├── .gitignore
├── LICENSE
├── Number Wizard UI
├── Assets
│ ├── Fonts.meta
│ ├── Fonts
│ │ ├── WIZARDRY SDF.asset
│ │ ├── WIZARDRY SDF.asset.meta
│ │ ├── WIZARDRY.TTF
│ │ └── WIZARDRY.TTF.meta
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── Benny Potter.png
│ │ ├── Benny Potter.png.meta
│ │ ├── Core Game.unity
│ │ ├── Core Game.unity.meta
│ │ ├── Start Menu.unity
│ │ ├── Start Menu.unity.meta
│ │ ├── The-Wizard-Of-Aus.png
│ │ ├── The-Wizard-Of-Aus.png.meta
│ │ ├── Win Screen.unity
│ │ └── Win Screen.unity.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── NumberWizard.cs
│ │ ├── NumberWizard.cs.meta
│ │ ├── SceneLoader.cs
│ │ └── SceneLoader.cs.meta
│ ├── TextMesh Pro.meta
│ └── TextMesh Pro
│ │ ├── Documentation.meta
│ │ ├── Documentation
│ │ ├── TextMesh Pro User Guide 2016.pdf
│ │ └── TextMesh Pro User Guide 2016.pdf.meta
│ │ ├── Resources.meta
│ │ ├── Resources
│ │ ├── Fonts & Materials.meta
│ │ ├── Fonts & Materials
│ │ │ ├── LiberationSans SDF - Drop Shadow.mat
│ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta
│ │ │ ├── LiberationSans SDF - Outline.mat
│ │ │ ├── LiberationSans SDF - Outline.mat.meta
│ │ │ ├── LiberationSans SDF.asset
│ │ │ └── LiberationSans SDF.asset.meta
│ │ ├── LineBreaking Following Characters.txt
│ │ ├── LineBreaking Following Characters.txt.meta
│ │ ├── LineBreaking Leading Characters.txt
│ │ ├── LineBreaking Leading Characters.txt.meta
│ │ ├── Shaders.meta
│ │ ├── Shaders
│ │ │ ├── TMP_Bitmap-Mobile.shader
│ │ │ ├── TMP_Bitmap-Mobile.shader.meta
│ │ │ ├── TMP_Bitmap.shader
│ │ │ ├── TMP_Bitmap.shader.meta
│ │ │ ├── TMP_SDF Overlay.shader
│ │ │ ├── TMP_SDF Overlay.shader.meta
│ │ │ ├── TMP_SDF-Mobile Masking.shader
│ │ │ ├── TMP_SDF-Mobile Masking.shader.meta
│ │ │ ├── TMP_SDF-Mobile Overlay.shader
│ │ │ ├── TMP_SDF-Mobile Overlay.shader.meta
│ │ │ ├── TMP_SDF-Mobile.shader
│ │ │ ├── TMP_SDF-Mobile.shader.meta
│ │ │ ├── TMP_SDF-Surface-Mobile.shader
│ │ │ ├── TMP_SDF-Surface-Mobile.shader.meta
│ │ │ ├── TMP_SDF-Surface.shader
│ │ │ ├── TMP_SDF-Surface.shader.meta
│ │ │ ├── TMP_SDF.shader
│ │ │ ├── TMP_SDF.shader.meta
│ │ │ ├── TMP_Sprite.shader
│ │ │ ├── TMP_Sprite.shader.meta
│ │ │ ├── TMPro.cginc
│ │ │ ├── TMPro.cginc.meta
│ │ │ ├── TMPro_Properties.cginc
│ │ │ ├── TMPro_Properties.cginc.meta
│ │ │ ├── TMPro_Surface.cginc
│ │ │ └── TMPro_Surface.cginc.meta
│ │ ├── Sprite Assets.meta
│ │ ├── Sprite Assets
│ │ │ ├── EmojiOne.asset
│ │ │ └── EmojiOne.asset.meta
│ │ ├── Style Sheets.meta
│ │ ├── Style Sheets
│ │ │ ├── Default Style Sheet.asset
│ │ │ └── Default Style Sheet.asset.meta
│ │ ├── TMP Settings.asset
│ │ └── TMP Settings.asset.meta
│ │ ├── Sprites.meta
│ │ └── Sprites
│ │ ├── EmojiOne.json
│ │ ├── EmojiOne.json.meta
│ │ ├── EmojiOne.png
│ │ └── EmojiOne.png.meta
├── Packages
│ └── manifest.json
└── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NetworkManager.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ └── UnityConnectSettings.asset
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | Assets/AssetStoreTools*
7 |
8 | # Visual Studio cache directory
9 | .vs/
10 |
11 | # Autogenerated VS/MD/Consulo solution and project files
12 | ExportedObj/
13 | .consulo/
14 | *.csproj
15 | *.unityproj
16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 | *.opendb
26 |
27 | # Unity3D generated meta files
28 | *.pidb.meta
29 | *.pdb.meta
30 |
31 | # Unity3D Generated File On Crash Reports
32 | sysinfo.txt
33 |
34 | # Builds
35 | *.apk
36 | *.unitypackage
37 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2018 GameDev.tv - Complete Unity Developer
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
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/Number Wizard UI/Assets/Scripts/NumberWizard.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using TMPro;
5 |
6 | public class NumberWizard : MonoBehaviour {
7 |
8 | [SerializeField] int max;
9 | [SerializeField] int min;
10 | [SerializeField] TextMeshProUGUI guessText;
11 |
12 | int guess;
13 |
14 | // Use this for initialization
15 | void Start ()
16 | {
17 | StartGame();
18 | }
19 |
20 | void StartGame()
21 | {
22 | NextGuess();
23 | }
24 |
25 | public void OnPressHigher()
26 | {
27 | min = guess + 1;
28 | NextGuess();
29 | }
30 |
31 | public void OnPressLower()
32 | {
33 | max = guess - 1;
34 | NextGuess();
35 | }
36 |
37 | void NextGuess()
38 | {
39 | guess = Random.Range(min, max + 1);
40 | guessText.text = guess.ToString();
41 | }
42 | }
43 |
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/Number Wizard UI/Assets/Scripts/SceneLoader.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.SceneManagement;
5 |
6 | public class SceneLoader : MonoBehaviour {
7 |
8 | public void LoadNextScene()
9 | {
10 | int currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
11 | SceneManager.LoadScene(currentSceneIndex + 1);
12 | }
13 |
14 | public void LoadStartScene()
15 | {
16 | SceneManager.LoadScene(0);
17 | }
18 |
19 | public void QuitGame()
20 | {
21 | Application.Quit();
22 | }
23 | }
24 |
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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%,.
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1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇〉》」$⦆¥₩ #
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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 | #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 : POSITION;
66 | fixed4 color : COLOR;
67 | float2 texcoord0 : TEXCOORD0;
68 | float4 mask : TEXCOORD2;
69 | };
70 |
71 | sampler2D _MainTex;
72 | fixed4 _Color;
73 | float _DiffusePower;
74 |
75 | uniform float _VertexOffsetX;
76 | uniform float _VertexOffsetY;
77 | uniform float4 _ClipRect;
78 | uniform float _MaskSoftnessX;
79 | uniform float _MaskSoftnessY;
80 |
81 | v2f vert (appdata_t v)
82 | {
83 | v2f o;
84 | float4 vert = v.vertex;
85 | vert.x += _VertexOffsetX;
86 | vert.y += _VertexOffsetY;
87 |
88 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
89 |
90 | o.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
91 | o.color = v.color;
92 | o.color *= _Color;
93 | o.color.rgb *= _DiffusePower;
94 | o.texcoord0 = v.texcoord0;
95 |
96 | float2 pixelSize = o.vertex.w;
97 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
98 |
99 | // Clamp _ClipRect to 16bit.
100 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
101 | o.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
102 |
103 | return o;
104 | }
105 |
106 | fixed4 frag (v2f i) : COLOR
107 | {
108 | fixed4 c = fixed4(i.color.rgb, i.color.a * tex2D(_MainTex, i.texcoord0).a);
109 |
110 | // Alternative implementation to UnityGet2DClipping with support for softness.
111 | #if UNITY_UI_CLIP_RECT
112 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(i.mask.xy)) * i.mask.zw);
113 | c *= m.x * m.y;
114 | #endif
115 |
116 | #if UNITY_UI_ALPHACLIP
117 | clip(c.a - 0.001);
118 | #endif
119 |
120 | return c;
121 | }
122 | ENDCG
123 | }
124 | }
125 |
126 | SubShader {
127 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
128 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
129 | Blend SrcAlpha OneMinusSrcAlpha
130 | BindChannels {
131 | Bind "Color", color
132 | Bind "Vertex", vertex
133 | Bind "TexCoord", texcoord0
134 | }
135 | Pass {
136 | SetTexture [_MainTex] {
137 | constantColor [_Color] combine constant * primary, constant * texture
138 | }
139 | }
140 | }
141 |
142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
143 | }
144 |
--------------------------------------------------------------------------------
/Number Wizard UI/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 |
--------------------------------------------------------------------------------
/Number Wizard UI/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 | #include "UnityCG.cginc"
55 |
56 | struct appdata_t {
57 | float4 vertex : POSITION;
58 | fixed4 color : COLOR;
59 | float2 texcoord0 : TEXCOORD0;
60 | float2 texcoord1 : TEXCOORD1;
61 | };
62 |
63 | struct v2f {
64 | float4 vertex : POSITION;
65 | fixed4 color : COLOR;
66 | float2 texcoord0 : TEXCOORD0;
67 | float2 texcoord1 : TEXCOORD1;
68 | float4 mask : TEXCOORD2;
69 | };
70 |
71 | uniform sampler2D _MainTex;
72 | uniform sampler2D _FaceTex;
73 | uniform float4 _FaceTex_ST;
74 | uniform fixed4 _FaceColor;
75 |
76 | uniform float _VertexOffsetX;
77 | uniform float _VertexOffsetY;
78 | uniform float4 _ClipRect;
79 | uniform float _MaskSoftnessX;
80 | uniform float _MaskSoftnessY;
81 |
82 | float2 UnpackUV(float uv)
83 | {
84 | float2 output;
85 | output.x = floor(uv / 4096);
86 | output.y = uv - 4096 * output.x;
87 |
88 | return output * 0.001953125;
89 | }
90 |
91 | v2f vert (appdata_t i)
92 | {
93 | float4 vert = i.vertex;
94 | vert.x += _VertexOffsetX;
95 | vert.y += _VertexOffsetY;
96 |
97 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
98 |
99 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
100 |
101 | fixed4 faceColor = i.color;
102 | faceColor *= _FaceColor;
103 |
104 | v2f o;
105 | o.vertex = vPosition;
106 | o.color = faceColor;
107 | o.texcoord0 = i.texcoord0;
108 | o.texcoord1 = TRANSFORM_TEX(UnpackUV(i.texcoord1), _FaceTex);
109 | float2 pixelSize = vPosition.w;
110 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
111 |
112 | // Clamp _ClipRect to 16bit.
113 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
114 | o.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
115 |
116 | return o;
117 | }
118 |
119 | fixed4 frag (v2f i) : COLOR
120 | {
121 | //fixed4 c = tex2D(_MainTex, i.texcoord0) * tex2D(_FaceTex, i.texcoord1) * i.color;
122 |
123 | fixed4 c = tex2D(_MainTex, i.texcoord0);
124 | c = fixed4 (tex2D(_FaceTex, i.texcoord1).rgb * i.color.rgb, i.color.a * c.a);
125 |
126 | // Alternative implementation to UnityGet2DClipping with support for softness.
127 | #if UNITY_UI_CLIP_RECT
128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(i.mask.xy)) * i.mask.zw);
129 | c *= m.x * m.y;
130 | #endif
131 |
132 | #if UNITY_UI_ALPHACLIP
133 | clip(c.a - 0.001);
134 | #endif
135 |
136 | return c;
137 | }
138 | ENDCG
139 | }
140 | }
141 |
142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
143 | }
144 |
--------------------------------------------------------------------------------
/Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 128e987d567d4e2c824d754223b3f3b0
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Number Wizard UI/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 |
68 | _VertexOffsetX ("Vertex OffsetX", float) = 0
69 | _VertexOffsetY ("Vertex OffsetY", float) = 0
70 |
71 | _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
72 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
73 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
74 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
75 |
76 | _StencilComp ("Stencil Comparison", Float) = 8
77 | _Stencil ("Stencil ID", Float) = 0
78 | _StencilOp ("Stencil Operation", Float) = 0
79 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
80 | _StencilReadMask ("Stencil Read Mask", Float) = 255
81 |
82 | _ColorMask ("Color Mask", Float) = 15
83 | }
84 |
85 | SubShader {
86 |
87 | Tags
88 | {
89 | "Queue"="Overlay"
90 | "IgnoreProjector"="True"
91 | "RenderType"="Transparent"
92 | }
93 |
94 | Stencil
95 | {
96 | Ref [_Stencil]
97 | Comp [_StencilComp]
98 | Pass [_StencilOp]
99 | ReadMask [_StencilReadMask]
100 | WriteMask [_StencilWriteMask]
101 | }
102 |
103 | Cull [_CullMode]
104 | ZWrite Off
105 | Lighting Off
106 | Fog { Mode Off }
107 | ZTest Always
108 | Blend One OneMinusSrcAlpha
109 | ColorMask [_ColorMask]
110 |
111 | Pass {
112 | CGPROGRAM
113 | #pragma target 3.0
114 | #pragma vertex VertShader
115 | #pragma fragment PixShader
116 | #pragma shader_feature __ BEVEL_ON
117 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
118 | #pragma shader_feature __ GLOW_ON
119 | #pragma shader_feature __ MASK_OFF
120 |
121 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
122 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
123 |
124 |
125 | #include "UnityCG.cginc"
126 | #include "UnityUI.cginc"
127 | #include "TMPro_Properties.cginc"
128 | #include "TMPro.cginc"
129 |
130 | struct vertex_t {
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 | float4 position : SV_POSITION;
141 | fixed4 color : COLOR;
142 | float2 atlas : TEXCOORD0; // Atlas
143 | float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
144 | float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
145 | float3 viewDir : TEXCOORD3;
146 |
147 | #if (UNDERLAY_ON || UNDERLAY_INNER)
148 | float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
149 | fixed4 underlayColor : COLOR1;
150 | #endif
151 | float4 textures : TEXCOORD5;
152 | };
153 |
154 | // Used by Unity internally to handle Texture Tiling and Offset.
155 | float4 _FaceTex_ST;
156 | float4 _OutlineTex_ST;
157 |
158 | pixel_t VertShader(vertex_t input)
159 | {
160 | float bold = step(input.texcoord1.y, 0);
161 |
162 | float4 vert = input.position;
163 | vert.x += _VertexOffsetX;
164 | vert.y += _VertexOffsetY;
165 | float4 vPosition = UnityObjectToClipPos(vert);
166 |
167 | float2 pixelSize = vPosition.w;
168 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
169 | float scale = rsqrt(dot(pixelSize, pixelSize));
170 | scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
171 | if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
172 |
173 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
174 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
175 |
176 | float bias =(.5 - weight) + (.5 / scale);
177 |
178 | float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
179 |
180 | #if GLOW_ON
181 | alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
182 | #endif
183 |
184 | alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
185 |
186 | #if (UNDERLAY_ON || UNDERLAY_INNER)
187 | float4 underlayColor = _UnderlayColor;
188 | underlayColor.rgb *= underlayColor.a;
189 |
190 | float bScale = scale;
191 | bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
192 | float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
193 |
194 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
195 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
196 | float2 bOffset = float2(x, y);
197 | #endif
198 |
199 | // Generate UV for the Masking Texture
200 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
201 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
202 |
203 | // Support for texture tiling and offset
204 | float2 textureUV = UnpackUV(input.texcoord1.x);
205 | float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
206 | float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
207 |
208 | pixel_t output = {
209 | vPosition,
210 | input.color,
211 | input.texcoord0,
212 | float4(alphaClip, scale, bias, weight),
213 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
214 | mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz),
215 | #if (UNDERLAY_ON || UNDERLAY_INNER)
216 | float4(input.texcoord0 + bOffset, bScale, bBias),
217 | underlayColor,
218 | #endif
219 | float4(faceUV, outlineUV),
220 | };
221 |
222 | return output;
223 | }
224 |
225 |
226 | fixed4 PixShader(pixel_t input) : SV_Target
227 | {
228 | float c = tex2D(_MainTex, input.atlas).a;
229 |
230 | #ifndef UNDERLAY_ON
231 | clip(c - input.param.x);
232 | #endif
233 |
234 | float scale = input.param.y;
235 | float bias = input.param.z;
236 | float weight = input.param.w;
237 | float sd = (bias - c) * scale;
238 |
239 | float outline = (_OutlineWidth * _ScaleRatioA) * scale;
240 | float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
241 |
242 | half4 faceColor = _FaceColor;
243 | half4 outlineColor = _OutlineColor;
244 |
245 | faceColor.rgb *= input.color.rgb;
246 |
247 | faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
248 | outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
249 |
250 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
251 |
252 | #if BEVEL_ON
253 | float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
254 | float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
255 |
256 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
257 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
258 | n = normalize(n- bump);
259 |
260 | float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
261 |
262 | float3 col = GetSpecular(n, light);
263 | faceColor.rgb += col*faceColor.a;
264 | faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
265 | faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
266 |
267 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
268 | faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
269 | #endif
270 |
271 | #if UNDERLAY_ON
272 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
273 | faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
274 | #endif
275 |
276 | #if UNDERLAY_INNER
277 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
278 | faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
279 | #endif
280 |
281 | #if GLOW_ON
282 | float4 glowColor = GetGlowColor(sd, scale);
283 | faceColor.rgb += glowColor.rgb * glowColor.a;
284 | #endif
285 |
286 | // Alternative implementation to UnityGet2DClipping with support for softness.
287 | #if UNITY_UI_CLIP_RECT
288 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
289 | faceColor *= m.x * m.y;
290 | #endif
291 |
292 | #if UNITY_UI_ALPHACLIP
293 | clip(faceColor.a - 0.001);
294 | #endif
295 |
296 | return faceColor * input.color.a;
297 | }
298 |
299 | ENDCG
300 | }
301 | }
302 |
303 | Fallback "TextMeshPro/Mobile/Distance Field"
304 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
305 | }
306 |
--------------------------------------------------------------------------------
/Number Wizard UI/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 |
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/Number Wizard UI/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 |
38 | _VertexOffsetX ("Vertex OffsetX", float) = 0
39 | _VertexOffsetY ("Vertex OffsetY", float) = 0
40 |
41 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
42 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
43 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
44 | _MaskTex ("Mask Texture", 2D) = "white" {}
45 | _MaskInverse ("Inverse", float) = 0
46 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
47 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
48 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
49 |
50 | _StencilComp ("Stencil Comparison", Float) = 8
51 | _Stencil ("Stencil ID", Float) = 0
52 | _StencilOp ("Stencil Operation", Float) = 0
53 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
54 | _StencilReadMask ("Stencil Read Mask", Float) = 255
55 |
56 | _ColorMask ("Color Mask", Float) = 15
57 | }
58 |
59 | SubShader {
60 | Tags
61 | {
62 | "Queue"="Transparent"
63 | "IgnoreProjector"="True"
64 | "RenderType"="Transparent"
65 | }
66 |
67 |
68 | Stencil
69 | {
70 | Ref [_Stencil]
71 | Comp [_StencilComp]
72 | Pass [_StencilOp]
73 | ReadMask [_StencilReadMask]
74 | WriteMask [_StencilWriteMask]
75 | }
76 |
77 | Cull [_CullMode]
78 | ZWrite Off
79 | Lighting Off
80 | Fog { Mode Off }
81 | ZTest [unity_GUIZTestMode]
82 | Blend One OneMinusSrcAlpha
83 | ColorMask [_ColorMask]
84 |
85 | Pass {
86 | CGPROGRAM
87 | #pragma vertex VertShader
88 | #pragma fragment PixShader
89 | #pragma shader_feature __ OUTLINE_ON
90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
91 | //#pragma shader_feature __ ALPHA_MASK_ON
92 |
93 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
94 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
95 |
96 | #include "UnityCG.cginc"
97 | #include "UnityUI.cginc"
98 | #include "TMPro_Properties.cginc"
99 |
100 | struct vertex_t {
101 | float4 vertex : POSITION;
102 | float3 normal : NORMAL;
103 | fixed4 color : COLOR;
104 | float2 texcoord0 : TEXCOORD0;
105 | float2 texcoord1 : TEXCOORD1;
106 | };
107 |
108 | struct pixel_t {
109 | float4 vertex : SV_POSITION;
110 | fixed4 faceColor : COLOR;
111 | fixed4 outlineColor : COLOR1;
112 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
113 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
114 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
115 | #if (UNDERLAY_ON | UNDERLAY_INNER)
116 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
117 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
118 | #endif
119 | };
120 |
121 | float _MaskWipeControl;
122 | float _MaskEdgeSoftness;
123 | fixed4 _MaskEdgeColor;
124 | bool _MaskInverse;
125 |
126 | pixel_t VertShader(vertex_t input)
127 | {
128 | float bold = step(input.texcoord1.y, 0);
129 |
130 | float4 vert = input.vertex;
131 | vert.x += _VertexOffsetX;
132 | vert.y += _VertexOffsetY;
133 | float4 vPosition = UnityObjectToClipPos(vert);
134 |
135 | float2 pixelSize = vPosition.w;
136 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
137 |
138 | float scale = rsqrt(dot(pixelSize, pixelSize));
139 | scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
140 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
141 |
142 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
143 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
144 |
145 | float layerScale = scale;
146 |
147 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
148 | float bias = (0.5 - weight) * scale - 0.5;
149 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
150 |
151 | float opacity = input.color.a;
152 | #if (UNDERLAY_ON | UNDERLAY_INNER)
153 | opacity = 1.0;
154 | #endif
155 |
156 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
157 | faceColor.rgb *= faceColor.a;
158 |
159 | fixed4 outlineColor = _OutlineColor;
160 | outlineColor.a *= opacity;
161 | outlineColor.rgb *= outlineColor.a;
162 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
163 |
164 | #if (UNDERLAY_ON | UNDERLAY_INNER)
165 |
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 | // Structure for pixel shader
179 | pixel_t output = {
180 | vPosition,
181 | faceColor,
182 | outlineColor,
183 | float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
184 | half4(scale, bias - outline, bias + outline, bias),
185 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
186 | #if (UNDERLAY_ON | UNDERLAY_INNER)
187 | float4(input.texcoord0 + layerOffset, input.color.a, 0),
188 | half2(layerScale, layerBias),
189 | #endif
190 | };
191 |
192 | return output;
193 | }
194 |
195 |
196 | // PIXEL SHADER
197 | fixed4 PixShader(pixel_t input) : SV_Target
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 ALPHA_MASK_ON
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 | //#endif
231 |
232 | #if (UNDERLAY_ON | UNDERLAY_INNER)
233 | c *= input.texcoord1.z;
234 | #endif
235 |
236 | return c;
237 | }
238 | ENDCG
239 | }
240 | }
241 |
242 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
243 | }
244 |
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/Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta:
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1 | fileFormatVersion: 2
2 | guid: bc1ede39bf3643ee8e493720e4259791
3 | timeCreated: 1463704911
4 | licenseType: Pro
5 | ShaderImporter:
6 | defaultTextures: []
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
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/Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader:
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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 |
38 | _VertexOffsetX ("Vertex OffsetX", float) = 0
39 | _VertexOffsetY ("Vertex OffsetY", float) = 0
40 |
41 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
42 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
43 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
44 |
45 | _StencilComp ("Stencil Comparison", Float) = 8
46 | _Stencil ("Stencil ID", Float) = 0
47 | _StencilOp ("Stencil Operation", Float) = 0
48 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
49 | _StencilReadMask ("Stencil Read Mask", Float) = 255
50 |
51 | _ColorMask ("Color Mask", Float) = 15
52 | }
53 |
54 | SubShader {
55 | Tags
56 | {
57 | "Queue"="Overlay"
58 | "IgnoreProjector"="True"
59 | "RenderType"="Transparent"
60 | }
61 |
62 |
63 | Stencil
64 | {
65 | Ref [_Stencil]
66 | Comp [_StencilComp]
67 | Pass [_StencilOp]
68 | ReadMask [_StencilReadMask]
69 | WriteMask [_StencilWriteMask]
70 | }
71 |
72 | Cull [_CullMode]
73 | ZWrite Off
74 | Lighting Off
75 | Fog { Mode Off }
76 | ZTest Always
77 | Blend One OneMinusSrcAlpha
78 | ColorMask [_ColorMask]
79 |
80 | Pass {
81 | CGPROGRAM
82 | #pragma vertex VertShader
83 | #pragma fragment PixShader
84 | #pragma shader_feature __ OUTLINE_ON
85 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
86 |
87 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
88 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
89 |
90 | #include "UnityCG.cginc"
91 | #include "UnityUI.cginc"
92 | #include "TMPro_Properties.cginc"
93 |
94 | struct vertex_t {
95 | float4 vertex : POSITION;
96 | float3 normal : NORMAL;
97 | fixed4 color : COLOR;
98 | float2 texcoord0 : TEXCOORD0;
99 | float2 texcoord1 : TEXCOORD1;
100 | };
101 |
102 | struct pixel_t {
103 | float4 vertex : SV_POSITION;
104 | fixed4 faceColor : COLOR;
105 | fixed4 outlineColor : COLOR1;
106 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
107 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
108 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
109 | #if (UNDERLAY_ON | UNDERLAY_INNER)
110 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
111 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
112 | #endif
113 | };
114 |
115 |
116 | pixel_t VertShader(vertex_t input)
117 | {
118 | float bold = step(input.texcoord1.y, 0);
119 |
120 | float4 vert = input.vertex;
121 | vert.x += _VertexOffsetX;
122 | vert.y += _VertexOffsetY;
123 | float4 vPosition = UnityObjectToClipPos(vert);
124 |
125 | float2 pixelSize = vPosition.w;
126 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
127 |
128 | float scale = rsqrt(dot(pixelSize, pixelSize));
129 | scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
130 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
131 |
132 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
133 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
134 |
135 | float layerScale = scale;
136 |
137 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
138 | float bias = (0.5 - weight) * scale - 0.5;
139 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
140 |
141 | float opacity = input.color.a;
142 | #if (UNDERLAY_ON | UNDERLAY_INNER)
143 | opacity = 1.0;
144 | #endif
145 |
146 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
147 | faceColor.rgb *= faceColor.a;
148 |
149 | fixed4 outlineColor = _OutlineColor;
150 | outlineColor.a *= opacity;
151 | outlineColor.rgb *= outlineColor.a;
152 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
153 |
154 | #if (UNDERLAY_ON | UNDERLAY_INNER)
155 |
156 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
157 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
158 |
159 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
160 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
161 | float2 layerOffset = float2(x, y);
162 | #endif
163 |
164 | // Generate UV for the Masking Texture
165 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
166 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
167 |
168 | // Structure for pixel shader
169 | pixel_t output = {
170 | vPosition,
171 | faceColor,
172 | outlineColor,
173 | float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
174 | half4(scale, bias - outline, bias + outline, bias),
175 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
176 | #if (UNDERLAY_ON | UNDERLAY_INNER)
177 | float4(input.texcoord0 + layerOffset, input.color.a, 0),
178 | half2(layerScale, layerBias),
179 | #endif
180 | };
181 |
182 | return output;
183 | }
184 |
185 |
186 | // PIXEL SHADER
187 | fixed4 PixShader(pixel_t input) : SV_Target
188 | {
189 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
190 | half4 c = input.faceColor * saturate(d - input.param.w);
191 |
192 | #ifdef OUTLINE_ON
193 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
194 | c *= saturate(d - input.param.y);
195 | #endif
196 |
197 | #if UNDERLAY_ON
198 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
199 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
200 | #endif
201 |
202 | #if UNDERLAY_INNER
203 | half sd = saturate(d - input.param.z);
204 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
205 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
206 | #endif
207 |
208 | // Alternative implementation to UnityGet2DClipping with support for softness.
209 | #if UNITY_UI_CLIP_RECT
210 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
211 | c *= m.x * m.y;
212 | #endif
213 |
214 | #if UNITY_UI_ALPHACLIP
215 | clip(c.a - 0.001);
216 | #endif
217 |
218 | #if (UNDERLAY_ON | UNDERLAY_INNER)
219 | c *= input.texcoord1.z;
220 | #endif
221 |
222 | return c;
223 | }
224 | ENDCG
225 | }
226 | }
227 |
228 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
229 | }
230 |
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/Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta:
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1 | fileFormatVersion: 2
2 | guid: a02a7d8c237544f1962732b55a9aebf1
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
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/Number Wizard UI/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 |
38 | _VertexOffsetX ("Vertex OffsetX", float) = 0
39 | _VertexOffsetY ("Vertex OffsetY", float) = 0
40 |
41 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
42 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
43 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
44 |
45 | _StencilComp ("Stencil Comparison", Float) = 8
46 | _Stencil ("Stencil ID", Float) = 0
47 | _StencilOp ("Stencil Operation", Float) = 0
48 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
49 | _StencilReadMask ("Stencil Read Mask", Float) = 255
50 |
51 | _ColorMask ("Color Mask", Float) = 15
52 | }
53 |
54 | SubShader {
55 | Tags
56 | {
57 | "Queue"="Transparent"
58 | "IgnoreProjector"="True"
59 | "RenderType"="Transparent"
60 | }
61 |
62 |
63 | Stencil
64 | {
65 | Ref [_Stencil]
66 | Comp [_StencilComp]
67 | Pass [_StencilOp]
68 | ReadMask [_StencilReadMask]
69 | WriteMask [_StencilWriteMask]
70 | }
71 |
72 | Cull [_CullMode]
73 | ZWrite Off
74 | Lighting Off
75 | Fog { Mode Off }
76 | ZTest [unity_GUIZTestMode]
77 | Blend One OneMinusSrcAlpha
78 | ColorMask [_ColorMask]
79 |
80 | Pass {
81 | CGPROGRAM
82 | #pragma vertex VertShader
83 | #pragma fragment PixShader
84 | #pragma shader_feature __ OUTLINE_ON
85 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
86 |
87 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
88 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
89 |
90 | #include "UnityCG.cginc"
91 | #include "UnityUI.cginc"
92 | #include "TMPro_Properties.cginc"
93 |
94 | struct vertex_t {
95 | float4 vertex : POSITION;
96 | float3 normal : NORMAL;
97 | fixed4 color : COLOR;
98 | float2 texcoord0 : TEXCOORD0;
99 | float2 texcoord1 : TEXCOORD1;
100 | };
101 |
102 | struct pixel_t {
103 | float4 vertex : SV_POSITION;
104 | fixed4 faceColor : COLOR;
105 | fixed4 outlineColor : COLOR1;
106 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
107 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
108 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
109 | #if (UNDERLAY_ON | UNDERLAY_INNER)
110 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
111 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
112 | #endif
113 | };
114 |
115 |
116 | pixel_t VertShader(vertex_t input)
117 | {
118 | float bold = step(input.texcoord1.y, 0);
119 |
120 | float4 vert = input.vertex;
121 | vert.x += _VertexOffsetX;
122 | vert.y += _VertexOffsetY;
123 | float4 vPosition = UnityObjectToClipPos(vert);
124 |
125 | float2 pixelSize = vPosition.w;
126 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
127 |
128 | float scale = rsqrt(dot(pixelSize, pixelSize));
129 | scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
130 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
131 |
132 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
133 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
134 |
135 | float layerScale = scale;
136 |
137 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
138 | float bias = (0.5 - weight) * scale - 0.5;
139 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
140 |
141 | float opacity = input.color.a;
142 | #if (UNDERLAY_ON | UNDERLAY_INNER)
143 | opacity = 1.0;
144 | #endif
145 |
146 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
147 | faceColor.rgb *= faceColor.a;
148 |
149 | fixed4 outlineColor = _OutlineColor;
150 | outlineColor.a *= opacity;
151 | outlineColor.rgb *= outlineColor.a;
152 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
153 |
154 | #if (UNDERLAY_ON | UNDERLAY_INNER)
155 |
156 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
157 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
158 |
159 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
160 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
161 | float2 layerOffset = float2(x, y);
162 | #endif
163 |
164 | // Generate UV for the Masking Texture
165 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
166 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
167 |
168 | // Structure for pixel shader
169 | pixel_t output = {
170 | vPosition,
171 | faceColor,
172 | outlineColor,
173 | float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
174 | half4(scale, bias - outline, bias + outline, bias),
175 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
176 | #if (UNDERLAY_ON | UNDERLAY_INNER)
177 | float4(input.texcoord0 + layerOffset, input.color.a, 0),
178 | half2(layerScale, layerBias),
179 | #endif
180 | };
181 |
182 | return output;
183 | }
184 |
185 |
186 | // PIXEL SHADER
187 | fixed4 PixShader(pixel_t input) : SV_Target
188 | {
189 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
190 | half4 c = input.faceColor * saturate(d - input.param.w);
191 |
192 | #ifdef OUTLINE_ON
193 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
194 | c *= saturate(d - input.param.y);
195 | #endif
196 |
197 | #if UNDERLAY_ON
198 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
199 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
200 | #endif
201 |
202 | #if UNDERLAY_INNER
203 | half sd = saturate(d - input.param.z);
204 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
205 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
206 | #endif
207 |
208 | // Alternative implementation to UnityGet2DClipping with support for softness.
209 | #if UNITY_UI_CLIP_RECT
210 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
211 | c *= m.x * m.y;
212 | #endif
213 |
214 | #if (UNDERLAY_ON | UNDERLAY_INNER)
215 | c *= input.texcoord1.z;
216 | #endif
217 |
218 | #if UNITY_UI_ALPHACLIP
219 | clip(c.a - 0.001);
220 | #endif
221 |
222 | return c;
223 | }
224 | ENDCG
225 | }
226 | }
227 |
228 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
229 | }
230 |
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/Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader:
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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 |
41 | _VertexOffsetX ("Vertex OffsetX", float) = 0
42 | _VertexOffsetY ("Vertex OffsetY", float) = 0
43 |
44 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
45 | //_MaskSoftness ("Mask Softness", float) = 0
46 | }
47 |
48 | SubShader {
49 |
50 | Tags {
51 | "Queue"="Transparent"
52 | "IgnoreProjector"="True"
53 | "RenderType"="Transparent"
54 | }
55 |
56 | LOD 300
57 | Cull [_CullMode]
58 |
59 | CGPROGRAM
60 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
61 | #pragma target 3.0
62 | #pragma shader_feature __ GLOW_ON
63 |
64 | #include "TMPro_Properties.cginc"
65 | #include "TMPro.cginc"
66 |
67 | half _FaceShininess;
68 | half _OutlineShininess;
69 |
70 | struct Input
71 | {
72 | fixed4 color : COLOR;
73 | float2 uv_MainTex;
74 | float2 uv2_FaceTex;
75 | float2 uv2_OutlineTex;
76 | float2 param; // Weight, Scale
77 | float3 viewDirEnv;
78 | };
79 |
80 | #include "TMPro_Surface.cginc"
81 |
82 | ENDCG
83 |
84 | // Pass to render object as a shadow caster
85 | Pass
86 | {
87 | Name "Caster"
88 | Tags { "LightMode" = "ShadowCaster" }
89 | Offset 1, 1
90 |
91 | Fog {Mode Off}
92 | ZWrite On ZTest LEqual Cull Off
93 |
94 | CGPROGRAM
95 | #pragma vertex vert
96 | #pragma fragment frag
97 | #pragma multi_compile_shadowcaster
98 | #include "UnityCG.cginc"
99 |
100 | struct v2f {
101 | V2F_SHADOW_CASTER;
102 | float2 uv : TEXCOORD1;
103 | float2 uv2 : TEXCOORD3;
104 | float alphaClip : TEXCOORD2;
105 | };
106 |
107 | uniform float4 _MainTex_ST;
108 | uniform float4 _OutlineTex_ST;
109 | float _OutlineWidth;
110 | float _FaceDilate;
111 | float _ScaleRatioA;
112 |
113 | v2f vert( appdata_base v )
114 | {
115 | v2f o;
116 | TRANSFER_SHADOW_CASTER(o)
117 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
118 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
119 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
120 | return o;
121 | }
122 |
123 | uniform sampler2D _MainTex;
124 |
125 | float4 frag(v2f i) : COLOR
126 | {
127 | fixed4 texcol = tex2D(_MainTex, i.uv).a;
128 | clip(texcol.a - i.alphaClip);
129 | SHADOW_CASTER_FRAGMENT(i)
130 | }
131 | ENDCG
132 | }
133 | }
134 |
135 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
136 | }
137 |
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/Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Distance Field (Surface)" {
2 |
3 | Properties {
4 | _FaceTex ("Fill Texture", 2D) = "white" {}
5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
7 | _FaceColor ("Fill 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 | _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 |
59 | _VertexOffsetX ("Vertex OffsetX", float) = 0
60 | _VertexOffsetY ("Vertex OffsetY", float) = 0
61 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
62 | //_MaskSoftness ("Mask Softness", float) = 0
63 | }
64 |
65 | SubShader {
66 |
67 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
68 |
69 | LOD 300
70 | Cull [_CullMode]
71 |
72 | CGPROGRAM
73 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
74 | #pragma target 3.0
75 | #pragma shader_feature __ GLOW_ON
76 | #pragma glsl
77 |
78 | #include "TMPro_Properties.cginc"
79 | #include "TMPro.cginc"
80 |
81 | half _FaceShininess;
82 | half _OutlineShininess;
83 |
84 | struct Input
85 | {
86 | fixed4 color : COLOR;
87 | float2 uv_MainTex;
88 | float2 uv2_FaceTex;
89 | float2 uv2_OutlineTex;
90 | float2 param; // Weight, Scale
91 | float3 viewDirEnv;
92 | };
93 |
94 |
95 | #define BEVEL_ON 1
96 | #include "TMPro_Surface.cginc"
97 |
98 | ENDCG
99 |
100 | // Pass to render object as a shadow caster
101 | Pass
102 | {
103 | Name "Caster"
104 | Tags { "LightMode" = "ShadowCaster" }
105 | Offset 1, 1
106 |
107 | Fog {Mode Off}
108 | ZWrite On
109 | ZTest LEqual
110 | Cull Off
111 |
112 | CGPROGRAM
113 | #pragma vertex vert
114 | #pragma fragment frag
115 | #pragma multi_compile_shadowcaster
116 | #include "UnityCG.cginc"
117 |
118 | struct v2f {
119 | V2F_SHADOW_CASTER;
120 | float2 uv : TEXCOORD1;
121 | float2 uv2 : TEXCOORD3;
122 | float alphaClip : TEXCOORD2;
123 | };
124 |
125 | uniform float4 _MainTex_ST;
126 | uniform float4 _OutlineTex_ST;
127 | float _OutlineWidth;
128 | float _FaceDilate;
129 | float _ScaleRatioA;
130 |
131 | v2f vert( appdata_base v )
132 | {
133 | v2f o;
134 | TRANSFER_SHADOW_CASTER(o)
135 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
136 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
137 | o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
138 | return o;
139 | }
140 |
141 | uniform sampler2D _MainTex;
142 |
143 | float4 frag(v2f i) : COLOR
144 | {
145 | fixed4 texcol = tex2D(_MainTex, i.uv).a;
146 | clip(texcol.a - i.alphaClip);
147 | SHADOW_CASTER_FRAGMENT(i)
148 | }
149 | ENDCG
150 | }
151 | }
152 |
153 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
154 | }
155 |
156 |
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/Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader:
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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(-1,1)) = 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 |
68 | _VertexOffsetX ("Vertex OffsetX", float) = 0
69 | _VertexOffsetY ("Vertex OffsetY", float) = 0
70 |
71 | _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
72 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
73 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
74 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
75 |
76 | _StencilComp ("Stencil Comparison", Float) = 8
77 | _Stencil ("Stencil ID", Float) = 0
78 | _StencilOp ("Stencil Operation", Float) = 0
79 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
80 | _StencilReadMask ("Stencil Read Mask", Float) = 255
81 |
82 | _ColorMask ("Color Mask", Float) = 15
83 | }
84 |
85 | SubShader {
86 |
87 | Tags
88 | {
89 | "Queue"="Transparent"
90 | "IgnoreProjector"="True"
91 | "RenderType"="Transparent"
92 | }
93 |
94 | Stencil
95 | {
96 | Ref [_Stencil]
97 | Comp [_StencilComp]
98 | Pass [_StencilOp]
99 | ReadMask [_StencilReadMask]
100 | WriteMask [_StencilWriteMask]
101 | }
102 |
103 | Cull [_CullMode]
104 | ZWrite Off
105 | Lighting Off
106 | Fog { Mode Off }
107 | ZTest [unity_GUIZTestMode]
108 | Blend One OneMinusSrcAlpha
109 | ColorMask [_ColorMask]
110 |
111 | Pass {
112 | CGPROGRAM
113 | #pragma target 3.0
114 | #pragma vertex VertShader
115 | #pragma fragment PixShader
116 | #pragma shader_feature __ BEVEL_ON
117 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
118 | #pragma shader_feature __ GLOW_ON
119 | #pragma shader_feature __ MASK_OFF
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 | float4 position : POSITION;
131 | float3 normal : NORMAL;
132 | fixed4 color : COLOR;
133 | float2 texcoord0 : TEXCOORD0;
134 | float2 texcoord1 : TEXCOORD1;
135 | };
136 |
137 |
138 | struct pixel_t {
139 | float4 position : SV_POSITION;
140 | fixed4 color : COLOR;
141 | float2 atlas : TEXCOORD0; // Atlas
142 | float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
143 | float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
144 | float3 viewDir : TEXCOORD3;
145 |
146 | #if (UNDERLAY_ON || UNDERLAY_INNER)
147 | float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
148 | fixed4 underlayColor : COLOR1;
149 | #endif
150 | float4 textures : TEXCOORD5;
151 | };
152 |
153 | // Used by Unity internally to handle Texture Tiling and Offset.
154 | float4 _FaceTex_ST;
155 | float4 _OutlineTex_ST;
156 |
157 | pixel_t VertShader(vertex_t input)
158 | {
159 | float bold = step(input.texcoord1.y, 0);
160 |
161 | float4 vert = input.position;
162 | vert.x += _VertexOffsetX;
163 | vert.y += _VertexOffsetY;
164 |
165 | float4 vPosition = UnityObjectToClipPos(vert);
166 |
167 | float2 pixelSize = vPosition.w;
168 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
169 | float scale = rsqrt(dot(pixelSize, pixelSize));
170 | scale *= abs(input.texcoord1.y) * _GradientScale * 1.5;
171 | if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
172 |
173 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
174 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
175 |
176 | float bias =(.5 - weight) + (.5 / scale);
177 |
178 | float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
179 |
180 | #if GLOW_ON
181 | alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
182 | #endif
183 |
184 | alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
185 |
186 | #if (UNDERLAY_ON || UNDERLAY_INNER)
187 | float4 underlayColor = _UnderlayColor;
188 | underlayColor.rgb *= underlayColor.a;
189 |
190 | float bScale = scale;
191 | bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
192 | float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
193 |
194 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
195 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
196 | float2 bOffset = float2(x, y);
197 | #endif
198 |
199 | // Generate UV for the Masking Texture
200 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
201 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
202 |
203 | // Support for texture tiling and offset
204 | float2 textureUV = UnpackUV(input.texcoord1.x);
205 | float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
206 | float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
207 |
208 | pixel_t output = {
209 | vPosition,
210 | input.color,
211 | input.texcoord0,
212 | float4(alphaClip, scale, bias, weight),
213 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
214 | mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz),
215 | #if (UNDERLAY_ON || UNDERLAY_INNER)
216 | float4(input.texcoord0 + bOffset, bScale, bBias),
217 | underlayColor,
218 | #endif
219 | float4(faceUV, outlineUV),
220 | };
221 |
222 | return output;
223 | }
224 |
225 |
226 | fixed4 PixShader(pixel_t input) : SV_Target
227 | {
228 | float c = tex2D(_MainTex, input.atlas).a;
229 |
230 | #ifndef UNDERLAY_ON
231 | clip(c - input.param.x);
232 | #endif
233 |
234 | float scale = input.param.y;
235 | float bias = input.param.z;
236 | float weight = input.param.w;
237 | float sd = (bias - c) * scale;
238 |
239 | float outline = (_OutlineWidth * _ScaleRatioA) * scale;
240 | float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
241 |
242 | half4 faceColor = _FaceColor;
243 | half4 outlineColor = _OutlineColor;
244 |
245 | faceColor.rgb *= input.color.rgb;
246 |
247 | faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
248 | outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
249 |
250 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
251 |
252 | #if BEVEL_ON
253 | float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
254 | float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
255 |
256 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
257 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
258 | n = normalize(n- bump);
259 |
260 | float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
261 |
262 | float3 col = GetSpecular(n, light);
263 | faceColor.rgb += col*faceColor.a;
264 | faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
265 | faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
266 |
267 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
268 | faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
269 | #endif
270 |
271 | #if UNDERLAY_ON
272 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
273 | faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
274 | #endif
275 |
276 | #if UNDERLAY_INNER
277 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
278 | faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
279 | #endif
280 |
281 | #if GLOW_ON
282 | float4 glowColor = GetGlowColor(sd, scale);
283 | faceColor.rgb += glowColor.rgb * glowColor.a;
284 | #endif
285 |
286 | // Alternative implementation to UnityGet2DClipping with support for softness.
287 | #if UNITY_UI_CLIP_RECT
288 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
289 | faceColor *= m.x * m.y;
290 | #endif
291 |
292 | #if UNITY_UI_ALPHACLIP
293 | clip(faceColor.a - 0.001);
294 | #endif
295 |
296 | return faceColor * input.color.a;
297 | }
298 |
299 | ENDCG
300 | }
301 | }
302 |
303 | Fallback "TextMeshPro/Mobile/Distance Field"
304 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
305 | }
306 |
--------------------------------------------------------------------------------
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/Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader:
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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 |
--------------------------------------------------------------------------------
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2 | guid: cf81c85f95fe47e1a27f6ae460cf182c
3 | timeCreated: 1450517184
4 | licenseType: Pro
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/Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc:
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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 |
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/Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc:
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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 |
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/Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc:
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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 * 1.5;
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 |
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