├── .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 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/Fonts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 31c3af6a02d5d404489efeef62b7dc1e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/Fonts/WIZARDRY SDF.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7bd33f5f50d78a34a9cfd3250593b585 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/Fonts/WIZARDRY.TTF: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CompleteUnityDeveloper/04-Number-Wizard-UI/cd3a46fa079fd9c8a799a97466184cd99789b86a/Number Wizard UI/Assets/Fonts/WIZARDRY.TTF -------------------------------------------------------------------------------- /Number Wizard UI/Assets/Fonts/WIZARDRY.TTF.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 329de3cbbd8c97642aa848c557929f16 3 | TrueTypeFontImporter: 4 | externalObjects: {} 5 | serializedVersion: 4 6 | fontSize: 16 7 | forceTextureCase: -2 8 | characterSpacing: 0 9 | characterPadding: 1 10 | includeFontData: 1 11 | fontName: Wizardry 12 | fontNames: 13 | - 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assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 01122c69c47aad044b1e5d2461851738 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/Scripts/NumberWizard.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/Scripts/NumberWizard.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8164c2ab2eb5d3042a3d3bc664f54777 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/Scripts/SceneLoader.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/Scripts/SceneLoader.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5b27b1005bffb484e9e5644f8ee78758 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | 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)]}〕〉》」』】〙〗〟’”⦆»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%,. -------------------------------------------------------------------------------- /Number Wizard UI/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fade42e8bc714b018fac513c043d323b 3 | timeCreated: 1425440388 4 | licenseType: Store 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt: -------------------------------------------------------------------------------- 1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇〉》」$⦆¥₩ # -------------------------------------------------------------------------------- /Number Wizard UI/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d82c1b31c7e74239bff1220585707d2b 3 | timeCreated: 1425440388 4 | licenseType: Store 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 99f836c9cb9345dba2e72c4a1f2d0695 3 | folderAsset: yes 4 | timeCreated: 1436068007 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Number Wizard UI/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 | #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 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc1ede39bf3643ee8e493720e4259791 3 | timeCreated: 1463704911 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Number Wizard UI/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 | 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 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a02a7d8c237544f1962732b55a9aebf1 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Number Wizard UI/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 | -------------------------------------------------------------------------------- /Number Wizard UI/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 | 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 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85187c2149c549c5b33f0cdb02836b17 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Number Wizard UI/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 | -------------------------------------------------------------------------------- /Number Wizard UI/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(-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 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68e6db2ebdc24f95958faec2be5558d6 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Number Wizard UI/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 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf81c85f95fe47e1a27f6ae460cf182c 3 | timeCreated: 1450517184 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Number Wizard UI/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 | -------------------------------------------------------------------------------- /Number Wizard UI/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Number Wizard UI/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 | -------------------------------------------------------------------------------- /Number Wizard UI/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 | -------------------------------------------------------------------------------- /Number Wizard UI/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 * 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 + 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