317,6 @@ SubShader {
return faceColor * input.color.a; return faceColor * input.color.a;
} }
ENDCG ENDCG
} }
} }

View File

@ -2,7 +2,7 @@ Shader "TextMeshPro/Sprite"
{ {
Properties Properties
{ {
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1) _Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8 _StencilComp ("Stencil Comparison", Float) = 8
@ -73,6 +73,7 @@ Shader "TextMeshPro/Sprite"
fixed4 color : COLOR; fixed4 color : COLOR;
float2 texcoord : TEXCOORD0; float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1; float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO UNITY_VERTEX_OUTPUT_STEREO
}; };
@ -81,17 +82,30 @@ Shader "TextMeshPro/Sprite"
fixed4 _TextureSampleAdd; fixed4 _TextureSampleAdd;
float4 _ClipRect; float4 _ClipRect;
float4 _MainTex_ST; float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
v2f vert(appdata_t v) v2f vert(appdata_t v)
{ {
v2f OUT; v2f OUT;
UNITY_SETUP_INSTANCE_ID(v); UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex; OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
OUT.color = v.color * _Color; OUT.color = v.color * _Color;
return OUT; return OUT;
} }
@ -100,8 +114,9 @@ Shader "TextMeshPro/Sprite"
{ {
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT #if UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif #endif
#ifdef UNITY_UI_ALPHACLIP #ifdef UNITY_UI_ALPHACLIP

View File

@ -4,6 +4,6 @@ ShaderImporter:
externalObjects: {} externalObjects: {}
defaultTextures: [] defaultTextures: []
nonModifiableTextures: [] nonModifiableTextures: []
userData: userData: Version 2.0
assetBundleName: assetBundleName:
assetBundleVariant: assetBundleVariant:

View File

@ -1,20 +1,22 @@
struct vertex_t { struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION; float4 position : POSITION;
float3 normal : NORMAL; float3 normal : NORMAL;
float4 color : COLOR; float4 color : COLOR;
float2 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1; float2 texcoord1 : TEXCOORD1;
}; };
struct pixel_t { struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION; float4 position : SV_POSITION;
float4 faceColor : COLOR; float4 faceColor : COLOR;
float4 outlineColor : COLOR1; float4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; float4 texcoord0 : TEXCOORD0;
float4 param : TEXCOORD1; // weight, scaleRatio float4 param : TEXCOORD1; // x = weight, y = no longer used
float2 mask : TEXCOORD2; float2 mask : TEXCOORD2;
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD3; float4 texcoord2 : TEXCOORD3;
@ -22,10 +24,14 @@ struct pixel_t {
#endif #endif
}; };
float4 SRGBToLinear(float4 rgba) { float4 SRGBToLinear(float4 rgba)
{
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
} }
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
pixel_t VertShader(vertex_t input) pixel_t VertShader(vertex_t input)
{ {
pixel_t output; pixel_t output;
@ -35,7 +41,7 @@ pixel_t VertShader(vertex_t input)
UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0); float bold = step(input.texcoord0.w, 0);
float4 vert = input.position; float4 vert = input.position;
vert.x += _VertexOffsetX; vert.x += _VertexOffsetX;
@ -71,7 +77,7 @@ pixel_t VertShader(vertex_t input)
output.faceColor = faceColor; output.faceColor = faceColor;
output.outlineColor = outlineColor; output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0);
float2 mask = float2(0, 0); float2 mask = float2(0, 0);
#if UNITY_UI_CLIP_RECT #if UNITY_UI_CLIP_RECT
@ -99,8 +105,9 @@ float4 PixShader(pixel_t input) : SV_Target
float d = tex2D(_MainTex, input.texcoord0.xy).a; float d = tex2D(_MainTex, input.texcoord0.xy).a;
float2 UV = input.texcoord0.xy; float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y));
float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; pixelSize *= _TextureHeight * 0.75;
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
float layerScale = scale; float layerScale = scale;
@ -112,7 +119,7 @@ float4 PixShader(pixel_t input) : SV_Target
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
#ifdef OUTLINE_ON #if OUTLINE_ON
float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
@ -130,7 +137,7 @@ float4 PixShader(pixel_t input) : SV_Target
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
#endif #endif
#ifdef MASKING #if MASKING
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness); a = saturate(t / _MaskEdgeSoftness);
@ -140,7 +147,8 @@ float4 PixShader(pixel_t input) : SV_Target
// Alternative implementation to UnityGet2DClipping with support for softness // Alternative implementation to UnityGet2DClipping with support for softness
#if UNITY_UI_CLIP_RECT #if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y; faceColor *= m.x * m.y;
#endif #endif

View File

@ -66,11 +66,6 @@ uniform float _MaskID;
uniform sampler2D _MaskTex; uniform sampler2D _MaskTex;
uniform float4 _MaskCoord; uniform float4 _MaskCoord;
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
//uniform float _MaskWipeControl;
//uniform float _MaskEdgeSoftness;
//uniform fixed4 _MaskEdgeColor;
//uniform bool _MaskInverse;
uniform float _MaskSoftnessX; uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY; uniform float _MaskSoftnessY;

View File

@ -5,7 +5,7 @@ void VertShader(inout appdata_full v, out Input data)
UNITY_INITIALIZE_OUTPUT(Input, data); UNITY_INITIALIZE_OUTPUT(Input, data);
float bold = step(v.texcoord1.y, 0); float bold = step(v.texcoord.w, 0);
// Generate normal for backface // Generate normal for backface
float3 view = ObjSpaceViewDir(v.vertex); float3 view = ObjSpaceViewDir(v.vertex);
@ -20,14 +20,12 @@ void VertShader(inout appdata_full v, out Input data)
pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
float scale = rsqrt(dot(pixelSize, pixelSize)); float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); scale *= abs(v.texcoord.w) * _GradientScale * (_Sharpness + 1);
scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
data.param.y = scale; data.param.y = scale;
#endif #endif
data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
v.texcoord1.xy = UnpackUV(v.texcoord1.x);
data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
} }

View File

@ -1,20 +1,22 @@
{ {
"dependencies": { "dependencies": {
"com.unity.animation.rigging": "1.1.1", "com.unity.ai.navigation": "2.0.5",
"com.unity.cinemachine": "2.8.6", "com.unity.animation.rigging": "1.3.0",
"com.unity.collab-proxy": "1.15.18", "com.unity.cinemachine": "2.10.3",
"com.unity.ext.nunit": "1.0.6", "com.unity.collab-proxy": "2.5.2",
"com.unity.feature.development": "1.0.1", "com.unity.ext.nunit": "2.0.5",
"com.unity.ide.rider": "3.0.15", "com.unity.feature.development": "1.0.2",
"com.unity.ide.visualstudio": "2.0.16", "com.unity.ide.rider": "3.0.31",
"com.unity.ide.visualstudio": "2.0.22",
"com.unity.ide.vscode": "1.2.5", "com.unity.ide.vscode": "1.2.5",
"com.unity.postprocessing": "3.2.2", "com.unity.multiplayer.center": "1.0.0",
"com.unity.recorder": "3.0.3", "com.unity.postprocessing": "3.4.0",
"com.unity.test-framework": "1.1.31", "com.unity.recorder": "5.1.1",
"com.unity.textmeshpro": "3.0.6", "com.unity.test-framework": "1.4.5",
"com.unity.timeline": "1.6.4", "com.unity.timeline": "1.8.7",
"com.unity.ugui": "1.0.0", "com.unity.ugui": "2.0.0",
"com.unity.visualscripting": "1.7.8", "com.unity.visualscripting": "1.9.5",
"com.unity.modules.accessibility": "1.0.0",
"com.unity.modules.ai": "1.0.0", "com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0", "com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0", "com.unity.modules.animation": "1.0.0",

View File

@ -1,7 +1,16 @@
{ {
"dependencies": { "dependencies": {
"com.unity.ai.navigation": {
"version": "2.0.5",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.modules.ai": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.animation.rigging": { "com.unity.animation.rigging": {
"version": "1.1.1", "version": "1.3.0",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
@ -10,28 +19,50 @@
}, },
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.burst": { "com.unity.bindings.openimageio": {
"version": "1.6.6", "version": "1.0.0",
"depth": 1, "depth": 1,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
"com.unity.mathematics": "1.2.1" "com.unity.collections": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.burst": {
"version": "1.8.18",
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.mathematics": "1.2.1",
"com.unity.modules.jsonserialize": "1.0.0"
}, },
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.cinemachine": { "com.unity.cinemachine": {
"version": "2.8.6", "version": "2.10.3",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.test-framework": "1.1.31"
},
"url": "https://packages.unity.com"
},
"com.unity.collab-proxy": {
"version": "2.5.2",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": {}, "dependencies": {},
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.collab-proxy": { "com.unity.collections": {
"version": "1.15.18", "version": "2.5.1",
"depth": 0, "depth": 1,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
"com.unity.services.core": "1.0.1" "com.unity.burst": "1.8.17",
"com.unity.test-framework": "1.4.5",
"com.unity.nuget.mono-cecil": "1.11.4",
"com.unity.test-framework.performance": "3.0.3"
}, },
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
@ -43,28 +74,27 @@
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.ext.nunit": { "com.unity.ext.nunit": {
"version": "1.0.6", "version": "2.0.5",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": {}, "dependencies": {},
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.feature.development": { "com.unity.feature.development": {
"version": "1.0.1", "version": "1.0.2",
"depth": 0, "depth": 0,
"source": "builtin", "source": "builtin",
"dependencies": { "dependencies": {
"com.unity.ide.visualstudio": "2.0.16", "com.unity.ide.visualstudio": "2.0.22",
"com.unity.ide.rider": "3.0.15", "com.unity.ide.rider": "3.0.31",
"com.unity.ide.vscode": "1.2.5",
"com.unity.editorcoroutines": "1.0.0", "com.unity.editorcoroutines": "1.0.0",
"com.unity.performance.profile-analyzer": "1.1.1", "com.unity.performance.profile-analyzer": "1.2.2",
"com.unity.test-framework": "1.1.31", "com.unity.test-framework": "1.4.5",
"com.unity.testtools.codecoverage": "1.0.1" "com.unity.testtools.codecoverage": "1.2.6"
} }
}, },
"com.unity.ide.rider": { "com.unity.ide.rider": {
"version": "3.0.15", "version": "3.0.31",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
@ -73,7 +103,7 @@
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.ide.visualstudio": { "com.unity.ide.visualstudio": {
"version": "2.0.16", "version": "2.0.22",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
@ -89,28 +119,36 @@
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.mathematics": { "com.unity.mathematics": {
"version": "1.2.6", "version": "1.3.2",
"depth": 2, "depth": 2,
"source": "registry", "source": "registry",
"dependencies": {}, "dependencies": {},
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.nuget.newtonsoft-json": { "com.unity.multiplayer.center": {
"version": "3.0.2", "version": "1.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {
"com.unity.modules.uielements": "1.0.0"
}
},
"com.unity.nuget.mono-cecil": {
"version": "1.11.4",
"depth": 2, "depth": 2,
"source": "registry", "source": "registry",
"dependencies": {}, "dependencies": {},
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.performance.profile-analyzer": { "com.unity.performance.profile-analyzer": {
"version": "1.1.1", "version": "1.2.2",
"depth": 1, "depth": 1,
"source": "registry", "source": "registry",
"dependencies": {}, "dependencies": {},
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.postprocessing": { "com.unity.postprocessing": {
"version": "3.2.2", "version": "3.4.0",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
@ -119,45 +157,46 @@
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.recorder": { "com.unity.recorder": {
"version": "3.0.3", "version": "5.1.1",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
"com.unity.timeline": "1.0.0" "com.unity.timeline": "1.0.0",
}, "com.unity.collections": "1.0.0",
"url": "https://packages.unity.com" "com.unity.bindings.openimageio": "1.0.0"
},
"com.unity.services.core": {
"version": "1.4.0",
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.nuget.newtonsoft-json": "3.0.2",
"com.unity.modules.androidjni": "1.0.0"
}, },
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.settings-manager": { "com.unity.settings-manager": {
"version": "1.0.3", "version": "2.0.1",
"depth": 2, "depth": 2,
"source": "registry", "source": "registry",
"dependencies": {}, "dependencies": {},
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.test-framework": { "com.unity.test-framework": {
"version": "1.1.31", "version": "1.4.5",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
"com.unity.ext.nunit": "1.0.6", "com.unity.ext.nunit": "2.0.3",
"com.unity.modules.imgui": "1.0.0", "com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0" "com.unity.modules.jsonserialize": "1.0.0"
}, },
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.test-framework.performance": {
"version": "3.0.3",
"depth": 2,
"source": "registry",
"dependencies": {
"com.unity.test-framework": "1.1.31",
"com.unity.modules.jsonserialize": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.testtools.codecoverage": { "com.unity.testtools.codecoverage": {
"version": "1.0.1", "version": "1.2.6",
"depth": 1, "depth": 1,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
@ -166,29 +205,20 @@
}, },
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.textmeshpro": {
"version": "3.0.6",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.ugui": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.timeline": { "com.unity.timeline": {
"version": "1.6.4", "version": "1.8.7",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.director": "1.0.0", "com.unity.modules.director": "1.0.0",
"com.unity.modules.animation": "1.0.0", "com.unity.modules.animation": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0" "com.unity.modules.particlesystem": "1.0.0"
}, },
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.ugui": { "com.unity.ugui": {
"version": "1.0.0", "version": "2.0.0",
"depth": 0, "depth": 0,
"source": "builtin", "source": "builtin",
"dependencies": { "dependencies": {
@ -197,7 +227,7 @@
} }
}, },
"com.unity.visualscripting": { "com.unity.visualscripting": {
"version": "1.7.8", "version": "1.9.5",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
@ -206,6 +236,12 @@
}, },
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.modules.accessibility": {
"version": "1.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {}
},
"com.unity.modules.ai": { "com.unity.modules.ai": {
"version": "1.0.0", "version": "1.0.0",
"depth": 0, "depth": 0,
@ -253,6 +289,12 @@
"com.unity.modules.animation": "1.0.0" "com.unity.modules.animation": "1.0.0"
} }
}, },
"com.unity.modules.hierarchycore": {
"version": "1.0.0",
"depth": 1,
"source": "builtin",
"dependencies": {}
},
"com.unity.modules.imageconversion": { "com.unity.modules.imageconversion": {
"version": "1.0.0", "version": "1.0.0",
"depth": 0, "depth": 0,
@ -342,17 +384,7 @@
"com.unity.modules.ui": "1.0.0", "com.unity.modules.ui": "1.0.0",
"com.unity.modules.imgui": "1.0.0", "com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0", "com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.uielementsnative": "1.0.0" "com.unity.modules.hierarchycore": "1.0.0"
}
},
"com.unity.modules.uielementsnative": {
"version": "1.0.0",
"depth": 1,
"source": "builtin",
"dependencies": {
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0"
} }
}, },
"com.unity.modules.umbra": { "com.unity.modules.umbra": {

View File

@ -9,6 +9,7 @@ EditorBuildSettings:
path: Assets/Scenes/GameScene.unity path: Assets/Scenes/GameScene.unity
guid: 3fb30ce295307b64c947eb0b96185dfb guid: 3fb30ce295307b64c947eb0b96185dfb
- enabled: 1 - enabled: 1
path: Assets/Scenes/MainMenu.unity path: Assets/Scenes/DeathScreen.unity
guid: 9fc0d4010bbf28b4594072e72b8655ab guid: 9fc0d4010bbf28b4594072e72b8655ab
m_configObjects: {} m_configObjects: {}
m_UseUCBPForAssetBundles: 0

View File

@ -13,11 +13,12 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_EnablePreReleasePackages: 1 m_EnablePreReleasePackages: 1
m_EnablePackageDependencies: 0
m_AdvancedSettingsExpanded: 1 m_AdvancedSettingsExpanded: 1
m_ScopedRegistriesSettingsExpanded: 1 m_ScopedRegistriesSettingsExpanded: 1
m_SeeAllPackageVersions: 0 m_SeeAllPackageVersions: 0
m_DismissPreviewPackagesInUse: 0
oneTimeWarningShown: 1 oneTimeWarningShown: 1
oneTimeDeprecatedPopUpShown: 1
m_Registries: m_Registries:
- m_Id: main - m_Id: main
m_Name: m_Name:
@ -25,11 +26,12 @@ MonoBehaviour:
m_Scopes: [] m_Scopes: []
m_IsDefault: 1 m_IsDefault: 1
m_Capabilities: 7 m_Capabilities: 7
m_ConfigSource: 0
m_UserSelectedRegistryName: m_UserSelectedRegistryName:
m_UserAddingNewScopedRegistry: 0 m_UserAddingNewScopedRegistry: 0
m_RegistryInfoDraft: m_RegistryInfoDraft:
m_Modified: 0 m_Modified: 0
m_ErrorMessage: m_ErrorMessage:
m_UserModificationsInstanceId: -830 m_UserModificationsInstanceId: -864
m_OriginalInstanceId: -832 m_OriginalInstanceId: -866
m_LoadAssets: 0 m_LoadAssets: 0

View File

@ -1,6 +1,4 @@
{ {
"m_Name": "Settings",
"m_Path": "ProjectSettings/Packages/com.unity.testtools.codecoverage/Settings.json",
"m_Dictionary": { "m_Dictionary": {
"m_DictionaryValues": [] "m_DictionaryValues": []
} }

View File

@ -3,7 +3,7 @@
--- !u!129 &1 --- !u!129 &1
PlayerSettings: PlayerSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 23 serializedVersion: 28
productGUID: 46f7332e843535e46ab4a429b5793192 productGUID: 46f7332e843535e46ab4a429b5793192
AndroidProfiler: 0 AndroidProfiler: 0
AndroidFilterTouchesWhenObscured: 0 AndroidFilterTouchesWhenObscured: 0
@ -48,14 +48,17 @@ PlayerSettings:
defaultScreenHeightWeb: 600 defaultScreenHeightWeb: 600
m_StereoRenderingPath: 0 m_StereoRenderingPath: 0
m_ActiveColorSpace: 0 m_ActiveColorSpace: 0
unsupportedMSAAFallback: 0
m_SpriteBatchMaxVertexCount: 65535
m_SpriteBatchVertexThreshold: 300
m_MTRendering: 1 m_MTRendering: 1
mipStripping: 1 mipStripping: 1
numberOfMipsStripped: 0 numberOfMipsStripped: 0
numberOfMipsStrippedPerMipmapLimitGroup: {}
m_StackTraceTypes: 010000000100000001000000010000000100000001000000 m_StackTraceTypes: 010000000100000001000000010000000100000001000000
iosShowActivityIndicatorOnLoading: -1 iosShowActivityIndicatorOnLoading: -1
androidShowActivityIndicatorOnLoading: -1 androidShowActivityIndicatorOnLoading: -1
iosUseCustomAppBackgroundBehavior: 0 iosUseCustomAppBackgroundBehavior: 0
iosAllowHTTPDownload: 1
allowedAutorotateToPortrait: 1 allowedAutorotateToPortrait: 1
allowedAutorotateToPortraitUpsideDown: 1 allowedAutorotateToPortraitUpsideDown: 1
allowedAutorotateToLandscapeRight: 1 allowedAutorotateToLandscapeRight: 1
@ -68,16 +71,18 @@ PlayerSettings:
androidRenderOutsideSafeArea: 1 androidRenderOutsideSafeArea: 1
androidUseSwappy: 1 androidUseSwappy: 1
androidBlitType: 0 androidBlitType: 0
androidResizableWindow: 1 androidResizeableActivity: 1
androidDefaultWindowWidth: 1920 androidDefaultWindowWidth: 1920
androidDefaultWindowHeight: 1080 androidDefaultWindowHeight: 1080
androidMinimumWindowWidth: 400 androidMinimumWindowWidth: 400
androidMinimumWindowHeight: 300 androidMinimumWindowHeight: 300
androidFullscreenMode: 1 androidFullscreenMode: 1
androidAutoRotationBehavior: 1
androidPredictiveBackSupport: 0
androidApplicationEntry: 1
defaultIsNativeResolution: 1 defaultIsNativeResolution: 1
macRetinaSupport: 1 macRetinaSupport: 1
runInBackground: 1 runInBackground: 1
captureSingleScreen: 0
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Prepare IOS For Recording: 0 Prepare IOS For Recording: 0
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