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importBlendShapeDeformPercent: 1 + remapMaterialsIfMaterialImportModeIsNone: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/- Classic 64 Asset Pack 0.6/Changelog v0.6.txt b/Assets/Prototype/Graphics/- Classic 64 Asset Pack 0.6/Changelog v0.6.txt new file mode 100644 index 0000000..10308f2 --- /dev/null +++ b/Assets/Prototype/Graphics/- Classic 64 Asset Pack 0.6/Changelog v0.6.txt @@ -0,0 +1,530 @@ +////////////////////////////// +Version 0.6 + +Added the following _ materials: + stone_path_grass_01.jpg + mud_02.jpg + mud_03.jpg + mud_04.jpg + shipping_container_01_side.jpg + shipping_container_01_front.jpg + door_grungy_02.jpg + shingles_wood_01.jpg + shingles_wood_02.jpg + ac_vent_01.jpg + sign_tools_01.jpg + window_paintcans_01.jpg + window_small_double_01.jpg + ac_vent_02.jpg + door_barn_01.jpg + door_barn_02.jpg + rocks_cobblestone_01.jpg + misc_grunge_01.jpg + misc_grunge_02.jpg + tiles_ceiling_02.jpg + misc_pattern_01.jpg + leather_01.jpg + vent_06.jpg + window_sign_01.jpg + window_classic_01.jpg + siding_green_01.jpg + metal_diamondplate_01.jpg + panel_army_01.jpg + panel_army_02.jpg + panel_army_03.jpg + metal_rusty_06.jpg + metal_rusty_07.jpg + metal_rusty_08.jpg + metal_painted_green_01.jpg + metal_rusty_09.jpg + misc_structure_01.jpg + wall_stucco_03.jpg + generator_vent_01.jpg + generator_vent_02.jpg + window_modern_12.jpg + door_grungy_03.jpg + sign_hazard_01.png + sign_hazard_02.png + sign_hazard_03.png + sign_hazard_04.png + window_wood_old_01.jpg + window_wood_old_01.jpg + window_wood_old_02.jpg + wood_planks_6.jpg + wood_planks_7.jpg + wood_planks_8.jpg + wood_planks_9.jpg + rocks_underwater_01.jpg + train_tracks_02.jpg + wood_plank_10.jpg + door_old_01.jpg + siding_wood_06.jpg + window_old_01.jpg + window_old_02.jpg + wall_stucco_04.jpg + wall_stucco_05.jpg + wall_stucco_06.jpg + concrete_15.jpg + concrete_16.jpg + woodchips_01.jpg + woodchips_02.jpg + woodchips_03.jpg + concrete_block_01.jpg + generator_panel_01.jpg + metal_cabinet.jpg + tarp_01.jpg + tarp_02.jpg + door_industral_01.jpg + door_industral_02.jpg + + +////////////////////////////// +Version 0.5 + +Added the following 218 materials: + art_vintage_01.jpg + art_weird_01.jpg + blanket_black_01.jpg + bolt_head_01.png + box_05.jpg + box_shipping_01.jpg + box_shipping_02.jpg + box_shipping_03.jpg + brick_red_01.jpg + brick_red_02.jpg + brick_red_03.jpg + brick_red_04.jpg + bricks_modern_01.jpg + bricks_painted_01.jpg + brush_01.jpg + cardboard_01.jpg + cardboard_02.jpg + carpet_black_01.jpg + carpet_blue_01.jpg + carpet_darkgray_02.jpg + carpet_lightgray_03.jpg + carpet_tan_01.jpg + carpet_tan_02.jpg + change_machine_01.jpg + concrete_13.jpg + concrete_14.jpg + concrete_blocks_painted_gray_01.jpg + concrete_floor_04.jpg + concrete_floor_05.jpg + concrete_floor_06.jpg + concrete_metalbeams_01.jpg + concrete_pipe_01.jpg + concrete_rockface_01.jpg + concrete_wall_01.jpg + concrete_wall_02.jpg + conduit_gray_01.jpg + conduit_white_01.jpg + crate_old_01.jpg + crate_old_02.jpg + decal_yellow_stripes_01.png + door_business_01.jpg + door_hinge_01.png + door_professional_01.png + door_screen_01.jpg + door_store_01.png + door_store_drinks_01.jpg + door_store_drinks_02.jpg + door_store_food_01.jpg + door_store_food_02.jpg + filingcabinet_01.jpg + floor_painted_dirty_01.jpg + floor_painted_dirty_02.jpg + food_bag_01.jpg + food_box_01.jpg + food_box_02.jpg + food_canned_01.jpg + food_fridge_01.jpg + food_fridge_02.jpg + food_sause_01.png + food_sause_02.png + fridge_drinks_01.jpg + gravel_10.jpg + gravel_11.jpg + gravel_12.jpg + gutter_brown_01.jpg + gutter_brown_bottom.jpg + gutter_brown_elbow_01.jpg + gutter_long_01.jpg + gutter_white_02.jpg + heater_rusty_01.jpg + ice_08.jpg + ice_09.jpg + ice_10.jpg + ice_11.jpg + ice_12.jpg + ice_13.jpg + ice_14.jpg + ice_15.jpg + ice_16.jpg + light_01.png + marbel_01.jpg + marbel_02.jpg + metal_diamondplate_03.jpg + metal_diamondplate_04.jpg + metal_grunge_01.jpg + metal_grunge_02.jpg + metal_grunge_03.jpg + metal_grungy_tall_01.jpg + metal_grungy_tall_02.jpg + metal_misc_02.jpg + metal_misc_03.jpg + metal_misc_04.jpg + metal_misc_05.jpg + metal_pipe_03.jpg + metal_pipe_04.jpg + misc_blue_01.jpg + misc_dirty_01.jpg + misc_dirty_02.jpg + misc_gray_01.jpg + misc_metal_01.jpg + misc_vent_01.jpg + mud_01.jpg + padlock_01.png + painting_02.jpg + painting_03.jpg + painting_04.jpg + painting_05.jpg + river_ice_01.jpg + river_ice_02.jpg + rock_wall_01.jpg + rock_wall_02.jpg + rock_wall_03.jpg + rock_wall_04.jpg + rock_wall_05.jpg + rock_wall_06.jpg + roof_metal_01.jpg + roof_soffit_01.jpg + roof_soffit_ridge_01.jpg + rust_chrome_01.jpg + screw_01.png + shingles_01.jpg + shingles_02.jpg + shingles_fancy_01.jpg + shingles_old_01.jpg + siding_blue_01.jpg + siding_gray_01.jpg + siding_metal_red_01.jpg + siding_tan_01.jpg + siding_white_01.jpg + siding_white_02.jpg + siding_white_03.jpg + siding_wood_01.jpg + siding_wood_02.jpg + siding_wood_03.jpg + siding_wood_04.jpg + siding_wood_05.jpg + sign_carwash_01.jpg + sign_changemachine_01.jpg + sign_money_01.jpg + sign_notrespassing_01.png + sign_numbers_01.jpg + sign_plaque_01.jpg + sign_tyeer.jpg + sign_warning_04.jpg + slime_green_01.jpg + snow_02.jpg + snow_03.jpg + snow_04.jpg + snow_05.jpg + snow_06.jpg + snow_dirty_01.jpg + snow_grassy_5.jpg + snow_grassy_6.jpg + snow_rocks_01.jpg + snow_rocks_02.jpg + snow_rocks_03.jpg + sticker_shippinglabel_01.jpg + switch_01.jpg + vent_01.png + vent_02.png + vent_03.jpg + vent_04.jpg + vent_05.jpg + wall_halfconcrete_01.jpg + wall_halfconcrete_02.png + wall_halfconcrete_03.png + wall_halfconcrete_04.png + wall_halfconcrete_05.jpg + wall_halfconcrete_06.jpg + wall_halfconcrete_07.jpg + wall_stucco_01.jpg + wall_stucco_02.jpg + water_foamy_01.jpg + white_stripes_02.jpg + window_modern_02.jpg + window_modern_03.jpg + window_modern_04.jpg + window_modern_05.jpg + window_modern_06.jpg + window_modern_07.jpg + window_modern_08.jpg + window_modern_09.jpg + window_modern_10.jpg + window_modern_11.jpg + window_old_01.jpg + window_shutter_blue_01.jpg + window_store_01.jpg + wood_details_01.jpg + wood_details_02.jpg + wood_fancy_01.jpg + wood_fancy_02.jpg + wood_fancy_03.jpg + wood_fancy_04.jpg + wood_fancy_plank_01.jpg + wood_fancy_plank_02.jpg + wood_plank_02.jpg + wood_plank_05.jpg + wood_plank_06.jpg + wood_plank_07.jpg + wood_plank_08.jpg + wood_plank_09.jpg + wood_planks_fancy_01.jpg + wood_planks_fancy_02.jpg + wood_planks_fancy_03.jpg + wood_planks_modern_01.jpg + wood_plywood_03.jpg + wood_plywood_04.jpg + wood_plywood_05.jpg + wood_plywood_06.jpg + wood_pole_01.jpg + wood_pole_02.jpg + wood_rustic_5.jpg + wood_sign.jpg + wood_staples_01.jpg + yellow_grunge_01.jpg + yellow_grunge_02.jpg + yellow_grunge_03.jpg + +* Moved concrete.png from /floor to /industrial and renamed to concrete_13.png +* Moved guard_rail.png from /industrial to /road +* Renamed several materials to stay up to date with the new naming format +* Moved all concrete materials from /industrial to /concrete + + + +////////////////////////////// +Version 0.4 + +Added the following (50) materials: +- ceiling_utilities_01.jpg +- ceiling_utilities_02.jpg +- ceiling_utilities_03.jpg +- ceiling_utilities_04.jpg +- ceiling_utilities_05.jpg +- concrete_10.jpg +- concrete_11.jpg +- concrete_12.jpg +- dryer_01.png +- ice_01.jpg +- ice_02.jpg +- ice_03.jpg +- ice_04.jpg +- ice_05.jpg +- ice_06.jpg +- ice_07.jpg +- insulation_01 +- insulation_02 +- metal_rusty_04 +- metal_rusty_05 +- metal_threads_01 +- metal_threads_02 +- outlet +- rocks_07 +- sign_no_smoking_4 +- snow_01 +- snow_dirty_02 +- snow_dirty_03 +- snow_footprints_02 +- snow_grass_05 +- snow_grass_06 +- snow_grass_07 +- snow_path_01 +- snow_path_02 +- snow_path_03 +- snow_rocks_01 +- snow_rocks_02 +- snow_rocks_03 +- snow_rocks_04 +- snow_rocks_05 +- snow_rocks_06 +- tiles_vintage +- wall_grunge_white +- wall_insulation_01 +- wall_insulation_02 +- wall_utilities +- white_misc_stripes +- wood_charred +- wood_plank_charred + +Removed the following (18) materials due to not having a distribution licence: +- wood_fine.png +- wood_fine_2.png +- wood_fine_3.png +- wood_modern.png +- window_frame_wood.png +- window_frame_green.png +- window_frame_wood_2.png +- wall_wallpaper.png +- wall_wallpaper_2.png +- wall_wallpaper_3.png +- tile_fancy.png +- roof_classic.png +- brick_large_gray.png +- brick_large_white_clean_2.png +- brick_rustic_brown.png +- brick_small_fancy_gray.png +- brick_small_fancy_brown.png +- crate_1.png + +Moved the following (5) textures from /misc to /road +- road_01.png +- road_02.png +- road_muddy_01.png +- road_muddy_02.png +- road_muddy_03.png + +* Renamed folder Industrual to Industrial + +* The naming format for files has been changed, to keep file naming more + universal. Files used to have a _1, _2, _3... etc. after the name. + Files now have a _01, _02, _03... etc. after the name + I apologize if this caused issues in your project! + +* Remapped textures on all .blend files after the name change to materials + + + +////////////////////////////// +Version 0.3 +* List of new textures: +- bush_01.png +- bush_02.png +- bush_03.png +- bush_04.png +- bush_05.png +- guard_rail.png +- wood_planks_painted_gray_01.png +- wood_planks_painted_gray_02.png +- bark_05.png +- concrete_painted_blue_dirty_01.png +- concrete_painted_blue_dirty_02.png +- metal_siding_01.jpg +- metal_siding_02.jpg +- metal_tank.png +- wood_rustic_beam.png +- brick_painted_white.png +- fire_extinguisher_case.png +- snow_footprints.jpg +- snow_dirty.jpg +- plastic_textured_gray.jpg +- plastic_textured_gray_64.jpg +- small_stones_1.jpg +- small_stones_2.jpg +- road_muddy_1.jpg +- road_muddy_2.jpg +- snow_grassy_1.jpg +- snow_grassy_2.jpg +- snow_grassy_3.jpg +- snow_grassy_4.jpg +- dirt_muddy_1.jpg +- dirt_muddy_2.jpg +- concrete_6.jpg +- concrete_7.jpg +- concrete_8.jpg +- concrete_9.jpg +- concrete_floor_1.jpg +- concrete_floor_2.jpg +- concrete_floor_3.jpg +- concrete_tile.jpg + +* Changed mud_tiretracks_01.png to road_muddy_3.png (moved from /ground to /misc) + +* List of new models: +- bush_01.blend +- bush_02.blend +- bush_03.blend +- bush_04.blend +- bush_05.blend +- guard_rail.blend +- pump_station.blend +- pvc_pipe.blend +- pvc_pipe_pallet.blend +- pvc_pipe_pallet_broken.blend +- fire_extenguisher_case.blend + + + +////////////////////////////// +Version 0.2 +* List of new textures: +- building_old_tan_01.png +- building_old_tan_02.png +- building_old_tan_03.png +- window_office.png +- metal_disc.png +- building_misc.png +- electrical_wires_group_3.png +- electrical_wires_group_3_curve.png +- electrical_wires_group_3_plain.png +- electrical_wires_group_5.png +- electrical_wires_group_curve.png +- electrical_wires_group_plain.png +- water_waves.png +- waterfall_with_stones.png +- rug_light_gray_02.png +- vintage_sign_01.png +- vintage_sign_02.png +- cabinet_door_01.png +- cabinet_door_02.png +- metal_army_tank.png +- metal_army_tank_2.png +- metal_army_tank_top.png +- metal_rusty_3.png +- metal_rusty_4.png +- metal_misc.png +- sign_warning_3.png +- metal_rusty_2.png +- plywood.png +- wood_pallet- +- wood_plank_3.png +- wood_plank_4.png +- truck_wheel_2.png +- truck_wheel_1.png +- valve_cap_green.png +- gravel_06.png +- gravel_07.png +- gravel_08.png +- grass_dead_01.png +- grass_dead_02.png +- grass_dead_03.png +- concrete_5.png +- dirt_02.png +- [updated] sign_confined_space.png +- [updated] sign_chemical_rusty.png +- culvert_pipe.png +- sand_01.jpg +- sand_02.png +- sand_03.png +- sand_mossy_01.png +- rocks_grass_01.png +- rocks_grass_02.png +- rocks_01.png +- rocks_02.png +- rocks_03.png +- rocks_04.png +- rocks_05.png +- rocks_06.png +- mud_tiretracks_01.png +- metal_painted_gray.png +- light_01.png +- rocks_around_puddle.png + 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legStretch: 0.05 + feetSpacing: 0 + globalScale: 1 + rootMotionBoneName: + hasTranslationDoF: 0 + hasExtraRoot: 0 + skeletonHasParents: 1 + lastHumanDescriptionAvatarSource: {instanceID: 0} + autoGenerateAvatarMappingIfUnspecified: 1 + animationType: 2 + humanoidOversampling: 1 + avatarSetup: 0 + addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 1 + remapMaterialsIfMaterialImportModeIsNone: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/- Classic 64 Asset Pack 0.6/Readme.txt b/Assets/Prototype/Graphics/- Classic 64 Asset Pack 0.6/Readme.txt new file mode 100644 index 0000000..73a60fb --- /dev/null +++ b/Assets/Prototype/Graphics/- Classic 64 Asset Pack 0.6/Readme.txt @@ -0,0 +1,35 @@ +Classic64 Asset Library +Version 0.2 +By Craig Snedeker + +Licence // + This asset library is being released for free, for personal + and commerical projects. + + >> https://creativecommons.org/share-your-work/public-domain/cc0/ + + I ask that you do not directly sell this asset library, + or items within it. I can't stop you under the CC0 licence, + but I put a lot of effort into making this avaiable for free + and ask you respect that if you distribute it. Thanks! + +Using This Asset Library // + If you use any items in this asset library in your project, + please let me know! I would love to see them being + used. It would make my day! + +Notice(s) // + The items in this asset library do not represent any brands + and/or persons. Any likeness to a brand or person that may + exsist are coincidental. + + I, and/or any artists who contributed, can not be held + responsible for any issues/damages caused by using any of the + files in this asset library. + +Contact // + You can reach out to me at my blog + >> http://craigsnedeker.tumblr.com + + or on my Itch.io + >> https://craigsnedeker.itch.io \ No newline at end of file diff --git a/Assets/Prototype/Graphics/- Classic 64 Asset Pack 0.6/Readme.txt.meta b/Assets/Prototype/Graphics/- Classic 64 Asset Pack 0.6/Readme.txt.meta new file mode 100644 index 0000000..594320e --- /dev/null +++ b/Assets/Prototype/Graphics/- Classic 64 Asset Pack 0.6/Readme.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 986f191d4c3144e45ba3b539f31d0e13 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/- Classic 64 Asset Pack 0.6/Road.meta b/Assets/Prototype/Graphics/- Classic 64 Asset Pack 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a/Assets/Prototype/Graphics/Cars/Car 01/Car.blend.meta b/Assets/Prototype/Graphics/Cars/Car 01/Car.blend.meta new file mode 100644 index 0000000..34a475d --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Car 01/Car.blend.meta @@ -0,0 +1,109 @@ +fileFormatVersion: 2 +guid: 750620b6fe3d7734e8b973b246cf42cb +ModelImporter: + serializedVersion: 22200 + internalIDToNameTable: [] + externalObjects: {} + materials: + materialImportMode: 2 + materialName: 0 + materialSearch: 1 + materialLocation: 1 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + resampleCurves: 1 + optimizeGameObjects: 0 + removeConstantScaleCurves: 0 + motionNodeName: + rigImportErrors: + rigImportWarnings: + animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + importAnimatedCustomProperties: 0 + importConstraints: 0 + animationCompression: 1 + animationRotationError: 0.5 + animationPositionError: 0.5 + animationScaleError: 0.5 + 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addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 1 + remapMaterialsIfMaterialImportModeIsNone: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/Cars/Car 02/Car2.mtl b/Assets/Prototype/Graphics/Cars/Car 02/Car2.mtl new file mode 100644 index 0000000..ccf89c7 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Car 02/Car2.mtl @@ -0,0 +1,15 @@ +# GGBot / ggbot.net / 2021-03-17, update 2021-12-30 + +newmtl car2_mat + Ns 10.000000 + Ni 1.500000 + d 1.000000 + Tr 0.000000 + Tf 1.000000 1.000000 1.000000 + illum 2 + Ka 0.588000 0.588000 0.588000 + Kd 0.588000 0.588000 0.588000 + Ks 0.000000 0.000000 0.000000 + Ke 0.000000 0.000000 0.000000 + map_Ka car2.png + map_Kd car2.png diff --git a/Assets/Prototype/Graphics/Cars/Car 02/Car2.mtl.meta b/Assets/Prototype/Graphics/Cars/Car 02/Car2.mtl.meta new file mode 100644 index 0000000..a492a8f --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Car 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assetBundleVariant: diff --git a/Assets/Prototype/Graphics/Cars/Car 03/Car3.mtl b/Assets/Prototype/Graphics/Cars/Car 03/Car3.mtl new file mode 100644 index 0000000..d92d341 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Car 03/Car3.mtl @@ -0,0 +1,15 @@ +# GGBot / ggbot.net / 2021-07-25, update 2022-01-10 + +newmtl car3_mat + Ns 10.000000 + Ni 1.500000 + d 1.000000 + Tr 0.000000 + Tf 1.000000 1.000000 1.000000 + illum 2 + Ka 0.588000 0.588000 0.588000 + Kd 0.588000 0.588000 0.588000 + Ks 0.000000 0.000000 0.000000 + Ke 0.000000 0.000000 0.000000 + map_Ka Car3.png + map_Kd Car3.png diff --git a/Assets/Prototype/Graphics/Cars/Car 03/Car3.mtl.meta b/Assets/Prototype/Graphics/Cars/Car 03/Car3.mtl.meta new file mode 100644 index 0000000..767fe32 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Car 03/Car3.mtl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 098e77984613fe742861728cd8b50b0e +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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car4.png + map_Kd car4.png diff --git a/Assets/Prototype/Graphics/Cars/Car 04/Car4.mtl.meta b/Assets/Prototype/Graphics/Cars/Car 04/Car4.mtl.meta new file mode 100644 index 0000000..ff2b026 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Car 04/Car4.mtl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e2c830bc691563942a097edfee4282cb +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/Cars/Car 04/Car4.obj b/Assets/Prototype/Graphics/Cars/Car 04/Car4.obj new file mode 100644 index 0000000..5ea6e6f --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Car 04/Car4.obj @@ -0,0 +1,1225 @@ +# GGBot / ggbot.net / 2021-08-29 + +mtllib Car4.mtl + +# +# object Car4 +# + +v 1.288844 2.360406 -0.958239 +v 1.238843 2.374424 1.576109 +v 1.420326 1.540001 1.253412 +v 1.319916 1.540001 -2.916316 +v 1.189825 2.380077 -2.772171 +v 1.392839 1.540001 -2.290349 +v 1.438747 1.049555 2.026120 +v 1.364458 1.540001 2.022293 +v 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0000000..d97a0bf --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Car 06/Car6.mtl @@ -0,0 +1,15 @@ +# GGBot / ggbot.net / 2021-12-05 + +newmtl car6_mat + Ns 10.000000 + Ni 1.500000 + d 1.000000 + Tr 0.000000 + Tf 1.000000 1.000000 1.000000 + illum 2 + Ka 0.588000 0.588000 0.588000 + Kd 0.588000 0.588000 0.588000 + Ks 0.000000 0.000000 0.000000 + Ke 0.000000 0.000000 0.000000 + map_Ka car6.png + map_Kd car6.png diff --git a/Assets/Prototype/Graphics/Cars/Car 06/Car6.mtl.meta b/Assets/Prototype/Graphics/Cars/Car 06/Car6.mtl.meta new file mode 100644 index 0000000..17e767c --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Car 06/Car6.mtl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4e95b94b5e40de744b8f8451d6bb515c +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/Cars/Car 06/Car6.obj b/Assets/Prototype/Graphics/Cars/Car 06/Car6.obj new file mode 100644 index 0000000..c686759 --- /dev/null +++ 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b/Assets/Prototype/Graphics/Cars/Car 07/Car7.mtl @@ -0,0 +1,15 @@ +# GGBot / ggbot.net / 2022-01-20 + +newmtl car7_mat + Ns 10.000000 + Ni 1.500000 + d 1.000000 + Tr 0.000000 + Tf 1.000000 1.000000 1.000000 + illum 2 + Ka 0.588000 0.588000 0.588000 + Kd 0.588000 0.588000 0.588000 + Ks 0.000000 0.000000 0.000000 + Ke 0.000000 0.000000 0.000000 + map_Ka car7.png + map_Kd car7.png diff --git a/Assets/Prototype/Graphics/Cars/Car 07/Car7.mtl.meta b/Assets/Prototype/Graphics/Cars/Car 07/Car7.mtl.meta new file mode 100644 index 0000000..bc9ace9 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Car 07/Car7.mtl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f433eaadbfa00fc45892506837709af2 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/Cars/Car 07/Car7.obj b/Assets/Prototype/Graphics/Cars/Car 07/Car7.obj new file mode 100644 index 0000000..d204a10 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Car 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importAnimation: 1 + humanDescription: + serializedVersion: 3 + human: [] + skeleton: [] + armTwist: 0.5 + foreArmTwist: 0.5 + upperLegTwist: 0.5 + legTwist: 0.5 + armStretch: 0.05 + legStretch: 0.05 + feetSpacing: 0 + globalScale: 1 + rootMotionBoneName: + hasTranslationDoF: 0 + hasExtraRoot: 0 + skeletonHasParents: 1 + lastHumanDescriptionAvatarSource: {instanceID: 0} + autoGenerateAvatarMappingIfUnspecified: 1 + animationType: 2 + humanoidOversampling: 1 + avatarSetup: 0 + addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 1 + remapMaterialsIfMaterialImportModeIsNone: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/Cars/Car 08/Car8.mtl b/Assets/Prototype/Graphics/Cars/Car 08/Car8.mtl new file mode 100644 index 0000000..a3f8335 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Car 08/Car8.mtl @@ -0,0 +1,15 @@ +# GGBotNet / ggbot.net / 2022-10-02 + +newmtl car8_mat + Ns 10.000000 + Ni 1.500000 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- itch.io.URL new file mode 100644 index 0000000..c15a74d --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/GGBot - itch.io.URL @@ -0,0 +1,6 @@ +[InternetShortcut] +URL=https://ggbot.itch.io/ +IDList= +HotKey=0 +IconFile=C:\Users\Athlon\AppData\Local\Mozilla\Firefox\Profiles\t5d8jr1d.default-release\shortcutCache\CqQO97+aqBcylB94dwTjcg==.ico +IconIndex=0 diff --git a/Assets/Prototype/Graphics/Cars/GGBot - itch.io.URL.meta b/Assets/Prototype/Graphics/Cars/GGBot - itch.io.URL.meta new file mode 100644 index 0000000..c4befe7 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/GGBot - itch.io.URL.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 84c2f2f47db760846974085d8d3fd13b +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/Cars/Shadow (3D).meta b/Assets/Prototype/Graphics/Cars/Shadow (3D).meta new file mode 100644 index 0000000..efa9ec9 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Shadow (3D).meta 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+ hasTranslationDoF: 0 + hasExtraRoot: 0 + skeletonHasParents: 1 + lastHumanDescriptionAvatarSource: {instanceID: 0} + autoGenerateAvatarMappingIfUnspecified: 1 + animationType: 2 + humanoidOversampling: 1 + avatarSetup: 0 + addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 1 + remapMaterialsIfMaterialImportModeIsNone: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/Cars/Shadow (3D)/Car_Shadow.mtl b/Assets/Prototype/Graphics/Cars/Shadow (3D)/Car_Shadow.mtl new file mode 100644 index 0000000..8ce2108 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Shadow (3D)/Car_Shadow.mtl @@ -0,0 +1,16 @@ +# GGBot / ggbot.net / 2021-07-25 + +newmtl car_shadow_mat + Ns 10.000000 + Ni 1.500000 + d 1.000000 + Tr 0.000000 + Tf 1.000000 1.000000 1.000000 + illum 2 + Ka 0.588000 0.588000 0.588000 + Kd 0.588000 0.588000 0.588000 + Ks 0.000000 0.000000 0.000000 + Ke 0.000000 0.000000 0.000000 + map_Ka car_shadow.png + map_Kd car_shadow.png + map_d car_shadow_alpha.png diff --git a/Assets/Prototype/Graphics/Cars/Shadow (3D)/Car_Shadow.mtl.meta b/Assets/Prototype/Graphics/Cars/Shadow (3D)/Car_Shadow.mtl.meta new file mode 100644 index 0000000..6e09b26 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Shadow (3D)/Car_Shadow.mtl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 407332c2653ced34597bfdef4bc95e07 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/Cars/Shadow (3D)/Car_Shadow.obj b/Assets/Prototype/Graphics/Cars/Shadow (3D)/Car_Shadow.obj new file mode 100644 index 0000000..fb67f0e --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Shadow (3D)/Car_Shadow.obj @@ -0,0 +1,29 @@ +# GGBot / ggbot.net / 2021-07-25 + +mtllib Car_Shadow.mtl + +# +# object Car_Shadow +# + +v -0.800445 0.010000 2.556952 +v 0.800445 0.010000 2.556952 +v 0.800445 0.010000 -2.556952 +v -0.800445 0.010000 -2.556952 +# 4 vertices + +vn 0.000000 1.000000 -0.000000 +# 1 vertex normals + +vt 0.000000 0.000000 0.000000 +vt 1.000000 0.000000 0.000000 +vt 1.000000 1.000000 0.000000 +vt 0.000000 1.000000 0.000000 +# 4 texture coords + +g Car_Shadow +usemtl car_shadow_mat +s off +f 1/1/1 2/2/1 3/3/1 4/4/1 +# 1 polygons + diff --git a/Assets/Prototype/Graphics/Cars/Shadow (3D)/Car_Shadow.obj.meta b/Assets/Prototype/Graphics/Cars/Shadow (3D)/Car_Shadow.obj.meta new file mode 100644 index 0000000..3af2521 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Shadow (3D)/Car_Shadow.obj.meta @@ -0,0 +1,109 @@ +fileFormatVersion: 2 +guid: 660df9f538f0f074aae75eb66fdb4b36 +ModelImporter: + serializedVersion: 22200 + internalIDToNameTable: [] + externalObjects: {} + materials: + materialImportMode: 2 + materialName: 0 + materialSearch: 1 + materialLocation: 1 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + resampleCurves: 1 + optimizeGameObjects: 0 + removeConstantScaleCurves: 0 + motionNodeName: + rigImportErrors: + 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{} + forceToMono: 0 + normalize: 1 + loadInBackground: 0 + ambisonic: 0 + 3D: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/Cars/Wheel.meta b/Assets/Prototype/Graphics/Cars/Wheel.meta new file mode 100644 index 0000000..1071afd --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Wheel.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1e89b219c47db2b4f810a102a92a2bab +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/Cars/Wheel/Wheel.blend b/Assets/Prototype/Graphics/Cars/Wheel/Wheel.blend new file mode 100644 index 0000000..9baed37 Binary files /dev/null and b/Assets/Prototype/Graphics/Cars/Wheel/Wheel.blend differ diff --git a/Assets/Prototype/Graphics/Cars/Wheel/Wheel.blend.meta b/Assets/Prototype/Graphics/Cars/Wheel/Wheel.blend.meta new file mode 100644 index 0000000..8c3eafa --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Wheel/Wheel.blend.meta @@ -0,0 +1,109 @@ +fileFormatVersion: 2 +guid: c1f87fb48b232ec419d47ee7fd2b46ae +ModelImporter: + serializedVersion: 22200 + internalIDToNameTable: [] + externalObjects: {} + materials: + materialImportMode: 2 + materialName: 0 + materialSearch: 1 + materialLocation: 1 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + resampleCurves: 1 + optimizeGameObjects: 0 + removeConstantScaleCurves: 0 + motionNodeName: + rigImportErrors: + rigImportWarnings: + animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + importAnimatedCustomProperties: 0 + importConstraints: 0 + animationCompression: 1 + animationRotationError: 0.5 + animationPositionError: 0.5 + animationScaleError: 0.5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + extraUserProperties: [] + clipAnimations: [] + isReadable: 0 + meshes: + lODScreenPercentages: [] + globalScale: 1 + meshCompression: 0 + addColliders: 0 + useSRGBMaterialColor: 1 + sortHierarchyByName: 1 + importPhysicalCameras: 1 + importVisibility: 1 + importBlendShapes: 1 + importCameras: 1 + importLights: 1 + nodeNameCollisionStrategy: 1 + fileIdsGeneration: 2 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 1 + keepQuads: 0 + weldVertices: 1 + bakeAxisConversion: 0 + preserveHierarchy: 0 + skinWeightsMode: 0 + maxBonesPerVertex: 4 + minBoneWeight: 0.001 + optimizeBones: 1 + meshOptimizationFlags: -1 + indexFormat: 0 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVMarginMethod: 1 + secondaryUVMinLightmapResolution: 40 + secondaryUVMinObjectScale: 1 + secondaryUVPackMargin: 4 + useFileScale: 1 + strictVertexDataChecks: 0 + tangentSpace: + normalSmoothAngle: 60 + normalImportMode: 0 + tangentImportMode: 3 + normalCalculationMode: 4 + legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0 + blendShapeNormalImportMode: 1 + normalSmoothingSource: 0 + referencedClips: [] + importAnimation: 1 + humanDescription: + serializedVersion: 3 + human: [] + skeleton: [] + armTwist: 0.5 + foreArmTwist: 0.5 + upperLegTwist: 0.5 + legTwist: 0.5 + armStretch: 0.05 + legStretch: 0.05 + feetSpacing: 0 + globalScale: 1 + rootMotionBoneName: + hasTranslationDoF: 0 + hasExtraRoot: 0 + skeletonHasParents: 1 + lastHumanDescriptionAvatarSource: {instanceID: 0} + autoGenerateAvatarMappingIfUnspecified: 1 + animationType: 2 + humanoidOversampling: 1 + avatarSetup: 0 + addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 1 + remapMaterialsIfMaterialImportModeIsNone: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/Cars/Wheel/Wheel.mtl b/Assets/Prototype/Graphics/Cars/Wheel/Wheel.mtl new file mode 100644 index 0000000..8232e45 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Wheel/Wheel.mtl @@ -0,0 +1,15 @@ +# GGBotNet / ggbot.net / 2023-08-25 + +newmtl wheel_mat + Ns 10.000000 + Ni 1.500000 + d 1.000000 + Tr 0.000000 + Tf 1.000000 1.000000 1.000000 + illum 2 + Ka 0.588000 0.588000 0.588000 + Kd 0.588000 0.588000 0.588000 + Ks 0.000000 0.000000 0.000000 + Ke 0.000000 0.000000 0.000000 + map_Ka wheel.png + map_Kd wheel.png diff --git a/Assets/Prototype/Graphics/Cars/Wheel/Wheel.mtl.meta b/Assets/Prototype/Graphics/Cars/Wheel/Wheel.mtl.meta new file mode 100644 index 0000000..85b65c6 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Wheel/Wheel.mtl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 72e79ca697e90b14ca46d8ac2ac1210f +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/Cars/Wheel/Wheel.obj b/Assets/Prototype/Graphics/Cars/Wheel/Wheel.obj new file mode 100644 index 0000000..67728f9 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Wheel/Wheel.obj @@ -0,0 +1,95 @@ +# GGBotNet / ggbot.net / 2023-08-25 + +mtllib Wheel.mtl + +# +# object Wheel +# + +v 0.136816 0.327093 0.321433 +v -0.136815 0.327093 0.321433 +v -0.136816 0.004002 0.458577 +v 0.136815 0.004002 0.458577 +v -0.136816 -0.321433 0.327093 +v 0.136815 -0.321433 0.327093 +v -0.136816 -0.458577 0.004002 +v 0.136816 -0.458577 0.004002 +v -0.136816 -0.327093 -0.321433 +v 0.136815 -0.327093 -0.321433 +v -0.136816 -0.004002 -0.458577 +v 0.136816 -0.004002 -0.458577 +v -0.136815 0.321433 -0.327093 +v 0.136816 0.321433 -0.327092 +v -0.136816 0.458577 -0.004002 +v 0.136815 0.458577 -0.004002 +# 16 vertices + +vn 0.000000 0.390731 0.920505 +vn -0.000000 -0.374606 0.927184 +vn 0.000000 -0.920505 0.390731 +vn 0.000000 -0.927184 -0.374607 +vn 0.000000 -0.390731 -0.920505 +vn 0.000001 0.374607 -0.927184 +vn 0.000000 0.920505 -0.390732 +vn 0.000000 0.927184 0.374606 +vn 1.000000 0.000000 0.000000 +vn -1.000000 0.000000 -0.000000 +# 10 vertex normals + +vt 0.311525 0.153204 1.000000 +vt 0.311526 0.023985 1.000000 +vt 0.214794 0.023984 1.000000 +vt 0.214793 0.153203 1.000000 +vt 0.118062 0.023984 1.000000 +vt 0.118061 0.153202 1.000000 +vt 0.891917 0.153208 1.000000 +vt 0.891918 0.023989 1.000000 +vt 0.795186 0.023989 1.000000 +vt 0.795185 0.153207 1.000000 +vt 0.698454 0.023988 1.000000 +vt 0.698453 0.153207 1.000000 +vt 0.601722 0.023987 1.000000 +vt 0.601721 0.153206 1.000000 +vt 0.504990 0.023987 1.000000 +vt 0.504989 0.153205 1.000000 +vt 0.408258 0.023986 1.000000 +vt 0.408257 0.153204 1.000000 +vt 0.479146 0.979473 -0.250000 +vt 0.205547 0.866145 -0.250000 +vt 0.092218 0.592545 -0.250000 +vt 0.479146 0.205617 -0.250000 +vt 0.205547 0.318946 -0.250000 +vt 0.866074 0.592545 -0.250000 +vt 0.752746 0.318946 -0.250000 +vt 0.752746 0.866145 -0.250000 +vt 0.752746 0.866145 0.250000 +vt 0.866074 0.592545 0.250000 +vt 0.752746 0.318946 0.250000 +vt 0.205547 0.318946 0.250000 +vt 0.479146 0.205617 0.250000 +vt 0.205547 0.866145 0.250000 +vt 0.092218 0.592545 0.250000 +vt 0.479146 0.979473 0.250000 +# 34 texture coords + +g Wheel +usemtl wheel_mat +s off +f 1/1/1 2/2/1 3/3/1 4/4/1 +f 4/4/2 3/3/2 5/5/2 6/6/2 +f 6/7/3 5/8/3 7/9/3 8/10/3 +f 8/10/4 7/9/4 9/11/4 10/12/4 +f 10/12/5 9/11/5 11/13/5 12/14/5 +f 12/14/6 11/13/6 13/15/6 14/16/6 +f 14/16/7 13/15/7 15/17/7 16/18/7 +f 16/18/8 15/17/8 2/2/8 1/1/8 +f 1/19/9 4/20/9 6/21/9 10/22/9 +f 6/21/9 8/23/9 10/22/9 +f 14/24/9 1/19/9 10/22/9 12/25/9 +f 16/26/9 1/19/9 14/24/9 +f 15/27/10 13/28/10 11/29/10 7/30/10 +f 11/29/10 9/31/10 7/30/10 +f 3/32/10 15/27/10 7/30/10 5/33/10 +f 2/34/10 15/27/10 3/32/10 +# 12 polygons - 4 triangles + diff --git a/Assets/Prototype/Graphics/Cars/Wheel/Wheel.obj.meta b/Assets/Prototype/Graphics/Cars/Wheel/Wheel.obj.meta new file mode 100644 index 0000000..901f11b --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Wheel/Wheel.obj.meta @@ -0,0 +1,109 @@ +fileFormatVersion: 2 +guid: 05d635a0b940a0a4c8b5f1954c69486f +ModelImporter: + serializedVersion: 22200 + internalIDToNameTable: [] + externalObjects: {} + materials: + materialImportMode: 2 + materialName: 0 + materialSearch: 1 + materialLocation: 1 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + resampleCurves: 1 + optimizeGameObjects: 0 + removeConstantScaleCurves: 0 + motionNodeName: + rigImportErrors: + rigImportWarnings: + animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + importAnimatedCustomProperties: 0 + importConstraints: 0 + animationCompression: 1 + animationRotationError: 0.5 + animationPositionError: 0.5 + animationScaleError: 0.5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + extraUserProperties: [] + clipAnimations: [] + isReadable: 0 + meshes: + lODScreenPercentages: [] + globalScale: 1 + meshCompression: 0 + addColliders: 0 + useSRGBMaterialColor: 1 + sortHierarchyByName: 1 + importPhysicalCameras: 1 + importVisibility: 1 + importBlendShapes: 1 + importCameras: 1 + importLights: 1 + nodeNameCollisionStrategy: 1 + fileIdsGeneration: 2 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 1 + keepQuads: 0 + weldVertices: 1 + bakeAxisConversion: 0 + preserveHierarchy: 0 + skinWeightsMode: 0 + maxBonesPerVertex: 4 + minBoneWeight: 0.001 + optimizeBones: 1 + meshOptimizationFlags: -1 + indexFormat: 0 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVMarginMethod: 1 + secondaryUVMinLightmapResolution: 40 + secondaryUVMinObjectScale: 1 + secondaryUVPackMargin: 4 + useFileScale: 1 + strictVertexDataChecks: 0 + tangentSpace: + normalSmoothAngle: 60 + normalImportMode: 0 + tangentImportMode: 3 + normalCalculationMode: 4 + legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0 + blendShapeNormalImportMode: 1 + normalSmoothingSource: 0 + referencedClips: [] + importAnimation: 1 + humanDescription: + serializedVersion: 3 + human: [] + skeleton: [] + armTwist: 0.5 + foreArmTwist: 0.5 + upperLegTwist: 0.5 + legTwist: 0.5 + armStretch: 0.05 + legStretch: 0.05 + feetSpacing: 0 + globalScale: 1 + rootMotionBoneName: + hasTranslationDoF: 0 + hasExtraRoot: 0 + skeletonHasParents: 1 + lastHumanDescriptionAvatarSource: {instanceID: 0} + autoGenerateAvatarMappingIfUnspecified: 1 + animationType: 2 + humanoidOversampling: 1 + avatarSetup: 0 + addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 1 + remapMaterialsIfMaterialImportModeIsNone: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/Cars/Wheel/wheel.png b/Assets/Prototype/Graphics/Cars/Wheel/wheel.png new file mode 100644 index 0000000..8bd449a Binary files /dev/null and b/Assets/Prototype/Graphics/Cars/Wheel/wheel.png differ diff --git a/Assets/Prototype/Graphics/Cars/Wheel/wheel.png.meta b/Assets/Prototype/Graphics/Cars/Wheel/wheel.png.meta new file mode 100644 index 0000000..bb983c5 --- /dev/null +++ b/Assets/Prototype/Graphics/Cars/Wheel/wheel.png.meta @@ -0,0 +1,114 @@ 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y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + swizzle: 50462976 + cookieLightType: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + 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a/Assets/Prototype/Graphics/PSX_Furniture, Appliances, And Others/Bathroom Sink.meta b/Assets/Prototype/Graphics/PSX_Furniture, Appliances, And Others/Bathroom Sink.meta new file mode 100644 index 0000000..72fd282 --- /dev/null +++ b/Assets/Prototype/Graphics/PSX_Furniture, Appliances, And Others/Bathroom Sink.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 880aee5ca773e004f977aa67d5e63ffa +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/PSX_Furniture, Appliances, And Others/Bathroom Sink/BathroomSink.fbx_Scene.meta b/Assets/Prototype/Graphics/PSX_Furniture, Appliances, And Others/Bathroom Sink/BathroomSink.fbx_Scene.meta new file mode 100644 index 0000000..7f09d49 --- /dev/null +++ b/Assets/Prototype/Graphics/PSX_Furniture, Appliances, And Others/Bathroom Sink/BathroomSink.fbx_Scene.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fb2d34b3b8d0f2443b79601b24873d0a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/PSX_Furniture, Appliances, And Others/Bathroom Sink/BathroomSink.fbx_Scene/BathroomSink.fbx_Scene.fbm.meta b/Assets/Prototype/Graphics/PSX_Furniture, Appliances, And Others/Bathroom Sink/BathroomSink.fbx_Scene/BathroomSink.fbx_Scene.fbm.meta new file mode 100644 index 0000000..979d142 --- /dev/null +++ b/Assets/Prototype/Graphics/PSX_Furniture, Appliances, And Others/Bathroom Sink/BathroomSink.fbx_Scene/BathroomSink.fbx_Scene.fbm.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b4abfcae15e2f3a4386a16bf500f6032 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prototype/Graphics/PSX_Furniture, Appliances, And Others/Bathroom Sink/BathroomSink.fbx_Scene/BathroomSink.fbx_Scene.fbm/Bathroom Sink_Drain.jpg b/Assets/Prototype/Graphics/PSX_Furniture, Appliances, And Others/Bathroom 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spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + swizzle: 50462976 + cookieLightType: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + 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-0,0 +1,105 @@ +using System; +using System.Globalization; +using SzafaKit.Foundation; +using UnityEngine; + +namespace SzafaKit.Console { + public enum CVarKind { + Int, + Float, + Vector2, + Vector3, + Vector4, + String + } + + [Serializable] + public class CVar { + [field: SerializeField] + public CVarKind Kind { get; private set; } + + [field: SerializeField] + public string Name { get; private set; } + + [field: SerializeField] + public string Description { get; private set; } + + public int IntValue; + public float FloatValue; + public Vector2 Vector2Value; + public Vector3 Vector3Value; + public Vector4 Vector4Value; + public string StringValue; + + public event Action OnChanged = delegate { }; + + public CVar(string name, string description) { + Kind = CVarKind.Int; + Name = name; + Description = description; + IntValue = 0; + } + + public void Set(int value) { + Kind = CVarKind.Int; + IntValue = value; + OnChanged?.Invoke(); + } + + public void Set(float value) { + Kind = CVarKind.Float; + FloatValue = value; + OnChanged?.Invoke(); + } + + public void Set(Vector2 value) { + Kind = CVarKind.Vector2; + Vector2Value = value; + OnChanged?.Invoke(); + } + + public void Set(Vector3 value) { + Kind = CVarKind.Vector3; + Vector3Value = value; + OnChanged?.Invoke(); + } + + public void Set(Vector4 value) { + Kind = CVarKind.Vector4; + Vector4Value = value; + OnChanged?.Invoke(); + } + + public void Set(string value) { + Kind = CVarKind.String; + StringValue = value; + OnChanged?.Invoke(); + } + + public void ParseFromString(string str) { + if (float.TryParse(str, out float f)) { + Set(f); + } else if (int.TryParse(str, out int i)) { + Set(i); + } else { + Set(str); + } + } + + public override string ToString() { + return Kind switch { + CVarKind.Int => IntValue.ToString(), + CVarKind.Float => FloatValue.ToString(CultureInfo.InvariantCulture), + CVarKind.Vector2 => Vector2Value.ToString(), + CVarKind.Vector3 => Vector3Value.ToString(), + CVarKind.Vector4 => Vector4Value.ToString(), + CVarKind.String => $"\"{StringValue}\"", + _ => throw new ArgumentOutOfRangeException() + }; + } + + public static CVar Create(string name, string description = "") { + return SzafaEngine.Shared.GetService().CreateCVar(name, description); + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Console/CVar.cs.meta b/Assets/SzafaKit/Runtime/Console/CVar.cs.meta new file mode 100644 index 0000000..775dfdf --- /dev/null +++ b/Assets/SzafaKit/Runtime/Console/CVar.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0f560b25a893456c90fac62ad278c02b +timeCreated: 1740779755 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Console/ConsoleUI.cs b/Assets/SzafaKit/Runtime/Console/ConsoleUI.cs new file mode 100644 index 0000000..8be000e --- /dev/null +++ b/Assets/SzafaKit/Runtime/Console/ConsoleUI.cs @@ -0,0 +1,69 @@ +using System.Text; +using SzafaKit.Foundation; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +namespace SzafaKit.Console +{ + public class ConsoleUI : MonoBehaviour + { + [SerializeField] + private RectTransform _root; + + [SerializeField] + private ScrollRect _scrollRect; + + [SerializeField] + private TMP_InputField _input; + + [SerializeField] + private TextMeshProUGUI _messages; + + private StringBuilder _content = new(); + + public bool IsVisible => _root.gameObject.activeSelf; + + private void Awake() + { + _input.onSubmit.AddListener(OnSubmit); + } + + private void OnSubmit(string input) + { + _input.text = ""; + SzafaEngine.Shared.GetService().Execute(input); + + _input.Select(); + } + + public void SetVisibility(bool visible) + { + _root.gameObject.SetActive(visible); + + if (visible) + { + _input.Select(); + } + } + + public void Write(string message) + { + bool scrollDown = _scrollRect.verticalNormalizedPosition >= 0.01f; + + _content.Append(message); + _messages.text = _content.ToString(); + + if (scrollDown) + { + _scrollRect.verticalNormalizedPosition = 0.0f; + } + } + + public void Clear() + { + _content.Clear(); + _messages.text = ""; + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Console/ConsoleUI.cs.meta b/Assets/SzafaKit/Runtime/Console/ConsoleUI.cs.meta new file mode 100644 index 0000000..a5e317e --- /dev/null +++ b/Assets/SzafaKit/Runtime/Console/ConsoleUI.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: ca844a0157054677b2f129fdbf6ddc45 +timeCreated: 1740780314 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Console/ScriptableConsoleService.cs b/Assets/SzafaKit/Runtime/Console/ScriptableConsoleService.cs new file mode 100644 index 0000000..0d072d2 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Console/ScriptableConsoleService.cs @@ -0,0 +1,200 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading; +using Cysharp.Threading.Tasks; +using SzafaKit.Foundation; +using SzafaKit.Input; +using UnityEngine; +using UnityEngine.InputSystem; +using Object = UnityEngine.Object; + +namespace SzafaKit.Console { + public interface IConsoleCommand { + string Name { get; } + string Description { get; } + void Execute(string[] args); + } + + public class HelpCommand : IConsoleCommand { + public string Name { get; } = "help"; + public string Description { get; } = "Prints available commands/cvars and their descriptions."; + + public void Execute(string[] args) { + SzafaEngine.Shared.GetService().PrintHelp(); + } + } + + public class ConsoleService : IEngineService { + private struct Command { + public string Name; + public string Description; + public IConsoleCommand Executor; + } + + [Serializable] + public class Config { + public ConsoleUI ConsoleUIPrefab; + public ScriptableInputAction ToggleAction; + } + + private ConsoleUI _ui; + private Config _config; + + private List _commands = new(); + private List _cvars = new(); + + public bool IsVisible => _ui.IsVisible; + + public ConsoleService(Config config) { + _config = config; + } + + public async UniTask OnStart(CancellationToken cancellationToken) { + _ui = Object.Instantiate(_config.ConsoleUIPrefab); + await UniTask.Yield(); + + _config.ToggleAction.Action.Enable(); + _config.ToggleAction.Action.performed += OnToggleAction; + + RegisterCommand(new HelpCommand()); + + _ui.SetVisibility(false); + _ui.Clear(); + _ui.Write("Hello shelf\n"); + } + + public void OnStop() { + _config.ToggleAction.Action.performed -= OnToggleAction; + } + + public CVar GetCVar(string name) { + foreach (CVar cvar in _cvars) { + if (cvar.Name.Equals(name)) { + return cvar; + } + } + + return null; + } + + public CVar CreateCVar(string name, string description = "") { + CVar cvar = GetCVar(name); + if (cvar != null) { + return cvar; + } + + Debug.Log($"Creating new cvar: {name}"); + + cvar = new(name, description); + _cvars.Add(cvar); + return cvar; + } + + private string[] ParseCommandInputArguments(string text) { + if (text.Length == 0) { + return Array.Empty(); + } + + return new string[] {text}; + } + + public void Execute(string input) { + if (input.Length == 0) { + return; + } + + string commandName = input; + if (input.IndexOf(' ') != -1) { + commandName = input.Substring(0, input.IndexOf(' ')); + } + + string[] arguments = ParseCommandInputArguments(input.Substring(commandName.Length)); + + foreach (IConsoleCommand command in _commands) { + if (command.Name.Equals(commandName)) { + command.Execute(arguments); + return; + } + } + + foreach (CVar cvar in _cvars) { + if (cvar.Name.Equals(commandName)) { + if (arguments.Length == 1) { + cvar.ParseFromString(arguments[0]); + } + + _ui.Write($"{cvar.Name} - {cvar.ToString()}\n"); + return; + } + } + + _ui.Write($"ERROR: Command/CVar `{commandName}` not found."); + } + + public void ToggleVisibility() { + _ui.SetVisibility(!_ui.IsVisible); + + if (_ui.IsVisible) { + SzafaEngine.Shared.GetService().DisableControls(); + } else { + SzafaEngine.Shared.GetService().EnableControls(); + } + } + + public void RegisterCommand(IConsoleCommand command) { + if (_commands.Any(t => t.Name.Equals(command.Name))) { + Debug.LogError($"`{command.Name}` command is already registered"); + return; + } + + _commands.Add(command); + } + + public void PrintHelp() { + StringBuilder message = new(); + + message.AppendLine("Available commands:"); + foreach (IConsoleCommand command in _commands) { + message.Append(" "); + message.Append(command.Name); + message.Append(" - "); + message.Append(command.Description); + message.AppendLine(); + } + + message.AppendLine("Available cvars:"); + foreach (CVar cvar in _cvars) { + message.Append(" "); + message.Append(cvar.Name); + message.Append(" - "); + message.Append(cvar.Description); + message.AppendLine(); + } + + _ui.Write(message.ToString()); + } + + public void Dispose() { + if (_ui != null) { + Object.Destroy(_ui); + _ui = null; + } + } + + private void OnToggleAction(InputAction.CallbackContext obj) { + ToggleVisibility(); + } + } + + 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DefaultGameModeController : IController + { + private DefaultGameMode.Config _config; + + public DefaultGameModeController(DefaultGameMode.Config config) + { + _config = config; + } + + public async UniTask OnStart(CancellationToken cancellationToken) + { + await UniTask.Yield(); + } + + public void OnStop() + { + } + + public void OnTick() + { + } + } + + [CreateAssetMenu(menuName = SzafaConsts.AssetMenu + "Defaults/Game Mode Controller")] + public class DefaultGameMode : ScriptableGameMode + { + [Serializable] + public class Config + { + public int value; + } + + [SerializeField] + private Config _config; + + public override void ConfigureGameMode(GameMode gameMode) + { + gameMode.AddController(new DefaultGameModeController(_config)); + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Defaults/DefaultGameMode.cs.meta b/Assets/SzafaKit/Runtime/Defaults/DefaultGameMode.cs.meta new file mode 100644 index 0000000..e6528eb --- /dev/null +++ b/Assets/SzafaKit/Runtime/Defaults/DefaultGameMode.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 27f56e8918e649f9b6b9c75d3270f6aa +timeCreated: 1740756094 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Defaults/DefaultPlayer.cs b/Assets/SzafaKit/Runtime/Defaults/DefaultPlayer.cs new file mode 100644 index 0000000..fee1cf8 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Defaults/DefaultPlayer.cs @@ -0,0 +1,28 @@ +using SzafaKit.World.Characters; +using UnityEngine; + +namespace SzafaKit.Defaults { + public class DefaultPlayer : MonoBehaviour { + [field: SerializeField] + public CharacterLocomotion Locomotion { get; private set; } + + [field: SerializeField] + public FirstPersonCamera FPPCamera { get; private set; } + + [field: SerializeField] + public PhysicsObjectDragger Dragger { get; private set; } + + [field: SerializeField] + public float DragObjectDistanceFromCamera { get; private set; } = 2.0f; + + public void MoveRight(float input) { + Vector3 direction = Quaternion.AngleAxis(FPPCamera.Yaw, Vector3.up) * Vector3.right; + Locomotion.AddMovementInput(direction, input); + } + + public void MoveForward(float input) { + Vector3 direction = Quaternion.AngleAxis(FPPCamera.Yaw, Vector3.up) * Vector3.forward; + Locomotion.AddMovementInput(direction, input); + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Defaults/DefaultPlayer.cs.meta b/Assets/SzafaKit/Runtime/Defaults/DefaultPlayer.cs.meta new file mode 100644 index 0000000..8317a6f --- /dev/null +++ b/Assets/SzafaKit/Runtime/Defaults/DefaultPlayer.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: d1a5d6506c8347809103c23883d6bbfc +timeCreated: 1740771959 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Defaults/ScriptableDefaultPlayerController.cs b/Assets/SzafaKit/Runtime/Defaults/ScriptableDefaultPlayerController.cs new file mode 100644 index 0000000..30a36ea --- /dev/null +++ b/Assets/SzafaKit/Runtime/Defaults/ScriptableDefaultPlayerController.cs @@ -0,0 +1,91 @@ +using System; +using System.Threading; +using Cysharp.Threading.Tasks; +using SzafaKit.Console; +using SzafaKit.Foundation; +using SzafaKit.Input; +using UnityEngine; +using UnityEngine.InputSystem; +using Object = UnityEngine.Object; + +namespace SzafaKit.Defaults { + public class DefaultPlayerController : IController { + [Serializable] + public class Config { + public DefaultPlayer PlayerPrefab; + + public InputActionReference MoveActionReference; + public InputActionReference LookActionReference; + public InputActionReference JumpActionReference; + public InputActionReference DragObjectActionReference; + public InputActionReference PrimaryActionReference; + public InputActionReference SecondaryActionReference; + } + + private Config _config; + + private DefaultPlayer _player; + + private CVar _sensitivityCVar; + + public DefaultPlayerController(Config config) { + _config = config; + } + + public async UniTask OnStart(CancellationToken cancellationToken) { + _player = Object.Instantiate(_config.PlayerPrefab); + + SzafaEngine.Shared.GetService().LockCursor(); + SzafaEngine.Shared.GetService().EnableControls(); + + _sensitivityCVar = CVar.Create("fpp_cam_look_sens", "FPP Camera look sensitivity"); + _sensitivityCVar.Set(0.25f); + + await UniTask.Yield(); + } + + public void OnStop() { + SzafaEngine.Shared.GetService().DisableControls(); + SzafaEngine.Shared.GetService().UnlockCursor(); + Object.Destroy(_player); + } + + public void OnTick() { + _player.FPPCamera.Sensitivity = _sensitivityCVar.FloatValue; + + Vector2 lookInput = _config.LookActionReference.action.ReadValue(); + _player.FPPCamera.Rotate(lookInput.x, lookInput.y); + + Vector2 moveInput = _config.MoveActionReference.action.ReadValue(); + _player.MoveRight(moveInput.x); + _player.MoveForward(moveInput.y); + + if (_config.JumpActionReference.action.WasPerformedThisFrame()) { + _player.Locomotion.Jump(); + } + + _player.Dragger.TargetWorldPosition = _player.FPPCamera.Camera.transform.position + _player.FPPCamera.Camera.transform.forward * _player.DragObjectDistanceFromCamera; + + if (_config.DragObjectActionReference.action.WasPressedThisFrame() && !_player.Dragger.IsDragging) { + GameObject pickedGameObject = _player.FPPCamera.Pick(); + if (pickedGameObject != null && pickedGameObject.TryGetComponent(out Rigidbody rigidbody)) { + _player.Dragger.Grab(rigidbody); + } + } + + if (_config.DragObjectActionReference.action.WasReleasedThisFrame()) { + _player.Dragger.Drop(); + } + } + } + + [CreateAssetMenu(menuName = SzafaConsts.AssetMenu + "Defaults/Player Controller")] + public class ScriptableDefaultPlayerController : ScriptableController { + [SerializeField] + private DefaultPlayerController.Config _config; + + public override IController Create() { + return new DefaultPlayerController(_config); + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Defaults/ScriptableDefaultPlayerController.cs.meta b/Assets/SzafaKit/Runtime/Defaults/ScriptableDefaultPlayerController.cs.meta new file mode 100644 index 0000000..54de074 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Defaults/ScriptableDefaultPlayerController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 39d504e1e5d74a5b936370449aa8b7bf +timeCreated: 1740758863 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation.meta b/Assets/SzafaKit/Runtime/Foundation.meta new file mode 100644 index 0000000..c21f05f --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 68a77eab007d4aa39f16e9cc3485fab9 +timeCreated: 1740755614 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/EntryPoint.cs b/Assets/SzafaKit/Runtime/Foundation/EntryPoint.cs new file mode 100644 index 0000000..943e02c --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/EntryPoint.cs @@ -0,0 +1,25 @@ +using Cysharp.Threading.Tasks; +using UnityEngine; + +namespace SzafaKit.Foundation +{ + public static class EntryPoint + { + [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] + public static void Start() + { + ScriptableEngineConfig config = Resources.Load(SzafaConsts.EngineConfigResourcesPath); + if (config == null) + { + Debug.LogError($"Couldn't load engine config from resources: {SzafaConsts.EngineConfigResourcesPath}"); + return; + } + + GameObject engineGameObject = new GameObject("SzafaEngine"); + Object.DontDestroyOnLoad(engineGameObject); + + SzafaEngine engine = engineGameObject.AddComponent(); + engine.Fire(config).Forget(); + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/EntryPoint.cs.meta b/Assets/SzafaKit/Runtime/Foundation/EntryPoint.cs.meta new file mode 100644 index 0000000..3895b31 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/EntryPoint.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 83bc8a98e30147babef3641863699cd9 +timeCreated: 1740670775 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/GameMode.cs b/Assets/SzafaKit/Runtime/Foundation/GameMode.cs new file mode 100644 index 0000000..b9ffd28 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/GameMode.cs @@ -0,0 +1,91 @@ +using System; +using System.Collections.Generic; +using System.Threading; +using Cysharp.Threading.Tasks; +using UnityEngine; + +namespace SzafaKit.Foundation +{ + [Serializable] + public class GameModeConfig + { + public ScriptableController[] Controllers; + } + + public abstract class ScriptableGameMode : ScriptableObject + { + [field: SerializeField] + public GameModeConfig GameModeConfig { get; private set; } + + public GameMode CreateGameMode() + { + GameMode gameMode = new GameMode(GameModeConfig); + return gameMode; + } + + public abstract void ConfigureGameMode(GameMode gameMode); + } + + public class GameMode + { + private readonly GameModeConfig _config; + private readonly List _controllers = new(); + + private bool _isRunning; + + public GameMode(GameModeConfig config) + { + _config = config; + _isRunning = false; + } + + public async UniTask Start(CancellationToken cancellationToken) + { + foreach (ScriptableController scriptableController in _config.Controllers) + { + AddController(scriptableController.Create()); + } + + foreach (IController controller in _controllers) + { + await controller.OnStart(cancellationToken); + } + + _isRunning = true; + return true; + } + + public void Stop() + { + _isRunning = false; + + foreach (IController controller in _controllers) + { + controller.OnStop(); + } + } + + public void Tick() + { + if (!_isRunning) + { + return; + } + + foreach (IController controller in _controllers) + { + controller.OnTick(); + } + } + + public void AddController(IController controller) + { + _controllers.Add(controller); + + if (_isRunning) + { + controller.OnStart(default).Forget(); + } + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/GameMode.cs.meta b/Assets/SzafaKit/Runtime/Foundation/GameMode.cs.meta new file mode 100644 index 0000000..216692c --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/GameMode.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 4bebb9c7fda247de9259b519798b3310 +timeCreated: 1740755630 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/IController.cs b/Assets/SzafaKit/Runtime/Foundation/IController.cs new file mode 100644 index 0000000..c3dea15 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/IController.cs @@ -0,0 +1,12 @@ +using System.Threading; +using Cysharp.Threading.Tasks; + +namespace SzafaKit.Foundation +{ + public interface IController + { + UniTask OnStart(CancellationToken cancellationToken); + void OnStop(); + void OnTick(); + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/IController.cs.meta b/Assets/SzafaKit/Runtime/Foundation/IController.cs.meta new file mode 100644 index 0000000..90027c8 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/IController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 9a78e7e501a24257a006967827a937ab +timeCreated: 1740757906 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/MainCameraService.cs b/Assets/SzafaKit/Runtime/Foundation/MainCameraService.cs new file mode 100644 index 0000000..4fe8e9f --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/MainCameraService.cs @@ -0,0 +1,30 @@ +using System.Threading; +using Cysharp.Threading.Tasks; +using UnityEngine; + +namespace SzafaKit.Foundation +{ + public class MainCameraService : IEngineService + { + public Camera Camera { get; private set; } + + public MainCameraService(Camera camera) + { + Camera = camera; + Camera = Camera.main; + } + + public async UniTask OnStart(CancellationToken cancellationToken) + { + await UniTask.Yield(); + } + + public void OnStop() + { + } + + public void Dispose() + { + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/MainCameraService.cs.meta b/Assets/SzafaKit/Runtime/Foundation/MainCameraService.cs.meta new file mode 100644 index 0000000..893e639 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/MainCameraService.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 351d6b8577644d599058e76fa02a11c0 +timeCreated: 1740769963 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/ScriptableController.cs b/Assets/SzafaKit/Runtime/Foundation/ScriptableController.cs new file mode 100644 index 0000000..95d868c --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/ScriptableController.cs @@ -0,0 +1,9 @@ +using UnityEngine; + +namespace SzafaKit.Foundation +{ + public abstract class ScriptableController : ScriptableObject + { + public abstract IController Create(); + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/ScriptableController.cs.meta b/Assets/SzafaKit/Runtime/Foundation/ScriptableController.cs.meta new file mode 100644 index 0000000..cb30630 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/ScriptableController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 146a4df868754b5498eb29b8450b498a +timeCreated: 1740766190 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/ScriptableEngineConfig.cs b/Assets/SzafaKit/Runtime/Foundation/ScriptableEngineConfig.cs new file mode 100644 index 0000000..64a527b --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/ScriptableEngineConfig.cs @@ -0,0 +1,12 @@ +using UnityEngine; + +namespace SzafaKit.Foundation { + [CreateAssetMenu(menuName = SzafaConsts.AssetMenu + "New Engine Config")] + public class ScriptableEngineConfig : ScriptableObject { + //[Header("Core Services")] + public ScriptableGameMode StartingGameMode; + + public ScriptableEngineService ConsoleService; + public ScriptableEngineService[] Services; + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/ScriptableEngineConfig.cs.meta b/Assets/SzafaKit/Runtime/Foundation/ScriptableEngineConfig.cs.meta new file mode 100644 index 0000000..66a714e --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/ScriptableEngineConfig.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 97642a764f1542c89f7f13f5abe773ab +timeCreated: 1740670554 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/SzafaConsts.cs b/Assets/SzafaKit/Runtime/Foundation/SzafaConsts.cs new file mode 100644 index 0000000..03875d9 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/SzafaConsts.cs @@ -0,0 +1,9 @@ +namespace SzafaKit.Foundation +{ + public static class SzafaConsts + { + public const string EngineConfigResourcesPath = "TheGame/Szafa"; + + public const string AssetMenu = "Szafa/"; + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/SzafaConsts.cs.meta b/Assets/SzafaKit/Runtime/Foundation/SzafaConsts.cs.meta new file mode 100644 index 0000000..541e539 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/SzafaConsts.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: cbdd961efdac40acaf913d21179d274f +timeCreated: 1740756126 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/SzafaEngine.cs b/Assets/SzafaKit/Runtime/Foundation/SzafaEngine.cs new file mode 100644 index 0000000..a838afe --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/SzafaEngine.cs @@ -0,0 +1,90 @@ +using System; +using System.Collections.Generic; +using System.Threading; +using Cysharp.Threading.Tasks; +using SzafaKit.Console; +using SzafaKit.Input; +using UnityEngine; + +namespace SzafaKit.Foundation { + public interface IEngineService : IDisposable { + UniTask OnStart(CancellationToken cancellationToken); + void OnStop(); + } + + public abstract class ScriptableEngineService : ScriptableObject { + public abstract IEngineService Create(); + } + + public class SzafaEngine : MonoBehaviour { + public static SzafaEngine Shared { get; private set; } + + private Dictionary _servicesMap = new(); + + private ScriptableEngineConfig _engineConfig; + private GameMode _gameMode; + + private bool _isRunning = false; + + private void Awake() { + Debug.AssertFormat(Shared == null, "There is already an instance of SzafeEngine"); + Shared = this; + } + + public async UniTask Fire(ScriptableEngineConfig engineConfig) { + _engineConfig = engineConfig; + + Register(_engineConfig.ConsoleService.Create()); + Register(new MainCameraService(null)); + + foreach (ScriptableEngineService service in _engineConfig.Services) { + Register(service.Create()); + } + + foreach ((Type _, IEngineService service) in _servicesMap) { + await service.OnStart(destroyCancellationToken); + } + + _gameMode = _engineConfig.StartingGameMode.CreateGameMode(); + await _gameMode.Start(destroyCancellationToken); + + _isRunning = true; + } + + private void Update() { + if (!_isRunning) { + return; + } + + if (_gameMode != null) { + _gameMode.Tick(); + } + } + + public void Register(IEngineService service, Type type) { + Debug.AssertFormat(!_servicesMap.ContainsKey(type), $"There is already game service of type `{type}`"); + _servicesMap.Add(type, service); + } + + public void Register(T service) where T : IEngineService { + Register(service, service.GetType()); + } + + public void UnRegisterService(Type type) { + _servicesMap.Remove(type); + } + + public IEngineService GetService(Type type) { + if (_servicesMap.TryGetValue(type, out IEngineService service)) { + return service; + } + + Debug.LogAssertionFormat($"Couldn't find service of type `{type}`"); + return null; + } + + public T GetService() where T : IEngineService { + return (T) GetService(typeof(T)); + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Foundation/SzafaEngine.cs.meta b/Assets/SzafaKit/Runtime/Foundation/SzafaEngine.cs.meta new file mode 100644 index 0000000..6754f92 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Foundation/SzafaEngine.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c765ecc37ebedd94fbd983354ced43b5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SzafaKit/Runtime/Input.meta b/Assets/SzafaKit/Runtime/Input.meta new file mode 100644 index 0000000..63713b9 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Input.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 1b0c063e9b7a4190894f338b2fdef3b4 +timeCreated: 1740768141 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Input/InputService.cs b/Assets/SzafaKit/Runtime/Input/InputService.cs new file mode 100644 index 0000000..2e15f82 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Input/InputService.cs @@ -0,0 +1,53 @@ +using System; +using System.Threading; +using Cysharp.Threading.Tasks; +using SzafaKit.Foundation; +using UnityEngine; +using UnityEngine.InputSystem; + +namespace SzafaKit.Input { + public class InputService : IEngineService { + [Serializable] + public class Config { + public InputActionAsset InputAsset; + } + + private Config _config; + + public InputService(Config config) { + _config = config; + } + + public async UniTask OnStart(CancellationToken cancellationToken) { + await UniTask.Yield(); + } + + public void OnStop() { + } + + public void EnableControls() { + _config.InputAsset.Enable(); + } + + public void DisableControls() { + _config.InputAsset.Disable(); + } + + public InputAction FindInputAction(string path) { + return _config.InputAsset.FindAction(path); + } + + public void LockCursor() { + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + } + + public void UnlockCursor() { + Cursor.lockState = CursorLockMode.None; + Cursor.visible = true; + } + + public void Dispose() { + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Input/InputService.cs.meta b/Assets/SzafaKit/Runtime/Input/InputService.cs.meta new file mode 100644 index 0000000..e0377ba --- /dev/null +++ b/Assets/SzafaKit/Runtime/Input/InputService.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a6ee7382dba74afe84aaf53259b1cf8a +timeCreated: 1740769896 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Input/ScriptableInputAction.cs b/Assets/SzafaKit/Runtime/Input/ScriptableInputAction.cs new file mode 100644 index 0000000..a90817e --- /dev/null +++ b/Assets/SzafaKit/Runtime/Input/ScriptableInputAction.cs @@ -0,0 +1,14 @@ +using System; +using SzafaKit.Foundation; +using UnityEngine; +using UnityEngine.InputSystem; + +namespace SzafaKit.Input +{ + [CreateAssetMenu(menuName = SzafaConsts.AssetMenu + "Input Action", fileName = "Input Action")] + public class ScriptableInputAction : ScriptableObject + { + [field: SerializeField] + public InputAction Action { get; private set; } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Input/ScriptableInputAction.cs.meta b/Assets/SzafaKit/Runtime/Input/ScriptableInputAction.cs.meta new file mode 100644 index 0000000..1c600f5 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Input/ScriptableInputAction.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e8d574cf0e024ec7bc4363a675dbb2c9 +timeCreated: 1740768148 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Input/ScriptableInputService.cs b/Assets/SzafaKit/Runtime/Input/ScriptableInputService.cs new file mode 100644 index 0000000..a97da1a --- /dev/null +++ b/Assets/SzafaKit/Runtime/Input/ScriptableInputService.cs @@ -0,0 +1,17 @@ +using SzafaKit.Foundation; +using UnityEngine; + +namespace SzafaKit.Input +{ + [CreateAssetMenu(menuName = SzafaConsts.AssetMenu + "Services/Input")] + public class ScriptableInputService : ScriptableEngineService + { + [SerializeField] + private InputService.Config _config; + + public override IEngineService Create() + { + return new InputService(_config); + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/Input/ScriptableInputService.cs.meta b/Assets/SzafaKit/Runtime/Input/ScriptableInputService.cs.meta new file mode 100644 index 0000000..3f710b3 --- /dev/null +++ b/Assets/SzafaKit/Runtime/Input/ScriptableInputService.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 4d8bf4c116af4e99947643c66bc227e5 +timeCreated: 1740839247 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/LoadingScreenService.cs b/Assets/SzafaKit/Runtime/LoadingScreenService.cs new file mode 100644 index 0000000..b05d0d3 --- /dev/null +++ b/Assets/SzafaKit/Runtime/LoadingScreenService.cs @@ -0,0 +1,7 @@ +namespace SzafaKit +{ + public class LoadingScreenService + { + + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/LoadingScreenService.cs.meta b/Assets/SzafaKit/Runtime/LoadingScreenService.cs.meta new file mode 100644 index 0000000..27b7552 --- /dev/null +++ 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yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/Pixelize.shader b/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/Pixelize.shader new file mode 100644 index 0000000..64a47a9 --- /dev/null +++ b/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/Pixelize.shader @@ -0,0 +1,68 @@ +Shader "Hidden/Szafa/Pixelize" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" + } + + SubShader + { + Tags + { + "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" + } + + HLSLINCLUDE + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionHCS : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + TEXTURE2D(_MainTex); + float4 _MainTex_TexelSize; + float4 _MainTex_ST; + + SamplerState sampler_point_clamp; + + uniform float2 _BlockCount; + uniform float2 _BlockSize; + uniform float2 _HalfBlockSize; + + Varyings vert(Attributes IN) + { + Varyings OUT; + OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); + OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex); + return OUT; + } + ENDHLSL + + Pass + { + Name "Pixelation" + + HLSLPROGRAM + half4 frag(Varyings IN) : SV_TARGET + { + float2 blockPos = floor(IN.uv * _BlockCount); + float2 blockCenter = blockPos * _BlockSize + _HalfBlockSize; + + float4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_point_clamp, blockCenter); + return tex; + } + ENDHLSL + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/Pixelize.shader.meta b/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/Pixelize.shader.meta new file mode 100644 index 0000000..e88bf93 --- /dev/null +++ b/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/Pixelize.shader.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 782df0a61dfc4acf8fe4ec5a7204f205 +timeCreated: 1740752799 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/PixelizeFeature.cs b/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/PixelizeFeature.cs new file mode 100644 index 0000000..8dabd84 --- /dev/null +++ b/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/PixelizeFeature.cs @@ -0,0 +1,37 @@ +using System; +using UnityEngine; +using UnityEngine.Rendering.Universal; + +namespace SzafaKit.SzafaGfx.Pixelize +{ + public class PixelizeFeature : ScriptableRendererFeature + { + [Serializable] + public class PassSettings + { + public RenderPassEvent RenderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing; + public int FrameHeight = 240; + } + + [SerializeField] + private PassSettings _settings; + + private PixelizePass _pass; + + public override void Create() + { + _pass = new PixelizePass(_settings); + } + + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) + { +#if UNITY_EDITOR + if (renderingData.cameraData.isSceneViewCamera) + { + return; + } +#endif + renderer.EnqueuePass(_pass); + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/PixelizeFeature.cs.meta b/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/PixelizeFeature.cs.meta new file mode 100644 index 0000000..6329c4b --- /dev/null +++ b/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/PixelizeFeature.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 4dde9574f26949228f5a5ac71254a478 +timeCreated: 1740752516 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/PixelizePass.cs b/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/PixelizePass.cs new file mode 100644 index 0000000..cd2fa28 --- /dev/null +++ b/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/PixelizePass.cs @@ -0,0 +1,69 @@ +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +namespace SzafaKit.SzafaGfx.Pixelize +{ + public class PixelizePass : ScriptableRenderPass + { + private static int PixelBufferID = Shader.PropertyToID("_PixelBuffer"); + + private PixelizeFeature.PassSettings _settings; + + private RenderTargetIdentifier _colorBuffer; + private RenderTargetIdentifier _pixelBuffer; + + private Material _material; + private int _frameWidth; + private int _frameHeight; + + public PixelizePass(PixelizeFeature.PassSettings settings) + { + _settings = settings; + renderPassEvent = settings.RenderPassEvent; + _material = CoreUtils.CreateEngineMaterial("Hidden/Szafa/Pixelize"); + } + + public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) + { + _colorBuffer = renderingData.cameraData.renderer.cameraColorTargetHandle; + RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor; + + _frameHeight = _settings.FrameHeight; + _frameWidth = (int) (_frameHeight * renderingData.cameraData.camera.aspect + 0.5f); + + _material.SetVector("_BlockCount", new Vector2(_frameWidth, _frameHeight)); + _material.SetVector("_BlockSize", new Vector2(1.0f / _frameWidth, 1.0f / _frameHeight)); + _material.SetVector("_HalfBlockSize", new Vector2(0.5f / _frameWidth, 0.5f / _frameHeight)); + + descriptor.height = _frameWidth; + descriptor.width = _frameWidth; + + cmd.GetTemporaryRT(PixelBufferID, descriptor, FilterMode.Point); + _pixelBuffer = new RenderTargetIdentifier(PixelBufferID); + } + + public override void OnCameraCleanup(CommandBuffer cmd) + { + if (cmd == null) + { + throw new System.ArgumentNullException(nameof(cmd)); + } + + cmd.ReleaseTemporaryRT(PixelBufferID); + } + + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + CommandBuffer cmd = CommandBufferPool.Get(); + using (new ProfilingScope(cmd, new ProfilingSampler("Pixelize Pass"))) + { + // Blit(cmd, _colorBuffer, _pixelBuffer, _material); + // Blit(cmd, _pixelBuffer, _colorBuffer); + } + + context.ExecuteCommandBuffer(cmd); + CommandBufferPool.Release(cmd); + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/PixelizePass.cs.meta b/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/PixelizePass.cs.meta new file mode 100644 index 0000000..7921a8c --- /dev/null +++ b/Assets/SzafaKit/Runtime/SzafaGfx/Pixelize/PixelizePass.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 5eb50486f41a47bb96c549c3cba1865d +timeCreated: 1740752552 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/World.meta b/Assets/SzafaKit/Runtime/World.meta new file mode 100644 index 0000000..3bd5f31 --- /dev/null +++ b/Assets/SzafaKit/Runtime/World.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 8fda1b5a08e44d878d326cd3b7692e42 +timeCreated: 1740766816 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/World/Characters.meta b/Assets/SzafaKit/Runtime/World/Characters.meta new file mode 100644 index 0000000..934cb1a --- /dev/null +++ b/Assets/SzafaKit/Runtime/World/Characters.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: cf2d5c590c224ae6a7acbdbfa0b79b57 +timeCreated: 1740770300 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/World/Characters/CharacterLocomotion.cs b/Assets/SzafaKit/Runtime/World/Characters/CharacterLocomotion.cs new file mode 100644 index 0000000..1b75434 --- /dev/null +++ b/Assets/SzafaKit/Runtime/World/Characters/CharacterLocomotion.cs @@ -0,0 +1,171 @@ +using UnityEngine; + +namespace SzafaKit.World.Characters +{ + public class CharacterLocomotion : MonoBehaviour + { + [SerializeField] + private CharacterController _characterController; + + [SerializeField] + private float _maxMovementSpeed = 10f; + + [SerializeField] + private float _maxSprintSpeed = 15.0f; + + [SerializeField] + private float _jumpHeight = 1.0f; + + [SerializeField] + private float _gravity = 10f; + + [SerializeField] + private float _maxFallSpeed = 50f; + + [SerializeField] + private float _damping = 40.0f; + + private Vector3 _pendingInputValue; + private Vector3 _currentVelocity; + + private bool _isSprinting; + private bool _jumpRequested; + private bool _isFalling; + + public bool IsGrounded => _characterController.isGrounded; + + public Vector3 Velocity => _currentVelocity; + + private void Update() + { + ConsumePendingInput(); + UpdateVerticalVelocity(); + + _characterController.Move(_currentVelocity * Time.deltaTime); + + ApplyFriction(); + DetectFall(); + } + + private void DetectFall() + { + if (_isFalling && _characterController.isGrounded) + { + _isFalling = false; + } + else if (!_characterController.isGrounded) + { + _isFalling = true; + } + } + + private void ConsumePendingInput() + { + if (!IsGrounded) + { + _pendingInputValue = Vector3.zero; + return; + } + + _pendingInputValue.y = 0.0f; + + float pendingInputMagnitude = _pendingInputValue.magnitude; + Vector3 direction = Vector3.zero; + + if (pendingInputMagnitude > 0.0f) + { + // normalize vector, reusing magnitude to avoid multiple sqrt calls + direction = _pendingInputValue / pendingInputMagnitude; + } + + float movementSpeed = _isSprinting ? _maxSprintSpeed : _maxMovementSpeed; + Vector3 movementVelocity = _currentVelocity; + movementVelocity.y = 0.0f; + movementVelocity += direction * (movementSpeed * pendingInputMagnitude); + movementVelocity.y = 0.0f; + + // Clamp speed + float movementVelocityMagnitude = movementVelocity.magnitude; + Vector3 movementVelocityDirection = movementVelocityMagnitude > 0.0f ? movementVelocity / movementVelocityMagnitude : Vector3.zero; + + if (movementVelocityMagnitude > movementSpeed) + { + movementVelocityMagnitude = movementSpeed; + } + + movementVelocity = movementVelocityDirection * movementVelocityMagnitude; + + _currentVelocity.x = movementVelocity.x; + _currentVelocity.z = movementVelocity.z; + + _pendingInputValue = Vector3.zero; + } + + private void UpdateVerticalVelocity() + { + if (_characterController.isGrounded) + { + if (_jumpRequested) + { + _currentVelocity.y = Mathf.Sqrt(2.0f * _gravity * _jumpHeight); + _jumpRequested = false; + } + else + { + _currentVelocity.y = -1f; + } + } + else + { + _currentVelocity.y -= _gravity * Time.deltaTime; + _currentVelocity.y = Mathf.Max(_currentVelocity.y, -_maxFallSpeed); + } + } + + private void ApplyFriction() + { + if (!IsGrounded) + { + return; + } + + Vector3 movementVelocity = _currentVelocity; + movementVelocity.y = 0.0f; + + movementVelocity = Vector3.MoveTowards(movementVelocity, Vector3.zero, _damping * Time.deltaTime); + + _currentVelocity.x = movementVelocity.x; + _currentVelocity.z = movementVelocity.z; + } + + public void AddVelocity(Vector3 velocity) + { + _currentVelocity += velocity; + } + + public void AddMovementInput(Vector3 input, float scale) + { + _pendingInputValue += input * scale; + } + + public void Jump() + { + if (!_characterController.isGrounded) + { + return; + } + + _jumpRequested = true; + } + + public void StartSprint() + { + _isSprinting = true; + } + + public void StopSprint() + { + _isSprinting = false; + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/World/Characters/CharacterLocomotion.cs.meta b/Assets/SzafaKit/Runtime/World/Characters/CharacterLocomotion.cs.meta new file mode 100644 index 0000000..7103e18 --- /dev/null +++ b/Assets/SzafaKit/Runtime/World/Characters/CharacterLocomotion.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 6e909888e8f2465fb2f032b66bbd20a4 +timeCreated: 1740766822 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/World/Characters/FirstPersonCamera.cs b/Assets/SzafaKit/Runtime/World/Characters/FirstPersonCamera.cs new file mode 100644 index 0000000..8db8d4f --- /dev/null +++ b/Assets/SzafaKit/Runtime/World/Characters/FirstPersonCamera.cs @@ -0,0 +1,63 @@ +using Cinemachine; +using UnityEngine; + +namespace SzafaKit.World.Characters +{ + public class FirstPersonCamera : MonoBehaviour, IObjectPicker + { + [SerializeField] + private float _pickDistance = 5.0f; + + [SerializeField] + private LayerMask _pickLayer; + + [field: SerializeField] + public float Sensitivity { get; set; } + + [SerializeField] + private float _pitchMin = -80f; + + [SerializeField] + private float _pitchMax = 80f; + + [field: SerializeField] + public CinemachineVirtualCamera Camera { get; private set; } + + public float Pitch { get; private set; } + public float Yaw { get; private set; } + + private void LateUpdate() + { + Camera.transform.localRotation = Quaternion.Euler(Pitch, 0f, 0f); + transform.rotation = Quaternion.Euler(0f, Yaw, 0f); + } + + public void Rotate(float x, float y) + { + float sens = Sensitivity; + + Pitch -= y * sens; + Pitch = Mathf.Clamp(Pitch, _pitchMin, _pitchMax); + + Yaw += x * sens; + } + + public void SetLookDirection(Vector3 forward) + { + Pitch = Mathf.Asin(-forward.y) * Mathf.Rad2Deg; + Yaw = Mathf.Atan2(forward.x, forward.z) * Mathf.Rad2Deg; + } + + public GameObject Pick() + { + Debug.DrawRay(Camera.transform.position, Camera.transform.forward, Color.white); + + if (Physics.Raycast(Camera.transform.position, Camera.transform.forward, out RaycastHit hit, _pickDistance, _pickLayer)) + { + return hit.transform.gameObject; + } + + return null; + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/World/Characters/FirstPersonCamera.cs.meta b/Assets/SzafaKit/Runtime/World/Characters/FirstPersonCamera.cs.meta new file mode 100644 index 0000000..0c943e4 --- /dev/null +++ b/Assets/SzafaKit/Runtime/World/Characters/FirstPersonCamera.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 36206ce4a4cc47beb4d9ec97b46280c4 +timeCreated: 1740770311 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/World/Characters/IObjectPicker.cs b/Assets/SzafaKit/Runtime/World/Characters/IObjectPicker.cs new file mode 100644 index 0000000..a298046 --- /dev/null +++ b/Assets/SzafaKit/Runtime/World/Characters/IObjectPicker.cs @@ -0,0 +1,9 @@ +using UnityEngine; + +namespace SzafaKit.World.Characters +{ + public interface IObjectPicker + { + GameObject Pick(); + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/World/Characters/IObjectPicker.cs.meta b/Assets/SzafaKit/Runtime/World/Characters/IObjectPicker.cs.meta new file mode 100644 index 0000000..3b2eeb5 --- /dev/null +++ b/Assets/SzafaKit/Runtime/World/Characters/IObjectPicker.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7c32032821224d308950e112dfe2b0a1 +timeCreated: 1740773164 \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/World/Characters/PhysicsObjectDragger.cs b/Assets/SzafaKit/Runtime/World/Characters/PhysicsObjectDragger.cs new file mode 100644 index 0000000..5b6c0b0 --- /dev/null +++ b/Assets/SzafaKit/Runtime/World/Characters/PhysicsObjectDragger.cs @@ -0,0 +1,57 @@ +using UnityEngine; + +namespace SzafaKit.World.Characters +{ + public class PhysicsObjectDragger : MonoBehaviour + { + [field: SerializeField] + public float DampingFactor { get; private set; } = 1.0f; + + [field: SerializeField] + public float AngularSlowdown { get; private set; } = 90.0f; + + [field: SerializeField] + public float DragForce { get; private set; } = 10.0f; + + public Rigidbody Current { get; private set; } + + public Vector3 TargetWorldPosition { get; set; } + + public bool IsDragging => Current != null; + + public void Grab(Rigidbody physicsObject) + { + Current = physicsObject; + Current.linearDamping = 5.0f; + } + + public void Drop() + { + if (Current == null) + { + return; + } + + Current.linearDamping = 0.0f; + Current = null; + } + + public void FixedUpdate() + { + if (Current == null) + { + return; + } + + Vector3 direction = (TargetWorldPosition - Current.position).normalized; + float distance = Vector3.Distance(TargetWorldPosition, Current.position); + + Vector3 damping = Current.linearVelocity * DampingFactor; + + Vector3 force = direction * Mathf.Clamp(distance * DragForce, 0, DragForce) - damping; + Current.AddForce(force, ForceMode.Force); + + Current.angularVelocity = Vector3.MoveTowards(Current.angularVelocity, Vector3.zero, Time.fixedDeltaTime * AngularSlowdown); + } + } +} \ No newline at end of file diff --git a/Assets/SzafaKit/Runtime/World/Characters/PhysicsObjectDragger.cs.meta b/Assets/SzafaKit/Runtime/World/Characters/PhysicsObjectDragger.cs.meta new file mode 100644 index 0000000..7938a5d --- /dev/null +++ b/Assets/SzafaKit/Runtime/World/Characters/PhysicsObjectDragger.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e4259fd9e0d9418baf2f6c2d8aacb87e +timeCreated: 1740772545 \ No newline at end of file diff --git a/Assets/TextMesh Pro.meta b/Assets/TextMesh Pro.meta new file mode 100644 index 0000000..f9da8b5 --- /dev/null +++ b/Assets/TextMesh Pro.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f54d1bd14bd3ca042bd867b519fee8cc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Documentation.meta b/Assets/TextMesh Pro/Documentation.meta new file mode 100644 index 0000000..afa527a --- /dev/null +++ b/Assets/TextMesh Pro/Documentation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8e7e8f5a82a3a134e91c54efd2274ea9 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf new file mode 100644 index 0000000..c2ea2d2 Binary files /dev/null and b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf differ diff --git a/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta new file mode 100644 index 0000000..e4afeef --- /dev/null +++ b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1b8d251f9af63b746bf2f7ffe00ebb9b +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts.meta b/Assets/TextMesh Pro/Fonts.meta new file mode 100644 index 0000000..f0c2972 --- /dev/null +++ b/Assets/TextMesh Pro/Fonts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6ab70aee4d56447429c680537fbf93ed +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt new file mode 100644 index 0000000..f2473f9 --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt @@ -0,0 +1,46 @@ +Digitized data copyright (c) 2010 Google Corporation + with Reserved Font Arimo, Tinos and Cousine. +Copyright (c) 2012 Red Hat, Inc. + with Reserved Font Name Liberation. + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others. + +The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the copyright statement(s). + +"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. + +"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. + +5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. \ No newline at end of file diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta new file mode 100644 index 0000000..fa60cea --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6e59c59b81ab47f9b6ec5781fa725d2c +timeCreated: 1484171296 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans.ttf b/Assets/TextMesh Pro/Fonts/LiberationSans.ttf new file mode 100644 index 0000000..626dd93 Binary files /dev/null and b/Assets/TextMesh 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b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl new file mode 100644 index 0000000..b611994 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl @@ -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; +} diff --git a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta new file mode 100644 index 0000000..001b14e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 96de908384869cd409c75efa351d5edf +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader new file mode 100644 index 0000000..7e0f35c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -0,0 +1,145 @@ +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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta new file mode 100644 index 0000000..0a416c8 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 48bb5f55d8670e349b6e614913f9d910 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader new file mode 100644 index 0000000..b89e267 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader @@ -0,0 +1,155 @@ +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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta new file mode 100644 index 0000000..d5fb125 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1e3b057af24249748ff873be7fafee47 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader new file mode 100644 index 0000000..caa527f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader @@ -0,0 +1,145 @@ +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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta new file mode 100644 index 0000000..7eb1870 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 128e987d567d4e2c824d754223b3f3b0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader new file mode 100644 index 0000000..757a617 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader @@ -0,0 +1,326 @@ +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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta new file mode 100644 index 0000000..56284e9 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dd89cf5b9246416f84610a006f916af7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader new file mode 100644 index 0000000..27c14bc --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader @@ -0,0 +1,321 @@ +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 += 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UNLIT.shadergraph.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f63d574838ccfb44f84acc05fed0af48 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader new file mode 100644 index 0000000..603df2c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader @@ -0,0 +1,258 @@ +// 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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta new file mode 100644 index 0000000..3cbdbbb --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bc1ede39bf3643ee8e493720e4259791 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader new file mode 100644 index 0000000..3edca76 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader @@ -0,0 +1,252 @@ +// 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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta new file mode 100644 index 0000000..e6b149e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a02a7d8c237544f1962732b55a9aebf1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader new file mode 100644 index 0000000..43b317d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader @@ -0,0 +1,106 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field SSD" { + +Properties { + _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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta new file mode 100644 index 0000000..9b84c13 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c8d12adcee749c344b8117cf7c7eb912 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader new file mode 100644 index 0000000..2c8e8da --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader @@ -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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta new file mode 100644 index 0000000..75bd98d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0178fcb869bafef4690d177d31d17db8 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader new file mode 100644 index 0000000..b899d6e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader @@ -0,0 +1,250 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field" { + +Properties { + _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"="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 enable_d3d11_debug_symbols + #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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta new file mode 100644 index 0000000..2ac6e76 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fe393ace9b354375a9cb14cdbbc28be4 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader new file mode 100644 index 0000000..68d0dfa --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader @@ -0,0 +1,139 @@ +// Simplified version of the SDF Surface shader : +// - No support for Bevel, Bump or envmap +// - Diffuse only lighting +// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. + +Shader "TextMeshPro/Mobile/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceColor ("Fill 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" {} + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline 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 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On ZTest LEqual Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f + { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta new file mode 100644 index 0000000..bff8b7a --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 85187c2149c549c5b33f0cdb02836b17 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader new file mode 100644 index 0000000..281e60d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader @@ -0,0 +1,159 @@ +Shader "TextMeshPro/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Fill 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 + + _BumpMap ("Normalmap", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 + _BumpFace ("Bump Face", Range(0,1)) = 0.5 + + _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) + _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + _SpecColor ("Specular Color", Color) = (0,0,0,1) + + _FaceShininess ("Face Shininess", Range(0,1)) = 0 + _OutlineShininess ("Outline Shininess", 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 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + #pragma glsl + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + + #define BEVEL_ON 1 + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On + ZTest LEqual + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f + { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} + diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta new file mode 100644 index 0000000..26e814c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f7ada0af4f174f0694ca6a487b8f543d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh 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("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 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. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + 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.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" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta new file mode 100644 index 0000000..e1cf3f3 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 68e6db2ebdc24f95958faec2be5558d6 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader new file mode 100644 index 0000000..4012a08 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader @@ -0,0 +1,131 @@ +Shader "TextMeshPro/Sprite" +{ + Properties + { + _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "Default" + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + float4 mask : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + fixed4 _Color; + 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 = 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; + } + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #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 + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta new file mode 100644 index 0000000..50ba195 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cf81c85f95fe47e1a27f6ae460cf182c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc b/Assets/TextMesh Pro/Shaders/TMPro.cginc new file mode 100644 index 0000000..5898130 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc @@ -0,0 +1,84 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; +} + +fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) +{ + half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); + half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); + + faceColor.rgb *= faceColor.a; + outlineColor.rgb *= outlineColor.a; + + faceColor = lerp(faceColor, outlineColor, outlineAlpha); + + faceColor *= faceAlpha; + + return faceColor; +} + +float3 GetSurfaceNormal(float4 h, float bias) +{ + bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); + + h += bias+_BevelOffset; + + float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); + + // Track outline + h -= .5; + h /= bevelWidth; + h = saturate(h+.5); + + if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); + h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); + h = min(h, 1.0-_BevelClamp); + h *= _Bevel * bevelWidth * _GradientScale * -2.0; + + float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); + float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); + + return cross(va, vb); +} + +float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) +{ + // Read "height field" + float4 h = {tex2D(_MainTex, uv - delta.xz).a, + tex2D(_MainTex, uv + delta.xz).a, + tex2D(_MainTex, uv - delta.zy).a, + tex2D(_MainTex, uv + delta.zy).a}; + + return GetSurfaceNormal(h, bias); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +float4 GetGlowColor(float d, float scale) +{ + float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; + float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; + glow = saturate(abs(glow/(1.0 + t))); + glow = 1.0-pow(glow, _GlowPower); + glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel + return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); +} + +float4 BlendARGB(float4 overlying, float4 underlying) +{ + overlying.rgb *= overlying.a; + underlying.rgb *= underlying.a; + float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); + float alpha = underlying.a + (1-underlying.a)*overlying.a; + return float4(blended, alpha); +} + diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta new file mode 100644 index 0000000..f21163e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 407bc68d299748449bbf7f48ee690f8d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: Version 2.0 + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc new file mode 100644 index 0000000..d145a77 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc @@ -0,0 +1,165 @@ +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 faceColor : COLOR; + float4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; + float4 param : TEXCOORD1; // x = weight, y = no longer used + float2 mask : TEXCOORD2; + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD3; + float4 underlayColor : COLOR2; + #endif +}; + +float4 SRGBToLinear(float4 rgba) +{ + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); +} + +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); + + 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; + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + float opacity = color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + float4 faceColor = float4(color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + float4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + + output.position = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); + output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0); + + float2 mask = float2(0, 0); + #if UNITY_UI_CLIP_RECT + mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; + #endif + output.mask = mask; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + + output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); + output.underlayColor = underlayColor; + #endif + + return output; +} + +float4 PixShader(pixel_t input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + + float d = tex2D(_MainTex, input.texcoord0.xy).a; + + 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; + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + #endif + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + + float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); + + #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); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float bias = input.param.x * scale - 0.5; + float sd = saturate(d * scale - bias - input.param.z); + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); + #endif + + #if MASKING + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); + faceColor *= a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness + #if UNITY_UI_CLIP_RECT + 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 + + #if (UNDERLAY_ON | UNDERLAY_INNER) + faceColor *= input.texcoord2.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor; +} diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta new file mode 100644 index 0000000..4415e50 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c334973cef89a9840b0b0c507e0377ab +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc new file mode 100644 index 0000000..b806b4f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc @@ -0,0 +1,80 @@ +// UI Editable properties +uniform sampler2D _FaceTex; // Alpha : Signed Distance +uniform float _FaceUVSpeedX; +uniform float _FaceUVSpeedY; +uniform fixed4 _FaceColor; // RGBA : Color + Opacity +uniform float _FaceDilate; // v[ 0, 1] +uniform float _OutlineSoftness; // v[ 0, 1] + +uniform sampler2D _OutlineTex; // RGBA : Color + Opacity +uniform float _OutlineUVSpeedX; +uniform float _OutlineUVSpeedY; +uniform fixed4 _OutlineColor; // RGBA : Color + Opacity +uniform float _OutlineWidth; // v[ 0, 1] + +uniform float _Bevel; // v[ 0, 1] +uniform float _BevelOffset; // v[-1, 1] +uniform float _BevelWidth; // v[-1, 1] +uniform float _BevelClamp; // v[ 0, 1] +uniform float _BevelRoundness; // v[ 0, 1] + +uniform sampler2D _BumpMap; // Normal map +uniform float _BumpOutline; // v[ 0, 1] +uniform float _BumpFace; // v[ 0, 1] + +uniform samplerCUBE _Cube; // Cube / sphere map +uniform fixed4 _ReflectFaceColor; // RGB intensity +uniform fixed4 _ReflectOutlineColor; +//uniform float _EnvTiltX; // v[-1, 1] +//uniform float _EnvTiltY; // v[-1, 1] +uniform float3 _EnvMatrixRotation; +uniform float4x4 _EnvMatrix; + +uniform fixed4 _SpecularColor; // RGB intensity +uniform float _LightAngle; // v[ 0,Tau] +uniform float _SpecularPower; // v[ 0, 1] +uniform float _Reflectivity; // v[ 5, 15] +uniform float _Diffuse; // v[ 0, 1] +uniform float _Ambient; // v[ 0, 1] + +uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity +uniform float _UnderlayOffsetX; // v[-1, 1] +uniform float _UnderlayOffsetY; // v[-1, 1] +uniform float _UnderlayDilate; // v[-1, 1] +uniform float _UnderlaySoftness; // v[ 0, 1] + +uniform fixed4 _GlowColor; // RGBA : Color + Intesity +uniform float _GlowOffset; // v[-1, 1] +uniform float _GlowOuter; // v[ 0, 1] +uniform float _GlowInner; // v[ 0, 1] +uniform float _GlowPower; // v[ 1, 1/(1+4*4)] + +// API Editable properties +uniform float _ShaderFlags; +uniform float _WeightNormal; +uniform float _WeightBold; + +uniform float _ScaleRatioA; +uniform float _ScaleRatioB; +uniform float _ScaleRatioC; + +uniform float _VertexOffsetX; +uniform float _VertexOffsetY; + +//uniform float _UseClipRect; +uniform float _MaskID; +uniform sampler2D _MaskTex; +uniform float4 _MaskCoord; +uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) +uniform float _MaskSoftnessX; +uniform float _MaskSoftnessY; + +// Font Atlas properties +uniform sampler2D _MainTex; +uniform float _TextureWidth; +uniform float _TextureHeight; +uniform float _GradientScale; +uniform float _ScaleX; +uniform float _ScaleY; +uniform float _PerspectiveFilter; +uniform float _Sharpness; diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta new file mode 100644 index 0000000..7b37f2f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3997e2241185407d80309a82f9148466 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc new file mode 100644 index 0000000..2153a9a --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc @@ -0,0 +1,99 @@ +void VertShader(inout appdata_full v, out Input data) +{ + v.vertex.x += _VertexOffsetX; + v.vertex.y += _VertexOffsetY; + + UNITY_INITIALIZE_OUTPUT(Input, data); + + float bold = step(v.texcoord.w, 0); + + // Generate normal for backface + float3 view = ObjSpaceViewDir(v.vertex); + v.normal *= sign(dot(v.normal, view)); + +#if USE_DERIVATIVE + data.param.y = 1; +#else + float4 vert = v.vertex; + float4 vPosition = UnityObjectToClipPos(vert); + float2 pixelSize = vPosition.w; + + pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(v.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; // + data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); +} + +void PixShader(Input input, inout SurfaceOutput o) +{ + +#if USE_DERIVATIVE + float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); +#else + float scale = input.param.y; +#endif + + // Signed distance + float c = tex2D(_MainTex, input.uv_MainTex).a; + float sd = (.5 - c - input.param.x) * scale + .5; + float outline = _OutlineWidth*_ScaleRatioA * scale; + float softness = _OutlineSoftness*_ScaleRatioA * scale; + + // Color & Alpha + float4 faceColor = _FaceColor; + float4 outlineColor = _OutlineColor; + faceColor *= input.color; + outlineColor.a *= input.color.a; + faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); + outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + faceColor.rgb /= max(faceColor.a, 0.0001); + +#if BEVEL_ON + float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); + + float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, + tex2D(_MainTex, input.uv_MainTex + delta.xz).a, + tex2D(_MainTex, input.uv_MainTex - delta.zy).a, + tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; + + // Face Normal + float3 n = GetSurfaceNormal(smp4x, input.param.x); + + // Bumpmap + float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + bump = lerp(float3(0, 0, 1), bump, faceColor.a); + n = normalize(n - bump); + + // Cubemap reflection + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); + float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; +#else + float3 n = float3(0, 0, -1); + float3 emission = float3(0, 0, 0); +#endif + +#if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + glowColor.a *= input.color.a; + emission += glowColor.rgb*glowColor.a; + faceColor = BlendARGB(glowColor, faceColor); + faceColor.rgb /= max(faceColor.a, 0.0001); +#endif + + // Set Standard output structure + o.Albedo = faceColor.rgb; + o.Normal = -n; + o.Emission = emission; + o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); + o.Gloss = 1; + o.Alpha = faceColor.a; +} diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta new file mode 100644 index 0000000..41ef4b1 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d930090c0cd643c7b55f19a38538c162 +ShaderImporter: + 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