├── .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 |
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/.gitignore:
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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 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
69 |
70 | # Temporary auto-generated Android Assets
71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta
72 | /[Aa]ssets/[Ss]treamingAssets/aa/*
73 |
--------------------------------------------------------------------------------
/.vsconfig:
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1 | {
2 | "version": "1.0",
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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 |
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/Assets/Content/Scripts/AnimatorLODGroup.cs:
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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 |
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/Assets/Content/Scripts/AnimatorLODProfile.cs:
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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 |
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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 |
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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 |
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1 | // Amplify Occlusion 2 - 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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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 |
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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 |
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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:
--------------------------------------------------------------------------------
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:
--------------------------------------------------------------------------------
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_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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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_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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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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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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https://raw.githubusercontent.com/Hexagon0503/Animation-LOD-Unity3D/8c93b84d3bd77148a935eeabc000bd4723eea153/Assets/TextMesh Pro/Sprites/EmojiOne.png
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