Correction HP, ajout base de main menu, passage sous unity 6
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m_DragThreshold: 10
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--- !u!4 &2056363845
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Transform:
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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: 2056363842}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 0}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -13,6 +13,6 @@ MonoBehaviour:
|
|||||||
m_Name: PlayerData
|
m_Name: PlayerData
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
<InvincibilityTime>k__BackingField: 300
|
<InvincibilityTime>k__BackingField: 300
|
||||||
<JumpHeight>k__BackingField: 5.3
|
<JumpHeight>k__BackingField: 5.75
|
||||||
<LaneSwitchSpeed>k__BackingField: 25
|
<LaneSwitchSpeed>k__BackingField: 20
|
||||||
<Speed>k__BackingField: 20
|
<Speed>k__BackingField: 10
|
||||||
|
@ -30,10 +30,10 @@ public class Coin : PoolingObject<Coin>, ICollectable,IResettable
|
|||||||
}
|
}
|
||||||
public void ResetToDefault()
|
public void ResetToDefault()
|
||||||
{
|
{
|
||||||
//gameObject.transform.localRotation = Quaternion.identity;
|
gameObject.transform.localRotation = Quaternion.identity;
|
||||||
//gameObject.transform.localScale = Vector3.one;
|
gameObject.transform.localScale = Vector3.one;
|
||||||
//gameObject.transform.localPosition = Vector3.zero;
|
gameObject.transform.localPosition = Vector3.zero;
|
||||||
//gameObject.SetActive(true);
|
gameObject.SetActive(true);
|
||||||
// gameObject.transform.SetParent(null);
|
gameObject.transform.SetParent(null);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -31,10 +31,11 @@ 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 = 2;//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.CreateHealthBar(healthArgs);
|
||||||
healthBarView.Show(true);
|
healthBarView.Show(true);
|
||||||
@ -42,10 +43,12 @@ public class Health : MonoBehaviour, IDamageable,IHealable, IResettable
|
|||||||
}
|
}
|
||||||
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));
|
OnHealthChanged(this, healthArgs.GetUpdatedArgs(CurrentHealth, MaxHealth));
|
||||||
if (CurrentHealth < 1)
|
healthBarView.UpdateHealthBar(this, healthArgs.GetUpdatedArgs(CurrentHealth, MaxHealth));
|
||||||
|
}
|
||||||
|
else if (CurrentHealth < 1)
|
||||||
{
|
{
|
||||||
OnOutOfHealth?.Invoke();
|
OnOutOfHealth?.Invoke();
|
||||||
}
|
}
|
||||||
|
@ -2,6 +2,7 @@ using System.Collections;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
|
||||||
[RequireComponent(typeof(CharacterController))]
|
[RequireComponent(typeof(CharacterController))]
|
||||||
[RequireComponent(typeof(Animator))]
|
[RequireComponent(typeof(Animator))]
|
||||||
[RequireComponent(typeof(Health))]
|
[RequireComponent(typeof(Health))]
|
||||||
@ -62,10 +63,10 @@ public class Player : MonoBehaviour,IResettable, ICommandTranslator
|
|||||||
{
|
{
|
||||||
PlayerHealth.OnOutOfHealth += Die;
|
PlayerHealth.OnOutOfHealth += Die;
|
||||||
}
|
}
|
||||||
private void OnDisable()
|
// private void OnDisable()
|
||||||
{
|
// {
|
||||||
PlayerHealth.OnOutOfHealth -= Die;
|
// PlayerHealth.OnOutOfHealth -= Die;
|
||||||
}
|
// }
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
PlayerStateMachine.SetState(PlayerStateMachine.PlayerStartingIdleState);
|
PlayerStateMachine.SetState(PlayerStateMachine.PlayerStartingIdleState);
|
||||||
@ -109,6 +110,8 @@ public class Player : MonoBehaviour,IResettable, ICommandTranslator
|
|||||||
{
|
{
|
||||||
PlayerStateMachine.SetState(PlayerStateMachine.PlayerDeadState);
|
PlayerStateMachine.SetState(PlayerStateMachine.PlayerDeadState);
|
||||||
GameSession.Instance.UpdateScoreboard(new ScoreboardEntry(name,PlayerStatictics.Score));
|
GameSession.Instance.UpdateScoreboard(new ScoreboardEntry(name,PlayerStatictics.Score));
|
||||||
|
|
||||||
|
SceneManager.LoadScene("MainMenu");
|
||||||
}
|
}
|
||||||
|
|
||||||
public IEnumerator GrantInvincibility()
|
public IEnumerator GrantInvincibility()
|
||||||
|
@ -0,0 +1,202 @@
|
|||||||
|
|
||||||
|
Apache License
|
||||||
|
Version 2.0, January 2004
|
||||||
|
http://www.apache.org/licenses/
|
||||||
|
|
||||||
|
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||||
|
|
||||||
|
1. Definitions.
|
||||||
|
|
||||||
|
"License" shall mean the terms and conditions for use, reproduction,
|
||||||
|
and distribution as defined by Sections 1 through 9 of this document.
|
||||||
|
|
||||||
|
"Licensor" shall mean the copyright owner or entity authorized by
|
||||||
|
the copyright owner that is granting the License.
|
||||||
|
|
||||||
|
"Legal Entity" shall mean the union of the acting entity and all
|
||||||
|
other entities that control, are controlled by, or are under common
|
||||||
|
control with that entity. For the purposes of this definition,
|
||||||
|
"control" means (i) the power, direct or indirect, to cause the
|
||||||
|
direction or management of such entity, whether by contract or
|
||||||
|
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||||
|
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||||
|
|
||||||
|
"You" (or "Your") shall mean an individual or Legal Entity
|
||||||
|
exercising permissions granted by this License.
|
||||||
|
|
||||||
|
"Source" form shall mean the preferred form for making modifications,
|
||||||
|
including but not limited to software source code, documentation
|
||||||
|
source, and configuration files.
|
||||||
|
|
||||||
|
"Object" form shall mean any form resulting from mechanical
|
||||||
|
transformation or translation of a Source form, including but
|
||||||
|
not limited to compiled object code, generated documentation,
|
||||||
|
and conversions to other media types.
|
||||||
|
|
||||||
|
"Work" shall mean the work of authorship, whether in Source or
|
||||||
|
Object form, made available under the License, as indicated by a
|
||||||
|
copyright notice that is included in or attached to the work
|
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|
(an example is provided in the Appendix below).
|
||||||
|
|
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|
"Derivative Works" shall mean any work, whether in Source or Object
|
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|
form, that is based on (or derived from) the Work and for which the
|
||||||
|
editorial revisions, annotations, elaborations, or other modifications
|
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|
represent, as a whole, an original work of authorship. For the purposes
|
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|
of this License, Derivative Works shall not include works that remain
|
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|
separable from, or merely link (or bind by name) to the interfaces of,
|
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|
the Work and Derivative Works thereof.
|
||||||
|
|
||||||
|
"Contribution" shall mean any work of authorship, including
|
||||||
|
the original version of the Work and any modifications or additions
|
||||||
|
to that Work or Derivative Works thereof, that is intentionally
|
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|
submitted to Licensor for inclusion in the Work by the copyright owner
|
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|
or by an individual or Legal Entity authorized to submit on behalf of
|
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|
the copyright owner. For the purposes of this definition, "submitted"
|
||||||
|
means any form of electronic, verbal, or written communication sent
|
||||||
|
to the Licensor or its representatives, including but not limited to
|
||||||
|
communication on electronic mailing lists, source code control systems,
|
||||||
|
and issue tracking systems that are managed by, or on behalf of, the
|
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|
Licensor for the purpose of discussing and improving the Work, but
|
||||||
|
excluding communication that is conspicuously marked or otherwise
|
||||||
|
designated in writing by the copyright owner as "Not a Contribution."
|
||||||
|
|
||||||
|
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||||
|
on behalf of whom a Contribution has been received by Licensor and
|
||||||
|
subsequently incorporated within the Work.
|
||||||
|
|
||||||
|
2. Grant of Copyright License. Subject to the terms and conditions of
|
||||||
|
this License, each Contributor hereby grants to You a perpetual,
|
||||||
|
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||||
|
copyright license to reproduce, prepare Derivative Works of,
|
||||||
|
publicly display, publicly perform, sublicense, and distribute the
|
||||||
|
Work and such Derivative Works in Source or Object form.
|
||||||
|
|
||||||
|
3. Grant of Patent License. Subject to the terms and conditions of
|
||||||
|
this License, each Contributor hereby grants to You a perpetual,
|
||||||
|
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||||
|
(except as stated in this section) patent license to make, have made,
|
||||||
|
use, offer to sell, sell, import, and otherwise transfer the Work,
|
||||||
|
where such license applies only to those patent claims licensable
|
||||||
|
by such Contributor that are necessarily infringed by their
|
||||||
|
Contribution(s) alone or by combination of their Contribution(s)
|
||||||
|
with the Work to which such Contribution(s) was submitted. If You
|
||||||
|
institute patent litigation against any entity (including a
|
||||||
|
cross-claim or counterclaim in a lawsuit) alleging that the Work
|
||||||
|
or a Contribution incorporated within the Work constitutes direct
|
||||||
|
or contributory patent infringement, then any patent licenses
|
||||||
|
granted to You under this License for that Work shall terminate
|
||||||
|
as of the date such litigation is filed.
|
||||||
|
|
||||||
|
4. Redistribution. You may reproduce and distribute copies of the
|
||||||
|
Work or Derivative Works thereof in any medium, with or without
|
||||||
|
modifications, and in Source or Object form, provided that You
|
||||||
|
meet the following conditions:
|
||||||
|
|
||||||
|
(a) You must give any other recipients of the Work or
|
||||||
|
Derivative Works a copy of this License; and
|
||||||
|
|
||||||
|
(b) You must cause any modified files to carry prominent notices
|
||||||
|
stating that You changed the files; and
|
||||||
|
|
||||||
|
(c) You must retain, in the Source form of any Derivative Works
|
||||||
|
that You distribute, all copyright, patent, trademark, and
|
||||||
|
attribution notices from the Source form of the Work,
|
||||||
|
excluding those notices that do not pertain to any part of
|
||||||
|
the Derivative Works; and
|
||||||
|
|
||||||
|
(d) If the Work includes a "NOTICE" text file as part of its
|
||||||
|
distribution, then any Derivative Works that You distribute must
|
||||||
|
include a readable copy of the attribution notices contained
|
||||||
|
within such NOTICE file, excluding those notices that do not
|
||||||
|
pertain to any part of the Derivative Works, in at least one
|
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of the following places: within a NOTICE text file distributed
|
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as part of the Derivative Works; within the Source form or
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documentation, if provided along with the Derivative Works; or,
|
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within a display generated by the Derivative Works, if and
|
||||||
|
wherever such third-party notices normally appear. The contents
|
||||||
|
of the NOTICE file are for informational purposes only and
|
||||||
|
do not modify the License. You may add Your own attribution
|
||||||
|
notices within Derivative Works that You distribute, alongside
|
||||||
|
or as an addendum to the NOTICE text from the Work, provided
|
||||||
|
that such additional attribution notices cannot be construed
|
||||||
|
as modifying the License.
|
||||||
|
|
||||||
|
You may add Your own copyright statement to Your modifications and
|
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|
may provide additional or different license terms and conditions
|
||||||
|
for use, reproduction, or distribution of Your modifications, or
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|
for any such Derivative Works as a whole, provided Your use,
|
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|
reproduction, and distribution of the Work otherwise complies with
|
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|
the conditions stated in this License.
|
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|
|
||||||
|
5. Submission of Contributions. Unless You explicitly state otherwise,
|
||||||
|
any Contribution intentionally submitted for inclusion in the Work
|
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Copyright (c) 2020-2021, Unity, with Reserved Font Names 'Unity'
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 11400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -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:
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||||||
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|
m_Name: LiberationSans SDF - Fallback
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||||||
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m_EditorClassIdentifier:
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m_AtlasPopulationMode: 1
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|
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m_FaceInfo:
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m_FaceIndex: 0
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m_FamilyName: Liberation Sans
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m_StyleName: Regular
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m_PointSize: 86
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@ -194,7 +192,7 @@ MonoBehaviour:
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m_AtlasTextures:
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m_AtlasTextures:
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- {fileID: 28268798066460806}
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m_AtlasTextureIndex: 0
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m_ClearDynamicDataOnBuild: 1
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m_UsedGlyphRects: []
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m_UsedGlyphRects: []
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||||||
m_FreeGlyphRects:
|
m_FreeGlyphRects:
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||||||
@ -233,15 +231,21 @@ MonoBehaviour:
|
|||||||
m_KerningTable:
|
m_KerningTable:
|
||||||
kerningPairs: []
|
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: []
|
m_GlyphPairAdjustmentRecords: []
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||||||
|
m_MarkToBaseAdjustmentRecords: []
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|
m_MarkToMarkAdjustmentRecords: []
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||||||
fallbackFontAssets: []
|
fallbackFontAssets: []
|
||||||
m_FallbackFontAssetTable: []
|
m_FallbackFontAssetTable: []
|
||||||
m_CreationSettings:
|
m_CreationSettings:
|
||||||
sourceFontFileName:
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sourceFontFileName:
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||||||
sourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
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sourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
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faceIndex: 0
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pointSizeSamplingMode: 0
|
pointSizeSamplingMode: 0
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pointSize: 86
|
pointSize: 86
|
||||||
padding: 9
|
padding: 9
|
||||||
|
paddingMode: 0
|
||||||
packingMode: 4
|
packingMode: 4
|
||||||
atlasWidth: 512
|
atlasWidth: 512
|
||||||
atlasHeight: 512
|
atlasHeight: 512
|
||||||
|
@ -3,8 +3,9 @@
|
|||||||
--- !u!114 &11400000
|
--- !u!114 &11400000
|
||||||
MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInternal: {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_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
|
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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||||||
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m_ClosingTagArray:
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- m_Name: H1
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- m_Name: H1
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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_ClosingTagArray: 2a0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f000000620000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000
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m_ClosingTagArray: 2a0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f000000620000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000
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- m_Name: Quote
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- m_Name: Quote
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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_OpeningTagArray: 3c000000690000003e0000003c00000073000000690000007a000000650000003d0000003700000035000000250000003e0000003c0000006d000000610000007200000067000000690000006e0000003d0000003100000030000000250000003e000000
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m_ClosingTagArray: 3c0000002f000000690000003e0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f00000077000000690000006400000074000000680000003e0000003c0000002f0000006d000000610000007200000067000000690000006e0000003e000000
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m_ClosingTagArray: 3c0000002f000000690000003e0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f00000077000000690000006400000074000000680000003e0000003c0000002f0000006d000000610000007200000067000000690000006e0000003e000000
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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_Name: Link
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- m_Name: Link
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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_OpeningTagArray: 3c000000750000003e0000003c000000230000003400000030000000610000003000000066000000660000003e0000003c0000006c000000690000006e0000006b0000003d0000002200000049000000440000005f0000003000000031000000220000003e000000
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m_ClosingTagArray: 3c0000002f000000750000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e0000003c0000002f0000006c000000690000006e0000006b0000003e000000
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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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m_OpeningTagArray: 3c00000073000000690000007a000000650000003d000000310000003200000035000000250000003e0000003c000000620000003e0000003c000000610000006c00000069000000670000006e0000003d00000063000000650000006e0000007400000065000000720000003e000000
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||||||
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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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m_Script: {fileID: 11500000, guid: 2705215ac5b84b70bacc50632be6e391, type: 3}
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m_Name: TMP Settings
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m_Name: TMP Settings
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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m_enableWordWrapping: 1
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m_ActiveFontFeatures: 00000000
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m_enableParseEscapeCharacters: 1
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m_enableParseEscapeCharacters: 1
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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}
|
m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
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m_autoSizeTextContainer: 0
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type: 2}
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m_defaultSpriteAssetPath: Sprite Assets/
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type: 2}
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type: 3}
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178
Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl
Normal file
178
Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl
Normal file
@ -0,0 +1,178 @@
|
|||||||
|
float2 UnpackUV(float uv)
|
||||||
|
{
|
||||||
|
float2 output;
|
||||||
|
output.x = floor(uv / 4096.0);
|
||||||
|
output.y = uv - 4096.0 * output.x;
|
||||||
|
|
||||||
|
return output * 0.001953125;
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 BlendARGB(float4 overlying, float4 underlying)
|
||||||
|
{
|
||||||
|
overlying.rgb *= overlying.a;
|
||||||
|
underlying.rgb *= underlying.a;
|
||||||
|
float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
|
||||||
|
float alpha = underlying.a + (1 - underlying.a) * overlying.a;
|
||||||
|
return float4(blended / alpha, alpha);
|
||||||
|
}
|
||||||
|
|
||||||
|
float3 GetSpecular(float3 n, float3 l)
|
||||||
|
{
|
||||||
|
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
|
||||||
|
return _SpecularColor.rgb * spec * _SpecularPower;
|
||||||
|
}
|
||||||
|
|
||||||
|
void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
|
||||||
|
{
|
||||||
|
float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
|
||||||
|
|
||||||
|
// Read "height field"
|
||||||
|
float4 h = float4(
|
||||||
|
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
|
||||||
|
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
|
||||||
|
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
|
||||||
|
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
|
||||||
|
|
||||||
|
bool raisedBevel = _BevelType;
|
||||||
|
|
||||||
|
h += _BevelOffset;
|
||||||
|
|
||||||
|
float bevelWidth = max(.01, _BevelWidth);
|
||||||
|
|
||||||
|
// Track outline
|
||||||
|
h -= .5;
|
||||||
|
h /= bevelWidth;
|
||||||
|
h = saturate(h + .5);
|
||||||
|
|
||||||
|
if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
|
||||||
|
h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
|
||||||
|
h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
|
||||||
|
h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
|
||||||
|
|
||||||
|
float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
|
||||||
|
float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
|
||||||
|
|
||||||
|
float3 f = float3(1, 1, 1);
|
||||||
|
if (isFront) f = float3(1, 1, -1);
|
||||||
|
nornmal = cross(va, vb) * f;
|
||||||
|
}
|
||||||
|
|
||||||
|
void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
|
||||||
|
{
|
||||||
|
n.z = abs(n.z);
|
||||||
|
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
|
||||||
|
|
||||||
|
float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
|
||||||
|
//faceColor.rgb += col * faceColor.a;
|
||||||
|
col *= 1 - (dot(n, light) * _Diffuse);
|
||||||
|
col *= lerp(_Ambient, 1, n.z * n.z);
|
||||||
|
|
||||||
|
//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||||
|
//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||||
|
|
||||||
|
color = float4(col, faceColor.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add custom function to handle time in HDRP
|
||||||
|
|
||||||
|
|
||||||
|
//
|
||||||
|
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
|
||||||
|
{
|
||||||
|
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
|
||||||
|
{
|
||||||
|
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
|
||||||
|
{
|
||||||
|
float2 pixelSize = position.w;
|
||||||
|
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
|
||||||
|
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
|
||||||
|
}
|
||||||
|
|
||||||
|
// UV : Texture coordinate of the source distance field texture
|
||||||
|
// TextureSize : Size of the source distance field texture
|
||||||
|
// Filter : Enable perspective filter (soften)
|
||||||
|
void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
|
||||||
|
{
|
||||||
|
if(Filter)
|
||||||
|
{
|
||||||
|
float2 a = float2(ddx(UV.x), ddy(UV.x));
|
||||||
|
float2 b = float2(ddx(UV.y), ddy(UV.y));
|
||||||
|
float s = lerp(dot(a,a), dot(b,b), 0.5);
|
||||||
|
SSR = rsqrt(s) / TextureSize;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
|
||||||
|
SSR = s / TextureSize;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// SSR : Screen Space Ratio
|
||||||
|
// SD : Signed Distance (encoded : Distance / SDR + .5)
|
||||||
|
// SDR : Signed Distance Ratio
|
||||||
|
//
|
||||||
|
// IsoPerimeter : Dilate / Contract the shape
|
||||||
|
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
|
||||||
|
{
|
||||||
|
softness *= SSR * SDR;
|
||||||
|
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
|
||||||
|
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
|
||||||
|
}
|
||||||
|
|
||||||
|
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
|
||||||
|
{
|
||||||
|
softness *= SSR * SDR;
|
||||||
|
float d = (SD - 0.5f) * SDR;
|
||||||
|
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||||
|
}
|
||||||
|
|
||||||
|
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
|
||||||
|
{
|
||||||
|
softness *= SSR * SDR;
|
||||||
|
float d = (SD - 0.5f) * SDR;
|
||||||
|
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||||
|
}
|
||||||
|
|
||||||
|
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
|
||||||
|
{
|
||||||
|
softness *= SSR * SDR;
|
||||||
|
float4 d = (SD - 0.5f) * SDR;
|
||||||
|
if(outline) d.w = max(max(d.x, d.y), d.z);
|
||||||
|
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||||
|
}
|
||||||
|
|
||||||
|
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
|
||||||
|
{
|
||||||
|
outColor = BlendARGB(overlying, underlying);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Face only
|
||||||
|
void Layer1_float(float alpha, float4 color0, out float4 outColor)
|
||||||
|
{
|
||||||
|
color0.a *= alpha;
|
||||||
|
outColor = color0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Face + 1 Outline
|
||||||
|
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
|
||||||
|
{
|
||||||
|
color1.a *= alpha.y;
|
||||||
|
color0.rgb *= color0.a; color1.rgb *= color1.a;
|
||||||
|
outColor = lerp(color1, color0, alpha.x);
|
||||||
|
outColor.rgb /= outColor.a;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Face + 3 Outline
|
||||||
|
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
|
||||||
|
{
|
||||||
|
color3.a *= alpha.w;
|
||||||
|
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
|
||||||
|
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
|
||||||
|
outColor.rgb /= outColor.a;
|
||||||
|
}
|
10
Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta
Normal file
10
Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 96de908384869cd409c75efa351d5edf
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
preprocessorOverride: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -1,26 +1,26 @@
|
|||||||
Shader "TextMeshPro/Bitmap Custom Atlas" {
|
Shader "TextMeshPro/Bitmap Custom Atlas" {
|
||||||
|
|
||||||
Properties {
|
Properties {
|
||||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
_FaceTex ("Font Texture", 2D) = "white" {}
|
_FaceTex ("Font Texture", 2D) = "white" {}
|
||||||
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
|
_FaceColor ("Text Color", Color) = (1,1,1,1)
|
||||||
|
|
||||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
|
||||||
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
_Padding ("Padding", float) = 0
|
_Padding ("Padding", float) = 0
|
||||||
|
|
||||||
_StencilComp("Stencil Comparison", Float) = 8
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
_Stencil("Stencil ID", Float) = 0
|
_Stencil ("Stencil ID", Float) = 0
|
||||||
_StencilOp("Stencil Operation", Float) = 0
|
_StencilOp ("Stencil Operation", Float) = 0
|
||||||
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
_StencilReadMask("Stencil Read Mask", Float) = 255
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
_CullMode("Cull Mode", Float) = 0
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
_ColorMask("Color Mask", Float) = 15
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader{
|
SubShader{
|
||||||
@ -55,15 +55,18 @@ SubShader{
|
|||||||
|
|
||||||
|
|
||||||
#include "UnityCG.cginc"
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
|
||||||
struct appdata_t {
|
struct appdata_t
|
||||||
|
{
|
||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float4 texcoord0 : TEXCOORD0;
|
||||||
float2 texcoord1 : TEXCOORD1;
|
float2 texcoord1 : TEXCOORD1;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct v2f {
|
struct v2f
|
||||||
|
{
|
||||||
float4 vertex : SV_POSITION;
|
float4 vertex : SV_POSITION;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float2 texcoord0 : TEXCOORD0;
|
||||||
@ -81,15 +84,9 @@ SubShader{
|
|||||||
uniform float4 _ClipRect;
|
uniform float4 _ClipRect;
|
||||||
uniform float _MaskSoftnessX;
|
uniform float _MaskSoftnessX;
|
||||||
uniform float _MaskSoftnessY;
|
uniform float _MaskSoftnessY;
|
||||||
|
uniform float _UIMaskSoftnessX;
|
||||||
float2 UnpackUV(float uv)
|
uniform float _UIMaskSoftnessY;
|
||||||
{
|
uniform int _UIVertexColorAlwaysGammaSpace;
|
||||||
float2 output;
|
|
||||||
output.x = floor(uv / 4096);
|
|
||||||
output.y = uv - 4096 * output.x;
|
|
||||||
|
|
||||||
return output * 0.001953125;
|
|
||||||
}
|
|
||||||
|
|
||||||
v2f vert (appdata_t v)
|
v2f vert (appdata_t v)
|
||||||
{
|
{
|
||||||
@ -101,6 +98,10 @@ SubShader{
|
|||||||
|
|
||||||
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||||
|
|
||||||
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||||
|
{
|
||||||
|
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
||||||
|
}
|
||||||
fixed4 faceColor = v.color;
|
fixed4 faceColor = v.color;
|
||||||
faceColor *= _FaceColor;
|
faceColor *= _FaceColor;
|
||||||
|
|
||||||
@ -108,13 +109,14 @@ SubShader{
|
|||||||
OUT.vertex = vPosition;
|
OUT.vertex = vPosition;
|
||||||
OUT.color = faceColor;
|
OUT.color = faceColor;
|
||||||
OUT.texcoord0 = v.texcoord0;
|
OUT.texcoord0 = v.texcoord0;
|
||||||
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
|
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
|
||||||
float2 pixelSize = vPosition.w;
|
float2 pixelSize = vPosition.w;
|
||||||
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
||||||
|
|
||||||
// Clamp _ClipRect to 16bit.
|
// Clamp _ClipRect to 16bit.
|
||||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||||
|
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||||
|
|
||||||
return OUT;
|
return OUT;
|
||||||
}
|
}
|
||||||
|
@ -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
|
||||||
|
|
||||||
_VertexOffsetX("Vertex OffsetX", float) = 0
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
_VertexOffsetY("Vertex OffsetY", float) = 0
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
_MaskSoftnessX("Mask SoftnessX", float) = 0
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
_MaskSoftnessY("Mask SoftnessY", float) = 0
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
|
||||||
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
|
||||||
_StencilComp("Stencil Comparison", Float) = 8
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
_Stencil("Stencil ID", Float) = 0
|
_Stencil ("Stencil ID", Float) = 0
|
||||||
_StencilOp("Stencil Operation", Float) = 0
|
_StencilOp ("Stencil Operation", Float) = 0
|
||||||
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
_StencilReadMask("Stencil Read Mask", Float) = 255
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
_CullMode("Cull Mode", Float) = 0
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
_ColorMask("Color Mask", Float) = 15
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader {
|
SubShader {
|
||||||
@ -55,15 +55,18 @@ SubShader {
|
|||||||
|
|
||||||
|
|
||||||
#include "UnityCG.cginc"
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
|
||||||
struct appdata_t {
|
struct appdata_t
|
||||||
|
{
|
||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float2 texcoord0 : TEXCOORD0;
|
||||||
float2 texcoord1 : TEXCOORD1;
|
float2 texcoord1 : TEXCOORD1;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct v2f {
|
struct v2f
|
||||||
|
{
|
||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float2 texcoord0 : TEXCOORD0;
|
||||||
@ -79,6 +82,9 @@ SubShader {
|
|||||||
uniform float4 _ClipRect;
|
uniform float4 _ClipRect;
|
||||||
uniform float _MaskSoftnessX;
|
uniform float _MaskSoftnessX;
|
||||||
uniform float _MaskSoftnessY;
|
uniform float _MaskSoftnessY;
|
||||||
|
uniform float _UIMaskSoftnessX;
|
||||||
|
uniform float _UIMaskSoftnessY;
|
||||||
|
uniform int _UIVertexColorAlwaysGammaSpace;
|
||||||
|
|
||||||
v2f vert (appdata_t v)
|
v2f vert (appdata_t v)
|
||||||
{
|
{
|
||||||
@ -88,8 +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"
|
||||||
|
12074
Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph
Normal file
12074
Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,10 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ca2ed216f98028c4dae6c5224a952b3c
|
||||||
|
ScriptedImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
11759
Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph
Normal file
11759
Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,10 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f63d574838ccfb44f84acc05fed0af48
|
||||||
|
ScriptedImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
@ -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
|
||||||
|
389
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader
Normal file
389
Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader
Normal file
@ -0,0 +1,389 @@
|
|||||||
|
// Simplified SDF shader:
|
||||||
|
// - No Shading Option (bevel / bump / env map)
|
||||||
|
// - No Glow Option
|
||||||
|
// - Softness is applied on both side of the outline
|
||||||
|
|
||||||
|
Shader "TextMeshPro/Mobile/Distance Field - 2 Pass" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||||
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
|
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_WeightNormal ("Weight Normal", float) = 0
|
||||||
|
_WeightBold ("Weight Bold", float) = .5
|
||||||
|
|
||||||
|
_ShaderFlags ("Flags", float) = 0
|
||||||
|
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||||
|
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||||
|
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||||
|
|
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
|
_TextureWidth ("Texture Width", float) = 512
|
||||||
|
_TextureHeight ("Texture Height", float) = 512
|
||||||
|
_GradientScale ("Gradient Scale", float) = 5
|
||||||
|
_ScaleX ("Scale X", float) = 1
|
||||||
|
_ScaleY ("Scale Y", float) = 1
|
||||||
|
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
|
|
||||||
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
|
||||||
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
|
_Stencil ("Stencil ID", Float) = 0
|
||||||
|
_StencilOp ("Stencil Operation", Float) = 0
|
||||||
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
|
||||||
|
// Draw Outline and Underlay
|
||||||
|
Name "Outline"
|
||||||
|
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"Queue"="Transparent"
|
||||||
|
"IgnoreProjector"="True"
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref [_Stencil]
|
||||||
|
Comp [_StencilComp]
|
||||||
|
Pass [_StencilOp]
|
||||||
|
ReadMask [_StencilReadMask]
|
||||||
|
WriteMask [_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
Cull [_CullMode]
|
||||||
|
ZWrite Off
|
||||||
|
Lighting Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
ZTest [unity_GUIZTestMode]
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ColorMask [_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex VertShader
|
||||||
|
#pragma fragment PixShader
|
||||||
|
#pragma shader_feature __ OUTLINE_ON
|
||||||
|
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
|
||||||
|
struct vertex_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float4 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
fixed4 faceColor : COLOR;
|
||||||
|
fixed4 outlineColor : COLOR1;
|
||||||
|
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||||
|
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||||
|
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
||||||
|
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
||||||
|
#endif
|
||||||
|
};
|
||||||
|
|
||||||
|
float _UIMaskSoftnessX;
|
||||||
|
float _UIMaskSoftnessY;
|
||||||
|
|
||||||
|
pixel_t VertShader(vertex_t input)
|
||||||
|
{
|
||||||
|
pixel_t output;
|
||||||
|
|
||||||
|
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
|
const float bold = step(input.texcoord0.w, 0);
|
||||||
|
|
||||||
|
float4 vert = input.vertex;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
float4 vPosition = UnityObjectToClipPos(vert);
|
||||||
|
|
||||||
|
float2 pixelSize = vPosition.w;
|
||||||
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
|
|
||||||
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
|
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)))));
|
||||||
|
|
||||||
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
|
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||||
|
|
||||||
|
float layerScale = scale;
|
||||||
|
|
||||||
|
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||||
|
float bias = (0.5 - weight) * scale - 0.5;
|
||||||
|
const float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||||
|
|
||||||
|
float opacity = input.color.a;
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
opacity = 1.0;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||||
|
faceColor.rgb *= faceColor.a;
|
||||||
|
|
||||||
|
fixed4 outlineColor = _OutlineColor;
|
||||||
|
outlineColor.a *= opacity;
|
||||||
|
outlineColor.rgb *= outlineColor.a;
|
||||||
|
//outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, outline * 2)));
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
||||||
|
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
||||||
|
|
||||||
|
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||||
|
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||||
|
float2 layerOffset = float2(x, y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Generate UV for the Masking Texture
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||||
|
|
||||||
|
// Populate structure for pixel shader
|
||||||
|
output.vertex = vPosition;
|
||||||
|
output.faceColor = faceColor;
|
||||||
|
output.outlineColor = outlineColor;
|
||||||
|
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||||
|
output.param = half4(scale, bias - outline, bias + outline, bias);
|
||||||
|
|
||||||
|
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)
|
||||||
|
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
||||||
|
output.underlayParam = half2(layerScale, layerBias);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// PIXEL SHADER
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||||
|
half4 c = half4(0, 0, 0, 0);
|
||||||
|
|
||||||
|
#if OUTLINE_ON
|
||||||
|
c = input.outlineColor * saturate(d - input.param.y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_ON
|
||||||
|
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);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_INNER
|
||||||
|
half sd = saturate(d - input.param.z);
|
||||||
|
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);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
|
#if UNITY_UI_CLIP_RECT
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||||
|
c *= m.x * m.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
c *= input.texcoord1.z;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP
|
||||||
|
clip(c.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Draw face
|
||||||
|
Name "Face"
|
||||||
|
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"Queue"="Transparent"
|
||||||
|
"IgnoreProjector"="True"
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref [_Stencil]
|
||||||
|
Comp [_StencilComp]
|
||||||
|
Pass [_StencilOp]
|
||||||
|
ReadMask [_StencilReadMask]
|
||||||
|
WriteMask [_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
Cull [_CullMode]
|
||||||
|
ZWrite Off
|
||||||
|
Lighting Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
ZTest [unity_GUIZTestMode]
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ColorMask [_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex VertShader
|
||||||
|
#pragma fragment PixShader
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
|
||||||
|
struct vertex_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float4 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
fixed4 faceColor : COLOR;
|
||||||
|
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||||
|
half2 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||||
|
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||||
|
};
|
||||||
|
|
||||||
|
float _UIMaskSoftnessX;
|
||||||
|
float _UIMaskSoftnessY;
|
||||||
|
int _UIVertexColorAlwaysGammaSpace;
|
||||||
|
|
||||||
|
|
||||||
|
pixel_t VertShader(vertex_t input)
|
||||||
|
{
|
||||||
|
pixel_t output;
|
||||||
|
|
||||||
|
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
|
const float bold = step(input.texcoord0.w, 0);
|
||||||
|
|
||||||
|
float4 vert = input.vertex;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
float4 vPosition = UnityObjectToClipPos(vert);
|
||||||
|
|
||||||
|
float2 pixelSize = vPosition.w;
|
||||||
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
|
|
||||||
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
|
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)))));
|
||||||
|
|
||||||
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
|
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||||
|
|
||||||
|
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||||
|
float bias = (0.5 - weight) * scale - 0.5;
|
||||||
|
|
||||||
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||||
|
{
|
||||||
|
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||||
|
}
|
||||||
|
float opacity = input.color.a;
|
||||||
|
|
||||||
|
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||||
|
faceColor.rgb *= faceColor.a;
|
||||||
|
|
||||||
|
// Generate UV for the Masking Texture
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||||
|
|
||||||
|
// Populate structure for pixel shader
|
||||||
|
output.vertex = vPosition;
|
||||||
|
output.faceColor = faceColor;
|
||||||
|
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||||
|
output.param = half2(scale, bias);
|
||||||
|
|
||||||
|
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));
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// PIXEL SHADER
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||||
|
half4 c = input.faceColor * saturate(d - input.param.y);
|
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
|
#if UNITY_UI_CLIP_RECT
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||||
|
c *= m.x * m.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP
|
||||||
|
clip(c.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0178fcb869bafef4690d177d31d17db8
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -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;
|
||||||
|
11932
Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph
Normal file
11932
Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
10
Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph.meta
Normal file
10
Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph.meta
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a3d800b099a06e0478fb790c5e79057a
|
||||||
|
ScriptedImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
11629
Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph
Normal file
11629
Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,10 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 124c112a6e8f1a54e8b0870e881b56d8
|
||||||
|
ScriptedImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
@ -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": "2.0.4",
|
||||||
"com.unity.cinemachine": "2.8.6",
|
"com.unity.animation.rigging": "1.3.0",
|
||||||
"com.unity.collab-proxy": "1.15.18",
|
"com.unity.cinemachine": "2.10.2",
|
||||||
"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": "1.9.4",
|
||||||
|
"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": "2.0.4",
|
||||||
|
"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": "2.10.2",
|
||||||
|
"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.nuget.mono-cecil": "1.11.4",
|
||||||
|
"com.unity.test-framework": "1.4.5",
|
||||||
|
"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": {
|
||||||
@ -166,17 +205,8 @@
|
|||||||
},
|
},
|
||||||
"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": {
|
||||||
@ -188,7 +218,7 @@
|
|||||||
"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": "1.9.4",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
@ -206,6 +236,12 @@
|
|||||||
},
|
},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
|
"com.unity.modules.accessibility": {
|
||||||
|
"version": "1.0.0",
|
||||||
|
"depth": 0,
|
||||||
|
"source": "builtin",
|
||||||
|
"dependencies": {}
|
||||||
|
},
|
||||||
"com.unity.modules.ai": {
|
"com.unity.modules.ai": {
|
||||||
"version": "1.0.0",
|
"version": "1.0.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
@ -253,6 +289,12 @@
|
|||||||
"com.unity.modules.animation": "1.0.0"
|
"com.unity.modules.animation": "1.0.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"com.unity.modules.hierarchycore": {
|
||||||
|
"version": "1.0.0",
|
||||||
|
"depth": 1,
|
||||||
|
"source": "builtin",
|
||||||
|
"dependencies": {}
|
||||||
|
},
|
||||||
"com.unity.modules.imageconversion": {
|
"com.unity.modules.imageconversion": {
|
||||||
"version": "1.0.0",
|
"version": "1.0.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
@ -342,17 +384,7 @@
|
|||||||
"com.unity.modules.ui": "1.0.0",
|
"com.unity.modules.ui": "1.0.0",
|
||||||
"com.unity.modules.imgui": "1.0.0",
|
"com.unity.modules.imgui": "1.0.0",
|
||||||
"com.unity.modules.jsonserialize": "1.0.0",
|
"com.unity.modules.jsonserialize": "1.0.0",
|
||||||
"com.unity.modules.uielementsnative": "1.0.0"
|
"com.unity.modules.hierarchycore": "1.0.0"
|
||||||
}
|
|
||||||
},
|
|
||||||
"com.unity.modules.uielementsnative": {
|
|
||||||
"version": "1.0.0",
|
|
||||||
"depth": 1,
|
|
||||||
"source": "builtin",
|
|
||||||
"dependencies": {
|
|
||||||
"com.unity.modules.ui": "1.0.0",
|
|
||||||
"com.unity.modules.imgui": "1.0.0",
|
|
||||||
"com.unity.modules.jsonserialize": "1.0.0"
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"com.unity.modules.umbra": {
|
"com.unity.modules.umbra": {
|
||||||
|
@ -8,4 +8,7 @@ EditorBuildSettings:
|
|||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/Scenes/GameScene.unity
|
path: Assets/Scenes/GameScene.unity
|
||||||
guid: 3fb30ce295307b64c947eb0b96185dfb
|
guid: 3fb30ce295307b64c947eb0b96185dfb
|
||||||
|
- enabled: 1
|
||||||
|
path: Assets/Scenes/MainMenu.unity
|
||||||
|
guid: 9fc0d4010bbf28b4594072e72b8655ab
|
||||||
m_configObjects: {}
|
m_configObjects: {}
|
||||||
|
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Reference in New Issue
Block a user