Updated to Unity6

This commit is contained in:
Stedd 2024-10-19 03:31:47 +02:00
parent 93f83c121c
commit 685ec65f1f
72 changed files with 49522 additions and 531 deletions

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@ -1,7 +1,7 @@
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@ -19,19 +26,25 @@ MonoBehaviour:
m_OpeningTagArray: 3c00000073000000690000007a000000650000003d00000032000000650000006d0000003e0000003c000000620000003e0000003c000000230000003400000030000000660000006600000038000000300000003e0000002a000000
m_ClosingTagArray: 2a0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f000000620000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000
- m_Name: Quote
m_HashCode: 92254330
m_HashCode: 93368250
m_OpeningDefinition: <i><size=75%><margin=10%>
m_ClosingDefinition: </i></size></width></margin>
m_OpeningTagArray: 3c000000690000003e0000003c00000073000000690000007a000000650000003d0000003700000035000000250000003e0000003c0000006d000000610000007200000067000000690000006e0000003d0000003100000030000000250000003e000000
m_ClosingTagArray: 3c0000002f000000690000003e0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f00000077000000690000006400000074000000680000003e0000003c0000002f0000006d000000610000007200000067000000690000006e0000003e000000
- m_Name: A
m_HashCode: 65
m_OpeningDefinition: <color=#40a0ff><u>
m_ClosingDefinition: </u></color>
m_OpeningTagArray: 3c000000630000006f0000006c0000006f000000720000003d000000230000003400000030000000610000003000000066000000660000003e0000003c000000750000003e000000
m_ClosingTagArray: 3c0000002f000000750000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000
- m_Name: Link
m_HashCode: 2687968
m_HashCode: 2656128
m_OpeningDefinition: <u><#40a0ff><link="ID_01">
m_ClosingDefinition: </u></color></link>
m_OpeningTagArray: 3c000000750000003e0000003c000000230000003400000030000000610000003000000066000000660000003e0000003c0000006c000000690000006e0000006b0000003d0000002200000049000000440000005f0000003000000031000000220000003e000000
m_ClosingTagArray: 3c0000002f000000750000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e0000003c0000002f0000006c000000690000006e0000006b0000003e000000
- m_Name: Title
m_HashCode: 98732960
m_HashCode: 97690656
m_OpeningDefinition: <size=125%><b><align=center>
m_ClosingDefinition: </size></b></align>
m_OpeningTagArray: 3c00000073000000690000007a000000650000003d000000310000003200000035000000250000003e0000003c000000620000003e0000003c000000610000006c00000069000000670000006e0000003d00000063000000650000006e0000007400000065000000720000003e000000

View File

@ -12,14 +12,17 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 2705215ac5b84b70bacc50632be6e391, type: 3}
m_Name: TMP Settings
m_EditorClassIdentifier:
m_enableWordWrapping: 1
assetVersion: 2
m_TextWrappingMode: 1
m_enableKerning: 1
m_ActiveFontFeatures: 00000000
m_enableExtraPadding: 0
m_enableTintAllSprites: 0
m_enableParseEscapeCharacters: 1
m_EnableRaycastTarget: 1
m_GetFontFeaturesAtRuntime: 1
m_missingGlyphCharacter: 0
m_ClearDynamicDataOnBuild: 1
m_warningsDisabled: 0
m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_defaultFontAssetPath: Fonts & Materials/
@ -29,13 +32,16 @@ MonoBehaviour:
m_defaultTextMeshProTextContainerSize: {x: 20, y: 5}
m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
m_autoSizeTextContainer: 0
m_IsTextObjectScaleStatic: 0
m_fallbackFontAssets: []
m_matchMaterialPreset: 1
m_HideSubTextObjects: 0
m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45,
type: 2}
m_defaultSpriteAssetPath: Sprite Assets/
m_enableEmojiSupport: 1
m_MissingCharacterSpriteUnicode: 0
m_EmojiFallbackTextAssets: []
m_defaultColorGradientPresetsPath: Color Gradient Presets/
m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e,
type: 2}

View File

View File

@ -0,0 +1,178 @@
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096.0);
output.y = uv - 4096.0 * output.x;
return output * 0.001953125;
}
float4 BlendARGB(float4 overlying, float4 underlying)
{
overlying.rgb *= overlying.a;
underlying.rgb *= underlying.a;
float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
float alpha = underlying.a + (1 - underlying.a) * overlying.a;
return float4(blended / alpha, alpha);
}
float3 GetSpecular(float3 n, float3 l)
{
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
return _SpecularColor.rgb * spec * _SpecularPower;
}
void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
{
float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
// Read "height field"
float4 h = float4(
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
bool raisedBevel = _BevelType;
h += _BevelOffset;
float bevelWidth = max(.01, _BevelWidth);
// Track outline
h -= .5;
h /= bevelWidth;
h = saturate(h + .5);
if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
float3 f = float3(1, 1, 1);
if (isFront) f = float3(1, 1, -1);
nornmal = cross(va, vb) * f;
}
void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
{
n.z = abs(n.z);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
//faceColor.rgb += col * faceColor.a;
col *= 1 - (dot(n, light) * _Diffuse);
col *= lerp(_Ambient, 1, n.z * n.z);
//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
color = float4(col, faceColor.a);
}
// Add custom function to handle time in HDRP
//
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
{
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
}
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
{
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
}
void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
{
float2 pixelSize = position.w;
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
}
// UV : Texture coordinate of the source distance field texture
// TextureSize : Size of the source distance field texture
// Filter : Enable perspective filter (soften)
void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
{
if(Filter)
{
float2 a = float2(ddx(UV.x), ddy(UV.x));
float2 b = float2(ddx(UV.y), ddy(UV.y));
float s = lerp(dot(a,a), dot(b,b), 0.5);
SSR = rsqrt(s) / TextureSize;
}
else
{
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
SSR = s / TextureSize;
}
}
// SSR : Screen Space Ratio
// SD : Signed Distance (encoded : Distance / SDR + .5)
// SDR : Signed Distance Ratio
//
// IsoPerimeter : Dilate / Contract the shape
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
}
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5f) * SDR;
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5f) * SDR;
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
{
softness *= SSR * SDR;
float4 d = (SD - 0.5f) * SDR;
if(outline) d.w = max(max(d.x, d.y), d.z);
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
{
outColor = BlendARGB(overlying, underlying);
}
// Face only
void Layer1_float(float alpha, float4 color0, out float4 outColor)
{
color0.a *= alpha;
outColor = color0;
}
// Face + 1 Outline
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
{
color1.a *= alpha.y;
color0.rgb *= color0.a; color1.rgb *= color1.a;
outColor = lerp(color1, color0, alpha.x);
outColor.rgb /= outColor.a;
}
// Face + 3 Outline
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
{
color3.a *= alpha.w;
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
outColor.rgb /= outColor.a;
}

View File

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 96de908384869cd409c75efa351d5edf
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@ -3,7 +3,7 @@ Shader "TextMeshPro/Bitmap Custom Atlas" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
_FaceColor ("Text Color", Color) = (1,1,1,1)
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
@ -55,15 +55,18 @@ SubShader{
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t {
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
@ -81,15 +84,9 @@ SubShader{
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
v2f vert (appdata_t v)
{
@ -101,6 +98,10 @@ SubShader{
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
fixed4 faceColor = v.color;
faceColor *= _FaceColor;
@ -108,13 +109,14 @@ SubShader{
OUT.vertex = vPosition;
OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
return OUT;
}

View File

@ -2,7 +2,7 @@ Shader "TextMeshPro/Mobile/Bitmap" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
[HDR]_Color ("Text Color", Color) = (1,1,1,1)
_Color ("Text Color", Color) = (1,1,1,1)
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
_VertexOffsetX ("Vertex OffsetX", float) = 0
@ -55,15 +55,18 @@ SubShader {
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t {
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
struct v2f
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
@ -79,6 +82,9 @@ SubShader {
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
v2f vert (appdata_t v)
{
@ -88,7 +94,10 @@ SubShader {
vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
OUT.color = v.color;
OUT.color *= _Color;
@ -99,8 +108,9 @@ SubShader {
//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
return OUT;
}

View File

34
Assets/Packages/TextMesh Pro/Shaders/TMP_Bitmap.shader Normal file → Executable file
View File

@ -3,7 +3,7 @@ Shader "TextMeshPro/Bitmap" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
_FaceColor ("Text Color", Color) = (1,1,1,1)
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
@ -54,15 +54,18 @@ SubShader{
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t {
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
@ -80,15 +83,9 @@ SubShader{
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
v2f vert (appdata_t v)
{
@ -100,6 +97,10 @@ SubShader{
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
fixed4 faceColor = v.color;
faceColor *= _FaceColor;
@ -107,13 +108,14 @@ SubShader{
OUT.vertex = vPosition;
OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
return OUT;
}

View File

View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
@ -21,7 +21,7 @@ Properties {
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
@ -37,13 +37,13 @@ Properties {
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
@ -127,17 +127,18 @@ SubShader {
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
@ -151,12 +152,16 @@ SubShader {
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
uniform float4 _FaceTex_ST;
uniform float4 _OutlineTex_ST;
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
@ -167,7 +172,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
@ -178,7 +183,7 @@ SubShader {
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -212,16 +217,21 @@ SubShader {
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 textureUV = input.texcoord1;
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
output.position = vPosition;
output.color = input.color;
output.atlas = input.texcoord0;
output.param = float4(alphaClip, scale, bias, weight);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
@ -307,7 +317,6 @@ SubShader {
return faceColor * input.color.a;
}
ENDCG
}
}

View File

47
Assets/Packages/TextMesh Pro/Shaders/TMP_SDF SSD.shader Normal file → Executable file
View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
@ -21,7 +21,7 @@ Properties {
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
@ -37,13 +37,13 @@ Properties {
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
@ -109,7 +109,8 @@ SubShader {
Blend One OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex VertShader
@ -127,17 +128,18 @@ SubShader {
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
@ -151,14 +153,19 @@ SubShader {
float2 texcoord2 : TEXCOORD4;
float4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
float4 SRGBToLinear(float4 rgba) {
float4 SRGBToLinear(float4 rgba)
{
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
}
@ -171,7 +178,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
@ -195,10 +202,14 @@ SubShader {
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 textureUV = input.texcoord1;
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
@ -226,9 +237,9 @@ SubShader {
float c = tex2D(_MainTex, input.atlas).a;
float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
pixelSize *= _TextureWidth * .75;
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y));
pixelSize *= _TextureHeight * 0.75;
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
float weight = input.weight;
float bias = (.5 - weight) + (.5 / scale);
@ -289,7 +300,8 @@ SubShader {
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y;
#endif
@ -300,7 +312,6 @@ SubShader {
return faceColor * input.color.a;
}
ENDCG
}
}

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

File diff suppressed because it is too large Load Diff

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

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field - Masking" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
@ -99,21 +99,24 @@ SubShader {
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
struct vertex_t
{
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
@ -124,10 +127,13 @@ SubShader {
float _MaskEdgeSoftness;
fixed4 _MaskEdgeColor;
bool _MaskInverse;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
@ -138,7 +144,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -150,6 +156,10 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
@ -176,6 +186,7 @@ SubShader {
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
// Structure for pixel shader
pixel_t output = {
@ -184,7 +195,7 @@ SubShader {
outlineColor,
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
half4(scale, bias - outline, bias + outline, bias),
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)),
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4(input.texcoord0 + layerOffset, input.color.a, 0),
half2(layerScale, layerBias),

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
@ -93,16 +93,18 @@ SubShader {
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
@ -111,12 +113,17 @@ SubShader {
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
};
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
@ -127,7 +134,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
@ -138,7 +145,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -150,6 +157,10 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
@ -182,7 +193,8 @@ SubShader {
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field SSD" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0

View File

View File

@ -0,0 +1,389 @@
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "TextMeshPro/Mobile/Distance Field - 2 Pass" {
Properties {
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
// Draw Outline and Underlay
Name "Outline"
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
};
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
const float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float layerScale = scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
const float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
fixed4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
//outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, outline * 2)));
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Populate structure for pixel shader
output.vertex = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);
#endif
return output;
}
// PIXEL SHADER
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = half4(0, 0, 0, 0);
#if OUTLINE_ON
c = input.outlineColor * saturate(d - input.param.y);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif
#if UNDERLAY_INNER
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDCG
}
// Draw face
Name "Face"
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half2 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
};
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
const float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a;
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Populate structure for pixel shader
output.vertex = vPosition;
output.faceColor = faceColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half2(scale, bias);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
return output;
}
// PIXEL SHADER
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.y);
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

View File

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

View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
@ -81,6 +81,7 @@ SubShader {
Pass {
CGPROGRAM
#pragma enable_d3d11_debug_symbols
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
@ -98,7 +99,7 @@ SubShader {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
@ -117,6 +118,9 @@ SubShader {
#endif
};
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
@ -127,7 +131,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
@ -138,7 +142,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -150,6 +154,10 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
@ -182,7 +190,9 @@ SubShader {
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);

View File

View File

@ -7,15 +7,15 @@ Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
Properties {
_FaceTex ("Fill Texture", 2D) = "white" {}
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
@ -99,7 +99,8 @@ SubShader {
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
struct v2f
{
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3;

View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Fill Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
@ -28,12 +28,12 @@ Properties {
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
_SpecColor ("Specular Color", Color) = (0,0,0,1)
_FaceShininess ("Face Shininess", Range(0,1)) = 0
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
@ -118,7 +118,8 @@ SubShader {
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
struct v2f
{
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3;

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@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: a3d800b099a06e0478fb790c5e79057a
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

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@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 124c112a6e8f1a54e8b0870e881b56d8
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}

37
Assets/Packages/TextMesh Pro/Shaders/TMP_SDF.shader Normal file → Executable file
View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
@ -21,7 +21,7 @@ Properties {
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
@ -37,13 +37,13 @@ Properties {
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
@ -127,17 +127,18 @@ SubShader {
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
@ -151,12 +152,16 @@ SubShader {
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
@ -167,7 +172,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
@ -178,7 +183,7 @@ SubShader {
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
@ -212,16 +217,21 @@ SubShader {
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 textureUV = input.texcoord1;
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
output.position = vPosition;
output.color = input.color;
output.atlas = input.texcoord0;
output.param = float4(alphaClip, scale, bias, weight);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
@ -307,7 +317,6 @@ SubShader {
return faceColor * input.color.a;
}
ENDCG
}
}

View File

23
Assets/Packages/TextMesh Pro/Shaders/TMP_Sprite.shader Normal file → Executable file
View File

@ -2,7 +2,7 @@ Shader "TextMeshPro/Sprite"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
@ -73,6 +73,7 @@ Shader "TextMeshPro/Sprite"
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
@ -81,17 +82,30 @@ Shader "TextMeshPro/Sprite"
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
OUT.color = v.color * _Color;
return OUT;
}
@ -100,8 +114,9 @@ Shader "TextMeshPro/Sprite"
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP

View File

0
Assets/Packages/TextMesh Pro/Shaders/TMPro.cginc Normal file → Executable file
View File

2
Assets/Packages/TextMesh Pro/Shaders/TMPro.cginc.meta Normal file → Executable file
View File

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

32
Assets/Packages/TextMesh Pro/Shaders/TMPro_Mobile.cginc Normal file → Executable file
View File

@ -1,20 +1,22 @@
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
float4 faceColor : COLOR;
float4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0;
float4 param : TEXCOORD1; // weight, scaleRatio
float4 param : TEXCOORD1; // x = weight, y = no longer used
float2 mask : TEXCOORD2;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD3;
@ -22,10 +24,14 @@ struct pixel_t {
#endif
};
float4 SRGBToLinear(float4 rgba) {
float4 SRGBToLinear(float4 rgba)
{
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
}
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
pixel_t VertShader(vertex_t input)
{
pixel_t output;
@ -35,7 +41,7 @@ pixel_t VertShader(vertex_t input)
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
@ -71,7 +77,7 @@ pixel_t VertShader(vertex_t input)
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0);
float2 mask = float2(0, 0);
#if UNITY_UI_CLIP_RECT
@ -99,8 +105,9 @@ float4 PixShader(pixel_t input) : SV_Target
float d = tex2D(_MainTex, input.texcoord0.xy).a;
float2 UV = input.texcoord0.xy;
float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y));
pixelSize *= _TextureHeight * 0.75;
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
#if (UNDERLAY_ON | UNDERLAY_INNER)
float layerScale = scale;
@ -112,7 +119,7 @@ float4 PixShader(pixel_t input) : SV_Target
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
#ifdef OUTLINE_ON
#if OUTLINE_ON
float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
@ -130,7 +137,7 @@ float4 PixShader(pixel_t input) : SV_Target
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
#endif
#ifdef MASKING
#if MASKING
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness);
@ -140,7 +147,8 @@ float4 PixShader(pixel_t input) : SV_Target
// Alternative implementation to UnityGet2DClipping with support for softness
#if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y;
#endif

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@ -66,11 +66,6 @@ uniform float _MaskID;
uniform sampler2D _MaskTex;
uniform float4 _MaskCoord;
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
//uniform float _MaskWipeControl;
//uniform float _MaskEdgeSoftness;
//uniform fixed4 _MaskEdgeColor;
//uniform bool _MaskInverse;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;

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@ -5,7 +5,7 @@ void VertShader(inout appdata_full v, out Input data)
UNITY_INITIALIZE_OUTPUT(Input, data);
float bold = step(v.texcoord1.y, 0);
float bold = step(v.texcoord.w, 0);
// Generate normal for backface
float3 view = ObjSpaceViewDir(v.vertex);
@ -20,14 +20,12 @@ void VertShader(inout appdata_full v, out Input data)
pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
scale *= abs(v.texcoord.w) * _GradientScale * (_Sharpness + 1);
scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
data.param.y = scale;
#endif
data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
v.texcoord1.xy = UnpackUV(v.texcoord1.x);
data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
}

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@ -13,7 +13,7 @@ OcclusionCullingSettings:
--- !u!104 &2
RenderSettings:
m_ObjectHideFlags: 0
serializedVersion: 9
serializedVersion: 10
m_Fog: 0
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
m_FogMode: 3
@ -42,8 +42,8 @@ RenderSettings:
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0
serializedVersion: 12
m_GIWorkflowMode: 1
serializedVersion: 13
m_BakeOnSceneLoad: 0
m_GISettings:
serializedVersion: 2
m_BounceScale: 1
@ -66,9 +66,6 @@ LightmapSettings:
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m_LightmapsBakeMode: 1
m_TextureCompression: 1
m_FinalGather: 0
m_FinalGatherFiltering: 1
m_FinalGatherRayCount: 256
m_ReflectionCompression: 2
m_MixedBakeMode: 2
m_BakeBackend: 1
@ -3523,6 +3520,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 257
m_RendererPriority: 0
m_Materials:
@ -3568,6 +3568,7 @@ MonoBehaviour:
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m_Name:
m_EditorClassIdentifier:
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m_OverrideArea: 0
m_Area: 0
m_OverrideGenerateLinks: 1
@ -4532,6 +4533,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 257
m_RendererPriority: 0
m_Materials:
@ -4577,6 +4581,7 @@ MonoBehaviour:
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m_Name:
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m_Area: 0
m_OverrideGenerateLinks: 1
@ -5427,6 +5432,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 1e3fdca004f2d45fe8abbed571a8abd5, type: 3}
m_Name:
m_EditorClassIdentifier:
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m_OverrideArea: 0
m_Area: 0
m_OverrideGenerateLinks: 1
@ -5446,6 +5452,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 7a5ac11cc976e418e8d13136b07e1f52, type: 3}
m_Name:
m_EditorClassIdentifier:
m_SerializedVersion: 0
m_AgentTypeID: 0
m_CollectObjects: 3
m_Size: {x: 10, y: 10, z: 10}
@ -5930,6 +5937,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 257
m_RendererPriority: 0
m_Materials:
@ -5975,6 +5985,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 1e3fdca004f2d45fe8abbed571a8abd5, type: 3}
m_Name:
m_EditorClassIdentifier:
m_SerializedVersion: 0
m_OverrideArea: 0
m_Area: 0
m_OverrideGenerateLinks: 1
@ -6226,6 +6237,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 257
m_RendererPriority: 0
m_Materials:
@ -6271,6 +6285,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 1e3fdca004f2d45fe8abbed571a8abd5, type: 3}
m_Name:
m_EditorClassIdentifier:
m_SerializedVersion: 0
m_OverrideArea: 0
m_Area: 0
m_OverrideGenerateLinks: 1
@ -7080,9 +7095,8 @@ Light:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2047541735}
m_Enabled: 1
serializedVersion: 10
serializedVersion: 11
m_Type: 1
m_Shape: 0
m_Color: {r: 1, g: 0.95686275, b: 0.8392157, a: 1}
m_Intensity: 100000
m_Range: 10
@ -7132,8 +7146,12 @@ Light:
m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0}
m_UseBoundingSphereOverride: 0
m_UseViewFrustumForShadowCasterCull: 1
m_ForceVisible: 0
m_ShadowRadius: 0
m_ShadowAngle: 0
m_LightUnit: 2
m_LuxAtDistance: 1
m_EnableSpotReflector: 1
--- !u!4 &2047541737
Transform:
m_ObjectHideFlags: 0
@ -7161,22 +7179,22 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Version: 11
m_PointlightHDType: 0
m_SpotLightShape: 0
m_AreaLightShape: 0
m_EnableSpotReflector: 1
m_LightUnit: 2
m_LuxAtDistance: 1
m_Intensity: 100000
m_Version: 13
m_ObsoleteShadowResolutionTier: 1
m_ObsoleteUseShadowQualitySettings: 0
m_ObsoleteCustomShadowResolution: 512
m_ObsoleteContactShadows: 0
m_PointlightHDType: 0
m_SpotLightShape: 0
m_AreaLightShape: 0
m_Intensity: 100000
m_EnableSpotReflector: 1
m_LuxAtDistance: 1
m_InnerSpotPercent: 0
m_SpotIESCutoffPercent: 100
m_LightDimmer: 1
m_VolumetricDimmer: 1
m_LightUnit: 2
m_FadeDistance: 10000
m_VolumetricFadeDistance: 10000
m_AffectDiffuse: 1
@ -7196,15 +7214,27 @@ MonoBehaviour:
m_IESPoint: {fileID: 0}
m_IESSpot: {fileID: 0}
m_IncludeForRayTracing: 1
m_IncludeForPathTracing: 1
m_AreaLightShadowCone: 120
m_UseScreenSpaceShadows: 0
m_InteractsWithSky: 1
m_AngularDiameter: 0.5
m_FlareSize: 2
m_FlareTint: {r: 1, g: 1, b: 1, a: 1}
m_FlareFalloff: 4
m_SurfaceTexture: {fileID: 0}
m_SurfaceTint: {r: 1, g: 1, b: 1, a: 1}
diameterMultiplerMode: 0
diameterMultiplier: 1
diameterOverride: 0.5
celestialBodyShadingSource: 1
sunLightOverride: {fileID: 0}
sunColor: {r: 1, g: 1, b: 1, a: 1}
sunIntensity: 130000
moonPhase: 0.2
moonPhaseRotation: 0
earthshine: 1
flareSize: 2
flareTint: {r: 1, g: 1, b: 1, a: 1}
flareFalloff: 4
flareMultiplier: 1
surfaceTexture: {fileID: 0}
surfaceTint: {r: 1, g: 1, b: 1, a: 1}
m_Distance: 1.5e+11
m_UseRayTracedShadows: 0
m_NumRayTracingSamples: 4
@ -7225,6 +7255,14 @@ MonoBehaviour:
m_BlockerSampleCount: 24
m_FilterSampleCount: 16
m_MinFilterSize: 0.1
m_DirLightPCSSBlockerSampleCount: 24
m_DirLightPCSSFilterSampleCount: 16
m_DirLightPCSSMaxPenumbraSize: 0.56
m_DirLightPCSSMaxSamplingDistance: 0.5
m_DirLightPCSSMinFilterSizeTexels: 1.5
m_DirLightPCSSMinFilterMaxAngularDiameter: 10
m_DirLightPCSSBlockerSearchAngularDiameter: 12
m_DirLightPCSSBlockerSamplingClumpExponent: 2
m_KernelSize: 5
m_LightAngle: 1
m_MaxDepthBias: 0.001
@ -7563,7 +7601,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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propertyPath: _buildingLists.Array.data[0]
propertyPath: '_buildingLists.Array.data[0]'
value:
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@ -13,8 +13,13 @@ MonoBehaviour:
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m_EditorClassIdentifier:
themeUss: {fileID: -4733365628477956816, guid: b11ecece988e2394493dcd7ddd7bfef5, type: 3}
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m_RenderMode: 0
m_WorldSpaceLayer: 0
m_ScaleMode: 1
m_ReferenceSpritePixelsPerUnit: 100
m_PixelsPerUnit: 100
m_Scale: 1
m_ReferenceDpi: 96
m_FallbackDpi: 96
@ -23,9 +28,11 @@ MonoBehaviour:
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m_SortingOrder: 0
m_TargetDisplay: 0
m_BindingLogLevel: 0
m_ClearDepthStencil: 1
m_ClearColor: 0
m_ColorClearValue: {r: 0, g: 0, b: 0, a: 0}
m_VertexBudget: 0
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m_MaxAtlasSize: 4096
@ -34,4 +41,6 @@ MonoBehaviour:
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@ -1,18 +1,19 @@
{
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"com.unity.ai.navigation": "1.1.5",
"com.unity.feature.development": "1.0.1",
"com.unity.ai.navigation": "2.0.4",
"com.unity.feature.development": "1.0.2",
"com.unity.ide.rider": "3.0.31",
"com.unity.ide.visualstudio": "2.0.22",
"com.unity.ide.vscode": "1.2.5",
"com.unity.inputsystem": "1.11.1",
"com.unity.render-pipelines.high-definition": "14.0.11",
"com.unity.test-framework": "1.1.33",
"com.unity.textmeshpro": "3.0.9",
"com.unity.multiplayer.center": "1.0.0",
"com.unity.render-pipelines.high-definition": "17.0.3",
"com.unity.test-framework": "1.4.5",
"com.unity.toolchain.linux-x86_64": "2.0.9",
"com.unity.ugui": "1.0.0",
"com.unity.ugui": "2.0.0",
"com.unity.ui": "2.0.0",
"com.unity.ui.builder": "2.0.0",
"com.unity.modules.accessibility": "1.0.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",

View File

@ -1,7 +1,7 @@
{
"dependencies": {
"com.unity.ai.navigation": {
"version": "1.1.5",
"version": "2.0.4",
"depth": 0,
"source": "registry",
"dependencies": {
@ -11,7 +11,7 @@
},
"com.unity.burst": {
"version": "1.8.18",
"depth": 1,
"depth": 2,
"source": "registry",
"dependencies": {
"com.unity.mathematics": "1.2.1",
@ -19,6 +19,18 @@
},
"url": "https://packages.unity.com"
},
"com.unity.collections": {
"version": "2.5.1",
"depth": 2,
"source": "registry",
"dependencies": {
"com.unity.burst": "1.8.17",
"com.unity.nuget.mono-cecil": "1.11.4",
"com.unity.test-framework": "1.4.5",
"com.unity.test-framework.performance": "3.0.3"
},
"url": "https://packages.unity.com"
},
"com.unity.editorcoroutines": {
"version": "1.0.0",
"depth": 1,
@ -27,23 +39,22 @@
"url": "https://packages.unity.com"
},
"com.unity.ext.nunit": {
"version": "1.0.6",
"version": "2.0.5",
"depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.feature.development": {
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"version": "1.0.2",
"depth": 0,
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"com.unity.ide.rider": "3.0.31",
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"com.unity.editorcoroutines": "1.0.0",
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"com.unity.test-framework": "1.1.33",
"com.unity.test-framework": "1.4.5",
"com.unity.testtools.codecoverage": "1.2.6"
}
},
@ -82,8 +93,23 @@
"url": "https://packages.unity.com"
},
"com.unity.mathematics": {
"version": "1.2.6",
"depth": 1,
"version": "1.3.2",
"depth": 2,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.multiplayer.center": {
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"depth": 0,
"source": "builtin",
"dependencies": {
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}
},
"com.unity.nuget.mono-cecil": {
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"depth": 3,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
@ -96,39 +122,50 @@
"url": "https://packages.unity.com"
},
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"com.unity.burst": "1.8.14",
"com.unity.mathematics": "1.3.2",
"com.unity.ugui": "2.0.0",
"com.unity.collections": "2.4.3",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.terrain": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0"
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.rendering.light-transport": "1.0.1"
}
},
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"com.unity.shadergraph": "14.0.11",
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"com.unity.shadergraph": "17.0.3",
"com.unity.visualeffectgraph": "17.0.3",
"com.unity.render-pipelines.high-definition-config": "17.0.3"
}
},
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"version": "17.0.3",
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},
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"com.unity.mathematics": "1.2.4",
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}
},
"com.unity.searcher": {
@ -146,11 +183,11 @@
"url": "https://packages.unity.com"
},
"com.unity.shadergraph": {
"version": "14.0.11",
"version": "17.0.3",
"depth": 1,
"source": "builtin",
"dependencies": {
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"com.unity.searcher": "4.9.2"
}
},
@ -171,16 +208,26 @@
"url": "https://packages.unity.com"
},
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"version": "1.4.5",
"depth": 0,
"source": "registry",
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"com.unity.ext.nunit": "2.0.3",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0"
},
"url": "https://packages.unity.com"
},
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"source": "registry",
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"com.unity.modules.jsonserialize": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.testtools.codecoverage": {
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"depth": 1,
@ -191,15 +238,6 @@
},
"url": "https://packages.unity.com"
},
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"source": "registry",
"dependencies": {
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},
"url": "https://packages.unity.com"
},
"com.unity.toolchain.linux-x86_64": {
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"depth": 0,
@ -211,7 +249,7 @@
"url": "https://packages.unity.com"
},
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"version": "2.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {
@ -232,14 +270,20 @@
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},
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"version": "17.0.3",
"depth": 1,
"source": "builtin",
"dependencies": {
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"com.unity.render-pipelines.core": "14.0.11"
"com.unity.shadergraph": "17.0.3",
"com.unity.render-pipelines.core": "17.0.3"
}
},
"com.unity.modules.accessibility": {
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"depth": 0,
"source": "builtin",
"dependencies": {}
},
"com.unity.modules.ai": {
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"depth": 0,
@ -287,6 +331,12 @@
"com.unity.modules.animation": "1.0.0"
}
},
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"source": "builtin",
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},
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"depth": 0,
@ -375,7 +425,8 @@
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"com.unity.modules.imgui": "1.0.0",
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