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				|  | @ -72,3 +72,5 @@ crashlytics-build.properties | |||
| /[Aa]ssets/[Ss]treamingAssets/aa.meta | ||||
| /[Aa]ssets/[Ss]treamingAssets/aa/* | ||||
| 
 | ||||
| .DS_Store | ||||
| .vsconfig | ||||
|  |  | |||
|  | @ -0,0 +1,8 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: e3a232896e7ecc848b8ed9a86c4cbea5 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
										
											
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							|  | @ -0,0 +1,7 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 9fc0d4010bbf28b4594072e72b8655ab | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,8 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 7f886943be6bde1409e0e0d42dccd809 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,17 @@ | |||
| { | ||||
|     "name": "Game.Runtime", | ||||
|     "rootNamespace": "", | ||||
|     "references": [ | ||||
|         "GUID:6055be8ebefd69e48b49212b09b47b2f", | ||||
|         "GUID:832e7ae06a4304a17a11ca2f7b21373d" | ||||
|     ], | ||||
|     "includePlatforms": [], | ||||
|     "excludePlatforms": [], | ||||
|     "allowUnsafeCode": false, | ||||
|     "overrideReferences": false, | ||||
|     "precompiledReferences": [], | ||||
|     "autoReferenced": true, | ||||
|     "defineConstraints": [], | ||||
|     "versionDefines": [], | ||||
|     "noEngineReferences": false | ||||
| } | ||||
|  | @ -0,0 +1,7 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: a9f491a9aa57aac41b33d298b9cfdbb2 | ||||
| AssemblyDefinitionImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,246 @@ | |||
| using System; | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
| using Dof; | ||||
| using Guru; | ||||
| using TMPro; | ||||
| using UnityEngine.UIElements; | ||||
| 
 | ||||
| public class GameClient : MonoBehaviour | ||||
| { | ||||
|     public TextMeshProUGUI infoText; | ||||
|     public TMP_InputField roomIdInput; | ||||
|     public TMP_InputField nicknameInput; | ||||
|     public GameObject[] goes; | ||||
|     public string ipAddress = "35.194.59.155";//"192.168.32.119"; | ||||
|     public string roomId = "room01"; | ||||
|     public string nickName = "player01"; | ||||
|     public string uid = "001"; | ||||
|     public int port = 7417; | ||||
| 
 | ||||
|     private KcpDofClient _kcpDofClient; | ||||
|     private string levelId; | ||||
|     private List<string> _levelIds = new List<string>(); | ||||
|     private int _levelIndex; | ||||
|     private int _pointId; | ||||
| 
 | ||||
|     private void Awake() | ||||
|     { | ||||
|         Loom.Initialize(); | ||||
| 
 | ||||
|         for (int i = 0; i < goes.Length; i++) | ||||
|         { | ||||
|             if(i > 0) | ||||
|             { | ||||
|                 goes[i].SetActive(false); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         roomIdInput.text = roomId; | ||||
|         nicknameInput.text = nickName; | ||||
| 
 | ||||
|         _kcpDofClient = new KcpDofClient(); | ||||
|         _kcpDofClient.OnConnected += OnConnected; | ||||
|         _kcpDofClient.OnServerMessage += OnServerMessage; | ||||
|     } | ||||
| 
 | ||||
|     private void OnDestroy() | ||||
|     { | ||||
|         _kcpDofClient.OnConnected -= OnConnected; | ||||
|         _kcpDofClient.OnServerMessage -= OnServerMessage; | ||||
|     } | ||||
| 
 | ||||
|     IEnumerator _DelayCall(float delay_secs, Action callback) | ||||
|     { | ||||
|         if (delay_secs > Mathf.Epsilon) | ||||
|         { | ||||
|             yield return new WaitForSeconds(delay_secs); | ||||
|         } | ||||
| 
 | ||||
|         try | ||||
|         { | ||||
|             callback?.Invoke(); | ||||
|         } | ||||
|         catch (Exception ex) | ||||
|         { | ||||
|             Debug.LogError($"[GameClient]_DelayCall: {ex.Message}, trace: {ex.StackTrace}"); | ||||
|         } | ||||
|     }    | ||||
| 
 | ||||
|     public void DelayCall(float secs, Action callback) | ||||
|     { | ||||
|         StartCoroutine(_DelayCall(secs, callback)); | ||||
|     } | ||||
| 
 | ||||
|     public void OnConnectClick() | ||||
|     { | ||||
|         Debug.Log($"[GameClient]OnConnectClick"); | ||||
|         _kcpDofClient.Connect(ipAddress, port); | ||||
|     } | ||||
| 
 | ||||
|     public void OnPlayerEnterClick() | ||||
|     { | ||||
|         Debug.Log($"[GameClient]OnPlayerEnterClick"); | ||||
|         infoText.text = $"Request PlayerEnter {roomId}"; | ||||
| 
 | ||||
|         var msg = new ClientMessage | ||||
|         { | ||||
|             PlayerEnter = new PlayerEnter | ||||
|             { | ||||
|                 RoomId = roomIdInput.text, | ||||
|                 Uid = uid, | ||||
|                 NickName = nicknameInput.text, | ||||
|                 Country = "CN" | ||||
|             } | ||||
|         }; | ||||
| 
 | ||||
|         _kcpDofClient.Send(msg); | ||||
|     } | ||||
| 
 | ||||
|     public void OnPointClick(GameObject obj) | ||||
|     { | ||||
|         obj.SetActive(false); | ||||
|         SendPointFound(_pointId); | ||||
|         _pointId++; | ||||
|     } | ||||
|          | ||||
|     public void SendLevelPrepared(string level_id) | ||||
|     { | ||||
|         Debug.Log($"[GameClient]LevelPrepared"); | ||||
|         infoText.text = $"Request LevelPrepared {level_id}"; | ||||
| 
 | ||||
|         var msg = new ClientMessage | ||||
|         { | ||||
|             LevelPrepared = new LevelPrepared | ||||
|             { | ||||
|                 Cid = _kcpDofClient.Cid, | ||||
|                 Level = level_id | ||||
|             } | ||||
|         }; | ||||
| 
 | ||||
|         _kcpDofClient.Send(msg); | ||||
|     } | ||||
| 
 | ||||
|     public void SendPointFound(int point_id) | ||||
|     { | ||||
|         Debug.Log($"[GameClient]SendPointFound"); | ||||
| 
 | ||||
|         infoText.text = $"Request PointFound {point_id} on level {levelId}"; | ||||
| 
 | ||||
|         var msg = new ClientMessage | ||||
|         { | ||||
|             PointFound = new PointFound | ||||
|             { | ||||
|                 Cid = _kcpDofClient.Cid, | ||||
|                 Level = levelId, | ||||
|                 PointId = point_id | ||||
|             } | ||||
|         }; | ||||
| 
 | ||||
|         _kcpDofClient.Send(msg); | ||||
|     } | ||||
| 
 | ||||
|     public void SendLevelEnd(string level_id) | ||||
|     { | ||||
|         Debug.Log($"[GameClient]SendLevelEnd"); | ||||
|         infoText.text = $"Request LevelEnd {level_id}"; | ||||
| 
 | ||||
|         var msg = new ClientMessage | ||||
|         { | ||||
|             LevelEnd = new LevelEnd | ||||
|             { | ||||
|                 Cid = _kcpDofClient.Cid, | ||||
|                 Level = level_id | ||||
|             } | ||||
|         }; | ||||
| 
 | ||||
|         _kcpDofClient.Send(msg); | ||||
|     } | ||||
| 
 | ||||
|     public void SendAllLevelEnd() | ||||
|     { | ||||
|         Debug.Log($"[GameClient]SendAllLevelEnd"); | ||||
|         infoText.text = $"Request AllLevelEnd"; | ||||
| 
 | ||||
|         var msg = new ClientMessage | ||||
|         { | ||||
|             AllLevelEnd = new AllLevelEnd | ||||
|             { | ||||
|                 Cid = _kcpDofClient.Cid | ||||
|             } | ||||
|         }; | ||||
| 
 | ||||
|         _kcpDofClient.Send(msg); | ||||
|     } | ||||
| 
 | ||||
|     private void OnConnected() | ||||
|     { | ||||
|         goes[0].SetActive(false); | ||||
|         infoText.text = $"Client connected to Server {ipAddress}:{port}"; | ||||
|         goes[1].SetActive(true); // Enable PlayerEnter button | ||||
|     } | ||||
| 
 | ||||
|     void OnServerMessage(ServerMessage msg) | ||||
|     { | ||||
|         if (msg.PlayerEntered != null) | ||||
|         { | ||||
|             infoText.text = $"Player Enter cid: {msg.PlayerEntered.Cid}, Waiting for player"; | ||||
|             goes[1].SetActive(false);             | ||||
|         } | ||||
|         else if (msg.GameStart != null) | ||||
|         { | ||||
|             infoText.text = $"Game Start"; | ||||
|             foreach (var item in msg.GameStart.LevelResources) | ||||
|             { | ||||
|                 _levelIds.Add(item.LevelId); | ||||
|             } | ||||
| 
 | ||||
|             levelId = _levelIds[_levelIndex]; | ||||
|             DelayCall(3f, () => { | ||||
|                 SendLevelPrepared(levelId); | ||||
|             }); | ||||
|         } | ||||
|         else if (msg.LevelStart != null) | ||||
|         { | ||||
|             levelId = msg.LevelStart.Level; | ||||
|             infoText.text = $"Level Start {levelId}, Press point button to play"; | ||||
|             goes[2].SetActive(true); | ||||
|             var trans = goes[2].transform; | ||||
| 
 | ||||
|             for (int i = 0; i < trans.childCount; i++) | ||||
|             { | ||||
|                 trans.GetChild(i).gameObject.SetActive(true); | ||||
|             } | ||||
|         } | ||||
|         else if (msg.PointFound != null) | ||||
|         { | ||||
|             infoText.text = $"Point Found {msg.PointFound.PointId} on level {msg.PointFound.Level}"; | ||||
|             CheckLevelEnd(msg.PointFound); | ||||
|         } | ||||
|         else if (msg.GameFinish != null) | ||||
|         { | ||||
|             infoText.text = $"Game Finish"; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     void CheckLevelEnd(PointFound point_found) | ||||
|     { | ||||
|         if (point_found.PointId < 3) return; | ||||
| 
 | ||||
|         var level = point_found.Level; | ||||
| 
 | ||||
|         if(_levelIndex == _levelIds.Count - 1) | ||||
|         { | ||||
|             SendAllLevelEnd(); | ||||
|             return; | ||||
|         } | ||||
| 
 | ||||
|         SendLevelEnd(level); | ||||
|         _levelIndex++; | ||||
|         DelayCall(1f, () => { | ||||
|             SendLevelPrepared(_levelIds[_levelIndex]); | ||||
|         }); | ||||
|     } | ||||
| 
 | ||||
| } | ||||
|  | @ -0,0 +1,11 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 545a0e588005cf048a80d612beabcf38 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,151 @@ | |||
| using System; | ||||
| using System.IO; | ||||
| using System.Net; | ||||
| using DotNetty.Buffers; | ||||
| using dotNetty_kcp; | ||||
| using UnityEngine; | ||||
| using Guru; | ||||
| using Dof; | ||||
| 
 | ||||
| public class KcpDofClient : KcpListener | ||||
| { | ||||
|     public Action OnConnected; | ||||
|     public Action<ServerMessage> OnServerMessage; | ||||
| 
 | ||||
|     private Ukcp _ukcp; | ||||
|     private KcpClient _kcpClient; | ||||
|     private MemoryStream _localRecvMs = new MemoryStream(1024 * 1024 * 1); | ||||
|     private MemoryStream _localSendMs = new MemoryStream(1024 * 1024 * 1); | ||||
| 
 | ||||
|     public long Cid { get; private set; } | ||||
| 
 | ||||
|     public KcpDofClient() | ||||
|     { | ||||
|         // 指定DotNetty日志的显示级别 | ||||
|         DotNetty.Unity.UnityLoggerFactory.Default.Level = DotNetty.Unity.Level.ERROR; | ||||
|     } | ||||
| 
 | ||||
|     public async void Connect(string ip_str, int port) | ||||
|     { | ||||
|         var channelConfig = new ChannelConfig(); | ||||
|         channelConfig.initNodelay(true, 40, 2, true); | ||||
|         channelConfig.Sndwnd = 512; | ||||
|         channelConfig.Rcvwnd = 512; | ||||
|         channelConfig.Mtu = 512; | ||||
|         channelConfig.FecDataShardCount = 10; | ||||
|         channelConfig.FecParityShardCount = 3; | ||||
|         channelConfig.AckNoDelay = true; | ||||
|         channelConfig.Crc32Check = false; | ||||
|         channelConfig.UseConvChannel = true; | ||||
|         //channelConfig.Conv = UnityEngine.Random.Range(1, int.MaxValue); | ||||
|         channelConfig.TimeoutMillis = 10000; | ||||
| 
 | ||||
|         _kcpClient = new KcpClient(); | ||||
|         _kcpClient.init(channelConfig); | ||||
| 
 | ||||
|         var remoteAddress = new IPEndPoint(IPAddress.Parse(ip_str), port); | ||||
|         var task = _kcpClient.BindLocal(); | ||||
|         await task; | ||||
|         var channel = task.Result; | ||||
|         _ukcp = _kcpClient.connect(channel, remoteAddress, channelConfig, this); | ||||
|     } | ||||
| 
 | ||||
|     public void Send(ClientMessage msg) | ||||
|     { | ||||
|         _localSendMs.SetLength(0); | ||||
|         _localSendMs.Position = 0; | ||||
| 
 | ||||
|         ProtobufHelper.ToStream(msg, _localSendMs); | ||||
|          | ||||
|         var dataBuf = Unpooled.DirectBuffer(1024 * 1024 * 1); | ||||
|         dataBuf.WriteBytes(_localSendMs.GetBuffer(), 0, (int)_localSendMs.Length); | ||||
|         _ukcp.write(dataBuf); | ||||
|         dataBuf.Release(); | ||||
|     } | ||||
| 
 | ||||
|     public void onConnected(Ukcp ukcp) | ||||
|     { | ||||
|         Debug.Log($"[KcpDofClient]onConnected"); | ||||
| 
 | ||||
|         if (OnConnected != null) | ||||
|         { | ||||
|             Loom.QueueOnMainThread(() => | ||||
|             { | ||||
|                 OnConnected.Invoke(); | ||||
|             }); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     /// <summary> | ||||
|     /// kcp 接收到消息的回调函数 | ||||
|     /// </summary> | ||||
|     /// <param name="byteBuf">接收到的消息buffer</param> | ||||
|     /// <param name="ukcp">kcp连接</param> | ||||
|     public void handleReceive(IByteBuffer byteBuf, Ukcp ukcp) | ||||
|     { | ||||
|         Debug.Log("[KcpDofClient]handleReceive"); | ||||
| 
 | ||||
|         _localRecvMs.SetLength(0); | ||||
|         _localRecvMs.Position = 0; | ||||
|         var data_len = byteBuf.ReadableBytes; | ||||
|         byteBuf.ReadBytes(_localRecvMs, data_len); | ||||
|         var msg = ProtobufHelper.FromBytes(typeof(ServerMessage), _localRecvMs.GetBuffer(), 0, data_len); | ||||
|         var server_msg = msg as ServerMessage; | ||||
| 
 | ||||
|         if (server_msg != null) | ||||
|         { | ||||
|             ServerMessageHandler(server_msg); | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             Debug.LogError("[KcpDofClient]handleReceive: Fail to Deserialize ServerMessage"); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     public void handleException(Exception ex, Ukcp ukcp) | ||||
|     { | ||||
|         Debug.LogError($"[KcpDofClient]{ex}"); | ||||
|     } | ||||
| 
 | ||||
|     public void handleClose(Ukcp ukcp) | ||||
|     { | ||||
|     } | ||||
| 
 | ||||
|     void ServerMessageHandler(ServerMessage msg) | ||||
|     { | ||||
|         if (msg.PlayerEntered != null) | ||||
|         { | ||||
|             Cid = msg.PlayerEntered.Cid; | ||||
|             Debug.Log($"Player Enter cid: {Cid}"); | ||||
|         } | ||||
|         else if (msg.GameStart != null) | ||||
|         { | ||||
|             Debug.Log($"Game Start"); | ||||
|         } | ||||
|         else if (msg.LevelStart != null) | ||||
|         { | ||||
|             Debug.Log($"Level Start"); | ||||
|         } | ||||
|         else if (msg.PointFound != null) | ||||
|         { | ||||
|             Debug.Log($"Point Found"); | ||||
|         } | ||||
|         else if (msg.GameFinish != null) | ||||
|         { | ||||
|             Debug.Log($"Game Finish"); | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             Debug.LogError($"Unhandled ServerMessage"); | ||||
|         } | ||||
| 
 | ||||
|         if (OnServerMessage != null) | ||||
|         { | ||||
|             Loom.QueueOnMainThread(() => | ||||
|             { | ||||
|                 OnServerMessage.Invoke(msg); | ||||
|             }); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
| } | ||||
|  | @ -0,0 +1,11 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 2c9e77897f91faf4a9d3f39358f622f3 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,218 @@ | |||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using System.Threading; | ||||
| using UnityEngine; | ||||
| 
 | ||||
| namespace Guru | ||||
| { | ||||
|     // Loom lets you easily run code on another thread and have that other thread run code on the main game thread when it needs to. | ||||
|     public class Loom : MonoBehaviour | ||||
|     { | ||||
|         public static int maxThreads = 10; | ||||
| 
 | ||||
|         private static int numThreads; | ||||
|         private static Loom _instance; | ||||
| 
 | ||||
|         public static Loom Instance | ||||
|         { | ||||
|             get | ||||
|             { | ||||
|                 Initialize(); | ||||
|                 return _instance; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         void Awake() | ||||
|         { | ||||
|             _instance = this; | ||||
|             initialized = true; | ||||
|         } | ||||
| 
 | ||||
|         static bool initialized; | ||||
| 
 | ||||
|         public static void Initialize() | ||||
|         { | ||||
|             if (!initialized) | ||||
|             { | ||||
|                 if (!Application.isPlaying) return; | ||||
| 
 | ||||
|                 initialized = true; | ||||
|                 var g = new GameObject("Loom"); | ||||
|                 DontDestroyOnLoad(g); | ||||
|                 _instance = g.AddComponent<Loom>(); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public struct DelayedQueueItem | ||||
|         { | ||||
|             public float time; | ||||
|             public Action action; | ||||
|         } | ||||
| 
 | ||||
|         private List<Action> _actions = new List<Action>(); | ||||
|         private List<DelayedQueueItem> _delayed = new List<DelayedQueueItem>(); | ||||
|         private List<DelayedQueueItem> _currentDelayed = new List<DelayedQueueItem>(); | ||||
| 
 | ||||
|         // Runs a set of statements on the main thread | ||||
|         public static void QueueOnMainThread(Action action) | ||||
|         { | ||||
|             QueueOnMainThread(action, 0f); | ||||
|         } | ||||
| 
 | ||||
|         // Runs a set of statements on the main thread (with an optional delay). | ||||
|         public static void QueueOnMainThread(Action action, float time) | ||||
|         { | ||||
|             if (time != 0) | ||||
|             { | ||||
|                 lock (_instance._delayed) | ||||
|                 { | ||||
|                     _instance._delayed.Add(new DelayedQueueItem { time = Time.unscaledTime + time, action = action }); | ||||
|                 } | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 lock (_instance._actions) | ||||
|                 { | ||||
|                     _instance._actions.Add(action); | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         //  Runs a set of statements on another thread | ||||
|         public static Thread RunAsync(Action a) | ||||
|         { | ||||
|             Initialize(); | ||||
| 
 | ||||
|             while (numThreads >= maxThreads) | ||||
|             { | ||||
|                 Thread.Sleep(1); | ||||
|             } | ||||
| 
 | ||||
|             Interlocked.Increment(ref numThreads); | ||||
|             ThreadPool.QueueUserWorkItem(RunAction, a); | ||||
| 
 | ||||
|             return null; | ||||
|         } | ||||
| 
 | ||||
|         private static void RunAction(object action) | ||||
|         { | ||||
|             try | ||||
|             { | ||||
|                 ((Action)action)(); | ||||
|             } | ||||
|             catch | ||||
|             { | ||||
|             } | ||||
|             finally | ||||
|             { | ||||
|                 Interlocked.Decrement(ref numThreads); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public static void Reset() | ||||
|         { | ||||
|             if (_instance == null) return; | ||||
| 
 | ||||
|             lock (_instance._delayed) | ||||
|             { | ||||
|                 _instance._delayed.Clear(); | ||||
|                 _instance._currentDelayed.Clear(); | ||||
|             } | ||||
| 
 | ||||
|             lock (_instance._actions) | ||||
|             { | ||||
|                 _instance._actions.Clear(); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public bool IsThreadsMax() | ||||
|         { | ||||
|             return numThreads >= maxThreads; | ||||
|         } | ||||
| 
 | ||||
|         void OnDisable() | ||||
|         { | ||||
|             if (_instance == this) | ||||
|             { | ||||
|                 _instance = null; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         List<Action> _currentActions = new List<Action>(); | ||||
| 
 | ||||
|         void Update() | ||||
|         { | ||||
|             if (_actions.Count > 0) | ||||
|             { | ||||
|                 lock (_actions) | ||||
|                 { | ||||
|                     _currentActions.Clear(); | ||||
|                     _currentActions.AddRange(_actions); | ||||
|                     _actions.Clear(); | ||||
|                 } | ||||
| 
 | ||||
|                 for (int i = 0; i < _currentActions.Count; i++) | ||||
|                 { | ||||
|                     try | ||||
|                     { | ||||
|                         _currentActions[i].Invoke(); | ||||
|                     } | ||||
|                     catch(Exception ex) | ||||
|                     { | ||||
|                         LogException(ex); | ||||
|                     } | ||||
|                 } | ||||
| 
 | ||||
|                 if (_delayed.Count > 0) | ||||
|                 { | ||||
|                     lock (_delayed) | ||||
|                     { | ||||
|                         _currentDelayed.Clear(); | ||||
| 
 | ||||
|                         for (int i = 0; i < _delayed.Count; i++) | ||||
|                         { | ||||
|                             var d = _delayed[i]; | ||||
| 
 | ||||
|                             if (d.time <= Time.unscaledTime) | ||||
|                             { | ||||
|                                 _currentDelayed.Add(d); | ||||
|                             } | ||||
|                         } | ||||
| 
 | ||||
|                         for (int i = 0; i < _currentDelayed.Count; i++) | ||||
|                         { | ||||
|                             var item = _currentDelayed[i]; | ||||
|                             _delayed.Remove(item); | ||||
|                         } | ||||
|                     } | ||||
| 
 | ||||
|                     for (int i = 0; i < _currentDelayed.Count; i++) | ||||
|                     { | ||||
|                         try | ||||
|                         { | ||||
|                             _currentDelayed[i].action.Invoke(); | ||||
|                         } | ||||
|                         catch (Exception ex) | ||||
|                         { | ||||
|                             LogException(ex); | ||||
|                         } | ||||
|                     } | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         void LogException(Exception ex) | ||||
|         { | ||||
|             string msg = ex.Message; | ||||
|             string stack_trace = ex.StackTrace; | ||||
| 
 | ||||
|             if (ex.InnerException != null) | ||||
|             { | ||||
|                 msg = ex.InnerException.Message; | ||||
|                 stack_trace = ex.InnerException.StackTrace; | ||||
|             } | ||||
| 
 | ||||
|             Debug.LogError($"[Loom]InvokeMainThreadAction: {msg}\nStack Trace: {stack_trace}"); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -0,0 +1,11 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 8d56f3a7c2d1a48c78f742f63a075fb7 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,8 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 92dc6b0ee5121a94bb34348448a983a1 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,263 @@ | |||
| // This file was generated by a tool; you should avoid making direct changes. | ||||
| // Consider using 'partial classes' to extend these types | ||||
| // Input: messages.proto | ||||
| 
 | ||||
| #pragma warning disable CS1591, CS0612, CS3021 | ||||
| 
 | ||||
| namespace Dof | ||||
| { | ||||
| 
 | ||||
|     [global::ProtoBuf.ProtoContract()] | ||||
|     public partial class ClientMessage | ||||
|     { | ||||
|         [global::ProtoBuf.ProtoMember(1, Name = @"player_enter")] | ||||
|         public PlayerEnter PlayerEnter | ||||
|         { | ||||
|             get { return __pbn__actual.Is(1) ? ((PlayerEnter)__pbn__actual.Object) : default(PlayerEnter); } | ||||
|             set { __pbn__actual = new global::ProtoBuf.DiscriminatedUnionObject(1, value); } | ||||
|         } | ||||
|         public bool ShouldSerializePlayerEnter() => __pbn__actual.Is(1); | ||||
|         public void ResetPlayerEnter() => global::ProtoBuf.DiscriminatedUnionObject.Reset(ref __pbn__actual, 1); | ||||
| 
 | ||||
|         private global::ProtoBuf.DiscriminatedUnionObject __pbn__actual; | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(2, Name = @"level_prepared")] | ||||
|         public LevelPrepared LevelPrepared | ||||
|         { | ||||
|             get { return __pbn__actual.Is(2) ? ((LevelPrepared)__pbn__actual.Object) : default(LevelPrepared); } | ||||
|             set { __pbn__actual = new global::ProtoBuf.DiscriminatedUnionObject(2, value); } | ||||
|         } | ||||
|         public bool ShouldSerializeLevelPrepared() => __pbn__actual.Is(2); | ||||
|         public void ResetLevelPrepared() => global::ProtoBuf.DiscriminatedUnionObject.Reset(ref __pbn__actual, 2); | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(3, Name = @"point_found")] | ||||
|         public PointFound PointFound | ||||
|         { | ||||
|             get { return __pbn__actual.Is(3) ? ((PointFound)__pbn__actual.Object) : default(PointFound); } | ||||
|             set { __pbn__actual = new global::ProtoBuf.DiscriminatedUnionObject(3, value); } | ||||
|         } | ||||
|         public bool ShouldSerializePointFound() => __pbn__actual.Is(3); | ||||
|         public void ResetPointFound() => global::ProtoBuf.DiscriminatedUnionObject.Reset(ref __pbn__actual, 3); | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(4, Name = @"level_end")] | ||||
|         public LevelEnd LevelEnd | ||||
|         { | ||||
|             get { return __pbn__actual.Is(4) ? ((LevelEnd)__pbn__actual.Object) : default(LevelEnd); } | ||||
|             set { __pbn__actual = new global::ProtoBuf.DiscriminatedUnionObject(4, value); } | ||||
|         } | ||||
|         public bool ShouldSerializeLevelEnd() => __pbn__actual.Is(4); | ||||
|         public void ResetLevelEnd() => global::ProtoBuf.DiscriminatedUnionObject.Reset(ref __pbn__actual, 4); | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(5, Name = @"all_level_end")] | ||||
|         public AllLevelEnd AllLevelEnd | ||||
|         { | ||||
|             get { return __pbn__actual.Is(5) ? ((AllLevelEnd)__pbn__actual.Object) : default(AllLevelEnd); } | ||||
|             set { __pbn__actual = new global::ProtoBuf.DiscriminatedUnionObject(5, value); } | ||||
|         } | ||||
|         public bool ShouldSerializeAllLevelEnd() => __pbn__actual.Is(5); | ||||
|         public void ResetAllLevelEnd() => global::ProtoBuf.DiscriminatedUnionObject.Reset(ref __pbn__actual, 5); | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(6, Name = @"player_leave")] | ||||
|         public PlayerLeave PlayerLeave | ||||
|         { | ||||
|             get { return __pbn__actual.Is(6) ? ((PlayerLeave)__pbn__actual.Object) : default(PlayerLeave); } | ||||
|             set { __pbn__actual = new global::ProtoBuf.DiscriminatedUnionObject(6, value); } | ||||
|         } | ||||
|         public bool ShouldSerializePlayerLeave() => __pbn__actual.Is(6); | ||||
|         public void ResetPlayerLeave() => global::ProtoBuf.DiscriminatedUnionObject.Reset(ref __pbn__actual, 6); | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     [global::ProtoBuf.ProtoContract()] | ||||
|     public partial class ServerMessage | ||||
|     { | ||||
|         [global::ProtoBuf.ProtoMember(1, Name = @"player_entered")] | ||||
|         public PlayerEntered PlayerEntered | ||||
|         { | ||||
|             get { return __pbn__actual.Is(1) ? ((PlayerEntered)__pbn__actual.Object) : default(PlayerEntered); } | ||||
|             set { __pbn__actual = new global::ProtoBuf.DiscriminatedUnionObject(1, value); } | ||||
|         } | ||||
|         public bool ShouldSerializePlayerEntered() => __pbn__actual.Is(1); | ||||
|         public void ResetPlayerEntered() => global::ProtoBuf.DiscriminatedUnionObject.Reset(ref __pbn__actual, 1); | ||||
| 
 | ||||
|         private global::ProtoBuf.DiscriminatedUnionObject __pbn__actual; | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(2, Name = @"game_start")] | ||||
|         public GameStart GameStart | ||||
|         { | ||||
|             get { return __pbn__actual.Is(2) ? ((GameStart)__pbn__actual.Object) : default(GameStart); } | ||||
|             set { __pbn__actual = new global::ProtoBuf.DiscriminatedUnionObject(2, value); } | ||||
|         } | ||||
|         public bool ShouldSerializeGameStart() => __pbn__actual.Is(2); | ||||
|         public void ResetGameStart() => global::ProtoBuf.DiscriminatedUnionObject.Reset(ref __pbn__actual, 2); | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(3, Name = @"level_start")] | ||||
|         public LevelStart LevelStart | ||||
|         { | ||||
|             get { return __pbn__actual.Is(3) ? ((LevelStart)__pbn__actual.Object) : default(LevelStart); } | ||||
|             set { __pbn__actual = new global::ProtoBuf.DiscriminatedUnionObject(3, value); } | ||||
|         } | ||||
|         public bool ShouldSerializeLevelStart() => __pbn__actual.Is(3); | ||||
|         public void ResetLevelStart() => global::ProtoBuf.DiscriminatedUnionObject.Reset(ref __pbn__actual, 3); | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(4, Name = @"point_found")] | ||||
|         public PointFound PointFound | ||||
|         { | ||||
|             get { return __pbn__actual.Is(4) ? ((PointFound)__pbn__actual.Object) : default(PointFound); } | ||||
|             set { __pbn__actual = new global::ProtoBuf.DiscriminatedUnionObject(4, value); } | ||||
|         } | ||||
|         public bool ShouldSerializePointFound() => __pbn__actual.Is(4); | ||||
|         public void ResetPointFound() => global::ProtoBuf.DiscriminatedUnionObject.Reset(ref __pbn__actual, 4); | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(5, Name = @"game_finish")] | ||||
|         public GameFinish GameFinish | ||||
|         { | ||||
|             get { return __pbn__actual.Is(5) ? ((GameFinish)__pbn__actual.Object) : default(GameFinish); } | ||||
|             set { __pbn__actual = new global::ProtoBuf.DiscriminatedUnionObject(5, value); } | ||||
|         } | ||||
|         public bool ShouldSerializeGameFinish() => __pbn__actual.Is(5); | ||||
|         public void ResetGameFinish() => global::ProtoBuf.DiscriminatedUnionObject.Reset(ref __pbn__actual, 5); | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     [global::ProtoBuf.ProtoContract()] | ||||
|     public partial class PlayerEnter | ||||
|     { | ||||
|         [global::ProtoBuf.ProtoMember(1, Name = @"room_id")] | ||||
|         [global::System.ComponentModel.DefaultValue("")] | ||||
|         public string RoomId { get; set; } = ""; | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(2, Name = @"uid")] | ||||
|         [global::System.ComponentModel.DefaultValue("")] | ||||
|         public string Uid { get; set; } = ""; | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(3, Name = @"nick_name")] | ||||
|         [global::System.ComponentModel.DefaultValue("")] | ||||
|         public string NickName { get; set; } = ""; | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(4, Name = @"country")] | ||||
|         [global::System.ComponentModel.DefaultValue("")] | ||||
|         public string Country { get; set; } = ""; | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     [global::ProtoBuf.ProtoContract()] | ||||
|     public partial class LevelResource | ||||
|     { | ||||
|         [global::ProtoBuf.ProtoMember(1, Name = @"level_id")] | ||||
|         [global::System.ComponentModel.DefaultValue("")] | ||||
|         public string LevelId { get; set; } = ""; | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(2, Name = @"android_generation")] | ||||
|         [global::System.ComponentModel.DefaultValue("")] | ||||
|         public string AndroidGeneration { get; set; } = ""; | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(3, Name = @"ios_generation")] | ||||
|         [global::System.ComponentModel.DefaultValue("")] | ||||
|         public string IosGeneration { get; set; } = ""; | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     [global::ProtoBuf.ProtoContract()] | ||||
|     public partial class PlayerEntered | ||||
|     { | ||||
|         [global::ProtoBuf.ProtoMember(1, Name = @"cid")] | ||||
|         public long Cid { get; set; } | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     [global::ProtoBuf.ProtoContract()] | ||||
|     public partial class GameStart | ||||
|     { | ||||
|         [global::ProtoBuf.ProtoMember(1, Name = @"level_resource")] | ||||
|         public global::System.Collections.Generic.List<LevelResource> LevelResources { get; } = new global::System.Collections.Generic.List<LevelResource>(); | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     [global::ProtoBuf.ProtoContract()] | ||||
|     public partial class LevelPrepared | ||||
|     { | ||||
|         [global::ProtoBuf.ProtoMember(1, Name = @"cid")] | ||||
|         public long Cid { get; set; } | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(2, Name = @"level")] | ||||
|         [global::System.ComponentModel.DefaultValue("")] | ||||
|         public string Level { get; set; } = ""; | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     [global::ProtoBuf.ProtoContract()] | ||||
|     public partial class LevelStart | ||||
|     { | ||||
|         [global::ProtoBuf.ProtoMember(1, Name = @"level")] | ||||
|         [global::System.ComponentModel.DefaultValue("")] | ||||
|         public string Level { get; set; } = ""; | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     [global::ProtoBuf.ProtoContract()] | ||||
|     public partial class PointFound | ||||
|     { | ||||
|         [global::ProtoBuf.ProtoMember(1, Name = @"cid")] | ||||
|         public long Cid { get; set; } | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(2, Name = @"level")] | ||||
|         [global::System.ComponentModel.DefaultValue("")] | ||||
|         public string Level { get; set; } = ""; | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(3, Name = @"point_id")] | ||||
|         public int PointId { get; set; } | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     [global::ProtoBuf.ProtoContract()] | ||||
|     public partial class LevelEnd | ||||
|     { | ||||
|         [global::ProtoBuf.ProtoMember(1, Name = @"cid")] | ||||
|         public long Cid { get; set; } | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(2, Name = @"level")] | ||||
|         [global::System.ComponentModel.DefaultValue("")] | ||||
|         public string Level { get; set; } = ""; | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     [global::ProtoBuf.ProtoContract()] | ||||
|     public partial class AllLevelEnd | ||||
|     { | ||||
|         [global::ProtoBuf.ProtoMember(1, Name = @"cid")] | ||||
|         public long Cid { get; set; } | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     [global::ProtoBuf.ProtoContract()] | ||||
|     public partial class GameScore | ||||
|     { | ||||
|         [global::ProtoBuf.ProtoMember(1, Name = @"uid")] | ||||
|         [global::System.ComponentModel.DefaultValue("")] | ||||
|         public string Uid { get; set; } = ""; | ||||
| 
 | ||||
|         [global::ProtoBuf.ProtoMember(2, Name = @"score")] | ||||
|         public int Score { get; set; } | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     [global::ProtoBuf.ProtoContract()] | ||||
|     public partial class GameFinish | ||||
|     { | ||||
|         [global::ProtoBuf.ProtoMember(1, Name = @"scores")] | ||||
|         public global::System.Collections.Generic.List<GameScore> Scores { get; } = new global::System.Collections.Generic.List<GameScore>(); | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     [global::ProtoBuf.ProtoContract()] | ||||
|     public partial class PlayerLeave | ||||
|     { | ||||
|         [global::ProtoBuf.ProtoMember(1, Name = @"cid")] | ||||
|         public long Cid { get; set; } | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
| } | ||||
| 
 | ||||
| #pragma warning restore CS1591, CS0612, CS3021 | ||||
|  | @ -0,0 +1,11 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: d2ca874f5de9f40e0bf69a03d2921c90 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,61 @@ | |||
| using System; | ||||
| using System.IO; | ||||
| using ProtoBuf.Meta; | ||||
| 
 | ||||
| namespace Guru | ||||
| { | ||||
|     public interface ISupportInitialize | ||||
|     { | ||||
|         void BeginInit(); | ||||
|         void EndInit(); | ||||
|     } | ||||
| 
 | ||||
|     public interface IDisposable | ||||
|     { | ||||
|         void Dispose(); | ||||
|     } | ||||
| 
 | ||||
|     public static class ProtobufHelper | ||||
|     { | ||||
| 	    public static void Init() | ||||
|         { | ||||
|         } | ||||
| 
 | ||||
|         public static object FromBytes(Type type, byte[] bytes, int index, int count) | ||||
|         { | ||||
| 	        using (MemoryStream stream = new MemoryStream(bytes, index, count)) | ||||
| 	        { | ||||
| 		        object o = RuntimeTypeModel.Default.Deserialize(stream, null, type); | ||||
| 		        if (o is ISupportInitialize supportInitialize) | ||||
| 		        { | ||||
| 			        supportInitialize.EndInit(); | ||||
| 		        } | ||||
| 		        return o; | ||||
| 	        } | ||||
|         } | ||||
| 
 | ||||
|         public static byte[] ToBytes(object message) | ||||
|         { | ||||
| 	        using (MemoryStream stream = new MemoryStream()) | ||||
| 	        { | ||||
| 		        ProtoBuf.Serializer.Serialize(stream, message); | ||||
| 		        return stream.ToArray(); | ||||
| 	        } | ||||
|         } | ||||
| 
 | ||||
|         public static void ToStream(object message, MemoryStream stream) | ||||
|         { | ||||
|             ProtoBuf.Serializer.Serialize(stream, message); | ||||
|         } | ||||
| 
 | ||||
|         public static object FromStream(Type type, MemoryStream stream) | ||||
|         { | ||||
| 	        object o = RuntimeTypeModel.Default.Deserialize(stream, null, type); | ||||
| 	        if (o is ISupportInitialize supportInitialize) | ||||
| 	        { | ||||
| 		        supportInitialize.EndInit(); | ||||
| 	        } | ||||
| 	        return o; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -0,0 +1,11 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 87fa43cd32c964f6a9353a6400490b67 | ||||
| MonoImporter: | ||||
|   externalObjects: {} | ||||
|   serializedVersion: 2 | ||||
|   defaultReferences: [] | ||||
|   executionOrder: 0 | ||||
|   icon: {instanceID: 0} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,8 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: f54d1bd14bd3ca042bd867b519fee8cc | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,8 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 8e7e8f5a82a3a134e91c54efd2274ea9 | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
										
											Binary file not shown.
										
									
								
							|  | @ -0,0 +1,7 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 1b8d251f9af63b746bf2f7ffe00ebb9b | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,8 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 6ab70aee4d56447429c680537fbf93ed | ||||
| folderAsset: yes | ||||
| DefaultImporter: | ||||
|   externalObjects: {} | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,46 @@ | |||
| Digitized data copyright (c) 2010 Google Corporation | ||||
| 	with Reserved Font Arimo, Tinos and Cousine. | ||||
| Copyright (c) 2012 Red Hat, Inc. | ||||
| 	with Reserved Font Name Liberation. | ||||
| 
 | ||||
| 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 efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others. | ||||
| 
 | ||||
| The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. | ||||
| 
 | ||||
| DEFINITIONS | ||||
| "Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. | ||||
| 
 | ||||
| "Reserved Font Name" refers to any names specified as such after the copyright statement(s). | ||||
| 
 | ||||
| "Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). | ||||
| 
 | ||||
| "Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. | ||||
| 
 | ||||
| "Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. | ||||
| 
 | ||||
| PERMISSION & CONDITIONS | ||||
| Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions: | ||||
| 
 | ||||
| 1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. | ||||
| 
 | ||||
| 2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user. | ||||
| 
 | ||||
| 3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. | ||||
| 
 | ||||
| 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. | ||||
| 
 | ||||
| 5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software. | ||||
| 
 | ||||
| TERMINATION | ||||
| This license becomes null and void if any of the above conditions are not met. | ||||
| 
 | ||||
| DISCLAIMER | ||||
| THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. | ||||
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| 		Pass[_StencilOp] | ||||
| 		ReadMask[_StencilReadMask] | ||||
| 		WriteMask[_StencilWriteMask] | ||||
| 	} | ||||
| 
 | ||||
| 
 | ||||
| 	Lighting Off | ||||
| 	Cull [_CullMode] | ||||
| 	ZTest [unity_GUIZTestMode] | ||||
| 	ZWrite Off | ||||
| 	Fog { Mode Off } | ||||
| 	Blend SrcAlpha OneMinusSrcAlpha | ||||
| 	ColorMask[_ColorMask] | ||||
| 
 | ||||
| 	Pass { | ||||
| 		CGPROGRAM | ||||
| 		#pragma vertex vert | ||||
| 		#pragma fragment frag | ||||
| 
 | ||||
| 		#pragma multi_compile __ UNITY_UI_CLIP_RECT | ||||
| 		#pragma multi_compile __ UNITY_UI_ALPHACLIP | ||||
| 
 | ||||
| 
 | ||||
| 		#include "UnityCG.cginc" | ||||
| 
 | ||||
| 		struct appdata_t { | ||||
| 			float4 vertex		: POSITION; | ||||
| 			fixed4 color		: COLOR; | ||||
| 			float2 texcoord0	: TEXCOORD0; | ||||
| 			float2 texcoord1	: TEXCOORD1; | ||||
| 		}; | ||||
| 
 | ||||
| 		struct v2f { | ||||
| 			float4	vertex		: SV_POSITION; | ||||
| 			fixed4	color		: COLOR; | ||||
| 			float2	texcoord0	: TEXCOORD0; | ||||
| 			float2	texcoord1	: TEXCOORD1; | ||||
| 			float4	mask		: TEXCOORD2; | ||||
| 		}; | ||||
| 
 | ||||
| 		uniform	sampler2D 	_MainTex; | ||||
| 		uniform	sampler2D 	_FaceTex; | ||||
| 		uniform float4		_FaceTex_ST; | ||||
| 		uniform	fixed4		_FaceColor; | ||||
| 
 | ||||
| 		uniform float		_VertexOffsetX; | ||||
| 		uniform float		_VertexOffsetY; | ||||
| 		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; | ||||
| 		} | ||||
| 
 | ||||
| 		v2f vert (appdata_t v) | ||||
| 		{ | ||||
| 			float4 vert = v.vertex; | ||||
| 			vert.x += _VertexOffsetX; | ||||
| 			vert.y += _VertexOffsetY; | ||||
| 
 | ||||
| 			vert.xy += (vert.w * 0.5) / _ScreenParams.xy; | ||||
| 
 | ||||
| 			float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); | ||||
| 
 | ||||
| 			fixed4 faceColor = v.color; | ||||
| 			faceColor *= _FaceColor; | ||||
| 
 | ||||
| 			v2f OUT; | ||||
| 			OUT.vertex = vPosition; | ||||
| 			OUT.color = faceColor; | ||||
| 			OUT.texcoord0 = v.texcoord0; | ||||
| 			OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(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)); | ||||
| 
 | ||||
| 			return OUT; | ||||
| 		} | ||||
| 
 | ||||
| 		fixed4 frag (v2f IN) : SV_Target | ||||
| 		{ | ||||
| 			fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; | ||||
| 
 | ||||
| 			// Alternative implementation to UnityGet2DClipping with support for softness. | ||||
| 			#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 | ||||
| 
 | ||||
| 			#if UNITY_UI_ALPHACLIP | ||||
| 				clip(color.a - 0.001); | ||||
| 			#endif | ||||
| 
 | ||||
| 			return color; | ||||
| 		} | ||||
| 		ENDCG | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| 	CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" | ||||
| } | ||||
|  | @ -0,0 +1,9 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 48bb5f55d8670e349b6e614913f9d910 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,145 @@ | |||
| Shader "TextMeshPro/Mobile/Bitmap" { | ||||
| 
 | ||||
| Properties { | ||||
| 	_MainTex		("Font Atlas", 2D) = "white" {} | ||||
| 	[HDR]_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 | ||||
| 
 | ||||
| 	_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 | ||||
| 
 | ||||
| 	_CullMode("Cull Mode", Float) = 0 | ||||
| 	_ColorMask("Color Mask", Float) = 15 | ||||
| } | ||||
| 
 | ||||
| SubShader { | ||||
| 
 | ||||
| 	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } | ||||
| 
 | ||||
| 	Stencil | ||||
| 	{ | ||||
| 		Ref[_Stencil] | ||||
| 		Comp[_StencilComp] | ||||
| 		Pass[_StencilOp] | ||||
| 		ReadMask[_StencilReadMask] | ||||
| 		WriteMask[_StencilWriteMask] | ||||
| 	} | ||||
| 
 | ||||
| 
 | ||||
| 	Lighting Off | ||||
| 	Cull [_CullMode] | ||||
| 	ZTest [unity_GUIZTestMode] | ||||
| 	ZWrite Off | ||||
| 	Fog { Mode Off } | ||||
| 	Blend SrcAlpha OneMinusSrcAlpha | ||||
| 	ColorMask[_ColorMask] | ||||
| 
 | ||||
| 	Pass { | ||||
| 		CGPROGRAM | ||||
| 		#pragma vertex vert | ||||
| 		#pragma fragment frag | ||||
| 		#pragma fragmentoption ARB_precision_hint_fastest | ||||
| 
 | ||||
| 		#pragma multi_compile __ UNITY_UI_CLIP_RECT | ||||
| 		#pragma multi_compile __ UNITY_UI_ALPHACLIP | ||||
| 
 | ||||
| 
 | ||||
| 		#include "UnityCG.cginc" | ||||
| 
 | ||||
| 		struct appdata_t { | ||||
| 			float4 vertex : POSITION; | ||||
| 			fixed4 color : COLOR; | ||||
| 			float2 texcoord0 : TEXCOORD0; | ||||
| 			float2 texcoord1 : TEXCOORD1; | ||||
| 		}; | ||||
| 
 | ||||
| 		struct v2f { | ||||
| 			float4 vertex		: POSITION; | ||||
| 			fixed4 color		: COLOR; | ||||
| 			float2 texcoord0	: TEXCOORD0; | ||||
| 			float4 mask			: TEXCOORD2; | ||||
| 		}; | ||||
| 
 | ||||
| 		sampler2D 	_MainTex; | ||||
| 		fixed4		_Color; | ||||
| 		float		_DiffusePower; | ||||
| 
 | ||||
| 		uniform float		_VertexOffsetX; | ||||
| 		uniform float		_VertexOffsetY; | ||||
| 		uniform float4		_ClipRect; | ||||
| 		uniform float		_MaskSoftnessX; | ||||
| 		uniform float		_MaskSoftnessY; | ||||
| 
 | ||||
| 		v2f vert (appdata_t v) | ||||
| 		{ | ||||
| 			v2f OUT; | ||||
| 			float4 vert = v.vertex; | ||||
| 			vert.x += _VertexOffsetX; | ||||
| 			vert.y += _VertexOffsetY; | ||||
| 
 | ||||
| 			vert.xy += (vert.w * 0.5) / _ScreenParams.xy; | ||||
| 
 | ||||
| 			OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); | ||||
| 			OUT.color = v.color; | ||||
| 			OUT.color *= _Color; | ||||
| 			OUT.color.rgb *= _DiffusePower; | ||||
| 			OUT.texcoord0 = v.texcoord0; | ||||
| 
 | ||||
| 			float2 pixelSize = OUT.vertex.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)); | ||||
| 
 | ||||
| 			return OUT; | ||||
| 		} | ||||
| 
 | ||||
| 		fixed4 frag (v2f IN) : COLOR | ||||
| 		{ | ||||
| 			fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); | ||||
| 
 | ||||
| 			// Alternative implementation to UnityGet2DClipping with support for softness. | ||||
| 			#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 | ||||
| 
 | ||||
| 			#if UNITY_UI_ALPHACLIP | ||||
| 				clip(color.a - 0.001); | ||||
| 			#endif | ||||
| 
 | ||||
| 			return color; | ||||
| 		} | ||||
| 		ENDCG | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| SubShader { | ||||
| 	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } | ||||
| 	Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } | ||||
| 	Blend SrcAlpha OneMinusSrcAlpha | ||||
| 	BindChannels { | ||||
| 		Bind "Color", color | ||||
| 		Bind "Vertex", vertex | ||||
| 		Bind "TexCoord", texcoord0 | ||||
| 	} | ||||
| 	Pass { | ||||
| 		SetTexture [_MainTex] { | ||||
| 			constantColor [_Color] combine constant * primary, constant * texture | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" | ||||
| } | ||||
|  | @ -0,0 +1,9 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 1e3b057af24249748ff873be7fafee47 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,143 @@ | |||
| Shader "TextMeshPro/Bitmap" { | ||||
| 
 | ||||
| Properties { | ||||
| 	_MainTex		("Font Atlas", 2D) = "white" {} | ||||
| 	_FaceTex		("Font Texture", 2D) = "white" {} | ||||
| 	[HDR]_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) | ||||
| 
 | ||||
| 	_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{ | ||||
| 
 | ||||
| 	Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } | ||||
| 
 | ||||
| 	Stencil | ||||
| 	{ | ||||
| 		Ref[_Stencil] | ||||
| 		Comp[_StencilComp] | ||||
| 		Pass[_StencilOp] | ||||
| 		ReadMask[_StencilReadMask] | ||||
| 		WriteMask[_StencilWriteMask] | ||||
| 	} | ||||
| 
 | ||||
| 
 | ||||
| 	Lighting Off | ||||
| 	Cull [_CullMode] | ||||
| 	ZTest [unity_GUIZTestMode] | ||||
| 	ZWrite Off | ||||
| 	Fog { Mode Off } | ||||
| 	Blend SrcAlpha OneMinusSrcAlpha | ||||
| 	ColorMask[_ColorMask] | ||||
| 
 | ||||
| 	Pass { | ||||
| 		CGPROGRAM | ||||
| 		#pragma vertex vert | ||||
| 		#pragma fragment frag | ||||
| 
 | ||||
| 		#pragma multi_compile __ UNITY_UI_CLIP_RECT | ||||
| 		#pragma multi_compile __ UNITY_UI_ALPHACLIP | ||||
| 
 | ||||
| 
 | ||||
| 		#include "UnityCG.cginc" | ||||
| 
 | ||||
| 		struct appdata_t { | ||||
| 			float4 vertex		: POSITION; | ||||
| 			fixed4 color		: COLOR; | ||||
| 			float2 texcoord0	: TEXCOORD0; | ||||
| 			float2 texcoord1	: TEXCOORD1; | ||||
| 		}; | ||||
| 
 | ||||
| 		struct v2f { | ||||
| 			float4	vertex		: SV_POSITION; | ||||
| 			fixed4	color		: COLOR; | ||||
| 			float2	texcoord0	: TEXCOORD0; | ||||
| 			float2	texcoord1	: TEXCOORD1; | ||||
| 			float4	mask		: TEXCOORD2; | ||||
| 		}; | ||||
| 
 | ||||
| 		uniform	sampler2D 	_MainTex; | ||||
| 		uniform	sampler2D 	_FaceTex; | ||||
| 		uniform float4		_FaceTex_ST; | ||||
| 		uniform	fixed4		_FaceColor; | ||||
| 
 | ||||
| 		uniform float		_VertexOffsetX; | ||||
| 		uniform float		_VertexOffsetY; | ||||
| 		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; | ||||
| 		} | ||||
| 
 | ||||
| 		v2f vert (appdata_t v) | ||||
| 		{ | ||||
| 			float4 vert = v.vertex; | ||||
| 			vert.x += _VertexOffsetX; | ||||
| 			vert.y += _VertexOffsetY; | ||||
| 
 | ||||
| 			vert.xy += (vert.w * 0.5) / _ScreenParams.xy; | ||||
| 
 | ||||
| 			float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); | ||||
| 
 | ||||
| 			fixed4 faceColor = v.color; | ||||
| 			faceColor *= _FaceColor; | ||||
| 
 | ||||
| 			v2f OUT; | ||||
| 			OUT.vertex = vPosition; | ||||
| 			OUT.color = faceColor; | ||||
| 			OUT.texcoord0 = v.texcoord0; | ||||
| 			OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(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)); | ||||
| 
 | ||||
| 			return OUT; | ||||
| 		} | ||||
| 
 | ||||
| 		fixed4 frag (v2f IN) : SV_Target | ||||
| 		{ | ||||
| 			fixed4 color = tex2D(_MainTex, IN.texcoord0); | ||||
| 			color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); | ||||
| 
 | ||||
| 			// Alternative implementation to UnityGet2DClipping with support for softness. | ||||
| 			#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 | ||||
| 
 | ||||
| 			#if UNITY_UI_ALPHACLIP | ||||
| 				clip(color.a - 0.001); | ||||
| 			#endif | ||||
| 
 | ||||
| 			return color; | ||||
| 		} | ||||
| 		ENDCG | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| 	CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" | ||||
| } | ||||
|  | @ -0,0 +1,9 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 128e987d567d4e2c824d754223b3f3b0 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,317 @@ | |||
| Shader "TextMeshPro/Distance Field Overlay" { | ||||
| 
 | ||||
| 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) | ||||
| 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0 | ||||
| 
 | ||||
| 	[HDR]_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 | ||||
| 	_OutlineWidth		("Outline Thickness", Range(0, 1)) = 0 | ||||
| 	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0 | ||||
| 
 | ||||
| 	_Bevel				("Bevel", Range(0,1)) = 0.5 | ||||
| 	_BevelOffset		("Bevel Offset", Range(-0.5,0.5)) = 0 | ||||
| 	_BevelWidth			("Bevel Width", Range(-.5,0.5)) = 0 | ||||
| 	_BevelClamp			("Bevel Clamp", Range(0,1)) = 0 | ||||
| 	_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) | ||||
| 	_SpecularPower		("Specular", Range(0,4)) = 2.0 | ||||
| 	_Reflectivity		("Reflectivity", Range(5.0,15.0)) = 10 | ||||
| 	_Diffuse			("Diffuse", Range(0,1)) = 0.5 | ||||
| 	_Ambient			("Ambient", Range(1,0)) = 0.5 | ||||
| 
 | ||||
| 	_BumpMap 			("Normal map", 2D) = "bump" {} | ||||
| 	_BumpOutline		("Bump Outline", Range(0,1)) = 0 | ||||
| 	_BumpFace			("Bump Face", Range(0,1)) = 0 | ||||
| 
 | ||||
| 	_ReflectFaceColor	("Reflection Color", Color) = (0,0,0,1) | ||||
| 	_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) | ||||
| 	_Cube 				("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } | ||||
| 	_EnvMatrixRotation	("Texture Rotation", vector) = (0, 0, 0, 0) | ||||
| 
 | ||||
| 
 | ||||
| 	[HDR]_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) | ||||
| 	_GlowOffset			("Offset", Range(-1,1)) = 0 | ||||
| 	_GlowInner			("Inner", Range(0,1)) = 0.05 | ||||
| 	_GlowOuter			("Outer", Range(0,1)) = 0.05 | ||||
| 	_GlowPower			("Falloff", Range(1, 0)) = 0.75 | ||||
| 
 | ||||
| 	_WeightNormal		("Weight Normal", float) = 0 | ||||
| 	_WeightBold			("Weight Bold", float) = 0.5 | ||||
| 
 | ||||
| 	_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) = 5.0 | ||||
| 	_ScaleX				("Scale X", float) = 1.0 | ||||
| 	_ScaleY				("Scale Y", float) = 1.0 | ||||
| 	_PerspectiveFilter	("Perspective Correction", Range(0, 1)) = 0.875 | ||||
| 	_Sharpness			("Sharpness", Range(-1,1)) = 0 | ||||
| 
 | ||||
| 	_VertexOffsetX		("Vertex OffsetX", float) = 0 | ||||
| 	_VertexOffsetY		("Vertex OffsetY", float) = 0 | ||||
| 
 | ||||
| 	_MaskCoord			("Mask Coordinates", vector) = (0, 0, 32767, 32767) | ||||
| 	_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 { | ||||
| 
 | ||||
| 	Tags | ||||
|   { | ||||
| 		"Queue"="Overlay" | ||||
| 		"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 Always | ||||
| 	Blend One OneMinusSrcAlpha | ||||
| 	ColorMask [_ColorMask] | ||||
| 
 | ||||
| 	Pass { | ||||
| 		CGPROGRAM | ||||
| 		#pragma target 3.0 | ||||
| 		#pragma vertex VertShader | ||||
| 		#pragma fragment PixShader | ||||
| 		#pragma shader_feature __ BEVEL_ON | ||||
| 		#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER | ||||
| 		#pragma shader_feature __ GLOW_ON | ||||
| 
 | ||||
| 		#pragma multi_compile __ UNITY_UI_CLIP_RECT | ||||
| 		#pragma multi_compile __ UNITY_UI_ALPHACLIP | ||||
| 
 | ||||
| 		#include "UnityCG.cginc" | ||||
| 		#include "UnityUI.cginc" | ||||
| 		#include "TMPro_Properties.cginc" | ||||
| 		#include "TMPro.cginc" | ||||
| 
 | ||||
| 		struct vertex_t { | ||||
| 			UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			float4	position		: POSITION; | ||||
| 			float3	normal			: NORMAL; | ||||
| 			fixed4	color			: COLOR; | ||||
| 			float2	texcoord0		: TEXCOORD0; | ||||
| 			float2	texcoord1		: TEXCOORD1; | ||||
| 		}; | ||||
| 
 | ||||
| 
 | ||||
| 		struct pixel_t { | ||||
| 			UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			float4	position		: SV_POSITION; | ||||
| 			fixed4	color			: COLOR; | ||||
| 			float2	atlas			: TEXCOORD0;		// Atlas | ||||
| 			float4	param			: TEXCOORD1;		// alphaClip, scale, bias, weight | ||||
| 			float4	mask			: TEXCOORD2;		// Position in object space(xy), pixel Size(zw) | ||||
| 			float3	viewDir			: TEXCOORD3; | ||||
| 
 | ||||
| 		#if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
| 			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; | ||||
| 
 | ||||
| 		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); | ||||
| 
 | ||||
| 			float bold = step(input.texcoord1.y, 0); | ||||
| 
 | ||||
| 			float4 vert = input.position; | ||||
| 			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.texcoord1.y) * _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 bias =(.5 - weight) + (.5 / scale); | ||||
| 
 | ||||
| 			float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); | ||||
| 
 | ||||
| 		#if GLOW_ON | ||||
| 			alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); | ||||
| 		#endif | ||||
| 
 | ||||
| 			alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; | ||||
| 
 | ||||
| 		#if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
| 			float4 underlayColor = _UnderlayColor; | ||||
| 			underlayColor.rgb *= underlayColor.a; | ||||
| 
 | ||||
| 			float bScale = scale; | ||||
| 			bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); | ||||
| 			float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); | ||||
| 
 | ||||
| 			float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; | ||||
| 			float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; | ||||
| 			float2 bOffset = 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); | ||||
| 
 | ||||
| 			// Support for texture tiling and offset | ||||
| 			float2 textureUV = UnpackUV(input.texcoord1.x); | ||||
| 			float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); | ||||
| 			float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); | ||||
| 
 | ||||
| 
 | ||||
| 			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)); | ||||
| 			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); | ||||
| 			output.underlayColor =	underlayColor; | ||||
| 			#endif | ||||
| 			output.textures = float4(faceUV, outlineUV); | ||||
| 
 | ||||
| 			return output; | ||||
| 		} | ||||
| 
 | ||||
| 
 | ||||
| 		fixed4 PixShader(pixel_t input) : SV_Target | ||||
| 		{ | ||||
| 			UNITY_SETUP_INSTANCE_ID(input); | ||||
| 
 | ||||
| 			float c = tex2D(_MainTex, input.atlas).a; | ||||
| 
 | ||||
| 		#ifndef UNDERLAY_ON | ||||
| 			clip(c - input.param.x); | ||||
| 		#endif | ||||
| 
 | ||||
| 			float	scale	= input.param.y; | ||||
| 			float	bias	= input.param.z; | ||||
| 			float	weight	= input.param.w; | ||||
| 			float	sd = (bias - c) * scale; | ||||
| 
 | ||||
| 			float outline = (_OutlineWidth * _ScaleRatioA) * scale; | ||||
| 			float softness = (_OutlineSoftness * _ScaleRatioA) * scale; | ||||
| 
 | ||||
| 			half4 faceColor = _FaceColor; | ||||
| 			half4 outlineColor = _OutlineColor; | ||||
| 
 | ||||
| 			faceColor.rgb *= input.color.rgb; | ||||
| 
 | ||||
| 			faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); | ||||
| 			outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); | ||||
| 
 | ||||
| 			faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); | ||||
| 
 | ||||
| 		#if BEVEL_ON | ||||
| 			float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); | ||||
| 			float3 n = GetSurfaceNormal(input.atlas, weight, dxy); | ||||
| 
 | ||||
| 			float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; | ||||
| 			bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); | ||||
| 			n = normalize(n- bump); | ||||
| 
 | ||||
| 			float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); | ||||
| 
 | ||||
| 			float3 col = GetSpecular(n, light); | ||||
| 			faceColor.rgb += col*faceColor.a; | ||||
| 			faceColor.rgb *= 1-(dot(n, light)*_Diffuse); | ||||
| 			faceColor.rgb *= 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; | ||||
| 		#endif | ||||
| 
 | ||||
| 		#if UNDERLAY_ON | ||||
| 			float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; | ||||
| 			faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); | ||||
| 		#endif | ||||
| 
 | ||||
| 		#if UNDERLAY_INNER | ||||
| 			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); | ||||
| 		#endif | ||||
| 
 | ||||
| 		#if GLOW_ON | ||||
| 			float4 glowColor = GetGlowColor(sd, scale); | ||||
| 			faceColor.rgb += glowColor.rgb * glowColor.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); | ||||
| 			faceColor *= m.x * m.y; | ||||
| 		#endif | ||||
| 
 | ||||
| 		#if UNITY_UI_ALPHACLIP | ||||
| 			clip(faceColor.a - 0.001); | ||||
| 		#endif | ||||
| 
 | ||||
| 			return faceColor * input.color.a; | ||||
| 		} | ||||
| 
 | ||||
| 		ENDCG | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| Fallback "TextMeshPro/Mobile/Distance Field" | ||||
| CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" | ||||
| } | ||||
|  | @ -0,0 +1,9 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: dd89cf5b9246416f84610a006f916af7 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,310 @@ | |||
| Shader "TextMeshPro/Distance Field SSD" { | ||||
| 
 | ||||
| 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) | ||||
|     _FaceDilate         ("Face Dilate", Range(-1,1)) = 0 | ||||
| 
 | ||||
|     [HDR]_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 | ||||
|     _OutlineWidth       ("Outline Thickness", Range(0, 1)) = 0 | ||||
|     _OutlineSoftness    ("Outline Softness", Range(0,1)) = 0 | ||||
| 
 | ||||
|     _Bevel              ("Bevel", Range(0,1)) = 0.5 | ||||
|     _BevelOffset        ("Bevel Offset", Range(-0.5,0.5)) = 0 | ||||
|     _BevelWidth         ("Bevel Width", Range(-.5,0.5)) = 0 | ||||
|     _BevelClamp         ("Bevel Clamp", Range(0,1)) = 0 | ||||
|     _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) | ||||
|     _SpecularPower      ("Specular", Range(0,4)) = 2.0 | ||||
|     _Reflectivity       ("Reflectivity", Range(5.0,15.0)) = 10 | ||||
|     _Diffuse            ("Diffuse", Range(0,1)) = 0.5 | ||||
|     _Ambient            ("Ambient", Range(1,0)) = 0.5 | ||||
| 
 | ||||
|     _BumpMap            ("Normal map", 2D) = "bump" {} | ||||
|     _BumpOutline        ("Bump Outline", Range(0,1)) = 0 | ||||
|     _BumpFace           ("Bump Face", Range(0,1)) = 0 | ||||
| 
 | ||||
|     _ReflectFaceColor   ("Reflection Color", Color) = (0,0,0,1) | ||||
|     _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) | ||||
|     _Cube               ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } | ||||
|     _EnvMatrixRotation  ("Texture Rotation", vector) = (0, 0, 0, 0) | ||||
| 
 | ||||
| 
 | ||||
|     [HDR]_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) | ||||
|     _GlowOffset         ("Offset", Range(-1,1)) = 0 | ||||
|     _GlowInner          ("Inner", Range(0,1)) = 0.05 | ||||
|     _GlowOuter          ("Outer", Range(0,1)) = 0.05 | ||||
|     _GlowPower          ("Falloff", Range(1, 0)) = 0.75 | ||||
| 
 | ||||
|     _WeightNormal       ("Weight Normal", float) = 0 | ||||
|     _WeightBold         ("Weight Bold", float) = 0.5 | ||||
| 
 | ||||
|     _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) = 5.0 | ||||
|     _ScaleX             ("Scale X", float) = 1.0 | ||||
|     _ScaleY             ("Scale Y", float) = 1.0 | ||||
|     _PerspectiveFilter  ("Perspective Correction", Range(0, 1)) = 0.875 | ||||
|     _Sharpness          ("Sharpness", Range(-1,1)) = 0 | ||||
| 
 | ||||
|     _VertexOffsetX      ("Vertex OffsetX", float) = 0 | ||||
|     _VertexOffsetY      ("Vertex OffsetY", float) = 0 | ||||
| 
 | ||||
|     _MaskCoord          ("Mask Coordinates", vector) = (0, 0, 32767, 32767) | ||||
|     _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 { | ||||
|     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 target 3.0 | ||||
|         #pragma vertex VertShader | ||||
|         #pragma fragment PixShader | ||||
|         #pragma shader_feature __ BEVEL_ON | ||||
|         #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER | ||||
|         #pragma shader_feature __ GLOW_ON | ||||
|         #pragma shader_feature __ FORCE_LINEAR | ||||
| 
 | ||||
|         #pragma multi_compile __ UNITY_UI_CLIP_RECT | ||||
|         #pragma multi_compile __ UNITY_UI_ALPHACLIP | ||||
| 
 | ||||
|         #include "UnityCG.cginc" | ||||
|         #include "UnityUI.cginc" | ||||
|         #include "TMPro_Properties.cginc" | ||||
|         #include "TMPro.cginc" | ||||
| 
 | ||||
|         struct vertex_t { | ||||
|             UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
|             float4	position        : POSITION; | ||||
|             float3	normal          : NORMAL; | ||||
|             float4	color           : COLOR; | ||||
|             float2	texcoord0       : TEXCOORD0; | ||||
|             float2	texcoord1       : TEXCOORD1; | ||||
|         }; | ||||
| 
 | ||||
| 
 | ||||
|         struct pixel_t { | ||||
|             UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
|             UNITY_VERTEX_OUTPUT_STEREO | ||||
|             float4	position        : SV_POSITION; | ||||
|             float4	color           : COLOR; | ||||
|             float2	atlas           : TEXCOORD0; | ||||
|             float	weight          : TEXCOORD1; | ||||
|             float2	mask            : TEXCOORD2;		// Position in object space(xy) | ||||
|             float3	viewDir         : TEXCOORD3; | ||||
| 
 | ||||
|         #if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
|             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; | ||||
| 
 | ||||
|         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); | ||||
|         } | ||||
| 
 | ||||
|         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); | ||||
| 
 | ||||
|             float bold = step(input.texcoord1.y, 0); | ||||
| 
 | ||||
|             float4 vert = input.position; | ||||
|             vert.x += _VertexOffsetX; | ||||
|             vert.y += _VertexOffsetY; | ||||
| 
 | ||||
|             float4 vPosition = UnityObjectToClipPos(vert); | ||||
| 
 | ||||
|             float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; | ||||
|             weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; | ||||
| 
 | ||||
|         #if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
|             float4 underlayColor = _UnderlayColor; | ||||
|             underlayColor.rgb *= underlayColor.a; | ||||
| 
 | ||||
|             float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; | ||||
|             float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; | ||||
|             float2 bOffset = float2(x, y); | ||||
|         #endif | ||||
| 
 | ||||
|             // Generate UV for the Masking Texture | ||||
|             float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); | ||||
| 
 | ||||
|             // Support for texture tiling and offset | ||||
|             float2 textureUV = UnpackUV(input.texcoord1.x); | ||||
|             float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); | ||||
|             float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); | ||||
| 
 | ||||
|             float4 color = input.color; | ||||
|         #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) | ||||
|             color = SRGBToLinear(input.color); | ||||
|         #endif | ||||
| 
 | ||||
|             output.position = vPosition; | ||||
|             output.color = color; | ||||
|             output.atlas = input.texcoord0; | ||||
|             output.weight = weight; | ||||
|             output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); | ||||
|             output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); | ||||
|         #if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
|             output.texcoord2 = input.texcoord0 + bOffset; | ||||
|             output.underlayColor = underlayColor; | ||||
|         #endif | ||||
|             output.textures = float4(faceUV, outlineUV); | ||||
| 
 | ||||
|             return output; | ||||
|         } | ||||
| 
 | ||||
| 
 | ||||
|         fixed4 PixShader(pixel_t input) : SV_Target | ||||
|         { | ||||
|             UNITY_SETUP_INSTANCE_ID(input); | ||||
| 
 | ||||
|             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 weight = input.weight; | ||||
|             float bias = (.5 - weight) + (.5 / scale); | ||||
|             float sd = (bias - c) * scale; | ||||
| 
 | ||||
|             float outline = (_OutlineWidth * _ScaleRatioA) * scale; | ||||
|             float softness = (_OutlineSoftness * _ScaleRatioA) * scale; | ||||
| 
 | ||||
|             half4 faceColor = _FaceColor; | ||||
|             half4 outlineColor = _OutlineColor; | ||||
| 
 | ||||
|             faceColor.rgb *= input.color.rgb; | ||||
| 
 | ||||
|             faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); | ||||
|             outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); | ||||
| 
 | ||||
|             faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); | ||||
| 
 | ||||
|         #if BEVEL_ON | ||||
|             float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); | ||||
|             float3 n = GetSurfaceNormal(input.atlas, weight, dxy); | ||||
| 
 | ||||
|             float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; | ||||
|             bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); | ||||
|             n = normalize(n - bump); | ||||
| 
 | ||||
|             float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); | ||||
| 
 | ||||
|             float3 col = GetSpecular(n, light); | ||||
|             faceColor.rgb += col * faceColor.a; | ||||
|             faceColor.rgb *= 1 - (dot(n, light) * _Diffuse); | ||||
|             faceColor.rgb *= 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; | ||||
|         #endif | ||||
| 
 | ||||
|         #if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
|             float bScale = scale; | ||||
|             bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); | ||||
|             float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); | ||||
|         #endif | ||||
| 
 | ||||
|         #if UNDERLAY_ON | ||||
|             float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; | ||||
|             faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); | ||||
|         #endif | ||||
| 
 | ||||
|         #if UNDERLAY_INNER | ||||
|             float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; | ||||
|             faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a); | ||||
|         #endif | ||||
| 
 | ||||
|         #if GLOW_ON | ||||
|             float4 glowColor = GetGlowColor(sd, scale); | ||||
|             faceColor.rgb += glowColor.rgb * glowColor.a; | ||||
|         #endif | ||||
| 
 | ||||
|             // 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 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); | ||||
|             faceColor *= m.x * m.y; | ||||
|         #endif | ||||
| 
 | ||||
|         #if UNITY_UI_ALPHACLIP | ||||
|             clip(faceColor.a - 0.001); | ||||
|         #endif | ||||
| 
 | ||||
|             return faceColor * input.color.a; | ||||
|             } | ||||
| 
 | ||||
|             ENDCG | ||||
|         } | ||||
| } | ||||
| 
 | ||||
| Fallback "TextMeshPro/Mobile/Distance Field" | ||||
| CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" | ||||
| } | ||||
|  | @ -0,0 +1,9 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 14eb328de4b8eb245bb7cea29e4ac00b | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,247 @@ | |||
| // 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 - Masking" { | ||||
| 
 | ||||
| Properties { | ||||
| 	[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1) | ||||
| 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0 | ||||
| 
 | ||||
| 	[HDR]_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) | ||||
| 	_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 | ||||
| 	_MaskTex			("Mask Texture", 2D) = "white" {} | ||||
| 	_MaskInverse		("Inverse", float) = 0 | ||||
| 	_MaskEdgeColor		("Edge Color", Color) = (1,1,1,1) | ||||
| 	_MaskEdgeSoftness	("Edge Softness", Range(0, 1)) = 0.01 | ||||
| 	_MaskWipeControl	("Wipe Position", Range(0, 1)) = 0.5 | ||||
| 
 | ||||
| 	_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 { | ||||
| 	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 { | ||||
| 			float4	vertex			: POSITION; | ||||
| 			float3	normal			: NORMAL; | ||||
| 			fixed4	color			: COLOR; | ||||
| 			float2	texcoord0		: TEXCOORD0; | ||||
| 			float2	texcoord1		: TEXCOORD1; | ||||
| 		}; | ||||
| 
 | ||||
| 		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) | ||||
| 		#endif | ||||
| 		}; | ||||
| 
 | ||||
| 		float _MaskWipeControl; | ||||
| 		float _MaskEdgeSoftness; | ||||
| 		fixed4 _MaskEdgeColor; | ||||
| 		bool _MaskInverse; | ||||
| 
 | ||||
| 		pixel_t VertShader(vertex_t input) | ||||
| 		{ | ||||
| 			float bold = step(input.texcoord1.y, 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.texcoord1.y) * _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; | ||||
| 			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); | ||||
| 
 | ||||
| 			// Structure for pixel shader | ||||
| 			pixel_t output = { | ||||
| 				vPosition, | ||||
| 				faceColor, | ||||
| 				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)), | ||||
| 			#if (UNDERLAY_ON | UNDERLAY_INNER) | ||||
| 				float4(input.texcoord0 + layerOffset, input.color.a, 0), | ||||
| 				half2(layerScale, layerBias), | ||||
| 			#endif | ||||
| 			}; | ||||
| 
 | ||||
| 			return output; | ||||
| 		} | ||||
| 
 | ||||
| 
 | ||||
| 		// PIXEL SHADER | ||||
| 		fixed4 PixShader(pixel_t input) : SV_Target | ||||
| 		{ | ||||
| 			half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; | ||||
| 			half4 c = input.faceColor * saturate(d - input.param.w); | ||||
| 
 | ||||
| 		#ifdef OUTLINE_ON | ||||
| 			c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); | ||||
| 			c *= 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 | ||||
| 
 | ||||
| 		float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); | ||||
| 		float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; | ||||
| 		a = saturate(t / _MaskEdgeSoftness); | ||||
| 		c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); | ||||
| 		c *= a; | ||||
| 
 | ||||
| 		#if (UNDERLAY_ON | UNDERLAY_INNER) | ||||
| 			c *= input.texcoord1.z; | ||||
| 		#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: bc1ede39bf3643ee8e493720e4259791 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,240 @@ | |||
| // 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 Overlay" { | ||||
| 
 | ||||
| Properties { | ||||
| 	[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1) | ||||
| 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0 | ||||
| 
 | ||||
| 	[HDR]_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) | ||||
| 	_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 { | ||||
| 	Tags | ||||
|   { | ||||
| 		"Queue"="Overlay" | ||||
| 		"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 Always | ||||
| 	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; | ||||
| 			float2	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 | ||||
| 		}; | ||||
| 
 | ||||
| 
 | ||||
| 		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); | ||||
| 
 | ||||
| 			float bold = step(input.texcoord1.y, 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.texcoord1.y) * _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; | ||||
| 			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); | ||||
| 			output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + 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 = input.faceColor * saturate(d - input.param.w); | ||||
| 
 | ||||
| 		#ifdef OUTLINE_ON | ||||
| 			c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); | ||||
| 			c *= 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 | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" | ||||
| } | ||||
|  | @ -0,0 +1,9 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: a02a7d8c237544f1962732b55a9aebf1 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,106 @@ | |||
| // 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 SSD" { | ||||
| 
 | ||||
| Properties { | ||||
| 	[HDR]_FaceColor		("Face Color", Color) = (1,1,1,1) | ||||
| 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0 | ||||
| 
 | ||||
| 	[HDR]_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) | ||||
| 	_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 | ||||
| 	_MaskTex			("Mask Texture", 2D) = "white" {} | ||||
| 	_MaskInverse		("Inverse", float) = 0 | ||||
| 	_MaskEdgeColor		("Edge Color", Color) = (1,1,1,1) | ||||
| 	_MaskEdgeSoftness	("Edge Softness", Range(0, 1)) = 0.01 | ||||
| 	_MaskWipeControl	("Wipe Position", Range(0, 1)) = 0.5 | ||||
| 
 | ||||
| 	_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 { | ||||
| 	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" | ||||
| 
 | ||||
| 		#include "TMPro_Mobile.cginc" | ||||
| 
 | ||||
| 		ENDCG | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" | ||||
| } | ||||
|  | @ -0,0 +1,9 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: c8d12adcee749c344b8117cf7c7eb912 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,240 @@ | |||
| // 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" { | ||||
| 
 | ||||
| Properties { | ||||
| 	[HDR]_FaceColor     ("Face Color", Color) = (1,1,1,1) | ||||
| 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0 | ||||
| 
 | ||||
| 	[HDR]_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) | ||||
| 	_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 { | ||||
| 	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; | ||||
| 			float2	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 | ||||
| 		}; | ||||
| 
 | ||||
| 
 | ||||
| 		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); | ||||
| 
 | ||||
| 			float bold = step(input.texcoord1.y, 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.texcoord1.y) * _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; | ||||
| 			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); | ||||
| 			output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + 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 = input.faceColor * saturate(d - input.param.w); | ||||
| 
 | ||||
| 			#ifdef OUTLINE_ON | ||||
| 			c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); | ||||
| 			c *= 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 | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" | ||||
| } | ||||
|  | @ -0,0 +1,9 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: fe393ace9b354375a9cb14cdbbc28be4 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,138 @@ | |||
| // Simplified version of the SDF Surface shader : | ||||
| // - No support for Bevel, Bump or envmap | ||||
| // - Diffuse only lighting | ||||
| // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. | ||||
| 
 | ||||
| Shader "TextMeshPro/Mobile/Distance Field (Surface)" { | ||||
| 
 | ||||
| Properties { | ||||
| 	_FaceTex			("Fill Texture", 2D) = "white" {} | ||||
| 	[HDR]_FaceColor		("Fill Color", Color) = (1,1,1,1) | ||||
| 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0 | ||||
| 
 | ||||
| 	[HDR]_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) | ||||
| 	_GlowOffset			("Offset", Range(-1,1)) = 0 | ||||
| 	_GlowInner			("Inner", Range(0,1)) = 0.05 | ||||
| 	_GlowOuter			("Outer", Range(0,1)) = 0.05 | ||||
| 	_GlowPower			("Falloff", Range(1, 0)) = 0.75 | ||||
| 
 | ||||
| 	_WeightNormal		("Weight Normal", float) = 0 | ||||
| 	_WeightBold			("Weight Bold", float) = 0.5 | ||||
| 
 | ||||
| 	// Should not be directly exposed to the user | ||||
| 	_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) = 5.0 | ||||
| 	_ScaleX				("Scale X", float) = 1.0 | ||||
| 	_ScaleY				("Scale Y", float) = 1.0 | ||||
| 	_PerspectiveFilter	("Perspective Correction", Range(0, 1)) = 0.875 | ||||
| 	_Sharpness			("Sharpness", Range(-1,1)) = 0 | ||||
| 
 | ||||
| 	_VertexOffsetX		("Vertex OffsetX", float) = 0 | ||||
| 	_VertexOffsetY		("Vertex OffsetY", float) = 0 | ||||
| 
 | ||||
| 	_CullMode			("Cull Mode", Float) = 0 | ||||
| 	//_MaskCoord		("Mask Coords", vector) = (0,0,0,0) | ||||
| 	//_MaskSoftness		("Mask Softness", float) = 0 | ||||
| } | ||||
| 
 | ||||
| SubShader { | ||||
| 
 | ||||
| 	Tags { | ||||
| 		"Queue"="Transparent" | ||||
| 		"IgnoreProjector"="True" | ||||
| 		"RenderType"="Transparent" | ||||
| 	} | ||||
| 
 | ||||
| 	LOD 300 | ||||
| 	Cull [_CullMode] | ||||
| 
 | ||||
| 	CGPROGRAM | ||||
| 	#pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap | ||||
| 	#pragma target 3.0 | ||||
| 	#pragma shader_feature __ GLOW_ON | ||||
| 
 | ||||
| 	#include "TMPro_Properties.cginc" | ||||
| 	#include "TMPro.cginc" | ||||
| 
 | ||||
| 	half _FaceShininess; | ||||
| 	half _OutlineShininess; | ||||
| 
 | ||||
| 	struct Input | ||||
| 	{ | ||||
| 		fixed4	color		: COLOR; | ||||
| 		float2	uv_MainTex; | ||||
| 		float2	uv2_FaceTex; | ||||
| 		float2  uv2_OutlineTex; | ||||
| 		float2	param;					// Weight, Scale | ||||
| 		float3	viewDirEnv; | ||||
| 	}; | ||||
| 
 | ||||
| 	#include "TMPro_Surface.cginc" | ||||
| 
 | ||||
| 	ENDCG | ||||
| 
 | ||||
| 	// Pass to render object as a shadow caster | ||||
| 	Pass | ||||
| 	{ | ||||
| 		Name "Caster" | ||||
| 		Tags { "LightMode" = "ShadowCaster" } | ||||
| 		Offset 1, 1 | ||||
| 
 | ||||
| 		Fog {Mode Off} | ||||
| 		ZWrite On ZTest LEqual Cull Off | ||||
| 
 | ||||
| 		CGPROGRAM | ||||
| 		#pragma vertex vert | ||||
| 		#pragma fragment frag | ||||
| 		#pragma multi_compile_shadowcaster | ||||
| 		#include "UnityCG.cginc" | ||||
| 
 | ||||
| 		struct v2f { | ||||
| 			V2F_SHADOW_CASTER; | ||||
| 			float2	uv			: TEXCOORD1; | ||||
| 			float2	uv2			: TEXCOORD3; | ||||
| 			float	alphaClip	: TEXCOORD2; | ||||
| 		}; | ||||
| 
 | ||||
| 		uniform float4 _MainTex_ST; | ||||
| 		uniform float4 _OutlineTex_ST; | ||||
| 		float _OutlineWidth; | ||||
| 		float _FaceDilate; | ||||
| 		float _ScaleRatioA; | ||||
| 
 | ||||
| 		v2f vert( appdata_base v ) | ||||
| 		{ | ||||
| 			v2f o; | ||||
| 			TRANSFER_SHADOW_CASTER(o) | ||||
| 			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); | ||||
| 			o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); | ||||
| 			o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; | ||||
| 			return o; | ||||
| 		} | ||||
| 
 | ||||
| 		uniform sampler2D _MainTex; | ||||
| 
 | ||||
| 		float4 frag(v2f i) : COLOR | ||||
| 		{ | ||||
| 			fixed4 texcol = tex2D(_MainTex, i.uv).a; | ||||
| 			clip(texcol.a - i.alphaClip); | ||||
| 			SHADOW_CASTER_FRAGMENT(i) | ||||
| 		} | ||||
| 		ENDCG | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" | ||||
| } | ||||
|  | @ -0,0 +1,9 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 85187c2149c549c5b33f0cdb02836b17 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,158 @@ | |||
| Shader "TextMeshPro/Distance Field (Surface)" { | ||||
| 
 | ||||
| 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) | ||||
| 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0 | ||||
| 
 | ||||
| 	[HDR]_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 | ||||
| 	_OutlineWidth		("Outline Thickness", Range(0, 1)) = 0 | ||||
| 	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0 | ||||
| 
 | ||||
| 	_Bevel				("Bevel", Range(0,1)) = 0.5 | ||||
| 	_BevelOffset		("Bevel Offset", Range(-0.5,0.5)) = 0 | ||||
| 	_BevelWidth			("Bevel Width", Range(-.5,0.5)) = 0 | ||||
| 	_BevelClamp			("Bevel Clamp", Range(0,1)) = 0 | ||||
| 	_BevelRoundness		("Bevel Roundness", Range(0,1)) = 0 | ||||
| 
 | ||||
| 	_BumpMap 			("Normalmap", 2D) = "bump" {} | ||||
| 	_BumpOutline		("Bump Outline", Range(0,1)) = 0.5 | ||||
| 	_BumpFace			("Bump Face", Range(0,1)) = 0.5 | ||||
| 
 | ||||
| 	_ReflectFaceColor	    ("Face Color", Color) = (0,0,0,1) | ||||
| 	_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) | ||||
| 
 | ||||
| 	_FaceShininess		("Face Shininess", Range(0,1)) = 0 | ||||
| 	_OutlineShininess	("Outline Shininess", Range(0,1)) = 0 | ||||
| 
 | ||||
| 	[HDR]_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 | ||||
| 	_GlowPower			("Falloff", Range(1, 0)) = 0.75 | ||||
| 
 | ||||
| 	_WeightNormal		("Weight Normal", float) = 0 | ||||
| 	_WeightBold			("Weight Bold", float) = 0.5 | ||||
| 
 | ||||
| 	// Should not be directly exposed to the user | ||||
| 	_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) = 5.0 | ||||
| 	_ScaleX				("Scale X", float) = 1.0 | ||||
| 	_ScaleY				("Scale Y", float) = 1.0 | ||||
| 	_PerspectiveFilter	("Perspective Correction", Range(0, 1)) = 0.875 | ||||
| 	_Sharpness			("Sharpness", Range(-1,1)) = 0 | ||||
| 
 | ||||
| 	_VertexOffsetX		("Vertex OffsetX", float) = 0 | ||||
| 	_VertexOffsetY		("Vertex OffsetY", float) = 0 | ||||
| 
 | ||||
| 	_CullMode			("Cull Mode", Float) = 0 | ||||
| 	//_MaskCoord		("Mask Coords", vector) = (0,0,0,0) | ||||
| 	//_MaskSoftness		("Mask Softness", float) = 0 | ||||
| } | ||||
| 
 | ||||
| SubShader { | ||||
| 
 | ||||
| 	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } | ||||
| 
 | ||||
| 	LOD 300 | ||||
| 	Cull [_CullMode] | ||||
| 
 | ||||
| 	CGPROGRAM | ||||
| 	#pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap | ||||
| 	#pragma target 3.0 | ||||
| 	#pragma shader_feature __ GLOW_ON | ||||
| 	#pragma glsl | ||||
| 
 | ||||
| 	#include "TMPro_Properties.cginc" | ||||
| 	#include "TMPro.cginc" | ||||
| 
 | ||||
| 	half _FaceShininess; | ||||
| 	half _OutlineShininess; | ||||
| 
 | ||||
| 	struct Input | ||||
| 	{ | ||||
| 		fixed4	color			: COLOR; | ||||
| 		float2	uv_MainTex; | ||||
| 		float2	uv2_FaceTex; | ||||
| 		float2  uv2_OutlineTex; | ||||
| 		float2	param;						// Weight, Scale | ||||
| 		float3	viewDirEnv; | ||||
| 	}; | ||||
| 
 | ||||
| 
 | ||||
| 	#define BEVEL_ON 1 | ||||
| 	#include "TMPro_Surface.cginc" | ||||
| 
 | ||||
| 	ENDCG | ||||
| 
 | ||||
| 	// Pass to render object as a shadow caster | ||||
| 	Pass | ||||
| 	{ | ||||
| 		Name "Caster" | ||||
| 		Tags { "LightMode" = "ShadowCaster" } | ||||
| 		Offset 1, 1 | ||||
| 
 | ||||
| 		Fog {Mode Off} | ||||
| 		ZWrite On | ||||
| 		ZTest LEqual | ||||
| 		Cull Off | ||||
| 
 | ||||
| 		CGPROGRAM | ||||
| 		#pragma vertex vert | ||||
| 		#pragma fragment frag | ||||
| 		#pragma multi_compile_shadowcaster | ||||
| 		#include "UnityCG.cginc" | ||||
| 
 | ||||
| 		struct v2f { | ||||
| 			V2F_SHADOW_CASTER; | ||||
| 			float2	uv			: TEXCOORD1; | ||||
| 			float2	uv2			: TEXCOORD3; | ||||
| 			float	alphaClip	: TEXCOORD2; | ||||
| 		}; | ||||
| 
 | ||||
| 		uniform float4 _MainTex_ST; | ||||
| 		uniform float4 _OutlineTex_ST; | ||||
| 		float _OutlineWidth; | ||||
| 		float _FaceDilate; | ||||
| 		float _ScaleRatioA; | ||||
| 
 | ||||
| 		v2f vert( appdata_base v ) | ||||
| 		{ | ||||
| 			v2f o; | ||||
| 			TRANSFER_SHADOW_CASTER(o) | ||||
| 			o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); | ||||
| 			o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); | ||||
| 			o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; | ||||
| 			return o; | ||||
| 		} | ||||
| 
 | ||||
| 		uniform sampler2D _MainTex; | ||||
| 
 | ||||
| 		float4 frag(v2f i) : COLOR | ||||
| 		{ | ||||
| 			fixed4 texcol = tex2D(_MainTex, i.uv).a; | ||||
| 			clip(texcol.a - i.alphaClip); | ||||
| 			SHADOW_CASTER_FRAGMENT(i) | ||||
| 		} | ||||
| 		ENDCG | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" | ||||
| } | ||||
| 
 | ||||
|  | @ -0,0 +1,9 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: f7ada0af4f174f0694ca6a487b8f543d | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,317 @@ | |||
| Shader "TextMeshPro/Distance Field" { | ||||
| 
 | ||||
| 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) | ||||
| 	_FaceDilate			("Face Dilate", Range(-1,1)) = 0 | ||||
| 
 | ||||
| 	[HDR]_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 | ||||
| 	_OutlineWidth		("Outline Thickness", Range(0, 1)) = 0 | ||||
| 	_OutlineSoftness	("Outline Softness", Range(0,1)) = 0 | ||||
| 
 | ||||
| 	_Bevel				("Bevel", Range(0,1)) = 0.5 | ||||
| 	_BevelOffset		("Bevel Offset", Range(-0.5,0.5)) = 0 | ||||
| 	_BevelWidth			("Bevel Width", Range(-.5,0.5)) = 0 | ||||
| 	_BevelClamp			("Bevel Clamp", Range(0,1)) = 0 | ||||
| 	_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) | ||||
| 	_SpecularPower		("Specular", Range(0,4)) = 2.0 | ||||
| 	_Reflectivity		("Reflectivity", Range(5.0,15.0)) = 10 | ||||
| 	_Diffuse			("Diffuse", Range(0,1)) = 0.5 | ||||
| 	_Ambient			("Ambient", Range(1,0)) = 0.5 | ||||
| 
 | ||||
| 	_BumpMap 			("Normal map", 2D) = "bump" {} | ||||
| 	_BumpOutline		("Bump Outline", Range(0,1)) = 0 | ||||
| 	_BumpFace			("Bump Face", Range(0,1)) = 0 | ||||
| 
 | ||||
| 	_ReflectFaceColor	("Reflection Color", Color) = (0,0,0,1) | ||||
| 	_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) | ||||
| 	_Cube 				("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } | ||||
| 	_EnvMatrixRotation	("Texture Rotation", vector) = (0, 0, 0, 0) | ||||
| 
 | ||||
| 
 | ||||
| 	[HDR]_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) | ||||
| 	_GlowOffset			("Offset", Range(-1,1)) = 0 | ||||
| 	_GlowInner			("Inner", Range(0,1)) = 0.05 | ||||
| 	_GlowOuter			("Outer", Range(0,1)) = 0.05 | ||||
| 	_GlowPower			("Falloff", Range(1, 0)) = 0.75 | ||||
| 
 | ||||
| 	_WeightNormal		("Weight Normal", float) = 0 | ||||
| 	_WeightBold			("Weight Bold", float) = 0.5 | ||||
| 
 | ||||
| 	_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) = 5.0 | ||||
| 	_ScaleX				("Scale X", float) = 1.0 | ||||
| 	_ScaleY				("Scale Y", float) = 1.0 | ||||
| 	_PerspectiveFilter	("Perspective Correction", Range(0, 1)) = 0.875 | ||||
| 	_Sharpness			("Sharpness", Range(-1,1)) = 0 | ||||
| 
 | ||||
| 	_VertexOffsetX		("Vertex OffsetX", float) = 0 | ||||
| 	_VertexOffsetY		("Vertex OffsetY", float) = 0 | ||||
| 
 | ||||
| 	_MaskCoord			("Mask Coordinates", vector) = (0, 0, 32767, 32767) | ||||
| 	_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 { | ||||
| 
 | ||||
| 	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 target 3.0 | ||||
| 		#pragma vertex VertShader | ||||
| 		#pragma fragment PixShader | ||||
| 		#pragma shader_feature __ BEVEL_ON | ||||
| 		#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER | ||||
| 		#pragma shader_feature __ GLOW_ON | ||||
| 
 | ||||
| 		#pragma multi_compile __ UNITY_UI_CLIP_RECT | ||||
| 		#pragma multi_compile __ UNITY_UI_ALPHACLIP | ||||
| 
 | ||||
| 		#include "UnityCG.cginc" | ||||
| 		#include "UnityUI.cginc" | ||||
| 		#include "TMPro_Properties.cginc" | ||||
| 		#include "TMPro.cginc" | ||||
| 
 | ||||
| 		struct vertex_t { | ||||
| 			UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			float4	position		: POSITION; | ||||
| 			float3	normal			: NORMAL; | ||||
| 			fixed4	color			: COLOR; | ||||
| 			float2	texcoord0		: TEXCOORD0; | ||||
| 			float2	texcoord1		: TEXCOORD1; | ||||
| 		}; | ||||
| 
 | ||||
| 
 | ||||
| 		struct pixel_t { | ||||
| 			UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			float4	position		: SV_POSITION; | ||||
| 			fixed4	color			: COLOR; | ||||
| 			float2	atlas			: TEXCOORD0;		// Atlas | ||||
| 			float4	param			: TEXCOORD1;		// alphaClip, scale, bias, weight | ||||
| 			float4	mask			: TEXCOORD2;		// Position in object space(xy), pixel Size(zw) | ||||
| 			float3	viewDir			: TEXCOORD3; | ||||
| 
 | ||||
| 		#if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
| 			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; | ||||
| 
 | ||||
| 		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); | ||||
| 
 | ||||
| 			float bold = step(input.texcoord1.y, 0); | ||||
| 
 | ||||
| 			float4 vert = input.position; | ||||
| 			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.texcoord1.y) * _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 bias =(.5 - weight) + (.5 / scale); | ||||
| 
 | ||||
| 			float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); | ||||
| 
 | ||||
| 		#if GLOW_ON | ||||
| 			alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); | ||||
| 		#endif | ||||
| 
 | ||||
| 			alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; | ||||
| 
 | ||||
| 		#if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
| 			float4 underlayColor = _UnderlayColor; | ||||
| 			underlayColor.rgb *= underlayColor.a; | ||||
| 
 | ||||
| 			float bScale = scale; | ||||
| 			bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); | ||||
| 			float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); | ||||
| 
 | ||||
| 			float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; | ||||
| 			float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; | ||||
| 			float2 bOffset = 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); | ||||
| 
 | ||||
| 			// Support for texture tiling and offset | ||||
| 			float2 textureUV = UnpackUV(input.texcoord1.x); | ||||
| 			float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); | ||||
| 			float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); | ||||
| 
 | ||||
| 
 | ||||
| 			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)); | ||||
| 			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); | ||||
| 			output.underlayColor =	underlayColor; | ||||
| 			#endif | ||||
| 			output.textures = float4(faceUV, outlineUV); | ||||
| 
 | ||||
| 			return output; | ||||
| 		} | ||||
| 
 | ||||
| 
 | ||||
| 		fixed4 PixShader(pixel_t input) : SV_Target | ||||
| 		{ | ||||
| 			UNITY_SETUP_INSTANCE_ID(input); | ||||
| 
 | ||||
| 			float c = tex2D(_MainTex, input.atlas).a; | ||||
| 
 | ||||
| 		#ifndef UNDERLAY_ON | ||||
| 			clip(c - input.param.x); | ||||
| 		#endif | ||||
| 
 | ||||
| 			float	scale	= input.param.y; | ||||
| 			float	bias	= input.param.z; | ||||
| 			float	weight	= input.param.w; | ||||
| 			float	sd = (bias - c) * scale; | ||||
| 
 | ||||
| 			float outline = (_OutlineWidth * _ScaleRatioA) * scale; | ||||
| 			float softness = (_OutlineSoftness * _ScaleRatioA) * scale; | ||||
| 
 | ||||
| 			half4 faceColor = _FaceColor; | ||||
| 			half4 outlineColor = _OutlineColor; | ||||
| 
 | ||||
| 			faceColor.rgb *= input.color.rgb; | ||||
| 
 | ||||
| 			faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); | ||||
| 			outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); | ||||
| 
 | ||||
| 			faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); | ||||
| 
 | ||||
| 		#if BEVEL_ON | ||||
| 			float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); | ||||
| 			float3 n = GetSurfaceNormal(input.atlas, weight, dxy); | ||||
| 
 | ||||
| 			float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; | ||||
| 			bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); | ||||
| 			n = normalize(n- bump); | ||||
| 
 | ||||
| 			float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); | ||||
| 
 | ||||
| 			float3 col = GetSpecular(n, light); | ||||
| 			faceColor.rgb += col*faceColor.a; | ||||
| 			faceColor.rgb *= 1-(dot(n, light)*_Diffuse); | ||||
| 			faceColor.rgb *= 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; | ||||
| 		#endif | ||||
| 
 | ||||
| 		#if UNDERLAY_ON | ||||
| 			float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; | ||||
| 			faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); | ||||
| 		#endif | ||||
| 
 | ||||
| 		#if UNDERLAY_INNER | ||||
| 			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); | ||||
| 		#endif | ||||
| 
 | ||||
| 		#if GLOW_ON | ||||
| 			float4 glowColor = GetGlowColor(sd, scale); | ||||
| 			faceColor.rgb += glowColor.rgb * glowColor.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); | ||||
| 			faceColor *= m.x * m.y; | ||||
| 		#endif | ||||
| 
 | ||||
| 		#if UNITY_UI_ALPHACLIP | ||||
| 			clip(faceColor.a - 0.001); | ||||
| 		#endif | ||||
| 
 | ||||
|   		return faceColor * input.color.a; | ||||
| 		} | ||||
| 
 | ||||
| 		ENDCG | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| Fallback "TextMeshPro/Mobile/Distance Field" | ||||
| CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" | ||||
| } | ||||
|  | @ -0,0 +1,9 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 68e6db2ebdc24f95958faec2be5558d6 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,116 @@ | |||
| Shader "TextMeshPro/Sprite" | ||||
| { | ||||
| 	Properties | ||||
| 	{ | ||||
|         [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | ||||
| 		_Color ("Tint", Color) = (1,1,1,1) | ||||
| 		 | ||||
| 		_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 | ||||
| 		_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) | ||||
| 
 | ||||
| 		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 | ||||
| 	} | ||||
| 
 | ||||
| 	SubShader | ||||
| 	{ | ||||
| 		Tags | ||||
| 		{  | ||||
| 			"Queue"="Transparent"  | ||||
| 			"IgnoreProjector"="True"  | ||||
| 			"RenderType"="Transparent"  | ||||
| 			"PreviewType"="Plane" | ||||
| 			"CanUseSpriteAtlas"="True" | ||||
| 		} | ||||
| 		 | ||||
| 		Stencil | ||||
| 		{ | ||||
| 			Ref [_Stencil] | ||||
| 			Comp [_StencilComp] | ||||
| 			Pass [_StencilOp]  | ||||
| 			ReadMask [_StencilReadMask] | ||||
| 			WriteMask [_StencilWriteMask] | ||||
| 		} | ||||
| 
 | ||||
| 		Cull [_CullMode] | ||||
| 		Lighting Off | ||||
| 		ZWrite Off | ||||
| 		ZTest [unity_GUIZTestMode] | ||||
| 		Blend SrcAlpha OneMinusSrcAlpha | ||||
| 		ColorMask [_ColorMask] | ||||
| 
 | ||||
| 		Pass | ||||
| 		{ | ||||
|             Name "Default" | ||||
| 		CGPROGRAM | ||||
| 			#pragma vertex vert | ||||
| 			#pragma fragment frag | ||||
|             #pragma target 2.0 | ||||
| 
 | ||||
| 			#include "UnityCG.cginc" | ||||
| 			#include "UnityUI.cginc" | ||||
| 
 | ||||
|             #pragma multi_compile __ UNITY_UI_CLIP_RECT | ||||
|             #pragma multi_compile __ UNITY_UI_ALPHACLIP | ||||
| 			 | ||||
| 			struct appdata_t | ||||
| 			{ | ||||
| 				float4 vertex   : POSITION; | ||||
| 				float4 color    : COLOR; | ||||
| 				float2 texcoord : TEXCOORD0; | ||||
|                 UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
| 			}; | ||||
| 
 | ||||
| 			struct v2f | ||||
| 			{ | ||||
| 				float4 vertex   : SV_POSITION; | ||||
| 				fixed4 color    : COLOR; | ||||
|                 float2 texcoord  : TEXCOORD0; | ||||
| 				float4 worldPosition : TEXCOORD1; | ||||
|                 UNITY_VERTEX_OUTPUT_STEREO | ||||
| 			}; | ||||
| 			 | ||||
|             sampler2D _MainTex; | ||||
| 			fixed4 _Color; | ||||
| 			fixed4 _TextureSampleAdd; | ||||
| 			float4 _ClipRect; | ||||
|             float4 _MainTex_ST; | ||||
| 
 | ||||
|             v2f vert(appdata_t v) | ||||
| 			{ | ||||
| 				v2f OUT; | ||||
|                 UNITY_SETUP_INSTANCE_ID(v); | ||||
|                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); | ||||
|                 OUT.worldPosition = v.vertex; | ||||
| 				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); | ||||
| 
 | ||||
|                 OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); | ||||
| 				 | ||||
|                 OUT.color = v.color * _Color; | ||||
| 				return OUT; | ||||
| 			} | ||||
| 
 | ||||
| 			fixed4 frag(v2f IN) : SV_Target | ||||
| 			{ | ||||
| 				half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; | ||||
| 				 | ||||
|                 #ifdef UNITY_UI_CLIP_RECT | ||||
| 					color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); | ||||
| 				#endif | ||||
| 
 | ||||
| 				#ifdef UNITY_UI_ALPHACLIP | ||||
| 					clip (color.a - 0.001); | ||||
| 				#endif | ||||
| 
 | ||||
| 				return color; | ||||
| 			} | ||||
| 		ENDCG | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -0,0 +1,9 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: cf81c85f95fe47e1a27f6ae460cf182c | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,84 @@ | |||
| float2 UnpackUV(float uv) | ||||
| {  | ||||
| 	float2 output; | ||||
| 	output.x = floor(uv / 4096); | ||||
| 	output.y = uv - 4096 * output.x; | ||||
| 
 | ||||
| 	return output * 0.001953125; | ||||
| } | ||||
| 
 | ||||
| fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) | ||||
| { | ||||
| 	half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); | ||||
| 	half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); | ||||
| 
 | ||||
| 	faceColor.rgb *= faceColor.a; | ||||
| 	outlineColor.rgb *= outlineColor.a; | ||||
| 
 | ||||
| 	faceColor = lerp(faceColor, outlineColor, outlineAlpha); | ||||
| 
 | ||||
| 	faceColor *= faceAlpha; | ||||
| 
 | ||||
| 	return faceColor; | ||||
| } | ||||
| 
 | ||||
| float3 GetSurfaceNormal(float4 h, float bias) | ||||
| { | ||||
| 	bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); | ||||
| 
 | ||||
| 	h += bias+_BevelOffset; | ||||
| 
 | ||||
| 	float bevelWidth = max(.01, _OutlineWidth+_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), _BevelRoundness); | ||||
| 	h = min(h, 1.0-_BevelClamp); | ||||
| 	h *= _Bevel * 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)); | ||||
| 
 | ||||
| 	return cross(va, vb); | ||||
| } | ||||
| 
 | ||||
| float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) | ||||
| { | ||||
| 	// Read "height field" | ||||
|   float4 h = {tex2D(_MainTex, uv - delta.xz).a, | ||||
| 				tex2D(_MainTex, uv + delta.xz).a, | ||||
| 				tex2D(_MainTex, uv - delta.zy).a, | ||||
| 				tex2D(_MainTex, uv + delta.zy).a}; | ||||
| 
 | ||||
| 	return GetSurfaceNormal(h, bias); | ||||
| } | ||||
| 
 | ||||
| float3 GetSpecular(float3 n, float3 l) | ||||
| { | ||||
| 	float spec = pow(max(0.0, dot(n, l)), _Reflectivity); | ||||
| 	return _SpecularColor.rgb * spec * _SpecularPower; | ||||
| } | ||||
| 
 | ||||
| float4 GetGlowColor(float d, float scale) | ||||
| { | ||||
| 	float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; | ||||
| 	float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; | ||||
| 	glow = saturate(abs(glow/(1.0 + t))); | ||||
| 	glow = 1.0-pow(glow, _GlowPower); | ||||
| 	glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel | ||||
| 	return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); | ||||
| } | ||||
| 
 | ||||
| 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); | ||||
| } | ||||
| 
 | ||||
|  | @ -0,0 +1,9 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 407bc68d299748449bbf7f48ee690f8d | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,157 @@ | |||
| struct vertex_t { | ||||
|     UNITY_VERTEX_INPUT_INSTANCE_ID | ||||
|     float4	position		: POSITION; | ||||
|     float3	normal			: NORMAL; | ||||
|     float4	color			: COLOR; | ||||
|     float2	texcoord0		: TEXCOORD0; | ||||
|     float2	texcoord1		: TEXCOORD1; | ||||
| }; | ||||
| 
 | ||||
| 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 | ||||
|     float2	mask			: TEXCOORD2; | ||||
|     #if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
|     float4	texcoord2		: TEXCOORD3; | ||||
|     float4	underlayColor	: COLOR2; | ||||
|     #endif | ||||
| }; | ||||
| 
 | ||||
| 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); | ||||
| } | ||||
| 
 | ||||
| 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); | ||||
| 
 | ||||
|     float bold = step(input.texcoord1.y, 0); | ||||
| 
 | ||||
|     float4 vert = input.position; | ||||
|     vert.x += _VertexOffsetX; | ||||
|     vert.y += _VertexOffsetY; | ||||
| 
 | ||||
|     float4 vPosition = UnityObjectToClipPos(vert); | ||||
| 
 | ||||
|     float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; | ||||
|     weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; | ||||
| 
 | ||||
|     // Generate UV for the Masking Texture | ||||
|     float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); | ||||
|     float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); | ||||
| 
 | ||||
|     float4 color = input.color; | ||||
|     #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) | ||||
|     color = SRGBToLinear(input.color); | ||||
|     #endif | ||||
| 
 | ||||
|     float opacity = color.a; | ||||
|     #if (UNDERLAY_ON | UNDERLAY_INNER) | ||||
|     opacity = 1.0; | ||||
|     #endif | ||||
| 
 | ||||
|     float4 faceColor = float4(color.rgb, opacity) * _FaceColor; | ||||
|     faceColor.rgb *= faceColor.a; | ||||
| 
 | ||||
|     float4 outlineColor = _OutlineColor; | ||||
|     outlineColor.a *= opacity; | ||||
|     outlineColor.rgb *= outlineColor.a; | ||||
| 
 | ||||
|     output.position = vPosition; | ||||
|     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); | ||||
| 
 | ||||
|     float2 mask = float2(0, 0); | ||||
|     #if UNITY_UI_CLIP_RECT | ||||
|     mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; | ||||
|     #endif | ||||
|     output.mask = mask; | ||||
| 
 | ||||
|     #if (UNDERLAY_ON || UNDERLAY_INNER) | ||||
|     float4 underlayColor = _UnderlayColor; | ||||
|     underlayColor.rgb *= underlayColor.a; | ||||
| 
 | ||||
|     float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; | ||||
|     float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; | ||||
| 
 | ||||
|     output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); | ||||
|     output.underlayColor = underlayColor; | ||||
|     #endif | ||||
| 
 | ||||
|     return output; | ||||
| } | ||||
| 
 | ||||
| float4 PixShader(pixel_t input) : SV_Target | ||||
| { | ||||
|     UNITY_SETUP_INSTANCE_ID(input); | ||||
| 
 | ||||
|     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; | ||||
| 
 | ||||
|     #if (UNDERLAY_ON | UNDERLAY_INNER) | ||||
|     float layerScale = scale; | ||||
|     layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); | ||||
|     float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); | ||||
|     #endif | ||||
| 
 | ||||
|     scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); | ||||
| 
 | ||||
|     float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); | ||||
| 
 | ||||
|     #ifdef 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); | ||||
|     #endif | ||||
| 
 | ||||
|     #if UNDERLAY_ON | ||||
|     d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; | ||||
|     faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); | ||||
|     #endif | ||||
| 
 | ||||
|     #if UNDERLAY_INNER | ||||
|     float bias = input.param.x * scale - 0.5; | ||||
|     float sd = saturate(d * scale - bias - input.param.z); | ||||
|     d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; | ||||
|     faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); | ||||
|     #endif | ||||
| 
 | ||||
|     #ifdef MASKING | ||||
|     float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); | ||||
|     float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; | ||||
|     a = saturate(t / _MaskEdgeSoftness); | ||||
|     faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); | ||||
|     faceColor *= a; | ||||
|     #endif | ||||
| 
 | ||||
|     // Alternative implementation to UnityGet2DClipping with support for softness | ||||
|     #if UNITY_UI_CLIP_RECT | ||||
|     float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); | ||||
|     float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); | ||||
|     faceColor *= m.x * m.y; | ||||
|     #endif | ||||
| 
 | ||||
|     #if (UNDERLAY_ON | UNDERLAY_INNER) | ||||
|     faceColor *= input.texcoord2.z; | ||||
|     #endif | ||||
| 
 | ||||
|     #if UNITY_UI_ALPHACLIP | ||||
|     clip(faceColor.a - 0.001); | ||||
|     #endif | ||||
| 
 | ||||
|     return faceColor; | ||||
| } | ||||
|  | @ -0,0 +1,9 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: c334973cef89a9840b0b0c507e0377ab | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,85 @@ | |||
| // UI Editable properties | ||||
| uniform sampler2D	_FaceTex;					// Alpha : Signed Distance | ||||
| uniform float		_FaceUVSpeedX; | ||||
| uniform float		_FaceUVSpeedY; | ||||
| uniform fixed4		_FaceColor;					// RGBA : Color + Opacity | ||||
| uniform float		_FaceDilate;				// v[ 0, 1] | ||||
| uniform float		_OutlineSoftness;			// v[ 0, 1] | ||||
| 
 | ||||
| uniform sampler2D	_OutlineTex;				// RGBA : Color + Opacity | ||||
| uniform float		_OutlineUVSpeedX; | ||||
| uniform float		_OutlineUVSpeedY; | ||||
| uniform fixed4		_OutlineColor;				// RGBA : Color + Opacity | ||||
| uniform float		_OutlineWidth;				// v[ 0, 1] | ||||
| 
 | ||||
| uniform float		_Bevel;						// v[ 0, 1] | ||||
| uniform float		_BevelOffset;				// v[-1, 1] | ||||
| uniform float		_BevelWidth;				// v[-1, 1] | ||||
| uniform float		_BevelClamp;				// v[ 0, 1] | ||||
| uniform float		_BevelRoundness;			// v[ 0, 1] | ||||
| 
 | ||||
| uniform sampler2D	_BumpMap;					// Normal map | ||||
| uniform float		_BumpOutline;				// v[ 0, 1] | ||||
| uniform float		_BumpFace;					// v[ 0, 1] | ||||
| 
 | ||||
| uniform samplerCUBE	_Cube;						// Cube / sphere map | ||||
| uniform fixed4 		_ReflectFaceColor;			// RGB intensity | ||||
| uniform fixed4		_ReflectOutlineColor; | ||||
| //uniform float		_EnvTiltX;					// v[-1, 1] | ||||
| //uniform float		_EnvTiltY;					// v[-1, 1] | ||||
| uniform float3      _EnvMatrixRotation; | ||||
| uniform float4x4	_EnvMatrix; | ||||
| 
 | ||||
| uniform fixed4		_SpecularColor;				// RGB intensity | ||||
| uniform float		_LightAngle;				// v[ 0,Tau] | ||||
| uniform float		_SpecularPower;				// v[ 0, 1] | ||||
| uniform float		_Reflectivity;				// v[ 5, 15] | ||||
| uniform float		_Diffuse;					// v[ 0, 1] | ||||
| uniform float		_Ambient;					// v[ 0, 1] | ||||
| 
 | ||||
| uniform fixed4		_UnderlayColor;				// RGBA : Color + Opacity | ||||
| uniform float		_UnderlayOffsetX;			// v[-1, 1] | ||||
| uniform float		_UnderlayOffsetY;			// v[-1, 1] | ||||
| uniform float		_UnderlayDilate;			// v[-1, 1] | ||||
| uniform float		_UnderlaySoftness;			// v[ 0, 1] | ||||
| 
 | ||||
| uniform fixed4 		_GlowColor;					// RGBA : Color + Intesity | ||||
| uniform float 		_GlowOffset;				// v[-1, 1] | ||||
| uniform float 		_GlowOuter;					// v[ 0, 1] | ||||
| uniform float 		_GlowInner;					// v[ 0, 1] | ||||
| uniform float 		_GlowPower;					// v[ 1, 1/(1+4*4)] | ||||
| 
 | ||||
| // API Editable properties | ||||
| uniform float 		_ShaderFlags; | ||||
| uniform float		_WeightNormal; | ||||
| uniform float		_WeightBold; | ||||
| 
 | ||||
| uniform float		_ScaleRatioA; | ||||
| uniform float		_ScaleRatioB; | ||||
| uniform float		_ScaleRatioC; | ||||
| 
 | ||||
| uniform float		_VertexOffsetX; | ||||
| uniform float		_VertexOffsetY; | ||||
| 
 | ||||
| //uniform float		_UseClipRect; | ||||
| 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; | ||||
| 
 | ||||
| // Font Atlas properties | ||||
| uniform sampler2D	_MainTex; | ||||
| uniform float		_TextureWidth; | ||||
| uniform float		_TextureHeight; | ||||
| uniform float 		_GradientScale; | ||||
| uniform float		_ScaleX; | ||||
| uniform float		_ScaleY; | ||||
| uniform float		_PerspectiveFilter; | ||||
| uniform float		_Sharpness; | ||||
|  | @ -0,0 +1,9 @@ | |||
| fileFormatVersion: 2 | ||||
| guid: 3997e2241185407d80309a82f9148466 | ||||
| ShaderImporter: | ||||
|   externalObjects: {} | ||||
|   defaultTextures: [] | ||||
|   nonModifiableTextures: [] | ||||
|   userData:  | ||||
|   assetBundleName:  | ||||
|   assetBundleVariant:  | ||||
|  | @ -0,0 +1,101 @@ | |||
| void VertShader(inout appdata_full v, out Input data) | ||||
| { | ||||
| 	v.vertex.x += _VertexOffsetX; | ||||
| 	v.vertex.y += _VertexOffsetY; | ||||
| 
 | ||||
| 	UNITY_INITIALIZE_OUTPUT(Input, data); | ||||
| 
 | ||||
| 	float bold = step(v.texcoord1.y, 0); | ||||
| 
 | ||||
| 	// Generate normal for backface | ||||
| 	float3 view = ObjSpaceViewDir(v.vertex); | ||||
| 	v.normal *= sign(dot(v.normal, view)); | ||||
| 
 | ||||
| #if USE_DERIVATIVE | ||||
| 	data.param.y = 1; | ||||
| #else | ||||
| 	float4 vert = v.vertex; | ||||
| 	float4 vPosition = UnityObjectToClipPos(vert); | ||||
| 	float2 pixelSize = vPosition.w; | ||||
| 
 | ||||
| 	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 = 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)); | ||||
| } | ||||
| 
 | ||||
| void PixShader(Input input, inout SurfaceOutput o) | ||||
| { | ||||
| 
 | ||||
| #if USE_DERIVATIVE | ||||
| 	float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); | ||||
| 	pixelSize *= _TextureWidth * .75; | ||||
| 	float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); | ||||
| #else | ||||
| 	float scale = input.param.y; | ||||
| #endif | ||||
| 
 | ||||
| 	// Signed distance | ||||
| 	float c = tex2D(_MainTex, input.uv_MainTex).a; | ||||
| 	float sd = (.5 - c - input.param.x) * scale + .5; | ||||
| 	float outline = _OutlineWidth*_ScaleRatioA * scale; | ||||
| 	float softness = _OutlineSoftness*_ScaleRatioA * scale; | ||||
| 
 | ||||
| 	// Color & Alpha | ||||
| 	float4 faceColor = _FaceColor; | ||||
| 	float4 outlineColor = _OutlineColor; | ||||
| 	faceColor *= input.color; | ||||
| 	outlineColor.a *= input.color.a; | ||||
| 	faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); | ||||
| 	outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); | ||||
| 	faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); | ||||
| 	faceColor.rgb /= max(faceColor.a, 0.0001); | ||||
| 
 | ||||
| #if BEVEL_ON | ||||
| 	float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); | ||||
| 
 | ||||
| 	float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, | ||||
| 					tex2D(_MainTex, input.uv_MainTex + delta.xz).a, | ||||
| 					tex2D(_MainTex, input.uv_MainTex - delta.zy).a, | ||||
| 					tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; | ||||
| 
 | ||||
| 	// Face Normal | ||||
| 	float3 n = GetSurfaceNormal(smp4x, input.param.x); | ||||
| 
 | ||||
| 	// Bumpmap | ||||
| 	float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; | ||||
| 	bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); | ||||
| 	bump = lerp(float3(0, 0, 1), bump, faceColor.a); | ||||
| 	n = normalize(n - bump); | ||||
| 
 | ||||
| 	// Cubemap reflection | ||||
| 	fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); | ||||
| 	float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; | ||||
| #else | ||||
| 	float3 n = float3(0, 0, -1); | ||||
| 	float3 emission = float3(0, 0, 0); | ||||
| #endif | ||||
| 	 | ||||
| #if GLOW_ON | ||||
| 	float4 glowColor = GetGlowColor(sd, scale); | ||||
| 	glowColor.a *= input.color.a; | ||||
| 	emission += glowColor.rgb*glowColor.a; | ||||
| 	faceColor = BlendARGB(glowColor, faceColor); | ||||
| 	faceColor.rgb /= max(faceColor.a, 0.0001); | ||||
| #endif | ||||
| 
 | ||||
| 	// Set Standard output structure | ||||
| 	o.Albedo = faceColor.rgb; | ||||
| 	o.Normal = -n; | ||||
| 	o.Emission = emission; | ||||
| 	o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); | ||||
| 	o.Gloss = 1; | ||||
| 	o.Alpha = faceColor.a; | ||||
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| This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/ | ||||
| 
 | ||||
| Please visit their website to view the complete set of their emojis and review their licensing terms. | ||||
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