├── .gitignore ├── .vscode └── launch.json ├── .vsconfig ├── Assets ├── Moralis Web3 Unity SDK.meta ├── Moralis Web3 Unity SDK │ ├── Demos.meta │ ├── Demos │ │ ├── Introduction.meta │ │ └── Introduction │ │ │ ├── Introduction.unity │ │ │ ├── Introduction.unity.meta │ │ │ ├── Prefabs.meta │ │ │ ├── Prefabs │ │ │ ├── Fireworks.prefab │ │ │ └── Fireworks.prefab.meta │ │ │ ├── Scripts.meta │ │ │ └── Scripts │ │ │ ├── CongratulationsController.cs │ │ │ ├── CongratulationsController.cs.meta │ │ │ ├── UIController.cs │ │ │ └── UIController.cs.meta │ ├── Documentation.meta │ ├── Documentation │ │ ├── ReadMe.asset │ │ └── ReadMe.asset.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── AuthenticationKit.prefab │ │ └── AuthenticationKit.prefab.meta │ ├── Resources.meta │ └── Resources │ │ ├── MoralisServerSettings.asset │ │ └── MoralisServerSettings.asset.meta ├── Scene.meta ├── Scene │ ├── DemoScene.unity │ ├── DemoScene.unity.meta │ ├── ObjectandQueries.unity │ ├── ObjectandQueries.unity.meta │ ├── Transactions.unity │ ├── Transactions.unity.meta │ ├── Web3ApiMethods.unity │ ├── Web3ApiMethods.unity.meta │ ├── emptyTransition.unity │ └── emptyTransition.unity.meta ├── Scripts.meta ├── Scripts │ ├── DontDestroy.cs │ ├── DontDestroy.cs.meta │ ├── SceneLoaders.meta │ ├── SceneLoaders │ │ ├── ChangeScene.cs │ │ ├── ChangeScene.cs.meta │ │ ├── DropDownSceneSwitcher.cs │ │ ├── DropDownSceneSwitcher.cs.meta │ │ ├── emptyLoad.cs │ │ └── emptyLoad.cs.meta │ ├── Web3APIMethods.cs │ └── Web3APIMethods.cs.meta ├── TextMesh Pro.meta ├── TextMesh Pro │ ├── Documentation.meta │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Fonts │ │ ├── LiberationSans - OFL.txt │ │ ├── LiberationSans - OFL.txt.meta │ │ ├── LiberationSans.ttf │ │ └── LiberationSans.ttf.meta │ ├── Resources.meta │ ├── Resources │ │ ├── Fonts & Materials.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF - Drop Shadow.mat │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ ├── LiberationSans SDF - Fallback.asset │ │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF.asset │ │ │ └── LiberationSans SDF.asset.meta │ │ ├── LineBreaking Following Characters.txt │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Sprite Assets.meta │ │ ├── Sprite Assets │ │ │ ├── EmojiOne.asset │ │ │ └── EmojiOne.asset.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ ├── Default Style Sheet.asset │ │ │ └── Default Style Sheet.asset.meta │ │ ├── TMP Settings.asset │ │ └── TMP Settings.asset.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── TMP_Bitmap-Custom-Atlas.shader │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ ├── TMP_Bitmap-Mobile.shader │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ ├── TMP_Bitmap.shader │ │ ├── TMP_Bitmap.shader.meta │ │ ├── TMP_SDF Overlay.shader │ │ ├── TMP_SDF Overlay.shader.meta │ │ ├── TMP_SDF SSD.shader │ │ ├── TMP_SDF SSD.shader.meta │ │ ├── TMP_SDF-Mobile Masking.shader │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ ├── TMP_SDF-Mobile Overlay.shader │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ ├── TMP_SDF-Mobile SSD.shader │ │ ├── TMP_SDF-Mobile SSD.shader.meta │ │ ├── TMP_SDF-Mobile.shader │ │ ├── TMP_SDF-Mobile.shader.meta │ │ ├── TMP_SDF-Surface-Mobile.shader │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ ├── TMP_SDF-Surface.shader │ │ ├── TMP_SDF-Surface.shader.meta │ │ ├── TMP_SDF.shader │ │ ├── TMP_SDF.shader.meta │ │ ├── TMP_Sprite.shader │ │ ├── TMP_Sprite.shader.meta │ │ ├── TMPro.cginc │ │ ├── TMPro.cginc.meta │ │ ├── TMPro_Mobile.cginc │ │ ├── TMPro_Mobile.cginc.meta │ │ ├── TMPro_Properties.cginc │ │ ├── TMPro_Properties.cginc.meta │ │ ├── TMPro_Surface.cginc │ │ └── TMPro_Surface.cginc.meta │ ├── Sprites.meta │ └── Sprites │ │ ├── EmojiOne Attribution.txt │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne.json │ │ ├── EmojiOne.json.meta │ │ ├── EmojiOne.png │ │ └── EmojiOne.png.meta ├── WebGLTemplates.meta └── WebGLTemplates │ ├── MoralisWebGL.meta │ └── MoralisWebGL │ ├── TemplateData.meta │ ├── TemplateData │ ├── favicon.ico │ ├── favicon.ico.meta │ ├── fullscreen-button.png │ ├── fullscreen-button.png.meta │ ├── progress-bar-empty-dark.png │ ├── progress-bar-empty-dark.png.meta │ ├── progress-bar-empty-light.png │ ├── progress-bar-empty-light.png.meta │ ├── progress-bar-full-dark.png │ ├── progress-bar-full-dark.png.meta │ ├── progress-bar-full-light.png │ ├── progress-bar-full-light.png.meta │ ├── style.css │ ├── style.css.meta │ ├── unity-logo-dark.png │ ├── unity-logo-dark.png.meta │ ├── unity-logo-light.png │ ├── unity-logo-light.png.meta │ ├── webgl-logo.png │ └── webgl-logo.png.meta │ ├── index.html │ ├── index.html.meta │ ├── thumbnail.png │ ├── thumbnail.png.meta │ ├── web3.meta │ └── web3 │ ├── index.js │ ├── index.js.meta │ ├── lib.meta │ └── lib │ ├── web3.min.js │ ├── web3.min.js.meta │ ├── web3modal.js │ └── web3modal.js.meta ├── Logs ├── ApiUpdaterCheck.txt └── Packages-Update.log ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── UserSettings └── EditorUserSettings.asset /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | Packages/ 6 | [Bb]uilds/ 7 | Logs/ 8 | ProjectSettings/ 9 | Assets/AssetStoreTools* 10 | 11 | # Visual Studio cache directory 12 | .vs/ 13 | 14 | # Autogenerated VS/MD/Consulo solution and project files 15 | ExportedObj/ 16 | .consulo/ 17 | *.csproj 18 | *.unityproj 19 | *.sln 20 | *.suo 21 | *.tmp 22 | *.user 23 | *.userprefs 24 | *.pidb 25 | *.booproj 26 | *.svd 27 | *.pdb 28 | *.opendb 29 | *.VC.db 30 | 31 | # Unity3D generated meta files 32 | *.pidb.meta 33 | *.pdb.meta 34 | 35 | # Unity3D Generated File On Crash Reports 36 | sysinfo.txt 37 | 38 | # Builds 39 | *.apk 40 | *.unitypackage 41 | -------------------------------------------------------------------------------- /.vscode/launch.json: -------------------------------------------------------------------------------- 1 | { 2 | // Use IntelliSense to learn about possible attributes. 3 | // Hover to view descriptions of existing attributes. 4 | // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387 5 | "version": "0.2.0", 6 | "configurations": [ 7 | { 8 | "name": ".NET Core Launch (console)", 9 | "type": "coreclr", 10 | "request": "launch", 11 | "WARNING01": "*********************************************************************************", 12 | "WARNING02": "The C# extension was unable to automatically decode projects in the current", 13 | "WARNING03": "workspace to create a runnable launch.json file. A template launch.json file has", 14 | "WARNING04": "been created as a placeholder.", 15 | "WARNING05": "", 16 | "WARNING06": "If OmniSharp is currently unable to load your project, you can attempt to resolve", 17 | "WARNING07": "this by restoring any missing project dependencies (example: run 'dotnet restore')", 18 | "WARNING08": "and by fixing any reported errors from building the projects in your workspace.", 19 | "WARNING09": "If this allows OmniSharp to now load your project then --", 20 | "WARNING10": " * Delete this file", 21 | "WARNING11": " * Open the Visual Studio Code command palette (View->Command Palette)", 22 | "WARNING12": " * run the command: '.NET: Generate Assets for Build and Debug'.", 23 | "WARNING13": "", 24 | "WARNING14": "If your project requires a more complex launch configuration, you may wish to delete", 25 | "WARNING15": "this configuration and pick a different template using the 'Add Configuration...'", 26 | "WARNING16": "button at the bottom of this file.", 27 | "WARNING17": "*********************************************************************************", 28 | "preLaunchTask": "build", 29 | "program": "${workspaceFolder}/bin/Debug//.dll", 30 | "args": [], 31 | "cwd": "${workspaceFolder}", 32 | "console": "internalConsole", 33 | "stopAtEntry": false 34 | }, 35 | { 36 | "name": ".NET Core Attach", 37 | "type": "coreclr", 38 | "request": "attach" 39 | } 40 | ] 41 | } -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b581ecbecb17d49b9bcd26c1d28f3147 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Demos.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dfd583e58d0f743cabb3c33ba52132a2 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Demos/Introduction.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1b8018607e62e8b42905329fe34a59b4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Demos/Introduction/Introduction.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bcac914c797f36648be1d71cd24dea34 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Demos/Introduction/Prefabs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 29002a477731de54b90fdd0b3c45718b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Demos/Introduction/Prefabs/Fireworks.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 19872eb746042f84ca28d6be57541083 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Demos/Introduction/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e4abfba7377ba1446b673e77ec0d34ab 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Demos/Introduction/Scripts/CongratulationsController.cs: -------------------------------------------------------------------------------- 1 | using MoralisUnity; 2 | using MoralisUnity.Platform.Objects; 3 | using MoralisUnity.Web3Api.Models; 4 | using UnityEngine; 5 | using UnityEngine.SceneManagement; 6 | using UnityEngine.UI; 7 | 8 | namespace MoralisUnity.Demos.Introduction 9 | { 10 | public class CongratulationsController : MonoBehaviour 11 | { 12 | [Header("Texts")] 13 | [SerializeField] 14 | private Text addressText; 15 | 16 | [SerializeField] 17 | private Text balanceText; 18 | 19 | [Header("Buttons")] 20 | [SerializeField] 21 | private Button backButton = null; 22 | 23 | // Start is called before the first frame update 24 | async void Start() 25 | { 26 | if (addressText == null) 27 | { 28 | Debug.LogError("Address Text not set."); 29 | return; 30 | } 31 | 32 | if (balanceText == null) 33 | { 34 | Debug.LogError("Balance Text not set."); 35 | return; 36 | } 37 | 38 | if (backButton == null) 39 | { 40 | Debug.LogError("Back Button not set."); 41 | return; 42 | } 43 | 44 | if (MoralisState.Initialized.Equals(Moralis.State)) 45 | { 46 | MoralisUser user = await Moralis.GetUserAsync(); 47 | 48 | if (user == null) 49 | { 50 | // User is null so go back to the authentication scene. 51 | SceneManager.LoadScene(0); 52 | } 53 | 54 | // Display User's wallet address. 55 | addressText.text = FormatUserAddressForDisplay(user.ethAddress); 56 | 57 | // Retrienve the user's native balance; 58 | NativeBalance balanceResponse = await Moralis.Web3Api.Account.GetNativeBalance(user.ethAddress, Moralis.CurrentChain.EnumValue); 59 | 60 | double balance = 0.0; 61 | float decimals = Moralis.CurrentChain.Decimals * 1.0f; 62 | string sym = Moralis.CurrentChain.Symbol; 63 | 64 | // Make sure a response to the balanace request weas received. The 65 | // IsNullOrWhitespace check may not be necessary ... 66 | if (balanceResponse != null && !string.IsNullOrWhiteSpace(balanceResponse.Balance)) 67 | { 68 | double.TryParse(balanceResponse.Balance, out balance); 69 | } 70 | 71 | // Display native token amount token in fractions of token. 72 | // NOTE: May be better to link this to chain since some tokens may have 73 | // more than 18 sigjnificant figures. 74 | balanceText.text = string.Format("{0:0.####} {1}", (balance / (double)Mathf.Pow(10.0f, decimals)), sym); 75 | } 76 | } 77 | 78 | private string FormatUserAddressForDisplay(string addr) 79 | { 80 | string resp = addr; 81 | 82 | if (resp.Length > 13) 83 | { 84 | resp = string.Format("{0}...{1}", resp.Substring(0, 6), resp.Substring(resp.Length - 4, 4)); 85 | } 86 | 87 | return resp; 88 | } 89 | } 90 | } 91 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Demos/Introduction/Scripts/CongratulationsController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 10f00f2539a8dc34abca878f44ae35e0 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Demos/Introduction/Scripts/UIController.cs: -------------------------------------------------------------------------------- 1 | using MoralisUnity; 2 | using MoralisUnity.Kits.AuthenticationKit; 3 | using System.Collections; 4 | using System.Collections.Generic; 5 | using UnityEngine; 6 | 7 | namespace MoralisUnity.Demos.Introduction 8 | { 9 | public class UIController : MonoBehaviour 10 | { 11 | 12 | [SerializeField] 13 | private GameObject authenticationKitObject = null; 14 | 15 | [SerializeField] 16 | private GameObject congratulationUiObject = null; 17 | 18 | [SerializeField] 19 | private GameObject fireworksObject = null; 20 | 21 | private AuthenticationKit authKit = null; 22 | 23 | private void Start() 24 | { 25 | authKit = authenticationKitObject.GetComponent(); 26 | } 27 | public void Authentication_OnConnect() 28 | { 29 | authenticationKitObject.SetActive(false); 30 | congratulationUiObject.SetActive(true); 31 | fireworksObject.SetActive(true); 32 | } 33 | 34 | public void LogoutButton_OnClicked() 35 | { 36 | // Logout the Moralis User. 37 | authKit.Disconnect(); 38 | 39 | authenticationKitObject.SetActive(true); 40 | congratulationUiObject.SetActive(false); 41 | fireworksObject.SetActive(false); 42 | } 43 | } 44 | } 45 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Demos/Introduction/Scripts/UIController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 428d4847b72231f48a502affb46f36a5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Documentation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 33c50e40a40694072976ba7d410c177b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Documentation/ReadMe.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: cbf97db7a39f7034cb1921274cbfaaaa, type: 3} 13 | m_Name: ReadMe 14 | m_EditorClassIdentifier: 15 | icon: {fileID: 2800000, guid: 3f2157c8e2f264c4c8eeba93b9b7bfd2, type: 3} 16 | title: Moralis Web3 Unity SDK 17 | sections: 18 | - heading: What is Moralis? 19 | subheading: Moralis 20 | text: Moralis provides a single workflow for building high performance dapps. 21 | Fully compatible with your favorite web3 tools and services. 22 | linkText: moralis.io 23 | url: https://moralis.io 24 | - heading: 25 | subheading: Web3 Unity SDK 26 | text: This SDK brings the power of Moralis to your Unity projects. 27 | linkText: docs.moralis.io/unity 28 | url: https://docs.moralis.io/unity 29 | - heading: Getting Started 30 | subheading: 1. Get the Configuration 31 | text: Setup the server and copy the config 32 | linkText: admin.moralis.io/servers 33 | url: https://admin.moralis.io/servers 34 | - heading: 35 | subheading: 2. Set the Configuration 36 | text: Paste the config into Unity 37 | linkText: 38 | url: 39 | pingObjectName: 40 | pingObjectPath: 41 | openMenuName: Web3 Setup Window 42 | openMenuNameId: Window/Moralis/Web3 Unity SDK/Open Web3 Setup 43 | - heading: 44 | subheading: 3. Open Any New or Existing Scene 45 | text: Learn how to add Moralis 46 | linkText: docs.moralis.io/unity 47 | url: https://docs.moralis.io/unity 48 | pingObjectName: 49 | pingObjectPath: 50 | - heading: Need Help? 51 | subheading: 52 | text: Contact us in the Moralis Forum. 53 | linkText: forum.moralis.io/unity 54 | url: https://forum.moralis.io/t/ethereum-unity3d-boilerplate-questions/4553 55 | loadedLayout: 1 56 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Documentation/ReadMe.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 00b56d8367a1c5045ac0c0e1aaeced06 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Prefabs.meta: 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DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Resources/MoralisServerSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 13fef308ab711a6439bb086b5265f83e, type: 3} 13 | m_Name: MoralisServerSettings 14 | m_EditorClassIdentifier: 15 | DappUrl: https://pzp74zw8ntnj.usemoralis.com:2053/server 16 | DappId: IfaV72J3L6zxbUkXO9ioPABMBCYPNBfxts7Ll3rG 17 | DappName: Moralis SDK Application 18 | DappDescription: This application provides an example of how to you Moralis in 19 | a Unity 3D Game 20 | DappVersion: 1.0.0 21 | DappIconUrl: https://moralis.io/wp-content/uploads/2021/06/Powered-by-Moralis-Badge-Black.svg 22 | DappWebsiteUrl: https://moralis.io 23 | DisableAutoOpenWizard: 0 24 | -------------------------------------------------------------------------------- /Assets/Moralis Web3 Unity SDK/Resources/MoralisServerSettings.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9b088f749a98f44479bb5c25b8ad1da3 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scene.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5486fd3f278e44e77b0e174af5064825 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scene/DemoScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8167d899f715445cc845b66d15ec3411 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scene/ObjectandQueries.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 229434feeadf2489f8daca00ac459562 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scene/Transactions.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 298d0f9e072fe4fd4b9e625303113bbe 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scene/Web3ApiMethods.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 510f1de7f4e19494ebf7cd2cbe502dd4 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scene/emptyTransition.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1fce73e076beb4ffa82bcbc5b8e224dc 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc9b9230fbc1f47d5b5d3010157b316f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/DontDestroy.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class DontDestroy : MonoBehaviour 6 | { 7 | public GameObject[] Object; 8 | 9 | private void Start() 10 | { 11 | 12 | foreach (Object objects in Object) 13 | { 14 | 15 | DontDestroyOnLoad(objects); 16 | 17 | } 18 | 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/Scripts/DontDestroy.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 51c0ef70eb23d4b6d8037032a061edc2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/SceneLoaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8c5a4eda87c054cf3981d6c19812dbb4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/SceneLoaders/ChangeScene.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.SceneManagement; 5 | 6 | public class ChangeScene : MonoBehaviour 7 | { 8 | public void SwitchScene() 9 | { 10 | SceneManager.LoadScene(1); 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /Assets/Scripts/SceneLoaders/ChangeScene.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 909acf719e81c4bfbbb07aa702eca600 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/SceneLoaders/DropDownSceneSwitcher.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.SceneManagement; 5 | 6 | using TMPro; 7 | 8 | public class DropDownSceneSwitcher : MonoBehaviour 9 | { 10 | public TMP_Dropdown dropdown; 11 | void Start() 12 | { 13 | dropdown.onValueChanged.AddListener(delegate 14 | { 15 | SwitchScene(dropdown.value); 16 | }); 17 | 18 | } 19 | public void changeToWeb3Api() 20 | { 21 | SceneManager.LoadScene("Web3ApiMethods"); 22 | } 23 | public void changeToObjectandQueries() 24 | { 25 | SceneManager.LoadScene("ObjectandQueries"); 26 | } 27 | public void changeToTransactions() 28 | { 29 | SceneManager.LoadScene("Transactions"); 30 | } 31 | 32 | private void SwitchScene(int value) 33 | { 34 | switch (value) 35 | { 36 | case 0: 37 | changeToWeb3Api(); 38 | break; 39 | case 1: 40 | changeToObjectandQueries(); 41 | break; 42 | case 2: 43 | changeToTransactions(); 44 | break; 45 | } 46 | 47 | } 48 | } 49 | -------------------------------------------------------------------------------- /Assets/Scripts/SceneLoaders/DropDownSceneSwitcher.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e5ec312b0852b4be9b4e64c1c56480ce 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/SceneLoaders/emptyLoad.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.SceneManagement; 5 | 6 | public class emptyLoad : MonoBehaviour 7 | { 8 | 9 | void Start() 10 | { 11 | SceneManager.LoadScene(2); 12 | } 13 | 14 | 15 | } 16 | -------------------------------------------------------------------------------- /Assets/Scripts/SceneLoaders/emptyLoad.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ef0e1065ca32b45e990e9e8f3c88f5b2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Web3APIMethods.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using MoralisUnity; 5 | using MoralisUnity.Web3Api.Models; 6 | using TMPro; 7 | using Newtonsoft.Json.Linq; 8 | using Newtonsoft.Json; 9 | using Nethereum.Hex.HexTypes; 10 | using MoralisUnity.Platform.Objects; 11 | using Nethereum.RPC.Eth.DTOs; 12 | using System; 13 | 14 | public class Web3APIMethods : MonoBehaviour 15 | { 16 | public TMP_InputField OutPutAddress; 17 | public TMP_InputField TokenText; 18 | public TMP_InputField AddressText; 19 | private async void Start() 20 | { 21 | try 22 | { 23 | Moralis.GetClient(); 24 | 25 | } 26 | catch (Exception) 27 | { 28 | Moralis.Start(MoralisSettings.MoralisData.DappUrl, MoralisSettings.MoralisData.DappId); 29 | } 30 | MoralisUser user = await Moralis.GetUserAsync(); 31 | if (user != null) 32 | { 33 | AddressText.text = user.authData["moralisEth"]["id"].ToString().ToLower(); 34 | } 35 | } 36 | public async void ResolveAddress() 37 | { 38 | OutPutAddress.text = "spining the bits ... for :" + AddressText.text; 39 | Ens resolve = await Moralis.Web3Api.Resolve.ResolveAddress(AddressText.text); 40 | OutPutAddress.text = resolve.ToJson(); 41 | } 42 | 43 | public async void GetNFTOwners() 44 | { 45 | OutPutAddress.text = "spining the bits ... for :" + AddressText.text; 46 | NftOwnerCollection owners = await Moralis.Web3Api.Token.GetNFTOwners(AddressText.text, ChainList.eth); 47 | OutPutAddress.text = owners.ToJson(); 48 | } 49 | public async void getAllTokenId() 50 | { 51 | OutPutAddress.text = "spining the bits ... for :" + AddressText.text; 52 | NftCollection tokenid = await Moralis.Web3Api.Token.GetAllTokenIds(AddressText.text, ChainList.eth); 53 | OutPutAddress.text = tokenid.ToJson(); 54 | } 55 | public async void GetNFT() 56 | { 57 | OutPutAddress.text = "spining the bits ... for :" + AddressText.text; 58 | NftOwnerCollection nft = await Moralis.Web3Api.Account.GetNFTs(AddressText.text, ChainList.eth); 59 | OutPutAddress.text = nft.ToJson(); 60 | 61 | } 62 | public async void GetTransactions() 63 | { 64 | OutPutAddress.text = "spining the bits ... for :" + AddressText.text; 65 | TransactionCollection balance = await Moralis.Web3Api.Account.GetTransactions(AddressText.text, ChainList.eth); 66 | OutPutAddress.text = balance.ToJson(); 67 | } 68 | public async void GetNativeBalance() 69 | { 70 | OutPutAddress.text = "spining the bits ... for :" + AddressText.text; 71 | NativeBalance balance = await Moralis.Web3Api.Account.GetNativeBalance(AddressText.text, ChainList.eth); 72 | OutPutAddress.text = balance.ToJson(); 73 | } 74 | 75 | 76 | public async void NFTInContractfromAdd() 77 | { 78 | OutPutAddress.text = "spining the bits ... for :" + AddressText.text; 79 | OutPutAddress.text = "Fetching your NFTs from " + TokenText.text + "..."; 80 | NftOwnerCollection balance = await Moralis.Web3Api.Account.GetNFTsForContract(address: AddressText.text, TokenText.text, ChainList.mumbai); 81 | string NFTbalance = balance.ToJson(); 82 | OutPutAddress.text = JToken.Parse(NFTbalance).ToString(Formatting.Indented); 83 | } 84 | 85 | public async void TokenBalance() 86 | { 87 | OutPutAddress.text = "Fetching your ERC 20 Token balances..."; 88 | List balance = await Moralis.Web3Api.Account.GetTokenBalances(AddressText.text, ChainList.bsc_testnet); 89 | OutPutAddress.text = ""; 90 | for (int i = 0; i < balance.Count; i++) 91 | { 92 | 93 | print(balance[i].ToJson()); 94 | } 95 | foreach (Erc20TokenBalance bal in balance) 96 | { 97 | OutPutAddress.text += JToken.Parse(bal.ToJson()).ToString(Formatting.Indented); 98 | } 99 | } 100 | 101 | public async void TokenTransfers() 102 | { 103 | OutPutAddress.text = "Fetching your Token Trasactions.."; 104 | Erc20TransactionCollection balance = await Moralis.Web3Api.Account.GetTokenTransfers(AddressText.text, ChainList.eth); 105 | string NFTbalance = balance.ToJson(); 106 | OutPutAddress.text = JToken.Parse(NFTbalance).ToString(Formatting.Indented); 107 | } 108 | 109 | public async void searchNFT() 110 | { 111 | OutPutAddress.text = "spining the bits ... for :" + AddressText.text; 112 | NftMetadataCollection metadata = await Moralis.Web3Api.Token.SearchNFTs(q: "lol", ChainList.eth, filter: "lol"); 113 | print(metadata.ToJson()); 114 | 115 | } 116 | public async void ResolveDomain() 117 | { 118 | OutPutAddress.text = "spining the bits ... for :" + AddressText.text; 119 | Resolve resolve = await Moralis.Web3Api.Resolve.ResolveDomain(domain: "lol.x"); 120 | print(resolve.ToJson()); 121 | } 122 | // token queries 123 | public async void fetchLogsByAddress() 124 | { 125 | OutPutAddress.text = "spining the bits ... for :" + AddressText.text; 126 | LogEventByAddress logEvents = await Moralis.Web3Api.Native.GetLogsByAddress(address: "0x057Ec652A4F150f7FF94f089A38008f49a0DF88e", ChainList.bsc, topic0: "", topic1: ""); 127 | print(logEvents.ToJson()); 128 | } 129 | public async void GetNFTTrades() 130 | { 131 | OutPutAddress.text = "spining the bits ... for :" + AddressText.text; 132 | //TradesCollection trades = await MoralisInterface.GetClient().Web3Api.Token.GetNFTTrades(address: "0x7de3085b3190b3a787822ee16f23be010f5f8686", ChainList.eth); 133 | TradeCollection trades = await Moralis.Web3Api.Token.GetNFTTrades("0x7de3085b3190b3a787822ee16f23be010f5f8686", ChainList.eth, limit: 10); 134 | OutPutAddress.text = JToken.Parse(trades.ToJson()).ToString(Formatting.Indented); 135 | } 136 | 137 | public async void AllNFTContract() 138 | { 139 | OutPutAddress.text = "spining the bits ... for :" + AddressText.text; 140 | NftCollection nfts = await Moralis.Web3Api.Token.GetAllTokenIds(address: AddressText.text, chain: ChainList.mumbai); 141 | print(nfts.ToJson()); 142 | OutPutAddress.text = JToken.Parse(nfts.ToJson()).ToString(Formatting.Indented); 143 | } 144 | public async void NFTmetadata() 145 | { 146 | 147 | OutPutAddress.text = "Fetching All Contract metadata"; 148 | NftContractMetadata metadata = await Moralis.Web3Api.Token.GetNFTMetadata(AddressText.text, ChainList.mumbai); 149 | string NFTbalance = metadata.ToJson(); 150 | OutPutAddress.text = JToken.Parse(NFTbalance).ToString(Formatting.Indented); 151 | } 152 | 153 | public async void SendRawETH() 154 | { 155 | // Retrieve from address, the address used to athenticate the user. 156 | MoralisUser user = await Moralis.GetUserAsync(); 157 | int transferAmount = 1000; 158 | string fromAddress = user.authData["moralisEth"]["id"].ToString(); 159 | string toAddress = "0xE1E891fE77ea200eaE62c9C9B3395443cc6ed7bE"; 160 | // Create transaction request. 161 | TransactionInput txnRequest = new TransactionInput() 162 | { 163 | Data = String.Empty, 164 | From = fromAddress, 165 | To = toAddress, 166 | Value = new HexBigInteger(transferAmount) 167 | }; 168 | try 169 | { 170 | // Execute the transaction. 171 | string txnHash = await Moralis.Web3Client.Eth.TransactionManager.SendTransactionAsync(txnRequest); 172 | 173 | Debug.Log($"Transfered {transferAmount} WEI from {fromAddress} to {toAddress}. TxnHash: {txnHash}"); 174 | } 175 | catch (Exception exp) 176 | { 177 | Debug.Log($"Transfer of {transferAmount} WEI from {fromAddress} to {toAddress} failed! with error {exp}"); 178 | } 179 | } 180 | public async void ReadFunction() 181 | { 182 | // Function ABI input parameters 183 | object[] inputParams = new object[1]; 184 | inputParams[0] = new { internalType = "address", name = "account", type = "address" }; 185 | // Function ABI Output parameters 186 | object[] outputParams = new object[1]; 187 | outputParams[0] = new { internalType = "uint256", name = "", type = "uint256" }; 188 | // Function ABI 189 | object[] abi = new object[1]; 190 | abi[0] = new { inputs = inputParams, name = "balanceOf", outputs = outputParams, stateMutability = "view", type = "function" }; 191 | // Define request object 192 | RunContractDto rcd = new RunContractDto() 193 | { 194 | Abi = abi, 195 | Params = new { account = "0x3355d6E71585d4e619f4dB4C7c5Bfe549b278299" } 196 | }; 197 | string resp = await Moralis.Web3Api.Native.RunContractFunction("0xdAC17F958D2ee523a2206206994597C13D831ec7", "balanceOf", rcd, ChainList.eth); 198 | print(resp); 199 | } 200 | public async void ReadMoreInputsFunction() 201 | { 202 | // Function ABI input parameters 203 | object[] inputParams = new object[3]; 204 | inputParams[0] = new { internalType = "address", name = "account", type = "address" }; 205 | inputParams[1] = new { internalType = "address", name = "test", type = "address" }; 206 | inputParams[2] = new { internalType = "uint24", name = "lol", type = "uint24" }; 207 | // Function ABI Output parameters 208 | object[] outputParams = new object[1]; 209 | outputParams[0] = new { internalType = "address", name = "", type = "address" }; 210 | // Function ABI 211 | object[] abi = new object[1]; 212 | abi[0] = new { inputs = inputParams, name = "getPool", outputs = outputParams, stateMutability = "view", type = "function" }; 213 | // Define request object 214 | RunContractDto rcd = new RunContractDto() 215 | { 216 | Abi = abi, 217 | Params = new { account = "0x3355d6E71585d4e619f4dB4C7c5Bfe549b278299", test = "0x3355d6E71585d4e619f4dB4C7c5Bfe549b278299", lol = "1" } 218 | }; 219 | string resp = await Moralis.Web3Api.Native.RunContractFunction("0xdAC17F958D2ee523a2206206994597C13D831ec7", "getPool", rcd, ChainList.eth); 220 | print(resp); 221 | } 222 | } 223 | -------------------------------------------------------------------------------- /Assets/Scripts/Web3APIMethods.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6df81d3ccea1344ce9ee4570f961c4e6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f54d1bd14bd3ca042bd867b519fee8cc 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Documentation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8e7e8f5a82a3a134e91c54efd2274ea9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/0xPr0f/moralis-unity/fc0bc626da6aab0543ad2d2c0e678533d6e61f3b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1b8d251f9af63b746bf2f7ffe00ebb9b 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6ab70aee4d56447429c680537fbf93ed 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt: -------------------------------------------------------------------------------- 1 | Digitized data copyright (c) 2010 Google Corporation 2 | with Reserved Font Arimo, Tinos and Cousine. 3 | Copyright (c) 2012 Red Hat, Inc. 4 | with Reserved Font Name Liberation. 5 | 6 | This Font Software is licensed under the SIL Open Font License, Version 1.1. 7 | This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL 8 | 9 | ----------------------------------------------------------- 10 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 11 | ----------------------------------------------------------- 12 | 13 | PREAMBLE 14 | 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. 15 | 16 | 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. 17 | 18 | DEFINITIONS 19 | "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. 20 | 21 | "Reserved Font Name" refers to any names specified as such after the copyright statement(s). 22 | 23 | "Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). 24 | 25 | "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. 26 | 27 | "Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. 28 | 29 | PERMISSION & CONDITIONS 30 | 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: 31 | 32 | 1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. 33 | 34 | 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. 35 | 36 | 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. 37 | 38 | 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. 39 | 40 | 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. 41 | 42 | TERMINATION 43 | This license becomes null and void if any of the above conditions are not met. 44 | 45 | DISCLAIMER 46 | 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. -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e59c59b81ab47f9b6ec5781fa725d2c 3 | timeCreated: 1484171296 4 | licenseType: Pro 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans.ttf: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3f5b5dff67a942289a9defa416b206f3 3 | timeCreated: 1436653997 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e9f693669af91aa45ad615fc681ed29f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap Custom Atlas" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | _Padding ("Padding", float) = 0 15 | 16 | _StencilComp("Stencil Comparison", Float) = 8 17 | _Stencil("Stencil ID", Float) = 0 18 | _StencilOp("Stencil Operation", Float) = 0 19 | _StencilWriteMask("Stencil Write Mask", Float) = 255 20 | _StencilReadMask("Stencil Read Mask", Float) = 255 21 | 22 | _CullMode("Cull Mode", Float) = 0 23 | _ColorMask("Color Mask", Float) = 15 24 | } 25 | 26 | SubShader{ 27 | 28 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 29 | 30 | Stencil 31 | { 32 | Ref[_Stencil] 33 | Comp[_StencilComp] 34 | Pass[_StencilOp] 35 | ReadMask[_StencilReadMask] 36 | WriteMask[_StencilWriteMask] 37 | } 38 | 39 | 40 | Lighting Off 41 | Cull [_CullMode] 42 | ZTest [unity_GUIZTestMode] 43 | ZWrite Off 44 | Fog { Mode Off } 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask[_ColorMask] 47 | 48 | Pass { 49 | CGPROGRAM 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 55 | 56 | 57 | #include "UnityCG.cginc" 58 | 59 | struct appdata_t { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float2 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f { 67 | float4 vertex : SV_POSITION; 68 | fixed4 color : COLOR; 69 | float2 texcoord0 : TEXCOORD0; 70 | float2 texcoord1 : TEXCOORD1; 71 | float4 mask : TEXCOORD2; 72 | }; 73 | 74 | uniform sampler2D _MainTex; 75 | uniform sampler2D _FaceTex; 76 | uniform float4 _FaceTex_ST; 77 | uniform fixed4 _FaceColor; 78 | 79 | uniform float _VertexOffsetX; 80 | uniform float _VertexOffsetY; 81 | uniform float4 _ClipRect; 82 | uniform float _MaskSoftnessX; 83 | uniform float _MaskSoftnessY; 84 | 85 | float2 UnpackUV(float uv) 86 | { 87 | float2 output; 88 | output.x = floor(uv / 4096); 89 | output.y = uv - 4096 * output.x; 90 | 91 | return output * 0.001953125; 92 | } 93 | 94 | v2f vert (appdata_t v) 95 | { 96 | float4 vert = v.vertex; 97 | vert.x += _VertexOffsetX; 98 | vert.y += _VertexOffsetY; 99 | 100 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 101 | 102 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 103 | 104 | fixed4 faceColor = v.color; 105 | faceColor *= _FaceColor; 106 | 107 | v2f OUT; 108 | OUT.vertex = vPosition; 109 | OUT.color = faceColor; 110 | OUT.texcoord0 = v.texcoord0; 111 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 112 | float2 pixelSize = vPosition.w; 113 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 114 | 115 | // Clamp _ClipRect to 16bit. 116 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 117 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 118 | 119 | return OUT; 120 | } 121 | 122 | fixed4 frag (v2f IN) : SV_Target 123 | { 124 | fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48bb5f55d8670e349b6e614913f9d910 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Mobile/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | [HDR]_Color ("Text Color", Color) = (1,1,1,1) 6 | _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 7 | 8 | _VertexOffsetX("Vertex OffsetX", float) = 0 9 | _VertexOffsetY("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _CullMode("Cull Mode", Float) = 0 22 | _ColorMask("Color Mask", Float) = 15 23 | } 24 | 25 | SubShader { 26 | 27 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 28 | 29 | Stencil 30 | { 31 | Ref[_Stencil] 32 | Comp[_StencilComp] 33 | Pass[_StencilOp] 34 | ReadMask[_StencilReadMask] 35 | WriteMask[_StencilWriteMask] 36 | } 37 | 38 | 39 | Lighting Off 40 | Cull [_CullMode] 41 | ZTest [unity_GUIZTestMode] 42 | ZWrite Off 43 | Fog { Mode Off } 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask[_ColorMask] 46 | 47 | Pass { 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | #pragma fragmentoption ARB_precision_hint_fastest 52 | 53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 55 | 56 | 57 | #include "UnityCG.cginc" 58 | 59 | struct appdata_t { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float2 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f { 67 | float4 vertex : POSITION; 68 | fixed4 color : COLOR; 69 | float2 texcoord0 : TEXCOORD0; 70 | float4 mask : TEXCOORD2; 71 | }; 72 | 73 | sampler2D _MainTex; 74 | fixed4 _Color; 75 | float _DiffusePower; 76 | 77 | uniform float _VertexOffsetX; 78 | uniform float _VertexOffsetY; 79 | uniform float4 _ClipRect; 80 | uniform float _MaskSoftnessX; 81 | uniform float _MaskSoftnessY; 82 | 83 | v2f vert (appdata_t v) 84 | { 85 | v2f OUT; 86 | float4 vert = v.vertex; 87 | vert.x += _VertexOffsetX; 88 | vert.y += _VertexOffsetY; 89 | 90 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 91 | 92 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); 93 | OUT.color = v.color; 94 | OUT.color *= _Color; 95 | OUT.color.rgb *= _DiffusePower; 96 | OUT.texcoord0 = v.texcoord0; 97 | 98 | float2 pixelSize = OUT.vertex.w; 99 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 100 | 101 | // Clamp _ClipRect to 16bit. 102 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 103 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 104 | 105 | return OUT; 106 | } 107 | 108 | fixed4 frag (v2f IN) : COLOR 109 | { 110 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); 111 | 112 | // Alternative implementation to UnityGet2DClipping with support for softness. 113 | #if UNITY_UI_CLIP_RECT 114 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 115 | color *= m.x * m.y; 116 | #endif 117 | 118 | #if UNITY_UI_ALPHACLIP 119 | clip(color.a - 0.001); 120 | #endif 121 | 122 | return color; 123 | } 124 | ENDCG 125 | } 126 | } 127 | 128 | SubShader { 129 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 130 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } 131 | Blend SrcAlpha OneMinusSrcAlpha 132 | BindChannels { 133 | Bind "Color", color 134 | Bind "Vertex", vertex 135 | Bind "TexCoord", texcoord0 136 | } 137 | Pass { 138 | SetTexture [_MainTex] { 139 | constantColor [_Color] combine constant * primary, constant * texture 140 | } 141 | } 142 | } 143 | 144 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 145 | } 146 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e3b057af24249748ff873be7fafee47 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _CullMode("Cull Mode", Float) = 0 22 | _ColorMask("Color Mask", Float) = 15 23 | } 24 | 25 | SubShader{ 26 | 27 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 28 | 29 | Stencil 30 | { 31 | Ref[_Stencil] 32 | Comp[_StencilComp] 33 | Pass[_StencilOp] 34 | ReadMask[_StencilReadMask] 35 | WriteMask[_StencilWriteMask] 36 | } 37 | 38 | 39 | Lighting Off 40 | Cull [_CullMode] 41 | ZTest [unity_GUIZTestMode] 42 | ZWrite Off 43 | Fog { Mode Off } 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask[_ColorMask] 46 | 47 | Pass { 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | 52 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 53 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 54 | 55 | 56 | #include "UnityCG.cginc" 57 | 58 | struct appdata_t { 59 | float4 vertex : POSITION; 60 | fixed4 color : COLOR; 61 | float2 texcoord0 : TEXCOORD0; 62 | float2 texcoord1 : TEXCOORD1; 63 | }; 64 | 65 | struct v2f { 66 | float4 vertex : SV_POSITION; 67 | fixed4 color : COLOR; 68 | float2 texcoord0 : TEXCOORD0; 69 | float2 texcoord1 : TEXCOORD1; 70 | float4 mask : TEXCOORD2; 71 | }; 72 | 73 | uniform sampler2D _MainTex; 74 | uniform sampler2D _FaceTex; 75 | uniform float4 _FaceTex_ST; 76 | uniform fixed4 _FaceColor; 77 | 78 | uniform float _VertexOffsetX; 79 | uniform float _VertexOffsetY; 80 | uniform float4 _ClipRect; 81 | uniform float _MaskSoftnessX; 82 | uniform float _MaskSoftnessY; 83 | 84 | float2 UnpackUV(float uv) 85 | { 86 | float2 output; 87 | output.x = floor(uv / 4096); 88 | output.y = uv - 4096 * output.x; 89 | 90 | return output * 0.001953125; 91 | } 92 | 93 | v2f vert (appdata_t v) 94 | { 95 | float4 vert = v.vertex; 96 | vert.x += _VertexOffsetX; 97 | vert.y += _VertexOffsetY; 98 | 99 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 100 | 101 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 102 | 103 | fixed4 faceColor = v.color; 104 | faceColor *= _FaceColor; 105 | 106 | v2f OUT; 107 | OUT.vertex = vPosition; 108 | OUT.color = faceColor; 109 | OUT.texcoord0 = v.texcoord0; 110 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 111 | float2 pixelSize = vPosition.w; 112 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 113 | 114 | // Clamp _ClipRect to 16bit. 115 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 116 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 117 | 118 | return OUT; 119 | } 120 | 121 | fixed4 frag (v2f IN) : SV_Target 122 | { 123 | fixed4 color = tex2D(_MainTex, IN.texcoord0); 124 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 128e987d567d4e2c824d754223b3f3b0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd89cf5b9246416f84610a006f916af7 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14eb328de4b8eb245bb7cea29e4ac00b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field - Masking" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _CullMode ("Cull Mode", Float) = 0 58 | _ColorMask ("Color Mask", Float) = 15 59 | } 60 | 61 | SubShader { 62 | Tags 63 | { 64 | "Queue"="Transparent" 65 | "IgnoreProjector"="True" 66 | "RenderType"="Transparent" 67 | } 68 | 69 | 70 | Stencil 71 | { 72 | Ref [_Stencil] 73 | Comp [_StencilComp] 74 | Pass [_StencilOp] 75 | ReadMask [_StencilReadMask] 76 | WriteMask [_StencilWriteMask] 77 | } 78 | 79 | Cull [_CullMode] 80 | ZWrite Off 81 | Lighting Off 82 | Fog { Mode Off } 83 | ZTest [unity_GUIZTestMode] 84 | Blend One OneMinusSrcAlpha 85 | ColorMask [_ColorMask] 86 | 87 | Pass { 88 | CGPROGRAM 89 | #pragma vertex VertShader 90 | #pragma fragment PixShader 91 | #pragma shader_feature __ OUTLINE_ON 92 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 93 | 94 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 95 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 96 | 97 | 98 | #include "UnityCG.cginc" 99 | #include "UnityUI.cginc" 100 | #include "TMPro_Properties.cginc" 101 | 102 | struct vertex_t { 103 | float4 vertex : POSITION; 104 | float3 normal : NORMAL; 105 | fixed4 color : COLOR; 106 | float2 texcoord0 : TEXCOORD0; 107 | float2 texcoord1 : TEXCOORD1; 108 | }; 109 | 110 | struct pixel_t { 111 | float4 vertex : SV_POSITION; 112 | fixed4 faceColor : COLOR; 113 | fixed4 outlineColor : COLOR1; 114 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 115 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 116 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 117 | #if (UNDERLAY_ON | UNDERLAY_INNER) 118 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 119 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 120 | #endif 121 | }; 122 | 123 | float _MaskWipeControl; 124 | float _MaskEdgeSoftness; 125 | fixed4 _MaskEdgeColor; 126 | bool _MaskInverse; 127 | 128 | pixel_t VertShader(vertex_t input) 129 | { 130 | float bold = step(input.texcoord1.y, 0); 131 | 132 | float4 vert = input.vertex; 133 | vert.x += _VertexOffsetX; 134 | vert.y += _VertexOffsetY; 135 | float4 vPosition = UnityObjectToClipPos(vert); 136 | 137 | float2 pixelSize = vPosition.w; 138 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 139 | 140 | float scale = rsqrt(dot(pixelSize, pixelSize)); 141 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 142 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 143 | 144 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 145 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 146 | 147 | float layerScale = scale; 148 | 149 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 150 | float bias = (0.5 - weight) * scale - 0.5; 151 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 152 | 153 | float opacity = input.color.a; 154 | #if (UNDERLAY_ON | UNDERLAY_INNER) 155 | opacity = 1.0; 156 | #endif 157 | 158 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 159 | faceColor.rgb *= faceColor.a; 160 | 161 | fixed4 outlineColor = _OutlineColor; 162 | outlineColor.a *= opacity; 163 | outlineColor.rgb *= outlineColor.a; 164 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 165 | 166 | #if (UNDERLAY_ON | UNDERLAY_INNER) 167 | 168 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 169 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 170 | 171 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 172 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 173 | float2 layerOffset = float2(x, y); 174 | #endif 175 | 176 | // Generate UV for the Masking Texture 177 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 178 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 179 | 180 | // Structure for pixel shader 181 | pixel_t output = { 182 | vPosition, 183 | faceColor, 184 | outlineColor, 185 | float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), 186 | half4(scale, bias - outline, bias + outline, bias), 187 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), 188 | #if (UNDERLAY_ON | UNDERLAY_INNER) 189 | float4(input.texcoord0 + layerOffset, input.color.a, 0), 190 | half2(layerScale, layerBias), 191 | #endif 192 | }; 193 | 194 | return output; 195 | } 196 | 197 | 198 | // PIXEL SHADER 199 | fixed4 PixShader(pixel_t input) : SV_Target 200 | { 201 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 202 | half4 c = input.faceColor * saturate(d - input.param.w); 203 | 204 | #ifdef OUTLINE_ON 205 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 206 | c *= saturate(d - input.param.y); 207 | #endif 208 | 209 | #if UNDERLAY_ON 210 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 211 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 212 | #endif 213 | 214 | #if UNDERLAY_INNER 215 | half sd = saturate(d - input.param.z); 216 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 217 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 218 | #endif 219 | 220 | // Alternative implementation to UnityGet2DClipping with support for softness. 221 | //#if UNITY_UI_CLIP_RECT 222 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 223 | c *= m.x * m.y; 224 | //#endif 225 | 226 | float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); 227 | float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; 228 | a = saturate(t / _MaskEdgeSoftness); 229 | c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); 230 | c *= a; 231 | 232 | #if (UNDERLAY_ON | UNDERLAY_INNER) 233 | c *= input.texcoord1.z; 234 | #endif 235 | 236 | #if UNITY_UI_ALPHACLIP 237 | clip(c.a - 0.001); 238 | #endif 239 | 240 | return c; 241 | } 242 | ENDCG 243 | } 244 | } 245 | 246 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 247 | } 248 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc1ede39bf3643ee8e493720e4259791 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field Overlay" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | 46 | _StencilComp ("Stencil Comparison", Float) = 8 47 | _Stencil ("Stencil ID", Float) = 0 48 | _StencilOp ("Stencil Operation", Float) = 0 49 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 50 | _StencilReadMask ("Stencil Read Mask", Float) = 255 51 | 52 | _CullMode ("Cull Mode", Float) = 0 53 | _ColorMask ("Color Mask", Float) = 15 54 | } 55 | 56 | SubShader { 57 | Tags 58 | { 59 | "Queue"="Overlay" 60 | "IgnoreProjector"="True" 61 | "RenderType"="Transparent" 62 | } 63 | 64 | 65 | Stencil 66 | { 67 | Ref [_Stencil] 68 | Comp [_StencilComp] 69 | Pass [_StencilOp] 70 | ReadMask [_StencilReadMask] 71 | WriteMask [_StencilWriteMask] 72 | } 73 | 74 | Cull [_CullMode] 75 | ZWrite Off 76 | Lighting Off 77 | Fog { Mode Off } 78 | ZTest Always 79 | Blend One OneMinusSrcAlpha 80 | ColorMask [_ColorMask] 81 | 82 | Pass { 83 | CGPROGRAM 84 | #pragma vertex VertShader 85 | #pragma fragment PixShader 86 | #pragma shader_feature __ OUTLINE_ON 87 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 88 | 89 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 90 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 91 | 92 | #include "UnityCG.cginc" 93 | #include "UnityUI.cginc" 94 | #include "TMPro_Properties.cginc" 95 | 96 | struct vertex_t { 97 | UNITY_VERTEX_INPUT_INSTANCE_ID 98 | float4 vertex : POSITION; 99 | float3 normal : NORMAL; 100 | fixed4 color : COLOR; 101 | float2 texcoord0 : TEXCOORD0; 102 | float2 texcoord1 : TEXCOORD1; 103 | }; 104 | 105 | struct pixel_t { 106 | UNITY_VERTEX_INPUT_INSTANCE_ID 107 | UNITY_VERTEX_OUTPUT_STEREO 108 | float4 vertex : SV_POSITION; 109 | fixed4 faceColor : COLOR; 110 | fixed4 outlineColor : COLOR1; 111 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 112 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 113 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 114 | #if (UNDERLAY_ON | UNDERLAY_INNER) 115 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 116 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 117 | #endif 118 | }; 119 | 120 | 121 | pixel_t VertShader(vertex_t input) 122 | { 123 | pixel_t output; 124 | 125 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 126 | UNITY_SETUP_INSTANCE_ID(input); 127 | UNITY_TRANSFER_INSTANCE_ID(input, output); 128 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 129 | 130 | float bold = step(input.texcoord1.y, 0); 131 | 132 | float4 vert = input.vertex; 133 | vert.x += _VertexOffsetX; 134 | vert.y += _VertexOffsetY; 135 | float4 vPosition = UnityObjectToClipPos(vert); 136 | 137 | float2 pixelSize = vPosition.w; 138 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 139 | 140 | float scale = rsqrt(dot(pixelSize, pixelSize)); 141 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 142 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 143 | 144 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 145 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 146 | 147 | float layerScale = scale; 148 | 149 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 150 | float bias = (0.5 - weight) * scale - 0.5; 151 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 152 | 153 | float opacity = input.color.a; 154 | #if (UNDERLAY_ON | UNDERLAY_INNER) 155 | opacity = 1.0; 156 | #endif 157 | 158 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 159 | faceColor.rgb *= faceColor.a; 160 | 161 | fixed4 outlineColor = _OutlineColor; 162 | outlineColor.a *= opacity; 163 | outlineColor.rgb *= outlineColor.a; 164 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 165 | 166 | #if (UNDERLAY_ON | UNDERLAY_INNER) 167 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 168 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 169 | 170 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 171 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 172 | float2 layerOffset = float2(x, y); 173 | #endif 174 | 175 | // Generate UV for the Masking Texture 176 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 177 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 178 | 179 | // Populate structure for pixel shader 180 | output.vertex = vPosition; 181 | output.faceColor = faceColor; 182 | output.outlineColor = outlineColor; 183 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); 184 | output.param = half4(scale, bias - outline, bias + outline, bias); 185 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 186 | #if (UNDERLAY_ON || UNDERLAY_INNER) 187 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); 188 | output.underlayParam = half2(layerScale, layerBias); 189 | #endif 190 | 191 | return output; 192 | } 193 | 194 | 195 | // PIXEL SHADER 196 | fixed4 PixShader(pixel_t input) : SV_Target 197 | { 198 | UNITY_SETUP_INSTANCE_ID(input); 199 | 200 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 201 | half4 c = input.faceColor * saturate(d - input.param.w); 202 | 203 | #ifdef OUTLINE_ON 204 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 205 | c *= saturate(d - input.param.y); 206 | #endif 207 | 208 | #if UNDERLAY_ON 209 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 210 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 211 | #endif 212 | 213 | #if UNDERLAY_INNER 214 | half sd = saturate(d - input.param.z); 215 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 216 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 217 | #endif 218 | 219 | // Alternative implementation to UnityGet2DClipping with support for softness. 220 | #if UNITY_UI_CLIP_RECT 221 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 222 | c *= m.x * m.y; 223 | #endif 224 | 225 | #if (UNDERLAY_ON | UNDERLAY_INNER) 226 | c *= input.texcoord1.z; 227 | #endif 228 | 229 | #if UNITY_UI_ALPHACLIP 230 | clip(c.a - 0.001); 231 | #endif 232 | 233 | return c; 234 | } 235 | ENDCG 236 | } 237 | } 238 | 239 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 240 | } 241 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a02a7d8c237544f1962732b55a9aebf1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field SSD" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _CullMode ("Cull Mode", Float) = 0 58 | _ColorMask ("Color Mask", Float) = 15 59 | } 60 | 61 | SubShader { 62 | Tags { 63 | "Queue"="Transparent" 64 | "IgnoreProjector"="True" 65 | "RenderType"="Transparent" 66 | } 67 | 68 | Stencil 69 | { 70 | Ref [_Stencil] 71 | Comp [_StencilComp] 72 | Pass [_StencilOp] 73 | ReadMask [_StencilReadMask] 74 | WriteMask [_StencilWriteMask] 75 | } 76 | 77 | Cull [_CullMode] 78 | ZWrite Off 79 | Lighting Off 80 | Fog { Mode Off } 81 | ZTest [unity_GUIZTestMode] 82 | Blend One OneMinusSrcAlpha 83 | ColorMask [_ColorMask] 84 | 85 | Pass { 86 | CGPROGRAM 87 | #pragma vertex VertShader 88 | #pragma fragment PixShader 89 | #pragma shader_feature __ OUTLINE_ON 90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 91 | 92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 94 | 95 | #include "UnityCG.cginc" 96 | #include "UnityUI.cginc" 97 | #include "TMPro_Properties.cginc" 98 | 99 | #include "TMPro_Mobile.cginc" 100 | 101 | ENDCG 102 | } 103 | } 104 | 105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 106 | } 107 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8d12adcee749c344b8117cf7c7eb912 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | 46 | _StencilComp ("Stencil Comparison", Float) = 8 47 | _Stencil ("Stencil ID", Float) = 0 48 | _StencilOp ("Stencil Operation", Float) = 0 49 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 50 | _StencilReadMask ("Stencil Read Mask", Float) = 255 51 | 52 | _CullMode ("Cull Mode", Float) = 0 53 | _ColorMask ("Color Mask", Float) = 15 54 | } 55 | 56 | SubShader { 57 | Tags 58 | { 59 | "Queue"="Transparent" 60 | "IgnoreProjector"="True" 61 | "RenderType"="Transparent" 62 | } 63 | 64 | 65 | Stencil 66 | { 67 | Ref [_Stencil] 68 | Comp [_StencilComp] 69 | Pass [_StencilOp] 70 | ReadMask [_StencilReadMask] 71 | WriteMask [_StencilWriteMask] 72 | } 73 | 74 | Cull [_CullMode] 75 | ZWrite Off 76 | Lighting Off 77 | Fog { Mode Off } 78 | ZTest [unity_GUIZTestMode] 79 | Blend One OneMinusSrcAlpha 80 | ColorMask [_ColorMask] 81 | 82 | Pass { 83 | CGPROGRAM 84 | #pragma vertex VertShader 85 | #pragma fragment PixShader 86 | #pragma shader_feature __ OUTLINE_ON 87 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 88 | 89 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 90 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 91 | 92 | #include "UnityCG.cginc" 93 | #include "UnityUI.cginc" 94 | #include "TMPro_Properties.cginc" 95 | 96 | struct vertex_t { 97 | UNITY_VERTEX_INPUT_INSTANCE_ID 98 | float4 vertex : POSITION; 99 | float3 normal : NORMAL; 100 | fixed4 color : COLOR; 101 | float2 texcoord0 : TEXCOORD0; 102 | float2 texcoord1 : TEXCOORD1; 103 | }; 104 | 105 | struct pixel_t { 106 | UNITY_VERTEX_INPUT_INSTANCE_ID 107 | UNITY_VERTEX_OUTPUT_STEREO 108 | float4 vertex : SV_POSITION; 109 | fixed4 faceColor : COLOR; 110 | fixed4 outlineColor : COLOR1; 111 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 112 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 113 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 114 | #if (UNDERLAY_ON | UNDERLAY_INNER) 115 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 116 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 117 | #endif 118 | }; 119 | 120 | 121 | pixel_t VertShader(vertex_t input) 122 | { 123 | pixel_t output; 124 | 125 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 126 | UNITY_SETUP_INSTANCE_ID(input); 127 | UNITY_TRANSFER_INSTANCE_ID(input, output); 128 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 129 | 130 | float bold = step(input.texcoord1.y, 0); 131 | 132 | float4 vert = input.vertex; 133 | vert.x += _VertexOffsetX; 134 | vert.y += _VertexOffsetY; 135 | float4 vPosition = UnityObjectToClipPos(vert); 136 | 137 | float2 pixelSize = vPosition.w; 138 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 139 | 140 | float scale = rsqrt(dot(pixelSize, pixelSize)); 141 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 142 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 143 | 144 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 145 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 146 | 147 | float layerScale = scale; 148 | 149 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 150 | float bias = (0.5 - weight) * scale - 0.5; 151 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 152 | 153 | float opacity = input.color.a; 154 | #if (UNDERLAY_ON | UNDERLAY_INNER) 155 | opacity = 1.0; 156 | #endif 157 | 158 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 159 | faceColor.rgb *= faceColor.a; 160 | 161 | fixed4 outlineColor = _OutlineColor; 162 | outlineColor.a *= opacity; 163 | outlineColor.rgb *= outlineColor.a; 164 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 165 | 166 | #if (UNDERLAY_ON | UNDERLAY_INNER) 167 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 168 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 169 | 170 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 171 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 172 | float2 layerOffset = float2(x, y); 173 | #endif 174 | 175 | // Generate UV for the Masking Texture 176 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 177 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 178 | 179 | // Populate structure for pixel shader 180 | output.vertex = vPosition; 181 | output.faceColor = faceColor; 182 | output.outlineColor = outlineColor; 183 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); 184 | output.param = half4(scale, bias - outline, bias + outline, bias); 185 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 186 | #if (UNDERLAY_ON || UNDERLAY_INNER) 187 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); 188 | output.underlayParam = half2(layerScale, layerBias); 189 | #endif 190 | 191 | return output; 192 | } 193 | 194 | 195 | // PIXEL SHADER 196 | fixed4 PixShader(pixel_t input) : SV_Target 197 | { 198 | UNITY_SETUP_INSTANCE_ID(input); 199 | 200 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 201 | half4 c = input.faceColor * saturate(d - input.param.w); 202 | 203 | #ifdef OUTLINE_ON 204 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 205 | c *= saturate(d - input.param.y); 206 | #endif 207 | 208 | #if UNDERLAY_ON 209 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 210 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 211 | #endif 212 | 213 | #if UNDERLAY_INNER 214 | half sd = saturate(d - input.param.z); 215 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 216 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 217 | #endif 218 | 219 | // Alternative implementation to UnityGet2DClipping with support for softness. 220 | #if UNITY_UI_CLIP_RECT 221 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 222 | c *= m.x * m.y; 223 | #endif 224 | 225 | #if (UNDERLAY_ON | UNDERLAY_INNER) 226 | c *= input.texcoord1.z; 227 | #endif 228 | 229 | #if UNITY_UI_ALPHACLIP 230 | clip(c.a - 0.001); 231 | #endif 232 | 233 | return c; 234 | } 235 | ENDCG 236 | } 237 | } 238 | 239 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 240 | } 241 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe393ace9b354375a9cb14cdbbc28be4 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader: -------------------------------------------------------------------------------- 1 | // Simplified version of the SDF Surface shader : 2 | // - No support for Bevel, Bump or envmap 3 | // - Diffuse only lighting 4 | // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field (Surface)" { 7 | 8 | Properties { 9 | _FaceTex ("Fill Texture", 2D) = "white" {} 10 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) 11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 12 | 13 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 14 | _OutlineTex ("Outline Texture", 2D) = "white" {} 15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 17 | 18 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) 19 | _GlowOffset ("Offset", Range(-1,1)) = 0 20 | _GlowInner ("Inner", Range(0,1)) = 0.05 21 | _GlowOuter ("Outer", Range(0,1)) = 0.05 22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 23 | 24 | _WeightNormal ("Weight Normal", float) = 0 25 | _WeightBold ("Weight Bold", float) = 0.5 26 | 27 | // Should not be directly exposed to the user 28 | _ShaderFlags ("Flags", float) = 0 29 | _ScaleRatioA ("Scale RatioA", float) = 1 30 | _ScaleRatioB ("Scale RatioB", float) = 1 31 | _ScaleRatioC ("Scale RatioC", float) = 1 32 | 33 | _MainTex ("Font Atlas", 2D) = "white" {} 34 | _TextureWidth ("Texture Width", float) = 512 35 | _TextureHeight ("Texture Height", float) = 512 36 | _GradientScale ("Gradient Scale", float) = 5.0 37 | _ScaleX ("Scale X", float) = 1.0 38 | _ScaleY ("Scale Y", float) = 1.0 39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 40 | _Sharpness ("Sharpness", Range(-1,1)) = 0 41 | 42 | _VertexOffsetX ("Vertex OffsetX", float) = 0 43 | _VertexOffsetY ("Vertex OffsetY", float) = 0 44 | 45 | _CullMode ("Cull Mode", Float) = 0 46 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 47 | //_MaskSoftness ("Mask Softness", float) = 0 48 | } 49 | 50 | SubShader { 51 | 52 | Tags { 53 | "Queue"="Transparent" 54 | "IgnoreProjector"="True" 55 | "RenderType"="Transparent" 56 | } 57 | 58 | LOD 300 59 | Cull [_CullMode] 60 | 61 | CGPROGRAM 62 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap 63 | #pragma target 3.0 64 | #pragma shader_feature __ GLOW_ON 65 | 66 | #include "TMPro_Properties.cginc" 67 | #include "TMPro.cginc" 68 | 69 | half _FaceShininess; 70 | half _OutlineShininess; 71 | 72 | struct Input 73 | { 74 | fixed4 color : COLOR; 75 | float2 uv_MainTex; 76 | float2 uv2_FaceTex; 77 | float2 uv2_OutlineTex; 78 | float2 param; // Weight, Scale 79 | float3 viewDirEnv; 80 | }; 81 | 82 | #include "TMPro_Surface.cginc" 83 | 84 | ENDCG 85 | 86 | // Pass to render object as a shadow caster 87 | Pass 88 | { 89 | Name "Caster" 90 | Tags { "LightMode" = "ShadowCaster" } 91 | Offset 1, 1 92 | 93 | Fog {Mode Off} 94 | ZWrite On ZTest LEqual Cull Off 95 | 96 | CGPROGRAM 97 | #pragma vertex vert 98 | #pragma fragment frag 99 | #pragma multi_compile_shadowcaster 100 | #include "UnityCG.cginc" 101 | 102 | struct v2f { 103 | V2F_SHADOW_CASTER; 104 | float2 uv : TEXCOORD1; 105 | float2 uv2 : TEXCOORD3; 106 | float alphaClip : TEXCOORD2; 107 | }; 108 | 109 | uniform float4 _MainTex_ST; 110 | uniform float4 _OutlineTex_ST; 111 | float _OutlineWidth; 112 | float _FaceDilate; 113 | float _ScaleRatioA; 114 | 115 | v2f vert( appdata_base v ) 116 | { 117 | v2f o; 118 | TRANSFER_SHADOW_CASTER(o) 119 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 120 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 121 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 122 | return o; 123 | } 124 | 125 | uniform sampler2D _MainTex; 126 | 127 | float4 frag(v2f i) : COLOR 128 | { 129 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 130 | clip(texcol.a - i.alphaClip); 131 | SHADOW_CASTER_FRAGMENT(i) 132 | } 133 | ENDCG 134 | } 135 | } 136 | 137 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 138 | } 139 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85187c2149c549c5b33f0cdb02836b17 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Distance Field (Surface)" { 2 | 3 | Properties { 4 | _FaceTex ("Fill Texture", 2D) = "white" {} 5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 7 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) 8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 9 | 10 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 11 | _OutlineTex ("Outline Texture", 2D) = "white" {} 12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 16 | 17 | _Bevel ("Bevel", Range(0,1)) = 0.5 18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 22 | 23 | _BumpMap ("Normalmap", 2D) = "bump" {} 24 | _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 25 | _BumpFace ("Bump Face", Range(0,1)) = 0.5 26 | 27 | _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) 28 | _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) 29 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } 30 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) 31 | [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1) 32 | 33 | _FaceShininess ("Face Shininess", Range(0,1)) = 0 34 | _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 35 | 36 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) 37 | _GlowOffset ("Offset", Range(-1,1)) = 0 38 | _GlowInner ("Inner", Range(0,1)) = 0.05 39 | _GlowOuter ("Outer", Range(0,1)) = 0.05 40 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 41 | 42 | _WeightNormal ("Weight Normal", float) = 0 43 | _WeightBold ("Weight Bold", float) = 0.5 44 | 45 | // Should not be directly exposed to the user 46 | _ShaderFlags ("Flags", float) = 0 47 | _ScaleRatioA ("Scale RatioA", float) = 1 48 | _ScaleRatioB ("Scale RatioB", float) = 1 49 | _ScaleRatioC ("Scale RatioC", float) = 1 50 | 51 | _MainTex ("Font Atlas", 2D) = "white" {} 52 | _TextureWidth ("Texture Width", float) = 512 53 | _TextureHeight ("Texture Height", float) = 512 54 | _GradientScale ("Gradient Scale", float) = 5.0 55 | _ScaleX ("Scale X", float) = 1.0 56 | _ScaleY ("Scale Y", float) = 1.0 57 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 58 | _Sharpness ("Sharpness", Range(-1,1)) = 0 59 | 60 | _VertexOffsetX ("Vertex OffsetX", float) = 0 61 | _VertexOffsetY ("Vertex OffsetY", float) = 0 62 | 63 | _CullMode ("Cull Mode", Float) = 0 64 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 65 | //_MaskSoftness ("Mask Softness", float) = 0 66 | } 67 | 68 | SubShader { 69 | 70 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 71 | 72 | LOD 300 73 | Cull [_CullMode] 74 | 75 | CGPROGRAM 76 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap 77 | #pragma target 3.0 78 | #pragma shader_feature __ GLOW_ON 79 | #pragma glsl 80 | 81 | #include "TMPro_Properties.cginc" 82 | #include "TMPro.cginc" 83 | 84 | half _FaceShininess; 85 | half _OutlineShininess; 86 | 87 | struct Input 88 | { 89 | fixed4 color : COLOR; 90 | float2 uv_MainTex; 91 | float2 uv2_FaceTex; 92 | float2 uv2_OutlineTex; 93 | float2 param; // Weight, Scale 94 | float3 viewDirEnv; 95 | }; 96 | 97 | 98 | #define BEVEL_ON 1 99 | #include "TMPro_Surface.cginc" 100 | 101 | ENDCG 102 | 103 | // Pass to render object as a shadow caster 104 | Pass 105 | { 106 | Name "Caster" 107 | Tags { "LightMode" = "ShadowCaster" } 108 | Offset 1, 1 109 | 110 | Fog {Mode Off} 111 | ZWrite On 112 | ZTest LEqual 113 | Cull Off 114 | 115 | CGPROGRAM 116 | #pragma vertex vert 117 | #pragma fragment frag 118 | #pragma multi_compile_shadowcaster 119 | #include "UnityCG.cginc" 120 | 121 | struct v2f { 122 | V2F_SHADOW_CASTER; 123 | float2 uv : TEXCOORD1; 124 | float2 uv2 : TEXCOORD3; 125 | float alphaClip : TEXCOORD2; 126 | }; 127 | 128 | uniform float4 _MainTex_ST; 129 | uniform float4 _OutlineTex_ST; 130 | float _OutlineWidth; 131 | float _FaceDilate; 132 | float _ScaleRatioA; 133 | 134 | v2f vert( appdata_base v ) 135 | { 136 | v2f o; 137 | TRANSFER_SHADOW_CASTER(o) 138 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 139 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 140 | o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 141 | return o; 142 | } 143 | 144 | uniform sampler2D _MainTex; 145 | 146 | float4 frag(v2f i) : COLOR 147 | { 148 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 149 | clip(texcol.a - i.alphaClip); 150 | SHADOW_CASTER_FRAGMENT(i) 151 | } 152 | ENDCG 153 | } 154 | } 155 | 156 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 157 | } 158 | 159 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7ada0af4f174f0694ca6a487b8f543d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68e6db2ebdc24f95958faec2be5558d6 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _CullMode ("Cull Mode", Float) = 0 15 | _ColorMask ("Color Mask", Float) = 15 16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 17 | 18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 19 | } 20 | 21 | SubShader 22 | { 23 | Tags 24 | { 25 | "Queue"="Transparent" 26 | "IgnoreProjector"="True" 27 | "RenderType"="Transparent" 28 | "PreviewType"="Plane" 29 | "CanUseSpriteAtlas"="True" 30 | } 31 | 32 | Stencil 33 | { 34 | Ref [_Stencil] 35 | Comp [_StencilComp] 36 | Pass [_StencilOp] 37 | ReadMask [_StencilReadMask] 38 | WriteMask [_StencilWriteMask] 39 | } 40 | 41 | Cull [_CullMode] 42 | Lighting Off 43 | ZWrite Off 44 | ZTest [unity_GUIZTestMode] 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask [_ColorMask] 47 | 48 | Pass 49 | { 50 | Name "Default" 51 | CGPROGRAM 52 | #pragma vertex vert 53 | #pragma fragment frag 54 | #pragma target 2.0 55 | 56 | #include "UnityCG.cginc" 57 | #include "UnityUI.cginc" 58 | 59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 61 | 62 | struct appdata_t 63 | { 64 | float4 vertex : POSITION; 65 | float4 color : COLOR; 66 | float2 texcoord : TEXCOORD0; 67 | UNITY_VERTEX_INPUT_INSTANCE_ID 68 | }; 69 | 70 | struct v2f 71 | { 72 | float4 vertex : SV_POSITION; 73 | fixed4 color : COLOR; 74 | float2 texcoord : TEXCOORD0; 75 | float4 worldPosition : TEXCOORD1; 76 | UNITY_VERTEX_OUTPUT_STEREO 77 | }; 78 | 79 | sampler2D _MainTex; 80 | fixed4 _Color; 81 | fixed4 _TextureSampleAdd; 82 | float4 _ClipRect; 83 | float4 _MainTex_ST; 84 | 85 | v2f vert(appdata_t v) 86 | { 87 | v2f OUT; 88 | UNITY_SETUP_INSTANCE_ID(v); 89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 90 | OUT.worldPosition = v.vertex; 91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 92 | 93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 94 | 95 | OUT.color = v.color * _Color; 96 | return OUT; 97 | } 98 | 99 | fixed4 frag(v2f IN) : SV_Target 100 | { 101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 102 | 103 | #ifdef UNITY_UI_CLIP_RECT 104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 105 | #endif 106 | 107 | #ifdef UNITY_UI_ALPHACLIP 108 | clip (color.a - 0.001); 109 | #endif 110 | 111 | return color; 112 | } 113 | ENDCG 114 | } 115 | } 116 | } 117 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf81c85f95fe47e1a27f6ae460cf182c 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro.cginc: -------------------------------------------------------------------------------- 1 | float2 UnpackUV(float uv) 2 | { 3 | float2 output; 4 | output.x = floor(uv / 4096); 5 | output.y = uv - 4096 * output.x; 6 | 7 | return output * 0.001953125; 8 | } 9 | 10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) 11 | { 12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); 13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); 14 | 15 | faceColor.rgb *= faceColor.a; 16 | outlineColor.rgb *= outlineColor.a; 17 | 18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha); 19 | 20 | faceColor *= faceAlpha; 21 | 22 | return faceColor; 23 | } 24 | 25 | float3 GetSurfaceNormal(float4 h, float bias) 26 | { 27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); 28 | 29 | h += bias+_BevelOffset; 30 | 31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); 32 | 33 | // Track outline 34 | h -= .5; 35 | h /= bevelWidth; 36 | h = saturate(h+.5); 37 | 38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); 39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); 40 | h = min(h, 1.0-_BevelClamp); 41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0; 42 | 43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); 44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); 45 | 46 | return cross(va, vb); 47 | } 48 | 49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) 50 | { 51 | // Read "height field" 52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a, 53 | tex2D(_MainTex, uv + delta.xz).a, 54 | tex2D(_MainTex, uv - delta.zy).a, 55 | tex2D(_MainTex, uv + delta.zy).a}; 56 | 57 | return GetSurfaceNormal(h, bias); 58 | } 59 | 60 | float3 GetSpecular(float3 n, float3 l) 61 | { 62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity); 63 | return _SpecularColor.rgb * spec * _SpecularPower; 64 | } 65 | 66 | float4 GetGlowColor(float d, float scale) 67 | { 68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; 69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; 70 | glow = saturate(abs(glow/(1.0 + t))); 71 | glow = 1.0-pow(glow, _GlowPower); 72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel 73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); 74 | } 75 | 76 | float4 BlendARGB(float4 overlying, float4 underlying) 77 | { 78 | overlying.rgb *= overlying.a; 79 | underlying.rgb *= underlying.a; 80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); 81 | float alpha = underlying.a + (1-underlying.a)*overlying.a; 82 | return float4(blended, alpha); 83 | } 84 | 85 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc: -------------------------------------------------------------------------------- 1 | struct vertex_t { 2 | UNITY_VERTEX_INPUT_INSTANCE_ID 3 | float4 position : POSITION; 4 | float3 normal : NORMAL; 5 | float4 color : COLOR; 6 | float2 texcoord0 : TEXCOORD0; 7 | float2 texcoord1 : TEXCOORD1; 8 | }; 9 | 10 | struct pixel_t { 11 | UNITY_VERTEX_INPUT_INSTANCE_ID 12 | UNITY_VERTEX_OUTPUT_STEREO 13 | float4 position : SV_POSITION; 14 | float4 faceColor : COLOR; 15 | float4 outlineColor : COLOR1; 16 | float4 texcoord0 : TEXCOORD0; 17 | float4 param : TEXCOORD1; // weight, scaleRatio 18 | float2 mask : TEXCOORD2; 19 | #if (UNDERLAY_ON || UNDERLAY_INNER) 20 | float4 texcoord2 : TEXCOORD3; 21 | float4 underlayColor : COLOR2; 22 | #endif 23 | }; 24 | 25 | float4 SRGBToLinear(float4 rgba) { 26 | return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); 27 | } 28 | 29 | pixel_t VertShader(vertex_t input) 30 | { 31 | pixel_t output; 32 | 33 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 34 | UNITY_SETUP_INSTANCE_ID(input); 35 | UNITY_TRANSFER_INSTANCE_ID(input, output); 36 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 37 | 38 | float bold = step(input.texcoord1.y, 0); 39 | 40 | float4 vert = input.position; 41 | vert.x += _VertexOffsetX; 42 | vert.y += _VertexOffsetY; 43 | 44 | float4 vPosition = UnityObjectToClipPos(vert); 45 | 46 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 47 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 48 | 49 | // Generate UV for the Masking Texture 50 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 51 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 52 | 53 | float4 color = input.color; 54 | #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) 55 | color = SRGBToLinear(input.color); 56 | #endif 57 | 58 | float opacity = color.a; 59 | #if (UNDERLAY_ON | UNDERLAY_INNER) 60 | opacity = 1.0; 61 | #endif 62 | 63 | float4 faceColor = float4(color.rgb, opacity) * _FaceColor; 64 | faceColor.rgb *= faceColor.a; 65 | 66 | float4 outlineColor = _OutlineColor; 67 | outlineColor.a *= opacity; 68 | outlineColor.rgb *= outlineColor.a; 69 | 70 | output.position = vPosition; 71 | output.faceColor = faceColor; 72 | output.outlineColor = outlineColor; 73 | output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); 74 | output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); 75 | 76 | float2 mask = float2(0, 0); 77 | #if UNITY_UI_CLIP_RECT 78 | mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; 79 | #endif 80 | output.mask = mask; 81 | 82 | #if (UNDERLAY_ON || UNDERLAY_INNER) 83 | float4 underlayColor = _UnderlayColor; 84 | underlayColor.rgb *= underlayColor.a; 85 | 86 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 87 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 88 | 89 | output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); 90 | output.underlayColor = underlayColor; 91 | #endif 92 | 93 | return output; 94 | } 95 | 96 | float4 PixShader(pixel_t input) : SV_Target 97 | { 98 | UNITY_SETUP_INSTANCE_ID(input); 99 | 100 | float d = tex2D(_MainTex, input.texcoord0.xy).a; 101 | 102 | float2 UV = input.texcoord0.xy; 103 | float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; 104 | 105 | #if (UNDERLAY_ON | UNDERLAY_INNER) 106 | float layerScale = scale; 107 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 108 | float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 109 | #endif 110 | 111 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 112 | 113 | float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); 114 | 115 | #ifdef OUTLINE_ON 116 | float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); 117 | faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); 118 | faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); 119 | #endif 120 | 121 | #if UNDERLAY_ON 122 | d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; 123 | faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); 124 | #endif 125 | 126 | #if UNDERLAY_INNER 127 | float bias = input.param.x * scale - 0.5; 128 | float sd = saturate(d * scale - bias - input.param.z); 129 | d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; 130 | faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); 131 | #endif 132 | 133 | #ifdef MASKING 134 | float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); 135 | float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; 136 | a = saturate(t / _MaskEdgeSoftness); 137 | faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); 138 | faceColor *= a; 139 | #endif 140 | 141 | // Alternative implementation to UnityGet2DClipping with support for softness 142 | #if UNITY_UI_CLIP_RECT 143 | float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); 144 | float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); 145 | faceColor *= m.x * m.y; 146 | #endif 147 | 148 | #if (UNDERLAY_ON | UNDERLAY_INNER) 149 | faceColor *= input.texcoord2.z; 150 | #endif 151 | 152 | #if UNITY_UI_ALPHACLIP 153 | clip(faceColor.a - 0.001); 154 | #endif 155 | 156 | return faceColor; 157 | } 158 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c334973cef89a9840b0b0c507e0377ab 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 51 | 52 | // API Editable properties 53 | uniform float _ShaderFlags; 54 | uniform float _WeightNormal; 55 | uniform float _WeightBold; 56 | 57 | uniform float _ScaleRatioA; 58 | uniform float _ScaleRatioB; 59 | uniform float _ScaleRatioC; 60 | 61 | uniform float _VertexOffsetX; 62 | uniform float _VertexOffsetY; 63 | 64 | //uniform float _UseClipRect; 65 | uniform float _MaskID; 66 | uniform sampler2D _MaskTex; 67 | uniform float4 _MaskCoord; 68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) 69 | //uniform float _MaskWipeControl; 70 | //uniform float _MaskEdgeSoftness; 71 | //uniform fixed4 _MaskEdgeColor; 72 | //uniform bool _MaskInverse; 73 | 74 | uniform float _MaskSoftnessX; 75 | uniform float _MaskSoftnessY; 76 | 77 | // Font Atlas properties 78 | uniform sampler2D _MainTex; 79 | uniform float _TextureWidth; 80 | uniform float _TextureHeight; 81 | uniform float _GradientScale; 82 | uniform float _ScaleX; 83 | uniform float _ScaleY; 84 | uniform float _PerspectiveFilter; 85 | uniform float _Sharpness; 86 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3997e2241185407d80309a82f9148466 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc: -------------------------------------------------------------------------------- 1 | void VertShader(inout appdata_full v, out Input data) 2 | { 3 | v.vertex.x += _VertexOffsetX; 4 | v.vertex.y += _VertexOffsetY; 5 | 6 | UNITY_INITIALIZE_OUTPUT(Input, data); 7 | 8 | float bold = step(v.texcoord1.y, 0); 9 | 10 | // Generate normal for backface 11 | float3 view = ObjSpaceViewDir(v.vertex); 12 | v.normal *= sign(dot(v.normal, view)); 13 | 14 | #if USE_DERIVATIVE 15 | data.param.y = 1; 16 | #else 17 | float4 vert = v.vertex; 18 | float4 vPosition = UnityObjectToClipPos(vert); 19 | float2 pixelSize = vPosition.w; 20 | 21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); 22 | float scale = rsqrt(dot(pixelSize, pixelSize)); 23 | scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); 24 | scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 25 | data.param.y = scale; 26 | #endif 27 | 28 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 29 | 30 | v.texcoord1.xy = UnpackUV(v.texcoord1.x); 31 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); 32 | } 33 | 34 | void PixShader(Input input, inout SurfaceOutput o) 35 | { 36 | 37 | #if USE_DERIVATIVE 38 | float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); 39 | pixelSize *= _TextureWidth * .75; 40 | float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); 41 | #else 42 | float scale = input.param.y; 43 | #endif 44 | 45 | // Signed distance 46 | float c = tex2D(_MainTex, input.uv_MainTex).a; 47 | float sd = (.5 - c - input.param.x) * scale + .5; 48 | float outline = _OutlineWidth*_ScaleRatioA * scale; 49 | float softness = _OutlineSoftness*_ScaleRatioA * scale; 50 | 51 | // Color & Alpha 52 | float4 faceColor = _FaceColor; 53 | float4 outlineColor = _OutlineColor; 54 | faceColor *= input.color; 55 | outlineColor.a *= input.color.a; 56 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); 57 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); 58 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 59 | faceColor.rgb /= max(faceColor.a, 0.0001); 60 | 61 | #if BEVEL_ON 62 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); 63 | 64 | float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, 65 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a, 66 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a, 67 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; 68 | 69 | // Face Normal 70 | float3 n = GetSurfaceNormal(smp4x, input.param.x); 71 | 72 | // Bumpmap 73 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; 74 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 75 | bump = lerp(float3(0, 0, 1), bump, faceColor.a); 76 | n = normalize(n - bump); 77 | 78 | // Cubemap reflection 79 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); 80 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 81 | #else 82 | float3 n = float3(0, 0, -1); 83 | float3 emission = float3(0, 0, 0); 84 | #endif 85 | 86 | #if GLOW_ON 87 | float4 glowColor = GetGlowColor(sd, scale); 88 | glowColor.a *= input.color.a; 89 | emission += glowColor.rgb*glowColor.a; 90 | faceColor = BlendARGB(glowColor, faceColor); 91 | faceColor.rgb /= max(faceColor.a, 0.0001); 92 | #endif 93 | 94 | // Set Standard output structure 95 | o.Albedo = faceColor.rgb; 96 | o.Normal = -n; 97 | o.Emission = emission; 98 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); 99 | o.Gloss = 1; 100 | o.Alpha = faceColor.a; 101 | } 102 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d930090c0cd643c7b55f19a38538c162 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d0603b6d5186471b96c778c3949c7ce2 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt: -------------------------------------------------------------------------------- 1 | This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/ 2 | 3 | Please visit their website to view the complete set of their emojis and review their licensing terms. -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 381dcb09d5029d14897e55f98031fca5 3 | 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26 | 27 | 116 | 117 | 118 | -------------------------------------------------------------------------------- /Assets/WebGLTemplates/MoralisWebGL/index.html.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 81c1a3b4bf9e3b4459b4a8220494be47 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/WebGLTemplates/MoralisWebGL/thumbnail.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/0xPr0f/moralis-unity/fc0bc626da6aab0543ad2d2c0e678533d6e61f3b/Assets/WebGLTemplates/MoralisWebGL/thumbnail.png -------------------------------------------------------------------------------- /Assets/WebGLTemplates/MoralisWebGL/thumbnail.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f16d9ad4d9d14154e8486a0ce5338523 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/WebGLTemplates/MoralisWebGL/web3.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3e068ca32b055dd4c8d63dd5a2be4d48 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/WebGLTemplates/MoralisWebGL/web3/index.js: -------------------------------------------------------------------------------- 1 | // Load web3modal to connect to wallet 2 | document.body.appendChild(Object.assign(document.createElement("script"), { type: "text/javascript", src: "./web3/lib/web3modal.js" })); 3 | // Load web3js to create transactions 4 | document.body.appendChild(Object.assign(document.createElement("script"), { type: "text/javascript", src: "./web3/lib/web3.min.js" })); 5 | 6 | window.web3ChainId = 1; 7 | 8 | // Define web3gl to unity interface 9 | window.web3gl = { 10 | networkId: 0, 11 | debugMode: false, 12 | connect, 13 | connectAccount: "", 14 | signMessage, 15 | signMessageResponse: "", 16 | sendTransaction, 17 | sendTransactionResponse: "", 18 | sendContract, 19 | sendContractResponse: "", 20 | }; 21 | 22 | let provider; 23 | let web3; 24 | 25 | /* 26 | Establish connection to web3. 27 | */ 28 | async function connect(appLogo, appTitle, appDesc) { 29 | 30 | const providerOptions = { 31 | injected: { 32 | display: { 33 | logo: appLogo, 34 | name: appTitle, 35 | description: appDesc 36 | }, 37 | package: null 38 | } 39 | }; 40 | 41 | const web3Modal = new window.Web3Modal.default({ 42 | providerOptions, 43 | }); 44 | 45 | web3Modal.clearCachedProvider(); 46 | 47 | // Create a provider 48 | provider = await web3Modal.connect(); 49 | // Instantiate Web3 50 | web3 = new Web3(provider); 51 | 52 | // Set network id from the connected provider. 53 | web3gl.networkId = parseInt(provider.chainId); 54 | 55 | // Set system chain id 56 | if (web3gl.networkId != window.web3ChainId) { 57 | window.web3ChainId = web3gl.networkId; 58 | } 59 | 60 | // Set the current account from the provider. 61 | web3gl.connectAccount = provider.selectedAddress; 62 | 63 | // If the account has changed, reload the page. 64 | provider.on("accountsChanged", (accounts) => { 65 | window.location.reload(); 66 | }); 67 | 68 | // Update chain id if player changes network. 69 | provider.on("chainChanged", (chainId) => { 70 | web3gl.networkId = parseInt(chainId); 71 | }); 72 | } 73 | 74 | /* 75 | Implement sign message 76 | */ 77 | async function signMessage(message) { 78 | try { 79 | const from = (await web3.eth.getAccounts())[0]; 80 | 81 | log('signMessage: message: ' + message); 82 | 83 | const signature = await web3.eth.personal.sign(message, from, ""); 84 | window.web3gl.signMessageResponse = signature; 85 | log('signMessage: signature: ' + signature); 86 | } catch (error) { 87 | window.web3gl.signMessageResponse = error.message; 88 | log('signMessage: error: ' + error.message); 89 | } 90 | } 91 | 92 | /* 93 | Implement send transaction 94 | */ 95 | async function sendTransaction(to, value, gasLimit, gasPrice) { 96 | const from = (await web3.eth.getAccounts())[0]; 97 | 98 | log('sendTransaction to: ' + to + ' value: ' + value + ' gasLimit: ' + gasLimit + ' gasPrice: ' + gasPrice); 99 | 100 | web3.eth 101 | .sendTransaction({ 102 | from, 103 | to, 104 | value, 105 | gas: gasLimit ? gasLimit : undefined, 106 | gasPrice: gasPrice ? gasPrice : undefined, 107 | }) 108 | .on("transactionHash", (transactionHash) => { 109 | window.web3gl.sendTransactionResponse = transactionHash; 110 | log('sendTransaction: txnHash: ' + transactionHash); 111 | }) 112 | .on("error", (error) => { 113 | window.web3gl.sendTransactionResponse = error.message; 114 | log('sendTransaction: error: ' + error.message); 115 | }); 116 | } 117 | 118 | /* 119 | Implement send contract 120 | */ 121 | async function sendContract(method, abi, contract, args, value, gasLimit, gasPrice) { 122 | const from = (await web3.eth.getAccounts())[0]; 123 | 124 | log('sendContract method: ' + method + ' value: ' + value + ' gasLimit: ' + gasLimit + ' gasPrice: ' + gasPrice + ' args: ' + args); 125 | 126 | new web3.eth.Contract(JSON.parse(abi), contract).methods[method](...JSON.parse(args)) 127 | .send({ 128 | from, 129 | value, 130 | gas: gasLimit ? gasLimit : undefined, 131 | gasPrice: gasPrice ? gasPrice : undefined, 132 | }) 133 | .on("transactionHash", (transactionHash) => { 134 | window.web3gl.sendContractResponse = transactionHash; 135 | log('sendContract: txnHash: ' + transactionHash); 136 | }) 137 | .on("error", (error) => { 138 | window.web3gl.sendContractResponse = error.message; 139 | log('sendContract: error: ' + error.message); 140 | }); 141 | } 142 | 143 | function log(msg){ 144 | if (window.web3gl.debugMode) { 145 | console.log("web3gl: " + msg); 146 | } 147 | } 148 | -------------------------------------------------------------------------------- /Assets/WebGLTemplates/MoralisWebGL/web3/index.js.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d30d0a5462871c2488d4b07c04466b28 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/WebGLTemplates/MoralisWebGL/web3/lib.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 962917378abb6da4fb7aef8969444a43 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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=== Mon Feb 7 13:40:36 2022 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.collab-proxy@1.15.4 9 | com.unity.ide.rider@2.0.7 10 | com.unity.ide.visualstudio@2.0.12 11 | com.unity.ide.vscode@1.2.4 12 | com.unity.modules.ai@1.0.0 13 | com.unity.modules.androidjni@1.0.0 14 | com.unity.modules.animation@1.0.0 15 | com.unity.modules.assetbundle@1.0.0 16 | com.unity.modules.audio@1.0.0 17 | com.unity.modules.cloth@1.0.0 18 | com.unity.modules.director@1.0.0 19 | com.unity.modules.imageconversion@1.0.0 20 | com.unity.modules.imgui@1.0.0 21 | com.unity.modules.jsonserialize@1.0.0 22 | com.unity.modules.particlesystem@1.0.0 23 | com.unity.modules.physics@1.0.0 24 | com.unity.modules.physics2d@1.0.0 25 | com.unity.modules.screencapture@1.0.0 26 | com.unity.modules.terrain@1.0.0 27 | com.unity.modules.terrainphysics@1.0.0 28 | com.unity.modules.tilemap@1.0.0 29 | com.unity.modules.ui@1.0.0 30 | com.unity.modules.uielements@1.0.0 31 | com.unity.modules.umbra@1.0.0 32 | com.unity.modules.unityanalytics@1.0.0 33 | com.unity.modules.unitywebrequest@1.0.0 34 | com.unity.modules.unitywebrequestassetbundle@1.0.0 35 | com.unity.modules.unitywebrequestaudio@1.0.0 36 | com.unity.modules.unitywebrequesttexture@1.0.0 37 | com.unity.modules.unitywebrequestwww@1.0.0 38 | com.unity.modules.vehicles@1.0.0 39 | com.unity.modules.video@1.0.0 40 | com.unity.modules.vr@1.0.0 41 | com.unity.modules.wind@1.0.0 42 | com.unity.modules.xr@1.0.0 43 | com.unity.test-framework@1.1.29 44 | com.unity.textmeshpro@3.0.6 45 | com.unity.timeline@1.4.8 46 | com.unity.ugui@1.0.0 47 | The following packages were updated: 48 | com.unity.2d.animation from version 5.0.1 to 5.0.9 49 | com.unity.2d.psdimporter from version 4.0.1 to 4.1.2 50 | com.unity.2d.spriteshape from version 5.0.1 to 5.1.6 51 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.2d.animation": "5.0.9", 4 | "com.unity.2d.pixel-perfect": "4.0.1", 5 | "com.unity.2d.psdimporter": "4.1.2", 6 | "com.unity.2d.sprite": "1.0.0", 7 | "com.unity.2d.spriteshape": "5.1.6", 8 | "com.unity.2d.tilemap": "1.0.0", 9 | "com.unity.collab-proxy": "1.15.4", 10 | "com.unity.ide.rider": "2.0.7", 11 | "com.unity.ide.visualstudio": "2.0.12", 12 | "com.unity.ide.vscode": "1.2.4", 13 | "com.unity.test-framework": "1.1.29", 14 | "com.unity.textmeshpro": "3.0.6", 15 | "com.unity.timeline": "1.4.8", 16 | "com.unity.toolchain.macos-x86_64-linux-x86_64": "1.0.0", 17 | "com.unity.ugui": "1.0.0", 18 | "com.unity.modules.ai": "1.0.0", 19 | "com.unity.modules.androidjni": "1.0.0", 20 | "com.unity.modules.animation": "1.0.0", 21 | "com.unity.modules.assetbundle": "1.0.0", 22 | "com.unity.modules.audio": "1.0.0", 23 | "com.unity.modules.cloth": "1.0.0", 24 | "com.unity.modules.director": "1.0.0", 25 | "com.unity.modules.imageconversion": "1.0.0", 26 | "com.unity.modules.imgui": "1.0.0", 27 | "com.unity.modules.jsonserialize": "1.0.0", 28 | "com.unity.modules.particlesystem": "1.0.0", 29 | "com.unity.modules.physics": "1.0.0", 30 | "com.unity.modules.physics2d": "1.0.0", 31 | "com.unity.modules.screencapture": "1.0.0", 32 | "com.unity.modules.terrain": "1.0.0", 33 | "com.unity.modules.terrainphysics": "1.0.0", 34 | "com.unity.modules.tilemap": "1.0.0", 35 | "com.unity.modules.ui": "1.0.0", 36 | "com.unity.modules.uielements": "1.0.0", 37 | "com.unity.modules.umbra": "1.0.0", 38 | "com.unity.modules.unityanalytics": "1.0.0", 39 | "com.unity.modules.unitywebrequest": "1.0.0", 40 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 41 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 42 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 43 | "com.unity.modules.unitywebrequestwww": "1.0.0", 44 | "com.unity.modules.vehicles": 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