├── Assets ├── TextMesh Pro │ ├── Resources │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Following Characters.txt │ │ ├── Shaders │ │ │ ├── TMPro.cginc.meta │ │ │ ├── TMP_Bitmap.shader.meta │ │ │ ├── TMP_SDF.shader.meta │ │ │ ├── TMP_SDF Overlay.shader.meta │ │ │ ├── TMP_SDF-Mobile.shader.meta │ │ │ ├── TMP_SDF-Surface.shader.meta │ │ │ ├── TMPro_Properties.cginc.meta │ │ │ ├── TMPro_Surface.cginc.meta │ │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ │ ├── TMP_Sprite.shader.meta │ │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ │ ├── TMPro.cginc │ │ │ ├── TMP_Sprite.shader │ │ │ ├── TMPro_Properties.cginc │ │ │ ├── TMP_SDF-Surface-Mobile.shader │ │ │ ├── TMP_Bitmap.shader │ │ │ ├── TMP_Bitmap-Custom-Atlas.shader │ │ │ ├── TMP_Bitmap-Mobile.shader │ │ │ ├── TMPro_Surface.cginc │ │ │ ├── TMP_SDF-Surface.shader │ │ │ ├── TMP_SDF-Mobile Overlay.shader │ │ │ ├── TMP_SDF-Mobile.shader │ │ │ ├── TMP_SDF-Mobile Masking.shader │ │ │ ├── TMP_SDF Overlay.shader │ │ │ └── TMP_SDF.shader │ │ ├── TMP Settings.asset.meta │ │ ├── Sprite Assets │ │ │ └── EmojiOne.asset.meta │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Shaders.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat │ │ │ ├── LiberationSans SDF - Drop Shadow.mat │ │ │ └── LiberationSans SDF - Fallback.asset │ │ ├── Sprite Assets.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ ├── Default Style Sheet.asset.meta │ │ │ └── Default Style Sheet.asset │ │ ├── Fonts & Materials.meta │ │ └── TMP Settings.asset │ ├── Sprites │ │ ├── EmojiOne.png │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne Attribution.txt │ │ ├── EmojiOne.json.meta │ │ ├── EmojiOne.json │ │ └── EmojiOne.png.meta │ ├── Fonts │ │ ├── LiberationSans.ttf │ │ ├── LiberationSans - OFL.txt.meta │ │ ├── LiberationSans.ttf.meta │ │ └── LiberationSans - OFL.txt │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Resources.meta │ ├── Sprites.meta │ └── Documentation.meta ├── Scenes │ ├── DataViz │ │ ├── LightingData.asset │ │ ├── ReflectionProbe-0.exr │ │ ├── LightingData.asset.meta │ │ └── ReflectionProbe-0.exr.meta │ ├── DataViz.unity.meta │ ├── SampleScene.unity.meta │ └── DataViz.meta ├── Art.meta ├── Scenes.meta ├── Scripts.meta ├── TextMesh Pro.meta ├── Art │ ├── Materials.meta │ └── Materials │ │ ├── Bar1.mat.meta │ │ ├── Bar2.mat.meta │ │ ├── Bar3.mat.meta │ │ ├── Bar4.mat.meta │ │ ├── Bar5.mat.meta │ │ ├── Bar1.mat │ │ ├── Bar2.mat │ │ ├── Bar3.mat │ │ ├── Bar4.mat │ │ └── Bar5.mat └── Scripts │ ├── DataManager.cs.meta │ ├── DataBarDisplay.cs.meta │ ├── DataUIDisplay.cs.meta │ ├── DataUIDisplay.cs │ ├── DataManager.cs │ └── DataBarDisplay.cs ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── EditorBuildSettings.asset ├── XRSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── AudioManager.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── EditorSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset └── QualitySettings.asset ├── .gitignore ├── README.md └── Packages └── manifest.json /Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt: -------------------------------------------------------------------------------- 1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇〉》」$⦆¥₩ # -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2019.3.10f1 2 | m_EditorVersionWithRevision: 2019.3.10f1 (5968d7f82152) 3 | -------------------------------------------------------------------------------- /Assets/Scenes/DataViz/LightingData.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Call-for-Code/UnityStarterKit/HEAD/Assets/Scenes/DataViz/LightingData.asset -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Call-for-Code/UnityStarterKit/HEAD/Assets/TextMesh Pro/Sprites/EmojiOne.png -------------------------------------------------------------------------------- /Assets/Scenes/DataViz/ReflectionProbe-0.exr: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Call-for-Code/UnityStarterKit/HEAD/Assets/Scenes/DataViz/ReflectionProbe-0.exr -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Call-for-Code/UnityStarterKit/HEAD/Assets/TextMesh Pro/Fonts/LiberationSans.ttf -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt: -------------------------------------------------------------------------------- 1 | )]}〕〉》」』】〙〗〟’”⦆»ヽヾーァィゥェォッャュョヮヵヶぁぃぅぇぉっゃゅょゎゕゖㇰㇱㇲㇳㇴㇵㇶㇷㇸㇹㇺㇻㇼㇽㇾㇿ々〻‐゠–〜?!‼⁇⁈⁉・、%,.:;。!?]):;=}¢°"†‡℃〆%,. -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Call-for-Code/UnityStarterKit/HEAD/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf -------------------------------------------------------------------------------- /ProjectSettings/PresetManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1386491679 &1 4 | PresetManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_DefaultPresets: {} 8 | 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{} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /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/Resources/Shaders/TMP_Bitmap.shader.meta: 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externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd89cf5b9246416f84610a006f916af7 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe393ace9b354375a9cb14cdbbc28be4 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7ada0af4f174f0694ca6a487b8f543d 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3997e2241185407d80309a82f9148466 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d930090c0cd643c7b55f19a38538c162 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /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/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e3b057af24249748ff873be7fafee47 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | 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/README.md: -------------------------------------------------------------------------------- 1 | # Unity Starter Kit - Data Visualization 2 | This is a sample project for getting started with Unity and data visualization. It is setup to read and visualize COVID-19 data from a web based data source, convert the data into a JSON object and then parse the data to visualize in Unity in 3D, Augmented reality and Virtual reality. 3 | 4 | ## Data 5 | The data source is https://covidtracking.com/ using their web JSON API. On the Unity side it uses JSON data format via [Newtonsoft.Json for Unity.](https://github.com/jilleJr/Newtonsoft.Json-for-Unity) For this example the data is for States and Territories in the United States and the positive test results. 6 | 7 | ### DataManager.cs 8 | This script handles the web request to the tracking API and parses State data into an array. It uses the [UnityWebRequest API](https://docs.unity3d.com/ScriptReference/Networking.UnityWebRequest.html) for querying the covidtracking API. The [StateData](https://github.com/Call-for-Code/UnityStarterKit/blob/master/Assets/Scripts/DataManager.cs#L66-L98) class handles the data returned from the web request. 9 | 10 | ### DataUIDisplay.cs 11 | This script handles displaying the positive cases in a UI and contains an enum of all the state codes alphabetized and ordered the same as is returned from the web request. Because of this we can cast the enum to an integer for getting the index of the ordered states. 12 | 13 | ### DataBarDisplay.cs 14 | This script gets data from DataManger.cs and scales transforms based on a normalized value between the 5 states displayed. 15 | -------------------------------------------------------------------------------- /Assets/Scripts/DataUIDisplay.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using TMPro; 5 | using UnityEngine; 6 | 7 | public class DataUIDisplay : MonoBehaviour 8 | { 9 | [SerializeField] 10 | DataManager m_DataManager; 11 | 12 | [SerializeField] 13 | TMP_Text m_UIText; 14 | 15 | const string k_DefaultText = "Positive cases in "; 16 | 17 | public enum StateCode 18 | { 19 | AK, 20 | AL, 21 | AR, 22 | AS, 23 | AZ, 24 | CA, 25 | CO, 26 | CT, 27 | DC, 28 | DE, 29 | FL, 30 | GA, 31 | GU, 32 | HI, 33 | IA, 34 | ID, 35 | IL, 36 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m_LightsUseLinearIntensity: 0 61 | m_LightsUseColorTemperature: 0 62 | m_LogWhenShaderIsCompiled: 0 63 | m_AllowEnlightenSupportForUpgradedProject: 0 64 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/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/Scripts/DataManager.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using Newtonsoft.Json; 5 | using UnityEngine; 6 | using UnityEngine.Networking; 7 | using Object = System.Object; 8 | using Random = UnityEngine.Random; 9 | 10 | public class DataManager : MonoBehaviour 11 | { 12 | 13 | string url = "https://covidtracking.com/api/v1/states/current.json"; 14 | StateData[] m_States; 15 | bool m_DataCaptured; 16 | 17 | public bool dataCaptured 18 | { 19 | get => m_DataCaptured; 20 | } 21 | 22 | void OnEnable() 23 | { 24 | StartCoroutine(GetData()); 25 | } 26 | 27 | IEnumerator GetData() 28 | { 29 | using (UnityWebRequest webRequest = UnityWebRequest.Get(url)) 30 | { 31 | yield return webRequest.SendWebRequest(); 32 | 33 | if (webRequest.isNetworkError) 34 | { 35 | Debug.Log("Error occured with web request"); 36 | } 37 | else 38 | { 39 | m_States = JsonConvert.DeserializeObject(webRequest.downloadHandler.text); 40 | 41 | m_DataCaptured = true; 42 | } 43 | } 44 | } 45 | 46 | public int? GetStatePositiveCases(DataUIDisplay.StateCode stateCode) 47 | { 48 | if (m_DataCaptured) 49 | { 50 | return m_States[GetStateIndex(stateCode)].positive; 51 | } 52 | else 53 | { 54 | return -1; 55 | } 56 | } 57 | 58 | public int GetStateIndex(DataUIDisplay.StateCode stateCode) 59 | { 60 | return (int)stateCode; 61 | } 62 | } 63 | 64 | 65 | 66 | public class StateData 67 | { 68 | public string state; 69 | public int? positive; 70 | public int? positiveScore; 71 | public int? negativeScore; 72 | public int? negativeRegularScore; 73 | public int? commercialScore; 74 | public string grade; 75 | public int? score; 76 | public string notes; 77 | public string dataQualityGrade; 78 | public int? negative; 79 | public Object pending; 80 | public int? hospitalizedCurrently; 81 | public Object hospitalizedCumulative; 82 | public Object inIcuCurrently; 83 | public Object inIcuCumulative; 84 | public Object onVentilatorCurrently; 85 | public Object onVentilatorCumulative; 86 | public int? recovered; 87 | public string lastUpdateEt; 88 | public string checkTimeEt; 89 | public int? death; 90 | public Object hospitalized; 91 | public int? total; 92 | public int? totalTestResults; 93 | public int? posNeg; 94 | public string fips; 95 | public DateTime dateModified; 96 | public DateTime dateChecked; 97 | public string hash; 98 | } 99 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | _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 | _ColorMask ("Color Mask", Float) = 15 15 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 16 | 17 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 18 | } 19 | 20 | SubShader 21 | { 22 | Tags 23 | { 24 | "Queue"="Transparent" 25 | "IgnoreProjector"="True" 26 | "RenderType"="Transparent" 27 | "PreviewType"="Plane" 28 | "CanUseSpriteAtlas"="True" 29 | } 30 | 31 | Stencil 32 | { 33 | Ref [_Stencil] 34 | Comp [_StencilComp] 35 | Pass [_StencilOp] 36 | ReadMask [_StencilReadMask] 37 | WriteMask [_StencilWriteMask] 38 | } 39 | 40 | Cull Off 41 | Lighting Off 42 | ZWrite Off 43 | ZTest [unity_GUIZTestMode] 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask [_ColorMask] 46 | 47 | Pass 48 | { 49 | CGPROGRAM 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | #include "UnityCG.cginc" 54 | #include "UnityUI.cginc" 55 | 56 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 57 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 58 | 59 | struct appdata_t 60 | { 61 | float4 vertex : POSITION; 62 | float4 color : COLOR; 63 | float2 texcoord : TEXCOORD0; 64 | }; 65 | 66 | struct v2f 67 | { 68 | float4 vertex : SV_POSITION; 69 | fixed4 color : COLOR; 70 | half2 texcoord : TEXCOORD0; 71 | float4 worldPosition : TEXCOORD1; 72 | }; 73 | 74 | fixed4 _Color; 75 | fixed4 _TextureSampleAdd; 76 | float4 _ClipRect; 77 | 78 | v2f vert(appdata_t IN) 79 | { 80 | v2f OUT; 81 | OUT.worldPosition = IN.vertex; 82 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 83 | 84 | OUT.texcoord = IN.texcoord; 85 | 86 | #ifdef UNITY_HALF_TEXEL_OFFSET 87 | OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); 88 | #endif 89 | 90 | OUT.color = IN.color * _Color; 91 | return OUT; 92 | } 93 | 94 | sampler2D _MainTex; 95 | 96 | fixed4 frag(v2f IN) : SV_Target 97 | { 98 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 99 | 100 | #if UNITY_UI_CLIP_RECT 101 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 102 | #endif 103 | 104 | #ifdef UNITY_UI_ALPHACLIP 105 | clip (color.a - 0.001); 106 | #endif 107 | 108 | return color; 109 | } 110 | ENDCG 111 | } 112 | } 113 | } 114 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/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/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: LiberationSans SDF - Outline 11 | m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3} 12 | m_ShaderKeywords: OUTLINE_ON 13 | m_LightmapFlags: 5 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _BumpMap: 23 | m_Texture: {fileID: 0} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | - _Cube: 27 | m_Texture: {fileID: 0} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | - _FaceTex: 31 | m_Texture: {fileID: 0} 32 | m_Scale: {x: 1, y: 1} 33 | m_Offset: {x: 0, y: 0} 34 | - _MainTex: 35 | m_Texture: {fileID: 28684132378477856, guid: 8f586378b4e144a9851e7b34d9b748ee, 36 | type: 2} 37 | m_Scale: {x: 1, y: 1} 38 | m_Offset: {x: 0, y: 0} 39 | - _OutlineTex: 40 | m_Texture: {fileID: 0} 41 | m_Scale: {x: 1, y: 1} 42 | m_Offset: {x: 0, y: 0} 43 | m_Floats: 44 | - _Ambient: 0.5 45 | - _Bevel: 0.5 46 | - _BevelClamp: 0 47 | - _BevelOffset: 0 48 | - _BevelRoundness: 0 49 | - _BevelWidth: 0 50 | - _BumpFace: 0 51 | - _BumpOutline: 0 52 | - _ColorMask: 15 53 | - _Diffuse: 0.5 54 | - _FaceDilate: 0.1 55 | - _FaceUVSpeedX: 0 56 | - _FaceUVSpeedY: 0 57 | - _GlowInner: 0.05 58 | - _GlowOffset: 0 59 | - _GlowOuter: 0.05 60 | - _GlowPower: 0.75 61 | - _GradientScale: 10 62 | - _LightAngle: 3.1416 63 | - _MaskSoftnessX: 0 64 | - _MaskSoftnessY: 0 65 | - _OutlineSoftness: 0 66 | - _OutlineUVSpeedX: 0 67 | - _OutlineUVSpeedY: 0 68 | - _OutlineWidth: 0.1 69 | - _PerspectiveFilter: 0.875 70 | - _Reflectivity: 10 71 | - _ScaleRatioA: 0.9 72 | - _ScaleRatioB: 0.73125 73 | - _ScaleRatioC: 0.64125 74 | - _ScaleX: 1 75 | - _ScaleY: 1 76 | - _ShaderFlags: 0 77 | - _Sharpness: 0 78 | - _SpecularPower: 2 79 | - _Stencil: 0 80 | - _StencilComp: 8 81 | - _StencilOp: 0 82 | - _StencilReadMask: 255 83 | - _StencilWriteMask: 255 84 | - _TextureHeight: 1024 85 | - _TextureWidth: 1024 86 | - _UnderlayDilate: 0 87 | - _UnderlayOffsetX: 0 88 | - _UnderlayOffsetY: 0 89 | - _UnderlaySoftness: 0 90 | - _VertexOffsetX: 0 91 | - _VertexOffsetY: 0 92 | - _WeightBold: 0.75 93 | - _WeightNormal: 0 94 | m_Colors: 95 | - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} 96 | - _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0} 97 | - _FaceColor: {r: 1, g: 1, b: 1, a: 1} 98 | - _GlowColor: {r: 0, g: 1, b: 0, a: 0.5} 99 | - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767} 100 | - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} 101 | - _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1} 102 | - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} 103 | - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} 104 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} 105 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: LiberationSans SDF - Drop Shadow 11 | m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3} 12 | m_ShaderKeywords: OUTLINE_ON UNDERLAY_ON 13 | m_LightmapFlags: 5 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _BumpMap: 23 | m_Texture: {fileID: 0} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | - _Cube: 27 | m_Texture: {fileID: 0} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | - _FaceTex: 31 | m_Texture: {fileID: 0} 32 | m_Scale: {x: 1, y: 1} 33 | m_Offset: {x: 0, y: 0} 34 | - _MainTex: 35 | m_Texture: {fileID: 28684132378477856, guid: 8f586378b4e144a9851e7b34d9b748ee, 36 | type: 2} 37 | m_Scale: {x: 1, y: 1} 38 | m_Offset: {x: 0, y: 0} 39 | - _OutlineTex: 40 | m_Texture: {fileID: 0} 41 | m_Scale: {x: 1, y: 1} 42 | m_Offset: {x: 0, y: 0} 43 | m_Floats: 44 | - _Ambient: 0.5 45 | - _Bevel: 0.5 46 | - _BevelClamp: 0 47 | - _BevelOffset: 0 48 | - _BevelRoundness: 0 49 | - _BevelWidth: 0 50 | - _BumpFace: 0 51 | - _BumpOutline: 0 52 | - _ColorMask: 15 53 | - _Diffuse: 0.5 54 | - _DiffusePower: 1 55 | - _FaceDilate: 0.1 56 | - _FaceUVSpeedX: 0 57 | - _FaceUVSpeedY: 0 58 | - _GlowInner: 0.05 59 | - _GlowOffset: 0 60 | - _GlowOuter: 0.05 61 | - _GlowPower: 0.75 62 | - _GradientScale: 10 63 | - _LightAngle: 3.1416 64 | - _MaskSoftnessX: 0 65 | - _MaskSoftnessY: 0 66 | - _OutlineSoftness: 0 67 | - _OutlineUVSpeedX: 0 68 | - _OutlineUVSpeedY: 0 69 | - _OutlineWidth: 0.1 70 | - _PerspectiveFilter: 0.875 71 | - _Reflectivity: 10 72 | - _ScaleRatioA: 0.9 73 | - _ScaleRatioB: 0.73125 74 | - _ScaleRatioC: 0.64125 75 | - _ScaleX: 1 76 | - _ScaleY: 1 77 | - _ShaderFlags: 0 78 | - _Sharpness: 0 79 | - _SpecularPower: 2 80 | - _Stencil: 0 81 | - _StencilComp: 8 82 | - _StencilOp: 0 83 | - _StencilReadMask: 255 84 | - _StencilWriteMask: 255 85 | - _TextureHeight: 1024 86 | - _TextureWidth: 1024 87 | - _UnderlayDilate: 0 88 | - _UnderlayOffsetX: 0.5 89 | - _UnderlayOffsetY: -0.5 90 | - _UnderlaySoftness: 0.05 91 | - _VertexOffsetX: 0 92 | - _VertexOffsetY: 0 93 | - _WeightBold: 0.75 94 | - _WeightNormal: 0 95 | m_Colors: 96 | - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} 97 | - _Color: {r: 1, g: 1, b: 1, a: 1} 98 | - _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0} 99 | - _FaceColor: {r: 1, g: 1, b: 1, a: 1} 100 | - _GlowColor: {r: 0, g: 1, b: 0, a: 0.5} 101 | - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767} 102 | - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} 103 | - _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1} 104 | - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} 105 | - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} 106 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} 107 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/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 | _FaceColor ("Fill Color", Color) = (1,1,1,1) 11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 12 | 13 | _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 | _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 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 46 | //_MaskSoftness ("Mask Softness", float) = 0 47 | } 48 | 49 | SubShader { 50 | 51 | Tags { 52 | "Queue"="Transparent" 53 | "IgnoreProjector"="True" 54 | "RenderType"="Transparent" 55 | } 56 | 57 | LOD 300 58 | Cull [_CullMode] 59 | 60 | CGPROGRAM 61 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap 62 | #pragma target 3.0 63 | #pragma shader_feature __ GLOW_ON 64 | 65 | #include "TMPro_Properties.cginc" 66 | #include "TMPro.cginc" 67 | 68 | half _FaceShininess; 69 | half _OutlineShininess; 70 | 71 | struct Input 72 | { 73 | fixed4 color : COLOR; 74 | float2 uv_MainTex; 75 | float2 uv2_FaceTex; 76 | float2 uv2_OutlineTex; 77 | float2 param; // Weight, Scale 78 | float3 viewDirEnv; 79 | }; 80 | 81 | #include "TMPro_Surface.cginc" 82 | 83 | ENDCG 84 | 85 | // Pass to render object as a shadow caster 86 | Pass 87 | { 88 | Name "Caster" 89 | Tags { "LightMode" = "ShadowCaster" } 90 | Offset 1, 1 91 | 92 | Fog {Mode Off} 93 | ZWrite On ZTest LEqual Cull Off 94 | 95 | CGPROGRAM 96 | #pragma vertex vert 97 | #pragma fragment frag 98 | #pragma multi_compile_shadowcaster 99 | #include "UnityCG.cginc" 100 | 101 | struct v2f { 102 | V2F_SHADOW_CASTER; 103 | float2 uv : TEXCOORD1; 104 | float2 uv2 : TEXCOORD3; 105 | float alphaClip : TEXCOORD2; 106 | }; 107 | 108 | uniform float4 _MainTex_ST; 109 | uniform float4 _OutlineTex_ST; 110 | float _OutlineWidth; 111 | float _FaceDilate; 112 | float _ScaleRatioA; 113 | 114 | v2f vert( appdata_base v ) 115 | { 116 | v2f o; 117 | TRANSFER_SHADOW_CASTER(o) 118 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 119 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 120 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 121 | return o; 122 | } 123 | 124 | uniform sampler2D _MainTex; 125 | 126 | float4 frag(v2f i) : COLOR 127 | { 128 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 129 | clip(texcol.a - i.alphaClip); 130 | SHADOW_CASTER_FRAGMENT(i) 131 | } 132 | ENDCG 133 | } 134 | } 135 | 136 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 137 | } 138 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | _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 | _ColorMask("Color Mask", Float) = 15 22 | } 23 | 24 | SubShader{ 25 | 26 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 27 | 28 | Stencil 29 | { 30 | Ref[_Stencil] 31 | Comp[_StencilComp] 32 | Pass[_StencilOp] 33 | ReadMask[_StencilReadMask] 34 | WriteMask[_StencilWriteMask] 35 | } 36 | 37 | 38 | Lighting Off 39 | Cull [_CullMode] 40 | ZTest [unity_GUIZTestMode] 41 | ZWrite Off 42 | Fog { Mode Off } 43 | Blend SrcAlpha OneMinusSrcAlpha 44 | ColorMask[_ColorMask] 45 | 46 | Pass { 47 | CGPROGRAM 48 | #pragma vertex vert 49 | #pragma fragment frag 50 | 51 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 52 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 53 | 54 | 55 | #include "UnityCG.cginc" 56 | 57 | struct appdata_t { 58 | float4 vertex : POSITION; 59 | fixed4 color : COLOR; 60 | float2 texcoord0 : TEXCOORD0; 61 | float2 texcoord1 : TEXCOORD1; 62 | }; 63 | 64 | struct v2f { 65 | float4 vertex : SV_POSITION; 66 | fixed4 color : COLOR; 67 | float2 texcoord0 : TEXCOORD0; 68 | float2 texcoord1 : TEXCOORD1; 69 | float4 mask : TEXCOORD2; 70 | }; 71 | 72 | uniform sampler2D _MainTex; 73 | uniform sampler2D _FaceTex; 74 | uniform float4 _FaceTex_ST; 75 | uniform fixed4 _FaceColor; 76 | 77 | uniform float _VertexOffsetX; 78 | uniform float _VertexOffsetY; 79 | uniform float4 _ClipRect; 80 | uniform float _MaskSoftnessX; 81 | uniform float _MaskSoftnessY; 82 | 83 | float2 UnpackUV(float uv) 84 | { 85 | float2 output; 86 | output.x = floor(uv / 4096); 87 | output.y = uv - 4096 * output.x; 88 | 89 | return output * 0.001953125; 90 | } 91 | 92 | v2f vert (appdata_t v) 93 | { 94 | float4 vert = v.vertex; 95 | vert.x += _VertexOffsetX; 96 | vert.y += _VertexOffsetY; 97 | 98 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 99 | 100 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 101 | 102 | fixed4 faceColor = v.color; 103 | faceColor *= _FaceColor; 104 | 105 | v2f OUT; 106 | OUT.vertex = vPosition; 107 | OUT.color = faceColor; 108 | OUT.texcoord0 = v.texcoord0; 109 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 110 | float2 pixelSize = vPosition.w; 111 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 112 | 113 | // Clamp _ClipRect to 16bit. 114 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 115 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 116 | 117 | return OUT; 118 | } 119 | 120 | fixed4 frag (v2f IN) : SV_Target 121 | { 122 | fixed4 color = tex2D(_MainTex, IN.texcoord0); 123 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); 124 | 125 | // Alternative implementation to UnityGet2DClipping with support for softness. 126 | #if UNITY_UI_CLIP_RECT 127 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 128 | color *= m.x * m.y; 129 | #endif 130 | 131 | #if UNITY_UI_ALPHACLIP 132 | clip(color.a - 0.001); 133 | #endif 134 | 135 | return color; 136 | } 137 | ENDCG 138 | } 139 | } 140 | 141 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 142 | } 143 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/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 | _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 | _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) * tex2D(_FaceTex, IN.texcoord1) * IN.color; 124 | 125 | // Alternative implementation to UnityGet2DClipping with support for softness. 126 | #if UNITY_UI_CLIP_RECT 127 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 128 | color *= m.x * m.y; 129 | #endif 130 | 131 | #if UNITY_UI_ALPHACLIP 132 | clip(color.a - 0.001); 133 | #endif 134 | 135 | return color; 136 | } 137 | ENDCG 138 | } 139 | } 140 | 141 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 142 | } 143 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Mobile/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _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 | _ColorMask("Color Mask", Float) = 15 22 | } 23 | 24 | SubShader { 25 | 26 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 27 | 28 | Stencil 29 | { 30 | Ref[_Stencil] 31 | Comp[_StencilComp] 32 | Pass[_StencilOp] 33 | ReadMask[_StencilReadMask] 34 | WriteMask[_StencilWriteMask] 35 | } 36 | 37 | 38 | Lighting Off 39 | Cull Off 40 | ZTest [unity_GUIZTestMode] 41 | ZWrite Off 42 | Fog { Mode Off } 43 | Blend SrcAlpha OneMinusSrcAlpha 44 | ColorMask[_ColorMask] 45 | 46 | Pass { 47 | CGPROGRAM 48 | #pragma vertex vert 49 | #pragma fragment frag 50 | #pragma fragmentoption ARB_precision_hint_fastest 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 : POSITION; 67 | fixed4 color : COLOR; 68 | float2 texcoord0 : TEXCOORD0; 69 | float4 mask : TEXCOORD2; 70 | }; 71 | 72 | sampler2D _MainTex; 73 | fixed4 _Color; 74 | float _DiffusePower; 75 | 76 | uniform float _VertexOffsetX; 77 | uniform float _VertexOffsetY; 78 | uniform float4 _ClipRect; 79 | uniform float _MaskSoftnessX; 80 | uniform float _MaskSoftnessY; 81 | 82 | v2f vert (appdata_t v) 83 | { 84 | v2f OUT; 85 | float4 vert = v.vertex; 86 | vert.x += _VertexOffsetX; 87 | vert.y += _VertexOffsetY; 88 | 89 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 90 | 91 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); 92 | OUT.color = v.color; 93 | OUT.color *= _Color; 94 | OUT.color.rgb *= _DiffusePower; 95 | OUT.texcoord0 = v.texcoord0; 96 | 97 | float2 pixelSize = OUT.vertex.w; 98 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 99 | 100 | // Clamp _ClipRect to 16bit. 101 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 102 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 103 | 104 | return OUT; 105 | } 106 | 107 | fixed4 frag (v2f IN) : COLOR 108 | { 109 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); 110 | 111 | // Alternative implementation to UnityGet2DClipping with support for softness. 112 | #if UNITY_UI_CLIP_RECT 113 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 114 | color *= m.x * m.y; 115 | #endif 116 | 117 | #if UNITY_UI_ALPHACLIP 118 | clip(color.a - 0.001); 119 | #endif 120 | 121 | return color; 122 | } 123 | ENDCG 124 | } 125 | } 126 | 127 | SubShader { 128 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 129 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } 130 | Blend SrcAlpha OneMinusSrcAlpha 131 | BindChannels { 132 | Bind "Color", color 133 | Bind "Vertex", vertex 134 | Bind "TexCoord", texcoord0 135 | } 136 | Pass { 137 | SetTexture [_MainTex] { 138 | constantColor [_Color] combine constant * primary, constant * texture 139 | } 140 | } 141 | } 142 | 143 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 144 | } 145 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/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 | //float opacity = v.color.a; 29 | 30 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 31 | 32 | v.texcoord1.xy = UnpackUV(v.texcoord1.x); 33 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); 34 | } 35 | 36 | void PixShader(Input input, inout SurfaceOutput o) 37 | { 38 | 39 | #if USE_DERIVATIVE | BEVEL_ON 40 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); 41 | 42 | float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a, 43 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a, 44 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a, 45 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; 46 | #endif 47 | 48 | #if USE_DERIVATIVE 49 | // Screen space scaling reciprocal with anisotropic correction 50 | float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w)); 51 | float2 res = float2(_TextureWidth * input.param.y, _TextureHeight); 52 | float2 tdx = ddx(input.uv_MainTex)*res; 53 | float2 tdy = ddy(input.uv_MainTex)*res; 54 | float lx = length(tdx); 55 | float ly = length(tdy); 56 | float s = sqrt(min(lx, ly) / max(lx, ly)); 57 | s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal))); 58 | float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s; 59 | #else 60 | float scale = input.param.y; 61 | #endif 62 | 63 | // Signed distance 64 | float c = tex2D(_MainTex, input.uv_MainTex).a; 65 | float sd = (.5 - c - input.param.x) * scale + .5; 66 | float outline = _OutlineWidth*_ScaleRatioA * scale; 67 | float softness = _OutlineSoftness*_ScaleRatioA * scale; 68 | 69 | // Color & Alpha 70 | float4 faceColor = _FaceColor; 71 | float4 outlineColor = _OutlineColor; 72 | faceColor *= input.color; 73 | outlineColor.a *= input.color.a; 74 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); 75 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); 76 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 77 | faceColor.rgb /= max(faceColor.a, 0.0001); 78 | 79 | 80 | #if BEVEL_ON 81 | // Face Normal 82 | float3 n = GetSurfaceNormal(smp4x, input.param.x); 83 | 84 | // Bumpmap 85 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; 86 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 87 | bump = lerp(float3(0, 0, 1), bump, faceColor.a); 88 | n = normalize(n - bump); 89 | 90 | // Cubemap reflection 91 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); 92 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 93 | #else 94 | float3 n = float3(0, 0, -1); 95 | float3 emission = float3(0, 0, 0); 96 | #endif 97 | 98 | 99 | 100 | #if GLOW_ON 101 | float4 glowColor = GetGlowColor(sd, scale); 102 | glowColor.a *= input.color.a; 103 | emission += glowColor.rgb*glowColor.a; 104 | faceColor = BlendARGB(glowColor, faceColor); 105 | faceColor.rgb /= max(faceColor.a, 0.0001); 106 | #endif 107 | 108 | // Set Standard output structure 109 | o.Albedo = faceColor.rgb; 110 | o.Normal = -n; 111 | o.Emission = emission; 112 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); 113 | o.Gloss = 1; 114 | o.Alpha = faceColor.a; 115 | } 116 | -------------------------------------------------------------------------------- /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/Sprites/EmojiOne.json: -------------------------------------------------------------------------------- 1 | {"frames": [ 2 | 3 | { 4 | "filename": "1f60a.png", 5 | "frame": {"x":0,"y":0,"w":128,"h":128}, 6 | "rotated": false, 7 | "trimmed": false, 8 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 9 | "sourceSize": {"w":128,"h":128}, 10 | "pivot": {"x":0.5,"y":0.5} 11 | }, 12 | { 13 | "filename": "1f60b.png", 14 | "frame": {"x":128,"y":0,"w":128,"h":128}, 15 | "rotated": false, 16 | "trimmed": false, 17 | "spriteSourceSize": 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= 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 | _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 | _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 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 63 | //_MaskSoftness ("Mask Softness", float) = 0 64 | } 65 | 66 | SubShader { 67 | 68 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 69 | 70 | LOD 300 71 | Cull [_CullMode] 72 | 73 | CGPROGRAM 74 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap 75 | #pragma target 3.0 76 | #pragma shader_feature __ GLOW_ON 77 | #pragma glsl 78 | 79 | #include "TMPro_Properties.cginc" 80 | #include "TMPro.cginc" 81 | 82 | half _FaceShininess; 83 | half _OutlineShininess; 84 | 85 | struct Input 86 | { 87 | fixed4 color : COLOR; 88 | float2 uv_MainTex; 89 | float2 uv2_FaceTex; 90 | float2 uv2_OutlineTex; 91 | float2 param; // Weight, Scale 92 | float3 viewDirEnv; 93 | }; 94 | 95 | 96 | #define BEVEL_ON 1 97 | #include "TMPro_Surface.cginc" 98 | 99 | ENDCG 100 | 101 | // Pass to render object as a shadow caster 102 | Pass 103 | { 104 | Name "Caster" 105 | Tags { "LightMode" = "ShadowCaster" } 106 | Offset 1, 1 107 | 108 | Fog {Mode Off} 109 | ZWrite On 110 | ZTest LEqual 111 | Cull Off 112 | 113 | CGPROGRAM 114 | #pragma vertex vert 115 | #pragma fragment frag 116 | #pragma multi_compile_shadowcaster 117 | #include "UnityCG.cginc" 118 | 119 | struct v2f { 120 | V2F_SHADOW_CASTER; 121 | float2 uv : TEXCOORD1; 122 | float2 uv2 : TEXCOORD3; 123 | float alphaClip : TEXCOORD2; 124 | }; 125 | 126 | uniform float4 _MainTex_ST; 127 | uniform float4 _OutlineTex_ST; 128 | float _OutlineWidth; 129 | float _FaceDilate; 130 | float _ScaleRatioA; 131 | 132 | v2f vert( appdata_base v ) 133 | { 134 | v2f o; 135 | TRANSFER_SHADOW_CASTER(o) 136 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 137 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 138 | o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * 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System.Collections.Generic; 4 | using TMPro; 5 | using UnityEngine; 6 | 7 | public class DataBarDisplay : MonoBehaviour 8 | { 9 | [SerializeField] 10 | DataManager m_DataManager; 11 | 12 | [SerializeField] 13 | TMP_Text m_State1; 14 | 15 | [SerializeField] 16 | TMP_Text m_Value1; 17 | 18 | [SerializeField] 19 | Transform m_Bar1; 20 | 21 | [SerializeField] 22 | TMP_Text m_State2; 23 | 24 | [SerializeField] 25 | TMP_Text m_Value2; 26 | 27 | [SerializeField] 28 | Transform m_Bar2; 29 | 30 | [SerializeField] 31 | TMP_Text m_State3; 32 | 33 | [SerializeField] 34 | TMP_Text m_Value3; 35 | 36 | [SerializeField] 37 | Transform m_Bar3; 38 | 39 | [SerializeField] 40 | TMP_Text m_State4; 41 | 42 | [SerializeField] 43 | TMP_Text m_Value4; 44 | 45 | [SerializeField] 46 | Transform m_Bar4; 47 | 48 | [SerializeField] 49 | TMP_Text m_State5; 50 | 51 | [SerializeField] 52 | TMP_Text m_Value5; 53 | 54 | [SerializeField] 55 | Transform m_Bar5; 56 | 57 | [SerializeField] 58 | DataUIDisplay.StateCode m_StateCode1; 59 | 60 | public DataUIDisplay.StateCode stateCode1 61 | { 62 | get => m_StateCode1; 63 | set => m_StateCode1 = value; 64 | } 65 | 66 | [SerializeField] 67 | DataUIDisplay.StateCode m_StateCode2; 68 | 69 | public DataUIDisplay.StateCode stateCode2 70 | { 71 | get => m_StateCode2; 72 | set => m_StateCode2 = value; 73 | } 74 | 75 | [SerializeField] 76 | DataUIDisplay.StateCode m_StateCode3; 77 | 78 | public DataUIDisplay.StateCode stateCode3 79 | { 80 | get => m_StateCode3; 81 | set => m_StateCode3 = value; 82 | } 83 | 84 | [SerializeField] 85 | DataUIDisplay.StateCode m_StateCode4; 86 | 87 | public DataUIDisplay.StateCode stateCode4 88 | { 89 | get => m_StateCode4; 90 | set => m_StateCode4 = value; 91 | } 92 | 93 | [SerializeField] 94 | DataUIDisplay.StateCode m_StateCode5; 95 | 96 | public DataUIDisplay.StateCode stateCode5 97 | { 98 | get => m_StateCode5; 99 | set => m_StateCode5 = value; 100 | } 101 | 102 | int? m_PositiveValues1; 103 | int? m_PositiveValues2; 104 | int? m_PositiveValues3; 105 | int? m_PositiveValues4; 106 | int? m_PositiveValues5; 107 | int?[] m_CurrentValue; 108 | 109 | bool m_DataChanged; 110 | bool m_DataSet; 111 | const int k_ValueMod = 5; 112 | 113 | DataUIDisplay.StateCode m_SetStateCode1; 114 | DataUIDisplay.StateCode m_SetStateCode2; 115 | DataUIDisplay.StateCode m_SetStateCode3; 116 | DataUIDisplay.StateCode m_SetStateCode4; 117 | DataUIDisplay.StateCode m_SetStateCode5; 118 | 119 | void Start() 120 | { 121 | m_PositiveValues1 = m_DataManager.GetStatePositiveCases(m_StateCode1); 122 | m_PositiveValues2 = m_DataManager.GetStatePositiveCases(m_StateCode2); 123 | m_PositiveValues3 = m_DataManager.GetStatePositiveCases(m_StateCode3); 124 | m_PositiveValues4 = m_DataManager.GetStatePositiveCases(m_StateCode4); 125 | m_PositiveValues5 = m_DataManager.GetStatePositiveCases(m_StateCode5); 126 | 127 | m_SetStateCode1 = m_StateCode1; 128 | m_SetStateCode2 = m_StateCode2; 129 | m_SetStateCode3 = m_StateCode3; 130 | m_SetStateCode4 = m_StateCode4; 131 | m_SetStateCode5 = m_StateCode5; 132 | 133 | m_CurrentValue = new[] { m_PositiveValues1, m_PositiveValues2, m_PositiveValues3, m_PositiveValues4, m_PositiveValues5 }; 134 | } 135 | 136 | void Update() 137 | { 138 | if (m_DataManager.dataCaptured && !m_DataSet) 139 | { 140 | m_PositiveValues1 = m_DataManager.GetStatePositiveCases(m_StateCode1); 141 | m_PositiveValues2 = m_DataManager.GetStatePositiveCases(m_StateCode2); 142 | m_PositiveValues3 = m_DataManager.GetStatePositiveCases(m_StateCode3); 143 | m_PositiveValues4 = m_DataManager.GetStatePositiveCases(m_StateCode4); 144 | m_PositiveValues5 = m_DataManager.GetStatePositiveCases(m_StateCode5); 145 | 146 | m_CurrentValue = new[] { m_PositiveValues1, m_PositiveValues2, m_PositiveValues3, m_PositiveValues4, m_PositiveValues5 }; 147 | m_DataSet = true; 148 | } 149 | 150 | m_State1.text = m_StateCode1.ToString(); 151 | m_State2.text = m_StateCode2.ToString(); 152 | m_State3.text = m_StateCode3.ToString(); 153 | m_State4.text = m_StateCode4.ToString(); 154 | m_State5.text = m_StateCode5.ToString(); 155 | 156 | m_Value1.text = m_CurrentValue[0].ToString(); 157 | m_Value2.text = m_CurrentValue[1].ToString(); 158 | m_Value3.text = m_CurrentValue[2].ToString(); 159 | m_Value4.text = m_CurrentValue[3].ToString(); 160 | m_Value5.text = m_CurrentValue[4].ToString(); 161 | 162 | if (m_DataSet) 163 | { 164 | m_Bar1.transform.localScale = new Vector3(1, GetNormalizedValue(m_CurrentValue[0]), 1); 165 | m_Bar2.transform.localScale = new Vector3(1, GetNormalizedValue(m_CurrentValue[1]), 1); 166 | m_Bar3.transform.localScale = new Vector3(1, GetNormalizedValue(m_CurrentValue[2]), 1); 167 | m_Bar4.transform.localScale = new Vector3(1, GetNormalizedValue(m_CurrentValue[3]), 1); 168 | m_Bar5.transform.localScale = new Vector3(1, GetNormalizedValue(m_CurrentValue[4]), 1); 169 | } 170 | 171 | if (m_StateCode1 != m_SetStateCode1 || 172 | m_StateCode2 != m_SetStateCode2 || 173 | m_StateCode3 != m_SetStateCode3 || 174 | m_StateCode4 != m_SetStateCode4 || 175 | m_StateCode5 != m_SetStateCode5) 176 | { 177 | m_SetStateCode1 = m_StateCode1; 178 | m_SetStateCode2 = m_StateCode2; 179 | m_SetStateCode3 = m_StateCode3; 180 | m_SetStateCode4 = m_StateCode4; 181 | m_SetStateCode5 = m_StateCode5; 182 | m_DataSet = false; 183 | } 184 | 185 | } 186 | 187 | float GetNormalizedValue(int? value) 188 | { 189 | float retVal = ((float)value - (float)GetLowestValue()) / ((float)GetHighestValue() - (float)GetLowestValue()); 190 | return (retVal + 0.25f)* k_ValueMod; 191 | } 192 | 193 | int? GetHighestValue() 194 | { 195 | int? highestValue = -1; 196 | 197 | for (int i = 0; i < m_CurrentValue.Length; i++) 198 | { 199 | if (m_CurrentValue[i] > highestValue) 200 | { 201 | highestValue = m_CurrentValue[i]; 202 | } 203 | } 204 | 205 | return highestValue; 206 | } 207 | 208 | int? GetLowestValue() 209 | { 210 | int? lowestValue = Int32.MaxValue; 211 | 212 | for (int i = 0; i < m_CurrentValue.Length; i++) 213 | { 214 | if (m_CurrentValue[i] < lowestValue) 215 | { 216 | lowestValue = m_CurrentValue[i]; 217 | } 218 | } 219 | 220 | return lowestValue; 221 | } 222 | } 223 | -------------------------------------------------------------------------------- /ProjectSettings/InputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!13 &1 4 | InputManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Axes: 8 | - serializedVersion: 3 9 | m_Name: Horizontal 10 | descriptiveName: 11 | descriptiveNegativeName: 12 | negativeButton: left 13 | positiveButton: right 14 | altNegativeButton: a 15 | altPositiveButton: d 16 | gravity: 3 17 | dead: 0.001 18 | sensitivity: 3 19 | snap: 1 20 | invert: 0 21 | type: 0 22 | axis: 0 23 | joyNum: 0 24 | - serializedVersion: 3 25 | 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realtimeReflectionProbes: 1 203 | billboardsFaceCameraPosition: 1 204 | vSyncCount: 1 205 | lodBias: 2 206 | maximumLODLevel: 0 207 | streamingMipmapsActive: 0 208 | streamingMipmapsAddAllCameras: 1 209 | streamingMipmapsMemoryBudget: 512 210 | streamingMipmapsRenderersPerFrame: 512 211 | streamingMipmapsMaxLevelReduction: 2 212 | streamingMipmapsMaxFileIORequests: 1024 213 | particleRaycastBudget: 4096 214 | asyncUploadTimeSlice: 2 215 | asyncUploadBufferSize: 16 216 | asyncUploadPersistentBuffer: 1 217 | resolutionScalingFixedDPIFactor: 1 218 | excludedTargetPlatforms: [] 219 | m_PerPlatformDefaultQuality: 220 | Android: 2 221 | Lumin: 5 222 | Nintendo 3DS: 5 223 | Nintendo Switch: 5 224 | PS4: 5 225 | PSP2: 2 226 | Stadia: 5 227 | Standalone: 5 228 | WebGL: 3 229 | Windows Store Apps: 5 230 | XboxOne: 5 231 | iPhone: 2 232 | tvOS: 2 233 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/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 | _FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | _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 | _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 | _ColorMask ("Color Mask", Float) = 15 53 | } 54 | 55 | SubShader { 56 | Tags 57 | { 58 | "Queue"="Overlay" 59 | "IgnoreProjector"="True" 60 | "RenderType"="Transparent" 61 | } 62 | 63 | 64 | Stencil 65 | { 66 | Ref [_Stencil] 67 | Comp [_StencilComp] 68 | Pass [_StencilOp] 69 | ReadMask [_StencilReadMask] 70 | WriteMask [_StencilWriteMask] 71 | } 72 | 73 | Cull [_CullMode] 74 | ZWrite Off 75 | Lighting Off 76 | Fog { Mode Off } 77 | ZTest Always 78 | Blend One OneMinusSrcAlpha 79 | ColorMask [_ColorMask] 80 | 81 | Pass { 82 | CGPROGRAM 83 | #pragma vertex VertShader 84 | #pragma fragment PixShader 85 | #pragma shader_feature __ OUTLINE_ON 86 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 87 | 88 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 89 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 90 | 91 | #include "UnityCG.cginc" 92 | #include "UnityUI.cginc" 93 | #include "TMPro_Properties.cginc" 94 | 95 | struct vertex_t { 96 | UNITY_VERTEX_INPUT_INSTANCE_ID 97 | float4 vertex : POSITION; 98 | float3 normal : NORMAL; 99 | fixed4 color : COLOR; 100 | float2 texcoord0 : TEXCOORD0; 101 | float2 texcoord1 : TEXCOORD1; 102 | }; 103 | 104 | struct pixel_t { 105 | UNITY_VERTEX_INPUT_INSTANCE_ID 106 | UNITY_VERTEX_OUTPUT_STEREO 107 | float4 vertex : SV_POSITION; 108 | fixed4 faceColor : COLOR; 109 | fixed4 outlineColor : COLOR1; 110 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 111 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 112 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 113 | #if (UNDERLAY_ON | UNDERLAY_INNER) 114 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 115 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 116 | #endif 117 | }; 118 | 119 | 120 | pixel_t VertShader(vertex_t input) 121 | { 122 | pixel_t output; 123 | 124 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 125 | UNITY_SETUP_INSTANCE_ID(input); 126 | UNITY_TRANSFER_INSTANCE_ID(input, output); 127 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 128 | 129 | float bold = step(input.texcoord1.y, 0); 130 | 131 | float4 vert = input.vertex; 132 | vert.x += _VertexOffsetX; 133 | vert.y += _VertexOffsetY; 134 | float4 vPosition = UnityObjectToClipPos(vert); 135 | 136 | float2 pixelSize = vPosition.w; 137 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 138 | 139 | float scale = rsqrt(dot(pixelSize, pixelSize)); 140 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 141 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 142 | 143 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 144 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 145 | 146 | float layerScale = scale; 147 | 148 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 149 | float bias = (0.5 - weight) * scale - 0.5; 150 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 151 | 152 | float opacity = input.color.a; 153 | #if (UNDERLAY_ON | UNDERLAY_INNER) 154 | opacity = 1.0; 155 | #endif 156 | 157 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 158 | faceColor.rgb *= faceColor.a; 159 | 160 | fixed4 outlineColor = _OutlineColor; 161 | outlineColor.a *= opacity; 162 | outlineColor.rgb *= outlineColor.a; 163 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 164 | 165 | #if (UNDERLAY_ON | UNDERLAY_INNER) 166 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 167 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 168 | 169 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 170 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 171 | float2 layerOffset = float2(x, y); 172 | #endif 173 | 174 | // Generate UV for the Masking Texture 175 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 176 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 177 | 178 | // Populate structure for pixel shader 179 | output.vertex = vPosition; 180 | output.faceColor = faceColor; 181 | output.outlineColor = outlineColor; 182 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); 183 | output.param = half4(scale, bias - outline, bias + outline, bias); 184 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 185 | #if (UNDERLAY_ON || UNDERLAY_INNER) 186 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); 187 | output.underlayParam = half2(layerScale, layerBias); 188 | #endif 189 | 190 | return output; 191 | } 192 | 193 | 194 | // PIXEL SHADER 195 | fixed4 PixShader(pixel_t input) : SV_Target 196 | { 197 | UNITY_SETUP_INSTANCE_ID(input); 198 | 199 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 200 | half4 c = input.faceColor * saturate(d - input.param.w); 201 | 202 | #ifdef OUTLINE_ON 203 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 204 | c *= saturate(d - input.param.y); 205 | #endif 206 | 207 | #if UNDERLAY_ON 208 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 209 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 210 | #endif 211 | 212 | #if UNDERLAY_INNER 213 | half sd = saturate(d - input.param.z); 214 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 215 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 216 | #endif 217 | 218 | // Alternative implementation to UnityGet2DClipping with support for softness. 219 | #if UNITY_UI_CLIP_RECT 220 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 221 | c *= m.x * m.y; 222 | #endif 223 | 224 | #if (UNDERLAY_ON | UNDERLAY_INNER) 225 | c *= input.texcoord1.z; 226 | #endif 227 | 228 | #if UNITY_UI_ALPHACLIP 229 | clip(c.a - 0.001); 230 | #endif 231 | 232 | return c; 233 | } 234 | ENDCG 235 | } 236 | } 237 | 238 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 239 | } 240 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/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 | _FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | _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 | _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 | _ColorMask ("Color Mask", Float) = 15 53 | } 54 | 55 | SubShader { 56 | Tags 57 | { 58 | "Queue"="Transparent" 59 | "IgnoreProjector"="True" 60 | "RenderType"="Transparent" 61 | } 62 | 63 | 64 | Stencil 65 | { 66 | Ref [_Stencil] 67 | Comp [_StencilComp] 68 | Pass [_StencilOp] 69 | ReadMask [_StencilReadMask] 70 | WriteMask [_StencilWriteMask] 71 | } 72 | 73 | Cull [_CullMode] 74 | ZWrite Off 75 | Lighting Off 76 | Fog { Mode Off } 77 | ZTest [unity_GUIZTestMode] 78 | Blend One OneMinusSrcAlpha 79 | ColorMask [_ColorMask] 80 | 81 | Pass { 82 | CGPROGRAM 83 | #pragma vertex VertShader 84 | #pragma fragment PixShader 85 | #pragma shader_feature __ OUTLINE_ON 86 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 87 | 88 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 89 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 90 | 91 | #include "UnityCG.cginc" 92 | #include "UnityUI.cginc" 93 | #include "TMPro_Properties.cginc" 94 | 95 | struct vertex_t { 96 | UNITY_VERTEX_INPUT_INSTANCE_ID 97 | float4 vertex : POSITION; 98 | float3 normal : NORMAL; 99 | fixed4 color : COLOR; 100 | float2 texcoord0 : TEXCOORD0; 101 | float2 texcoord1 : TEXCOORD1; 102 | }; 103 | 104 | struct pixel_t { 105 | UNITY_VERTEX_INPUT_INSTANCE_ID 106 | UNITY_VERTEX_OUTPUT_STEREO 107 | float4 vertex : SV_POSITION; 108 | fixed4 faceColor : COLOR; 109 | fixed4 outlineColor : COLOR1; 110 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 111 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 112 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 113 | #if (UNDERLAY_ON | UNDERLAY_INNER) 114 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 115 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 116 | #endif 117 | }; 118 | 119 | 120 | pixel_t VertShader(vertex_t input) 121 | { 122 | pixel_t output; 123 | 124 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 125 | UNITY_SETUP_INSTANCE_ID(input); 126 | UNITY_TRANSFER_INSTANCE_ID(input, output); 127 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 128 | 129 | float bold = step(input.texcoord1.y, 0); 130 | 131 | float4 vert = input.vertex; 132 | vert.x += _VertexOffsetX; 133 | vert.y += _VertexOffsetY; 134 | float4 vPosition = UnityObjectToClipPos(vert); 135 | 136 | float2 pixelSize = vPosition.w; 137 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 138 | 139 | float scale = rsqrt(dot(pixelSize, pixelSize)); 140 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 141 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 142 | 143 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 144 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 145 | 146 | float layerScale = scale; 147 | 148 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 149 | float bias = (0.5 - weight) * scale - 0.5; 150 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 151 | 152 | float opacity = input.color.a; 153 | #if (UNDERLAY_ON | UNDERLAY_INNER) 154 | opacity = 1.0; 155 | #endif 156 | 157 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 158 | faceColor.rgb *= faceColor.a; 159 | 160 | fixed4 outlineColor = _OutlineColor; 161 | outlineColor.a *= opacity; 162 | outlineColor.rgb *= outlineColor.a; 163 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 164 | 165 | #if (UNDERLAY_ON | UNDERLAY_INNER) 166 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 167 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 168 | 169 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 170 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 171 | float2 layerOffset = float2(x, y); 172 | #endif 173 | 174 | // Generate UV for the Masking Texture 175 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 176 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 177 | 178 | // Populate structure for pixel shader 179 | output.vertex = vPosition; 180 | output.faceColor = faceColor; 181 | output.outlineColor = outlineColor; 182 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); 183 | output.param = half4(scale, bias - outline, bias + outline, bias); 184 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 185 | #if (UNDERLAY_ON || UNDERLAY_INNER) 186 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); 187 | output.underlayParam = half2(layerScale, layerBias); 188 | #endif 189 | 190 | return output; 191 | } 192 | 193 | 194 | // PIXEL SHADER 195 | fixed4 PixShader(pixel_t input) : SV_Target 196 | { 197 | UNITY_SETUP_INSTANCE_ID(input); 198 | 199 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 200 | half4 c = input.faceColor * saturate(d - input.param.w); 201 | 202 | #ifdef OUTLINE_ON 203 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 204 | c *= saturate(d - input.param.y); 205 | #endif 206 | 207 | #if UNDERLAY_ON 208 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 209 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 210 | #endif 211 | 212 | #if UNDERLAY_INNER 213 | half sd = saturate(d - input.param.z); 214 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 215 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 216 | #endif 217 | 218 | // Alternative implementation to UnityGet2DClipping with support for softness. 219 | #if UNITY_UI_CLIP_RECT 220 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 221 | c *= m.x * m.y; 222 | #endif 223 | 224 | #if (UNDERLAY_ON | UNDERLAY_INNER) 225 | c *= input.texcoord1.z; 226 | #endif 227 | 228 | #if UNITY_UI_ALPHACLIP 229 | clip(c.a - 0.001); 230 | #endif 231 | 232 | return c; 233 | } 234 | ENDCG 235 | } 236 | } 237 | 238 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 239 | } 240 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/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 | _FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | _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 | _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 | _ColorMask ("Color Mask", Float) = 15 58 | } 59 | 60 | SubShader { 61 | Tags 62 | { 63 | "Queue"="Transparent" 64 | "IgnoreProjector"="True" 65 | "RenderType"="Transparent" 66 | } 67 | 68 | 69 | Stencil 70 | { 71 | Ref [_Stencil] 72 | Comp [_StencilComp] 73 | Pass [_StencilOp] 74 | ReadMask [_StencilReadMask] 75 | WriteMask [_StencilWriteMask] 76 | } 77 | 78 | Cull [_CullMode] 79 | ZWrite Off 80 | Lighting Off 81 | Fog { Mode Off } 82 | ZTest [unity_GUIZTestMode] 83 | Blend One OneMinusSrcAlpha 84 | ColorMask [_ColorMask] 85 | 86 | Pass { 87 | CGPROGRAM 88 | #pragma vertex VertShader 89 | #pragma fragment PixShader 90 | #pragma shader_feature __ OUTLINE_ON 91 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 92 | 93 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 94 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 95 | 96 | 97 | #include "UnityCG.cginc" 98 | #include "UnityUI.cginc" 99 | #include "TMPro_Properties.cginc" 100 | 101 | struct vertex_t { 102 | float4 vertex : POSITION; 103 | float3 normal : NORMAL; 104 | fixed4 color : COLOR; 105 | float2 texcoord0 : TEXCOORD0; 106 | float2 texcoord1 : TEXCOORD1; 107 | }; 108 | 109 | struct pixel_t { 110 | float4 vertex : SV_POSITION; 111 | fixed4 faceColor : COLOR; 112 | fixed4 outlineColor : COLOR1; 113 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 114 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 115 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 116 | #if (UNDERLAY_ON | UNDERLAY_INNER) 117 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 118 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 119 | #endif 120 | }; 121 | 122 | float _MaskWipeControl; 123 | float _MaskEdgeSoftness; 124 | fixed4 _MaskEdgeColor; 125 | bool _MaskInverse; 126 | 127 | pixel_t VertShader(vertex_t input) 128 | { 129 | float bold = step(input.texcoord1.y, 0); 130 | 131 | float4 vert = input.vertex; 132 | vert.x += _VertexOffsetX; 133 | vert.y += _VertexOffsetY; 134 | float4 vPosition = UnityObjectToClipPos(vert); 135 | 136 | float2 pixelSize = vPosition.w; 137 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 138 | 139 | float scale = rsqrt(dot(pixelSize, pixelSize)); 140 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 141 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 142 | 143 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 144 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 145 | 146 | float layerScale = scale; 147 | 148 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 149 | float bias = (0.5 - weight) * scale - 0.5; 150 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 151 | 152 | float opacity = input.color.a; 153 | #if (UNDERLAY_ON | UNDERLAY_INNER) 154 | opacity = 1.0; 155 | #endif 156 | 157 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 158 | faceColor.rgb *= faceColor.a; 159 | 160 | fixed4 outlineColor = _OutlineColor; 161 | outlineColor.a *= opacity; 162 | outlineColor.rgb *= outlineColor.a; 163 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 164 | 165 | #if (UNDERLAY_ON | UNDERLAY_INNER) 166 | 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 | // Structure for pixel shader 180 | pixel_t output = { 181 | vPosition, 182 | faceColor, 183 | outlineColor, 184 | float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), 185 | half4(scale, bias - outline, bias + outline, bias), 186 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), 187 | #if (UNDERLAY_ON | UNDERLAY_INNER) 188 | float4(input.texcoord0 + layerOffset, input.color.a, 0), 189 | half2(layerScale, layerBias), 190 | #endif 191 | }; 192 | 193 | return output; 194 | } 195 | 196 | 197 | // PIXEL SHADER 198 | fixed4 PixShader(pixel_t input) : SV_Target 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 | float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); 226 | float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; 227 | a = saturate(t / _MaskEdgeSoftness); 228 | c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); 229 | c *= a; 230 | 231 | #if (UNDERLAY_ON | UNDERLAY_INNER) 232 | c *= input.texcoord1.z; 233 | #endif 234 | 235 | #if UNITY_UI_ALPHACLIP 236 | clip(c.a - 0.001); 237 | #endif 238 | 239 | return c; 240 | } 241 | ENDCG 242 | } 243 | } 244 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spriteID: a937464b42bb3634782dea34c6becb6c 376 | vertices: [] 377 | indices: 378 | edges: [] 379 | weights: [] 380 | - serializedVersion: 2 381 | name: EmojiOne_5 382 | rect: 383 | serializedVersion: 2 384 | x: 256 385 | y: 0 386 | width: 128 387 | height: 128 388 | alignment: 0 389 | pivot: {x: 0, y: 0} 390 | border: {x: 0, y: 0, z: 0, w: 0} 391 | outline: [] 392 | physicsShape: [] 393 | tessellationDetail: 0 394 | bones: [] 395 | spriteID: b0f933b217682124dbfc5e6b89abe3d0 396 | vertices: [] 397 | indices: 398 | edges: [] 399 | weights: [] 400 | - serializedVersion: 2 401 | name: EmojiOne_14 402 | rect: 403 | serializedVersion: 2 404 | x: 128 405 | y: 256 406 | width: 128 407 | height: 128 408 | alignment: 0 409 | pivot: {x: 0, y: 0} 410 | border: {x: 0, y: 0, z: 0, w: 0} 411 | outline: [] 412 | physicsShape: [] 413 | tessellationDetail: 0 414 | bones: [] 415 | spriteID: f7235c763afe4434e8bb666750a41096 416 | vertices: [] 417 | indices: 418 | edges: [] 419 | weights: [] 420 | outline: [] 421 | physicsShape: [] 422 | bones: [] 423 | spriteID: 3e32d8f5477abfc43b19066e8ad5032e 424 | vertices: [] 425 | indices: 426 | edges: [] 427 | weights: [] 428 | spritePackingTag: 429 | userData: 430 | assetBundleName: 431 | assetBundleVariant: 432 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Distance Field Overlay" { 2 | 3 | Properties { 4 | _FaceTex ("Face 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 | _FaceColor ("Face Color", Color) = (1,1,1,1) 8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 9 | 10 | _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 | _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 24 | _SpecularColor ("Specular", Color) = (1,1,1,1) 25 | _SpecularPower ("Specular", Range(0,4)) = 2.0 26 | _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 27 | _Diffuse ("Diffuse", Range(0,1)) = 0.5 28 | _Ambient ("Ambient", Range(1,0)) = 0.5 29 | 30 | _BumpMap ("Normal map", 2D) = "bump" {} 31 | _BumpOutline ("Bump Outline", Range(0,1)) = 0 32 | _BumpFace ("Bump Face", Range(0,1)) = 0 33 | 34 | _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) 35 | _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) 36 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } 37 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) 38 | 39 | 40 | _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) 41 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 42 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 43 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 44 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 45 | 46 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5) 47 | _GlowOffset ("Offset", Range(-1,1)) = 0 48 | _GlowInner ("Inner", Range(0,1)) = 0.05 49 | _GlowOuter ("Outer", Range(0,1)) = 0.05 50 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 51 | 52 | _WeightNormal ("Weight Normal", float) = 0 53 | _WeightBold ("Weight Bold", float) = 0.5 54 | 55 | _ShaderFlags ("Flags", float) = 0 56 | _ScaleRatioA ("Scale RatioA", float) = 1 57 | _ScaleRatioB ("Scale RatioB", float) = 1 58 | _ScaleRatioC ("Scale RatioC", float) = 1 59 | 60 | _MainTex ("Font Atlas", 2D) = "white" {} 61 | _TextureWidth ("Texture Width", float) = 512 62 | _TextureHeight ("Texture Height", float) = 512 63 | _GradientScale ("Gradient Scale", float) = 5.0 64 | _ScaleX ("Scale X", float) = 1.0 65 | _ScaleY ("Scale Y", float) = 1.0 66 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 67 | _Sharpness ("Sharpness", Range(-1,1)) = 0 68 | 69 | _VertexOffsetX ("Vertex OffsetX", float) = 0 70 | _VertexOffsetY ("Vertex OffsetY", float) = 0 71 | 72 | _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) 73 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 74 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 75 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 76 | 77 | _StencilComp ("Stencil Comparison", Float) = 8 78 | _Stencil ("Stencil ID", Float) = 0 79 | _StencilOp ("Stencil Operation", Float) = 0 80 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 81 | _StencilReadMask ("Stencil Read Mask", Float) = 255 82 | 83 | _ColorMask ("Color Mask", Float) = 15 84 | } 85 | 86 | SubShader { 87 | 88 | Tags 89 | { 90 | "Queue"="Overlay" 91 | "IgnoreProjector"="True" 92 | "RenderType"="Transparent" 93 | } 94 | 95 | Stencil 96 | { 97 | Ref [_Stencil] 98 | Comp [_StencilComp] 99 | Pass [_StencilOp] 100 | ReadMask [_StencilReadMask] 101 | WriteMask [_StencilWriteMask] 102 | } 103 | 104 | Cull [_CullMode] 105 | ZWrite Off 106 | Lighting Off 107 | Fog { Mode Off } 108 | ZTest Always 109 | Blend One OneMinusSrcAlpha 110 | ColorMask [_ColorMask] 111 | 112 | Pass { 113 | CGPROGRAM 114 | #pragma target 3.0 115 | #pragma vertex VertShader 116 | #pragma fragment PixShader 117 | #pragma shader_feature __ BEVEL_ON 118 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 119 | #pragma shader_feature __ GLOW_ON 120 | 121 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 122 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 123 | 124 | #include "UnityCG.cginc" 125 | #include "UnityUI.cginc" 126 | #include "TMPro_Properties.cginc" 127 | #include "TMPro.cginc" 128 | 129 | struct vertex_t { 130 | UNITY_VERTEX_INPUT_INSTANCE_ID 131 | float4 position : POSITION; 132 | float3 normal : NORMAL; 133 | fixed4 color : COLOR; 134 | float2 texcoord0 : TEXCOORD0; 135 | float2 texcoord1 : TEXCOORD1; 136 | }; 137 | 138 | 139 | struct pixel_t { 140 | UNITY_VERTEX_INPUT_INSTANCE_ID 141 | UNITY_VERTEX_OUTPUT_STEREO 142 | float4 position : SV_POSITION; 143 | fixed4 color : COLOR; 144 | float2 atlas : TEXCOORD0; // Atlas 145 | float4 param : TEXCOORD1; // alphaClip, scale, bias, weight 146 | float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) 147 | float3 viewDir : TEXCOORD3; 148 | 149 | #if (UNDERLAY_ON || UNDERLAY_INNER) 150 | float4 texcoord2 : TEXCOORD4; // u,v, scale, bias 151 | fixed4 underlayColor : COLOR1; 152 | #endif 153 | float4 textures : TEXCOORD5; 154 | }; 155 | 156 | // Used by Unity internally to handle Texture Tiling and Offset. 157 | float4 _FaceTex_ST; 158 | float4 _OutlineTex_ST; 159 | 160 | pixel_t VertShader(vertex_t input) 161 | { 162 | pixel_t output; 163 | 164 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 165 | UNITY_SETUP_INSTANCE_ID(input); 166 | UNITY_TRANSFER_INSTANCE_ID(input,output); 167 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 168 | 169 | float bold = step(input.texcoord1.y, 0); 170 | 171 | float4 vert = input.position; 172 | vert.x += _VertexOffsetX; 173 | vert.y += _VertexOffsetY; 174 | 175 | float4 vPosition = UnityObjectToClipPos(vert); 176 | 177 | float2 pixelSize = vPosition.w; 178 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 179 | float scale = rsqrt(dot(pixelSize, pixelSize)); 180 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 181 | if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 182 | 183 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 184 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 185 | 186 | float bias =(.5 - weight) + (.5 / scale); 187 | 188 | float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); 189 | 190 | #if GLOW_ON 191 | alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); 192 | #endif 193 | 194 | alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; 195 | 196 | #if (UNDERLAY_ON || UNDERLAY_INNER) 197 | float4 underlayColor = _UnderlayColor; 198 | underlayColor.rgb *= underlayColor.a; 199 | 200 | float bScale = scale; 201 | bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); 202 | float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); 203 | 204 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 205 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 206 | float2 bOffset = float2(x, y); 207 | #endif 208 | 209 | // Generate UV for the Masking Texture 210 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 211 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 212 | 213 | // Support for texture tiling and offset 214 | float2 textureUV = UnpackUV(input.texcoord1.x); 215 | float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); 216 | float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); 217 | 218 | 219 | output.position = vPosition; 220 | output.color = input.color; 221 | output.atlas = input.texcoord0; 222 | output.param = float4(alphaClip, scale, bias, weight); 223 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 224 | output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); 225 | #if (UNDERLAY_ON || UNDERLAY_INNER) 226 | output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); 227 | output.underlayColor = underlayColor; 228 | #endif 229 | output.textures = float4(faceUV, outlineUV); 230 | 231 | return output; 232 | } 233 | 234 | 235 | fixed4 PixShader(pixel_t input) : SV_Target 236 | { 237 | UNITY_SETUP_INSTANCE_ID(input); 238 | 239 | float c = tex2D(_MainTex, input.atlas).a; 240 | 241 | #ifndef UNDERLAY_ON 242 | clip(c - input.param.x); 243 | #endif 244 | 245 | float scale = input.param.y; 246 | float bias = input.param.z; 247 | float weight = input.param.w; 248 | float sd = (bias - c) * scale; 249 | 250 | float outline = (_OutlineWidth * _ScaleRatioA) * scale; 251 | float softness = (_OutlineSoftness * _ScaleRatioA) * scale; 252 | 253 | half4 faceColor = _FaceColor; 254 | half4 outlineColor = _OutlineColor; 255 | 256 | faceColor.rgb *= input.color.rgb; 257 | 258 | faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); 259 | outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); 260 | 261 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 262 | 263 | #if BEVEL_ON 264 | float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); 265 | float3 n = GetSurfaceNormal(input.atlas, weight, dxy); 266 | 267 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; 268 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 269 | n = normalize(n- bump); 270 | 271 | float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); 272 | 273 | float3 col = GetSpecular(n, light); 274 | faceColor.rgb += col*faceColor.a; 275 | faceColor.rgb *= 1-(dot(n, light)*_Diffuse); 276 | faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); 277 | 278 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); 279 | faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 280 | #endif 281 | 282 | #if UNDERLAY_ON 283 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; 284 | faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); 285 | #endif 286 | 287 | #if UNDERLAY_INNER 288 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; 289 | faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); 290 | #endif 291 | 292 | #if GLOW_ON 293 | float4 glowColor = GetGlowColor(sd, scale); 294 | faceColor.rgb += glowColor.rgb * glowColor.a; 295 | #endif 296 | 297 | // Alternative implementation to UnityGet2DClipping with support for softness. 298 | #if UNITY_UI_CLIP_RECT 299 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 300 | faceColor *= m.x * m.y; 301 | #endif 302 | 303 | #if UNITY_UI_ALPHACLIP 304 | clip(faceColor.a - 0.001); 305 | #endif 306 | 307 | return faceColor * input.color.a; 308 | } 309 | 310 | ENDCG 311 | } 312 | } 313 | 314 | Fallback "TextMeshPro/Mobile/Distance Field" 315 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 316 | } 317 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Distance Field" { 2 | 3 | Properties { 4 | _FaceTex ("Face 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 | _FaceColor ("Face Color", Color) = (1,1,1,1) 8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 9 | 10 | _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 | _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 24 | _SpecularColor ("Specular", Color) = (1,1,1,1) 25 | _SpecularPower ("Specular", Range(0,4)) = 2.0 26 | _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 27 | _Diffuse ("Diffuse", Range(0,1)) = 0.5 28 | _Ambient ("Ambient", Range(1,0)) = 0.5 29 | 30 | _BumpMap ("Normal map", 2D) = "bump" {} 31 | _BumpOutline ("Bump Outline", Range(0,1)) = 0 32 | _BumpFace ("Bump Face", Range(0,1)) = 0 33 | 34 | _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) 35 | _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) 36 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } 37 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) 38 | 39 | 40 | _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) 41 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 42 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 43 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 44 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 45 | 46 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5) 47 | _GlowOffset ("Offset", Range(-1,1)) = 0 48 | _GlowInner ("Inner", Range(0,1)) = 0.05 49 | _GlowOuter ("Outer", Range(0,1)) = 0.05 50 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 51 | 52 | _WeightNormal ("Weight Normal", float) = 0 53 | _WeightBold ("Weight Bold", float) = 0.5 54 | 55 | _ShaderFlags ("Flags", float) = 0 56 | _ScaleRatioA ("Scale RatioA", float) = 1 57 | _ScaleRatioB ("Scale RatioB", float) = 1 58 | _ScaleRatioC ("Scale RatioC", float) = 1 59 | 60 | _MainTex ("Font Atlas", 2D) = "white" {} 61 | _TextureWidth ("Texture Width", float) = 512 62 | _TextureHeight ("Texture Height", float) = 512 63 | _GradientScale ("Gradient Scale", float) = 5.0 64 | _ScaleX ("Scale X", float) = 1.0 65 | _ScaleY ("Scale Y", float) = 1.0 66 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 67 | _Sharpness ("Sharpness", Range(-1,1)) = 0 68 | 69 | _VertexOffsetX ("Vertex OffsetX", float) = 0 70 | _VertexOffsetY ("Vertex OffsetY", float) = 0 71 | 72 | _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) 73 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 74 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 75 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 76 | 77 | _StencilComp ("Stencil Comparison", Float) = 8 78 | _Stencil ("Stencil ID", Float) = 0 79 | _StencilOp ("Stencil Operation", Float) = 0 80 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 81 | _StencilReadMask ("Stencil Read Mask", Float) = 255 82 | 83 | _ColorMask ("Color Mask", Float) = 15 84 | } 85 | 86 | SubShader { 87 | 88 | Tags 89 | { 90 | "Queue"="Transparent" 91 | "IgnoreProjector"="True" 92 | "RenderType"="Transparent" 93 | } 94 | 95 | Stencil 96 | { 97 | Ref [_Stencil] 98 | Comp [_StencilComp] 99 | Pass [_StencilOp] 100 | ReadMask [_StencilReadMask] 101 | WriteMask [_StencilWriteMask] 102 | } 103 | 104 | Cull [_CullMode] 105 | ZWrite Off 106 | Lighting Off 107 | Fog { Mode Off } 108 | ZTest [unity_GUIZTestMode] 109 | Blend One OneMinusSrcAlpha 110 | ColorMask [_ColorMask] 111 | 112 | Pass { 113 | CGPROGRAM 114 | #pragma target 3.0 115 | #pragma vertex VertShader 116 | #pragma fragment PixShader 117 | #pragma shader_feature __ BEVEL_ON 118 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 119 | #pragma shader_feature __ GLOW_ON 120 | 121 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 122 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 123 | 124 | #include "UnityCG.cginc" 125 | #include "UnityUI.cginc" 126 | #include "TMPro_Properties.cginc" 127 | #include "TMPro.cginc" 128 | 129 | struct vertex_t { 130 | UNITY_VERTEX_INPUT_INSTANCE_ID 131 | float4 position : POSITION; 132 | float3 normal : NORMAL; 133 | fixed4 color : COLOR; 134 | float2 texcoord0 : TEXCOORD0; 135 | float2 texcoord1 : TEXCOORD1; 136 | }; 137 | 138 | 139 | struct pixel_t { 140 | UNITY_VERTEX_INPUT_INSTANCE_ID 141 | UNITY_VERTEX_OUTPUT_STEREO 142 | float4 position : SV_POSITION; 143 | fixed4 color : COLOR; 144 | float2 atlas : TEXCOORD0; // Atlas 145 | float4 param : TEXCOORD1; // alphaClip, scale, bias, weight 146 | float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) 147 | float3 viewDir : TEXCOORD3; 148 | 149 | #if (UNDERLAY_ON || UNDERLAY_INNER) 150 | float4 texcoord2 : TEXCOORD4; // u,v, scale, bias 151 | fixed4 underlayColor : COLOR1; 152 | #endif 153 | float4 textures : TEXCOORD5; 154 | }; 155 | 156 | // Used by Unity internally to handle Texture Tiling and Offset. 157 | float4 _FaceTex_ST; 158 | float4 _OutlineTex_ST; 159 | 160 | pixel_t VertShader(vertex_t input) 161 | { 162 | pixel_t output; 163 | 164 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 165 | UNITY_SETUP_INSTANCE_ID(input); 166 | UNITY_TRANSFER_INSTANCE_ID(input,output); 167 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 168 | 169 | float bold = step(input.texcoord1.y, 0); 170 | 171 | float4 vert = input.position; 172 | vert.x += _VertexOffsetX; 173 | vert.y += _VertexOffsetY; 174 | 175 | float4 vPosition = UnityObjectToClipPos(vert); 176 | 177 | float2 pixelSize = vPosition.w; 178 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 179 | float scale = rsqrt(dot(pixelSize, pixelSize)); 180 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 181 | if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 182 | 183 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 184 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 185 | 186 | float bias =(.5 - weight) + (.5 / scale); 187 | 188 | float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); 189 | 190 | #if GLOW_ON 191 | alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); 192 | #endif 193 | 194 | alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; 195 | 196 | #if (UNDERLAY_ON || UNDERLAY_INNER) 197 | float4 underlayColor = _UnderlayColor; 198 | underlayColor.rgb *= underlayColor.a; 199 | 200 | float bScale = scale; 201 | bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); 202 | float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); 203 | 204 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 205 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 206 | float2 bOffset = float2(x, y); 207 | #endif 208 | 209 | // Generate UV for the Masking Texture 210 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 211 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 212 | 213 | // Support for texture tiling and offset 214 | float2 textureUV = UnpackUV(input.texcoord1.x); 215 | float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); 216 | float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); 217 | 218 | 219 | output.position = vPosition; 220 | output.color = input.color; 221 | output.atlas = input.texcoord0; 222 | output.param = float4(alphaClip, scale, bias, weight); 223 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 224 | output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); 225 | #if (UNDERLAY_ON || UNDERLAY_INNER) 226 | output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); 227 | output.underlayColor = underlayColor; 228 | #endif 229 | output.textures = float4(faceUV, outlineUV); 230 | 231 | return output; 232 | } 233 | 234 | 235 | fixed4 PixShader(pixel_t input) : SV_Target 236 | { 237 | UNITY_SETUP_INSTANCE_ID(input); 238 | 239 | float c = tex2D(_MainTex, input.atlas).a; 240 | 241 | #ifndef UNDERLAY_ON 242 | clip(c - input.param.x); 243 | #endif 244 | 245 | float scale = input.param.y; 246 | float bias = input.param.z; 247 | float weight = input.param.w; 248 | float sd = (bias - c) * scale; 249 | 250 | float outline = (_OutlineWidth * _ScaleRatioA) * scale; 251 | float softness = (_OutlineSoftness * _ScaleRatioA) * scale; 252 | 253 | half4 faceColor = _FaceColor; 254 | half4 outlineColor = _OutlineColor; 255 | 256 | faceColor.rgb *= input.color.rgb; 257 | 258 | faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); 259 | outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); 260 | 261 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 262 | 263 | #if BEVEL_ON 264 | float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); 265 | float3 n = GetSurfaceNormal(input.atlas, weight, dxy); 266 | 267 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; 268 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 269 | n = normalize(n- bump); 270 | 271 | float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); 272 | 273 | float3 col = GetSpecular(n, light); 274 | faceColor.rgb += col*faceColor.a; 275 | faceColor.rgb *= 1-(dot(n, light)*_Diffuse); 276 | faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); 277 | 278 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); 279 | faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 280 | #endif 281 | 282 | #if UNDERLAY_ON 283 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; 284 | faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); 285 | #endif 286 | 287 | #if UNDERLAY_INNER 288 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; 289 | faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); 290 | #endif 291 | 292 | #if GLOW_ON 293 | float4 glowColor = GetGlowColor(sd, scale); 294 | faceColor.rgb += glowColor.rgb * glowColor.a; 295 | #endif 296 | 297 | // Alternative implementation to UnityGet2DClipping with support for softness. 298 | #if UNITY_UI_CLIP_RECT 299 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 300 | faceColor *= m.x * m.y; 301 | #endif 302 | 303 | #if UNITY_UI_ALPHACLIP 304 | clip(faceColor.a - 0.001); 305 | #endif 306 | 307 | return faceColor * input.color.a; 308 | } 309 | 310 | ENDCG 311 | } 312 | } 313 | 314 | Fallback "TextMeshPro/Mobile/Distance Field" 315 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 316 | } 317 | --------------------------------------------------------------------------------