Correction de la vie du joueur et suppression bar de vie
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.vscode/settings.json
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108
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@ -13,6 +13,6 @@ MonoBehaviour:
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|
@ -30,10 +30,10 @@ public class Coin : PoolingObject<Coin>, ICollectable,IResettable
|
|||||||
}
|
}
|
||||||
public void ResetToDefault()
|
public void ResetToDefault()
|
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{
|
{
|
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//gameObject.transform.localRotation = Quaternion.identity;
|
gameObject.transform.localRotation = Quaternion.identity;
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//gameObject.transform.localScale = Vector3.one;
|
gameObject.transform.localScale = Vector3.one;
|
||||||
//gameObject.transform.localPosition = Vector3.zero;
|
gameObject.transform.localPosition = Vector3.zero;
|
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//gameObject.SetActive(true);
|
gameObject.SetActive(true);
|
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// gameObject.transform.SetParent(null);
|
gameObject.transform.SetParent(null);
|
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}
|
}
|
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}
|
}
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|
@ -31,23 +31,23 @@ 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)
|
||||||
{
|
{
|
||||||
CurrentHealth -= amount;
|
if (CurrentHealth > 0){
|
||||||
OnHealthChanged(this, healthArgs.GetUpdatedArgs(CurrentHealth, MaxHealth));
|
CurrentHealth -= amount;
|
||||||
healthBarView.UpdateHealthBar(this, healthArgs.GetUpdatedArgs(CurrentHealth, MaxHealth));
|
if (CurrentHealth <= 0){
|
||||||
if (CurrentHealth < 1)
|
CurrentHealth = 0;
|
||||||
{
|
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));
|
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healthBarView.UpdateHealthBar(this, healthArgs.GetUpdatedArgs(CurrentHealth, MaxHealth));
|
|
||||||
}
|
}
|
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}
|
}
|
||||||
|
@ -2,6 +2,7 @@ using System.Collections;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
|
||||||
[RequireComponent(typeof(CharacterController))]
|
[RequireComponent(typeof(CharacterController))]
|
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[RequireComponent(typeof(Animator))]
|
[RequireComponent(typeof(Animator))]
|
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[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");
|
||||||
}
|
}
|
||||||
|
|
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public IEnumerator GrantInvincibility()
|
public IEnumerator GrantInvincibility()
|
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m_SourceFontFile: {fileID: 12800000, guid: 8a2b9e2a607dd2143b58c44bc32410b4, type: 3}
|
m_SourceFontFile: {fileID: 12800000, guid: 8a2b9e2a607dd2143b58c44bc32410b4, type: 3}
|
||||||
m_AtlasPopulationMode: 1
|
m_AtlasPopulationMode: 1
|
||||||
|
InternalDynamicOS: 0
|
||||||
m_FaceInfo:
|
m_FaceInfo:
|
||||||
m_FaceIndex: 0
|
m_FaceIndex: 0
|
||||||
m_FamilyName: Electronic Highway Sign
|
m_FamilyName: Electronic Highway Sign
|
||||||
@ -190,15 +185,21 @@ 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: 8a2b9e2a607dd2143b58c44bc32410b4
|
sourceFontFileGUID: 8a2b9e2a607dd2143b58c44bc32410b4
|
||||||
|
faceIndex: 0
|
||||||
pointSizeSamplingMode: 1
|
pointSizeSamplingMode: 1
|
||||||
pointSize: 144
|
pointSize: 144
|
||||||
padding: 10
|
padding: 10
|
||||||
|
paddingMode: 0
|
||||||
packingMode: 4
|
packingMode: 4
|
||||||
atlasWidth: 1024
|
atlasWidth: 1024
|
||||||
atlasHeight: 1024
|
atlasHeight: 1024
|
||||||
@ -270,20 +271,15 @@ Texture2D:
|
|||||||
Hash: 00000000000000000000000000000000
|
Hash: 00000000000000000000000000000000
|
||||||
m_ForcedFallbackFormat: 4
|
m_ForcedFallbackFormat: 4
|
||||||
m_DownscaleFallback: 0
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m_DownscaleFallback: 0
|
||||||
m_IsAlphaChannelOptional: 0
|
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Width: 0
|
m_Width: 0
|
||||||
m_Height: 0
|
m_Height: 0
|
||||||
m_CompleteImageSize: 0
|
m_CompleteImageSize: 0
|
||||||
m_MipsStripped: 0
|
|
||||||
m_TextureFormat: 1
|
m_TextureFormat: 1
|
||||||
m_MipCount: 1
|
m_MipCount: 1
|
||||||
m_IsReadable: 1
|
m_IsReadable: 1
|
||||||
m_IsPreProcessed: 0
|
|
||||||
m_IgnoreMasterTextureLimit: 0
|
|
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m_StreamingMipmaps: 0
|
m_StreamingMipmaps: 0
|
||||||
m_StreamingMipmapsPriority: 0
|
m_StreamingMipmapsPriority: 0
|
||||||
m_VTOnly: 0
|
|
||||||
m_AlphaIsTransparency: 0
|
m_AlphaIsTransparency: 0
|
||||||
m_ImageCount: 1
|
m_ImageCount: 1
|
||||||
m_TextureDimension: 2
|
m_TextureDimension: 2
|
||||||
@ -297,11 +293,9 @@ Texture2D:
|
|||||||
m_WrapW: 0
|
m_WrapW: 0
|
||||||
m_LightmapFormat: 0
|
m_LightmapFormat: 0
|
||||||
m_ColorSpace: 0
|
m_ColorSpace: 0
|
||||||
m_PlatformBlob:
|
|
||||||
image data: 0
|
image data: 0
|
||||||
_typelessdata:
|
_typelessdata:
|
||||||
m_StreamData:
|
m_StreamData:
|
||||||
serializedVersion: 2
|
|
||||||
offset: 0
|
offset: 0
|
||||||
size: 0
|
size: 0
|
||||||
path:
|
path:
|
||||||
|
@ -68,9 +68,9 @@ Material:
|
|||||||
- _OutlineWidth: 0
|
- _OutlineWidth: 0
|
||||||
- _PerspectiveFilter: 0.875
|
- _PerspectiveFilter: 0.875
|
||||||
- _Reflectivity: 10
|
- _Reflectivity: 10
|
||||||
- _ScaleRatioA: 0.8333333
|
- _ScaleRatioA: 0.9
|
||||||
- _ScaleRatioB: 0.6770833
|
- _ScaleRatioB: 0.73125
|
||||||
- _ScaleRatioC: 0.6770833
|
- _ScaleRatioC: 0.73125
|
||||||
- _ScaleX: 1
|
- _ScaleX: 1
|
||||||
- _ScaleY: 1
|
- _ScaleY: 1
|
||||||
- _ShaderFlags: 0
|
- _ShaderFlags: 0
|
||||||
@ -114,16 +114,14 @@ MonoBehaviour:
|
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m_Script: {fileID: 11500000, guid: 71c1514a6bd24e1e882cebbe1904ce04, type: 3}
|
m_Script: {fileID: 11500000, guid: 71c1514a6bd24e1e882cebbe1904ce04, type: 3}
|
||||||
m_Name: Oswald Bold SDF
|
m_Name: Oswald Bold SDF
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
hashCode: 1490843414
|
|
||||||
material: {fileID: 2147374}
|
|
||||||
materialHashCode: 1112331510
|
|
||||||
m_Version: 1.1.0
|
m_Version: 1.1.0
|
||||||
|
m_Material: {fileID: 2147374}
|
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m_SourceFontFileGUID: c9f6d0e7bc8541498c9a4799ba184ede
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m_SourceFontFileGUID: c9f6d0e7bc8541498c9a4799ba184ede
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m_SourceFontFile_EditorRef: {fileID: 12800000, guid: c9f6d0e7bc8541498c9a4799ba184ede,
|
|
||||||
type: 3}
|
|
||||||
m_SourceFontFile: {fileID: 12800000, guid: c9f6d0e7bc8541498c9a4799ba184ede, type: 3}
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m_SourceFontFile: {fileID: 12800000, guid: c9f6d0e7bc8541498c9a4799ba184ede, type: 3}
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m_AtlasPopulationMode: 1
|
m_AtlasPopulationMode: 1
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||||||
|
InternalDynamicOS: 0
|
||||||
m_FaceInfo:
|
m_FaceInfo:
|
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|
m_FaceIndex: 0
|
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m_FamilyName: Oswald
|
m_FamilyName: Oswald
|
||||||
m_StyleName: Bold
|
m_StyleName: Bold
|
||||||
m_PointSize: 90
|
m_PointSize: 90
|
||||||
@ -187,15 +185,21 @@ MonoBehaviour:
|
|||||||
m_KerningTable:
|
m_KerningTable:
|
||||||
kerningPairs: []
|
kerningPairs: []
|
||||||
m_FontFeatureTable:
|
m_FontFeatureTable:
|
||||||
|
m_MultipleSubstitutionRecords: []
|
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|
m_LigatureSubstitutionRecords: []
|
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m_GlyphPairAdjustmentRecords: []
|
m_GlyphPairAdjustmentRecords: []
|
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|
m_MarkToBaseAdjustmentRecords: []
|
||||||
|
m_MarkToMarkAdjustmentRecords: []
|
||||||
fallbackFontAssets: []
|
fallbackFontAssets: []
|
||||||
m_FallbackFontAssetTable: []
|
m_FallbackFontAssetTable: []
|
||||||
m_CreationSettings:
|
m_CreationSettings:
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sourceFontFileName:
|
sourceFontFileName:
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sourceFontFileGUID: c9f6d0e7bc8541498c9a4799ba184ede
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sourceFontFileGUID: c9f6d0e7bc8541498c9a4799ba184ede
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|
faceIndex: 0
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pointSizeSamplingMode: 1
|
pointSizeSamplingMode: 1
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pointSize: 90
|
pointSize: 90
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||||||
padding: 9
|
padding: 9
|
||||||
|
paddingMode: 0
|
||||||
packingMode: 4
|
packingMode: 4
|
||||||
atlasWidth: 1024
|
atlasWidth: 1024
|
||||||
atlasHeight: 1024
|
atlasHeight: 1024
|
||||||
|
File diff suppressed because it is too large
Load Diff
@ -44,7 +44,7 @@ RenderSettings:
|
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LightmapSettings:
|
LightmapSettings:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 11
|
serializedVersion: 11
|
||||||
m_GIWorkflowMode: 0
|
m_GIWorkflowMode: 1
|
||||||
m_GISettings:
|
m_GISettings:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_BounceScale: 1
|
m_BounceScale: 1
|
||||||
|
@ -484,7 +484,7 @@ MonoBehaviour:
|
|||||||
m_PersistentCalls:
|
m_PersistentCalls:
|
||||||
m_Calls: []
|
m_Calls: []
|
||||||
m_text: See the <link="ID_01"><u><#40A0FF>online documentation</color></u></link>
|
m_text: See the <link="ID_01"><u><#40A0FF>online documentation</color></u></link>
|
||||||
for more information <u><link="ID_02">about this product</link></u> \U0001F60A
|
for more information <a href="http://url...">about this product</a> \U0001F60A
|
||||||
m_isRightToLeft: 0
|
m_isRightToLeft: 0
|
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m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
|
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
|
||||||
m_sharedMaterial: {fileID: 2100000, guid: e73a58f6e2794ae7b1b7e50b7fb811b0, type: 2}
|
m_sharedMaterial: {fileID: 2100000, guid: e73a58f6e2794ae7b1b7e50b7fb811b0, type: 2}
|
||||||
@ -527,15 +527,16 @@ 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: 1
|
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m_linkedTextComponent: {fileID: 0}
|
m_linkedTextComponent: {fileID: 0}
|
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parentLinkedComponent: {fileID: 0}
|
parentLinkedComponent: {fileID: 0}
|
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m_enableKerning: 1
|
m_enableKerning: 1
|
||||||
m_enableExtraPadding: 0
|
m_enableExtraPadding: 0
|
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checkPaddingRequired: 0
|
checkPaddingRequired: 0
|
||||||
m_isRichText: 1
|
m_isRichText: 1
|
||||||
|
m_EmojiFallbackSupport: 1
|
||||||
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}
|
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m_Children:
|
m_Children: []
|
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- {fileID: 1744362547}
|
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 1
|
m_RootOrder: 1
|
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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}
|
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m_SizeDelta: {x: 38.25, y: 19.44}
|
m_SizeDelta: {x: 38.25, y: 19.44}
|
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m_Pivot: {x: 0.5, y: 0.5}
|
m_Pivot: {x: 0.5, y: 0.5}
|
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--- !u!1 &1744362543
|
|
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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|
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m_PrefabAsset: {fileID: 0}
|
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serializedVersion: 6
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m_Component:
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- component: {fileID: 1744362547}
|
|
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- component: {fileID: 1744362545}
|
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- component: {fileID: 1744362546}
|
|
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m_Layer: 0
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|
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m_Name: TMP SubMesh [TextMeshPro/Sprite]
|
|
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m_TagString: Untagged
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|
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m_Icon: {fileID: 0}
|
|
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m_NavMeshLayer: 0
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|
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m_StaticEditorFlags: 0
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|
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m_IsActive: 1
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|
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--- !u!33 &1744362545
|
|
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MeshFilter:
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|
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1744362543}
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|
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m_Mesh: {fileID: 0}
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--- !u!23 &1744362546
|
|
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MeshRenderer:
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|
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1744362543}
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|
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m_Enabled: 1
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|
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m_CastShadows: 1
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|
||||||
m_ReceiveShadows: 1
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|
||||||
m_DynamicOccludee: 1
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|
||||||
m_MotionVectors: 1
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|
||||||
m_LightProbeUsage: 1
|
|
||||||
m_ReflectionProbeUsage: 1
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|
||||||
m_RayTracingMode: 2
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|
||||||
m_RayTraceProcedural: 0
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|
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m_RenderingLayerMask: 4294967295
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|
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m_RendererPriority: 0
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|
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m_Materials:
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- {fileID: 2103686, guid: c41005c129ba4d66911b75229fd70b45, type: 2}
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|
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|
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firstSubMesh: 0
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m_ProbeAnchor: {fileID: 0}
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m_LightProbeVolumeOverride: {fileID: 0}
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|
||||||
m_ScaleInLightmap: 1
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|
||||||
m_ReceiveGI: 1
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|
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m_PreserveUVs: 0
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|
||||||
m_IgnoreNormalsForChartDetection: 0
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|
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m_ImportantGI: 0
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m_StitchLightmapSeams: 0
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m_SelectedEditorRenderState: 3
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m_MinimumChartSize: 4
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m_AutoUVMaxDistance: 0.5
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m_SortingLayerID: 0
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m_AdditionalVertexStreams: {fileID: 0}
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|
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--- !u!4 &1744362547
|
|
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Transform:
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|
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m_ObjectHideFlags: 0
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|
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
|
|
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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: []
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|
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m_Father: {fileID: 1647263053}
|
|
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m_RootOrder: 0
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|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
|
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--- !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
|
||||||
|
@ -4,7 +4,7 @@ using System.Collections;
|
|||||||
|
|
||||||
namespace TMPro.Examples
|
namespace TMPro.Examples
|
||||||
{
|
{
|
||||||
|
|
||||||
public class Benchmark01 : MonoBehaviour
|
public class Benchmark01 : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
|
||||||
@ -54,13 +54,13 @@ 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);
|
||||||
|
|
||||||
m_material01 = m_textMeshPro.font.material;
|
m_material01 = m_textMeshPro.font.material;
|
||||||
m_material02 = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Drop Shadow"); // Make sure the LiberationSans SDF exists before calling this...
|
m_material02 = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Drop Shadow"); // Make sure the LiberationSans SDF exists before calling this...
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -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 = "!";
|
||||||
|
@ -4,7 +4,7 @@ using System.Collections;
|
|||||||
|
|
||||||
namespace TMPro.Examples
|
namespace TMPro.Examples
|
||||||
{
|
{
|
||||||
|
|
||||||
public class Benchmark04 : MonoBehaviour
|
public class Benchmark04 : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
|
||||||
@ -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;
|
||||||
@ -65,7 +65,7 @@ namespace TMPro.Examples
|
|||||||
//if (lineHeight > orthoSize * 2 * 0.9f) return;
|
//if (lineHeight > orthoSize * 2 * 0.9f) return;
|
||||||
|
|
||||||
go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 1);
|
go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 1);
|
||||||
|
|
||||||
TextMesh textMesh = go.AddComponent<TextMesh>();
|
TextMesh textMesh = go.AddComponent<TextMesh>();
|
||||||
textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
|
textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
|
||||||
textMesh.renderer.sharedMaterial = textMesh.font.material;
|
textMesh.renderer.sharedMaterial = textMesh.font.material;
|
||||||
|
@ -4,12 +4,15 @@ using System.Collections;
|
|||||||
|
|
||||||
namespace TMPro.Examples
|
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)
|
||||||
{
|
{
|
||||||
m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0);
|
case MotionType.Rotation:
|
||||||
}
|
m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0);
|
||||||
else if (Motion == MotionType.BackAndForth)
|
break;
|
||||||
{
|
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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,7 +4,7 @@ using System.Collections;
|
|||||||
|
|
||||||
namespace TMPro.Examples
|
namespace TMPro.Examples
|
||||||
{
|
{
|
||||||
|
|
||||||
public class SimpleScript : MonoBehaviour
|
public class SimpleScript : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
|
||||||
@ -29,12 +29,12 @@ namespace TMPro.Examples
|
|||||||
// Assign Material to TextMesh Pro Component
|
// Assign Material to TextMesh Pro Component
|
||||||
//m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material;
|
//m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material;
|
||||||
//m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON");
|
//m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON");
|
||||||
|
|
||||||
// Set various font settings.
|
// Set various font settings.
|
||||||
m_textMeshPro.fontSize = 48;
|
m_textMeshPro.fontSize = 48;
|
||||||
|
|
||||||
m_textMeshPro.alignment = TextAlignmentOptions.Center;
|
m_textMeshPro.alignment = TextAlignmentOptions.Center;
|
||||||
|
|
||||||
//m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation.
|
//m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation.
|
||||||
//m_textMeshPro.enableAutoSizing = true;
|
//m_textMeshPro.enableAutoSizing = true;
|
||||||
|
|
||||||
@ -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);
|
||||||
}
|
}
|
||||||
|
@ -4,7 +4,7 @@ using System.Collections;
|
|||||||
|
|
||||||
namespace TMPro.Examples
|
namespace TMPro.Examples
|
||||||
{
|
{
|
||||||
|
|
||||||
public class TMP_FrameRateCounter : MonoBehaviour
|
public class TMP_FrameRateCounter : MonoBehaviour
|
||||||
{
|
{
|
||||||
public float UpdateInterval = 5.0f;
|
public float UpdateInterval = 5.0f;
|
||||||
@ -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;
|
||||||
|
@ -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)
|
||||||
|
@ -158,7 +158,7 @@ namespace TMPro.Examples
|
|||||||
// We do this to make sure this character is rendered last and over other characters.
|
// We do this to make sure this character is rendered last and over other characters.
|
||||||
meshInfo.SwapVertexData(vertexIndex, lastVertexIndex);
|
meshInfo.SwapVertexData(vertexIndex, lastVertexIndex);
|
||||||
|
|
||||||
// Need to update the appropriate
|
// Need to update the appropriate
|
||||||
m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
|
m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
@ -286,7 +286,7 @@ namespace TMPro.Examples
|
|||||||
m_lastIndex = -1;
|
m_lastIndex = -1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -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];
|
||||||
@ -540,7 +540,7 @@ namespace TMPro.Examples
|
|||||||
dst_uv2s[lastIndex + 2] = src_uv2s[lastIndex + 2];
|
dst_uv2s[lastIndex + 2] = src_uv2s[lastIndex + 2];
|
||||||
dst_uv2s[lastIndex + 3] = src_uv2s[lastIndex + 3];
|
dst_uv2s[lastIndex + 3] = src_uv2s[lastIndex + 3];
|
||||||
|
|
||||||
// Need to update the appropriate
|
// Need to update the appropriate
|
||||||
m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
|
m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,7 +4,7 @@ using System.Collections;
|
|||||||
|
|
||||||
namespace TMPro.Examples
|
namespace TMPro.Examples
|
||||||
{
|
{
|
||||||
|
|
||||||
public class TMP_UiFrameRateCounter : MonoBehaviour
|
public class TMP_UiFrameRateCounter : MonoBehaviour
|
||||||
{
|
{
|
||||||
public float UpdateInterval = 5.0f;
|
public float UpdateInterval = 5.0f;
|
||||||
@ -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;
|
||||||
|
@ -4,7 +4,7 @@ using System.Collections;
|
|||||||
|
|
||||||
namespace TMPro.Examples
|
namespace TMPro.Examples
|
||||||
{
|
{
|
||||||
|
|
||||||
public class TeleType : MonoBehaviour
|
public class TeleType : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
|
||||||
@ -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;
|
||||||
|
|
||||||
|
|
||||||
|
@ -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;
|
||||||
|
|
||||||
|
@ -71,7 +71,7 @@ namespace TMPro.Examples
|
|||||||
|
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
// Allocate new vertices
|
// Allocate new vertices
|
||||||
if (hasTextChanged)
|
if (hasTextChanged)
|
||||||
{
|
{
|
||||||
// Get updated vertex data
|
// Get updated vertex data
|
||||||
@ -130,7 +130,7 @@ namespace TMPro.Examples
|
|||||||
|
|
||||||
// Determine the random scale change for each character.
|
// Determine the random scale change for each character.
|
||||||
float randomScale = Random.Range(1f, 1.5f);
|
float randomScale = Random.Range(1f, 1.5f);
|
||||||
|
|
||||||
// Add modified scale and index
|
// Add modified scale and index
|
||||||
modifiedCharScale.Add(randomScale);
|
modifiedCharScale.Add(randomScale);
|
||||||
scaleSortingOrder.Add(modifiedCharScale.Count - 1);
|
scaleSortingOrder.Add(modifiedCharScale.Count - 1);
|
||||||
@ -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);
|
||||||
|
@ -160,16 +160,14 @@ MonoBehaviour:
|
|||||||
m_Script: {fileID: 11500000, guid: 71c1514a6bd24e1e882cebbe1904ce04, type: 3}
|
m_Script: {fileID: 11500000, guid: 71c1514a6bd24e1e882cebbe1904ce04, type: 3}
|
||||||
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
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m_FamilyName: Liberation Sans
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m_FreeGlyphRects:
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m_FreeGlyphRects:
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m_KerningTable:
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kerningPairs: []
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m_FontFeatureTable:
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m_FontFeatureTable:
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m_MultipleSubstitutionRecords: []
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m_LigatureSubstitutionRecords: []
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m_GlyphPairAdjustmentRecords: []
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m_GlyphPairAdjustmentRecords: []
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m_MarkToBaseAdjustmentRecords: []
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m_MarkToMarkAdjustmentRecords: []
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fallbackFontAssets: []
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fallbackFontAssets: []
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m_FallbackFontAssetTable: []
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m_FallbackFontAssetTable: []
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m_CreationSettings:
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sourceFontFileName:
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sourceFontFileName:
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sourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
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sourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
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pointSizeSamplingMode: 0
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pointSizeSamplingMode: 0
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pointSize: 86
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padding: 9
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padding: 9
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paddingMode: 0
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packingMode: 4
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packingMode: 4
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atlasWidth: 512
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atlasWidth: 512
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atlasHeight: 512
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atlasHeight: 512
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@ -3,8 +3,9 @@
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--- !u!114 &11400000
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--- !u!114 &11400000
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_EditorHideFlags: 0
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@ -12,6 +13,12 @@ MonoBehaviour:
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m_Name: Default Style Sheet
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m_Name: Default Style Sheet
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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m_StyleList:
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m_StyleList:
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- m_Name: Normal
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m_HashCode: -1183493901
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m_OpeningDefinition:
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m_ClosingDefinition:
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m_OpeningTagArray:
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m_ClosingTagArray:
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- m_Name: H1
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m_HashCode: 2425
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m_HashCode: 2425
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m_OpeningDefinition: <size=2em><b><#40ff80>*
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m_OpeningDefinition: <size=2em><b><#40ff80>*
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@ -19,19 +26,25 @@ MonoBehaviour:
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m_HashCode: 92254330
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m_HashCode: 93368250
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m_OpeningDefinition: <i><size=75%><margin=10%>
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m_OpeningDefinition: <i><size=75%><margin=10%>
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m_ClosingDefinition: </i></size></width></margin>
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m_ClosingDefinition: </i></size></width></margin>
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m_OpeningTagArray: 3c000000690000003e0000003c00000073000000690000007a000000650000003d0000003700000035000000250000003e0000003c0000006d000000610000007200000067000000690000006e0000003d0000003100000030000000250000003e000000
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- m_Name: A
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m_HashCode: 65
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m_OpeningDefinition: <color=#40a0ff><u>
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m_ClosingDefinition: </u></color>
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m_OpeningTagArray: 3c000000630000006f0000006c0000006f000000720000003d000000230000003400000030000000610000003000000066000000660000003e0000003c000000750000003e000000
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m_ClosingTagArray: 3c0000002f000000750000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000
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m_HashCode: 2687968
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m_HashCode: 2656128
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m_OpeningDefinition: <u><#40a0ff><link="ID_01">
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m_OpeningDefinition: <u><#40a0ff><link="ID_01">
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m_ClosingDefinition: </u></color></link>
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m_ClosingDefinition: </u></color></link>
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m_OpeningTagArray: 3c000000750000003e0000003c000000230000003400000030000000610000003000000066000000660000003e0000003c0000006c000000690000006e0000006b0000003d0000002200000049000000440000005f0000003000000031000000220000003e000000
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- m_Name: Title
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- m_Name: Title
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m_HashCode: 98732960
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m_HashCode: 97690656
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m_OpeningDefinition: <size=125%><b><align=center>
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m_OpeningDefinition: <size=125%><b><align=center>
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m_ClosingDefinition: </size></b></align>
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m_ClosingDefinition: </size></b></align>
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m_OpeningTagArray: 3c00000073000000690000007a000000650000003d000000310000003200000035000000250000003e0000003c000000620000003e0000003c000000610000006c00000069000000670000006e0000003d00000063000000650000006e0000007400000065000000720000003e000000
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@ -12,14 +12,17 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 2705215ac5b84b70bacc50632be6e391, type: 3}
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assetVersion: 2
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m_ActiveFontFeatures: 00000000
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m_enableTintAllSprites: 0
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m_enableTintAllSprites: 0
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m_enableParseEscapeCharacters: 1
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m_enableParseEscapeCharacters: 1
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m_EnableRaycastTarget: 1
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m_EnableRaycastTarget: 1
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m_GetFontFeaturesAtRuntime: 1
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m_GetFontFeaturesAtRuntime: 1
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m_missingGlyphCharacter: 0
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m_missingGlyphCharacter: 0
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m_ClearDynamicDataOnBuild: 1
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m_warningsDisabled: 0
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m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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m_defaultFontAssetPath: Fonts & Materials/
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m_defaultFontAssetPath: Fonts & Materials/
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@ -29,18 +32,18 @@ MonoBehaviour:
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m_defaultTextMeshProTextContainerSize: {x: 20, y: 5}
|
m_defaultTextMeshProTextContainerSize: {x: 20, y: 5}
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m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
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m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
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m_autoSizeTextContainer: 0
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m_autoSizeTextContainer: 0
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m_IsTextObjectScaleStatic: 0
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m_fallbackFontAssets: []
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m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45,
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type: 2}
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m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45, type: 2}
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m_defaultSpriteAssetPath: Sprite Assets/
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m_defaultSpriteAssetPath: Sprite Assets/
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m_enableEmojiSupport: 1
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m_enableEmojiSupport: 1
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m_MissingCharacterSpriteUnicode: 0
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m_MissingCharacterSpriteUnicode: 0
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m_EmojiFallbackTextAssets: []
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m_defaultColorGradientPresetsPath: Color Gradient Presets/
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m_defaultColorGradientPresetsPath: Color Gradient Presets/
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type: 2}
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m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b, type: 3}
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type: 3}
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m_UseModernHangulLineBreakingRules: 0
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m_UseModernHangulLineBreakingRules: 0
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@ -1,26 +1,26 @@
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Shader "TextMeshPro/Bitmap Custom Atlas" {
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Shader "TextMeshPro/Bitmap Custom Atlas" {
|
||||||
|
|
||||||
Properties {
|
Properties {
|
||||||
_MainTex ("Font Atlas", 2D) = "white" {}
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_MainTex ("Font Atlas", 2D) = "white" {}
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||||||
_FaceTex ("Font Texture", 2D) = "white" {}
|
_FaceTex ("Font Texture", 2D) = "white" {}
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||||||
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
|
_FaceColor ("Text Color", Color) = (1,1,1,1)
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||||||
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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||||||
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_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_Padding ("Padding", float) = 0
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_Padding ("Padding", float) = 0
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||||||
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_StencilComp("Stencil Comparison", Float) = 8
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil("Stencil ID", Float) = 0
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp("Stencil Operation", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask("Stencil Write Mask", Float) = 255
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask("Stencil Read Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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||||||
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_CullMode("Cull Mode", Float) = 0
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_CullMode ("Cull Mode", Float) = 0
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_ColorMask("Color Mask", Float) = 15
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_ColorMask ("Color Mask", Float) = 15
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||||||
}
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}
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|
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SubShader{
|
SubShader{
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@ -55,15 +55,18 @@ SubShader{
|
|||||||
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|
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|
|
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#include "UnityCG.cginc"
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
|
||||||
struct appdata_t {
|
struct appdata_t
|
||||||
|
{
|
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float4 vertex : POSITION;
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float4 vertex : POSITION;
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||||||
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)
|
||||||
{
|
{
|
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@ -101,6 +98,10 @@ SubShader{
|
|||||||
|
|
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float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
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||||||
|
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|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
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||||||
|
{
|
||||||
|
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;
|
||||||
}
|
}
|
||||||
|
@ -1,25 +1,25 @@
|
|||||||
Shader "TextMeshPro/Mobile/Bitmap" {
|
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
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||||||
|
|
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_VertexOffsetX("Vertex OffsetX", float) = 0
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
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||||||
_VertexOffsetY("Vertex OffsetY", float) = 0
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
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||||||
_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)
|
||||||
{
|
{
|
||||||
@ -88,8 +94,11 @@ 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())
|
||||||
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
|
{
|
||||||
|
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
||||||
|
}
|
||||||
|
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||||
OUT.color = v.color;
|
OUT.color = v.color;
|
||||||
OUT.color *= _Color;
|
OUT.color *= _Color;
|
||||||
OUT.color.rgb *= _DiffusePower;
|
OUT.color.rgb *= _DiffusePower;
|
||||||
@ -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;
|
||||||
}
|
}
|
||||||
|
@ -1,25 +1,25 @@
|
|||||||
Shader "TextMeshPro/Bitmap" {
|
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;
|
||||||
}
|
}
|
||||||
|
@ -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;
|
||||||
@ -147,16 +148,20 @@ SubShader {
|
|||||||
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
|
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
|
||||||
float3 viewDir : TEXCOORD3;
|
float3 viewDir : TEXCOORD3;
|
||||||
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
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;
|
||||||
@ -188,13 +193,13 @@ SubShader {
|
|||||||
|
|
||||||
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
|
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
|
||||||
|
|
||||||
#if GLOW_ON
|
#if GLOW_ON
|
||||||
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
|
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
|
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
|
||||||
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
float4 underlayColor = _UnderlayColor;
|
float4 underlayColor = _UnderlayColor;
|
||||||
underlayColor.rgb *= underlayColor.a;
|
underlayColor.rgb *= underlayColor.a;
|
||||||
|
|
||||||
@ -205,23 +210,28 @@ SubShader {
|
|||||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||||
float2 bOffset = float2(x, y);
|
float2 bOffset = float2(x, y);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// 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);
|
||||||
|
|
||||||
// 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);
|
||||||
@ -239,9 +249,9 @@ SubShader {
|
|||||||
|
|
||||||
float c = tex2D(_MainTex, input.atlas).a;
|
float c = tex2D(_MainTex, input.atlas).a;
|
||||||
|
|
||||||
#ifndef UNDERLAY_ON
|
#ifndef UNDERLAY_ON
|
||||||
clip(c - input.param.x);
|
clip(c - input.param.x);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
float scale = input.param.y;
|
float scale = input.param.y;
|
||||||
float bias = input.param.z;
|
float bias = input.param.z;
|
||||||
@ -261,7 +271,7 @@ SubShader {
|
|||||||
|
|
||||||
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||||
|
|
||||||
#if BEVEL_ON
|
#if BEVEL_ON
|
||||||
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||||||
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||||||
|
|
||||||
@ -278,36 +288,35 @@ SubShader {
|
|||||||
|
|
||||||
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||||
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UNDERLAY_ON
|
#if UNDERLAY_ON
|
||||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||||
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
|
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UNDERLAY_INNER
|
#if UNDERLAY_INNER
|
||||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||||
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
|
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if GLOW_ON
|
#if GLOW_ON
|
||||||
float4 glowColor = GetGlowColor(sd, scale);
|
float4 glowColor = GetGlowColor(sd, scale);
|
||||||
faceColor.rgb += glowColor.rgb * glowColor.a;
|
faceColor.rgb += glowColor.rgb * glowColor.a;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// 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
|
||||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||||
faceColor *= m.x * m.y;
|
faceColor *= m.x * m.y;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UNITY_UI_ALPHACLIP
|
#if UNITY_UI_ALPHACLIP
|
||||||
clip(faceColor.a - 0.001);
|
clip(faceColor.a - 0.001);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
return faceColor * input.color.a;
|
return faceColor * input.color.a;
|
||||||
}
|
}
|
||||||
|
|
||||||
ENDCG
|
ENDCG
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -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;
|
||||||
@ -147,18 +149,23 @@ SubShader {
|
|||||||
float2 mask : TEXCOORD2; // Position in object space(xy)
|
float2 mask : TEXCOORD2; // Position in object space(xy)
|
||||||
float3 viewDir : TEXCOORD3;
|
float3 viewDir : TEXCOORD3;
|
||||||
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
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;
|
||||||
@ -182,27 +189,31 @@ SubShader {
|
|||||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||||
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
float4 underlayColor = _UnderlayColor;
|
float4 underlayColor = _UnderlayColor;
|
||||||
underlayColor.rgb *= underlayColor.a;
|
underlayColor.rgb *= underlayColor.a;
|
||||||
|
|
||||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||||
float2 bOffset = float2(x, y);
|
float2 bOffset = float2(x, y);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Generate UV for the Masking Texture
|
// Generate UV for the Masking Texture
|
||||||
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);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
output.position = vPosition;
|
output.position = vPosition;
|
||||||
output.color = color;
|
output.color = color;
|
||||||
@ -210,10 +221,10 @@ SubShader {
|
|||||||
output.weight = weight;
|
output.weight = weight;
|
||||||
output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
|
output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
|
||||||
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 = input.texcoord0 + bOffset;
|
output.texcoord2 = input.texcoord0 + bOffset;
|
||||||
output.underlayColor = underlayColor;
|
output.underlayColor = underlayColor;
|
||||||
#endif
|
#endif
|
||||||
output.textures = float4(faceUV, outlineUV);
|
output.textures = float4(faceUV, outlineUV);
|
||||||
|
|
||||||
return output;
|
return output;
|
||||||
@ -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);
|
||||||
@ -247,7 +258,7 @@ SubShader {
|
|||||||
|
|
||||||
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||||
|
|
||||||
#if BEVEL_ON
|
#if BEVEL_ON
|
||||||
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||||||
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||||||
|
|
||||||
@ -264,45 +275,45 @@ SubShader {
|
|||||||
|
|
||||||
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||||
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
float bScale = scale;
|
float bScale = scale;
|
||||||
bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
|
bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
|
||||||
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
|
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UNDERLAY_ON
|
#if UNDERLAY_ON
|
||||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
|
||||||
faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
|
faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UNDERLAY_INNER
|
#if UNDERLAY_INNER
|
||||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
|
||||||
faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
|
faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if GLOW_ON
|
#if GLOW_ON
|
||||||
float4 glowColor = GetGlowColor(sd, scale);
|
float4 glowColor = GetGlowColor(sd, scale);
|
||||||
faceColor.rgb += glowColor.rgb * glowColor.a;
|
faceColor.rgb += glowColor.rgb * glowColor.a;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// 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
|
||||||
|
|
||||||
#if UNITY_UI_ALPHACLIP
|
#if UNITY_UI_ALPHACLIP
|
||||||
clip(faceColor.a - 0.001);
|
clip(faceColor.a - 0.001);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
return faceColor * input.color.a;
|
return faceColor * input.color.a;
|
||||||
}
|
|
||||||
|
|
||||||
ENDCG
|
|
||||||
}
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Fallback "TextMeshPro/Mobile/Distance Field"
|
Fallback "TextMeshPro/Mobile/Distance Field"
|
||||||
|
@ -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
|
||||||
@ -99,35 +99,41 @@ 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)
|
||||||
#endif
|
#endif
|
||||||
};
|
};
|
||||||
|
|
||||||
float _MaskWipeControl;
|
float _MaskWipeControl;
|
||||||
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;
|
||||||
@ -163,7 +173,7 @@ SubShader {
|
|||||||
outlineColor.rgb *= outlineColor.a;
|
outlineColor.rgb *= outlineColor.a;
|
||||||
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
|
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
|
||||||
|
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
|
||||||
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
||||||
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
||||||
@ -171,11 +181,12 @@ SubShader {
|
|||||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||||
float2 layerOffset = float2(x, y);
|
float2 layerOffset = float2(x, y);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// 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 = {
|
||||||
@ -184,11 +195,11 @@ 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),
|
||||||
#endif
|
#endif
|
||||||
};
|
};
|
||||||
|
|
||||||
return output;
|
return output;
|
||||||
@ -201,41 +212,41 @@ SubShader {
|
|||||||
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||||
half4 c = input.faceColor * saturate(d - input.param.w);
|
half4 c = input.faceColor * saturate(d - input.param.w);
|
||||||
|
|
||||||
#ifdef OUTLINE_ON
|
#ifdef OUTLINE_ON
|
||||||
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
||||||
c *= saturate(d - input.param.y);
|
c *= saturate(d - input.param.y);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UNDERLAY_ON
|
#if UNDERLAY_ON
|
||||||
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||||
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
|
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UNDERLAY_INNER
|
#if UNDERLAY_INNER
|
||||||
half sd = saturate(d - input.param.z);
|
half sd = saturate(d - input.param.z);
|
||||||
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||||
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
|
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// 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
|
||||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||||
c *= m.x * m.y;
|
c *= m.x * m.y;
|
||||||
//#endif
|
//#endif
|
||||||
|
|
||||||
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);
|
||||||
c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
|
c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
|
||||||
c *= a;
|
c *= a;
|
||||||
|
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
c *= input.texcoord1.z;
|
c *= input.texcoord1.z;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UNITY_UI_ALPHACLIP
|
#if UNITY_UI_ALPHACLIP
|
||||||
clip(c.a - 0.001);
|
clip(c.a - 0.001);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
return c;
|
return c;
|
||||||
}
|
}
|
||||||
|
@ -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;
|
||||||
@ -150,10 +157,14 @@ 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;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||||
faceColor.rgb *= faceColor.a;
|
faceColor.rgb *= faceColor.a;
|
||||||
@ -163,14 +174,14 @@ SubShader {
|
|||||||
outlineColor.rgb *= outlineColor.a;
|
outlineColor.rgb *= outlineColor.a;
|
||||||
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
|
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
|
||||||
|
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
||||||
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
||||||
|
|
||||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||||
float2 layerOffset = float2(x, y);
|
float2 layerOffset = float2(x, y);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Generate UV for the Masking Texture
|
// Generate UV for the Masking Texture
|
||||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
@ -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);
|
||||||
@ -200,35 +212,35 @@ SubShader {
|
|||||||
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||||
half4 c = input.faceColor * saturate(d - input.param.w);
|
half4 c = input.faceColor * saturate(d - input.param.w);
|
||||||
|
|
||||||
#ifdef OUTLINE_ON
|
#ifdef OUTLINE_ON
|
||||||
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
||||||
c *= saturate(d - input.param.y);
|
c *= saturate(d - input.param.y);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UNDERLAY_ON
|
#if UNDERLAY_ON
|
||||||
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||||
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
|
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UNDERLAY_INNER
|
#if UNDERLAY_INNER
|
||||||
half sd = saturate(d - input.param.z);
|
half sd = saturate(d - input.param.z);
|
||||||
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||||
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
|
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// 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
|
||||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||||
c *= m.x * m.y;
|
c *= m.x * m.y;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
c *= input.texcoord1.z;
|
c *= input.texcoord1.z;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UNITY_UI_ALPHACLIP
|
#if UNITY_UI_ALPHACLIP
|
||||||
clip(c.a - 0.001);
|
clip(c.a - 0.001);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
return c;
|
return c;
|
||||||
}
|
}
|
||||||
|
@ -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
|
||||||
|
@ -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;
|
||||||
@ -150,7 +154,11 @@ 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;
|
||||||
|
|
||||||
float opacity = input.color.a;
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||||
|
{
|
||||||
|
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||||
|
}
|
||||||
|
float opacity = input.color.a;
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
opacity = 1.0;
|
opacity = 1.0;
|
||||||
#endif
|
#endif
|
||||||
@ -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);
|
||||||
|
@ -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;
|
||||||
|
@ -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;
|
||||||
|
@ -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;
|
||||||
@ -147,16 +148,20 @@ SubShader {
|
|||||||
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
|
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
|
||||||
float3 viewDir : TEXCOORD3;
|
float3 viewDir : TEXCOORD3;
|
||||||
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
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;
|
||||||
@ -188,13 +193,13 @@ SubShader {
|
|||||||
|
|
||||||
float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
|
float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
|
||||||
|
|
||||||
#if GLOW_ON
|
#if GLOW_ON
|
||||||
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
|
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
|
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
|
||||||
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
float4 underlayColor = _UnderlayColor;
|
float4 underlayColor = _UnderlayColor;
|
||||||
underlayColor.rgb *= underlayColor.a;
|
underlayColor.rgb *= underlayColor.a;
|
||||||
|
|
||||||
@ -205,23 +210,28 @@ SubShader {
|
|||||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||||
float2 bOffset = float2(x, y);
|
float2 bOffset = float2(x, y);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// 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);
|
||||||
|
|
||||||
// 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);
|
||||||
@ -239,9 +249,9 @@ SubShader {
|
|||||||
|
|
||||||
float c = tex2D(_MainTex, input.atlas).a;
|
float c = tex2D(_MainTex, input.atlas).a;
|
||||||
|
|
||||||
#ifndef UNDERLAY_ON
|
#ifndef UNDERLAY_ON
|
||||||
clip(c - input.param.x);
|
clip(c - input.param.x);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
float scale = input.param.y;
|
float scale = input.param.y;
|
||||||
float bias = input.param.z;
|
float bias = input.param.z;
|
||||||
@ -261,7 +271,7 @@ SubShader {
|
|||||||
|
|
||||||
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
||||||
|
|
||||||
#if BEVEL_ON
|
#if BEVEL_ON
|
||||||
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
||||||
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
||||||
|
|
||||||
@ -278,36 +288,35 @@ SubShader {
|
|||||||
|
|
||||||
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||||
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UNDERLAY_ON
|
#if UNDERLAY_ON
|
||||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||||
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
|
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UNDERLAY_INNER
|
#if UNDERLAY_INNER
|
||||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
||||||
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
|
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if GLOW_ON
|
#if GLOW_ON
|
||||||
float4 glowColor = GetGlowColor(sd, scale);
|
float4 glowColor = GetGlowColor(sd, scale);
|
||||||
faceColor.rgb += glowColor.rgb * glowColor.a;
|
faceColor.rgb += glowColor.rgb * glowColor.a;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// 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
|
||||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||||
faceColor *= m.x * m.y;
|
faceColor *= m.x * m.y;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UNITY_UI_ALPHACLIP
|
#if UNITY_UI_ALPHACLIP
|
||||||
clip(faceColor.a - 0.001);
|
clip(faceColor.a - 0.001);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
return faceColor * input.color.a;
|
return faceColor * input.color.a;
|
||||||
}
|
}
|
||||||
|
|
||||||
ENDCG
|
ENDCG
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -2,18 +2,18 @@ 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
|
||||||
_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
|
||||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
|
||||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||||
}
|
}
|
||||||
@ -21,19 +21,19 @@ Shader "TextMeshPro/Sprite"
|
|||||||
SubShader
|
SubShader
|
||||||
{
|
{
|
||||||
Tags
|
Tags
|
||||||
{
|
{
|
||||||
"Queue"="Transparent"
|
"Queue"="Transparent"
|
||||||
"IgnoreProjector"="True"
|
"IgnoreProjector"="True"
|
||||||
"RenderType"="Transparent"
|
"RenderType"="Transparent"
|
||||||
"PreviewType"="Plane"
|
"PreviewType"="Plane"
|
||||||
"CanUseSpriteAtlas"="True"
|
"CanUseSpriteAtlas"="True"
|
||||||
}
|
}
|
||||||
|
|
||||||
Stencil
|
Stencil
|
||||||
{
|
{
|
||||||
Ref [_Stencil]
|
Ref [_Stencil]
|
||||||
Comp [_StencilComp]
|
Comp [_StencilComp]
|
||||||
Pass [_StencilOp]
|
Pass [_StencilOp]
|
||||||
ReadMask [_StencilReadMask]
|
ReadMask [_StencilReadMask]
|
||||||
WriteMask [_StencilWriteMask]
|
WriteMask [_StencilWriteMask]
|
||||||
}
|
}
|
||||||
@ -58,7 +58,7 @@ Shader "TextMeshPro/Sprite"
|
|||||||
|
|
||||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
struct appdata_t
|
struct appdata_t
|
||||||
{
|
{
|
||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
@ -69,29 +69,43 @@ Shader "TextMeshPro/Sprite"
|
|||||||
|
|
||||||
struct v2f
|
struct v2f
|
||||||
{
|
{
|
||||||
float4 vertex : SV_POSITION;
|
float4 vertex : SV_POSITION;
|
||||||
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
|
||||||
};
|
};
|
||||||
|
|
||||||
sampler2D _MainTex;
|
sampler2D _MainTex;
|
||||||
fixed4 _Color;
|
fixed4 _Color;
|
||||||
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);
|
||||||
OUT.worldPosition = v.vertex;
|
float4 vPosition = UnityObjectToClipPos(v.vertex);
|
||||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
OUT.worldPosition = v.vertex;
|
||||||
|
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;
|
||||||
}
|
}
|
||||||
@ -99,9 +113,10 @@ Shader "TextMeshPro/Sprite"
|
|||||||
fixed4 frag(v2f IN) : SV_Target
|
fixed4 frag(v2f IN) : SV_Target
|
||||||
{
|
{
|
||||||
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
|
||||||
@ -110,7 +125,7 @@ Shader "TextMeshPro/Sprite"
|
|||||||
|
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
ENDCG
|
ENDCG
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,6 +4,6 @@ ShaderImporter:
|
|||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
defaultTextures: []
|
defaultTextures: []
|
||||||
nonModifiableTextures: []
|
nonModifiableTextures: []
|
||||||
userData:
|
userData: Version 2.0
|
||||||
assetBundleName:
|
assetBundleName:
|
||||||
assetBundleVariant:
|
assetBundleVariant:
|
||||||
|
@ -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
|
||||||
|
@ -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;
|
||||||
|
|
||||||
|
@ -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));
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -82,7 +80,7 @@ void PixShader(Input input, inout SurfaceOutput o)
|
|||||||
float3 n = float3(0, 0, -1);
|
float3 n = float3(0, 0, -1);
|
||||||
float3 emission = float3(0, 0, 0);
|
float3 emission = float3(0, 0, 0);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if GLOW_ON
|
#if GLOW_ON
|
||||||
float4 glowColor = GetGlowColor(sd, scale);
|
float4 glowColor = GetGlowColor(sd, scale);
|
||||||
glowColor.a *= input.color.a;
|
glowColor.a *= input.color.a;
|
||||||
|
@ -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",
|
||||||
|
@ -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"
|
||||||
},
|
},
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@ -413,7 +431,7 @@ PlayerSettings:
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m_GraphicsJobMode: 0
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m_GraphicsJobMode: 0
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m_BuildTargetGraphicsAPIs:
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m_BuildTargetGraphicsAPIs:
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- m_BuildTarget: AndroidPlayer
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- m_BuildTarget: AndroidPlayer
|
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m_APIs: 0b00000008000000
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m_APIs: 0b000000
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m_Automatic: 1
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m_Automatic: 1
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- m_BuildTarget: iOSSupport
|
- m_BuildTarget: iOSSupport
|
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m_APIs: 10000000
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m_APIs: 10000000
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@ -430,6 +448,8 @@ PlayerSettings:
|
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m_Devices:
|
m_Devices:
|
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- Oculus
|
- Oculus
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- OpenVR
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- OpenVR
|
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openGLRequireES31: 0
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openGLRequireES31AEP: 0
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openGLRequireES31AEP: 0
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openGLRequireES32: 0
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@ -439,13 +459,17 @@ PlayerSettings:
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iPhone: 1
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iPhone: 1
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tvOS: 1
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tvOS: 1
|
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m_BuildTargetGroupLightmapEncodingQuality:
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m_BuildTargetGroupLightmapEncodingQuality:
|
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- m_BuildTarget: Android
|
- serializedVersion: 2
|
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|
m_BuildTarget: Android
|
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m_EncodingQuality: 1
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m_EncodingQuality: 1
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- m_BuildTarget: iPhone
|
- serializedVersion: 2
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|
m_BuildTarget: iOS
|
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m_EncodingQuality: 1
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m_EncodingQuality: 1
|
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- m_BuildTarget: tvOS
|
- serializedVersion: 2
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|
m_BuildTarget: tvOS
|
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m_EncodingQuality: 1
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m_EncodingQuality: 1
|
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m_BuildTargetGroupLightmapSettings: []
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m_BuildTargetGroupLoadStoreDebugModeSettings: []
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m_BuildTargetNormalMapEncoding:
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m_BuildTargetNormalMapEncoding:
|
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- m_BuildTarget: Android
|
- m_BuildTarget: Android
|
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|
m_Encoding: 1
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@ -457,6 +481,7 @@ PlayerSettings:
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@ -464,6 +489,7 @@ PlayerSettings:
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locationUsageDescription:
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locationUsageDescription:
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microphoneUsageDescription:
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microphoneUsageDescription:
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bluetoothUsageDescription:
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bluetoothUsageDescription:
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|
macOSTargetOSVersion: 11.0
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switchNMETAOverride:
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switchNMETAOverride:
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switchNetLibKey:
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switchNetLibKey:
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switchCompilerFlags:
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switchTitleNames_0:
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switchTitleNames_0:
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switchTitleNames_1:
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switchTitleNames_1:
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switchTitleNames_2:
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"supportsModification": true
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},
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},
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{
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{
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"userAdded": false,
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"userAdded": false,
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"type": "UnityEngine.Rendering.PostProcessing.PostProcessProfile",
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"type": "UnityEngine.Rendering.PostProcessing.PostProcessProfile",
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"ignore": false,
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"defaultInstantiationMode": 0
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"defaultInstantiationMode": 0,
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"supportsModification": true
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},
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},
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{
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{
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"userAdded": false,
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"userAdded": false,
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"type": "UnityEngine.Rendering.PostProcessing.PostProcessResources",
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"type": "UnityEngine.Rendering.PostProcessing.PostProcessResources",
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"ignore": false,
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"defaultInstantiationMode": 0
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"defaultInstantiationMode": 0,
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"supportsModification": true
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},
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},
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{
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{
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"userAdded": false,
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"userAdded": false,
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"type": "UnityEngine.Rendering.VolumeProfile",
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"type": "UnityEngine.Rendering.VolumeProfile",
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"ignore": false,
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"defaultInstantiationMode": 0
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"defaultInstantiationMode": 0,
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"supportsModification": true
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{
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{
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"userAdded": false,
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"userAdded": false,
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"type": "UnityEditor.SceneAsset",
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"type": "UnityEditor.SceneAsset",
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"ignore": false,
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"supportsModification": false
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{
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{
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"userAdded": false,
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"userAdded": false,
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"type": "UnityEngine.Shader",
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"type": "UnityEngine.Shader",
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"ignore": true,
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"supportsModification": true
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{
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{
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"userAdded": false,
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"userAdded": false,
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"type": "UnityEngine.ShaderVariantCollection",
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"type": "UnityEngine.ShaderVariantCollection",
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"ignore": true,
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"supportsModification": true
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{
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{
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"userAdded": false,
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"userAdded": false,
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"type": "UnityEngine.Texture",
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"type": "UnityEngine.Texture",
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"ignore": false,
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"defaultInstantiationMode": 0
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"defaultInstantiationMode": 0,
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"supportsModification": true
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},
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},
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{
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{
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"userAdded": false,
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"userAdded": false,
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"type": "UnityEngine.Texture2D",
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"type": "UnityEngine.Texture2D",
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"ignore": false,
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"defaultInstantiationMode": 0
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"defaultInstantiationMode": 0,
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"supportsModification": true
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},
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},
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{
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{
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"userAdded": false,
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"userAdded": false,
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"type": "UnityEngine.Timeline.TimelineAsset",
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"type": "UnityEngine.Timeline.TimelineAsset",
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"ignore": false,
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"defaultInstantiationMode": 0
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"defaultInstantiationMode": 0,
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"supportsModification": true
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}
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}
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],
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],
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"defaultDependencyTypeInfo": {
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"defaultDependencyTypeInfo": {
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"userAdded": false,
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"userAdded": false,
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"type": "<default_scene_template_dependencies>",
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"type": "<default_scene_template_dependencies>",
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"ignore": false,
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"defaultInstantiationMode": 1
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"defaultInstantiationMode": 1,
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"supportsModification": true
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},
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},
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"newSceneOverride": 0
|
"newSceneOverride": 0
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}
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}
|
Loading…
x
Reference in New Issue
Block a user