├── .gitattributes
├── .gitignore
├── .vscode
└── settings.json
├── Assets
├── AnimationUI.meta
├── AnimationUI
│ ├── Demo.meta
│ ├── Demo
│ │ ├── Audio.meta
│ │ ├── Audio
│ │ │ ├── Button1.wav
│ │ │ ├── Button1.wav.meta
│ │ │ ├── Button2.wav
│ │ │ ├── Button2.wav.meta
│ │ │ ├── Button3.wav
│ │ │ ├── Button3.wav.meta
│ │ │ ├── Button4.wav
│ │ │ └── Button4.wav.meta
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ │ ├── AudioManagerInspector.cs
│ │ │ └── AudioManagerInspector.cs.meta
│ │ ├── Font.meta
│ │ ├── Font
│ │ │ ├── PassionOne-Regular SDF.asset
│ │ │ ├── PassionOne-Regular SDF.asset.meta
│ │ │ ├── PassionOne-Regular.ttf
│ │ │ └── PassionOne-Regular.ttf.meta
│ │ ├── Material.meta
│ │ ├── Material
│ │ │ ├── Square.png
│ │ │ ├── Square.png.meta
│ │ │ ├── Squares.mat
│ │ │ └── Squares.mat.meta
│ │ ├── Resources.meta
│ │ ├── Resources
│ │ │ ├── Audio.prefab
│ │ │ ├── Audio.prefab.meta
│ │ │ ├── Game.prefab
│ │ │ ├── Game.prefab.meta
│ │ │ ├── SINGLETON.prefab
│ │ │ └── SINGLETON.prefab.meta
│ │ ├── Scene.meta
│ │ ├── Scene
│ │ │ ├── Home.unity
│ │ │ ├── Home.unity.meta
│ │ │ ├── Level1.unity
│ │ │ └── Level1.unity.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── AudioManager.cs
│ │ │ ├── AudioManager.cs.meta
│ │ │ ├── AudioObserver.cs
│ │ │ ├── AudioObserver.cs.meta
│ │ │ ├── ButtonUI.cs
│ │ │ ├── ButtonUI.cs.meta
│ │ │ ├── GameManager.cs
│ │ │ ├── GameManager.cs.meta
│ │ │ ├── Main.cs
│ │ │ ├── Main.cs.meta
│ │ │ ├── Singleton.cs
│ │ │ ├── Singleton.cs.meta
│ │ │ ├── Struct.meta
│ │ │ └── Struct
│ │ │ │ ├── ScaleBlock.cs
│ │ │ │ └── ScaleBlock.cs.meta
│ │ ├── UI.meta
│ │ └── UI
│ │ │ ├── AnimationUI.png
│ │ │ ├── AnimationUI.png.meta
│ │ │ ├── Lose.png
│ │ │ ├── Lose.png.meta
│ │ │ ├── UpgradeBase.png
│ │ │ ├── UpgradeBase.png.meta
│ │ │ ├── Win.png
│ │ │ ├── Win.png.meta
│ │ │ ├── parallelogram.png
│ │ │ ├── parallelogram.png.meta
│ │ │ ├── parallelogramFlipped.png
│ │ │ └── parallelogramFlipped.png.meta
│ ├── Editor.meta
│ ├── Editor
│ │ ├── AnimationUICustomMenu.cs
│ │ ├── AnimationUICustomMenu.cs.meta
│ │ ├── AnimationUIInspector.cs
│ │ ├── AnimationUIInspector.cs.meta
│ │ ├── SequenceDrawer.cs
│ │ ├── SequenceDrawer.cs.meta
│ │ ├── SerializedPropertyExtension.cs
│ │ └── SerializedPropertyExtension.cs.meta
│ ├── ReadMe.txt
│ ├── ReadMe.txt.meta
│ ├── Script.meta
│ └── Script
│ │ ├── AnimationUI.cs
│ │ ├── AnimationUI.cs.meta
│ │ ├── Customizable.cs
│ │ ├── Customizable.cs.meta
│ │ ├── Ease.cs
│ │ ├── Ease.cs.meta
│ │ ├── Sequence.cs
│ │ └── Sequence.cs.meta
├── TextMesh Pro.meta
└── TextMesh Pro
│ ├── Documentation.meta
│ ├── Documentation
│ ├── TextMesh Pro User Guide 2016.pdf
│ └── TextMesh Pro User Guide 2016.pdf.meta
│ ├── Fonts.meta
│ ├── Fonts
│ ├── LiberationSans - OFL.txt
│ ├── LiberationSans - OFL.txt.meta
│ ├── LiberationSans.ttf
│ └── LiberationSans.ttf.meta
│ ├── Resources.meta
│ ├── Resources
│ ├── Fonts & Materials.meta
│ ├── Fonts & Materials
│ │ ├── LiberationSans SDF - Drop Shadow.mat
│ │ ├── LiberationSans SDF - Drop Shadow.mat.meta
│ │ ├── LiberationSans SDF - Fallback.asset
│ │ ├── LiberationSans SDF - Fallback.asset.meta
│ │ ├── LiberationSans SDF - Outline.mat
│ │ ├── LiberationSans SDF - Outline.mat.meta
│ │ ├── LiberationSans SDF.asset
│ │ └── LiberationSans SDF.asset.meta
│ ├── LineBreaking Following Characters.txt
│ ├── LineBreaking Following Characters.txt.meta
│ ├── LineBreaking Leading Characters.txt
│ ├── LineBreaking Leading Characters.txt.meta
│ ├── Sprite Assets.meta
│ ├── Sprite Assets
│ │ ├── EmojiOne.asset
│ │ └── EmojiOne.asset.meta
│ ├── Style Sheets.meta
│ ├── Style Sheets
│ │ ├── Default Style Sheet.asset
│ │ └── Default Style Sheet.asset.meta
│ ├── TMP Settings.asset
│ └── TMP Settings.asset.meta
│ ├── Shaders.meta
│ ├── Shaders
│ ├── TMP_Bitmap-Custom-Atlas.shader
│ ├── TMP_Bitmap-Custom-Atlas.shader.meta
│ ├── TMP_Bitmap-Mobile.shader
│ ├── TMP_Bitmap-Mobile.shader.meta
│ ├── TMP_Bitmap.shader
│ ├── TMP_Bitmap.shader.meta
│ ├── TMP_SDF Overlay.shader
│ ├── TMP_SDF Overlay.shader.meta
│ ├── TMP_SDF SSD.shader
│ ├── TMP_SDF SSD.shader.meta
│ ├── TMP_SDF-Mobile Masking.shader
│ ├── TMP_SDF-Mobile Masking.shader.meta
│ ├── TMP_SDF-Mobile Overlay.shader
│ ├── TMP_SDF-Mobile Overlay.shader.meta
│ ├── TMP_SDF-Mobile SSD.shader
│ ├── TMP_SDF-Mobile SSD.shader.meta
│ ├── TMP_SDF-Mobile.shader
│ ├── TMP_SDF-Mobile.shader.meta
│ ├── TMP_SDF-Surface-Mobile.shader
│ ├── TMP_SDF-Surface-Mobile.shader.meta
│ ├── TMP_SDF-Surface.shader
│ ├── TMP_SDF-Surface.shader.meta
│ ├── TMP_SDF.shader
│ ├── TMP_SDF.shader.meta
│ ├── TMP_Sprite.shader
│ ├── TMP_Sprite.shader.meta
│ ├── TMPro.cginc
│ ├── TMPro.cginc.meta
│ ├── TMPro_Mobile.cginc
│ ├── TMPro_Mobile.cginc.meta
│ ├── TMPro_Properties.cginc
│ ├── TMPro_Properties.cginc.meta
│ ├── TMPro_Surface.cginc
│ └── TMPro_Surface.cginc.meta
│ ├── Sprites.meta
│ └── Sprites
│ ├── EmojiOne Attribution.txt
│ ├── EmojiOne Attribution.txt.meta
│ ├── EmojiOne.json
│ ├── EmojiOne.json.meta
│ ├── EmojiOne.png
│ └── EmojiOne.png.meta
├── Images
├── 1.gif
├── 2.gif
├── 3.gif
├── 4.gif
├── 5.gif
├── 6.gif
├── 7.png
├── AnimationUI.png
├── AnimationUI.png.meta
├── PreviewAnimationUI.gif
├── PreviewSettings.gif
├── PreviewSettings.gif.meta
├── PreviewStart.gif
├── PreviewStart.gif.meta
├── PreviewUpgrade.gif
└── PreviewUpgrade.gif.meta
├── LICENSE
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── BurstAotSettings_StandaloneWindows.json
├── ClusterInputManager.asset
├── CommonBurstAotSettings.json
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── MemorySettings.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── SceneTemplateSettings.json
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
├── XRSettings.asset
└── boot.config
├── README.md
└── package.json
/.gitattributes:
--------------------------------------------------------------------------------
1 | #
2 | # Git attributes for Unity projects
3 | #
4 | # Compiled by the GameCI community - https://game.ci
5 | #
6 | # Latest version at https://gist.github.com/webbertakken/ff250a0d5e59a8aae961c2e509c07fbc
7 | #
8 |
9 | #Ignore TextMeshPro
10 | # *.shader linguist-detectable=false
11 | Assets/TextMesh[[:space:]]Pro/** linguist-vendored
12 | # Ensure that text files that any contributor introduces to the repository have their line endings normalized
13 | * text=auto
14 |
15 | # Increase probability of success for merging files with specific extensions
16 | *.cs diff=csharp
17 |
18 | # Macro attribute: Files with Unity's yaml format
19 | # linguist-generated means the file is ignored for the repository's language statistics and diffs are hidden by default.
20 | [attr]unity-yaml-file -text -merge=unityyamlmerge linguist-generated
21 |
22 | # Macro attribute: Files intended for LFS
23 | [attr]lfs-file filter=lfs diff=lfs merge=lfs -text
24 |
25 | # Unity files
26 | *.asmdef unity-yaml-file -linguist-generated
27 | *.anim unity-yaml-file
28 | *.asset unity-yaml-file
29 | *.brush unity-yaml-file
30 | *.controller unity-yaml-file
31 | *.flare unity-yaml-file
32 | *.fontsettings unity-yaml-file
33 | *.giparams unity-yaml-file
34 | *.guiskin unity-yaml-file
35 | *.mask unity-yaml-file
36 | *.mat unity-yaml-file
37 | *.meta unity-yaml-file
38 | *.mixer unity-yaml-file
39 | *.overrideController unity-yaml-file
40 | *.physicMaterial unity-yaml-file
41 | *.physicsMaterial2D unity-yaml-file
42 | *.playable unity-yaml-file
43 | *.prefab unity-yaml-file
44 | *.preset unity-yaml-file
45 | *.renderTexture unity-yaml-file
46 | *.shadervariants unity-yaml-file
47 | *.spriteatlas unity-yaml-file
48 | *.terrainlayer unity-yaml-file
49 | *.unity unity-yaml-file
50 |
51 | # Unity binary files
52 | *.bundle lfs-file
53 | *.cubemap lfs-file
54 | *.unitypackage lfs-file
55 |
56 | # Unity specific assets
57 | *-[Nn]av[Mm]esh.asset lfs-file
58 | *-[Tt]errain.asset lfs-file
59 | *OcclusionCullingData.asset
60 |
61 | # Creative software
62 | *.rns lfs-file
63 | *.reason lfs-file
64 | *.lxo lfs-file
65 | *.exr lfs-file
66 |
67 | # Documents
68 | *.pdf lfs-file
69 |
70 | # Image formats
71 | *.afdesign lfs-file
72 | *.afphoto lfs-file
73 | *.ai lfs-file
74 | *.bmp lfs-file
75 | *.dds lfs-file
76 | *.jpg lfs-file
77 | *.gif lfs-file
78 | *.iff lfs-file
79 | *.pict lfs-file
80 | *.png lfs-file
81 | *.psd lfs-file
82 | *.svg lfs-file
83 | *.tga lfs-file
84 | *.tiff lfs-file
85 | *.webp lfs-file
86 |
87 | # Audio formats
88 | *.aif lfs-file
89 | *.aiff lfs-file
90 | *.it lfs-file
91 | *.mod lfs-file
92 | *.mp3 lfs-file
93 | *.ogg lfs-file
94 | *.s3m lfs-file
95 | *.wav lfs-file
96 | *.xm lfs-file
97 |
98 | # Video formats
99 | *.mov lfs-file
100 | *.avi lfs-file
101 | *.asf lfs-file
102 | *.mpg lfs-file
103 | *.mpeg lfs-file
104 | *.mp4 lfs-file
105 |
106 | # 3D formats
107 | *.3ds lfs-file
108 | *.3dm lfs-file
109 | *.abc lfs-file
110 | *.blend lfs-file
111 | *.c4d lfs-file
112 | *.dae lfs-file
113 | *.dfx lfs-file
114 | *.FBX lfs-file
115 | *.fbx lfs-file
116 | *.lwo lfs-file
117 | *.lwo2 lfs-file
118 | *.lxo lfs-file
119 | *.obj lfs-file
120 | *.ma lfs-file
121 | *.max lfs-file
122 | *.mb lfs-file
123 |
124 | # Font formats
125 | *.ttf lfs-file
126 | *.otf lfs-file
127 |
128 | # Bundles and binaries
129 | *.dll lfs-file
130 | *.exe lfs-file
131 | *.mdb lfs-file
132 | *.pdb lfs-file
133 | *.so lfs-file
134 |
135 | # Packaging
136 | *.zip lfs-file
137 | *.7z lfs-file
138 | *.gz lfs-file
139 | *.rar lfs-file
140 | *.tar lfs-file
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Uu]ser[Ss]ettings/
12 |
13 |
14 | # Ignore Executable folder
15 | Executable/
16 |
17 |
18 | # MemoryCaptures can get excessive in size.
19 | # They also could contain extremely sensitive data
20 | /[Mm]emoryCaptures/
21 |
22 | # Recordings can get excessive in size
23 | /[Rr]ecordings/
24 |
25 | # Uncomment this line if you wish to ignore the asset store tools plugin
26 | # /[Aa]ssets/AssetStoreTools*
27 |
28 | # Autogenerated Jetbrains Rider plugin
29 | /[Aa]ssets/Plugins/Editor/JetBrains*
30 |
31 | # Visual Studio cache directory
32 | .vs/
33 |
34 | # Gradle cache directory
35 | .gradle/
36 |
37 | # Autogenerated VS/MD/Consulo solution and project files
38 | ExportedObj/
39 | .consulo/
40 | *.csproj
41 | *.unityproj
42 | *.sln
43 | *.suo
44 | *.tmp
45 | *.user
46 | *.userprefs
47 | *.pidb
48 | *.booproj
49 | *.svd
50 | *.pdb
51 | *.mdb
52 | *.opendb
53 | *.VC.db
54 |
55 | # Unity3D generated meta files
56 | *.pidb.meta
57 | *.pdb.meta
58 | *.mdb.meta
59 |
60 | # Unity3D generated file on crash reports
61 | sysinfo.txt
62 |
63 | # Builds
64 | *.apk
65 | *.aab
66 | *.unitypackage
67 | *.app
68 |
69 | # Crashlytics generated file
70 | crashlytics-build.properties
71 |
72 | # Packed Addressables
73 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
74 |
75 | # Temporary auto-generated Android Assets
76 | /[Aa]ssets/[Ss]treamingAssets/aa.meta
77 | /[Aa]ssets/[Ss]treamingAssets/aa/*
78 |
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/.vscode/settings.json:
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1 | {
2 | "files.exclude":
3 | {
4 | "**/.DS_Store":true,
5 | "**/.git":true,
6 | "**/.gitmodules":true,
7 | "**/*.booproj":true,
8 | "**/*.pidb":true,
9 | "**/*.suo":true,
10 | "**/*.user":true,
11 | "**/*.userprefs":true,
12 | "**/*.unityproj":true,
13 | "**/*.dll":true,
14 | "**/*.exe":true,
15 | "**/*.pdf":true,
16 | "**/*.mid":true,
17 | "**/*.midi":true,
18 | "**/*.wav":true,
19 | "**/*.gif":true,
20 | "**/*.ico":true,
21 | "**/*.jpg":true,
22 | "**/*.jpeg":true,
23 | "**/*.png":true,
24 | "**/*.psd":true,
25 | "**/*.tga":true,
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34 | "**/*.ma":true,
35 | "**/*.MA":true,
36 | "**/*.obj":true,
37 | "**/*.OBJ":true,
38 | "**/*.asset":true,
39 | "**/*.cubemap":true,
40 | "**/*.flare":true,
41 | "**/*.mat":true,
42 | "**/*.meta":true,
43 | "**/*.prefab":true,
44 | "**/*.unity":true,
45 | "build/":true,
46 | "Build/":true,
47 | "Library/":true,
48 | "library/":true,
49 | "obj/":true,
50 | "Obj/":true,
51 | "ProjectSettings/":true,
52 | "temp/":true,
53 | "Temp/":true
54 | }
55 | }
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/Assets/AnimationUI/Demo/Editor/AudioManagerInspector.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEditor;
3 | using System.Collections.Generic;
4 |
5 | namespace DhafinFawwaz.AnimationUILib.Demo
6 | {
7 |
8 | [CustomEditor(typeof(AudioManager))]
9 | public class AudioManagerInspector : Editor
10 | {
11 | AudioManager _script;
12 |
13 | void OnEnable()
14 | {
15 | _script = (AudioManager)target;
16 | }
17 | public override void OnInspectorGUI()
18 | {
19 | DrawDefaultInspector();
20 |
21 | int i = 0;
22 | int j = 0;
23 | int width = 100;
24 | while(i < _script.SFX.Length)
25 | {
26 | j = 0;
27 | EditorGUILayout.BeginHorizontal();
28 | do
29 | {
30 | var nameProperty = this.serializedObject.FindProperty("SFX").
31 | GetArrayElementAtIndex(i).FindPropertyRelative("ClipName");
32 | var clipProperty = this.serializedObject.FindProperty("SFX").
33 | GetArrayElementAtIndex(i).FindPropertyRelative("Clip");
34 | var volumeProperty = this.serializedObject.FindProperty("SFX").
35 | GetArrayElementAtIndex(i).FindPropertyRelative("Volume");
36 |
37 | EditorGUILayout.BeginVertical();
38 | EditorGUILayout.BeginHorizontal();
39 | EditorGUILayout.LabelField(i.ToString(), GUILayout.Width(20));
40 | EditorGUILayout.PropertyField(nameProperty, GUIContent.none, GUILayout.Width(75));
41 | EditorGUILayout.EndHorizontal();
42 |
43 | EditorGUILayout.BeginHorizontal();
44 | EditorGUILayout.PropertyField(clipProperty, GUIContent.none, GUILayout.Width(75));
45 | EditorGUILayout.PropertyField(volumeProperty, GUIContent.none, GUILayout.Width(20));
46 | EditorGUILayout.EndHorizontal();
47 | EditorGUILayout.EndVertical();
48 |
49 | EditorGUILayout.Space();
50 | i++;
51 | j++;
52 | }
53 | while((j+1)*width < EditorGUIUtility.currentViewWidth && i < _script.SFX.Length);
54 | EditorGUILayout.EndHorizontal();
55 | EditorGUILayout.Space();
56 | EditorGUILayout.Space();
57 |
58 | }
59 |
60 |
61 | GUILayout.FlexibleSpace();
62 |
63 | serializedObject.ApplyModifiedProperties();
64 |
65 | }
66 | }
67 |
68 | // You've gone too far, adventurer.
69 |
70 | }
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/Assets/AnimationUI/Demo/Scripts/AudioManager.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 | using UnityEngine.Audio;
4 |
5 | namespace DhafinFawwaz.AnimationUILib.Demo
6 | {
7 | public class AudioManager : MonoBehaviour
8 | {
9 | [SerializeField] AudioSource _soundSource;
10 | // [SerializeField] AudioMixer _soundMixer;
11 | [SerializeField] AudioClip _defaultSound;
12 |
13 | public void PlaySound(AudioClip audioClip, float volume)
14 | {
15 | if(audioClip == null)
16 | {
17 | PlayDefaultSound();
18 | return;
19 | }
20 | _soundSource.PlayOneShot(audioClip, volume);
21 | }
22 | public void PlaySound(AudioClip audioClip)
23 | {
24 | if(audioClip == null)
25 | {
26 | PlayDefaultSound();
27 | return;
28 | }
29 | _soundSource.PlayOneShot(audioClip);
30 | }
31 | void PlayDefaultSound()
32 | {
33 | if(_defaultSound != null)
34 | _soundSource.PlayOneShot(_defaultSound);
35 | }
36 |
37 | [System.Serializable] public class Sound
38 | {
39 | [Tooltip("Clip to play")]public AudioClip Clip;
40 | [Tooltip("Volume of the clip")]
41 | public float Volume = 1;
42 | #if UNITY_EDITOR
43 | [Tooltip("Just for naming, this isn't actually used anywhere")]public string ClipName;
44 | #endif
45 | }
46 | public Sound[] SFX;
47 | public void PlaySound(int index)
48 | {
49 | if(index > SFX.Length-1)
50 | {
51 | Debug.LogWarning("Please assign the clip at index " + index.ToString());
52 | }
53 | PlaySound(SFX[index].Clip, SFX[index].Volume);
54 | }
55 | }
56 |
57 | }
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/Assets/AnimationUI/Demo/Scripts/AudioObserver.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 | using UnityEngine.Audio;
4 |
5 | namespace DhafinFawwaz.AnimationUILib.Demo
6 | {
7 | public class AudioObserver : MonoBehaviour
8 | {
9 | [SerializeField] AudioManager _audio;
10 | void OnEnable()
11 | {
12 | ButtonUI.s_onClick += ButtonOnClick;
13 | ButtonUI.s_onPointerEnter += ButtonEnter;
14 | ButtonUI.s_onPointerDown += ButtonDown;
15 | ButtonUI.s_onSelect += ButtonEnter;
16 |
17 | AnimationUI.OnPlaySoundByFile += _audio.PlaySound;
18 | AnimationUI.OnPlaySoundByIndex += _audio.PlaySound;
19 | }
20 | void OnDisable()
21 | {
22 | ButtonUI.s_onClick -= ButtonOnClick;
23 | ButtonUI.s_onPointerEnter -= ButtonEnter;
24 | ButtonUI.s_onPointerDown -= ButtonDown;
25 | ButtonUI.s_onSelect -= ButtonEnter;
26 |
27 | AnimationUI.OnPlaySoundByFile -= _audio.PlaySound;
28 | AnimationUI.OnPlaySoundByIndex -= _audio.PlaySound;
29 | }
30 |
31 | void ButtonEnter() => _audio.PlaySound(3);
32 | void ButtonOnClick() => _audio.PlaySound(2);
33 | void ButtonDown() => _audio.PlaySound(0);
34 | }
35 |
36 | }
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/Assets/AnimationUI/Demo/Scripts/GameManager.cs:
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1 | using UnityEngine;
2 |
3 | namespace DhafinFawwaz.AnimationUILib.Demo
4 | {
5 | public class GameManager : MonoBehaviour
6 | {
7 | void OnEnable()
8 | {
9 | AnimationUI.OnSetActiveAllInput += SetActiveAllInput;
10 | }
11 | void OnDisable()
12 | {
13 | AnimationUI.OnSetActiveAllInput -= SetActiveAllInput;
14 | }
15 | public void SetActiveAllInput(bool isActive)
16 | {
17 | transform.GetChild(0).gameObject.SetActive(!isActive);
18 | }
19 | }
20 |
21 | }
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/Assets/AnimationUI/Demo/Scripts/Main.cs:
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1 | using UnityEngine;
2 |
3 | namespace DhafinFawwaz.AnimationUILib.Demo
4 | {
5 | public class Main
6 | {
7 | [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
8 | static void Initialization()
9 | {
10 | Singleton.Initialize();
11 | }
12 | }
13 |
14 | }
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/Assets/AnimationUI/Demo/Scripts/Singleton.cs:
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1 | using UnityEngine;
2 |
3 | namespace DhafinFawwaz.AnimationUILib.Demo
4 | {
5 |
6 | #if UNITY_EDITOR
7 | using UnityEditor;
8 | [ExecuteInEditMode]
9 | #endif
10 | public class Singleton : MonoBehaviour
11 | {
12 | public AudioManager Audio;
13 | public GameManager Game;
14 | public static Singleton Instance => _instance;
15 | static Singleton _instance;
16 |
17 | ///
18 | /// Nulls any existing instance and creates a new one. It makes sure no weird
19 | /// things happen when you reload the scene in the editor. It's used in Main.cs
20 | ///
21 | public static void Initialize()
22 | {
23 | if(_instance != null)
24 | {
25 | Destroy(_instance.gameObject);
26 | _instance = null;
27 | }
28 | GameObject.Instantiate(Resources.Load("SINGLETON"));
29 | }
30 |
31 | void Awake()
32 | {
33 | if(_instance == null)_instance = this;
34 |
35 | #if UNITY_EDITOR
36 | else if(!Application.isPlaying)DestroyImmediate(gameObject);
37 | #endif
38 | else Destroy(gameObject);
39 |
40 | #if UNITY_EDITOR
41 | if(Application.isPlaying)
42 | #endif
43 | DontDestroyOnLoad(gameObject);
44 |
45 | }
46 | }
47 |
48 | }
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/Assets/AnimationUI/Editor/AnimationUICustomMenu.cs:
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1 | using UnityEngine;
2 | using UnityEditor;
3 |
4 | namespace DhafinFawwaz.AnimationUILib.EditorLib
5 | {
6 | public class AnimationUICustomMenu
7 | {
8 | [MenuItem("GameObject/UI/Create AnimationUI")]
9 | static void CreateAnimationUI(MenuCommand menuCommand)
10 | {
11 | GameObject selected = Selection.activeGameObject;
12 | GameObject createdGo = new GameObject("AnimationUI");
13 | createdGo.AddComponent();
14 | GameObjectUtility.SetParentAndAlign(createdGo, selected);
15 | Undo.RegisterCreatedObjectUndo(createdGo, "Created +"+createdGo.name);
16 | }
17 |
18 | }
19 |
20 | }
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/Assets/AnimationUI/Editor/SerializedPropertyExtension.cs:
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1 | using System.Collections.Generic;
2 | using System.Collections;
3 | using System.Linq;
4 | using System;
5 | using UnityEditor;
6 |
7 | namespace DhafinFawwaz.AnimationUILib.EditorLib
8 | {
9 | public static class SerializedPropertyExtensions
10 | {
11 | public static T GetSerializedValue(this SerializedProperty property)
12 | {
13 | object @object = property.serializedObject.targetObject;
14 | string[] propertyNames = property.propertyPath.Split('.');
15 |
16 | List propertyNamesClean = new List();
17 |
18 | for (int i = 0; i < propertyNames.Count(); i++)
19 | {
20 | if (propertyNames[i] == "Array")
21 | {
22 | if (i != (propertyNames.Count() -1) && propertyNames[i + 1].StartsWith("data"))
23 | {
24 | int pos = int.Parse(propertyNames[i + 1].Split('[', ']')[1]);
25 | propertyNamesClean.Add($"-GetArray_{pos}");
26 | i++;
27 | }
28 | else
29 | propertyNamesClean.Add(propertyNames[i]);
30 | }
31 | else
32 | propertyNamesClean.Add(propertyNames[i]);
33 | }
34 | // Get the last object of the property path.
35 | foreach (string path in propertyNamesClean)
36 | {
37 | if (path.StartsWith("-GetArray"))
38 | {
39 | string[] split = path.Split('_');
40 | int index = int.Parse(split[split.Count() - 1]);
41 | IList l = (IList)@object;
42 | @object = l[index];
43 | }
44 | else
45 | {
46 | @object = @object.GetType()
47 | .GetField(path, System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance)
48 | .GetValue(@object);
49 | }
50 | }
51 |
52 | return (T)@object;
53 | }
54 | }
55 |
56 | }
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/Assets/AnimationUI/ReadMe.txt:
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1 | Thanks for using this tool :)
2 |
3 | Want to see other tool?
4 | visit https://github.com/DhafinFawwaz
5 |
6 | My portfolio
7 | https://dhafinfawwaz.github.io
8 |
9 |
10 | Created by Dhafin
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/Assets/AnimationUI/Script/Customizable.cs:
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1 | using UnityEngine;
2 |
3 | namespace DhafinFawwaz.AnimationUILib
4 | {
5 |
6 | // Please modify this class
7 | public static class AnimationUICustomizable
8 | {
9 | public static void SetActiveAllInput(bool isActivating)
10 | {
11 | Debug.Log("Set Active All Input");
12 | // Please modify this line to use your own Singleton class.
13 | // Singleton.Instance.Game.SetActiveAllInput(isActivating);
14 | }
15 | public static void PlaySound(AudioClip _SFXFile)
16 | {
17 | Debug.Log("SFX by file");
18 | // Please modify this line to use your own Singleton class.
19 | // Singleton.Instance.Audio.PlaySound(_SFXFile);
20 | }
21 | public static void PlaySound(int _index)
22 | {
23 | Debug.Log("SFX by index");
24 | // Please modify this line to use your own Singleton class.
25 | // Singleton.Instance.Audio.PlaySound(_index);
26 | }
27 | }
28 |
29 | // What are you doing here adventurer?
30 |
31 | }
32 |
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/Assets/AnimationUI/Script/Ease.cs:
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1 | namespace DhafinFawwaz.AnimationUILib
2 | {
3 | public static class Ease
4 | {
5 | public static float InQuint(float x) => x*x*x*x*x;
6 | public static float OutQuint(float x) => -((1-x)*(1-x)*(1-x)*(1-x)*(1-x)) + 1;
7 | public static float InOutQuint(float x) => x < 0.5 ? 8 * x * x * x * x * x : 1 -
8 | ((-2 * x + 2)*(-2 * x + 2)*(-2 * x + 2)*(-2 * x + 2)*(-2 * x + 2)) / 2;
9 | public static float OutBackQuint(float x) => -(x-1)*(x-1)*(x-1)*(x-1)
10 | + 5*(x-1)*(x-1)*(x-1) + 5*(x-1)*(x-1) + 1;
11 |
12 |
13 | public static float InQuart(float x) => x*x*x*x;
14 | public static float OutQuart(float x) => -((1-x)*(1-x)*(1-x)*(1-x)) + 1;
15 | public static float InOutQuart(float x) => x < 0.5 ? 8 * x * x * x * x : 1 -
16 | ((-2 * x + 2)*(-2 * x + 2)*(-2 * x + 2)*(-2 * x + 2)) / 2;
17 | public static float OutBackQuart(float x) => -(x-1)*(x-1)*(x-1)*(x-1)
18 | + 4*(x-1)*(x-1)*(x-1) + 4*(x-1)*(x-1) + 1;
19 |
20 |
21 | public static float InCubic(float x) => x*x*x;
22 | public static float OutCubic(float x) => -((1-x)*(1-x)*(1-x)) + 1;
23 | public static float InOutCubic(float x) => x < 0.5 ? 4 * x * x * x : 1 -
24 | ((-2 * x + 2)*(-2 * x + 2)*(-2 * x + 2)) / 2;
25 | public static float OutBackCubic(float x) => -(x-1)*(x-1)*(x-1)*(x-1)
26 | + 3*(x-1)*(x-1)*(x-1) + 3*(x-1)*(x-1) + 1;
27 |
28 |
29 | public static float InQuad(float x) => x*x;
30 | public static float OutQuad(float x) => -((1-x)*(1-x)) + 1;
31 | public static float InOutQuad(float x) => x < 0.5 ? 2 * x * x : 1 -
32 | ((-2 * x + 2)*(-2 * x + 2)) / 2;
33 | public static float OutBackQuad(float x) => -(x-1)*(x-1)*(x-1)*(x-1)
34 | + 2*(x-1)*(x-1)*(x-1) + 2*(x-1)*(x-1) + 1;
35 |
36 | public static float Linear(float x) => x;
37 | public static float OutBackLinear(float x) => -(x-1)*(x-1)*(x-1)*(x-1)
38 | + (x-1)*(x-1)*(x-1) + (x-1)*(x-1) + 1;
39 |
40 |
41 | public static float OutPowBack(float x, float p) => -(x-1)*(x-1)*(x-1)*(x-1)
42 | + p*(x-1)*(x-1)*(x-1) + p*(x-1)*(x-1) + 1;
43 | public static float OutBack(float x) => 1 + 2.70158f*(x-1)*(x-1)*(x-1)
44 | + 1.70158f*(x-1)*(x-1);
45 |
46 |
47 | public enum Type
48 | {
49 | In, Out, InOut, OutBack
50 | }
51 | public enum Power
52 | {
53 | Linear, Quad, Cubic, Quart, Quint
54 | }
55 |
56 | // Func is longer and harder to type than Ease.Function
57 | // Also it make sure the kind of function that gets passed are function that has
58 | // a return float that is normalized between 0 and 1 (can also overshoot but the main part is between 0 and 1)
59 | public delegate float Function(float x);
60 | public static Function GetEase(Type type, Power power)
61 | {
62 | if(power == Power.Linear) return Linear;
63 | else if(power == Power.Quad)
64 | {
65 | if (type == Type.In) return InQuad;
66 | else if(type == Type.In) return InQuad;
67 | else if(type == Type.Out) return OutQuad;
68 | else if(type == Type.InOut) return InOutQuad;
69 | else if(type == Type.OutBack) return OutBackQuad;
70 | }
71 | else if(power == Power.Cubic)
72 | {
73 | if (type == Type.In) return InCubic;
74 | else if(type == Type.In) return InCubic;
75 | else if(type == Type.Out) return OutCubic;
76 | else if(type == Type.InOut) return InOutCubic;
77 | else if(type == Type.OutBack) return OutBackCubic;
78 | }
79 | else if(power == Power.Quart)
80 | {
81 | if (type == Type.In) return InQuart;
82 | else if(type == Type.In) return InQuart;
83 | else if(type == Type.Out) return OutQuart;
84 | else if(type == Type.InOut) return InOutQuart;
85 | else if(type == Type.OutBack) return OutBackQuart;
86 | }
87 | else if(power == Power.Quint)
88 | {
89 | if (type == Type.In) return InQuint;
90 | else if(type == Type.In) return InQuint;
91 | else if(type == Type.Out) return OutQuint;
92 | else if(type == Type.InOut) return InOutQuint;
93 | else if(type == Type.OutBack) return OutBackQuint;
94 | }
95 |
96 |
97 | return Linear;
98 | }
99 | }
100 |
101 | }
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1 | Digitized data copyright (c) 2010 Google Corporation
2 | with Reserved Font Arimo, Tinos and Cousine.
3 | Copyright (c) 2012 Red Hat, Inc.
4 | with Reserved Font Name Liberation.
5 |
6 | This Font Software is licensed under the SIL Open Font License, Version 1.1.
7 | This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
8 |
9 | -----------------------------------------------------------
10 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
11 | -----------------------------------------------------------
12 |
13 | PREAMBLE
14 | The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
15 |
16 | The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
17 |
18 | DEFINITIONS
19 | "Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
20 |
21 | "Reserved Font Name" refers to any names specified as such after the copyright statement(s).
22 |
23 | "Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
24 |
25 | "Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
26 |
27 | "Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
28 |
29 | PERMISSION & CONDITIONS
30 | Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
31 |
32 | 1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
33 |
34 | 2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
35 |
36 | 3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
37 |
38 | 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
39 |
40 | 5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
41 |
42 | TERMINATION
43 | This license becomes null and void if any of the above conditions are not met.
44 |
45 | DISCLAIMER
46 | THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
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1 | Shader "TextMeshPro/Bitmap Custom Atlas" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | _FaceTex ("Font Texture", 2D) = "white" {}
6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
7 |
8 | _VertexOffsetX ("Vertex OffsetX", float) = 0
9 | _VertexOffsetY ("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 | _Padding ("Padding", float) = 0
15 |
16 | _StencilComp("Stencil Comparison", Float) = 8
17 | _Stencil("Stencil ID", Float) = 0
18 | _StencilOp("Stencil Operation", Float) = 0
19 | _StencilWriteMask("Stencil Write Mask", Float) = 255
20 | _StencilReadMask("Stencil Read Mask", Float) = 255
21 |
22 | _CullMode("Cull Mode", Float) = 0
23 | _ColorMask("Color Mask", Float) = 15
24 | }
25 |
26 | SubShader{
27 |
28 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
29 |
30 | Stencil
31 | {
32 | Ref[_Stencil]
33 | Comp[_StencilComp]
34 | Pass[_StencilOp]
35 | ReadMask[_StencilReadMask]
36 | WriteMask[_StencilWriteMask]
37 | }
38 |
39 |
40 | Lighting Off
41 | Cull [_CullMode]
42 | ZTest [unity_GUIZTestMode]
43 | ZWrite Off
44 | Fog { Mode Off }
45 | Blend SrcAlpha OneMinusSrcAlpha
46 | ColorMask[_ColorMask]
47 |
48 | Pass {
49 | CGPROGRAM
50 | #pragma vertex vert
51 | #pragma fragment frag
52 |
53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
55 |
56 |
57 | #include "UnityCG.cginc"
58 |
59 | struct appdata_t {
60 | float4 vertex : POSITION;
61 | fixed4 color : COLOR;
62 | float2 texcoord0 : TEXCOORD0;
63 | float2 texcoord1 : TEXCOORD1;
64 | };
65 |
66 | struct v2f {
67 | float4 vertex : SV_POSITION;
68 | fixed4 color : COLOR;
69 | float2 texcoord0 : TEXCOORD0;
70 | float2 texcoord1 : TEXCOORD1;
71 | float4 mask : TEXCOORD2;
72 | };
73 |
74 | uniform sampler2D _MainTex;
75 | uniform sampler2D _FaceTex;
76 | uniform float4 _FaceTex_ST;
77 | uniform fixed4 _FaceColor;
78 |
79 | uniform float _VertexOffsetX;
80 | uniform float _VertexOffsetY;
81 | uniform float4 _ClipRect;
82 | uniform float _MaskSoftnessX;
83 | uniform float _MaskSoftnessY;
84 |
85 | float2 UnpackUV(float uv)
86 | {
87 | float2 output;
88 | output.x = floor(uv / 4096);
89 | output.y = uv - 4096 * output.x;
90 |
91 | return output * 0.001953125;
92 | }
93 |
94 | v2f vert (appdata_t v)
95 | {
96 | float4 vert = v.vertex;
97 | vert.x += _VertexOffsetX;
98 | vert.y += _VertexOffsetY;
99 |
100 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
101 |
102 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
103 |
104 | fixed4 faceColor = v.color;
105 | faceColor *= _FaceColor;
106 |
107 | v2f OUT;
108 | OUT.vertex = vPosition;
109 | OUT.color = faceColor;
110 | OUT.texcoord0 = v.texcoord0;
111 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
112 | float2 pixelSize = vPosition.w;
113 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
114 |
115 | // Clamp _ClipRect to 16bit.
116 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
117 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
118 |
119 | return OUT;
120 | }
121 |
122 | fixed4 frag (v2f IN) : SV_Target
123 | {
124 | fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
125 |
126 | // Alternative implementation to UnityGet2DClipping with support for softness.
127 | #if UNITY_UI_CLIP_RECT
128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
129 | color *= m.x * m.y;
130 | #endif
131 |
132 | #if UNITY_UI_ALPHACLIP
133 | clip(color.a - 0.001);
134 | #endif
135 |
136 | return color;
137 | }
138 | ENDCG
139 | }
140 | }
141 |
142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
143 | }
144 |
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1 | Shader "TextMeshPro/Mobile/Bitmap" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | [HDR]_Color ("Text Color", Color) = (1,1,1,1)
6 | _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
7 |
8 | _VertexOffsetX("Vertex OffsetX", float) = 0
9 | _VertexOffsetY("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 |
15 | _StencilComp("Stencil Comparison", Float) = 8
16 | _Stencil("Stencil ID", Float) = 0
17 | _StencilOp("Stencil Operation", Float) = 0
18 | _StencilWriteMask("Stencil Write Mask", Float) = 255
19 | _StencilReadMask("Stencil Read Mask", Float) = 255
20 |
21 | _CullMode("Cull Mode", Float) = 0
22 | _ColorMask("Color Mask", Float) = 15
23 | }
24 |
25 | SubShader {
26 |
27 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
28 |
29 | Stencil
30 | {
31 | Ref[_Stencil]
32 | Comp[_StencilComp]
33 | Pass[_StencilOp]
34 | ReadMask[_StencilReadMask]
35 | WriteMask[_StencilWriteMask]
36 | }
37 |
38 |
39 | Lighting Off
40 | Cull [_CullMode]
41 | ZTest [unity_GUIZTestMode]
42 | ZWrite Off
43 | Fog { Mode Off }
44 | Blend SrcAlpha OneMinusSrcAlpha
45 | ColorMask[_ColorMask]
46 |
47 | Pass {
48 | CGPROGRAM
49 | #pragma vertex vert
50 | #pragma fragment frag
51 | #pragma fragmentoption ARB_precision_hint_fastest
52 |
53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
55 |
56 |
57 | #include "UnityCG.cginc"
58 |
59 | struct appdata_t {
60 | float4 vertex : POSITION;
61 | fixed4 color : COLOR;
62 | float2 texcoord0 : TEXCOORD0;
63 | float2 texcoord1 : TEXCOORD1;
64 | };
65 |
66 | struct v2f {
67 | float4 vertex : POSITION;
68 | fixed4 color : COLOR;
69 | float2 texcoord0 : TEXCOORD0;
70 | float4 mask : TEXCOORD2;
71 | };
72 |
73 | sampler2D _MainTex;
74 | fixed4 _Color;
75 | float _DiffusePower;
76 |
77 | uniform float _VertexOffsetX;
78 | uniform float _VertexOffsetY;
79 | uniform float4 _ClipRect;
80 | uniform float _MaskSoftnessX;
81 | uniform float _MaskSoftnessY;
82 |
83 | v2f vert (appdata_t v)
84 | {
85 | v2f OUT;
86 | float4 vert = v.vertex;
87 | vert.x += _VertexOffsetX;
88 | vert.y += _VertexOffsetY;
89 |
90 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
91 |
92 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
93 | OUT.color = v.color;
94 | OUT.color *= _Color;
95 | OUT.color.rgb *= _DiffusePower;
96 | OUT.texcoord0 = v.texcoord0;
97 |
98 | float2 pixelSize = OUT.vertex.w;
99 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
100 |
101 | // Clamp _ClipRect to 16bit.
102 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
103 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
104 |
105 | return OUT;
106 | }
107 |
108 | fixed4 frag (v2f IN) : COLOR
109 | {
110 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
111 |
112 | // Alternative implementation to UnityGet2DClipping with support for softness.
113 | #if UNITY_UI_CLIP_RECT
114 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
115 | color *= m.x * m.y;
116 | #endif
117 |
118 | #if UNITY_UI_ALPHACLIP
119 | clip(color.a - 0.001);
120 | #endif
121 |
122 | return color;
123 | }
124 | ENDCG
125 | }
126 | }
127 |
128 | SubShader {
129 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
130 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
131 | Blend SrcAlpha OneMinusSrcAlpha
132 | BindChannels {
133 | Bind "Color", color
134 | Bind "Vertex", vertex
135 | Bind "TexCoord", texcoord0
136 | }
137 | Pass {
138 | SetTexture [_MainTex] {
139 | constantColor [_Color] combine constant * primary, constant * texture
140 | }
141 | }
142 | }
143 |
144 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
145 | }
146 |
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/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader:
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1 | Shader "TextMeshPro/Bitmap" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | _FaceTex ("Font Texture", 2D) = "white" {}
6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
7 |
8 | _VertexOffsetX ("Vertex OffsetX", float) = 0
9 | _VertexOffsetY ("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 |
15 | _StencilComp("Stencil Comparison", Float) = 8
16 | _Stencil("Stencil ID", Float) = 0
17 | _StencilOp("Stencil Operation", Float) = 0
18 | _StencilWriteMask("Stencil Write Mask", Float) = 255
19 | _StencilReadMask("Stencil Read Mask", Float) = 255
20 |
21 | _CullMode("Cull Mode", Float) = 0
22 | _ColorMask("Color Mask", Float) = 15
23 | }
24 |
25 | SubShader{
26 |
27 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
28 |
29 | Stencil
30 | {
31 | Ref[_Stencil]
32 | Comp[_StencilComp]
33 | Pass[_StencilOp]
34 | ReadMask[_StencilReadMask]
35 | WriteMask[_StencilWriteMask]
36 | }
37 |
38 |
39 | Lighting Off
40 | Cull [_CullMode]
41 | ZTest [unity_GUIZTestMode]
42 | ZWrite Off
43 | Fog { Mode Off }
44 | Blend SrcAlpha OneMinusSrcAlpha
45 | ColorMask[_ColorMask]
46 |
47 | Pass {
48 | CGPROGRAM
49 | #pragma vertex vert
50 | #pragma fragment frag
51 |
52 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
53 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
54 |
55 |
56 | #include "UnityCG.cginc"
57 |
58 | struct appdata_t {
59 | float4 vertex : POSITION;
60 | fixed4 color : COLOR;
61 | float2 texcoord0 : TEXCOORD0;
62 | float2 texcoord1 : TEXCOORD1;
63 | };
64 |
65 | struct v2f {
66 | float4 vertex : SV_POSITION;
67 | fixed4 color : COLOR;
68 | float2 texcoord0 : TEXCOORD0;
69 | float2 texcoord1 : TEXCOORD1;
70 | float4 mask : TEXCOORD2;
71 | };
72 |
73 | uniform sampler2D _MainTex;
74 | uniform sampler2D _FaceTex;
75 | uniform float4 _FaceTex_ST;
76 | uniform fixed4 _FaceColor;
77 |
78 | uniform float _VertexOffsetX;
79 | uniform float _VertexOffsetY;
80 | uniform float4 _ClipRect;
81 | uniform float _MaskSoftnessX;
82 | uniform float _MaskSoftnessY;
83 |
84 | float2 UnpackUV(float uv)
85 | {
86 | float2 output;
87 | output.x = floor(uv / 4096);
88 | output.y = uv - 4096 * output.x;
89 |
90 | return output * 0.001953125;
91 | }
92 |
93 | v2f vert (appdata_t v)
94 | {
95 | float4 vert = v.vertex;
96 | vert.x += _VertexOffsetX;
97 | vert.y += _VertexOffsetY;
98 |
99 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
100 |
101 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
102 |
103 | fixed4 faceColor = v.color;
104 | faceColor *= _FaceColor;
105 |
106 | v2f OUT;
107 | OUT.vertex = vPosition;
108 | OUT.color = faceColor;
109 | OUT.texcoord0 = v.texcoord0;
110 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
111 | float2 pixelSize = vPosition.w;
112 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
113 |
114 | // Clamp _ClipRect to 16bit.
115 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
116 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
117 |
118 | return OUT;
119 | }
120 |
121 | fixed4 frag (v2f IN) : SV_Target
122 | {
123 | fixed4 color = tex2D(_MainTex, IN.texcoord0);
124 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
125 |
126 | // Alternative implementation to UnityGet2DClipping with support for softness.
127 | #if UNITY_UI_CLIP_RECT
128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
129 | color *= m.x * m.y;
130 | #endif
131 |
132 | #if UNITY_UI_ALPHACLIP
133 | clip(color.a - 0.001);
134 | #endif
135 |
136 | return color;
137 | }
138 | ENDCG
139 | }
140 | }
141 |
142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
143 | }
144 |
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/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader:
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1 | // Simplified SDF shader:
2 | // - No Shading Option (bevel / bump / env map)
3 | // - No Glow Option
4 | // - Softness is applied on both side of the outline
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field SSD" {
7 |
8 | Properties {
9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
11 |
12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
15 |
16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
21 |
22 | _WeightNormal ("Weight Normal", float) = 0
23 | _WeightBold ("Weight Bold", float) = .5
24 |
25 | _ShaderFlags ("Flags", float) = 0
26 | _ScaleRatioA ("Scale RatioA", float) = 1
27 | _ScaleRatioB ("Scale RatioB", float) = 1
28 | _ScaleRatioC ("Scale RatioC", float) = 1
29 |
30 | _MainTex ("Font Atlas", 2D) = "white" {}
31 | _TextureWidth ("Texture Width", float) = 512
32 | _TextureHeight ("Texture Height", float) = 512
33 | _GradientScale ("Gradient Scale", float) = 5
34 | _ScaleX ("Scale X", float) = 1
35 | _ScaleY ("Scale Y", float) = 1
36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
37 | _Sharpness ("Sharpness", Range(-1,1)) = 0
38 |
39 | _VertexOffsetX ("Vertex OffsetX", float) = 0
40 | _VertexOffsetY ("Vertex OffsetY", float) = 0
41 |
42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
45 | _MaskTex ("Mask Texture", 2D) = "white" {}
46 | _MaskInverse ("Inverse", float) = 0
47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
50 |
51 | _StencilComp ("Stencil Comparison", Float) = 8
52 | _Stencil ("Stencil ID", Float) = 0
53 | _StencilOp ("Stencil Operation", Float) = 0
54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
55 | _StencilReadMask ("Stencil Read Mask", Float) = 255
56 |
57 | _CullMode ("Cull Mode", Float) = 0
58 | _ColorMask ("Color Mask", Float) = 15
59 | }
60 |
61 | SubShader {
62 | Tags {
63 | "Queue"="Transparent"
64 | "IgnoreProjector"="True"
65 | "RenderType"="Transparent"
66 | }
67 |
68 | Stencil
69 | {
70 | Ref [_Stencil]
71 | Comp [_StencilComp]
72 | Pass [_StencilOp]
73 | ReadMask [_StencilReadMask]
74 | WriteMask [_StencilWriteMask]
75 | }
76 |
77 | Cull [_CullMode]
78 | ZWrite Off
79 | Lighting Off
80 | Fog { Mode Off }
81 | ZTest [unity_GUIZTestMode]
82 | Blend One OneMinusSrcAlpha
83 | ColorMask [_ColorMask]
84 |
85 | Pass {
86 | CGPROGRAM
87 | #pragma vertex VertShader
88 | #pragma fragment PixShader
89 | #pragma shader_feature __ OUTLINE_ON
90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
91 |
92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
94 |
95 | #include "UnityCG.cginc"
96 | #include "UnityUI.cginc"
97 | #include "TMPro_Properties.cginc"
98 |
99 | #include "TMPro_Mobile.cginc"
100 |
101 | ENDCG
102 | }
103 | }
104 |
105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
106 | }
107 |
--------------------------------------------------------------------------------
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/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader:
--------------------------------------------------------------------------------
1 | // Simplified version of the SDF Surface shader :
2 | // - No support for Bevel, Bump or envmap
3 | // - Diffuse only lighting
4 | // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
7 |
8 | Properties {
9 | _FaceTex ("Fill Texture", 2D) = "white" {}
10 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
12 |
13 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
14 | _OutlineTex ("Outline Texture", 2D) = "white" {}
15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
17 |
18 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
19 | _GlowOffset ("Offset", Range(-1,1)) = 0
20 | _GlowInner ("Inner", Range(0,1)) = 0.05
21 | _GlowOuter ("Outer", Range(0,1)) = 0.05
22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
23 |
24 | _WeightNormal ("Weight Normal", float) = 0
25 | _WeightBold ("Weight Bold", float) = 0.5
26 |
27 | // Should not be directly exposed to the user
28 | _ShaderFlags ("Flags", float) = 0
29 | _ScaleRatioA ("Scale RatioA", float) = 1
30 | _ScaleRatioB ("Scale RatioB", float) = 1
31 | _ScaleRatioC ("Scale RatioC", float) = 1
32 |
33 | _MainTex ("Font Atlas", 2D) = "white" {}
34 | _TextureWidth ("Texture Width", float) = 512
35 | _TextureHeight ("Texture Height", float) = 512
36 | _GradientScale ("Gradient Scale", float) = 5.0
37 | _ScaleX ("Scale X", float) = 1.0
38 | _ScaleY ("Scale Y", float) = 1.0
39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
40 | _Sharpness ("Sharpness", Range(-1,1)) = 0
41 |
42 | _VertexOffsetX ("Vertex OffsetX", float) = 0
43 | _VertexOffsetY ("Vertex OffsetY", float) = 0
44 |
45 | _CullMode ("Cull Mode", Float) = 0
46 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
47 | //_MaskSoftness ("Mask Softness", float) = 0
48 | }
49 |
50 | SubShader {
51 |
52 | Tags {
53 | "Queue"="Transparent"
54 | "IgnoreProjector"="True"
55 | "RenderType"="Transparent"
56 | }
57 |
58 | LOD 300
59 | Cull [_CullMode]
60 |
61 | CGPROGRAM
62 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
63 | #pragma target 3.0
64 | #pragma shader_feature __ GLOW_ON
65 |
66 | #include "TMPro_Properties.cginc"
67 | #include "TMPro.cginc"
68 |
69 | half _FaceShininess;
70 | half _OutlineShininess;
71 |
72 | struct Input
73 | {
74 | fixed4 color : COLOR;
75 | float2 uv_MainTex;
76 | float2 uv2_FaceTex;
77 | float2 uv2_OutlineTex;
78 | float2 param; // Weight, Scale
79 | float3 viewDirEnv;
80 | };
81 |
82 | #include "TMPro_Surface.cginc"
83 |
84 | ENDCG
85 |
86 | // Pass to render object as a shadow caster
87 | Pass
88 | {
89 | Name "Caster"
90 | Tags { "LightMode" = "ShadowCaster" }
91 | Offset 1, 1
92 |
93 | Fog {Mode Off}
94 | ZWrite On ZTest LEqual Cull Off
95 |
96 | CGPROGRAM
97 | #pragma vertex vert
98 | #pragma fragment frag
99 | #pragma multi_compile_shadowcaster
100 | #include "UnityCG.cginc"
101 |
102 | struct v2f {
103 | V2F_SHADOW_CASTER;
104 | float2 uv : TEXCOORD1;
105 | float2 uv2 : TEXCOORD3;
106 | float alphaClip : TEXCOORD2;
107 | };
108 |
109 | uniform float4 _MainTex_ST;
110 | uniform float4 _OutlineTex_ST;
111 | float _OutlineWidth;
112 | float _FaceDilate;
113 | float _ScaleRatioA;
114 |
115 | v2f vert( appdata_base v )
116 | {
117 | v2f o;
118 | TRANSFER_SHADOW_CASTER(o)
119 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
120 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
121 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
122 | return o;
123 | }
124 |
125 | uniform sampler2D _MainTex;
126 |
127 | float4 frag(v2f i) : COLOR
128 | {
129 | fixed4 texcol = tex2D(_MainTex, i.uv).a;
130 | clip(texcol.a - i.alphaClip);
131 | SHADOW_CASTER_FRAGMENT(i)
132 | }
133 | ENDCG
134 | }
135 | }
136 |
137 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
138 | }
139 |
--------------------------------------------------------------------------------
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/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Distance Field (Surface)" {
2 |
3 | Properties {
4 | _FaceTex ("Fill Texture", 2D) = "white" {}
5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
7 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
9 |
10 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
11 | _OutlineTex ("Outline Texture", 2D) = "white" {}
12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
16 |
17 | _Bevel ("Bevel", Range(0,1)) = 0.5
18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
22 |
23 | _BumpMap ("Normalmap", 2D) = "bump" {}
24 | _BumpOutline ("Bump Outline", Range(0,1)) = 0.5
25 | _BumpFace ("Bump Face", Range(0,1)) = 0.5
26 |
27 | _ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
28 | _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
29 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
30 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
31 | [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
32 |
33 | _FaceShininess ("Face Shininess", Range(0,1)) = 0
34 | _OutlineShininess ("Outline Shininess", Range(0,1)) = 0
35 |
36 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
37 | _GlowOffset ("Offset", Range(-1,1)) = 0
38 | _GlowInner ("Inner", Range(0,1)) = 0.05
39 | _GlowOuter ("Outer", Range(0,1)) = 0.05
40 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
41 |
42 | _WeightNormal ("Weight Normal", float) = 0
43 | _WeightBold ("Weight Bold", float) = 0.5
44 |
45 | // Should not be directly exposed to the user
46 | _ShaderFlags ("Flags", float) = 0
47 | _ScaleRatioA ("Scale RatioA", float) = 1
48 | _ScaleRatioB ("Scale RatioB", float) = 1
49 | _ScaleRatioC ("Scale RatioC", float) = 1
50 |
51 | _MainTex ("Font Atlas", 2D) = "white" {}
52 | _TextureWidth ("Texture Width", float) = 512
53 | _TextureHeight ("Texture Height", float) = 512
54 | _GradientScale ("Gradient Scale", float) = 5.0
55 | _ScaleX ("Scale X", float) = 1.0
56 | _ScaleY ("Scale Y", float) = 1.0
57 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
58 | _Sharpness ("Sharpness", Range(-1,1)) = 0
59 |
60 | _VertexOffsetX ("Vertex OffsetX", float) = 0
61 | _VertexOffsetY ("Vertex OffsetY", float) = 0
62 |
63 | _CullMode ("Cull Mode", Float) = 0
64 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
65 | //_MaskSoftness ("Mask Softness", float) = 0
66 | }
67 |
68 | SubShader {
69 |
70 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
71 |
72 | LOD 300
73 | Cull [_CullMode]
74 |
75 | CGPROGRAM
76 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
77 | #pragma target 3.0
78 | #pragma shader_feature __ GLOW_ON
79 | #pragma glsl
80 |
81 | #include "TMPro_Properties.cginc"
82 | #include "TMPro.cginc"
83 |
84 | half _FaceShininess;
85 | half _OutlineShininess;
86 |
87 | struct Input
88 | {
89 | fixed4 color : COLOR;
90 | float2 uv_MainTex;
91 | float2 uv2_FaceTex;
92 | float2 uv2_OutlineTex;
93 | float2 param; // Weight, Scale
94 | float3 viewDirEnv;
95 | };
96 |
97 |
98 | #define BEVEL_ON 1
99 | #include "TMPro_Surface.cginc"
100 |
101 | ENDCG
102 |
103 | // Pass to render object as a shadow caster
104 | Pass
105 | {
106 | Name "Caster"
107 | Tags { "LightMode" = "ShadowCaster" }
108 | Offset 1, 1
109 |
110 | Fog {Mode Off}
111 | ZWrite On
112 | ZTest LEqual
113 | Cull Off
114 |
115 | CGPROGRAM
116 | #pragma vertex vert
117 | #pragma fragment frag
118 | #pragma multi_compile_shadowcaster
119 | #include "UnityCG.cginc"
120 |
121 | struct v2f {
122 | V2F_SHADOW_CASTER;
123 | float2 uv : TEXCOORD1;
124 | float2 uv2 : TEXCOORD3;
125 | float alphaClip : TEXCOORD2;
126 | };
127 |
128 | uniform float4 _MainTex_ST;
129 | uniform float4 _OutlineTex_ST;
130 | float _OutlineWidth;
131 | float _FaceDilate;
132 | float _ScaleRatioA;
133 |
134 | v2f vert( appdata_base v )
135 | {
136 | v2f o;
137 | TRANSFER_SHADOW_CASTER(o)
138 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
139 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
140 | o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
141 | return o;
142 | }
143 |
144 | uniform sampler2D _MainTex;
145 |
146 | float4 frag(v2f i) : COLOR
147 | {
148 | fixed4 texcol = tex2D(_MainTex, i.uv).a;
149 | clip(texcol.a - i.alphaClip);
150 | SHADOW_CASTER_FRAGMENT(i)
151 | }
152 | ENDCG
153 | }
154 | }
155 |
156 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
157 | }
158 |
159 |
--------------------------------------------------------------------------------
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/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Sprite"
2 | {
3 | Properties
4 | {
5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
6 | _Color ("Tint", Color) = (1,1,1,1)
7 |
8 | _StencilComp ("Stencil Comparison", Float) = 8
9 | _Stencil ("Stencil ID", Float) = 0
10 | _StencilOp ("Stencil Operation", Float) = 0
11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
12 | _StencilReadMask ("Stencil Read Mask", Float) = 255
13 |
14 | _CullMode ("Cull Mode", Float) = 0
15 | _ColorMask ("Color Mask", Float) = 15
16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
17 |
18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
19 | }
20 |
21 | SubShader
22 | {
23 | Tags
24 | {
25 | "Queue"="Transparent"
26 | "IgnoreProjector"="True"
27 | "RenderType"="Transparent"
28 | "PreviewType"="Plane"
29 | "CanUseSpriteAtlas"="True"
30 | }
31 |
32 | Stencil
33 | {
34 | Ref [_Stencil]
35 | Comp [_StencilComp]
36 | Pass [_StencilOp]
37 | ReadMask [_StencilReadMask]
38 | WriteMask [_StencilWriteMask]
39 | }
40 |
41 | Cull [_CullMode]
42 | Lighting Off
43 | ZWrite Off
44 | ZTest [unity_GUIZTestMode]
45 | Blend SrcAlpha OneMinusSrcAlpha
46 | ColorMask [_ColorMask]
47 |
48 | Pass
49 | {
50 | Name "Default"
51 | CGPROGRAM
52 | #pragma vertex vert
53 | #pragma fragment frag
54 | #pragma target 2.0
55 |
56 | #include "UnityCG.cginc"
57 | #include "UnityUI.cginc"
58 |
59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
61 |
62 | struct appdata_t
63 | {
64 | float4 vertex : POSITION;
65 | float4 color : COLOR;
66 | float2 texcoord : TEXCOORD0;
67 | UNITY_VERTEX_INPUT_INSTANCE_ID
68 | };
69 |
70 | struct v2f
71 | {
72 | float4 vertex : SV_POSITION;
73 | fixed4 color : COLOR;
74 | float2 texcoord : TEXCOORD0;
75 | float4 worldPosition : TEXCOORD1;
76 | UNITY_VERTEX_OUTPUT_STEREO
77 | };
78 |
79 | sampler2D _MainTex;
80 | fixed4 _Color;
81 | fixed4 _TextureSampleAdd;
82 | float4 _ClipRect;
83 | float4 _MainTex_ST;
84 |
85 | v2f vert(appdata_t v)
86 | {
87 | v2f OUT;
88 | UNITY_SETUP_INSTANCE_ID(v);
89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
90 | OUT.worldPosition = v.vertex;
91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
92 |
93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
94 |
95 | OUT.color = v.color * _Color;
96 | return OUT;
97 | }
98 |
99 | fixed4 frag(v2f IN) : SV_Target
100 | {
101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
102 |
103 | #ifdef UNITY_UI_CLIP_RECT
104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
105 | #endif
106 |
107 | #ifdef UNITY_UI_ALPHACLIP
108 | clip (color.a - 0.001);
109 | #endif
110 |
111 | return color;
112 | }
113 | ENDCG
114 | }
115 | }
116 | }
117 |
--------------------------------------------------------------------------------
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/Assets/TextMesh Pro/Shaders/TMPro.cginc:
--------------------------------------------------------------------------------
1 | float2 UnpackUV(float uv)
2 | {
3 | float2 output;
4 | output.x = floor(uv / 4096);
5 | output.y = uv - 4096 * output.x;
6 |
7 | return output * 0.001953125;
8 | }
9 |
10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
11 | {
12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
14 |
15 | faceColor.rgb *= faceColor.a;
16 | outlineColor.rgb *= outlineColor.a;
17 |
18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha);
19 |
20 | faceColor *= faceAlpha;
21 |
22 | return faceColor;
23 | }
24 |
25 | float3 GetSurfaceNormal(float4 h, float bias)
26 | {
27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
28 |
29 | h += bias+_BevelOffset;
30 |
31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
32 |
33 | // Track outline
34 | h -= .5;
35 | h /= bevelWidth;
36 | h = saturate(h+.5);
37 |
38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
40 | h = min(h, 1.0-_BevelClamp);
41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0;
42 |
43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
45 |
46 | return cross(va, vb);
47 | }
48 |
49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
50 | {
51 | // Read "height field"
52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a,
53 | tex2D(_MainTex, uv + delta.xz).a,
54 | tex2D(_MainTex, uv - delta.zy).a,
55 | tex2D(_MainTex, uv + delta.zy).a};
56 |
57 | return GetSurfaceNormal(h, bias);
58 | }
59 |
60 | float3 GetSpecular(float3 n, float3 l)
61 | {
62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
63 | return _SpecularColor.rgb * spec * _SpecularPower;
64 | }
65 |
66 | float4 GetGlowColor(float d, float scale)
67 | {
68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
70 | glow = saturate(abs(glow/(1.0 + t)));
71 | glow = 1.0-pow(glow, _GlowPower);
72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
74 | }
75 |
76 | float4 BlendARGB(float4 overlying, float4 underlying)
77 | {
78 | overlying.rgb *= overlying.a;
79 | underlying.rgb *= underlying.a;
80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
81 | float alpha = underlying.a + (1-underlying.a)*overlying.a;
82 | return float4(blended, alpha);
83 | }
84 |
85 |
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/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc:
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1 | struct vertex_t {
2 | UNITY_VERTEX_INPUT_INSTANCE_ID
3 | float4 position : POSITION;
4 | float3 normal : NORMAL;
5 | float4 color : COLOR;
6 | float2 texcoord0 : TEXCOORD0;
7 | float2 texcoord1 : TEXCOORD1;
8 | };
9 |
10 | struct pixel_t {
11 | UNITY_VERTEX_INPUT_INSTANCE_ID
12 | UNITY_VERTEX_OUTPUT_STEREO
13 | float4 position : SV_POSITION;
14 | float4 faceColor : COLOR;
15 | float4 outlineColor : COLOR1;
16 | float4 texcoord0 : TEXCOORD0;
17 | float4 param : TEXCOORD1; // weight, scaleRatio
18 | float2 mask : TEXCOORD2;
19 | #if (UNDERLAY_ON || UNDERLAY_INNER)
20 | float4 texcoord2 : TEXCOORD3;
21 | float4 underlayColor : COLOR2;
22 | #endif
23 | };
24 |
25 | float4 SRGBToLinear(float4 rgba) {
26 | return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
27 | }
28 |
29 | pixel_t VertShader(vertex_t input)
30 | {
31 | pixel_t output;
32 |
33 | UNITY_INITIALIZE_OUTPUT(pixel_t, output);
34 | UNITY_SETUP_INSTANCE_ID(input);
35 | UNITY_TRANSFER_INSTANCE_ID(input, output);
36 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
37 |
38 | float bold = step(input.texcoord1.y, 0);
39 |
40 | float4 vert = input.position;
41 | vert.x += _VertexOffsetX;
42 | vert.y += _VertexOffsetY;
43 |
44 | float4 vPosition = UnityObjectToClipPos(vert);
45 |
46 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
47 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
48 |
49 | // Generate UV for the Masking Texture
50 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
51 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
52 |
53 | float4 color = input.color;
54 | #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
55 | color = SRGBToLinear(input.color);
56 | #endif
57 |
58 | float opacity = color.a;
59 | #if (UNDERLAY_ON | UNDERLAY_INNER)
60 | opacity = 1.0;
61 | #endif
62 |
63 | float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
64 | faceColor.rgb *= faceColor.a;
65 |
66 | float4 outlineColor = _OutlineColor;
67 | outlineColor.a *= opacity;
68 | outlineColor.rgb *= outlineColor.a;
69 |
70 | output.position = vPosition;
71 | output.faceColor = faceColor;
72 | output.outlineColor = outlineColor;
73 | output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
74 | output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
75 |
76 | float2 mask = float2(0, 0);
77 | #if UNITY_UI_CLIP_RECT
78 | mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;
79 | #endif
80 | output.mask = mask;
81 |
82 | #if (UNDERLAY_ON || UNDERLAY_INNER)
83 | float4 underlayColor = _UnderlayColor;
84 | underlayColor.rgb *= underlayColor.a;
85 |
86 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
87 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
88 |
89 | output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
90 | output.underlayColor = underlayColor;
91 | #endif
92 |
93 | return output;
94 | }
95 |
96 | float4 PixShader(pixel_t input) : SV_Target
97 | {
98 | UNITY_SETUP_INSTANCE_ID(input);
99 |
100 | float d = tex2D(_MainTex, input.texcoord0.xy).a;
101 |
102 | float2 UV = input.texcoord0.xy;
103 | float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
104 |
105 | #if (UNDERLAY_ON | UNDERLAY_INNER)
106 | float layerScale = scale;
107 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
108 | float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
109 | #endif
110 |
111 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
112 |
113 | float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
114 |
115 | #ifdef OUTLINE_ON
116 | float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
117 | faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
118 | faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
119 | #endif
120 |
121 | #if UNDERLAY_ON
122 | d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
123 | faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
124 | #endif
125 |
126 | #if UNDERLAY_INNER
127 | float bias = input.param.x * scale - 0.5;
128 | float sd = saturate(d * scale - bias - input.param.z);
129 | d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
130 | faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
131 | #endif
132 |
133 | #ifdef MASKING
134 | float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
135 | float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
136 | a = saturate(t / _MaskEdgeSoftness);
137 | faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);
138 | faceColor *= a;
139 | #endif
140 |
141 | // Alternative implementation to UnityGet2DClipping with support for softness
142 | #if UNITY_UI_CLIP_RECT
143 | float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
144 | float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
145 | faceColor *= m.x * m.y;
146 | #endif
147 |
148 | #if (UNDERLAY_ON | UNDERLAY_INNER)
149 | faceColor *= input.texcoord2.z;
150 | #endif
151 |
152 | #if UNITY_UI_ALPHACLIP
153 | clip(faceColor.a - 0.001);
154 | #endif
155 |
156 | return faceColor;
157 | }
158 |
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/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc:
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1 | // UI Editable properties
2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance
3 | uniform float _FaceUVSpeedX;
4 | uniform float _FaceUVSpeedY;
5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity
6 | uniform float _FaceDilate; // v[ 0, 1]
7 | uniform float _OutlineSoftness; // v[ 0, 1]
8 |
9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
10 | uniform float _OutlineUVSpeedX;
11 | uniform float _OutlineUVSpeedY;
12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
13 | uniform float _OutlineWidth; // v[ 0, 1]
14 |
15 | uniform float _Bevel; // v[ 0, 1]
16 | uniform float _BevelOffset; // v[-1, 1]
17 | uniform float _BevelWidth; // v[-1, 1]
18 | uniform float _BevelClamp; // v[ 0, 1]
19 | uniform float _BevelRoundness; // v[ 0, 1]
20 |
21 | uniform sampler2D _BumpMap; // Normal map
22 | uniform float _BumpOutline; // v[ 0, 1]
23 | uniform float _BumpFace; // v[ 0, 1]
24 |
25 | uniform samplerCUBE _Cube; // Cube / sphere map
26 | uniform fixed4 _ReflectFaceColor; // RGB intensity
27 | uniform fixed4 _ReflectOutlineColor;
28 | //uniform float _EnvTiltX; // v[-1, 1]
29 | //uniform float _EnvTiltY; // v[-1, 1]
30 | uniform float3 _EnvMatrixRotation;
31 | uniform float4x4 _EnvMatrix;
32 |
33 | uniform fixed4 _SpecularColor; // RGB intensity
34 | uniform float _LightAngle; // v[ 0,Tau]
35 | uniform float _SpecularPower; // v[ 0, 1]
36 | uniform float _Reflectivity; // v[ 5, 15]
37 | uniform float _Diffuse; // v[ 0, 1]
38 | uniform float _Ambient; // v[ 0, 1]
39 |
40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
41 | uniform float _UnderlayOffsetX; // v[-1, 1]
42 | uniform float _UnderlayOffsetY; // v[-1, 1]
43 | uniform float _UnderlayDilate; // v[-1, 1]
44 | uniform float _UnderlaySoftness; // v[ 0, 1]
45 |
46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity
47 | uniform float _GlowOffset; // v[-1, 1]
48 | uniform float _GlowOuter; // v[ 0, 1]
49 | uniform float _GlowInner; // v[ 0, 1]
50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
51 |
52 | // API Editable properties
53 | uniform float _ShaderFlags;
54 | uniform float _WeightNormal;
55 | uniform float _WeightBold;
56 |
57 | uniform float _ScaleRatioA;
58 | uniform float _ScaleRatioB;
59 | uniform float _ScaleRatioC;
60 |
61 | uniform float _VertexOffsetX;
62 | uniform float _VertexOffsetY;
63 |
64 | //uniform float _UseClipRect;
65 | uniform float _MaskID;
66 | uniform sampler2D _MaskTex;
67 | uniform float4 _MaskCoord;
68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
69 | //uniform float _MaskWipeControl;
70 | //uniform float _MaskEdgeSoftness;
71 | //uniform fixed4 _MaskEdgeColor;
72 | //uniform bool _MaskInverse;
73 |
74 | uniform float _MaskSoftnessX;
75 | uniform float _MaskSoftnessY;
76 |
77 | // Font Atlas properties
78 | uniform sampler2D _MainTex;
79 | uniform float _TextureWidth;
80 | uniform float _TextureHeight;
81 | uniform float _GradientScale;
82 | uniform float _ScaleX;
83 | uniform float _ScaleY;
84 | uniform float _PerspectiveFilter;
85 | uniform float _Sharpness;
86 |
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/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc:
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1 | void VertShader(inout appdata_full v, out Input data)
2 | {
3 | v.vertex.x += _VertexOffsetX;
4 | v.vertex.y += _VertexOffsetY;
5 |
6 | UNITY_INITIALIZE_OUTPUT(Input, data);
7 |
8 | float bold = step(v.texcoord1.y, 0);
9 |
10 | // Generate normal for backface
11 | float3 view = ObjSpaceViewDir(v.vertex);
12 | v.normal *= sign(dot(v.normal, view));
13 |
14 | #if USE_DERIVATIVE
15 | data.param.y = 1;
16 | #else
17 | float4 vert = v.vertex;
18 | float4 vPosition = UnityObjectToClipPos(vert);
19 | float2 pixelSize = vPosition.w;
20 |
21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
22 | float scale = rsqrt(dot(pixelSize, pixelSize));
23 | scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
24 | scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
25 | data.param.y = scale;
26 | #endif
27 |
28 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
29 |
30 | v.texcoord1.xy = UnpackUV(v.texcoord1.x);
31 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
32 | }
33 |
34 | void PixShader(Input input, inout SurfaceOutput o)
35 | {
36 |
37 | #if USE_DERIVATIVE
38 | float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
39 | pixelSize *= _TextureWidth * .75;
40 | float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
41 | #else
42 | float scale = input.param.y;
43 | #endif
44 |
45 | // Signed distance
46 | float c = tex2D(_MainTex, input.uv_MainTex).a;
47 | float sd = (.5 - c - input.param.x) * scale + .5;
48 | float outline = _OutlineWidth*_ScaleRatioA * scale;
49 | float softness = _OutlineSoftness*_ScaleRatioA * scale;
50 |
51 | // Color & Alpha
52 | float4 faceColor = _FaceColor;
53 | float4 outlineColor = _OutlineColor;
54 | faceColor *= input.color;
55 | outlineColor.a *= input.color.a;
56 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
57 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
58 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
59 | faceColor.rgb /= max(faceColor.a, 0.0001);
60 |
61 | #if BEVEL_ON
62 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
63 |
64 | float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
65 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
66 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
67 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
68 |
69 | // Face Normal
70 | float3 n = GetSurfaceNormal(smp4x, input.param.x);
71 |
72 | // Bumpmap
73 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
74 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
75 | bump = lerp(float3(0, 0, 1), bump, faceColor.a);
76 | n = normalize(n - bump);
77 |
78 | // Cubemap reflection
79 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
80 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
81 | #else
82 | float3 n = float3(0, 0, -1);
83 | float3 emission = float3(0, 0, 0);
84 | #endif
85 |
86 | #if GLOW_ON
87 | float4 glowColor = GetGlowColor(sd, scale);
88 | glowColor.a *= input.color.a;
89 | emission += glowColor.rgb*glowColor.a;
90 | faceColor = BlendARGB(glowColor, faceColor);
91 | faceColor.rgb /= max(faceColor.a, 0.0001);
92 | #endif
93 |
94 | // Set Standard output structure
95 | o.Albedo = faceColor.rgb;
96 | o.Normal = -n;
97 | o.Emission = emission;
98 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
99 | o.Gloss = 1;
100 | o.Alpha = faceColor.a;
101 | }
102 |
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/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt:
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1 | This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
2 |
3 | Please visit their website to view the complete set of their emojis and review their licensing terms.
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1 | {"frames": [
2 |
3 | {
4 | "filename": "1f60a.png",
5 | "frame": {"x":0,"y":0,"w":128,"h":128},
6 | "rotated": false,
7 | "trimmed": false,
8 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
9 | "sourceSize": {"w":128,"h":128},
10 | "pivot": {"x":0.5,"y":0.5}
11 | },
12 | {
13 | "filename": "1f60b.png",
14 | "frame": {"x":128,"y":0,"w":128,"h":128},
15 | "rotated": false,
16 | "trimmed": false,
17 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
18 | "sourceSize": {"w":128,"h":128},
19 | "pivot": {"x":0.5,"y":0.5}
20 | },
21 | {
22 | "filename": "1f60d.png",
23 | "frame": {"x":256,"y":0,"w":128,"h":128},
24 | "rotated": false,
25 | "trimmed": false,
26 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
27 | "sourceSize": {"w":128,"h":128},
28 | "pivot": {"x":0.5,"y":0.5}
29 | },
30 | {
31 | "filename": "1f60e.png",
32 | "frame": {"x":384,"y":0,"w":128,"h":128},
33 | "rotated": false,
34 | "trimmed": false,
35 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
36 | "sourceSize": {"w":128,"h":128},
37 | "pivot": {"x":0.5,"y":0.5}
38 | },
39 | {
40 | "filename": "1f600.png",
41 | "frame": {"x":0,"y":128,"w":128,"h":128},
42 | "rotated": false,
43 | "trimmed": false,
44 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
45 | "sourceSize": {"w":128,"h":128},
46 | "pivot": {"x":0.5,"y":0.5}
47 | },
48 | {
49 | "filename": "1f601.png",
50 | "frame": {"x":128,"y":128,"w":128,"h":128},
51 | "rotated": false,
52 | "trimmed": false,
53 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
54 | "sourceSize": {"w":128,"h":128},
55 | "pivot": {"x":0.5,"y":0.5}
56 | },
57 | {
58 | "filename": "1f602.png",
59 | "frame": {"x":256,"y":128,"w":128,"h":128},
60 | "rotated": false,
61 | "trimmed": false,
62 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
63 | "sourceSize": {"w":128,"h":128},
64 | "pivot": {"x":0.5,"y":0.5}
65 | },
66 | {
67 | "filename": "1f603.png",
68 | "frame": {"x":384,"y":128,"w":128,"h":128},
69 | "rotated": false,
70 | "trimmed": false,
71 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
72 | "sourceSize": {"w":128,"h":128},
73 | "pivot": {"x":0.5,"y":0.5}
74 | },
75 | {
76 | "filename": "1f604.png",
77 | "frame": {"x":0,"y":256,"w":128,"h":128},
78 | "rotated": false,
79 | "trimmed": false,
80 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
81 | "sourceSize": {"w":128,"h":128},
82 | "pivot": {"x":0.5,"y":0.5}
83 | },
84 | {
85 | "filename": "1f605.png",
86 | "frame": {"x":128,"y":256,"w":128,"h":128},
87 | "rotated": false,
88 | "trimmed": false,
89 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
90 | "sourceSize": {"w":128,"h":128},
91 | "pivot": {"x":0.5,"y":0.5}
92 | },
93 | {
94 | "filename": "1f606.png",
95 | "frame": {"x":256,"y":256,"w":128,"h":128},
96 | "rotated": false,
97 | "trimmed": false,
98 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
99 | "sourceSize": {"w":128,"h":128},
100 | "pivot": {"x":0.5,"y":0.5}
101 | },
102 | {
103 | "filename": "1f609.png",
104 | "frame": {"x":384,"y":256,"w":128,"h":128},
105 | "rotated": false,
106 | "trimmed": false,
107 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
108 | "sourceSize": {"w":128,"h":128},
109 | "pivot": {"x":0.5,"y":0.5}
110 | },
111 | {
112 | "filename": "1f618.png",
113 | "frame": {"x":0,"y":384,"w":128,"h":128},
114 | "rotated": false,
115 | "trimmed": false,
116 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
117 | "sourceSize": {"w":128,"h":128},
118 | "pivot": {"x":0.5,"y":0.5}
119 | },
120 | {
121 | "filename": "1f923.png",
122 | "frame": {"x":128,"y":384,"w":128,"h":128},
123 | "rotated": false,
124 | "trimmed": false,
125 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
126 | "sourceSize": {"w":128,"h":128},
127 | "pivot": {"x":0.5,"y":0.5}
128 | },
129 | {
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2022 Dhafin Fawwaz Ikramullah
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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