TO SQUASH: Lots of UI.
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+2076
-4
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Load Diff
@@ -0,0 +1,118 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
public class LevelEnder : MonoBehaviour
|
||||||
|
{
|
||||||
|
public WorldFiller worldFiller;
|
||||||
|
|
||||||
|
public BallSpawner ballSpawner;
|
||||||
|
|
||||||
|
public MultiplierSpawner multiplierSpawner;
|
||||||
|
|
||||||
|
public SharkSpawner sharkSpawner;
|
||||||
|
|
||||||
|
public CakeSpawner cakeSpawner;
|
||||||
|
|
||||||
|
public MusicManager musicManager;
|
||||||
|
|
||||||
|
public Player player;
|
||||||
|
|
||||||
|
public SpriteRenderer levelEndTally;
|
||||||
|
|
||||||
|
public SpriteRenderer levelEndTallyBackground;
|
||||||
|
|
||||||
|
public Animator levelEndTallyAnimator;
|
||||||
|
|
||||||
|
public AudioClip victory;
|
||||||
|
|
||||||
|
private AudioSource audioSource;
|
||||||
|
|
||||||
|
private bool levelEnded = false;
|
||||||
|
|
||||||
|
private bool accelerate = false;
|
||||||
|
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
audioSource = GetComponent<AudioSource>();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
// Check for victory condition.
|
||||||
|
if (
|
||||||
|
player &&
|
||||||
|
player.percentCovered >= 80 &&
|
||||||
|
!levelEnded
|
||||||
|
)
|
||||||
|
{
|
||||||
|
musicManager.PauseMusic();
|
||||||
|
audioSource.PlayOneShot(victory);
|
||||||
|
levelEnded = true;
|
||||||
|
StartCoroutine(EndLevelAfterDelay());
|
||||||
|
}
|
||||||
|
|
||||||
|
if (
|
||||||
|
levelEnded &&
|
||||||
|
(
|
||||||
|
Mouse.current.leftButton.wasPressedThisFrame ||
|
||||||
|
Keyboard.current.anyKey.wasPressedThisFrame
|
||||||
|
)
|
||||||
|
)
|
||||||
|
{
|
||||||
|
accelerate = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void EndLevel()
|
||||||
|
{
|
||||||
|
// Stop all spawners.
|
||||||
|
ballSpawner.StopSpawning();
|
||||||
|
multiplierSpawner.StopSpawning();
|
||||||
|
sharkSpawner.StopSpawning();
|
||||||
|
cakeSpawner.StopSpawning();
|
||||||
|
|
||||||
|
// Show the level end tally.
|
||||||
|
musicManager.PlayVictoryMusic();
|
||||||
|
levelEndTally.enabled = true;
|
||||||
|
levelEndTallyBackground.enabled = true;
|
||||||
|
levelEndTallyAnimator.ResetTrigger("replay");
|
||||||
|
levelEndTallyAnimator.SetTrigger("replay");
|
||||||
|
|
||||||
|
// Destroy all objects other than the player.
|
||||||
|
ClearBoard();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ClearBoard()
|
||||||
|
{
|
||||||
|
// Clear the game board by destroying all objects except the player.
|
||||||
|
var yummies = GameObject.FindGameObjectsWithTag("Yummy");
|
||||||
|
var multipliers = GameObject.FindGameObjectsWithTag("Multiplier");
|
||||||
|
var shark = GameObject.FindGameObjectWithTag("Shark");
|
||||||
|
|
||||||
|
foreach (var yummy in yummies)
|
||||||
|
{
|
||||||
|
Destroy(yummy);
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var multiplier in multipliers)
|
||||||
|
{
|
||||||
|
Destroy(multiplier);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (shark != null)
|
||||||
|
{
|
||||||
|
Destroy(shark);
|
||||||
|
}
|
||||||
|
|
||||||
|
worldFiller.ClearSpawnedWalls();
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator EndLevelAfterDelay()
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(victory.length);
|
||||||
|
EndLevel();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c40f0a758267a8277aa5f979dc1c0cda
|
||||||
@@ -10,12 +10,16 @@ public class MusicManager : MonoBehaviour
|
|||||||
|
|
||||||
public AudioClip outro;
|
public AudioClip outro;
|
||||||
|
|
||||||
|
public AudioClip victory;
|
||||||
|
|
||||||
private AudioSource audioSource;
|
private AudioSource audioSource;
|
||||||
|
|
||||||
private Queue<AudioClip> clipsQueue;
|
private Queue<AudioClip> clipsQueue;
|
||||||
|
|
||||||
private bool isPaused = false;
|
private bool isPaused = false;
|
||||||
|
|
||||||
|
private bool needsReset = false;
|
||||||
|
|
||||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@@ -51,15 +55,29 @@ public class MusicManager : MonoBehaviour
|
|||||||
clipsQueue.Enqueue(outro);
|
clipsQueue.Enqueue(outro);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void pauseMusic()
|
public void PauseMusic()
|
||||||
{
|
{
|
||||||
audioSource.Pause();
|
audioSource.Pause();
|
||||||
isPaused = true;
|
isPaused = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void resumeMusic()
|
public void ResumeMusic()
|
||||||
{
|
{
|
||||||
|
if (needsReset)
|
||||||
|
{
|
||||||
|
clipsQueue.Clear();
|
||||||
|
ResetQueue();
|
||||||
|
needsReset = false;
|
||||||
|
}
|
||||||
|
|
||||||
audioSource.UnPause();
|
audioSource.UnPause();
|
||||||
isPaused = false;
|
isPaused = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void PlayVictoryMusic()
|
||||||
|
{
|
||||||
|
audioSource.Stop();
|
||||||
|
audioSource.PlayOneShot(victory);
|
||||||
|
needsReset = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -38,12 +38,12 @@ public class Pause : MonoBehaviour
|
|||||||
if (isPaused)
|
if (isPaused)
|
||||||
{
|
{
|
||||||
audioSource.PlayOneShot(pauseSound);
|
audioSource.PlayOneShot(pauseSound);
|
||||||
musicManager.pauseMusic();
|
musicManager.PauseMusic();
|
||||||
Time.timeScale = 0.0f; // Pause the game
|
Time.timeScale = 0.0f; // Pause the game
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
musicManager.resumeMusic();
|
musicManager.ResumeMusic();
|
||||||
Time.timeScale = 1.0f; // Resume the game
|
Time.timeScale = 1.0f; // Resume the game
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -28,8 +28,6 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
public AudioClip denied;
|
public AudioClip denied;
|
||||||
|
|
||||||
public AudioClip victory;
|
|
||||||
|
|
||||||
public MusicManager musicManager;
|
public MusicManager musicManager;
|
||||||
|
|
||||||
public Fader fader;
|
public Fader fader;
|
||||||
@@ -42,6 +40,8 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
public GameObject verticalLaserPrefab;
|
public GameObject verticalLaserPrefab;
|
||||||
|
|
||||||
|
public int level = 1;
|
||||||
|
|
||||||
public int lives = 8;
|
public int lives = 8;
|
||||||
|
|
||||||
public int score = 0;
|
public int score = 0;
|
||||||
@@ -104,6 +104,10 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
private bool killedByShark = false;
|
private bool killedByShark = false;
|
||||||
|
|
||||||
|
private float bonusTimer = bonusDecrementInterval;
|
||||||
|
|
||||||
|
private static float bonusDecrementInterval = 0.25f;
|
||||||
|
|
||||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@@ -183,13 +187,31 @@ public class Player : MonoBehaviour
|
|||||||
transform.position = new Vector3(clampedX, clampedY, transform.position.z);
|
transform.position = new Vector3(clampedX, clampedY, transform.position.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Handle bonus countdown and decrement.
|
||||||
|
if (bonus > 0 && percentCovered < 80)
|
||||||
|
{
|
||||||
|
bonusTimer -= Time.deltaTime;
|
||||||
|
|
||||||
|
if (bonusTimer <= 0.0f)
|
||||||
|
{
|
||||||
|
bonus -= 10;
|
||||||
|
|
||||||
|
if (bonus < 0)
|
||||||
|
{
|
||||||
|
bonus = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
bonusTimer = bonusDecrementInterval;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Handle keyboard input for flipping, game over, and toggling laser/magnet modes.
|
// Handle keyboard input for flipping, game over, and toggling laser/magnet modes.
|
||||||
if (Keyboard.current != null)
|
// Disable keyboard input if the player has covered 80% or more of the area.
|
||||||
|
if (Keyboard.current != null && percentCovered < 80)
|
||||||
{
|
{
|
||||||
if (Keyboard.current.spaceKey.wasPressedThisFrame)
|
if (Keyboard.current.spaceKey.wasPressedThisFrame)
|
||||||
{
|
{
|
||||||
flipped = !flipped;
|
flipped = !flipped;
|
||||||
// transform.eulerAngles = new Vector3(0, 0, flipped ? 90 : 0);
|
|
||||||
audioSource.PlayOneShot(flip);
|
audioSource.PlayOneShot(flip);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -241,6 +263,13 @@ public class Player : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Player has covered enough area to win the level.
|
||||||
|
if (percentCovered >= 80)
|
||||||
|
{
|
||||||
|
canFire = false;
|
||||||
|
}
|
||||||
|
|
||||||
// Check for game over or revival conditions.
|
// Check for game over or revival conditions.
|
||||||
if (gameOver)
|
if (gameOver)
|
||||||
{
|
{
|
||||||
@@ -322,7 +351,7 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
private IEnumerator EndGame()
|
private IEnumerator EndGame()
|
||||||
{
|
{
|
||||||
musicManager.pauseMusic();
|
musicManager.PauseMusic();
|
||||||
audioSource.PlayOneShot(defeat);
|
audioSource.PlayOneShot(defeat);
|
||||||
yield return new WaitForSeconds(1.3f);
|
yield return new WaitForSeconds(1.3f);
|
||||||
fader.ResetFader();
|
fader.ResetFader();
|
||||||
@@ -523,6 +552,21 @@ public class Player : MonoBehaviour
|
|||||||
public void OnWallSpawned(int areaPercentage)
|
public void OnWallSpawned(int areaPercentage)
|
||||||
{
|
{
|
||||||
canFire = true;
|
canFire = true;
|
||||||
// TODO: Award points based on the area of the spawned wall.
|
percentCovered += areaPercentage;
|
||||||
|
score += areaPercentage * 10;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnLevelEnd()
|
||||||
|
{
|
||||||
|
// Reset the player state for the next level.
|
||||||
|
canFire = true;
|
||||||
|
exploding = false;
|
||||||
|
laserActive = false;
|
||||||
|
magnetActive = false;
|
||||||
|
bonus = 3100;
|
||||||
|
level++;
|
||||||
|
multiplier = 1.0f;
|
||||||
|
flipped = false;
|
||||||
|
percentCovered = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,7 +2,7 @@ using UnityEngine;
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|
||||||
public class BallSpawner : MonoBehaviour
|
public class BallSpawner : Spawner
|
||||||
{
|
{
|
||||||
public GameObject basicBallPrefab;
|
public GameObject basicBallPrefab;
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class MultiplierSpawner : MonoBehaviour
|
public class MultiplierSpawner : Spawner
|
||||||
{
|
{
|
||||||
public GameObject multiplierPrefab;
|
public GameObject multiplierPrefab;
|
||||||
|
|
||||||
@@ -31,7 +31,7 @@ public class MultiplierSpawner : MonoBehaviour
|
|||||||
{
|
{
|
||||||
spawnTimer += Time.fixedDeltaTime;
|
spawnTimer += Time.fixedDeltaTime;
|
||||||
|
|
||||||
if (spawnTimer >= 1f && isActive)
|
if (spawnTimer >= 1f && isActive && isSpawning)
|
||||||
{
|
{
|
||||||
spawnTimer = 0f;
|
spawnTimer = 0f;
|
||||||
if (Random.value < spawnProbability)
|
if (Random.value < spawnProbability)
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class SharkSpawner : MonoBehaviour
|
public class SharkSpawner : Spawner
|
||||||
{
|
{
|
||||||
public GameObject sharkPrefab;
|
public GameObject sharkPrefab;
|
||||||
|
|
||||||
@@ -14,7 +14,7 @@ public class SharkSpawner : MonoBehaviour
|
|||||||
|
|
||||||
private bool isActive = true;
|
private bool isActive = true;
|
||||||
|
|
||||||
private static float spawnProbability = 0.1f;
|
private static float spawnProbability = 0.05f;
|
||||||
|
|
||||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
void Start()
|
void Start()
|
||||||
@@ -28,7 +28,7 @@ public class SharkSpawner : MonoBehaviour
|
|||||||
{
|
{
|
||||||
spawnTimer += Time.fixedDeltaTime;
|
spawnTimer += Time.fixedDeltaTime;
|
||||||
|
|
||||||
if (spawnTimer >= 1f && isActive)
|
if (spawnTimer >= 1f && isActive && isSpawning)
|
||||||
{
|
{
|
||||||
spawnTimer = 0f;
|
spawnTimer = 0f;
|
||||||
if (Random.value < spawnProbability)
|
if (Random.value < spawnProbability)
|
||||||
|
|||||||
@@ -0,0 +1,16 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public abstract class Spawner : MonoBehaviour
|
||||||
|
{
|
||||||
|
protected bool isSpawning = true;
|
||||||
|
|
||||||
|
public void StopSpawning()
|
||||||
|
{
|
||||||
|
isSpawning = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartSpawning()
|
||||||
|
{
|
||||||
|
isSpawning = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e4522281a93a1ffc088f8bb7abaf7f07
|
||||||
@@ -0,0 +1,77 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class UIManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Player player;
|
||||||
|
|
||||||
|
public Text scoreText;
|
||||||
|
|
||||||
|
public Text bonusText;
|
||||||
|
|
||||||
|
public Text levelText;
|
||||||
|
|
||||||
|
public Text livesText;
|
||||||
|
|
||||||
|
public Text percentCoveredText;
|
||||||
|
|
||||||
|
public Text lasersText;
|
||||||
|
|
||||||
|
public Text magnetsText;
|
||||||
|
|
||||||
|
public Text multiplierText;
|
||||||
|
|
||||||
|
public AudioClip lastLifeWarning;
|
||||||
|
|
||||||
|
public SpriteRenderer lastLifeLabel;
|
||||||
|
|
||||||
|
private AudioSource audioSource;
|
||||||
|
|
||||||
|
private float warningTimer = 0f;
|
||||||
|
|
||||||
|
private int Clamp(int value, int min, int max)
|
||||||
|
{
|
||||||
|
if (value < min)
|
||||||
|
{
|
||||||
|
value = min;
|
||||||
|
}
|
||||||
|
else if (value > max)
|
||||||
|
{
|
||||||
|
value = max;
|
||||||
|
}
|
||||||
|
return value;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
audioSource = GetComponent<AudioSource>();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
scoreText.text = $"{Clamp(player.score, 0, 9999999)}";
|
||||||
|
bonusText.text = $"{player.bonus}";
|
||||||
|
levelText.text = $"{Clamp(player.level, 1, 99)}";
|
||||||
|
percentCoveredText.text = $"{Clamp(player.percentCovered, 0, 100)}";
|
||||||
|
lasersText.text = $"{Clamp(player.laserCount, 0, 99)}";
|
||||||
|
magnetsText.text = $"{Clamp(player.magnetCount, 0, 99)}";
|
||||||
|
|
||||||
|
if (player.lives == 1)
|
||||||
|
{
|
||||||
|
lastLifeLabel.enabled = true;
|
||||||
|
warningTimer += Time.deltaTime;
|
||||||
|
|
||||||
|
if (warningTimer >= 1.0f)
|
||||||
|
{
|
||||||
|
audioSource.PlayOneShot(lastLifeWarning);
|
||||||
|
warningTimer = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
lastLifeLabel.enabled = false;
|
||||||
|
livesText.text = $"{Clamp(player.lives, 0, 99)}";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9e903431f12d766558b9534d142bd204
|
||||||
@@ -24,6 +24,8 @@ public class WorldFiller : MonoBehaviour
|
|||||||
|
|
||||||
private int wallCount = 0;
|
private int wallCount = 0;
|
||||||
|
|
||||||
|
private Queue<GameObject> spawnedWalls = new Queue<GameObject>();
|
||||||
|
|
||||||
private List<Rect> freeAreas = new List<Rect>();
|
private List<Rect> freeAreas = new List<Rect>();
|
||||||
|
|
||||||
private float boardArea;
|
private float boardArea;
|
||||||
@@ -44,6 +46,21 @@ public class WorldFiller : MonoBehaviour
|
|||||||
wallCount = 0;
|
wallCount = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ClearSpawnedWalls()
|
||||||
|
{
|
||||||
|
while (spawnedWalls.Count > 0)
|
||||||
|
{
|
||||||
|
GameObject wall = spawnedWalls.Dequeue();
|
||||||
|
|
||||||
|
if (wall != null)
|
||||||
|
{
|
||||||
|
Destroy(wall);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawnedWalls.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
public void SetWallPosition(Vector2 position)
|
public void SetWallPosition(Vector2 position)
|
||||||
{
|
{
|
||||||
if (wallCount >= wallPositions.Length)
|
if (wallCount >= wallPositions.Length)
|
||||||
@@ -63,8 +80,6 @@ public class WorldFiller : MonoBehaviour
|
|||||||
// If both wall positions are set, spawn a wall.
|
// If both wall positions are set, spawn a wall.
|
||||||
if (wallPositions[0] != null && wallPositions[1] != null)
|
if (wallPositions[0] != null && wallPositions[1] != null)
|
||||||
{
|
{
|
||||||
Debug.Log($"Spawning wall with wall line: ({wallPositions[0]}, {wallPositions[1]})");
|
|
||||||
|
|
||||||
Vector2 wallPointA = wallPositions[0].Value;
|
Vector2 wallPointA = wallPositions[0].Value;
|
||||||
Vector2 wallPointB = wallPositions[1].Value;
|
Vector2 wallPointB = wallPositions[1].Value;
|
||||||
|
|
||||||
@@ -176,6 +191,7 @@ public class WorldFiller : MonoBehaviour
|
|||||||
Rect paddedWallRect = ExpandRectInsideBounds(clampedWallRect, wallPaddingWorldUnits, boardRect);
|
Rect paddedWallRect = ExpandRectInsideBounds(clampedWallRect, wallPaddingWorldUnits, boardRect);
|
||||||
|
|
||||||
ApplyWallTransform(wall.transform, wallRenderer, paddedWallRect);
|
ApplyWallTransform(wall.transform, wallRenderer, paddedWallRect);
|
||||||
|
spawnedWalls.Enqueue(wall);
|
||||||
var wallBounds = wallRenderer.bounds;
|
var wallBounds = wallRenderer.bounds;
|
||||||
|
|
||||||
UpdateFreeAreas(paddedWallRect);
|
UpdateFreeAreas(paddedWallRect);
|
||||||
@@ -248,7 +264,7 @@ public class WorldFiller : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void InitializeFreeAreas()
|
public void InitializeFreeAreas()
|
||||||
{
|
{
|
||||||
gameBoardBounds = gameBoardSpriteRenderer.bounds;
|
gameBoardBounds = gameBoardSpriteRenderer.bounds;
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class CakeSpawner : MonoBehaviour
|
public class CakeSpawner : Spawner
|
||||||
{
|
{
|
||||||
public GameObject cakePrefab;
|
public GameObject cakePrefab;
|
||||||
|
|
||||||
@@ -31,7 +31,12 @@ public class CakeSpawner : MonoBehaviour
|
|||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void FixedUpdate()
|
void FixedUpdate()
|
||||||
{
|
{
|
||||||
if (!spawned)
|
if (!isSpawning)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!spawned )
|
||||||
{
|
{
|
||||||
spawnTimer += Time.fixedDeltaTime;
|
spawnTimer += Time.fixedDeltaTime;
|
||||||
|
|
||||||
|
|||||||
@@ -51,7 +51,7 @@ TextureImporter:
|
|||||||
heightScale: 0.25
|
heightScale: 0.25
|
||||||
normalMapFilter: 0
|
normalMapFilter: 0
|
||||||
flipGreenChannel: 0
|
flipGreenChannel: 0
|
||||||
isReadable: 0
|
isReadable: 1
|
||||||
streamingMipmaps: 0
|
streamingMipmaps: 0
|
||||||
streamingMipmapsPriority: 0
|
streamingMipmapsPriority: 0
|
||||||
vTOnly: 0
|
vTOnly: 0
|
||||||
@@ -64,7 +64,7 @@ TextureImporter:
|
|||||||
maxTextureSize: 2048
|
maxTextureSize: 2048
|
||||||
textureSettings:
|
textureSettings:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
filterMode: 1
|
filterMode: 0
|
||||||
aniso: 1
|
aniso: 1
|
||||||
mipBias: 0
|
mipBias: 0
|
||||||
wrapU: 1
|
wrapU: 1
|
||||||
|
|||||||
@@ -24,7 +24,7 @@ TextureImporter:
|
|||||||
heightScale: 0.25
|
heightScale: 0.25
|
||||||
normalMapFilter: 0
|
normalMapFilter: 0
|
||||||
flipGreenChannel: 0
|
flipGreenChannel: 0
|
||||||
isReadable: 0
|
isReadable: 1
|
||||||
streamingMipmaps: 0
|
streamingMipmaps: 0
|
||||||
streamingMipmapsPriority: 0
|
streamingMipmapsPriority: 0
|
||||||
vTOnly: 0
|
vTOnly: 0
|
||||||
@@ -37,7 +37,7 @@ TextureImporter:
|
|||||||
maxTextureSize: 2048
|
maxTextureSize: 2048
|
||||||
textureSettings:
|
textureSettings:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
filterMode: 1
|
filterMode: 0
|
||||||
aniso: 1
|
aniso: 1
|
||||||
mipBias: 0
|
mipBias: 0
|
||||||
wrapU: 1
|
wrapU: 1
|
||||||
@@ -118,10 +118,10 @@ TextureImporter:
|
|||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
x: 0
|
x: 0
|
||||||
y: 0
|
y: 0
|
||||||
width: 91
|
width: 9
|
||||||
height: 10
|
height: 10
|
||||||
alignment: 0
|
alignment: 0
|
||||||
pivot: {x: 0, y: 0}
|
pivot: {x: 0.5, y: 0.5}
|
||||||
border: {x: 0, y: 0, z: 0, w: 0}
|
border: {x: 0, y: 0, z: 0, w: 0}
|
||||||
customData:
|
customData:
|
||||||
outline: []
|
outline: []
|
||||||
@@ -134,11 +134,209 @@ TextureImporter:
|
|||||||
indices:
|
indices:
|
||||||
edges: []
|
edges: []
|
||||||
weights: []
|
weights: []
|
||||||
|
- serializedVersion: 2
|
||||||
|
name: 1501_1
|
||||||
|
rect:
|
||||||
|
serializedVersion: 2
|
||||||
|
x: 9
|
||||||
|
y: 0
|
||||||
|
width: 9
|
||||||
|
height: 10
|
||||||
|
alignment: 0
|
||||||
|
pivot: {x: 0.5, y: 0.5}
|
||||||
|
border: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
customData:
|
||||||
|
outline: []
|
||||||
|
physicsShape: []
|
||||||
|
tessellationDetail: 0
|
||||||
|
bones: []
|
||||||
|
spriteID: 71204db991e61e53f99e5bea31b47c25
|
||||||
|
internalID: 864086530
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
- serializedVersion: 2
|
||||||
|
name: 1501_2
|
||||||
|
rect:
|
||||||
|
serializedVersion: 2
|
||||||
|
x: 18
|
||||||
|
y: 0
|
||||||
|
width: 9
|
||||||
|
height: 10
|
||||||
|
alignment: 0
|
||||||
|
pivot: {x: 0.5, y: 0.5}
|
||||||
|
border: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
customData:
|
||||||
|
outline: []
|
||||||
|
physicsShape: []
|
||||||
|
tessellationDetail: 0
|
||||||
|
bones: []
|
||||||
|
spriteID: 6ef38396e7507975285ed665f43aa9e3
|
||||||
|
internalID: -1782484059
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
- serializedVersion: 2
|
||||||
|
name: 1501_3
|
||||||
|
rect:
|
||||||
|
serializedVersion: 2
|
||||||
|
x: 27
|
||||||
|
y: 0
|
||||||
|
width: 9
|
||||||
|
height: 10
|
||||||
|
alignment: 0
|
||||||
|
pivot: {x: 0.5, y: 0.5}
|
||||||
|
border: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
customData:
|
||||||
|
outline: []
|
||||||
|
physicsShape: []
|
||||||
|
tessellationDetail: 0
|
||||||
|
bones: []
|
||||||
|
spriteID: 57c65f6902736a973aa88d04c29d3bba
|
||||||
|
internalID: -1999965174
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
- serializedVersion: 2
|
||||||
|
name: 1501_4
|
||||||
|
rect:
|
||||||
|
serializedVersion: 2
|
||||||
|
x: 36
|
||||||
|
y: 0
|
||||||
|
width: 9
|
||||||
|
height: 10
|
||||||
|
alignment: 0
|
||||||
|
pivot: {x: 0.5, y: 0.5}
|
||||||
|
border: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
customData:
|
||||||
|
outline: []
|
||||||
|
physicsShape: []
|
||||||
|
tessellationDetail: 0
|
||||||
|
bones: []
|
||||||
|
spriteID: bee98169f34af4ed780a64a5a18690f6
|
||||||
|
internalID: 1291777073
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
- serializedVersion: 2
|
||||||
|
name: 1501_5
|
||||||
|
rect:
|
||||||
|
serializedVersion: 2
|
||||||
|
x: 45
|
||||||
|
y: 0
|
||||||
|
width: 9
|
||||||
|
height: 10
|
||||||
|
alignment: 0
|
||||||
|
pivot: {x: 0.5, y: 0.5}
|
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Digitized data copyright (c) 2010 Google Corporation
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with Reserved Font Arimo, Tinos and Cousine.
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Copyright (c) 2012 Red Hat, Inc.
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with Reserved Font Name Liberation.
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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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.
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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.
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This license becomes null and void if any of the above conditions are not met.
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DISCLAIMER
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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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//
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// TextureSize : Size of the source distance field texture
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void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
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if(Filter)
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{
|
|
||||||
float2 a = float2(ddx(UV.x), ddy(UV.x));
|
|
||||||
float2 b = float2(ddx(UV.y), ddy(UV.y));
|
|
||||||
float s = lerp(dot(a,a), dot(b,b), 0.5);
|
|
||||||
SSR = rsqrt(s) / TextureSize;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
|
|
||||||
SSR = s / TextureSize;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// SSR : Screen Space Ratio
|
|
||||||
// SD : Signed Distance (encoded : Distance / SDR + .5)
|
|
||||||
// SDR : Signed Distance Ratio
|
|
||||||
//
|
|
||||||
// IsoPerimeter : Dilate / Contract the shape
|
|
||||||
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
|
|
||||||
{
|
|
||||||
softness *= SSR * SDR;
|
|
||||||
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
|
|
||||||
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
|
|
||||||
}
|
|
||||||
|
|
||||||
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
|
|
||||||
{
|
|
||||||
softness *= SSR * SDR;
|
|
||||||
float d = (SD - 0.5f) * SDR;
|
|
||||||
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
|
||||||
}
|
|
||||||
|
|
||||||
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
|
|
||||||
{
|
|
||||||
softness *= SSR * SDR;
|
|
||||||
float d = (SD - 0.5f) * SDR;
|
|
||||||
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
|
||||||
}
|
|
||||||
|
|
||||||
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
|
|
||||||
{
|
|
||||||
softness *= SSR * SDR;
|
|
||||||
float4 d = (SD - 0.5f) * SDR;
|
|
||||||
if(outline) d.w = max(max(d.x, d.y), d.z);
|
|
||||||
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
|
||||||
}
|
|
||||||
|
|
||||||
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
|
|
||||||
{
|
|
||||||
outColor = BlendARGB(overlying, underlying);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Face only
|
|
||||||
void Layer1_float(float alpha, float4 color0, out float4 outColor)
|
|
||||||
{
|
|
||||||
color0.a *= alpha;
|
|
||||||
outColor = color0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Face + 1 Outline
|
|
||||||
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
|
|
||||||
{
|
|
||||||
color1.a *= alpha.y;
|
|
||||||
color0.rgb *= color0.a; color1.rgb *= color1.a;
|
|
||||||
outColor = lerp(color1, color0, alpha.x);
|
|
||||||
outColor.rgb /= outColor.a;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Face + 3 Outline
|
|
||||||
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
|
|
||||||
{
|
|
||||||
color3.a *= alpha.w;
|
|
||||||
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
|
|
||||||
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
|
|
||||||
outColor.rgb /= outColor.a;
|
|
||||||
}
|
|
||||||
@@ -1,10 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 96de908384869cd409c75efa351d5edf
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
preprocessorOverride: 0
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,145 +0,0 @@
|
|||||||
Shader "TextMeshPro/Bitmap Custom Atlas" {
|
|
||||||
|
|
||||||
Properties {
|
|
||||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
|
||||||
_FaceTex ("Font Texture", 2D) = "white" {}
|
|
||||||
_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)
|
|
||||||
_Padding ("Padding", float) = 0
|
|
||||||
|
|
||||||
_StencilComp ("Stencil Comparison", Float) = 8
|
|
||||||
_Stencil ("Stencil ID", Float) = 0
|
|
||||||
_StencilOp ("Stencil Operation", Float) = 0
|
|
||||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
|
||||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
|
||||||
|
|
||||||
_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"
|
|
||||||
#include "UnityUI.cginc"
|
|
||||||
|
|
||||||
struct appdata_t
|
|
||||||
{
|
|
||||||
float4 vertex : POSITION;
|
|
||||||
fixed4 color : COLOR;
|
|
||||||
float4 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;
|
|
||||||
uniform float _UIMaskSoftnessX;
|
|
||||||
uniform float _UIMaskSoftnessY;
|
|
||||||
uniform int _UIVertexColorAlwaysGammaSpace;
|
|
||||||
|
|
||||||
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));
|
|
||||||
|
|
||||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
||||||
{
|
|
||||||
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
|
||||||
}
|
|
||||||
fixed4 faceColor = v.color;
|
|
||||||
faceColor *= _FaceColor;
|
|
||||||
|
|
||||||
v2f OUT;
|
|
||||||
OUT.vertex = vPosition;
|
|
||||||
OUT.color = faceColor;
|
|
||||||
OUT.texcoord0 = v.texcoord0;
|
|
||||||
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
|
|
||||||
float2 pixelSize = vPosition.w;
|
|
||||||
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
|
||||||
|
|
||||||
// Clamp _ClipRect to 16bit.
|
|
||||||
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
|
||||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
|
||||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
|
||||||
|
|
||||||
return OUT;
|
|
||||||
}
|
|
||||||
|
|
||||||
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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 48bb5f55d8670e349b6e614913f9d910
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,155 +0,0 @@
|
|||||||
Shader "TextMeshPro/Mobile/Bitmap" {
|
|
||||||
|
|
||||||
Properties {
|
|
||||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
|
||||||
_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"
|
|
||||||
#include "UnityUI.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;
|
|
||||||
uniform float _UIMaskSoftnessX;
|
|
||||||
uniform float _UIMaskSoftnessY;
|
|
||||||
uniform int _UIVertexColorAlwaysGammaSpace;
|
|
||||||
|
|
||||||
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;
|
|
||||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
||||||
{
|
|
||||||
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
|
||||||
}
|
|
||||||
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.
|
|
||||||
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
|
||||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
|
||||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
|
||||||
|
|
||||||
return OUT;
|
|
||||||
}
|
|
||||||
|
|
||||||
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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 1e3b057af24249748ff873be7fafee47
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,145 +0,0 @@
|
|||||||
Shader "TextMeshPro/Bitmap" {
|
|
||||||
|
|
||||||
Properties {
|
|
||||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
|
||||||
_FaceTex ("Font Texture", 2D) = "white" {}
|
|
||||||
_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"
|
|
||||||
#include "UnityUI.cginc"
|
|
||||||
|
|
||||||
struct appdata_t
|
|
||||||
{
|
|
||||||
float4 vertex : POSITION;
|
|
||||||
fixed4 color : COLOR;
|
|
||||||
float4 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;
|
|
||||||
uniform float _UIMaskSoftnessX;
|
|
||||||
uniform float _UIMaskSoftnessY;
|
|
||||||
uniform int _UIVertexColorAlwaysGammaSpace;
|
|
||||||
|
|
||||||
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));
|
|
||||||
|
|
||||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
||||||
{
|
|
||||||
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
|
||||||
}
|
|
||||||
fixed4 faceColor = v.color;
|
|
||||||
faceColor *= _FaceColor;
|
|
||||||
|
|
||||||
v2f OUT;
|
|
||||||
OUT.vertex = vPosition;
|
|
||||||
OUT.color = faceColor;
|
|
||||||
OUT.texcoord0 = v.texcoord0;
|
|
||||||
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
|
|
||||||
float2 pixelSize = vPosition.w;
|
|
||||||
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
|
||||||
|
|
||||||
// Clamp _ClipRect to 16bit.
|
|
||||||
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
|
||||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
|
||||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
|
||||||
|
|
||||||
return OUT;
|
|
||||||
}
|
|
||||||
|
|
||||||
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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 128e987d567d4e2c824d754223b3f3b0
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,326 +0,0 @@
|
|||||||
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
|
|
||||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
|
||||||
|
|
||||||
_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
|
|
||||||
_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)
|
|
||||||
|
|
||||||
|
|
||||||
_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
|
|
||||||
|
|
||||||
_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;
|
|
||||||
float4 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.
|
|
||||||
uniform float4 _FaceTex_ST;
|
|
||||||
uniform float4 _OutlineTex_ST;
|
|
||||||
uniform float _UIMaskSoftnessX;
|
|
||||||
uniform float _UIMaskSoftnessY;
|
|
||||||
uniform int _UIVertexColorAlwaysGammaSpace;
|
|
||||||
|
|
||||||
pixel_t VertShader(vertex_t input)
|
|
||||||
{
|
|
||||||
pixel_t output;
|
|
||||||
|
|
||||||
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
|
||||||
UNITY_SETUP_INSTANCE_ID(input);
|
|
||||||
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
|
||||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
||||||
|
|
||||||
float bold = step(input.texcoord0.w, 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.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
|
||||||
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
|
||||||
|
|
||||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
|
||||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
|
||||||
|
|
||||||
float 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 = input.texcoord1;
|
|
||||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
|
||||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
|
||||||
|
|
||||||
|
|
||||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
||||||
{
|
|
||||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
|
||||||
}
|
|
||||||
output.position = vPosition;
|
|
||||||
output.color = input.color;
|
|
||||||
output.atlas = input.texcoord0;
|
|
||||||
output.param = float4(alphaClip, scale, bias, weight);
|
|
||||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
|
||||||
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
|
||||||
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
|
||||||
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
|
|
||||||
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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: dd89cf5b9246416f84610a006f916af7
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,321 +0,0 @@
|
|||||||
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
|
|
||||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
|
||||||
|
|
||||||
_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
|
|
||||||
_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)
|
|
||||||
|
|
||||||
|
|
||||||
_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
|
|
||||||
|
|
||||||
_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;
|
|
||||||
float4 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;
|
|
||||||
float _UIMaskSoftnessX;
|
|
||||||
float _UIMaskSoftnessY;
|
|
||||||
int _UIVertexColorAlwaysGammaSpace;
|
|
||||||
|
|
||||||
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.texcoord0.w, 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 = input.texcoord1;
|
|
||||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
|
||||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
|
||||||
|
|
||||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
||||||
{
|
|
||||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
|
||||||
}
|
|
||||||
float4 color = input.color;
|
|
||||||
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
|
|
||||||
color = SRGBToLinear(input.color);
|
|
||||||
#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;
|
|
||||||
|
|
||||||
float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y));
|
|
||||||
pixelSize *= _TextureHeight * 0.75;
|
|
||||||
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
|
|
||||||
|
|
||||||
float weight = input.weight;
|
|
||||||
float bias = (.5 - weight) + (.5 / scale);
|
|
||||||
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
|
|
||||||
half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
|
||||||
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
|
|
||||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
|
|
||||||
faceColor *= m.x * m.y;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 14eb328de4b8eb245bb7cea29e4ac00b
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,10 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: ca2ed216f98028c4dae6c5224a952b3c
|
|
||||||
ScriptedImporter:
|
|
||||||
internalIDToNameTable: []
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,10 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: f63d574838ccfb44f84acc05fed0af48
|
|
||||||
ScriptedImporter:
|
|
||||||
internalIDToNameTable: []
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
|
||||||
@@ -1,258 +0,0 @@
|
|||||||
// 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 {
|
|
||||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
|
||||||
|
|
||||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
|
||||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
|
||||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
|
||||||
|
|
||||||
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
|
||||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
|
||||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
|
||||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
|
||||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
|
||||||
|
|
||||||
_WeightNormal ("Weight Normal", float) = 0
|
|
||||||
_WeightBold ("Weight Bold", float) = .5
|
|
||||||
|
|
||||||
_ShaderFlags ("Flags", float) = 0
|
|
||||||
_ScaleRatioA ("Scale RatioA", float) = 1
|
|
||||||
_ScaleRatioB ("Scale RatioB", float) = 1
|
|
||||||
_ScaleRatioC ("Scale RatioC", float) = 1
|
|
||||||
|
|
||||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
|
||||||
_TextureWidth ("Texture Width", float) = 512
|
|
||||||
_TextureHeight ("Texture Height", float) = 512
|
|
||||||
_GradientScale ("Gradient Scale", float) = 5
|
|
||||||
_ScaleX ("Scale X", float) = 1
|
|
||||||
_ScaleY ("Scale Y", float) = 1
|
|
||||||
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
|
||||||
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
|
||||||
|
|
||||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
|
||||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
|
||||||
|
|
||||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
|
||||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
|
||||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
|
||||||
_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;
|
|
||||||
float4 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;
|
|
||||||
float _UIMaskSoftnessX;
|
|
||||||
float _UIMaskSoftnessY;
|
|
||||||
int _UIVertexColorAlwaysGammaSpace;
|
|
||||||
|
|
||||||
pixel_t VertShader(vertex_t input)
|
|
||||||
{
|
|
||||||
float bold = step(input.texcoord0.w, 0);
|
|
||||||
|
|
||||||
float4 vert = input.vertex;
|
|
||||||
vert.x += _VertexOffsetX;
|
|
||||||
vert.y += _VertexOffsetY;
|
|
||||||
float4 vPosition = UnityObjectToClipPos(vert);
|
|
||||||
|
|
||||||
float2 pixelSize = vPosition.w;
|
|
||||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
|
||||||
|
|
||||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
|
||||||
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
|
||||||
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
|
||||||
|
|
||||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
|
||||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
|
||||||
|
|
||||||
float layerScale = scale;
|
|
||||||
|
|
||||||
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
|
||||||
float bias = (0.5 - weight) * scale - 0.5;
|
|
||||||
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
|
||||||
|
|
||||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
||||||
{
|
|
||||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
|
||||||
}
|
|
||||||
float opacity = input.color.a;
|
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
|
||||||
opacity = 1.0;
|
|
||||||
#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);
|
|
||||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
|
||||||
|
|
||||||
// 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 * maskSoftness + 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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bc1ede39bf3643ee8e493720e4259791
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,252 +0,0 @@
|
|||||||
// 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 {
|
|
||||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
|
||||||
|
|
||||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
|
||||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
|
||||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
|
||||||
|
|
||||||
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
|
||||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
|
||||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
|
||||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
|
||||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
|
||||||
|
|
||||||
_WeightNormal ("Weight Normal", float) = 0
|
|
||||||
_WeightBold ("Weight Bold", float) = .5
|
|
||||||
|
|
||||||
_ShaderFlags ("Flags", float) = 0
|
|
||||||
_ScaleRatioA ("Scale RatioA", float) = 1
|
|
||||||
_ScaleRatioB ("Scale RatioB", float) = 1
|
|
||||||
_ScaleRatioC ("Scale RatioC", float) = 1
|
|
||||||
|
|
||||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
|
||||||
_TextureWidth ("Texture Width", float) = 512
|
|
||||||
_TextureHeight ("Texture Height", float) = 512
|
|
||||||
_GradientScale ("Gradient Scale", float) = 5
|
|
||||||
_ScaleX ("Scale X", float) = 1
|
|
||||||
_ScaleY ("Scale Y", float) = 1
|
|
||||||
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
|
||||||
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
|
||||||
|
|
||||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
|
||||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
|
||||||
|
|
||||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
|
||||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
|
||||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
|
||||||
|
|
||||||
_StencilComp ("Stencil Comparison", Float) = 8
|
|
||||||
_Stencil ("Stencil ID", Float) = 0
|
|
||||||
_StencilOp ("Stencil Operation", Float) = 0
|
|
||||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
|
||||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
|
||||||
|
|
||||||
_CullMode ("Cull Mode", Float) = 0
|
|
||||||
_ColorMask ("Color Mask", Float) = 15
|
|
||||||
}
|
|
||||||
|
|
||||||
SubShader {
|
|
||||||
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;
|
|
||||||
float4 texcoord0 : TEXCOORD0;
|
|
||||||
float2 texcoord1 : TEXCOORD1;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct pixel_t
|
|
||||||
{
|
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
||||||
UNITY_VERTEX_OUTPUT_STEREO
|
|
||||||
float4 vertex : SV_POSITION;
|
|
||||||
fixed4 faceColor : COLOR;
|
|
||||||
fixed4 outlineColor : COLOR1;
|
|
||||||
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
|
||||||
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
|
||||||
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
|
||||||
|
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
|
||||||
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
|
||||||
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
|
||||||
#endif
|
|
||||||
};
|
|
||||||
|
|
||||||
float _UIMaskSoftnessX;
|
|
||||||
float _UIMaskSoftnessY;
|
|
||||||
int _UIVertexColorAlwaysGammaSpace;
|
|
||||||
|
|
||||||
|
|
||||||
pixel_t VertShader(vertex_t input)
|
|
||||||
{
|
|
||||||
pixel_t output;
|
|
||||||
|
|
||||||
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
|
||||||
UNITY_SETUP_INSTANCE_ID(input);
|
|
||||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
||||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
||||||
|
|
||||||
float bold = step(input.texcoord0.w, 0);
|
|
||||||
|
|
||||||
float4 vert = input.vertex;
|
|
||||||
vert.x += _VertexOffsetX;
|
|
||||||
vert.y += _VertexOffsetY;
|
|
||||||
float4 vPosition = UnityObjectToClipPos(vert);
|
|
||||||
|
|
||||||
float2 pixelSize = vPosition.w;
|
|
||||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
|
||||||
|
|
||||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
|
||||||
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
|
||||||
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
|
||||||
|
|
||||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
|
||||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
|
||||||
|
|
||||||
float layerScale = scale;
|
|
||||||
|
|
||||||
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
|
||||||
float bias = (0.5 - weight) * scale - 0.5;
|
|
||||||
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
|
||||||
|
|
||||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
||||||
{
|
|
||||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
|
||||||
}
|
|
||||||
float opacity = input.color.a;
|
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
|
||||||
opacity = 1.0;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
|
||||||
faceColor.rgb *= faceColor.a;
|
|
||||||
|
|
||||||
fixed4 outlineColor = _OutlineColor;
|
|
||||||
outlineColor.a *= opacity;
|
|
||||||
outlineColor.rgb *= outlineColor.a;
|
|
||||||
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
|
|
||||||
|
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
|
||||||
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
|
||||||
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
|
||||||
|
|
||||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
|
||||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
|
||||||
float2 layerOffset = float2(x, y);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// Generate UV for the Masking Texture
|
|
||||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
|
||||||
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
|
||||||
|
|
||||||
// Populate structure for pixel shader
|
|
||||||
output.vertex = vPosition;
|
|
||||||
output.faceColor = faceColor;
|
|
||||||
output.outlineColor = outlineColor;
|
|
||||||
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
|
||||||
output.param = half4(scale, bias - outline, bias + outline, bias);
|
|
||||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
|
||||||
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
|
||||||
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
|
||||||
output.underlayParam = half2(layerScale, layerBias);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
return output;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// PIXEL SHADER
|
|
||||||
fixed4 PixShader(pixel_t input) : SV_Target
|
|
||||||
{
|
|
||||||
UNITY_SETUP_INSTANCE_ID(input);
|
|
||||||
|
|
||||||
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
|
||||||
half4 c = 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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: a02a7d8c237544f1962732b55a9aebf1
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,106 +0,0 @@
|
|||||||
// 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 {
|
|
||||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
|
||||||
|
|
||||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
|
||||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
|
||||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
|
||||||
|
|
||||||
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
|
||||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
|
||||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
|
||||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
|
||||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
|
||||||
|
|
||||||
_WeightNormal ("Weight Normal", float) = 0
|
|
||||||
_WeightBold ("Weight Bold", float) = .5
|
|
||||||
|
|
||||||
_ShaderFlags ("Flags", float) = 0
|
|
||||||
_ScaleRatioA ("Scale RatioA", float) = 1
|
|
||||||
_ScaleRatioB ("Scale RatioB", float) = 1
|
|
||||||
_ScaleRatioC ("Scale RatioC", float) = 1
|
|
||||||
|
|
||||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
|
||||||
_TextureWidth ("Texture Width", float) = 512
|
|
||||||
_TextureHeight ("Texture Height", float) = 512
|
|
||||||
_GradientScale ("Gradient Scale", float) = 5
|
|
||||||
_ScaleX ("Scale X", float) = 1
|
|
||||||
_ScaleY ("Scale Y", float) = 1
|
|
||||||
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
|
||||||
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
|
||||||
|
|
||||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
|
||||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
|
||||||
|
|
||||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
|
||||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
|
||||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
|
||||||
_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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: c8d12adcee749c344b8117cf7c7eb912
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user