├── .gitattributes ├── .gitignore ├── .vsconfig ├── Assets ├── Content.meta ├── Content │ ├── Art.meta │ ├── Art │ │ ├── Animations.meta │ │ ├── Animations │ │ │ ├── SK_Mannequin.controller │ │ │ ├── SK_Mannequin.controller.meta │ │ │ ├── ThirdPersonRun.FBX │ │ │ └── ThirdPersonRun.FBX.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Ground.mat │ │ │ └── Ground.mat.meta │ │ ├── Models.meta │ │ ├── Models │ │ │ ├── UE Mannequin.meta │ │ │ └── UE Mannequin │ │ │ │ ├── Materials.meta │ │ │ │ ├── Materials │ │ │ │ ├── M_UE4Man_Body.mat │ │ │ │ ├── M_UE4Man_Body.mat.meta │ │ │ │ ├── M_UE4Man_Body_M.mat │ │ │ │ ├── M_UE4Man_Body_M.mat.meta │ │ │ │ ├── M_UE4Man_Chest_Logo.mat │ │ │ │ └── M_UE4Man_Chest_Logo.mat.meta │ │ │ │ ├── Models.meta │ │ │ │ ├── Models │ │ │ │ ├── SK_Mannequin.FBX │ │ │ │ ├── SK_Mannequin.FBX.meta │ │ │ │ ├── SK_Mannequin_Mobile.FBX │ │ │ │ └── SK_Mannequin_Mobile.FBX.meta │ │ │ │ ├── Textures.meta │ │ │ │ └── Textures │ │ │ │ ├── T_UE4_Mannequin_Mobile_D.TGA │ │ │ │ ├── T_UE4_Mannequin_Mobile_D.TGA.meta │ │ │ │ ├── T_UE4_Mannequin_Mobile_M.tga │ │ │ │ ├── T_UE4_Mannequin_Mobile_M.tga.meta │ │ │ │ ├── T_UE4_Mannequin_Mobile_N.TGA │ │ │ │ ├── T_UE4_Mannequin_Mobile_N.TGA.meta │ │ │ │ ├── T_UE4_Mannequin_Mobile_O.TGA │ │ │ │ ├── T_UE4_Mannequin_Mobile_O.TGA.meta │ │ │ │ ├── UE4Man_Logo_N.TGA │ │ │ │ ├── UE4Man_Logo_N.TGA.meta │ │ │ │ ├── UE4_LOGO_CARD.TGA │ │ │ │ ├── UE4_LOGO_CARD.TGA.meta │ │ │ │ ├── UE4_Mannequin_MAT_Albedo.TGA │ │ │ │ ├── UE4_Mannequin_MAT_Albedo.TGA.meta │ │ │ │ ├── UE4_Mannequin_MAT_Metallic.TGA │ │ │ │ ├── UE4_Mannequin_MAT_Metallic.TGA.meta │ │ │ │ ├── UE4_Mannequin_MAT_Normal.TGA │ │ │ │ └── UE4_Mannequin_MAT_Normal.TGA.meta │ │ ├── Skybox.meta │ │ └── Skybox │ │ │ ├── UE Sky.mat │ │ │ ├── UE Sky.mat.meta │ │ │ ├── UE Sky_HDRI.HDR │ │ │ └── UE Sky_HDRI.HDR.meta │ ├── Data.meta │ ├── Data │ │ ├── Character Animator LOD.asset │ │ └── Character Animator LOD.asset.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── Frame Rate Test.meta │ │ ├── Frame Rate Test.unity │ │ ├── Frame Rate Test.unity.meta │ │ ├── Frame Rate Test │ │ │ ├── LightingData.asset │ │ │ ├── LightingData.asset.meta │ │ │ ├── Lightmap-0_comp_dir.png │ │ │ ├── Lightmap-0_comp_dir.png.meta │ │ │ ├── Lightmap-0_comp_light.exr │ │ │ ├── Lightmap-0_comp_light.exr.meta │ │ │ ├── Lightmap-0_comp_shadowmask.png │ │ │ ├── Lightmap-0_comp_shadowmask.png.meta │ │ │ ├── Lightmap-1_comp_dir.png │ │ │ ├── Lightmap-1_comp_dir.png.meta │ │ │ ├── Lightmap-1_comp_light.exr │ │ │ ├── Lightmap-1_comp_light.exr.meta │ │ │ ├── Lightmap-1_comp_shadowmask.png │ │ │ ├── Lightmap-1_comp_shadowmask.png.meta │ │ │ ├── ReflectionProbe-0.exr │ │ │ ├── ReflectionProbe-0.exr.meta │ │ │ ├── ReflectionProbe-1.exr │ │ │ └── ReflectionProbe-1.exr.meta │ │ ├── LOD Group Test.meta │ │ ├── LOD Group Test.unity │ │ ├── LOD Group Test.unity.meta │ │ ├── LOD Group Test │ │ │ ├── OcclusionCullingData.asset │ │ │ └── OcclusionCullingData.asset.meta │ │ ├── New Lighting Settings.lighting │ │ ├── New Lighting Settings.lighting.meta │ │ ├── SampleScene_Profiles.meta │ │ └── SampleScene_Profiles │ │ │ ├── PostProcessing Profile.asset │ │ │ └── PostProcessing Profile.asset.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── AnimatorLOD.cs │ │ ├── AnimatorLOD.cs.meta │ │ ├── AnimatorLODGroup.cs │ │ ├── AnimatorLODGroup.cs.meta │ │ ├── AnimatorLODProfile.cs │ │ ├── AnimatorLODProfile.cs.meta │ │ ├── Demo.meta │ │ └── Demo │ │ ├── CameraTargetOrientationScript.cs │ │ ├── CameraTargetOrientationScript.cs.meta │ │ ├── Set Target FPS.prefab │ │ ├── Set Target FPS.prefab.meta │ │ ├── SetTargetFPS.cs │ │ └── SetTargetFPS.cs.meta ├── Plugins.meta ├── Plugins │ ├── AmplifyOcclusion.meta │ └── AmplifyOcclusion │ │ ├── Plugins.meta │ │ ├── Plugins │ │ ├── AmplifyOcclusionCommon.cs │ │ ├── AmplifyOcclusionCommon.cs.meta │ │ ├── AmplifyOcclusionEffect.cs │ │ ├── AmplifyOcclusionEffect.cs.meta │ │ ├── Editor.meta │ │ ├── Editor │ │ │ ├── About.cs │ │ │ ├── About.cs.meta │ │ │ ├── Resources.meta │ │ │ ├── Resources │ │ │ │ ├── AOIcon.png │ │ │ │ ├── AOIcon.png.meta │ │ │ │ ├── Banner.png │ │ │ │ ├── Banner.png.meta │ │ │ │ ├── effect-icon.tiff │ │ │ │ └── effect-icon.tiff.meta │ │ │ ├── StartScreen.cs │ │ │ └── StartScreen.cs.meta │ │ ├── Runtime.meta │ │ └── Runtime │ │ │ ├── VersionInfo.cs │ │ │ └── VersionInfo.cs.meta │ │ ├── Readme.txt │ │ ├── Readme.txt.meta │ │ ├── Resources.meta │ │ ├── Resources │ │ ├── Apply.shader │ │ ├── Apply.shader.meta │ │ ├── ApplyPostEffect.cginc │ │ ├── ApplyPostEffect.cginc.meta │ │ ├── Blur.shader │ │ ├── Blur.shader.meta │ │ ├── BlurFunctions.cginc │ │ ├── BlurFunctions.cginc.meta │ │ ├── Common.cginc │ │ ├── Common.cginc.meta │ │ ├── CommonFunctions.cginc │ │ ├── CommonFunctions.cginc.meta │ │ ├── GTAO.cginc │ │ ├── GTAO.cginc.meta │ │ ├── Occlusion.shader │ │ ├── Occlusion.shader.meta │ │ ├── OcclusionFunctions.cginc │ │ ├── OcclusionFunctions.cginc.meta │ │ ├── TemporalFilter.cginc │ │ └── TemporalFilter.cginc.meta │ │ ├── Textures.meta │ │ └── Textures │ │ ├── About.png │ │ └── About.png.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 ├── Packages ├── manifest.json └── packages-lock.json └── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.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 /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.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 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | *.app 63 | 64 | # Crashlytics generated file 65 | crashlytics-build.properties 66 | 67 | # Packed Addressables 68 | 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/Assets/Content/Scenes/SampleScene_Profiles.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a06b87e0fa93b46498d9f861e922c40b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Content/Scenes/SampleScene_Profiles/PostProcessing Profile.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 03b6b79bfc49b664d99b90d32e44e26c 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Content/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b396e0bc043d1d64e8b5dcdfac7fd814 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Content/Scripts/AnimatorLOD.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class AnimatorLOD : MonoBehaviour 4 | { 5 | #region SERIALIZE FIELDS 6 | /// 7 | /// 8 | /// 9 | public int animFPS; 10 | #endregion 11 | 12 | #region FIELDS 13 | /// 14 | /// 15 | /// 16 | public bool Active 17 | { 18 | get; 19 | set; 20 | } = true; 21 | 22 | /// 23 | /// 24 | /// 25 | public bool IsCulled 26 | { 27 | get; 28 | set; 29 | } 30 | 31 | /// 32 | /// 33 | /// 34 | public bool UnscaledTime 35 | { 36 | get; 37 | set; 38 | } = false; 39 | #endregion 40 | 41 | #region UNITY METHODS 42 | /// 43 | /// 44 | /// 45 | private void Start() 46 | { 47 | if (animator.enabled) 48 | { 49 | animator.enabled = false; 50 | } 51 | } 52 | 53 | /// 54 | /// 55 | /// 56 | private void Update() 57 | { 58 | if (!Active || IsCulled) 59 | { 60 | return; 61 | } 62 | if (Time.frameCount % FrameDelay == 0) 63 | { 64 | UpdateAnimator(); 65 | } 66 | } 67 | #endregion 68 | 69 | #region METHODS 70 | /// 71 | /// 72 | /// 73 | public void UpdateAnimator() 74 | { 75 | animator.Update(deltaTime * FrameDelay); 76 | } 77 | #endregion 78 | 79 | #region GETTER 80 | /// 81 | /// 82 | /// 83 | private int FrameDelay 84 | { 85 | get 86 | { 87 | return Mathf.Max(1, Mathf.CeilToInt(Time.frameCount / Time.time) / animFPS); 88 | } 89 | } 90 | 91 | /// 92 | /// 93 | /// 94 | private float deltaTime 95 | { 96 | get 97 | { 98 | if (UnscaledTime) 99 | { 100 | return Time.unscaledDeltaTime; 101 | } 102 | return Time.deltaTime; 103 | } 104 | } 105 | 106 | /// 107 | /// 108 | /// 109 | private Animator _animator; 110 | private Animator animator 111 | { 112 | get 113 | { 114 | if (_animator == null) 115 | { 116 | _animator = GetComponent(); 117 | } 118 | return _animator; 119 | } 120 | } 121 | #endregion 122 | 123 | #region NESTED CLASS 124 | /// 125 | /// 126 | /// 127 | public enum AnimatorLODType 128 | { 129 | LODGroup, 130 | Distance, 131 | Custom, 132 | } 133 | #endregion 134 | } 135 | -------------------------------------------------------------------------------- /Assets/Content/Scripts/AnimatorLOD.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2c5eb1062aadd79438391f559ade4268 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Content/Scripts/AnimatorLODGroup.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class AnimatorLODGroup : MonoBehaviour 6 | { 7 | #region SERIALIZE FIELDS 8 | /// 9 | /// 10 | /// 11 | [SerializeField] private AnimatorLODProfile profile; 12 | #endregion 13 | 14 | #region FIELDS 15 | /// 16 | /// 17 | /// 18 | private LODGroup lodGroup; 19 | 20 | /// 21 | /// 22 | /// 23 | private LOD[] allLods; 24 | 25 | /// 26 | /// 27 | /// 28 | private int lodIndex = -1; 29 | #endregion 30 | 31 | #region UNITY METHODS 32 | /// 33 | /// 34 | /// 35 | private void Awake() 36 | { 37 | lodGroup = GetComponent(); 38 | } 39 | 40 | /// 41 | /// 42 | /// 43 | private void LateUpdate() 44 | { 45 | lodIndex = GetActiveLODIndex(); 46 | animatorLOD.animFPS = GetAnimFPS(); 47 | animatorLOD.IsCulled = !IsVisible(); 48 | } 49 | #endregion 50 | 51 | #region FUNCTIONS 52 | /// 53 | /// 54 | /// 55 | /// 56 | private int GetAnimFPS() 57 | { 58 | if (lodIndex == -1) 59 | { 60 | return 0; 61 | } 62 | return profile.GetLODData(lodIndex).animFrame; 63 | } 64 | 65 | /// 66 | /// 67 | /// 68 | /// 69 | private bool IsVisible() 70 | { 71 | return lodIndex != -1; 72 | } 73 | 74 | /// 75 | /// 76 | /// 77 | /// 78 | private int i_lod, i_renderers; 79 | private int GetActiveLODIndex() 80 | { 81 | if(allLods == null) 82 | { 83 | allLods = lodGroup.GetLODs(); 84 | } 85 | for (i_lod = 0; i_lod < allLods.Length; i_lod++) 86 | { 87 | for (i_renderers = 0; i_renderers < allLods[i_lod].renderers.Length; i_renderers++) 88 | { 89 | if(allLods[i_lod].renderers[i_renderers].isVisible) 90 | { 91 | return i_lod; 92 | } 93 | } 94 | } 95 | return -1; 96 | } 97 | #endregion 98 | 99 | #region GETTER 100 | /// 101 | /// 102 | /// 103 | private AnimatorLOD _animatorLOD = null; 104 | private AnimatorLOD animatorLOD 105 | { 106 | get 107 | { 108 | if(_animatorLOD == null) 109 | { 110 | _animatorLOD = GetComponentInParent(); 111 | } 112 | return _animatorLOD; 113 | } 114 | } 115 | #endregion 116 | } 117 | -------------------------------------------------------------------------------- /Assets/Content/Scripts/AnimatorLODGroup.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 685d028e8c33f9a4b9f7cfc827d5ec66 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Content/Scripts/AnimatorLODProfile.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [CreateAssetMenu(fileName = "New Animator LOD Profile", menuName ="Animation LOD/ Create New LOD Profile")] 6 | public class AnimatorLODProfile : ScriptableObject 7 | { 8 | #region SERIALIZE FIELDS 9 | /// 10 | /// 11 | /// 12 | [SerializeField] private LODData[] lodDatas; 13 | #endregion 14 | 15 | #region FUNCTIONS 16 | /// 17 | /// 18 | /// 19 | /// 20 | /// 21 | public LODData GetLODData(int lodIndex) 22 | { 23 | return lodDatas[Mathf.Clamp(lodIndex, 0, lodDatas.Length - 1)]; 24 | } 25 | #endregion 26 | 27 | #region NESTED CLASS 28 | /// 29 | /// 30 | /// 31 | [System.Serializable] 32 | public class LODData 33 | { 34 | public int animFrame; 35 | } 36 | #endregion 37 | } 38 | -------------------------------------------------------------------------------- /Assets/Content/Scripts/AnimatorLODProfile.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2371b85d452037f478d4d54fc47cf5d2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | 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-------------------------------------------------------------------------------- /Assets/Content/Scripts/Demo/SetTargetFPS.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class SetTargetFPS : MonoBehaviour 6 | { 7 | [SerializeField] private int initFPS = 60; 8 | 9 | /// 10 | /// 11 | /// 12 | private void Start() 13 | { 14 | SetFPS(initFPS); 15 | } 16 | 17 | /// 18 | /// 19 | /// 20 | /// 21 | public void SetFPS(int targetFPS) 22 | { 23 | Application.targetFrameRate = targetFPS; 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /Assets/Content/Scripts/Demo/SetTargetFPS.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 341c45ce8d63a0a42be835dc860bbb12 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | 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-------------------------------------------------------------------------------- /Assets/Plugins/AmplifyOcclusion/Plugins/Editor/About.cs: -------------------------------------------------------------------------------- 1 | // Amplify Occlusion 2 - Robust Ambient Occlusion for Unity 2 | // Copyright (c) Amplify Creations, Lda 3 | 4 | using UnityEngine; 5 | using UnityEditor; 6 | 7 | 8 | namespace AmplifyOcclusion 9 | { 10 | public class About : EditorWindow 11 | { 12 | private const string AboutImageGUID = "01d9f923d6f8ee6499b20e69fe1c53be"; 13 | 14 | private Vector2 m_scrollPosition = Vector2.zero; 15 | 16 | private Texture2D m_aboutImage; 17 | 18 | [MenuItem( "Window/Amplify Occlusion/About...", false, 20 )] 19 | static void Init() 20 | { 21 | About window = (About)GetWindow( typeof( About ), true, "About Amplify Occlusion" ); 22 | 23 | window.minSize = new Vector2( 502, 290 ); 24 | window.maxSize = new Vector2( 502, 290 ); 25 | 26 | window.Show(); 27 | } 28 | 29 | 30 | public void OnFocus() 31 | { 32 | string path = AssetDatabase.GUIDToAssetPath( AboutImageGUID ); 33 | if ( !string.IsNullOrEmpty( path ) ) 34 | { 35 | TextureImporter importer = AssetImporter.GetAtPath( path ) as TextureImporter; 36 | if ( importer != null ) 37 | { 38 | if( importer.textureType != TextureImporterType.GUI ) 39 | { 40 | importer.textureType = TextureImporterType.GUI; 41 | AssetDatabase.ImportAsset( path ); 42 | } 43 | m_aboutImage = AssetDatabase.LoadAssetAtPath( path, typeof( Texture2D ) ) as Texture2D; 44 | } 45 | } 46 | } 47 | 48 | 49 | public void OnGUI() 50 | { 51 | m_scrollPosition = GUILayout.BeginScrollView( m_scrollPosition ); 52 | 53 | GUILayout.BeginVertical(); 54 | 55 | GUILayout.Space( 10 ); 56 | 57 | GUILayout.BeginHorizontal(); 58 | GUILayout.FlexibleSpace(); 59 | GUILayout.Box( m_aboutImage, GUIStyle.none ); 60 | 61 | if( Event.current.type == EventType.MouseUp && 62 | GUILayoutUtility.GetLastRect().Contains( Event.current.mousePosition ) ) 63 | { 64 | Application.OpenURL( "http://www.amplify.pt" ); 65 | } 66 | 67 | GUILayout.FlexibleSpace(); 68 | GUILayout.EndHorizontal(); 69 | 70 | GUIStyle labelStyle = new GUIStyle( EditorStyles.label ); 71 | 72 | labelStyle.alignment = TextAnchor.MiddleCenter; 73 | labelStyle.wordWrap = true; 74 | 75 | GUILayout.Label( "\nAmplify Occlusion " + VersionInfo.StaticToString(), labelStyle, GUILayout.ExpandWidth( true ) ); 76 | 77 | GUILayout.Label( "\nCopyright (c) Amplify Creations, Lda. All rights reserved.\n", labelStyle, GUILayout.ExpandWidth( true ) ); 78 | 79 | GUILayout.EndVertical(); 80 | 81 | GUILayout.EndScrollView(); 82 | } 83 | } 84 | } 85 | -------------------------------------------------------------------------------- /Assets/Plugins/AmplifyOcclusion/Plugins/Editor/About.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ca301e5cc8db79c46a5b573f541969c8 3 | timeCreated: 1455194358 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Plugins/AmplifyOcclusion/Plugins/Editor/Resources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0d874549ff4411f48880e3b31ed866a2 3 | folderAsset: yes 4 | timeCreated: 1460138822 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/AmplifyOcclusion/Plugins/Editor/Resources/AOIcon.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Hexagon0503/Animation-LOD-Unity3D/8c93b84d3bd77148a935eeabc000bd4723eea153/Assets/Plugins/AmplifyOcclusion/Plugins/Editor/Resources/AOIcon.png -------------------------------------------------------------------------------- /Assets/Plugins/AmplifyOcclusion/Plugins/Editor/Resources/AOIcon.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 13ffadb74e0cf6248ac0430224ad2090 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | externalObjects: {} 6 | serializedVersion: 9 7 | mipmaps: 8 | mipMapMode: 0 9 | enableMipMap: 1 10 | sRGBTexture: 1 11 | linearTexture: 0 12 | fadeOut: 0 13 | borderMipMap: 0 14 | mipMapsPreserveCoverage: 0 15 | alphaTestReferenceValue: 0.5 16 | mipMapFadeDistanceStart: 1 17 | mipMapFadeDistanceEnd: 3 18 | bumpmap: 19 | convertToNormalMap: 0 20 | externalNormalMap: 0 21 | heightScale: 0.25 22 | normalMapFilter: 0 23 | isReadable: 0 24 | streamingMipmaps: 0 25 | streamingMipmapsPriority: 0 26 | grayScaleToAlpha: 0 27 | generateCubemap: 6 28 | cubemapConvolution: 0 29 | seamlessCubemap: 0 30 | textureFormat: 1 31 | maxTextureSize: 2048 32 | textureSettings: 33 | serializedVersion: 2 34 | filterMode: -1 35 | aniso: -1 36 | mipBias: -100 37 | wrapU: -1 38 | wrapV: -1 39 | wrapW: -1 40 | nPOTScale: 1 41 | lightmap: 0 42 | compressionQuality: 50 43 | spriteMode: 0 44 | spriteExtrude: 1 45 | spriteMeshType: 1 46 | alignment: 0 47 | spritePivot: {x: 0.5, y: 0.5} 48 | spritePixelsToUnits: 100 49 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 50 | spriteGenerateFallbackPhysicsShape: 1 51 | alphaUsage: 1 52 | alphaIsTransparency: 1 53 | spriteTessellationDetail: -1 54 | textureType: 0 55 | textureShape: 1 56 | singleChannelComponent: 0 57 | maxTextureSizeSet: 0 58 | compressionQualitySet: 0 59 | textureFormatSet: 0 60 | platformSettings: 61 | - 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Robust Ambient Occlusion for Unity 2 | // Copyright (c) Amplify Creations, Lda 3 | 4 | using System; 5 | using UnityEngine; 6 | 7 | namespace AmplifyOcclusion 8 | { 9 | #pragma warning disable 429 10 | [Serializable] 11 | public class VersionInfo 12 | { 13 | public const byte Major = 2; 14 | public const byte Minor = 0; 15 | public const byte Release = 8; 16 | public const byte Revision = 0; 17 | 18 | public static string StaticToString() 19 | { 20 | return string.Format( "{0}.{1}.{2}", Major, Minor, Release ) + ( Revision > 0 ? "r" + Revision.ToString() : "" ); 21 | } 22 | 23 | public override string ToString() 24 | { 25 | return string.Format( "{0}.{1}.{2}", m_major, m_minor, m_release ) + ( Revision > 0 ? "r" + Revision.ToString() : "" ); 26 | } 27 | 28 | public static int FullNumber { get { return Major * 100 + Minor * 10 + Release; } } 29 | public int Number { get { return m_major * 100 + m_minor * 10 + m_release; } } 30 | 31 | [SerializeField] private int m_major; 32 | [SerializeField] private int m_minor; 33 | [SerializeField] private int m_release; 34 | 35 | VersionInfo() 36 | { 37 | m_major = Major; 38 | m_minor = Minor; 39 | m_release = Release; 40 | } 41 | 42 | VersionInfo( byte major, byte minor, byte release ) 43 | { 44 | m_major = major; 45 | m_minor = minor; 46 | m_release = release; 47 | } 48 | 49 | public static VersionInfo Current() 50 | { 51 | return new VersionInfo( Major, Minor, Release ); 52 | } 53 | 54 | public static bool Matches( VersionInfo version ) 55 | { 56 | return ( Major == version.m_major ) && ( Minor == version.m_minor ) && ( Release == version.m_release ); 57 | } 58 | } 59 | } 60 | 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fileFormatVersion: 2 2 | guid: 537ee96eb0f0e5348bead799d732fa65 3 | timeCreated: 1451519501 4 | licenseType: Store 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/AmplifyOcclusion/Resources/ApplyPostEffect.cginc: -------------------------------------------------------------------------------- 1 | // Amplify Occlusion 2 - Robust Ambient Occlusion for Unity 2 | // Copyright (c) Amplify Creations, Lda 3 | 4 | #ifndef AMPLIFY_AO_APPLY_POSTEFFECT 5 | #define AMPLIFY_AO_APPLY_POSTEFFECT 6 | 7 | struct PostEffectOutputTemporal 8 | { 9 | half4 occlusionColor : SV_Target0; 10 | half4 temporalAcc : SV_Target1; 11 | }; 12 | 13 | half4 ApplyDebug( const v2f_in IN ) 14 | { 15 | UNITY_SETUP_INSTANCE_ID( IN ); 16 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); 17 | 18 | const half2 screenPos = IN.uv.xy; 19 | 20 | const half2 occlusionDepth = FetchOcclusionDepth( screenPos ); 21 | 22 | const half linearEyeDepth = occlusionDepth.y * _AO_BufDepthToLinearEye; 23 | 24 | const half4 occlusionRGBA = CalcOcclusion( occlusionDepth.x, linearEyeDepth ); 25 | 26 | return half4( occlusionRGBA.rgb, 1 ); 27 | } 28 | 29 | 30 | half4 ApplyDebugCombineFromTemporal( const v2f_in IN ) 31 | { 32 | UNITY_SETUP_INSTANCE_ID( IN ); 33 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); 34 | 35 | const half2 screenPos = IN.uv.xy; 36 | 37 | const half depthSample = SampleDepth0( screenPos ); 38 | 39 | const half2 occlusionLinearEyeDepth = ComputeCombineDownsampledOcclusionFromTemporal( screenPos, depthSample ); 40 | 41 | const half4 occlusionRGBA = CalcOcclusion( occlusionLinearEyeDepth.x, occlusionLinearEyeDepth.y ); 42 | 43 | return half4( occlusionRGBA.rgb, 1 ); 44 | } 45 | 46 | 47 | half4 ApplyCombineFromTemporal( const v2f_in IN ) 48 | { 49 | UNITY_SETUP_INSTANCE_ID( IN ); 50 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); 51 | 52 | const half2 screenPos = IN.uv.xy; 53 | 54 | const half depthSample = SampleDepth0( screenPos ); 55 | 56 | const half2 occlusionLinearEyeDepth = ComputeCombineDownsampledOcclusionFromTemporal( screenPos, depthSample ); 57 | 58 | const half4 occlusionRGBA = CalcOcclusion( occlusionLinearEyeDepth.x, occlusionLinearEyeDepth.y ); 59 | 60 | return half4( ( occlusionLinearEyeDepth.y < HALF_MAX )?occlusionRGBA.rgb:(1).xxx, 1 ); 61 | } 62 | 63 | 64 | PostEffectOutputTemporal ApplyDebugTemporal( const v2f_in IN, const bool aUseMotionVectors ) 65 | { 66 | UNITY_SETUP_INSTANCE_ID( IN ); 67 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); 68 | 69 | const float2 screenPos = IN.uv.xy; 70 | 71 | const half2 occlusionDepth = FetchOcclusionDepth( screenPos ); 72 | 73 | PostEffectOutputTemporal OUT; 74 | 75 | if( occlusionDepth.y < HALF_MAX ) 76 | { 77 | const half linear01Depth = occlusionDepth.y * ONE_OVER_DEPTH_SCALE; 78 | const half sampledDepth = Linear01ToSampledDepth( linear01Depth ); 79 | const half linearEyeDepth = occlusionDepth.y * _AO_BufDepthToLinearEye; 80 | 81 | half occlusion; 82 | const half4 temporalAcc = TemporalFilter( screenPos, occlusionDepth.x, sampledDepth, linearEyeDepth, linear01Depth, aUseMotionVectors, occlusion ); 83 | 84 | const half4 occlusionRGBA = CalcOcclusion( occlusion, linearEyeDepth ); 85 | 86 | OUT.occlusionColor = occlusionRGBA; 87 | OUT.temporalAcc = temporalAcc; 88 | } 89 | else 90 | { 91 | OUT.occlusionColor = half4( (1).xxxx ); 92 | OUT.temporalAcc = half4( (1).xxxx ); 93 | } 94 | 95 | return OUT; 96 | } 97 | 98 | 99 | #endif 100 | -------------------------------------------------------------------------------- /Assets/Plugins/AmplifyOcclusion/Resources/ApplyPostEffect.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4f6e1460bc909e1459e29dbab8171ec9 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/AmplifyOcclusion/Resources/Blur.shader: -------------------------------------------------------------------------------- 1 | // Amplify Occlusion 2 - Robust Ambient Occlusion for Unity 2 | // Copyright (c) Amplify Creations, Lda 3 | 4 | Shader "Hidden/Amplify Occlusion/Blur" 5 | { 6 | Properties { } 7 | CGINCLUDE 8 | #pragma vertex vert 9 | #pragma fragment frag 10 | #pragma target 3.0 11 | #pragma exclude_renderers gles d3d11_9x n3ds 12 | 13 | #include "Common.cginc" 14 | #include "BlurFunctions.cginc" 15 | ENDCG 16 | 17 | 18 | SubShader 19 | { 20 | ZTest Always Cull Off ZWrite Off 21 | 22 | // 0 => BLUR HORIZONTAL R:1 23 | Pass { CGPROGRAM half4 frag( v2f_in IN ) : SV_Target { return blur1D_1x( IN, half2( _AO_CurrOcclusionDepth_TexelSize.x, 0 ) ); } ENDCG } 24 | 25 | // 1 => BLUR VERTICAL R:1 26 | Pass { CGPROGRAM half4 frag( v2f_in IN ) : SV_Target { return blur1D_1x( IN, half2( 0, _AO_CurrOcclusionDepth_TexelSize.y ) ); } ENDCG } 27 | 28 | // 2 => BLUR HORIZONTAL R:2 29 | Pass { CGPROGRAM half4 frag( v2f_in IN ) : SV_Target { return blur1D_2x( IN, half2( _AO_CurrOcclusionDepth_TexelSize.x, 0 ) ); } ENDCG } 30 | 31 | // 3 => BLUR VERTICAL R:2 32 | Pass { CGPROGRAM half4 frag( v2f_in IN ) : SV_Target { return blur1D_2x( IN, half2( 0, _AO_CurrOcclusionDepth_TexelSize.y ) ); } ENDCG } 33 | 34 | // 4 => BLUR HORIZONTAL R:3 35 | Pass { CGPROGRAM half4 frag( v2f_in IN ) : SV_Target { return blur1D_3x( IN, half2( _AO_CurrOcclusionDepth_TexelSize.x, 0 ) ); } ENDCG } 36 | 37 | // 5 => BLUR VERTICAL R:3 38 | Pass { CGPROGRAM half4 frag( v2f_in IN ) : SV_Target { return blur1D_3x( IN, half2( 0, _AO_CurrOcclusionDepth_TexelSize.y ) ); } ENDCG } 39 | 40 | // 6 => BLUR HORIZONTAL R:4 41 | Pass { CGPROGRAM half4 frag( v2f_in IN ) : SV_Target { return blur1D_4x( IN, half2( _AO_CurrOcclusionDepth_TexelSize.x, 0 ) ); } ENDCG } 42 | 43 | // 7 => BLUR VERTICAL R:4 44 | Pass { CGPROGRAM half4 frag( v2f_in IN ) : SV_Target { return blur1D_4x( IN, half2( 0, _AO_CurrOcclusionDepth_TexelSize.y ) ); } ENDCG } 45 | 46 | // 8 => BLUR HORIZONTAL INTENSITY 47 | Pass { CGPROGRAM half frag( v2f_in IN ) : SV_Target { return blur1D_Intensity( IN, half2( _AO_CurrMotionIntensity_TexelSize.x, 0 ) ); } ENDCG } 48 | 49 | // 9 => BLUR VERTICAL INTENSITY 50 | Pass { CGPROGRAM half frag( v2f_in IN ) : SV_Target { return blur1D_Intensity( IN, half2( 0, _AO_CurrMotionIntensity_TexelSize.y ) ); } ENDCG } 51 | } 52 | 53 | Fallback Off 54 | } 55 | -------------------------------------------------------------------------------- /Assets/Plugins/AmplifyOcclusion/Resources/Blur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 721d4727a93c1e548a5c6160a6229427 3 | timeCreated: 1449343856 4 | licenseType: Store 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | 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/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap Custom Atlas" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | _Padding ("Padding", float) = 0 15 | 16 | _StencilComp("Stencil Comparison", Float) = 8 17 | _Stencil("Stencil ID", Float) = 0 18 | _StencilOp("Stencil Operation", Float) = 0 19 | _StencilWriteMask("Stencil Write Mask", Float) = 255 20 | _StencilReadMask("Stencil Read Mask", Float) = 255 21 | 22 | _CullMode("Cull Mode", Float) = 0 23 | _ColorMask("Color Mask", Float) = 15 24 | } 25 | 26 | SubShader{ 27 | 28 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 29 | 30 | Stencil 31 | { 32 | Ref[_Stencil] 33 | Comp[_StencilComp] 34 | Pass[_StencilOp] 35 | ReadMask[_StencilReadMask] 36 | WriteMask[_StencilWriteMask] 37 | } 38 | 39 | 40 | Lighting Off 41 | Cull [_CullMode] 42 | ZTest [unity_GUIZTestMode] 43 | ZWrite Off 44 | Fog { Mode Off } 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask[_ColorMask] 47 | 48 | Pass { 49 | CGPROGRAM 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 55 | 56 | 57 | #include "UnityCG.cginc" 58 | 59 | struct appdata_t { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float2 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f { 67 | float4 vertex : SV_POSITION; 68 | fixed4 color : COLOR; 69 | float2 texcoord0 : TEXCOORD0; 70 | float2 texcoord1 : TEXCOORD1; 71 | float4 mask : TEXCOORD2; 72 | }; 73 | 74 | uniform sampler2D _MainTex; 75 | uniform sampler2D _FaceTex; 76 | uniform float4 _FaceTex_ST; 77 | uniform fixed4 _FaceColor; 78 | 79 | uniform float _VertexOffsetX; 80 | uniform float _VertexOffsetY; 81 | uniform float4 _ClipRect; 82 | uniform float _MaskSoftnessX; 83 | uniform float _MaskSoftnessY; 84 | 85 | float2 UnpackUV(float uv) 86 | { 87 | float2 output; 88 | output.x = floor(uv / 4096); 89 | output.y = uv - 4096 * output.x; 90 | 91 | return output * 0.001953125; 92 | } 93 | 94 | v2f vert (appdata_t v) 95 | { 96 | float4 vert = v.vertex; 97 | vert.x += _VertexOffsetX; 98 | vert.y += _VertexOffsetY; 99 | 100 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 101 | 102 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 103 | 104 | fixed4 faceColor = v.color; 105 | faceColor *= _FaceColor; 106 | 107 | v2f OUT; 108 | OUT.vertex = vPosition; 109 | OUT.color = faceColor; 110 | OUT.texcoord0 = v.texcoord0; 111 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 112 | float2 pixelSize = vPosition.w; 113 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 114 | 115 | // Clamp _ClipRect to 16bit. 116 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 117 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 118 | 119 | return OUT; 120 | } 121 | 122 | fixed4 frag (v2f IN) : SV_Target 123 | { 124 | fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48bb5f55d8670e349b6e614913f9d910 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Mobile/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | [HDR]_Color ("Text Color", Color) = (1,1,1,1) 6 | _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 7 | 8 | _VertexOffsetX("Vertex OffsetX", float) = 0 9 | _VertexOffsetY("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _CullMode("Cull Mode", Float) = 0 22 | _ColorMask("Color Mask", Float) = 15 23 | } 24 | 25 | SubShader { 26 | 27 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 28 | 29 | Stencil 30 | { 31 | Ref[_Stencil] 32 | Comp[_StencilComp] 33 | Pass[_StencilOp] 34 | ReadMask[_StencilReadMask] 35 | WriteMask[_StencilWriteMask] 36 | } 37 | 38 | 39 | Lighting Off 40 | Cull [_CullMode] 41 | ZTest [unity_GUIZTestMode] 42 | ZWrite Off 43 | Fog { Mode Off } 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask[_ColorMask] 46 | 47 | Pass { 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | #pragma fragmentoption ARB_precision_hint_fastest 52 | 53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 55 | 56 | 57 | #include "UnityCG.cginc" 58 | 59 | struct appdata_t { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float2 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f { 67 | float4 vertex : POSITION; 68 | fixed4 color : COLOR; 69 | float2 texcoord0 : TEXCOORD0; 70 | float4 mask : TEXCOORD2; 71 | }; 72 | 73 | sampler2D _MainTex; 74 | fixed4 _Color; 75 | float _DiffusePower; 76 | 77 | uniform float _VertexOffsetX; 78 | uniform float _VertexOffsetY; 79 | uniform float4 _ClipRect; 80 | uniform float _MaskSoftnessX; 81 | uniform float _MaskSoftnessY; 82 | 83 | v2f vert (appdata_t v) 84 | { 85 | v2f OUT; 86 | float4 vert = v.vertex; 87 | vert.x += _VertexOffsetX; 88 | vert.y += _VertexOffsetY; 89 | 90 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 91 | 92 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); 93 | OUT.color = v.color; 94 | OUT.color *= _Color; 95 | OUT.color.rgb *= _DiffusePower; 96 | OUT.texcoord0 = v.texcoord0; 97 | 98 | float2 pixelSize = OUT.vertex.w; 99 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 100 | 101 | // Clamp _ClipRect to 16bit. 102 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 103 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 104 | 105 | return OUT; 106 | } 107 | 108 | fixed4 frag (v2f IN) : COLOR 109 | { 110 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); 111 | 112 | // Alternative implementation to UnityGet2DClipping with support for softness. 113 | #if UNITY_UI_CLIP_RECT 114 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 115 | color *= m.x * m.y; 116 | #endif 117 | 118 | #if UNITY_UI_ALPHACLIP 119 | clip(color.a - 0.001); 120 | #endif 121 | 122 | return color; 123 | } 124 | ENDCG 125 | } 126 | } 127 | 128 | SubShader { 129 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 130 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } 131 | Blend SrcAlpha OneMinusSrcAlpha 132 | BindChannels { 133 | Bind "Color", color 134 | Bind "Vertex", vertex 135 | Bind "TexCoord", texcoord0 136 | } 137 | Pass { 138 | SetTexture [_MainTex] { 139 | constantColor [_Color] combine constant * primary, constant * texture 140 | } 141 | } 142 | } 143 | 144 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 145 | } 146 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e3b057af24249748ff873be7fafee47 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _CullMode("Cull Mode", Float) = 0 22 | _ColorMask("Color Mask", Float) = 15 23 | } 24 | 25 | SubShader{ 26 | 27 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 28 | 29 | Stencil 30 | { 31 | Ref[_Stencil] 32 | Comp[_StencilComp] 33 | Pass[_StencilOp] 34 | ReadMask[_StencilReadMask] 35 | WriteMask[_StencilWriteMask] 36 | } 37 | 38 | 39 | Lighting Off 40 | Cull [_CullMode] 41 | ZTest [unity_GUIZTestMode] 42 | ZWrite Off 43 | Fog { Mode Off } 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask[_ColorMask] 46 | 47 | Pass { 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | 52 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 53 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 54 | 55 | 56 | #include "UnityCG.cginc" 57 | 58 | struct appdata_t { 59 | float4 vertex : POSITION; 60 | fixed4 color : COLOR; 61 | float2 texcoord0 : TEXCOORD0; 62 | float2 texcoord1 : TEXCOORD1; 63 | }; 64 | 65 | struct v2f { 66 | float4 vertex : SV_POSITION; 67 | fixed4 color : COLOR; 68 | float2 texcoord0 : TEXCOORD0; 69 | float2 texcoord1 : TEXCOORD1; 70 | float4 mask : TEXCOORD2; 71 | }; 72 | 73 | uniform sampler2D _MainTex; 74 | uniform sampler2D _FaceTex; 75 | uniform float4 _FaceTex_ST; 76 | uniform fixed4 _FaceColor; 77 | 78 | uniform float _VertexOffsetX; 79 | uniform float _VertexOffsetY; 80 | uniform float4 _ClipRect; 81 | uniform float _MaskSoftnessX; 82 | uniform float _MaskSoftnessY; 83 | 84 | float2 UnpackUV(float uv) 85 | { 86 | float2 output; 87 | output.x = floor(uv / 4096); 88 | output.y = uv - 4096 * output.x; 89 | 90 | return output * 0.001953125; 91 | } 92 | 93 | v2f vert (appdata_t v) 94 | { 95 | float4 vert = v.vertex; 96 | vert.x += _VertexOffsetX; 97 | vert.y += _VertexOffsetY; 98 | 99 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 100 | 101 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 102 | 103 | fixed4 faceColor = v.color; 104 | faceColor *= _FaceColor; 105 | 106 | v2f OUT; 107 | OUT.vertex = vPosition; 108 | OUT.color = faceColor; 109 | OUT.texcoord0 = v.texcoord0; 110 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 111 | float2 pixelSize = vPosition.w; 112 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 113 | 114 | // Clamp _ClipRect to 16bit. 115 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 116 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 117 | 118 | return OUT; 119 | } 120 | 121 | fixed4 frag (v2f IN) : SV_Target 122 | { 123 | fixed4 color = tex2D(_MainTex, IN.texcoord0); 124 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 128e987d567d4e2c824d754223b3f3b0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd89cf5b9246416f84610a006f916af7 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14eb328de4b8eb245bb7cea29e4ac00b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc1ede39bf3643ee8e493720e4259791 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a02a7d8c237544f1962732b55a9aebf1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field SSD" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _CullMode ("Cull Mode", Float) = 0 58 | _ColorMask ("Color Mask", Float) = 15 59 | } 60 | 61 | SubShader { 62 | Tags { 63 | "Queue"="Transparent" 64 | "IgnoreProjector"="True" 65 | "RenderType"="Transparent" 66 | } 67 | 68 | Stencil 69 | { 70 | Ref [_Stencil] 71 | Comp [_StencilComp] 72 | Pass [_StencilOp] 73 | ReadMask [_StencilReadMask] 74 | WriteMask [_StencilWriteMask] 75 | } 76 | 77 | Cull [_CullMode] 78 | ZWrite Off 79 | Lighting Off 80 | Fog { Mode Off } 81 | ZTest [unity_GUIZTestMode] 82 | Blend One OneMinusSrcAlpha 83 | ColorMask [_ColorMask] 84 | 85 | Pass { 86 | CGPROGRAM 87 | #pragma vertex VertShader 88 | #pragma fragment PixShader 89 | #pragma shader_feature __ OUTLINE_ON 90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 91 | 92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 94 | 95 | #include "UnityCG.cginc" 96 | #include "UnityUI.cginc" 97 | #include "TMPro_Properties.cginc" 98 | 99 | #include "TMPro_Mobile.cginc" 100 | 101 | ENDCG 102 | } 103 | } 104 | 105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 106 | } 107 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8d12adcee749c344b8117cf7c7eb912 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe393ace9b354375a9cb14cdbbc28be4 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader: -------------------------------------------------------------------------------- 1 | // Simplified version of the SDF Surface shader : 2 | // - No support for Bevel, Bump or envmap 3 | // - Diffuse only lighting 4 | // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field (Surface)" { 7 | 8 | Properties { 9 | _FaceTex ("Fill Texture", 2D) = "white" {} 10 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) 11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 12 | 13 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 14 | _OutlineTex ("Outline Texture", 2D) = "white" {} 15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 17 | 18 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) 19 | _GlowOffset ("Offset", Range(-1,1)) = 0 20 | _GlowInner ("Inner", Range(0,1)) = 0.05 21 | _GlowOuter ("Outer", Range(0,1)) = 0.05 22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 23 | 24 | _WeightNormal ("Weight Normal", float) = 0 25 | _WeightBold ("Weight Bold", float) = 0.5 26 | 27 | // Should not be directly exposed to the user 28 | _ShaderFlags ("Flags", float) = 0 29 | _ScaleRatioA ("Scale RatioA", float) = 1 30 | _ScaleRatioB ("Scale RatioB", float) = 1 31 | _ScaleRatioC ("Scale RatioC", float) = 1 32 | 33 | _MainTex ("Font Atlas", 2D) = "white" {} 34 | _TextureWidth ("Texture Width", float) = 512 35 | _TextureHeight ("Texture Height", float) = 512 36 | _GradientScale ("Gradient Scale", float) = 5.0 37 | _ScaleX ("Scale X", float) = 1.0 38 | _ScaleY ("Scale Y", float) = 1.0 39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 40 | _Sharpness ("Sharpness", Range(-1,1)) = 0 41 | 42 | _VertexOffsetX ("Vertex OffsetX", float) = 0 43 | _VertexOffsetY ("Vertex OffsetY", float) = 0 44 | 45 | _CullMode ("Cull Mode", Float) = 0 46 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 47 | //_MaskSoftness ("Mask Softness", float) = 0 48 | } 49 | 50 | SubShader { 51 | 52 | Tags { 53 | "Queue"="Transparent" 54 | "IgnoreProjector"="True" 55 | "RenderType"="Transparent" 56 | } 57 | 58 | LOD 300 59 | Cull [_CullMode] 60 | 61 | CGPROGRAM 62 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap 63 | #pragma target 3.0 64 | #pragma shader_feature __ GLOW_ON 65 | 66 | #include "TMPro_Properties.cginc" 67 | #include "TMPro.cginc" 68 | 69 | half _FaceShininess; 70 | half _OutlineShininess; 71 | 72 | struct Input 73 | { 74 | fixed4 color : COLOR; 75 | float2 uv_MainTex; 76 | float2 uv2_FaceTex; 77 | float2 uv2_OutlineTex; 78 | float2 param; // Weight, Scale 79 | float3 viewDirEnv; 80 | }; 81 | 82 | #include "TMPro_Surface.cginc" 83 | 84 | ENDCG 85 | 86 | // Pass to render object as a shadow caster 87 | Pass 88 | { 89 | Name "Caster" 90 | Tags { "LightMode" = "ShadowCaster" } 91 | Offset 1, 1 92 | 93 | Fog {Mode Off} 94 | ZWrite On ZTest LEqual Cull Off 95 | 96 | CGPROGRAM 97 | #pragma vertex vert 98 | #pragma fragment frag 99 | #pragma multi_compile_shadowcaster 100 | #include "UnityCG.cginc" 101 | 102 | struct v2f { 103 | V2F_SHADOW_CASTER; 104 | float2 uv : TEXCOORD1; 105 | float2 uv2 : TEXCOORD3; 106 | float alphaClip : TEXCOORD2; 107 | }; 108 | 109 | uniform float4 _MainTex_ST; 110 | uniform float4 _OutlineTex_ST; 111 | float _OutlineWidth; 112 | float _FaceDilate; 113 | float _ScaleRatioA; 114 | 115 | v2f vert( appdata_base v ) 116 | { 117 | v2f o; 118 | TRANSFER_SHADOW_CASTER(o) 119 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 120 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 121 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 122 | return o; 123 | } 124 | 125 | uniform sampler2D _MainTex; 126 | 127 | float4 frag(v2f i) : COLOR 128 | { 129 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 130 | clip(texcol.a - i.alphaClip); 131 | SHADOW_CASTER_FRAGMENT(i) 132 | } 133 | ENDCG 134 | } 135 | } 136 | 137 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 138 | } 139 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85187c2149c549c5b33f0cdb02836b17 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7ada0af4f174f0694ca6a487b8f543d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68e6db2ebdc24f95958faec2be5558d6 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _CullMode ("Cull Mode", Float) = 0 15 | _ColorMask ("Color Mask", Float) = 15 16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 17 | 18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 19 | } 20 | 21 | SubShader 22 | { 23 | Tags 24 | { 25 | "Queue"="Transparent" 26 | "IgnoreProjector"="True" 27 | "RenderType"="Transparent" 28 | "PreviewType"="Plane" 29 | "CanUseSpriteAtlas"="True" 30 | } 31 | 32 | Stencil 33 | { 34 | Ref [_Stencil] 35 | Comp [_StencilComp] 36 | Pass [_StencilOp] 37 | ReadMask [_StencilReadMask] 38 | WriteMask [_StencilWriteMask] 39 | } 40 | 41 | Cull [_CullMode] 42 | Lighting Off 43 | ZWrite Off 44 | ZTest [unity_GUIZTestMode] 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask [_ColorMask] 47 | 48 | Pass 49 | { 50 | Name "Default" 51 | CGPROGRAM 52 | #pragma vertex vert 53 | #pragma fragment frag 54 | #pragma target 2.0 55 | 56 | #include "UnityCG.cginc" 57 | #include "UnityUI.cginc" 58 | 59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 61 | 62 | struct appdata_t 63 | { 64 | float4 vertex : POSITION; 65 | float4 color : COLOR; 66 | float2 texcoord : TEXCOORD0; 67 | UNITY_VERTEX_INPUT_INSTANCE_ID 68 | }; 69 | 70 | struct v2f 71 | { 72 | float4 vertex : SV_POSITION; 73 | fixed4 color : COLOR; 74 | float2 texcoord : TEXCOORD0; 75 | float4 worldPosition : TEXCOORD1; 76 | UNITY_VERTEX_OUTPUT_STEREO 77 | }; 78 | 79 | sampler2D _MainTex; 80 | fixed4 _Color; 81 | fixed4 _TextureSampleAdd; 82 | float4 _ClipRect; 83 | float4 _MainTex_ST; 84 | 85 | v2f vert(appdata_t v) 86 | { 87 | v2f OUT; 88 | UNITY_SETUP_INSTANCE_ID(v); 89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 90 | OUT.worldPosition = v.vertex; 91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 92 | 93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 94 | 95 | OUT.color = v.color * _Color; 96 | return OUT; 97 | } 98 | 99 | fixed4 frag(v2f IN) : SV_Target 100 | { 101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 102 | 103 | #ifdef UNITY_UI_CLIP_RECT 104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 105 | #endif 106 | 107 | #ifdef UNITY_UI_ALPHACLIP 108 | clip (color.a - 0.001); 109 | #endif 110 | 111 | return color; 112 | } 113 | ENDCG 114 | } 115 | } 116 | } 117 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf81c85f95fe47e1a27f6ae460cf182c 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro.cginc: -------------------------------------------------------------------------------- 1 | float2 UnpackUV(float uv) 2 | { 3 | float2 output; 4 | output.x = floor(uv / 4096); 5 | output.y = uv - 4096 * output.x; 6 | 7 | return output * 0.001953125; 8 | } 9 | 10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) 11 | { 12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); 13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); 14 | 15 | faceColor.rgb *= faceColor.a; 16 | outlineColor.rgb *= outlineColor.a; 17 | 18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha); 19 | 20 | faceColor *= faceAlpha; 21 | 22 | return faceColor; 23 | } 24 | 25 | float3 GetSurfaceNormal(float4 h, float bias) 26 | { 27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); 28 | 29 | h += bias+_BevelOffset; 30 | 31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); 32 | 33 | // Track outline 34 | h -= .5; 35 | h /= bevelWidth; 36 | h = saturate(h+.5); 37 | 38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); 39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); 40 | h = min(h, 1.0-_BevelClamp); 41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0; 42 | 43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); 44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); 45 | 46 | return cross(va, vb); 47 | } 48 | 49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) 50 | { 51 | // Read "height field" 52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a, 53 | tex2D(_MainTex, uv + delta.xz).a, 54 | tex2D(_MainTex, uv - delta.zy).a, 55 | tex2D(_MainTex, uv + delta.zy).a}; 56 | 57 | return GetSurfaceNormal(h, bias); 58 | } 59 | 60 | float3 GetSpecular(float3 n, float3 l) 61 | { 62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity); 63 | return _SpecularColor.rgb * spec * _SpecularPower; 64 | } 65 | 66 | float4 GetGlowColor(float d, float scale) 67 | { 68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; 69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; 70 | glow = saturate(abs(glow/(1.0 + t))); 71 | glow = 1.0-pow(glow, _GlowPower); 72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel 73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); 74 | } 75 | 76 | float4 BlendARGB(float4 overlying, float4 underlying) 77 | { 78 | overlying.rgb *= overlying.a; 79 | underlying.rgb *= underlying.a; 80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); 81 | float alpha = underlying.a + (1-underlying.a)*overlying.a; 82 | return float4(blended, alpha); 83 | } 84 | 85 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c334973cef89a9840b0b0c507e0377ab 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 51 | 52 | // API Editable properties 53 | uniform float _ShaderFlags; 54 | uniform float _WeightNormal; 55 | uniform float _WeightBold; 56 | 57 | uniform float _ScaleRatioA; 58 | uniform float _ScaleRatioB; 59 | uniform float _ScaleRatioC; 60 | 61 | uniform float _VertexOffsetX; 62 | uniform float _VertexOffsetY; 63 | 64 | //uniform float _UseClipRect; 65 | uniform float _MaskID; 66 | uniform sampler2D _MaskTex; 67 | uniform float4 _MaskCoord; 68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) 69 | //uniform float _MaskWipeControl; 70 | //uniform float _MaskEdgeSoftness; 71 | //uniform fixed4 _MaskEdgeColor; 72 | //uniform bool _MaskInverse; 73 | 74 | uniform float _MaskSoftnessX; 75 | uniform float _MaskSoftnessY; 76 | 77 | // Font Atlas properties 78 | uniform sampler2D _MainTex; 79 | uniform float _TextureWidth; 80 | uniform float _TextureHeight; 81 | uniform float _GradientScale; 82 | uniform float _ScaleX; 83 | uniform float _ScaleY; 84 | uniform float _PerspectiveFilter; 85 | uniform float _Sharpness; 86 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3997e2241185407d80309a82f9148466 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc: -------------------------------------------------------------------------------- 1 | void VertShader(inout appdata_full v, out Input data) 2 | { 3 | v.vertex.x += _VertexOffsetX; 4 | v.vertex.y += _VertexOffsetY; 5 | 6 | UNITY_INITIALIZE_OUTPUT(Input, data); 7 | 8 | float bold = step(v.texcoord1.y, 0); 9 | 10 | // Generate normal for backface 11 | float3 view = ObjSpaceViewDir(v.vertex); 12 | v.normal *= sign(dot(v.normal, view)); 13 | 14 | #if USE_DERIVATIVE 15 | data.param.y = 1; 16 | #else 17 | float4 vert = v.vertex; 18 | float4 vPosition = UnityObjectToClipPos(vert); 19 | float2 pixelSize = vPosition.w; 20 | 21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); 22 | float scale = rsqrt(dot(pixelSize, pixelSize)); 23 | scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); 24 | scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 25 | data.param.y = scale; 26 | #endif 27 | 28 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 29 | 30 | v.texcoord1.xy = UnpackUV(v.texcoord1.x); 31 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); 32 | } 33 | 34 | void PixShader(Input input, inout SurfaceOutput o) 35 | { 36 | 37 | #if USE_DERIVATIVE 38 | float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); 39 | pixelSize *= _TextureWidth * .75; 40 | float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); 41 | #else 42 | float scale = input.param.y; 43 | #endif 44 | 45 | // Signed distance 46 | float c = tex2D(_MainTex, input.uv_MainTex).a; 47 | float sd = (.5 - c - input.param.x) * scale + .5; 48 | float outline = _OutlineWidth*_ScaleRatioA * scale; 49 | float softness = _OutlineSoftness*_ScaleRatioA * scale; 50 | 51 | // Color & Alpha 52 | float4 faceColor = _FaceColor; 53 | float4 outlineColor = _OutlineColor; 54 | faceColor *= input.color; 55 | outlineColor.a *= input.color.a; 56 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); 57 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); 58 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 59 | faceColor.rgb /= max(faceColor.a, 0.0001); 60 | 61 | #if BEVEL_ON 62 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); 63 | 64 | float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, 65 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a, 66 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a, 67 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; 68 | 69 | // Face Normal 70 | float3 n = GetSurfaceNormal(smp4x, input.param.x); 71 | 72 | // Bumpmap 73 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; 74 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 75 | bump = lerp(float3(0, 0, 1), bump, faceColor.a); 76 | n = normalize(n - bump); 77 | 78 | // Cubemap reflection 79 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); 80 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 81 | #else 82 | float3 n = float3(0, 0, -1); 83 | float3 emission = float3(0, 0, 0); 84 | #endif 85 | 86 | #if GLOW_ON 87 | float4 glowColor = GetGlowColor(sd, scale); 88 | glowColor.a *= input.color.a; 89 | emission += glowColor.rgb*glowColor.a; 90 | faceColor = BlendARGB(glowColor, faceColor); 91 | faceColor.rgb /= max(faceColor.a, 0.0001); 92 | #endif 93 | 94 | // Set Standard output structure 95 | o.Albedo = faceColor.rgb; 96 | o.Normal = -n; 97 | o.Emission = emission; 98 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); 99 | o.Gloss = 1; 100 | o.Alpha = faceColor.a; 101 | } 102 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d930090c0cd643c7b55f19a38538c162 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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