Correction HP, ajout base de main menu, passage sous unity 6

This commit is contained in:
Louis 2024-11-28 17:20:08 +01:00
parent f28cbbc34a
commit 57229cbc5c
105 changed files with 101730 additions and 2056 deletions

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View File

@ -13,6 +13,6 @@ MonoBehaviour:
m_Name: PlayerData
m_EditorClassIdentifier:
<InvincibilityTime>k__BackingField: 300
<JumpHeight>k__BackingField: 5.3
<LaneSwitchSpeed>k__BackingField: 25
<Speed>k__BackingField: 20
<JumpHeight>k__BackingField: 5.75
<LaneSwitchSpeed>k__BackingField: 20
<Speed>k__BackingField: 10

View File

@ -30,10 +30,10 @@ public class Coin : PoolingObject<Coin>, ICollectable,IResettable
}
public void ResetToDefault()
{
//gameObject.transform.localRotation = Quaternion.identity;
//gameObject.transform.localScale = Vector3.one;
//gameObject.transform.localPosition = Vector3.zero;
//gameObject.SetActive(true);
// gameObject.transform.SetParent(null);
gameObject.transform.localRotation = Quaternion.identity;
gameObject.transform.localScale = Vector3.one;
gameObject.transform.localPosition = Vector3.zero;
gameObject.SetActive(true);
gameObject.transform.SetParent(null);
}
}

View File

@ -31,10 +31,11 @@ public class Health : MonoBehaviour, IDamageable,IHealable, IResettable
public event EventHandler<HealthArgs> OnHealthChanged = delegate { };
public event Action OnOutOfHealth;
private int defaultMaxLives = 4;//PLAYER DATA ScriptableObject
private int defaultMaxLives = 2;//PLAYER DATA ScriptableObject
void Awake()
{
MaxHealth = 4;
MaxHealth = 1;
CurrentHealth = 1;
healthArgs = new HealthArgs(CurrentHealth, MaxHealth);
healthBarView.CreateHealthBar(healthArgs);
healthBarView.Show(true);
@ -42,10 +43,12 @@ public class Health : MonoBehaviour, IDamageable,IHealable, IResettable
}
public void TakeDamage(int amount)
{
if(CurrentHealth > 0){
CurrentHealth -= amount;
OnHealthChanged(this, healthArgs.GetUpdatedArgs(CurrentHealth, MaxHealth));
healthBarView.UpdateHealthBar(this, healthArgs.GetUpdatedArgs(CurrentHealth, MaxHealth));
if (CurrentHealth < 1)
}
else if (CurrentHealth < 1)
{
OnOutOfHealth?.Invoke();
}

View File

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

View File

@ -0,0 +1,202 @@
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@ -0,0 +1,3 @@
This font is licensed under the Apache License, Version 2.0.
See the following link for full licensing terms https://www.apache.org/licenses/LICENSE-2.0

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@ -0,0 +1,92 @@
Copyright (c) 2020-2021, Unity, with Reserved Font Names 'Unity'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
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DEFINITIONS
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@ -54,7 +54,7 @@ namespace TMPro.Examples
//m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f);
//m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON");
//m_textMeshPro.lineJustification = LineJustificationTypes.Center;
m_textMeshPro.enableWordWrapping = false;
m_textMeshPro.textWrappingMode = TextWrappingModes.NoWrap;
//m_textMeshPro.lineLength = 60;
//m_textMeshPro.characterSpacing = 0.2f;
//m_textMeshPro.fontColor = new Color32(255, 255, 255, 255);

View File

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

View File

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

View File

@ -7,9 +7,12 @@ namespace TMPro.Examples
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 int RotationRange = 15;
private Transform m_transform;
@ -19,10 +22,6 @@ namespace TMPro.Examples
private Vector3 m_initial_Rotation;
private Vector3 m_initial_Position;
private Color32 m_lightColor;
private int frames = 0;
public enum MotionType { Rotation, BackAndForth, Translation };
public MotionType Motion;
void Awake()
{
@ -38,31 +37,30 @@ namespace TMPro.Examples
// Update is called once per frame
void Update()
{
if (Motion == MotionType.Rotation)
switch (Motion)
{
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_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z);
}
else
{
m_time += SpinSpeed * Time.deltaTime;
break;
case MotionType.Translation:
m_time += TranslationSpeed * Time.deltaTime;
float x = 15 * Mathf.Cos(m_time * .95f);
float y = 10; // *Mathf.Sin(m_time * 1f) * Mathf.Cos(m_time * 1f);
float z = 0f; // *Mathf.Sin(m_time * .9f);
float x = TranslationDistance.x * Mathf.Cos(m_time);
float y = TranslationDistance.y * Mathf.Sin(m_time) * Mathf.Cos(m_time * 1f);
float z = TranslationDistance.z * Mathf.Sin(m_time);
m_transform.position = m_initial_Position + new Vector3(x, z, y);
// 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);
m_prevPOS = m_transform.position;
frames += 1;
break;
}
}
}

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

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

View File

@ -124,6 +124,15 @@ namespace TMPro
{
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
int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextComponent, Input.mousePosition, m_Camera, true);
if (charIndex != -1 && charIndex != m_lastCharIndex)

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

View File

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

View File

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

View File

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

View File

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

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@ -160,16 +160,14 @@ MonoBehaviour:
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@ -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;
}

View File

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 96de908384869cd409c75efa351d5edf
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
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@ -3,24 +3,24 @@ Shader "TextMeshPro/Bitmap Custom Atlas" {
Properties {
_MainTex ("Font Atlas", 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
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskSoftnessX ("Mask SoftnessX", 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
_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
_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
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader{
@ -55,15 +55,18 @@ SubShader{
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t {
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
@ -81,15 +84,9 @@ SubShader{
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
v2f vert (appdata_t v)
{
@ -101,6 +98,10 @@ SubShader{
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
fixed4 faceColor = v.color;
faceColor *= _FaceColor;
@ -108,13 +109,14 @@ SubShader{
OUT.vertex = vPosition;
OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
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 float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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;
}

View File

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

View File

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

View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", 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
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", 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
_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
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
@ -37,13 +37,13 @@ Properties {
_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
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 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
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
@ -127,17 +127,18 @@ SubShader {
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
@ -151,12 +152,16 @@ SubShader {
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
uniform float4 _FaceTex_ST;
uniform float4 _OutlineTex_ST;
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
@ -167,7 +172,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,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;
vert.x += _VertexOffsetX;
@ -178,7 +183,7 @@ SubShader {
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.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)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -212,16 +217,21 @@ SubShader {
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 textureUV = input.texcoord1;
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
output.position = vPosition;
output.color = input.color;
output.atlas = input.texcoord0;
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);
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
@ -307,7 +317,6 @@ SubShader {
return faceColor * input.color.a;
}
ENDCG
}
}

View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", 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
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", 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
_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
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
@ -37,13 +37,13 @@ Properties {
_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
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 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
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
@ -109,7 +109,8 @@ SubShader {
Blend One OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex VertShader
@ -127,17 +128,18 @@ SubShader {
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
@ -151,14 +153,19 @@ SubShader {
float2 texcoord2 : TEXCOORD4;
float4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_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);
}
@ -171,7 +178,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,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;
vert.x += _VertexOffsetX;
@ -195,10 +202,14 @@ SubShader {
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 textureUV = input.texcoord1;
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
@ -226,9 +237,9 @@ SubShader {
float c = tex2D(_MainTex, input.atlas).a;
float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
pixelSize *= _TextureWidth * .75;
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y));
pixelSize *= _TextureHeight * 0.75;
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
float weight = input.weight;
float bias = (.5 - weight) + (.5 / scale);
@ -289,7 +300,8 @@ SubShader {
// Alternative implementation to UnityGet2DClipping with support for softness.
#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);
faceColor *= m.x * m.y;
#endif
@ -300,7 +312,6 @@ SubShader {
return faceColor * input.color.a;
}
ENDCG
}
}

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: ca2ed216f98028c4dae6c5224a952b3c
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: f63d574838ccfb44f84acc05fed0af48
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field - Masking" {
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
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", 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
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
@ -99,21 +99,24 @@ SubShader {
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
struct vertex_t
{
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
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)
@ -124,10 +127,13 @@ SubShader {
float _MaskEdgeSoftness;
fixed4 _MaskEdgeColor;
bool _MaskInverse;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
@ -138,7 +144,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -150,6 +156,10 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
@ -176,6 +186,7 @@ SubShader {
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
// Structure for pixel shader
pixel_t output = {
@ -184,7 +195,7 @@ SubShader {
outlineColor,
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
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)
float4(input.texcoord0 + layerOffset, input.color.a, 0),
half2(layerScale, layerBias),

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
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
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", 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
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
@ -93,16 +93,18 @@ SubShader {
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
@ -111,12 +113,17 @@ SubShader {
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;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
@ -127,7 +134,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input, 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;
vert.x += _VertexOffsetX;
@ -138,7 +145,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -150,6 +157,10 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
@ -182,7 +193,8 @@ SubShader {
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);
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)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field SSD" {
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
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", 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
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0

View 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"
}

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 0178fcb869bafef4690d177d31d17db8
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field" {
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
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", 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
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
@ -81,6 +81,7 @@ SubShader {
Pass {
CGPROGRAM
#pragma enable_d3d11_debug_symbols
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
@ -98,7 +99,7 @@ SubShader {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
@ -117,6 +118,9 @@ SubShader {
#endif
};
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
@ -127,7 +131,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input, 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;
vert.x += _VertexOffsetX;
@ -138,7 +142,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -150,6 +154,10 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
@ -182,7 +190,9 @@ SubShader {
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);
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)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);

View File

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

View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Fill Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", 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
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", 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)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_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
_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
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
@ -118,7 +118,8 @@ SubShader {
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
struct v2f
{
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3;

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@ -0,0 +1,10 @@
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ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
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@ -0,0 +1,10 @@
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View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", 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
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", 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
_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
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
@ -37,13 +37,13 @@ Properties {
_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
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 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
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
@ -127,17 +127,18 @@ SubShader {
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
@ -151,12 +152,16 @@ SubShader {
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
@ -167,7 +172,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,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;
vert.x += _VertexOffsetX;
@ -178,7 +183,7 @@ SubShader {
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.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)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -212,16 +217,21 @@ SubShader {
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 textureUV = input.texcoord1;
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
output.position = vPosition;
output.color = input.color;
output.atlas = input.texcoord0;
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);
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
@ -307,7 +317,6 @@ SubShader {
return faceColor * input.color.a;
}
ENDCG
}
}

View File

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

View File

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

View File

@ -1,20 +1,22 @@
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
float4 faceColor : COLOR;
float4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0;
float4 param : TEXCOORD1; // weight, scaleRatio
float4 param : TEXCOORD1; // x = weight, y = no longer used
float2 mask : TEXCOORD2;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD3;
@ -22,10 +24,14 @@ struct pixel_t {
#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);
}
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
pixel_t VertShader(vertex_t input)
{
pixel_t output;
@ -35,7 +41,7 @@ pixel_t VertShader(vertex_t input)
UNITY_TRANSFER_INSTANCE_ID(input, 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;
vert.x += _VertexOffsetX;
@ -71,7 +77,7 @@ pixel_t VertShader(vertex_t input)
output.faceColor = faceColor;
output.outlineColor = outlineColor;
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);
#if UNITY_UI_CLIP_RECT
@ -99,8 +105,9 @@ float4 PixShader(pixel_t input) : SV_Target
float d = tex2D(_MainTex, input.texcoord0.xy).a;
float2 UV = input.texcoord0.xy;
float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y));
pixelSize *= _TextureHeight * 0.75;
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
#if (UNDERLAY_ON | UNDERLAY_INNER)
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);
#ifdef OUTLINE_ON
#if OUTLINE_ON
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 *= 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);
#endif
#ifdef MASKING
#if MASKING
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness);
@ -140,7 +147,8 @@ float4 PixShader(pixel_t input) : SV_Target
// Alternative implementation to UnityGet2DClipping with support for softness
#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);
faceColor *= m.x * m.y;
#endif

View File

@ -66,11 +66,6 @@ uniform float _MaskID;
uniform sampler2D _MaskTex;
uniform float4 _MaskCoord;
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 _MaskSoftnessY;

View File

@ -5,7 +5,7 @@ void VertShader(inout appdata_full v, out 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
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);
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)))));
data.param.y = scale;
#endif
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));
}

View File

@ -1,20 +1,22 @@
{
"dependencies": {
"com.unity.animation.rigging": "1.1.1",
"com.unity.cinemachine": "2.8.6",
"com.unity.collab-proxy": "1.15.18",
"com.unity.ext.nunit": "1.0.6",
"com.unity.feature.development": "1.0.1",
"com.unity.ide.rider": "3.0.15",
"com.unity.ide.visualstudio": "2.0.16",
"com.unity.ai.navigation": "2.0.4",
"com.unity.animation.rigging": "1.3.0",
"com.unity.cinemachine": "2.10.2",
"com.unity.collab-proxy": "2.5.2",
"com.unity.ext.nunit": "2.0.5",
"com.unity.feature.development": "1.0.2",
"com.unity.ide.rider": "3.0.31",
"com.unity.ide.visualstudio": "2.0.22",
"com.unity.ide.vscode": "1.2.5",
"com.unity.postprocessing": "3.2.2",
"com.unity.recorder": "3.0.3",
"com.unity.test-framework": "1.1.31",
"com.unity.textmeshpro": "3.0.6",
"com.unity.timeline": "1.6.4",
"com.unity.ugui": "1.0.0",
"com.unity.visualscripting": "1.7.8",
"com.unity.multiplayer.center": "1.0.0",
"com.unity.postprocessing": "3.4.0",
"com.unity.recorder": "5.1.1",
"com.unity.test-framework": "1.4.5",
"com.unity.timeline": "1.8.7",
"com.unity.ugui": "2.0.0",
"com.unity.visualscripting": "1.9.4",
"com.unity.modules.accessibility": "1.0.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",

View File

@ -1,7 +1,16 @@
{
"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": {
"version": "1.1.1",
"version": "1.3.0",
"depth": 0,
"source": "registry",
"dependencies": {
@ -10,28 +19,50 @@
},
"url": "https://packages.unity.com"
},
"com.unity.burst": {
"version": "1.6.6",
"com.unity.bindings.openimageio": {
"version": "1.0.0",
"depth": 1,
"source": "registry",
"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"
},
"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,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.collab-proxy": {
"version": "1.15.18",
"depth": 0,
"com.unity.collections": {
"version": "2.5.1",
"depth": 1,
"source": "registry",
"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"
},
@ -43,28 +74,27 @@
"url": "https://packages.unity.com"
},
"com.unity.ext.nunit": {
"version": "1.0.6",
"version": "2.0.5",
"depth": 0,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.feature.development": {
"version": "1.0.1",
"version": "1.0.2",
"depth": 0,
"source": "builtin",
"dependencies": {
"com.unity.ide.visualstudio": "2.0.16",
"com.unity.ide.rider": "3.0.15",
"com.unity.ide.vscode": "1.2.5",
"com.unity.ide.visualstudio": "2.0.22",
"com.unity.ide.rider": "3.0.31",
"com.unity.editorcoroutines": "1.0.0",
"com.unity.performance.profile-analyzer": "1.1.1",
"com.unity.test-framework": "1.1.31",
"com.unity.testtools.codecoverage": "1.0.1"
"com.unity.performance.profile-analyzer": "1.2.2",
"com.unity.test-framework": "1.4.5",
"com.unity.testtools.codecoverage": "1.2.6"
}
},
"com.unity.ide.rider": {
"version": "3.0.15",
"version": "3.0.31",
"depth": 0,
"source": "registry",
"dependencies": {
@ -73,7 +103,7 @@
"url": "https://packages.unity.com"
},
"com.unity.ide.visualstudio": {
"version": "2.0.16",
"version": "2.0.22",
"depth": 0,
"source": "registry",
"dependencies": {
@ -89,28 +119,36 @@
"url": "https://packages.unity.com"
},
"com.unity.mathematics": {
"version": "1.2.6",
"version": "1.3.2",
"depth": 2,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.nuget.newtonsoft-json": {
"version": "3.0.2",
"com.unity.multiplayer.center": {
"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,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.performance.profile-analyzer": {
"version": "1.1.1",
"version": "1.2.2",
"depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.postprocessing": {
"version": "3.2.2",
"version": "3.4.0",
"depth": 0,
"source": "registry",
"dependencies": {
@ -119,45 +157,46 @@
"url": "https://packages.unity.com"
},
"com.unity.recorder": {
"version": "3.0.3",
"version": "5.1.1",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.timeline": "1.0.0"
},
"url": "https://packages.unity.com"
},
"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"
"com.unity.timeline": "1.0.0",
"com.unity.collections": "1.0.0",
"com.unity.bindings.openimageio": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.settings-manager": {
"version": "1.0.3",
"version": "2.0.1",
"depth": 2,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.test-framework": {
"version": "1.1.31",
"version": "1.4.5",
"depth": 0,
"source": "registry",
"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.jsonserialize": "1.0.0"
},
"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": {
"version": "1.0.1",
"version": "1.2.6",
"depth": 1,
"source": "registry",
"dependencies": {
@ -166,17 +205,8 @@
},
"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": {
"version": "1.6.4",
"version": "1.8.7",
"depth": 0,
"source": "registry",
"dependencies": {
@ -188,7 +218,7 @@
"url": "https://packages.unity.com"
},
"com.unity.ugui": {
"version": "1.0.0",
"version": "2.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {
@ -197,7 +227,7 @@
}
},
"com.unity.visualscripting": {
"version": "1.7.8",
"version": "1.9.4",
"depth": 0,
"source": "registry",
"dependencies": {
@ -206,6 +236,12 @@
},
"url": "https://packages.unity.com"
},
"com.unity.modules.accessibility": {
"version": "1.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {}
},
"com.unity.modules.ai": {
"version": "1.0.0",
"depth": 0,
@ -253,6 +289,12 @@
"com.unity.modules.animation": "1.0.0"
}
},
"com.unity.modules.hierarchycore": {
"version": "1.0.0",
"depth": 1,
"source": "builtin",
"dependencies": {}
},
"com.unity.modules.imageconversion": {
"version": "1.0.0",
"depth": 0,
@ -342,17 +384,7 @@
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.uielementsnative": "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.hierarchycore": "1.0.0"
}
},
"com.unity.modules.umbra": {

View File

@ -8,4 +8,7 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/GameScene.unity
guid: 3fb30ce295307b64c947eb0b96185dfb
- enabled: 1
path: Assets/Scenes/MainMenu.unity
guid: 9fc0d4010bbf28b4594072e72b8655ab
m_configObjects: {}

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