├── .gitignore
├── .vsconfig
├── Assets
├── CameraShakeFX.meta
├── CameraShakeFX
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── StressReceiver.cs
│ │ ├── StressReceiver.cs.meta
│ │ ├── TraumaInducer.cs
│ │ └── TraumaInducer.cs.meta
├── Graphics.meta
├── Graphics
│ ├── Fonts.meta
│ ├── Fonts
│ │ ├── KronaOne-Regular SDF.asset
│ │ ├── KronaOne-Regular SDF.asset.meta
│ │ ├── KronaOne-Regular SDFScore.asset
│ │ ├── KronaOne-Regular SDFScore.asset.meta
│ │ ├── KronaOne-Regular SDFScoreNumber.asset
│ │ ├── KronaOne-Regular SDFScoreNumber.asset.meta
│ │ ├── KronaOne-Regular SDFTitle.asset
│ │ ├── KronaOne-Regular SDFTitle.asset.meta
│ │ ├── KronaOne-Regular.ttf
│ │ └── KronaOne-Regular.ttf.meta
│ ├── Materials.meta
│ ├── Materials
│ │ ├── BackgroundMat.mat
│ │ ├── BackgroundMat.mat.meta
│ │ ├── GeometryCube.mat
│ │ ├── GeometryCube.mat.meta
│ │ ├── GeometryFloor.mat
│ │ ├── GeometryFloor.mat.meta
│ │ ├── GeometryPilar.mat
│ │ ├── GeometryPilar.mat.meta
│ │ ├── GeometryPlayer.mat
│ │ ├── GeometryPlayer.mat.meta
│ │ ├── GeometrySpike.mat
│ │ ├── GeometrySpike.mat.meta
│ │ ├── PortalMat.mat
│ │ └── PortalMat.mat.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── BackgroundShader.shadergraph
│ │ ├── BackgroundShader.shadergraph.meta
│ │ ├── GeometryShader.shadergraph
│ │ ├── GeometryShader.shadergraph.meta
│ │ ├── PortalShader.shadergraph
│ │ └── PortalShader.shadergraph.meta
│ ├── Textures.meta
│ └── Textures
│ │ ├── LogoJLPM_Title.png
│ │ ├── LogoJLPM_Title.png.meta
│ │ ├── LogoJLPM_Title_White.png
│ │ ├── LogoJLPM_Title_White.png.meta
│ │ ├── outline_logout_white_48dp.png
│ │ └── outline_logout_white_48dp.png.meta
├── Prefabs.meta
├── Prefabs
│ ├── Cube.prefab
│ ├── Cube.prefab.meta
│ ├── Pilar.prefab
│ ├── Pilar.prefab.meta
│ ├── Portal.prefab
│ ├── Portal.prefab.meta
│ ├── Spike.prefab
│ ├── Spike.prefab.meta
│ ├── SpikeBig.prefab
│ └── SpikeBig.prefab.meta
├── SFX.meta
├── SFX
│ ├── MusicLicense.txt
│ ├── MusicLicense.txt.meta
│ ├── explosion.wav.meta
│ ├── hoverSound.wav.meta
│ ├── jump.wav.meta
│ ├── voxel-revolution-by-kevin-macleod-from-filmmusic-io.mp3.meta
│ └── who-likes-to-party-by-kevin-macleod-from-filmmusic-io.mp3.meta
├── Scenes.meta
├── Scenes
│ ├── MainMenu.unity
│ ├── MainMenu.unity.meta
│ ├── MainScene.meta
│ ├── MainScene.unity
│ ├── MainScene.unity.meta
│ └── MainScene
│ │ ├── EndPostprocess Profile.asset
│ │ └── EndPostprocess Profile.asset.meta
├── Scripts.meta
├── Scripts
│ ├── CameraMovement.cs
│ ├── CameraMovement.cs.meta
│ ├── ChangeScene.cs
│ ├── ChangeScene.cs.meta
│ ├── GameManager.cs
│ ├── GameManager.cs.meta
│ ├── MainMenu.meta
│ ├── MainMenu
│ │ ├── ChangeColorTMPRO.cs
│ │ ├── ChangeColorTMPRO.cs.meta
│ │ ├── MainMenuAnimBackground.cs
│ │ ├── MainMenuAnimBackground.cs.meta
│ │ ├── SoundButton.cs
│ │ └── SoundButton.cs.meta
│ ├── ParallaxBackground.cs
│ ├── ParallaxBackground.cs.meta
│ ├── PlayerMovement.cs
│ ├── PlayerMovement.cs.meta
│ ├── PortalController.cs
│ ├── PortalController.cs.meta
│ ├── PostprocessManager.cs
│ └── PostprocessManager.cs.meta
├── Settings.meta
├── Settings
│ ├── ForwardRenderer.asset
│ ├── ForwardRenderer.asset.meta
│ ├── Physics.meta
│ ├── Physics
│ │ ├── NoFriction.physicsMaterial2D
│ │ └── NoFriction.physicsMaterial2D.meta
│ ├── SampleSceneProfile.asset
│ ├── SampleSceneProfile.asset.meta
│ ├── UniversalRP-HighQuality.asset
│ ├── UniversalRP-HighQuality.asset.meta
│ ├── UniversalRP-LowQuality.asset
│ ├── UniversalRP-LowQuality.asset.meta
│ ├── UniversalRP-MediumQuality.asset
│ └── UniversalRP-MediumQuality.asset.meta
├── TextMesh Pro.meta
└── TextMesh Pro
│ ├── Documentation.meta
│ ├── Documentation
│ ├── TextMesh Pro User Guide 2016.pdf
│ └── TextMesh Pro User Guide 2016.pdf.meta
│ ├── Fonts.meta
│ ├── Fonts
│ ├── LiberationSans - OFL.txt
│ ├── LiberationSans - OFL.txt.meta
│ ├── LiberationSans.ttf
│ └── LiberationSans.ttf.meta
│ ├── Resources.meta
│ ├── Resources
│ ├── Fonts & Materials.meta
│ ├── Fonts & Materials
│ │ ├── LiberationSans SDF - Drop Shadow.mat
│ │ ├── LiberationSans SDF - Drop Shadow.mat.meta
│ │ ├── LiberationSans SDF - Fallback.asset
│ │ ├── LiberationSans SDF - Fallback.asset.meta
│ │ ├── LiberationSans SDF - Outline.mat
│ │ ├── LiberationSans SDF - Outline.mat.meta
│ │ ├── LiberationSans SDF.asset
│ │ └── LiberationSans SDF.asset.meta
│ ├── LineBreaking Following Characters.txt
│ ├── LineBreaking Following Characters.txt.meta
│ ├── LineBreaking Leading Characters.txt
│ ├── LineBreaking Leading Characters.txt.meta
│ ├── Sprite Assets.meta
│ ├── Sprite Assets
│ │ ├── EmojiOne.asset
│ │ └── EmojiOne.asset.meta
│ ├── Style Sheets.meta
│ ├── Style Sheets
│ │ ├── Default Style Sheet.asset
│ │ └── Default Style Sheet.asset.meta
│ ├── TMP Settings.asset
│ └── TMP Settings.asset.meta
│ ├── Shaders.meta
│ ├── Shaders
│ ├── TMP_Bitmap-Custom-Atlas.shader
│ ├── TMP_Bitmap-Custom-Atlas.shader.meta
│ ├── TMP_Bitmap-Mobile.shader
│ ├── TMP_Bitmap-Mobile.shader.meta
│ ├── TMP_Bitmap.shader
│ ├── TMP_Bitmap.shader.meta
│ ├── TMP_SDF Overlay.shader
│ ├── TMP_SDF Overlay.shader.meta
│ ├── TMP_SDF SSD.shader
│ ├── TMP_SDF SSD.shader.meta
│ ├── TMP_SDF-Mobile Masking.shader
│ ├── TMP_SDF-Mobile Masking.shader.meta
│ ├── TMP_SDF-Mobile Overlay.shader
│ ├── TMP_SDF-Mobile Overlay.shader.meta
│ ├── TMP_SDF-Mobile SSD.shader
│ ├── TMP_SDF-Mobile SSD.shader.meta
│ ├── TMP_SDF-Mobile.shader
│ ├── TMP_SDF-Mobile.shader.meta
│ ├── TMP_SDF-Surface-Mobile.shader
│ ├── TMP_SDF-Surface-Mobile.shader.meta
│ ├── TMP_SDF-Surface.shader
│ ├── TMP_SDF-Surface.shader.meta
│ ├── TMP_SDF.shader
│ ├── TMP_SDF.shader.meta
│ ├── TMP_Sprite.shader
│ ├── TMP_Sprite.shader.meta
│ ├── TMPro.cginc
│ ├── TMPro.cginc.meta
│ ├── TMPro_Mobile.cginc
│ ├── TMPro_Mobile.cginc.meta
│ ├── TMPro_Properties.cginc
│ ├── TMPro_Properties.cginc.meta
│ ├── TMPro_Surface.cginc
│ └── TMPro_Surface.cginc.meta
│ ├── Sprites.meta
│ └── Sprites
│ ├── EmojiOne Attribution.txt
│ ├── EmojiOne Attribution.txt.meta
│ ├── EmojiOne.json
│ ├── EmojiOne.json.meta
│ ├── EmojiOne.png
│ └── EmojiOne.png.meta
├── Images
├── img1.png
└── img2.png
├── 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
├── TimelineSettings.asset
├── URPProjectSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
└── XRSettings.asset
├── README.md
└── UserSettings
└── EditorUserSettings.asset
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | [Ll]ogs/
7 |
8 | *.mp3
9 | *.wav
10 |
11 | # Uncomment this line if you wish to ignore the asset store tools plugin
12 | # [Aa]ssets/AssetStoreTools*
13 |
14 | #TODO files
15 | TODO
16 |
17 | # Visual Studio cache directory
18 | .vs/
19 |
20 | # VisualStudioCode
21 | .vscode/
22 | UpgradeLog.htm
23 |
24 | # Gradle cache directory
25 | .gradle/
26 |
27 | # Autogenerated VS/MD/Consulo solution and project files
28 | ExportedObj/
29 | .consulo/
30 | *.csproj
31 | *.unityproj
32 | *.sln
33 | *.suo
34 | *.tmp
35 | *.user
36 | *.userprefs
37 | *.pidb
38 | *.booproj
39 | *.svd
40 | *.pdb
41 | *.mdb
42 | *.opendb
43 | *.VC.db
44 |
45 | # Unity3D generated meta files
46 | *.pidb.meta
47 | *.pdb.meta
48 | *.mdb.meta
49 |
50 | # Unity3D generated file on crash reports
51 | sysinfo.txt
52 |
53 | # Builds
54 | *.apk
55 | *.unitypackage
56 |
57 | # Crashlytics generated file
58 | crashlytics-build.properties
59 |
--------------------------------------------------------------------------------
/.vsconfig:
--------------------------------------------------------------------------------
1 | {
2 | "version": "1.0",
3 | "components": [
4 | "Microsoft.VisualStudio.Workload.ManagedGame"
5 | ]
6 | }
7 |
--------------------------------------------------------------------------------
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/Assets/CameraShakeFX/Scripts/StressReceiver.cs:
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1 | using UnityEngine;
2 |
3 | public class StressReceiver : MonoBehaviour
4 | {
5 | private float _trauma;
6 | private Vector3 _lastPosition;
7 | private Vector3 _lastRotation;
8 | [Tooltip("Exponent for calculating the shake factor. Useful for creating different effect fade outs")]
9 | public float TraumaExponent = 1;
10 | [Tooltip("Maximum angle that the gameobject can shake. In euler angles.")]
11 | public Vector3 MaximumAngularShake = Vector3.one * 5;
12 | [Tooltip("Maximum translation that the gameobject can receive when applying the shake effect.")]
13 | public Vector3 MaximumTranslationShake = Vector3.one * .75f;
14 |
15 | private void Update()
16 | {
17 | float shake = Mathf.Pow(_trauma, TraumaExponent);
18 | /* Only apply this when there is active trauma */
19 | if(shake > 0)
20 | {
21 | var previousRotation = _lastRotation;
22 | var previousPosition = _lastPosition;
23 | /* In order to avoid affecting the transform current position and rotation each frame we substract the previous translation and rotation */
24 | _lastPosition = new Vector3(
25 | MaximumTranslationShake.x * (Mathf.PerlinNoise(0, Time.time * 25) * 2 - 1),
26 | MaximumTranslationShake.y * (Mathf.PerlinNoise(1, Time.time * 25) * 2 - 1),
27 | MaximumTranslationShake.z * (Mathf.PerlinNoise(2, Time.time * 25) * 2 - 1)
28 | ) * shake;
29 |
30 | _lastRotation = new Vector3(
31 | MaximumAngularShake.x * (Mathf.PerlinNoise(3, Time.time * 25) * 2 - 1),
32 | MaximumAngularShake.y * (Mathf.PerlinNoise(4, Time.time * 25) * 2 - 1),
33 | MaximumAngularShake.z * (Mathf.PerlinNoise(5, Time.time * 25) * 2 - 1)
34 | ) * shake;
35 |
36 | transform.localPosition += _lastPosition - previousPosition;
37 | transform.localRotation = Quaternion.Euler(transform.localRotation.eulerAngles + _lastRotation - previousRotation);
38 | _trauma = Mathf.Clamp01(_trauma - Time.deltaTime);
39 | }
40 | else
41 | {
42 | if (_lastPosition == Vector3.zero && _lastRotation == Vector3.zero) return;
43 | /* Clear the transform of any left over translation and rotations */
44 | transform.localPosition -= _lastPosition;
45 | transform.localRotation = Quaternion.Euler(transform.localRotation.eulerAngles - _lastRotation);
46 | _lastPosition = Vector3.zero;
47 | _lastRotation = Vector3.zero;
48 | }
49 | }
50 |
51 | ///
52 | /// Applies a stress value to the current object.
53 | ///
54 | /// [0,1] Amount of stress to apply to the object
55 | public void InduceStress(float Stress)
56 | {
57 | _trauma = Mathf.Clamp01(_trauma + Stress);
58 | }
59 | }
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/Assets/CameraShakeFX/Scripts/TraumaInducer.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | /* Example script to apply trauma to the camera or any game object */
5 | public class TraumaInducer : MonoBehaviour
6 | {
7 | [Tooltip("Seconds to wait before trigerring the explosion particles and the trauma effect")]
8 | public float Delay = 1;
9 | [Tooltip("Maximum stress the effect can inflict upon objects Range([0,1])")]
10 | public float MaximumStress = 0.6f;
11 | [Tooltip("Maximum distance in which objects are affected by this TraumaInducer")]
12 | public float Range = 45;
13 |
14 | private IEnumerator Start()
15 | {
16 | /* Wait for the specified delay */
17 | yield return new WaitForSeconds(Delay);
18 | /* Play all the particle system this object has */
19 | PlayParticles();
20 |
21 | /* Find all gameobjects in the scene and loop through them until we find all the nearvy stress receivers */
22 | var targets = UnityEngine.Object.FindObjectsOfType();
23 | for(int i = 0; i < targets.Length; ++i)
24 | {
25 | var receiver = targets[i].GetComponent();
26 | if(receiver == null) continue;
27 | float distance = Vector3.Distance(transform.position, targets[i].transform.position);
28 | /* Apply stress to the object, adjusted for the distance */
29 | if(distance > Range) continue;
30 | float distance01 = Mathf.Clamp01(distance / Range);
31 | float stress = (1 - Mathf.Pow(distance01, 2)) * MaximumStress;
32 | receiver.InduceStress(stress);
33 | }
34 | }
35 |
36 | /* Search for all the particle system in the game objects children */
37 | private void PlayParticles()
38 | {
39 | var children = transform.GetComponentsInChildren();
40 | for(var i = 0; i < children.Length; ++i)
41 | {
42 | children[i].Play();
43 | }
44 | var current = GetComponent();
45 | if(current != null) current.Play();
46 | }
47 | }
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1 | Who Likes to Party by Kevin MacLeod
2 | Link: https://incompetech.filmmusic.io/song/4627-who-likes-to-party
3 | License: http://creativecommons.org/licenses/by/4.0/
4 |
5 | Voxel Revolution by Kevin MacLeod
6 | Link: https://incompetech.filmmusic.io/song/7017-voxel-revolution
7 | License: https://filmmusic.io/standard-license
8 |
9 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class CameraMovement : MonoBehaviour
6 | {
7 | public Transform Target;
8 | public Vector2 Offset;
9 |
10 | private float PosY;
11 |
12 | private void Start()
13 | {
14 | PosY = transform.position.y + Offset.y;
15 | }
16 |
17 | private void LateUpdate()
18 | {
19 | Vector3 newPos = Target.transform.position + new Vector3(Offset.x, 0.0f, -10.0f);
20 | newPos.y = PosY;
21 | transform.position = newPos;
22 | }
23 | }
24 |
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/Assets/Scripts/ChangeScene.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.SceneManagement;
5 |
6 | public class ChangeScene : MonoBehaviour
7 | {
8 | public string SceneName;
9 | public float TimeScale = 0.9f;
10 |
11 | public void DoChangeScene()
12 | {
13 | Time.timeScale = TimeScale;
14 | SceneManager.LoadScene(SceneName);
15 | }
16 | }
17 |
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/Assets/Scripts/GameManager.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.SceneManagement;
5 | using TMPro;
6 |
7 | public class GameManager : MonoBehaviour
8 | {
9 | public static GameManager Instance;
10 |
11 | public TextMeshProUGUI PercentageText;
12 | public List Maps;
13 |
14 | private int Current;
15 | private bool Quantum;
16 | private int QuantumAlive;
17 | private int LastQuantumIndex = -1;
18 |
19 | public int NumberDeads { get; private set; }
20 |
21 | private void Awake()
22 | {
23 | Debug.Assert(Instance == null, "Singleton");
24 | Instance = this;
25 |
26 | Application.targetFrameRate = 60;
27 | }
28 |
29 | public void NextQuantum(int quantumIndex)
30 | {
31 | if (quantumIndex <= LastQuantumIndex) return;
32 |
33 | Advance();
34 |
35 | for (int i = Current; i < Current + 4; ++i)
36 | {
37 | Maps[i].SetActive(true);
38 | Maps[i].GetComponentInChildren().SetMapIndex(i);
39 | }
40 |
41 | QuantumAlive = 4;
42 | Quantum = true;
43 | LastQuantumIndex = quantumIndex;
44 | UpdatePercentageText();
45 | }
46 |
47 | public void Next(int quantumIndex)
48 | {
49 | if (quantumIndex <= LastQuantumIndex) return;
50 |
51 | Advance();
52 |
53 | Maps[Current].SetActive(true);
54 | Maps[Current].GetComponentInChildren().SetMapIndex(Current);
55 |
56 | Quantum = false;
57 | LastQuantumIndex = quantumIndex;
58 | UpdatePercentageText();
59 | }
60 |
61 | public void NotifyDead(int mapIndex)
62 | {
63 | if (Quantum)
64 | {
65 | // Turn off Camera
66 | // Camera camera = Maps[mapIndex].GetComponentInChildren();
67 | // camera.backgroundColor = Color.black;
68 | // camera.cullingMask = 0;
69 | // Compute probability to die
70 | float p = Random.Range(0.0f, 1.0f);
71 | if (p < (1.0f / QuantumAlive))
72 | {
73 | for (int i = Current; i < Current + 4; ++i)
74 | {
75 | PlayerMovement player = Maps[i].GetComponentInChildren();
76 | if (!player.Dead) player.Die();
77 | }
78 | StartCoroutine(ReloadScene());
79 | }
80 | QuantumAlive -= 1;
81 | NumberDeads += 1;
82 | UpdatePercentageText();
83 | }
84 | else
85 | {
86 | StartCoroutine(ReloadScene());
87 | }
88 | }
89 |
90 | private IEnumerator ReloadScene()
91 | {
92 | const string sceneName = "MainScene";
93 | yield return new WaitForSeconds(1.0f);
94 | SceneManager.LoadScene(sceneName);
95 | }
96 |
97 | private void Advance()
98 | {
99 | if (Quantum)
100 | {
101 | for (int i = Current; i < Current + 4; ++i)
102 | {
103 | Maps[i].SetActive(false);
104 | }
105 | Current += 4;
106 | }
107 | else
108 | {
109 | Maps[Current].SetActive(false);
110 | Current += 1;
111 | }
112 | }
113 |
114 | private void UpdatePercentageText()
115 | {
116 | if (Quantum)
117 | {
118 | if (QuantumAlive == 4)
119 | {
120 | PercentageText.text = "25%";
121 | }
122 | else if (QuantumAlive == 3)
123 | {
124 | PercentageText.text = "33%";
125 | }
126 | else if (QuantumAlive == 2)
127 | {
128 | PercentageText.text = "50%";
129 | }
130 | else if (QuantumAlive == 1)
131 | {
132 | PercentageText.text = "100%";
133 | }
134 | }
135 | else
136 | {
137 | PercentageText.text = "100%";
138 | }
139 | }
140 | }
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/Assets/Scripts/MainMenu/ChangeColorTMPRO.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using TMPro;
5 |
6 | public class ChangeColorTMPRO : MonoBehaviour
7 | {
8 | [ColorUsage(true, true)]
9 | public Color DefaultColor;
10 | [ColorUsage(true, true)]
11 | public Color HighlightColor;
12 |
13 | public TextMeshProUGUI Text;
14 |
15 | private bool Highlighted;
16 | private Material Material;
17 |
18 | private void Awake()
19 | {
20 | Material = Text.fontMaterial;
21 | Material.SetColor("_FaceColor", DefaultColor);
22 | }
23 |
24 | public void ChangeColor()
25 | {
26 | if (Highlighted)
27 | {
28 | Material.SetColor("_FaceColor", DefaultColor);
29 | }
30 | else
31 | {
32 | Material.SetColor("_FaceColor", HighlightColor);
33 | }
34 | Highlighted = !Highlighted;
35 | }
36 |
37 | private void OnDestroy()
38 | {
39 | if (Material != null) Destroy(Material);
40 | }
41 | }
42 |
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/Assets/Scripts/MainMenu/MainMenuAnimBackground.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class MainMenuAnimBackground : MonoBehaviour
6 | {
7 | public float Speed = 1.0f;
8 |
9 | private Vector3 InitPos;
10 |
11 | private void Start()
12 | {
13 | InitPos = transform.position;
14 | }
15 |
16 | private void Update()
17 | {
18 | const float maxOffset = 50.0f;
19 |
20 | float t = Mathf.PingPong(Time.unscaledTime, 2 * maxOffset);
21 |
22 | transform.position = InitPos + (new Vector3(1.0f, 1.0f, 0.0f)).normalized * (t - maxOffset);
23 | }
24 | }
25 |
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/Assets/Scripts/MainMenu/SoundButton.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [RequireComponent(typeof(AudioSource))]
6 | public class SoundButton : MonoBehaviour
7 | {
8 | public AudioClip Clip;
9 |
10 | private AudioSource AudioSource;
11 |
12 | private void Awake()
13 | {
14 | AudioSource = GetComponent();
15 | }
16 |
17 | public void Sound()
18 | {
19 | if (Clip != null)
20 | {
21 | AudioSource.PlayOneShot(Clip);
22 | }
23 | }
24 | }
25 |
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/Assets/Scripts/ParallaxBackground.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ParallaxBackground : MonoBehaviour
6 | {
7 | public Transform Player;
8 | [Range(0.0f, 1.0f)]
9 | public float RelativeVelocity;
10 |
11 | private Vector3 LastPlayerPos;
12 | private Material Material;
13 |
14 | private void Start()
15 | {
16 | LastPlayerPos = Player.transform.position;
17 |
18 | Material = GetComponent().material;
19 | Material.SetVector("OriginalPos", transform.position);
20 | Material.SetVector("TilingOffset", new Vector2(Random.Range(0, 100), Random.Range(0, 100)));
21 | }
22 |
23 | private void Update()
24 | {
25 | float diffX = Player.transform.position.x - LastPlayerPos.x;
26 |
27 | transform.position += transform.right * diffX * RelativeVelocity;
28 |
29 | LastPlayerPos = Player.transform.position;
30 | }
31 |
32 | private void OnDestroy()
33 | {
34 | if (Material != null)
35 | {
36 | Destroy(Material);
37 | }
38 | }
39 | }
40 |
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/Assets/Scripts/PlayerMovement.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class PlayerMovement : MonoBehaviour
6 | {
7 | public float Speed = 1.0f;
8 | public float JumpForce = 1.0f;
9 | public float RotationSpeed = 1.0f;
10 | public Transform GroundCheck;
11 | public Transform CubeVisual;
12 | public ParticleSystem GroundParticles;
13 | public float TimeBetweenParticles = 0.1f;
14 | public ParticleSystem DeadParticles;
15 | public StressReceiver CameraStress;
16 | public AudioClip DeathSound, JumpSound;
17 |
18 | private int EnemyLayer;
19 | private Rigidbody2D Rigidbody2D;
20 | private AudioSource AudioSource;
21 |
22 | private bool Jump;
23 | [HideInInspector] public bool Dead;
24 | private float LastTimeParticle;
25 | private bool WasGround;
26 | private int MapIndex;
27 |
28 | private void Awake()
29 | {
30 | Rigidbody2D = GetComponent();
31 | AudioSource = GetComponent();
32 |
33 | EnemyLayer = LayerMask.NameToLayer("Enemy");
34 | }
35 |
36 | private void Update()
37 | {
38 | if (Dead) return;
39 |
40 | bool ground = Physics2D.Raycast(GroundCheck.transform.position, Vector2.down, 0.05f);
41 |
42 | if (ground)
43 | {
44 | Quaternion rot = CubeVisual.rotation;
45 | rot.z = 0.0f;
46 | CubeVisual.rotation = rot;
47 |
48 | if (LastTimeParticle + TimeBetweenParticles < Time.time)
49 | {
50 | GroundParticles.Emit(1);
51 | LastTimeParticle = Time.time;
52 | }
53 |
54 | if (!WasGround)
55 | {
56 | CameraStress.InduceStress(0.2f);
57 | PostprocessManager.Instance.ChangeColor();
58 | }
59 | }
60 | else
61 | {
62 | CubeVisual.Rotate(Vector3.back * RotationSpeed * Time.deltaTime);
63 | }
64 |
65 | Jump = ground && (Jump || IsInput());
66 | WasGround = ground;
67 | }
68 |
69 | private void FixedUpdate()
70 | {
71 | if (Dead)
72 | {
73 | Rigidbody2D.velocity = Vector2.zero;
74 | return;
75 | }
76 |
77 | Vector2 velocity = Rigidbody2D.velocity;
78 | velocity.x = Speed * Time.fixedDeltaTime;
79 | Rigidbody2D.velocity = velocity;
80 |
81 | if (Jump)
82 | {
83 | Rigidbody2D.AddForce(Vector3.up * JumpForce * Rigidbody2D.mass, ForceMode2D.Impulse);
84 | // HARDCODED
85 | PlayerMovement[] players = FindObjectsOfType(false);
86 | if (players.Length == 1)
87 | AudioSource.PlayOneShot(JumpSound, 0.2f);
88 | else
89 | {
90 | for (int i = 0; i < players.Length; ++i)
91 | {
92 | if (!players[i].Dead)
93 | {
94 | if (players[i] == this) AudioSource.PlayOneShot(JumpSound, 0.2f);
95 | break;
96 | }
97 | }
98 | }
99 | Jump = false;
100 | }
101 | }
102 |
103 | private void OnTriggerEnter2D(Collider2D other)
104 | {
105 | if (other.gameObject.layer == EnemyLayer)
106 | {
107 | Die();
108 | }
109 | }
110 |
111 | public void Die()
112 | {
113 | Dead = true;
114 | GetComponentInChildren().enabled = false;
115 | DeadParticles.Play();
116 | CameraStress.InduceStress(1.0f);
117 | GameManager.Instance.NotifyDead(MapIndex);
118 | AudioSource.PlayOneShot(DeathSound, 0.7f);
119 | }
120 |
121 |
122 | public void SetMapIndex(int index)
123 | {
124 | MapIndex = index;
125 | }
126 |
127 | private bool IsInput()
128 | {
129 | return Input.GetKey(KeyCode.Space) ||
130 | Input.GetKey(KeyCode.W) ||
131 | Input.GetKey(KeyCode.UpArrow) ||
132 | Input.touchCount > 0;
133 | }
134 | }
135 |
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/Assets/Scripts/PortalController.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using TMPro;
5 |
6 | public class PortalController : MonoBehaviour
7 | {
8 | public bool NextQuantum;
9 | public int QuantumIndex;
10 | public bool EndGame;
11 | [Header("EndGame References")]
12 | public GameObject EndCanvas;
13 | public GameObject Player;
14 | public GameObject MainCanvas;
15 | public TextMeshProUGUI ScoreText;
16 | public GameObject Background;
17 |
18 | private void OnTriggerEnter2D(Collider2D other)
19 | {
20 | if (EndGame)
21 | {
22 | GetComponent().enabled = false;
23 | Background.SetActive(false);
24 | Player.SetActive(false);
25 | MainCanvas.SetActive(false);
26 | EndCanvas.SetActive(true);
27 | if (Time.timeScale > 0.6f)
28 | {
29 | ScoreText.text = (11 - GameManager.Instance.NumberDeads) + " / 11";
30 | }
31 | else
32 | {
33 | ScoreText.text = "Practice Mode";
34 | }
35 | PostprocessManager.Instance.ColorWhite();
36 | }
37 | else
38 | {
39 | if (NextQuantum)
40 | {
41 | PostprocessManager.Instance.QuantumChange(() => GameManager.Instance.NextQuantum(QuantumIndex));
42 | }
43 | else
44 | {
45 | PostprocessManager.Instance.QuantumChange(() => GameManager.Instance.Next(QuantumIndex));
46 | }
47 | }
48 | }
49 | }
50 |
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/Assets/Scripts/PostprocessManager.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using UnityEngine.Rendering;
6 |
7 | using Bloom = UnityEngine.Rendering.Universal.Bloom;
8 |
9 | public class PostprocessManager : MonoBehaviour
10 | {
11 | public static PostprocessManager Instance;
12 |
13 | private Volume Volume;
14 |
15 | private void Awake()
16 | {
17 | Debug.Assert(Instance == null, "Singleton");
18 | Instance = this;
19 |
20 | Volume = GetComponent();
21 | }
22 |
23 | public void ChangeColor()
24 | {
25 | Color c = new Color(UnityEngine.Random.Range(0.0f, 1.0f),
26 | UnityEngine.Random.Range(0.0f, 1.0f),
27 | UnityEngine.Random.Range(0.0f, 1.0f));
28 | Bloom bloom;
29 | if (Volume.profile.TryGet(out bloom))
30 | {
31 | bloom.tint.value = c;
32 | }
33 | }
34 |
35 | public void QuantumChange(Action completed)
36 | {
37 | StartCoroutine(QuantumChangeCor(completed));
38 | }
39 |
40 | private IEnumerator QuantumChangeCor(Action completed)
41 | {
42 | const float duration = 1.0f;
43 | float t = 0.0f;
44 | Bloom bloom;
45 | if (Volume.profile.TryGet(out bloom))
46 | {
47 | float previousIntensity = bloom.intensity.value;
48 | while (t < duration)
49 | {
50 | bloom.intensity.value = previousIntensity + (1000 * Mathf.Pow(t / duration, 3));
51 | t += Time.deltaTime;
52 | yield return null;
53 | }
54 | bloom.intensity.value = previousIntensity;
55 | }
56 | completed.Invoke();
57 | }
58 |
59 | public void ColorWhite()
60 | {
61 | Color c = Color.white;
62 | Bloom bloom;
63 | if (Volume.profile.TryGet(out bloom))
64 | {
65 | bloom.tint.value = c;
66 | }
67 | }
68 | }
69 |
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1 | Digitized data copyright (c) 2010 Google Corporation
2 | with Reserved Font Arimo, Tinos and Cousine.
3 | Copyright (c) 2012 Red Hat, Inc.
4 | with Reserved Font Name Liberation.
5 |
6 | This Font Software is licensed under the SIL Open Font License, Version 1.1.
7 | This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
8 |
9 | -----------------------------------------------------------
10 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
11 | -----------------------------------------------------------
12 |
13 | PREAMBLE
14 | The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
15 |
16 | The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
17 |
18 | DEFINITIONS
19 | "Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
20 |
21 | "Reserved Font Name" refers to any names specified as such after the copyright statement(s).
22 |
23 | "Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
24 |
25 | "Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
26 |
27 | "Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
28 |
29 | PERMISSION & CONDITIONS
30 | Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
31 |
32 | 1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
33 |
34 | 2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
35 |
36 | 3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
37 |
38 | 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
39 |
40 | 5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
41 |
42 | TERMINATION
43 | This license becomes null and void if any of the above conditions are not met.
44 |
45 | DISCLAIMER
46 | THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
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1 | Shader "TextMeshPro/Bitmap Custom Atlas" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | _FaceTex ("Font Texture", 2D) = "white" {}
6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
7 |
8 | _VertexOffsetX ("Vertex OffsetX", float) = 0
9 | _VertexOffsetY ("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 | _Padding ("Padding", float) = 0
15 |
16 | _StencilComp("Stencil Comparison", Float) = 8
17 | _Stencil("Stencil ID", Float) = 0
18 | _StencilOp("Stencil Operation", Float) = 0
19 | _StencilWriteMask("Stencil Write Mask", Float) = 255
20 | _StencilReadMask("Stencil Read Mask", Float) = 255
21 |
22 | _CullMode("Cull Mode", Float) = 0
23 | _ColorMask("Color Mask", Float) = 15
24 | }
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27 |
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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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/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 |
--------------------------------------------------------------------------------
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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_SDF-Surface.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Distance Field (Surface)" {
2 |
3 | Properties {
4 | _FaceTex ("Fill Texture", 2D) = "white" {}
5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
7 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
9 |
10 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
11 | _OutlineTex ("Outline Texture", 2D) = "white" {}
12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
16 |
17 | _Bevel ("Bevel", Range(0,1)) = 0.5
18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
22 |
23 | _BumpMap ("Normalmap", 2D) = "bump" {}
24 | _BumpOutline ("Bump Outline", Range(0,1)) = 0.5
25 | _BumpFace ("Bump Face", Range(0,1)) = 0.5
26 |
27 | _ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
28 | _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
29 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
30 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
31 | [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
32 |
33 | _FaceShininess ("Face Shininess", Range(0,1)) = 0
34 | _OutlineShininess ("Outline Shininess", Range(0,1)) = 0
35 |
36 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
37 | _GlowOffset ("Offset", Range(-1,1)) = 0
38 | _GlowInner ("Inner", Range(0,1)) = 0.05
39 | _GlowOuter ("Outer", Range(0,1)) = 0.05
40 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
41 |
42 | _WeightNormal ("Weight Normal", float) = 0
43 | _WeightBold ("Weight Bold", float) = 0.5
44 |
45 | // Should not be directly exposed to the user
46 | _ShaderFlags ("Flags", float) = 0
47 | _ScaleRatioA ("Scale RatioA", float) = 1
48 | _ScaleRatioB ("Scale RatioB", float) = 1
49 | _ScaleRatioC ("Scale RatioC", float) = 1
50 |
51 | _MainTex ("Font Atlas", 2D) = "white" {}
52 | _TextureWidth ("Texture Width", float) = 512
53 | _TextureHeight ("Texture Height", float) = 512
54 | _GradientScale ("Gradient Scale", float) = 5.0
55 | _ScaleX ("Scale X", float) = 1.0
56 | _ScaleY ("Scale Y", float) = 1.0
57 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
58 | _Sharpness ("Sharpness", Range(-1,1)) = 0
59 |
60 | _VertexOffsetX ("Vertex OffsetX", float) = 0
61 | _VertexOffsetY ("Vertex OffsetY", float) = 0
62 |
63 | _CullMode ("Cull Mode", Float) = 0
64 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
65 | //_MaskSoftness ("Mask Softness", float) = 0
66 | }
67 |
68 | SubShader {
69 |
70 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
71 |
72 | LOD 300
73 | Cull [_CullMode]
74 |
75 | CGPROGRAM
76 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
77 | #pragma target 3.0
78 | #pragma shader_feature __ GLOW_ON
79 | #pragma glsl
80 |
81 | #include "TMPro_Properties.cginc"
82 | #include "TMPro.cginc"
83 |
84 | half _FaceShininess;
85 | half _OutlineShininess;
86 |
87 | struct Input
88 | {
89 | fixed4 color : COLOR;
90 | float2 uv_MainTex;
91 | float2 uv2_FaceTex;
92 | float2 uv2_OutlineTex;
93 | float2 param; // Weight, Scale
94 | float3 viewDirEnv;
95 | };
96 |
97 |
98 | #define BEVEL_ON 1
99 | #include "TMPro_Surface.cginc"
100 |
101 | ENDCG
102 |
103 | // Pass to render object as a shadow caster
104 | Pass
105 | {
106 | Name "Caster"
107 | Tags { "LightMode" = "ShadowCaster" }
108 | Offset 1, 1
109 |
110 | Fog {Mode Off}
111 | ZWrite On
112 | ZTest LEqual
113 | Cull Off
114 |
115 | CGPROGRAM
116 | #pragma vertex vert
117 | #pragma fragment frag
118 | #pragma multi_compile_shadowcaster
119 | #include "UnityCG.cginc"
120 |
121 | struct v2f {
122 | V2F_SHADOW_CASTER;
123 | float2 uv : TEXCOORD1;
124 | float2 uv2 : TEXCOORD3;
125 | float alphaClip : TEXCOORD2;
126 | };
127 |
128 | uniform float4 _MainTex_ST;
129 | uniform float4 _OutlineTex_ST;
130 | float _OutlineWidth;
131 | float _FaceDilate;
132 | float _ScaleRatioA;
133 |
134 | v2f vert( appdata_base v )
135 | {
136 | v2f o;
137 | TRANSFER_SHADOW_CASTER(o)
138 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
139 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
140 | o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
141 | return o;
142 | }
143 |
144 | uniform sampler2D _MainTex;
145 |
146 | float4 frag(v2f i) : COLOR
147 | {
148 | fixed4 texcol = tex2D(_MainTex, i.uv).a;
149 | clip(texcol.a - i.alphaClip);
150 | SHADOW_CASTER_FRAGMENT(i)
151 | }
152 | ENDCG
153 | }
154 | }
155 |
156 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
157 | }
158 |
159 |
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/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader:
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1 | Shader "TextMeshPro/Sprite"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Sprite Texture", 2D) = "white" {}
6 | _Color ("Tint", Color) = (1,1,1,1)
7 |
8 | _StencilComp ("Stencil Comparison", Float) = 8
9 | _Stencil ("Stencil ID", Float) = 0
10 | _StencilOp ("Stencil Operation", Float) = 0
11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
12 | _StencilReadMask ("Stencil Read Mask", Float) = 255
13 |
14 | _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 | CGPROGRAM
51 | #pragma vertex vert
52 | #pragma fragment frag
53 |
54 | #include "UnityCG.cginc"
55 | #include "UnityUI.cginc"
56 |
57 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
58 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
59 |
60 | struct appdata_t
61 | {
62 | float4 vertex : POSITION;
63 | float4 color : COLOR;
64 | float2 texcoord : TEXCOORD0;
65 | };
66 |
67 | struct v2f
68 | {
69 | float4 vertex : SV_POSITION;
70 | fixed4 color : COLOR;
71 | half2 texcoord : TEXCOORD0;
72 | float4 worldPosition : TEXCOORD1;
73 | };
74 |
75 | fixed4 _Color;
76 | fixed4 _TextureSampleAdd;
77 | float4 _ClipRect;
78 |
79 | v2f vert(appdata_t IN)
80 | {
81 | v2f OUT;
82 | OUT.worldPosition = IN.vertex;
83 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
84 |
85 | OUT.texcoord = IN.texcoord;
86 |
87 | #ifdef UNITY_HALF_TEXEL_OFFSET
88 | OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
89 | #endif
90 |
91 | OUT.color = IN.color * _Color;
92 | return OUT;
93 | }
94 |
95 | sampler2D _MainTex;
96 |
97 | fixed4 frag(v2f IN) : SV_Target
98 | {
99 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
100 |
101 | #if UNITY_UI_CLIP_RECT
102 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
103 | #endif
104 |
105 | #ifdef UNITY_UI_ALPHACLIP
106 | clip (color.a - 0.001);
107 | #endif
108 |
109 | return color;
110 | }
111 | ENDCG
112 | }
113 | }
114 | }
115 |
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/Assets/TextMesh Pro/Shaders/TMPro.cginc:
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1 | float2 UnpackUV(float uv)
2 | {
3 | float2 output;
4 | output.x = floor(uv / 4096);
5 | output.y = uv - 4096 * output.x;
6 |
7 | return output * 0.001953125;
8 | }
9 |
10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
11 | {
12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
14 |
15 | faceColor.rgb *= faceColor.a;
16 | outlineColor.rgb *= outlineColor.a;
17 |
18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha);
19 |
20 | faceColor *= faceAlpha;
21 |
22 | return faceColor;
23 | }
24 |
25 | float3 GetSurfaceNormal(float4 h, float bias)
26 | {
27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
28 |
29 | h += bias+_BevelOffset;
30 |
31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
32 |
33 | // Track outline
34 | h -= .5;
35 | h /= bevelWidth;
36 | h = saturate(h+.5);
37 |
38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
40 | h = min(h, 1.0-_BevelClamp);
41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0;
42 |
43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
45 |
46 | return cross(va, vb);
47 | }
48 |
49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
50 | {
51 | // Read "height field"
52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a,
53 | tex2D(_MainTex, uv + delta.xz).a,
54 | tex2D(_MainTex, uv - delta.zy).a,
55 | tex2D(_MainTex, uv + delta.zy).a};
56 |
57 | return GetSurfaceNormal(h, bias);
58 | }
59 |
60 | float3 GetSpecular(float3 n, float3 l)
61 | {
62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
63 | return _SpecularColor.rgb * spec * _SpecularPower;
64 | }
65 |
66 | float4 GetGlowColor(float d, float scale)
67 | {
68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
70 | glow = saturate(abs(glow/(1.0 + t)));
71 | glow = 1.0-pow(glow, _GlowPower);
72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
74 | }
75 |
76 | float4 BlendARGB(float4 overlying, float4 underlying)
77 | {
78 | overlying.rgb *= overlying.a;
79 | underlying.rgb *= underlying.a;
80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
81 | float alpha = underlying.a + (1-underlying.a)*overlying.a;
82 | return float4(blended, alpha);
83 | }
84 |
85 |
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/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc:
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1 | // UI Editable properties
2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance
3 | uniform float _FaceUVSpeedX;
4 | uniform float _FaceUVSpeedY;
5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity
6 | uniform float _FaceDilate; // v[ 0, 1]
7 | uniform float _OutlineSoftness; // v[ 0, 1]
8 |
9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
10 | uniform float _OutlineUVSpeedX;
11 | uniform float _OutlineUVSpeedY;
12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
13 | uniform float _OutlineWidth; // v[ 0, 1]
14 |
15 | uniform float _Bevel; // v[ 0, 1]
16 | uniform float _BevelOffset; // v[-1, 1]
17 | uniform float _BevelWidth; // v[-1, 1]
18 | uniform float _BevelClamp; // v[ 0, 1]
19 | uniform float _BevelRoundness; // v[ 0, 1]
20 |
21 | uniform sampler2D _BumpMap; // Normal map
22 | uniform float _BumpOutline; // v[ 0, 1]
23 | uniform float _BumpFace; // v[ 0, 1]
24 |
25 | uniform samplerCUBE _Cube; // Cube / sphere map
26 | uniform fixed4 _ReflectFaceColor; // RGB intensity
27 | uniform fixed4 _ReflectOutlineColor;
28 | //uniform float _EnvTiltX; // v[-1, 1]
29 | //uniform float _EnvTiltY; // v[-1, 1]
30 | uniform float3 _EnvMatrixRotation;
31 | uniform float4x4 _EnvMatrix;
32 |
33 | uniform fixed4 _SpecularColor; // RGB intensity
34 | uniform float _LightAngle; // v[ 0,Tau]
35 | uniform float _SpecularPower; // v[ 0, 1]
36 | uniform float _Reflectivity; // v[ 5, 15]
37 | uniform float _Diffuse; // v[ 0, 1]
38 | uniform float _Ambient; // v[ 0, 1]
39 |
40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
41 | uniform float _UnderlayOffsetX; // v[-1, 1]
42 | uniform float _UnderlayOffsetY; // v[-1, 1]
43 | uniform float _UnderlayDilate; // v[-1, 1]
44 | uniform float _UnderlaySoftness; // v[ 0, 1]
45 |
46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity
47 | uniform float _GlowOffset; // v[-1, 1]
48 | uniform float _GlowOuter; // v[ 0, 1]
49 | uniform float _GlowInner; // v[ 0, 1]
50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
51 |
52 | // API Editable properties
53 | uniform float _ShaderFlags;
54 | uniform float _WeightNormal;
55 | uniform float _WeightBold;
56 |
57 | uniform float _ScaleRatioA;
58 | uniform float _ScaleRatioB;
59 | uniform float _ScaleRatioC;
60 |
61 | uniform float _VertexOffsetX;
62 | uniform float _VertexOffsetY;
63 |
64 | //uniform float _UseClipRect;
65 | uniform float _MaskID;
66 | uniform sampler2D _MaskTex;
67 | uniform float4 _MaskCoord;
68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
69 | //uniform float _MaskWipeControl;
70 | //uniform float _MaskEdgeSoftness;
71 | //uniform fixed4 _MaskEdgeColor;
72 | //uniform bool _MaskInverse;
73 |
74 | uniform float _MaskSoftnessX;
75 | uniform float _MaskSoftnessY;
76 |
77 | // Font Atlas properties
78 | uniform sampler2D _MainTex;
79 | uniform float _TextureWidth;
80 | uniform float _TextureHeight;
81 | uniform float _GradientScale;
82 | uniform float _ScaleX;
83 | uniform float _ScaleY;
84 | uniform float _PerspectiveFilter;
85 | uniform float _Sharpness;
86 |
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/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc:
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1 | void VertShader(inout appdata_full v, out Input data)
2 | {
3 | v.vertex.x += _VertexOffsetX;
4 | v.vertex.y += _VertexOffsetY;
5 |
6 | UNITY_INITIALIZE_OUTPUT(Input, data);
7 |
8 | float bold = step(v.texcoord1.y, 0);
9 |
10 | // Generate normal for backface
11 | float3 view = ObjSpaceViewDir(v.vertex);
12 | v.normal *= sign(dot(v.normal, view));
13 |
14 | #if USE_DERIVATIVE
15 | data.param.y = 1;
16 | #else
17 | float4 vert = v.vertex;
18 | float4 vPosition = UnityObjectToClipPos(vert);
19 | float2 pixelSize = vPosition.w;
20 |
21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
22 | float scale = rsqrt(dot(pixelSize, pixelSize));
23 | scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
24 | scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
25 | data.param.y = scale;
26 | #endif
27 |
28 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
29 |
30 | v.texcoord1.xy = UnpackUV(v.texcoord1.x);
31 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
32 | }
33 |
34 | void PixShader(Input input, inout SurfaceOutput o)
35 | {
36 |
37 | #if USE_DERIVATIVE
38 | float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
39 | pixelSize *= _TextureWidth * .75;
40 | float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
41 | #else
42 | float scale = input.param.y;
43 | #endif
44 |
45 | // Signed distance
46 | float c = tex2D(_MainTex, input.uv_MainTex).a;
47 | float sd = (.5 - c - input.param.x) * scale + .5;
48 | float outline = _OutlineWidth*_ScaleRatioA * scale;
49 | float softness = _OutlineSoftness*_ScaleRatioA * scale;
50 |
51 | // Color & Alpha
52 | float4 faceColor = _FaceColor;
53 | float4 outlineColor = _OutlineColor;
54 | faceColor *= input.color;
55 | outlineColor.a *= input.color.a;
56 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
57 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
58 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
59 | faceColor.rgb /= max(faceColor.a, 0.0001);
60 |
61 | #if BEVEL_ON
62 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
63 |
64 | float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
65 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
66 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
67 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
68 |
69 | // Face Normal
70 | float3 n = GetSurfaceNormal(smp4x, input.param.x);
71 |
72 | // Bumpmap
73 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
74 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
75 | bump = lerp(float3(0, 0, 1), bump, faceColor.a);
76 | n = normalize(n - bump);
77 |
78 | // Cubemap reflection
79 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
80 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
81 | #else
82 | float3 n = float3(0, 0, -1);
83 | float3 emission = float3(0, 0, 0);
84 | #endif
85 |
86 | #if GLOW_ON
87 | float4 glowColor = GetGlowColor(sd, scale);
88 | glowColor.a *= input.color.a;
89 | emission += glowColor.rgb*glowColor.a;
90 | faceColor = BlendARGB(glowColor, faceColor);
91 | faceColor.rgb /= max(faceColor.a, 0.0001);
92 | #endif
93 |
94 | // Set Standard output structure
95 | o.Albedo = faceColor.rgb;
96 | o.Normal = -n;
97 | o.Emission = emission;
98 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
99 | o.Gloss = 1;
100 | o.Alpha = faceColor.a;
101 | }
102 |
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/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt:
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1 | This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
2 |
3 | Please visit their website to view the complete set of their emojis and review their licensing terms.
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1 | {"frames": [
2 |
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/README.md:
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1 | # QuantumGeometryGame
2 | Small recreation of Geometry Dash in Unity for a YouTube video.
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
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