├── .gitattributes ├── .gitignore ├── Docs └── Pictures │ ├── Difference.png │ ├── Naive-Hierarchy.png │ ├── Naive-Timeline.png │ ├── TAA-Burst.png │ ├── TAA-CorrectHierarchy-Burst.png │ ├── TAA-NoBurst.png │ └── TAA-SingleParent-Burst.png ├── README.md └── TransformAccessArrayDemo ├── Assets ├── Prefabs.meta ├── Prefabs │ ├── Decal.prefab │ ├── Decal.prefab.meta │ ├── MaterialInstancing.mat │ ├── MaterialInstancing.mat.meta │ ├── NaiveAgent.prefab │ ├── NaiveAgent.prefab.meta │ ├── TransformAgent.prefab │ └── TransformAgent.prefab.meta ├── Scenes.meta ├── Scenes │ ├── DecalMovement.unity │ └── DecalMovement.unity.meta ├── ScriptTemplates.meta ├── ScriptTemplates │ ├── 81-C# Script-NewBehaviourScript.cs.txt │ └── 81-C# Script-NewBehaviourScript.cs.txt.meta ├── Scripts.meta ├── Scripts │ ├── DecalMovement.meta │ └── DecalMovement │ │ ├── DecalMovement.asmdef │ │ ├── DecalMovement.asmdef.meta │ │ ├── Editor.meta │ │ ├── Editor │ │ ├── Tests.meta │ │ └── Tests │ │ │ ├── AddTestScenesIntoTests.meta │ │ │ └── AddTestScenesIntoTests │ │ │ ├── Editor.AddTestScenes.asmdef │ │ │ ├── Editor.AddTestScenes.asmdef.meta │ │ │ ├── NaiveTestsBuildModifier.cs │ │ │ └── NaiveTestsBuildModifier.cs.meta │ │ ├── Naive.meta │ │ ├── Naive │ │ ├── NaiveAgent.cs │ │ ├── NaiveAgent.cs.meta │ │ ├── NaiveDemo.asmdef │ │ ├── NaiveDemo.asmdef.meta │ │ ├── NaiveManager.cs │ │ ├── NaiveManager.cs.meta │ │ ├── Tests.meta │ │ └── Tests │ │ │ ├── Naive.Tests.asmdef │ │ │ ├── Naive.Tests.asmdef.meta │ │ │ ├── NaiveTests.cs │ │ │ ├── NaiveTests.cs.meta │ │ │ ├── TestScene.Naive.unity │ │ │ └── TestScene.Naive.unity.meta │ │ ├── TransformAccessArrayWrapper.meta │ │ ├── TransformAccessArrayWrapper │ │ ├── Tests.meta │ │ ├── Tests │ │ │ ├── TestScene.TransformAccessArray.unity │ │ │ ├── TestScene.TransformAccessArray.unity.meta │ │ │ ├── TransformAccessArrayWrapper.Tests.asmdef │ │ │ ├── TransformAccessArrayWrapper.Tests.asmdef.meta │ │ │ ├── TransformAccessArrayWrapperTests.cs │ │ │ └── TransformAccessArrayWrapperTests.cs.meta │ │ ├── TransformAccessArrayManager.cs │ │ ├── TransformAccessArrayManager.cs.meta │ │ ├── TransformAccessArrayWrapper.asmdef │ │ ├── TransformAccessArrayWrapper.asmdef.meta │ │ ├── TransformAccessArrayWrapper.cs │ │ ├── TransformAccessArrayWrapper.cs.meta │ │ ├── UITest.cs │ │ └── UITest.cs.meta │ │ ├── UIStatusText.cs │ │ └── UIStatusText.cs.meta ├── Settings.meta ├── Settings │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── URP-Balanced-Renderer.asset │ ├── URP-Balanced-Renderer.asset.meta │ ├── URP-Balanced.asset │ ├── URP-Balanced.asset.meta │ ├── URP-HighFidelity-Renderer.asset │ ├── URP-HighFidelity-Renderer.asset.meta │ ├── URP-HighFidelity.asset │ ├── URP-HighFidelity.asset.meta │ ├── URP-Performant-Renderer.asset │ ├── URP-Performant-Renderer.asset.meta │ ├── URP-Performant.asset │ └── URP-Performant.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 ├── UniversalRenderPipelineGlobalSettings.asset └── UniversalRenderPipelineGlobalSettings.asset.meta ├── Packages ├── manifest.json └── packages-lock.json └── ProjectSettings ├── AudioManager.asset ├── BurstAotSettings_StandaloneWindows.json ├── ClusterInputManager.asset ├── CommonBurstAotSettings.json ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Packages └── com.unity.probuilder │ └── Settings.json ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRSettings.asset └── boot.config /.gitattributes: -------------------------------------------------------------------------------- 1 | # NEVER ADD .asset, .prefab, .scene as LFS!!! 2 | # 3D models 3 | *.3dm filter=lfs diff=lfs merge=lfs -text 4 | *.3ds filter=lfs diff=lfs merge=lfs -text 5 | *.blend filter=lfs diff=lfs merge=lfs -text 6 | *.c4d filter=lfs diff=lfs merge=lfs -text 7 | *.collada filter=lfs diff=lfs merge=lfs -text 8 | *.dae filter=lfs diff=lfs merge=lfs -text 9 | *.dxf filter=lfs diff=lfs merge=lfs -text 10 | *.fbx filter=lfs diff=lfs merge=lfs -text 11 | *.jas filter=lfs diff=lfs merge=lfs -text 12 | *.lws filter=lfs diff=lfs merge=lfs -text 13 | *.lxo filter=lfs diff=lfs merge=lfs -text 14 | *.ma filter=lfs diff=lfs merge=lfs -text 15 | *.max filter=lfs diff=lfs merge=lfs -text 16 | *.mb filter=lfs diff=lfs merge=lfs -text 17 | *.obj filter=lfs diff=lfs merge=lfs -text 18 | *.ply filter=lfs diff=lfs merge=lfs -text 19 | *.skp filter=lfs diff=lfs merge=lfs -text 20 | *.stl filter=lfs diff=lfs merge=lfs -text 21 | *.ztl filter=lfs diff=lfs merge=lfs -text 22 | *.bytes filter=lfs diff=lfs merge=lfs -text 23 | # Audio 24 | *.aif filter=lfs diff=lfs merge=lfs -text 25 | *.aiff filter=lfs diff=lfs merge=lfs -text 26 | *.it filter=lfs diff=lfs merge=lfs -text 27 | *.mod filter=lfs diff=lfs merge=lfs -text 28 | *.mp3 filter=lfs diff=lfs merge=lfs -text 29 | *.ogg filter=lfs diff=lfs merge=lfs -text 30 | *.s3m filter=lfs diff=lfs merge=lfs -text 31 | *.wav filter=lfs diff=lfs merge=lfs -text 32 | *.xm filter=lfs diff=lfs merge=lfs -text 33 | # Fonts 34 | *.otf filter=lfs diff=lfs merge=lfs -text 35 | *.ttf filter=lfs diff=lfs merge=lfs -text 36 | # Images 37 | *.bmp filter=lfs diff=lfs merge=lfs -text 38 | *.exr filter=lfs diff=lfs merge=lfs -text 39 | *.gif filter=lfs diff=lfs merge=lfs -text 40 | *.hdr filter=lfs diff=lfs merge=lfs -text 41 | *.iff filter=lfs diff=lfs merge=lfs -text 42 | *.jpeg filter=lfs diff=lfs merge=lfs -text 43 | *.jpg filter=lfs diff=lfs merge=lfs -text 44 | *.pict filter=lfs diff=lfs merge=lfs -text 45 | *.png filter=lfs diff=lfs merge=lfs -text 46 | *.psd filter=lfs diff=lfs merge=lfs -text 47 | *.tga filter=lfs diff=lfs merge=lfs -text 48 | *.tif filter=lfs diff=lfs merge=lfs -text 49 | *.tiff filter=lfs diff=lfs merge=lfs -text 50 | *.dll filter=lfs diff=lfs merge=lfs -text 51 | *.pdf filter=lfs diff=lfs merge=lfs -text 52 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | TransformAccessArrayDemo/Logs 38 | TransformAccessArrayDemo/UserSettings 39 | TransformAccessArrayDemo/.idea 40 | -------------------------------------------------------------------------------- /Docs/Pictures/Difference.png: -------------------------------------------------------------------------------- 1 | version 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-------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 338a47262a938d648a6324899ef13c1a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scenes/DecalMovement.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 99c9720ab356a0642a771bea13969a05 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/ScriptTemplates.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f56f85883a0f96249b84eeeccdc2fc64 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/ScriptTemplates/81-C# Script-NewBehaviourScript.cs.txt: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Diagnostics; 4 | using UnityEngine; 5 | using Debug = UnityEngine.Debug; 6 | 7 | //[RequireComponent(typeof(Collider))] 8 | public class #SCRIPTNAME# : MonoBehaviour 9 | { 10 | //[SerializeField] private Collider m_Collider; 11 | 12 | private void SetReferences() 13 | { 14 | //if (m_Collider == null) 15 | // m_Collider = GetComponent(); 16 | Validate(); 17 | } 18 | 19 | [Conditional("UNITY_EDITOR")] 20 | private void Validate() 21 | { 22 | //var hasTrigger = GetComponents().Any(c => c.isTrigger); 23 | //if (hasTrigger == false) 24 | //{ 25 | //Debug.LogError($"Action trigger requests isTrigger == true collider on it. This one ({gameObject.name}) doesn't have it!", gameObject); 26 | //} 27 | } 28 | 29 | private void Reset() 30 | { 31 | SetReferences(); 32 | } 33 | 34 | private void Awake() 35 | { 36 | SetReferences(); 37 | } 38 | 39 | void Start() 40 | { 41 | #NOTRIM# 42 | } 43 | 44 | void Update() 45 | { 46 | #NOTRIM# 47 | } 48 | } 49 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/ScriptTemplates/81-C# Script-NewBehaviourScript.cs.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5a0a1f260567cf1408eafc4083216cec 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ae60618cd20b7c74cac0a605700775c1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4f0417090cfa71a4fb3bc218fb1d6532 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/DecalMovement.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "DecalMovement", 3 | "rootNamespace": "", 4 | "references": [ 5 | "GUID:6055be8ebefd69e48b49212b09b47b2f", 6 | "GUID:a856d17d0c59065438d626f8e7783105", 7 | "GUID:c8a823c40c11d9845b1c0f2317f94e0b" 8 | ], 9 | "includePlatforms": [], 10 | "excludePlatforms": [], 11 | "allowUnsafeCode": false, 12 | "overrideReferences": false, 13 | "precompiledReferences": [], 14 | "autoReferenced": true, 15 | "defineConstraints": [], 16 | "versionDefines": [], 17 | "noEngineReferences": false 18 | } -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/DecalMovement.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8d446a6bc4d54d6429b6138d9bee25bb 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 263f4e50e0805504eb6e09bc80f80e26 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Editor/Tests.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9bc46d71cb3b2bd4ca7653c139449122 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Editor/Tests/AddTestScenesIntoTests.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ba00c8ac54fa0dd4c9bceb16c8d32c93 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Editor/Tests/AddTestScenesIntoTests/Editor.AddTestScenes.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "AddTestScenes", 3 | "rootNamespace": "", 4 | "references": [], 5 | "includePlatforms": [ 6 | "Editor" 7 | ], 8 | "excludePlatforms": [], 9 | "allowUnsafeCode": false, 10 | "overrideReferences": false, 11 | "precompiledReferences": [], 12 | "autoReferenced": true, 13 | "defineConstraints": [], 14 | "versionDefines": [], 15 | "noEngineReferences": false 16 | } -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Editor/Tests/AddTestScenesIntoTests/Editor.AddTestScenes.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9b825786fef1fbf468528c6a8ced1599 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Editor/Tests/AddTestScenesIntoTests/NaiveTestsBuildModifier.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Diagnostics; 4 | using System.Linq; 5 | using UnityEditor; 6 | using UnityEditor.TestTools; 7 | using UnityEngine; 8 | using Debug = UnityEngine.Debug; 9 | 10 | [assembly:TestPlayerBuildModifier(typeof(NaiveTestsBuildModifier))] 11 | 12 | // To know more about this see QA your code: The new Unity Test Framework - Unite Copenhagen 13 | // https://www.youtube.com/watch?v=wTiF2D0_vKA&t=1208s 14 | public class NaiveTestsBuildModifier : ITestPlayerBuildModifier 15 | { 16 | public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions) 17 | { 18 | var guids = AssetDatabase.FindAssets("t:scene TestScene"); 19 | 20 | foreach (var guid in guids) 21 | { 22 | var path = AssetDatabase.GUIDToAssetPath(guid); 23 | 24 | if (playerOptions.scenes.Contains(path) == false) 25 | playerOptions.scenes = playerOptions.scenes.Append(path).ToArray(); 26 | } 27 | 28 | return playerOptions; 29 | } 30 | } 31 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Editor/Tests/AddTestScenesIntoTests/NaiveTestsBuildModifier.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8785364cd04593a4289b3b620b98572f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - obj: {fileID: 4900000, guid: 5a0a1f260567cf1408eafc4083216cec, type: 3} 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Naive.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 065e54d8c6211e04fb615ae4ede1c3f1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Naive/NaiveAgent.cs: -------------------------------------------------------------------------------- 1 | using System.Diagnostics; 2 | using UnityEngine; 3 | 4 | namespace TransformAccessArrayDemo.Naive 5 | { 6 | public class NaiveAgent : MonoBehaviour 7 | { 8 | [SerializeField] 9 | private float m_DecalMaxDistance = 50.0f; 10 | 11 | [SerializeField] 12 | private LayerMask m_DecalLayerMask = ~0; 13 | 14 | [SerializeField] 15 | private Transform m_DecalTransform; 16 | 17 | [Range(0.0f, 1.0f)] 18 | public float RotationSmoothing = 0.5f; 19 | 20 | [Range(0.0f, 2.0f)] 21 | public float Speed = 1.0f; 22 | 23 | [Range(0.5f, 5.0f)] 24 | public float ChangeRotationPeriod = 2.0f; 25 | 26 | private readonly RaycastHit[] m_DecalRaycastResults = new RaycastHit[1]; 27 | private Quaternion m_TargetForward; 28 | private float m_DelayRotationChangeCurrent; 29 | 30 | private void SetReferences() 31 | { 32 | Validate(); 33 | } 34 | 35 | [Conditional("UNITY_EDITOR")] 36 | private void Validate() 37 | { 38 | var hasDecalTransform = m_DecalTransform != null; 39 | if (hasDecalTransform == false) 40 | { 41 | UnityEngine.Debug.LogError($"{nameof(NaiveAgent)} ({gameObject.name}) doesn't have decal transform assigned", gameObject); 42 | } 43 | } 44 | 45 | private void Reset() 46 | { 47 | SetReferences(); 48 | } 49 | 50 | private void Awake() 51 | { 52 | SetReferences(); 53 | } 54 | 55 | private void Update() 56 | { 57 | if (m_DelayRotationChangeCurrent <= 0) 58 | { 59 | m_TargetForward = Random.rotationUniform; 60 | m_DelayRotationChangeCurrent = ChangeRotationPeriod; 61 | } 62 | else 63 | { 64 | m_DelayRotationChangeCurrent -= Time.deltaTime; 65 | } 66 | 67 | // cache Transform, so we don't spend time calling into C++ 68 | var trans = transform; 69 | 70 | // rotate the agent towards target forward, using frame rate independent slerp here 71 | // to know more about this '1.0f - Mathf.Pow(RotationSmoothing, Time.deltaTime)' try to search 'frame independent lerp', 'exponential decay' 72 | var newRotation = Quaternion.Slerp(trans.rotation, m_TargetForward, 1.0f - Mathf.Pow(RotationSmoothing, Time.deltaTime)); 73 | 74 | // find 'forward' in 'newRotation' space 75 | var newWorldForward = newRotation * Vector3.forward; 76 | 77 | // agent is moving towards its forward direction, using Speed field 78 | var newWorldPosition = trans.position + newWorldForward * Speed * Time.deltaTime; 79 | 80 | // one call to apply position and rotation at the same time, faster than doing that separately 81 | trans.SetPositionAndRotation(newWorldPosition, newRotation); 82 | 83 | // casting a ray 'down' to find an intersection with 'ground' to position decal transform 84 | var hits = Physics.RaycastNonAlloc(newWorldPosition, Vector3.down, m_DecalRaycastResults, m_DecalMaxDistance, m_DecalLayerMask); 85 | if (hits > 0) 86 | { 87 | // decal's forward is in XZ plane only 88 | var forwardXZ = new Vector3(newWorldForward.x, 0, newWorldForward.z); 89 | m_DecalTransform.SetPositionAndRotation(m_DecalRaycastResults[0].point, Quaternion.LookRotation(forwardXZ)); 90 | } 91 | } 92 | } 93 | } -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Naive/NaiveAgent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 885e8d663da55c04296aba8f2cf64f5c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Naive/NaiveDemo.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "NaiveDemo" 3 | } 4 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Naive/NaiveDemo.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a856d17d0c59065438d626f8e7783105 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Naive/NaiveManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.Diagnostics; 3 | using System.Runtime.CompilerServices; 4 | using UnityEngine; 5 | using UnityEngine.Assertions; 6 | using UnityEngine.Pool; 7 | using Debug = UnityEngine.Debug; 8 | 9 | namespace TransformAccessArrayDemo.Naive 10 | { 11 | public class NaiveManager : MonoBehaviour 12 | { 13 | [SerializeField] 14 | private NaiveAgent m_NaiveAgentPrefab; 15 | 16 | [SerializeField] 17 | private Bounds m_Bounds; 18 | 19 | [Range(0, 30000)] 20 | public int Count = 100; 21 | 22 | [SerializeField] 23 | private List m_SpawnedAgent = new List(128); 24 | 25 | private void SetReferences() 26 | { 27 | Validate(); 28 | } 29 | 30 | [Conditional("UNITY_EDITOR")] 31 | private void Validate() 32 | { 33 | if (m_NaiveAgentPrefab == null) 34 | { 35 | Debug.LogError($"{nameof(NaiveManager)} ({gameObject.name}) doesn't have {nameof(m_NaiveAgentPrefab)} assigned!", gameObject); 36 | } 37 | } 38 | 39 | private void Reset() 40 | { 41 | m_Bounds = new Bounds(transform.position, new Vector3(20, 20, 20)); 42 | SetReferences(); 43 | } 44 | 45 | private ObjectPool m_AgentPool; 46 | private GameObject m_AgentPoolRoot; 47 | 48 | private bool m_ApplicationQuit; 49 | private void OnApplicationQuit() 50 | { 51 | m_ApplicationQuit = true; 52 | } 53 | 54 | Transform GetAgentPoolParent() 55 | { 56 | if (m_AgentPoolRoot == null) 57 | m_AgentPoolRoot = new GameObject("AgentPoolRoot"); 58 | return m_AgentPoolRoot.transform; 59 | } 60 | 61 | private void Awake() 62 | { 63 | SetReferences(); 64 | 65 | m_AgentPool = new ObjectPool(() => Instantiate(m_NaiveAgentPrefab, GetAgentPoolParent()).transform, 66 | actionOnGet: obj => 67 | { 68 | obj.gameObject.SetActive(true); 69 | obj.SetPositionAndRotation(RandomPositionInsideBounds(), Random.rotationUniform); 70 | }, actionOnRelease: obj => 71 | { 72 | obj.gameObject.SetActive(false); 73 | obj.parent = GetAgentPoolParent(); 74 | }, actionOnDestroy: obj => 75 | { 76 | GameObject.Destroy(obj.gameObject); 77 | }, collectionCheck: false, defaultCapacity: 32, maxSize: 10000); 78 | } 79 | 80 | private void OnEnable() 81 | { 82 | SyncCount(Count); 83 | } 84 | 85 | private void OnDisable() 86 | { 87 | if (m_ApplicationQuit == false) 88 | { 89 | SyncCount(0); 90 | } 91 | } 92 | 93 | private void Update() 94 | { 95 | if (m_SpawnedAgent.Count != Count) 96 | { 97 | SyncCount(Count); 98 | } 99 | } 100 | 101 | private void SyncCount(int neededCount) 102 | { 103 | var currentN = m_SpawnedAgent.Count; 104 | 105 | if (currentN < neededCount) 106 | { 107 | var trans = transform; 108 | for (var i = currentN; i < neededCount; ++i) 109 | { 110 | var newAgent = m_AgentPool.Get(); 111 | newAgent.SetParent(trans); 112 | newAgent.SetPositionAndRotation(RandomPositionInsideBounds(), Random.rotationUniform); 113 | m_SpawnedAgent.Add(newAgent); 114 | } 115 | } 116 | else if (currentN > neededCount) 117 | { 118 | for (var i = neededCount; i < currentN; ++i) 119 | { 120 | Assert.IsNotNull(m_SpawnedAgent[i].gameObject, $"{nameof(m_SpawnedAgent)} contains 'null' at index [{i}]. No null's expected"); 121 | m_AgentPool.Release(m_SpawnedAgent[i]); 122 | } 123 | 124 | m_SpawnedAgent.RemoveRange(neededCount, currentN - neededCount); 125 | } 126 | 127 | Assert.AreEqual(neededCount, m_SpawnedAgent.Count, $"After {nameof(SyncCount)} call {nameof(m_SpawnedAgent)}.Count must be {neededCount}"); 128 | } 129 | 130 | [MethodImpl(MethodImplOptions.AggressiveInlining)] 131 | private Vector3 RandomPositionInsideBounds() 132 | { 133 | return new Vector3( 134 | Random.Range(m_Bounds.min.x, m_Bounds.max.x), 135 | Random.Range(m_Bounds.min.y, m_Bounds.max.y), 136 | Random.Range(m_Bounds.min.z, m_Bounds.max.z) 137 | ); 138 | } 139 | 140 | #if UNITY_EDITOR 141 | private void OnDrawGizmosSelected() 142 | { 143 | Gizmos.color = Color.white; 144 | Gizmos.DrawCube(m_Bounds.center, m_Bounds.size); 145 | } 146 | #endif 147 | } 148 | } -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Naive/NaiveManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50c7d8208723e0e4bb1ec774a3f9360d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Naive/Tests.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c7adbd5039585e2429a426eb4985f33c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Naive/Tests/Naive.Tests.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "Naive.Tests", 3 | "rootNamespace": "", 4 | "references": [ 5 | "UnityEngine.TestRunner", 6 | "UnityEditor.TestRunner", 7 | "NaiveDemo" 8 | ], 9 | "includePlatforms": [], 10 | "excludePlatforms": [], 11 | "allowUnsafeCode": false, 12 | "overrideReferences": true, 13 | "precompiledReferences": [ 14 | "nunit.framework.dll" 15 | ], 16 | "autoReferenced": false, 17 | "defineConstraints": [ 18 | "UNITY_INCLUDE_TESTS" 19 | ], 20 | "versionDefines": [], 21 | "noEngineReferences": false 22 | } -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Naive/Tests/Naive.Tests.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3e2b33883c02885478d030b3a3393d27 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Naive/Tests/NaiveTests.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using NUnit.Framework; 3 | using UnityEditor; 4 | using UnityEngine; 5 | using UnityEngine.SceneManagement; 6 | using UnityEngine.TestTools; 7 | using Assert = UnityEngine.Assertions.Assert; 8 | 9 | namespace TransformAccessArrayDemo.Naive.Tests 10 | { 11 | public class NaiveTests 12 | { 13 | [OneTimeSetUp] 14 | public void OneTimeSetup() 15 | { 16 | const string sceneName = "TestScene.Naive"; 17 | #if UNITY_EDITOR 18 | var guids = AssetDatabase.FindAssets("t:Scene " + sceneName); 19 | var scenePath = AssetDatabase.GUIDToAssetPath(guids[0]); 20 | UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode(scenePath, new LoadSceneParameters {loadSceneMode = LoadSceneMode.Single}); 21 | #else 22 | SceneManager.LoadScene(sceneName); 23 | #endif 24 | } 25 | 26 | [UnityTest] 27 | public IEnumerator NaiveTestsChangeCount() 28 | { 29 | var manager = GameObject.FindObjectOfType(); 30 | 31 | Assert.IsNotNull(manager, $"Cannot find {nameof(NaiveManager)}"); 32 | yield return null; 33 | 34 | manager.Count = 0; 35 | yield return null; 36 | 37 | manager.Count = 100; 38 | yield return null; 39 | 40 | manager.Count = 10000; 41 | yield return null; 42 | 43 | manager.Count = 40; 44 | yield return null; 45 | 46 | manager.Count = 1; 47 | yield return null; 48 | 49 | manager.Count = 1; 50 | yield return null; 51 | 52 | manager.Count = 0; 53 | yield return null; 54 | } 55 | 56 | private static int[] s_RndSeedValues = { 1, 1423412, 312423469, -123123123 }; 57 | 58 | [UnityTest] 59 | public IEnumerator NaiveTestsChangeCountRandom([ValueSource(nameof(s_RndSeedValues))] int seed) 60 | { 61 | var manager = GameObject.FindObjectOfType(); 62 | 63 | Assert.IsNotNull(manager, $"Cannot find {nameof(NaiveManager)}"); 64 | yield return null; 65 | 66 | Random.InitState(seed); 67 | 68 | for (var i = 0; i < 100; i++) 69 | { 70 | var random = Random.Range(-100, 5100); 71 | if (random < 0) 72 | random = 0; 73 | if (random > 5000) 74 | random = 5000; 75 | 76 | manager.Count = random; 77 | yield return null; 78 | } 79 | } 80 | } 81 | } -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/Naive/Tests/NaiveTests.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 91094af07f35b3d428c4509c0ee50228 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 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-------------------------------------------------------------------------------- 1 | { 2 | "name": "TransformAccessArrayWrapper.Tests", 3 | "rootNamespace": "", 4 | "references": [ 5 | "UnityEngine.TestRunner", 6 | "UnityEditor.TestRunner", 7 | "TransformAccessArrayWrapper" 8 | ], 9 | "includePlatforms": [], 10 | "excludePlatforms": [], 11 | "allowUnsafeCode": false, 12 | "overrideReferences": true, 13 | "precompiledReferences": [ 14 | "nunit.framework.dll" 15 | ], 16 | "autoReferenced": false, 17 | "defineConstraints": [ 18 | "UNITY_INCLUDE_TESTS" 19 | ], 20 | "versionDefines": [], 21 | "noEngineReferences": false 22 | } -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/TransformAccessArrayWrapper/Tests/TransformAccessArrayWrapper.Tests.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2104357cf614159409fa6408b3fe8037 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/TransformAccessArrayWrapper/Tests/TransformAccessArrayWrapperTests.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using NUnit.Framework; 3 | using UnityEngine; 4 | using UnityEngine.SceneManagement; 5 | using UnityEngine.TestTools; 6 | using Assert = UnityEngine.Assertions.Assert; 7 | using Random = UnityEngine.Random; 8 | 9 | namespace TransformAccessArrayDemo.Tests 10 | { 11 | public class TransformAccessArrayWrapperTests 12 | { 13 | [OneTimeSetUp] 14 | public void OneTimeSetup() 15 | { 16 | const string sceneName = "TestScene.TransformAccessArray"; 17 | #if UNITY_EDITOR 18 | var guids = UnityEditor.AssetDatabase.FindAssets("t:Scene " + sceneName); 19 | var scenePath = UnityEditor.AssetDatabase.GUIDToAssetPath(guids[0]); 20 | UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode(scenePath, new LoadSceneParameters {loadSceneMode = LoadSceneMode.Single}); 21 | #else 22 | SceneManager.LoadScene(sceneName); 23 | #endif 24 | } 25 | 26 | [UnityTest] 27 | public IEnumerator TransformAccessArrayTestsChangeCount() 28 | { 29 | var manager = GameObject.FindObjectOfType(); 30 | 31 | Assert.IsNotNull(manager, $"Cannot find {nameof(TransformAccessArrayManager)}"); 32 | yield return null; 33 | 34 | manager.Count = 0; 35 | yield return null; 36 | 37 | manager.Count = 100; 38 | yield return null; 39 | 40 | manager.Count = 10000; 41 | yield return null; 42 | 43 | manager.Count = 40; 44 | yield return null; 45 | 46 | manager.Count = 1; 47 | yield return null; 48 | 49 | manager.Count = 1; 50 | yield return null; 51 | 52 | manager.Count = 0; 53 | yield return null; 54 | } 55 | 56 | private static int[] s_RndSeedValues = { 1, 1423412, 312423469, -123123123 }; 57 | 58 | [UnityTest] 59 | public IEnumerator TransformAccessArrayTestsChangeCountRandom([ValueSource(nameof(s_RndSeedValues))] int seed) 60 | { 61 | var manager = GameObject.FindObjectOfType(); 62 | 63 | Assert.IsNotNull(manager, $"Cannot find {nameof(TransformAccessArrayManager)}"); 64 | yield return null; 65 | 66 | Random.InitState(seed); 67 | 68 | for (var i = 0; i < 100; i++) 69 | { 70 | var random = Random.Range(-100, 5100); 71 | if (random < 0) 72 | random = 0; 73 | if (random > 5000) 74 | random = 5000; 75 | 76 | manager.Count = random; 77 | yield return null; 78 | } 79 | } 80 | } 81 | } 82 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/TransformAccessArrayWrapper/Tests/TransformAccessArrayWrapperTests.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0f1ac969f7664a04d85315c2182b96d1 3 | MonoImporter: 4 | 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externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/TransformAccessArrayWrapper/TransformAccessArrayWrapper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1af355486fef4aa0a61cd68236543654 3 | timeCreated: 1635723100 -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/TransformAccessArrayWrapper/UITest.cs: -------------------------------------------------------------------------------- 1 | using Unity.Burst; 2 | using Unity.Jobs; 3 | using UnityEngine; 4 | using UnityEngine.Jobs; 5 | 6 | public class UITest : MonoBehaviour 7 | { 8 | [SerializeField] private RectTransform[] m_Transforms; 9 | private TransformAccessArray m_TAA; 10 | private JobHandle m_JobHandle; 11 | 12 | void OnEnable() 13 | { 14 | m_TAA = new TransformAccessArray(m_Transforms); 15 | } 16 | 17 | private void OnDisable() 18 | { 19 | m_TAA.Dispose(); 20 | } 21 | 22 | void Update() 23 | { 24 | m_JobHandle.Complete(); 25 | 26 | var j = new MoveAgentsJob 27 | { 28 | dt = Time.deltaTime 29 | }; 30 | m_JobHandle = j.Schedule(m_TAA); 31 | } 32 | 33 | [BurstCompile] 34 | private struct MoveAgentsJob : IJobParallelForTransform 35 | { 36 | public float dt; 37 | 38 | public void Execute(int index, TransformAccess transform) 39 | { 40 | transform.localPosition += new Vector3(10,0,0) * dt; 41 | } 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/TransformAccessArrayWrapper/UITest.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cc679a5d55ce74e49a4bf10597a27d34 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/Scripts/DecalMovement/UIStatusText.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Diagnostics; 3 | using System.Text; 4 | using UnityEngine; 5 | using TMPro; 6 | using TransformAccessArrayDemo; 7 | using TransformAccessArrayDemo.Naive; 8 | using Debug = UnityEngine.Debug; 9 | 10 | [RequireComponent(typeof(TextMeshProUGUI))] 11 | public class UIStatusText : MonoBehaviour 12 | { 13 | enum DemoMode 14 | { 15 | Naive, 16 | TransformAccessArrayWrongHierarchy, 17 | TransformAccessArrayRootHierarchy, 18 | TransformAccessArrayCorrect 19 | } 20 | 21 | [SerializeField] private TextMeshProUGUI m_Text; 22 | [SerializeField] private TransformAccessArrayManager m_TransformAccessArray; 23 | [SerializeField] private NaiveManager m_Naive; 24 | [SerializeField] private int m_Count; 25 | 26 | private readonly StringBuilder m_StringBuilder = new StringBuilder(256); 27 | 28 | private bool m_Enabled = true; 29 | private DemoMode m_Mode; 30 | private SimpleFPSCounter m_FPSInfo; 31 | 32 | private class SimpleFPSCounter 33 | { 34 | private const int MaxCount = 32; 35 | private const double MaxTime = 0.1; 36 | 37 | private int m_Count; 38 | private double m_Accumulator; 39 | private double m_SmoothDeltaTime; 40 | 41 | public void Sample() 42 | { 43 | m_Accumulator += Time.unscaledDeltaTime; 44 | if (++m_Count >= MaxCount || m_Accumulator >= MaxTime) 45 | { 46 | m_SmoothDeltaTime = m_Accumulator / m_Count; 47 | m_Accumulator = 0; 48 | m_Count = 0; 49 | } 50 | } 51 | 52 | public override string ToString() => m_SmoothDeltaTime <= 0 ? "" : $"Time per frame: {m_SmoothDeltaTime * 1000.0:F2} ms. FPS: {1.0 / m_SmoothDeltaTime:F1}"; 53 | } 54 | 55 | private void SetReferences() 56 | { 57 | if (m_Text == null) 58 | m_Text = GetComponent(); 59 | if (m_TransformAccessArray == null) 60 | m_TransformAccessArray = FindObjectOfType(includeInactive: true); 61 | if (m_Naive == null) 62 | m_Naive = FindObjectOfType(includeInactive: true); 63 | } 64 | 65 | private void Reset() 66 | { 67 | SetReferences(); 68 | } 69 | 70 | private void Awake() 71 | { 72 | m_FPSInfo = new SimpleFPSCounter(); 73 | SetReferences(); 74 | SetMethod(); 75 | } 76 | 77 | void Update() 78 | { 79 | if (Input.GetKeyDown(KeyCode.Return)) 80 | { 81 | m_Enabled = !m_Enabled; 82 | 83 | SetMethod(); 84 | } 85 | 86 | if (Input.GetKeyDown(KeyCode.Space)) 87 | { 88 | m_Mode = m_Mode switch 89 | { 90 | DemoMode.TransformAccessArrayCorrect => DemoMode.Naive, 91 | _ => m_Mode + 1 92 | }; 93 | 94 | SetMethod(); 95 | } 96 | 97 | if (Input.GetKeyDown(KeyCode.Alpha2)) 98 | { 99 | m_Count += 500; 100 | } 101 | 102 | if (Input.GetKeyDown(KeyCode.Alpha1)) 103 | { 104 | m_Count -= 500; 105 | } 106 | 107 | m_Count = Math.Clamp(m_Count, 0, 30000); 108 | 109 | m_Naive.Count = m_Count; 110 | m_TransformAccessArray.Count = m_Count; 111 | 112 | m_FPSInfo.Sample(); 113 | 114 | m_Text.text = GetStatusText(); 115 | } 116 | 117 | private string GetStatusText() 118 | { 119 | m_StringBuilder.Clear(); 120 | m_StringBuilder.Append("Method: "); 121 | m_StringBuilder.AppendLine(CurrentModeString()); 122 | m_StringBuilder.AppendLine("Press Space to change mode"); 123 | 124 | m_StringBuilder.Append("Press Enter to "); 125 | m_StringBuilder.AppendLine(m_Enabled ? "deactivate" : "activate"); 126 | 127 | m_StringBuilder.Append("Count: "); 128 | m_StringBuilder.AppendLine(m_Count.ToString()); 129 | m_StringBuilder.AppendLine("Press 1 to decrease"); 130 | m_StringBuilder.AppendLine("Press 2 to increase"); 131 | m_StringBuilder.Append(m_FPSInfo); 132 | 133 | return m_StringBuilder.ToString(); 134 | } 135 | 136 | private string CurrentModeString() 137 | { 138 | return m_Mode switch 139 | { 140 | DemoMode.Naive => "Naive", 141 | DemoMode.TransformAccessArrayWrongHierarchy => "TransformAccessArray + Jobs + Burst + Wrong(all in one) Hierarchy", 142 | DemoMode.TransformAccessArrayRootHierarchy => "TransformAccessArray + Jobs + Burst + Better(all in root) Hierarchy", 143 | DemoMode.TransformAccessArrayCorrect => "TransformAccessArray + Jobs + Burst + Optimal(buckets by 256) Hierarchy", 144 | _ => throw new ArgumentOutOfRangeException() 145 | }; 146 | } 147 | 148 | private void SetMethod() 149 | { 150 | var sw = Stopwatch.StartNew(); 151 | 152 | 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DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt: -------------------------------------------------------------------------------- 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. -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e59c59b81ab47f9b6ec5781fa725d2c 3 | timeCreated: 1484171296 4 | licenseType: Pro 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Fonts/LiberationSans.ttf: 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-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 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48bb5f55d8670e349b6e614913f9d910 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/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 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e3b057af24249748ff873be7fafee47 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/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 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 128e987d567d4e2c824d754223b3f3b0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd89cf5b9246416f84610a006f916af7 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14eb328de4b8eb245bb7cea29e4ac00b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc1ede39bf3643ee8e493720e4259791 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a02a7d8c237544f1962732b55a9aebf1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/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 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8d12adcee749c344b8117cf7c7eb912 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe393ace9b354375a9cb14cdbbc28be4 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/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 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85187c2149c549c5b33f0cdb02836b17 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/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 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7ada0af4f174f0694ca6a487b8f543d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68e6db2ebdc24f95958faec2be5558d6 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/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 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf81c85f95fe47e1a27f6ae460cf182c 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMPro.cginc: -------------------------------------------------------------------------------- 1 | float2 UnpackUV(float uv) 2 | { 3 | float2 output; 4 | output.x = floor(uv / 4096); 5 | output.y = uv - 4096 * output.x; 6 | 7 | return output * 0.001953125; 8 | } 9 | 10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) 11 | { 12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); 13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); 14 | 15 | faceColor.rgb *= faceColor.a; 16 | outlineColor.rgb *= outlineColor.a; 17 | 18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha); 19 | 20 | faceColor *= faceAlpha; 21 | 22 | return faceColor; 23 | } 24 | 25 | float3 GetSurfaceNormal(float4 h, float bias) 26 | { 27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); 28 | 29 | h += bias+_BevelOffset; 30 | 31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); 32 | 33 | // Track outline 34 | h -= .5; 35 | h /= bevelWidth; 36 | h = saturate(h+.5); 37 | 38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); 39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); 40 | h = min(h, 1.0-_BevelClamp); 41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0; 42 | 43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); 44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); 45 | 46 | return cross(va, vb); 47 | } 48 | 49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) 50 | { 51 | // Read "height field" 52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a, 53 | tex2D(_MainTex, uv + delta.xz).a, 54 | tex2D(_MainTex, uv - delta.zy).a, 55 | tex2D(_MainTex, uv + delta.zy).a}; 56 | 57 | return GetSurfaceNormal(h, bias); 58 | } 59 | 60 | float3 GetSpecular(float3 n, float3 l) 61 | { 62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity); 63 | return _SpecularColor.rgb * spec * _SpecularPower; 64 | } 65 | 66 | float4 GetGlowColor(float d, float scale) 67 | { 68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; 69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; 70 | glow = saturate(abs(glow/(1.0 + t))); 71 | glow = 1.0-pow(glow, _GlowPower); 72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel 73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); 74 | } 75 | 76 | float4 BlendARGB(float4 overlying, float4 underlying) 77 | { 78 | overlying.rgb *= overlying.a; 79 | underlying.rgb *= underlying.a; 80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); 81 | float alpha = underlying.a + (1-underlying.a)*overlying.a; 82 | return float4(blended, alpha); 83 | } 84 | 85 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc: -------------------------------------------------------------------------------- 1 | struct vertex_t { 2 | UNITY_VERTEX_INPUT_INSTANCE_ID 3 | float4 position : POSITION; 4 | float3 normal : NORMAL; 5 | float4 color : COLOR; 6 | float2 texcoord0 : TEXCOORD0; 7 | float2 texcoord1 : TEXCOORD1; 8 | }; 9 | 10 | struct pixel_t { 11 | UNITY_VERTEX_INPUT_INSTANCE_ID 12 | UNITY_VERTEX_OUTPUT_STEREO 13 | float4 position : SV_POSITION; 14 | float4 faceColor : COLOR; 15 | float4 outlineColor : COLOR1; 16 | float4 texcoord0 : TEXCOORD0; 17 | float4 param : TEXCOORD1; // weight, scaleRatio 18 | float2 mask : TEXCOORD2; 19 | #if (UNDERLAY_ON || UNDERLAY_INNER) 20 | float4 texcoord2 : TEXCOORD3; 21 | float4 underlayColor : COLOR2; 22 | #endif 23 | }; 24 | 25 | float4 SRGBToLinear(float4 rgba) { 26 | return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); 27 | } 28 | 29 | pixel_t VertShader(vertex_t input) 30 | { 31 | pixel_t output; 32 | 33 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 34 | UNITY_SETUP_INSTANCE_ID(input); 35 | UNITY_TRANSFER_INSTANCE_ID(input, output); 36 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 37 | 38 | float bold = step(input.texcoord1.y, 0); 39 | 40 | float4 vert = input.position; 41 | vert.x += _VertexOffsetX; 42 | vert.y += _VertexOffsetY; 43 | 44 | float4 vPosition = UnityObjectToClipPos(vert); 45 | 46 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 47 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 48 | 49 | // Generate UV for the Masking Texture 50 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 51 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 52 | 53 | float4 color = input.color; 54 | #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) 55 | color = SRGBToLinear(input.color); 56 | #endif 57 | 58 | float opacity = color.a; 59 | #if (UNDERLAY_ON | UNDERLAY_INNER) 60 | opacity = 1.0; 61 | #endif 62 | 63 | float4 faceColor = float4(color.rgb, opacity) * _FaceColor; 64 | faceColor.rgb *= faceColor.a; 65 | 66 | float4 outlineColor = _OutlineColor; 67 | outlineColor.a *= opacity; 68 | outlineColor.rgb *= outlineColor.a; 69 | 70 | output.position = vPosition; 71 | output.faceColor = faceColor; 72 | output.outlineColor = outlineColor; 73 | output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); 74 | output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); 75 | 76 | float2 mask = float2(0, 0); 77 | #if UNITY_UI_CLIP_RECT 78 | mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; 79 | #endif 80 | output.mask = mask; 81 | 82 | #if (UNDERLAY_ON || UNDERLAY_INNER) 83 | float4 underlayColor = _UnderlayColor; 84 | underlayColor.rgb *= underlayColor.a; 85 | 86 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 87 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 88 | 89 | output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); 90 | output.underlayColor = underlayColor; 91 | #endif 92 | 93 | return output; 94 | } 95 | 96 | float4 PixShader(pixel_t input) : SV_Target 97 | { 98 | UNITY_SETUP_INSTANCE_ID(input); 99 | 100 | float d = tex2D(_MainTex, input.texcoord0.xy).a; 101 | 102 | float2 UV = input.texcoord0.xy; 103 | float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; 104 | 105 | #if (UNDERLAY_ON | UNDERLAY_INNER) 106 | float layerScale = scale; 107 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 108 | float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 109 | #endif 110 | 111 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 112 | 113 | float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); 114 | 115 | #ifdef OUTLINE_ON 116 | float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); 117 | faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); 118 | faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); 119 | #endif 120 | 121 | #if UNDERLAY_ON 122 | d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; 123 | faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); 124 | #endif 125 | 126 | #if UNDERLAY_INNER 127 | float bias = input.param.x * scale - 0.5; 128 | float sd = saturate(d * scale - bias - input.param.z); 129 | d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; 130 | faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); 131 | #endif 132 | 133 | #ifdef MASKING 134 | float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); 135 | float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; 136 | a = saturate(t / _MaskEdgeSoftness); 137 | faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); 138 | faceColor *= a; 139 | #endif 140 | 141 | // Alternative implementation to UnityGet2DClipping with support for softness 142 | #if UNITY_UI_CLIP_RECT 143 | float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); 144 | float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); 145 | faceColor *= m.x * m.y; 146 | #endif 147 | 148 | #if (UNDERLAY_ON | UNDERLAY_INNER) 149 | faceColor *= input.texcoord2.z; 150 | #endif 151 | 152 | #if UNITY_UI_ALPHACLIP 153 | clip(faceColor.a - 0.001); 154 | #endif 155 | 156 | return faceColor; 157 | } 158 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c334973cef89a9840b0b0c507e0377ab 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 51 | 52 | // API Editable properties 53 | uniform float _ShaderFlags; 54 | uniform float _WeightNormal; 55 | uniform float _WeightBold; 56 | 57 | uniform float _ScaleRatioA; 58 | uniform float _ScaleRatioB; 59 | uniform float _ScaleRatioC; 60 | 61 | uniform float _VertexOffsetX; 62 | uniform float _VertexOffsetY; 63 | 64 | //uniform float _UseClipRect; 65 | uniform float _MaskID; 66 | uniform sampler2D _MaskTex; 67 | uniform float4 _MaskCoord; 68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) 69 | //uniform float _MaskWipeControl; 70 | //uniform float _MaskEdgeSoftness; 71 | //uniform fixed4 _MaskEdgeColor; 72 | //uniform bool _MaskInverse; 73 | 74 | uniform float _MaskSoftnessX; 75 | uniform float _MaskSoftnessY; 76 | 77 | // Font Atlas properties 78 | uniform sampler2D _MainTex; 79 | uniform float _TextureWidth; 80 | uniform float _TextureHeight; 81 | uniform float _GradientScale; 82 | uniform float _ScaleX; 83 | uniform float _ScaleY; 84 | uniform float _PerspectiveFilter; 85 | uniform float _Sharpness; 86 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3997e2241185407d80309a82f9148466 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc: -------------------------------------------------------------------------------- 1 | void VertShader(inout appdata_full v, out Input data) 2 | { 3 | v.vertex.x += _VertexOffsetX; 4 | v.vertex.y += _VertexOffsetY; 5 | 6 | UNITY_INITIALIZE_OUTPUT(Input, data); 7 | 8 | float bold = step(v.texcoord1.y, 0); 9 | 10 | // Generate normal for backface 11 | float3 view = ObjSpaceViewDir(v.vertex); 12 | v.normal *= sign(dot(v.normal, view)); 13 | 14 | #if USE_DERIVATIVE 15 | data.param.y = 1; 16 | #else 17 | float4 vert = v.vertex; 18 | float4 vPosition = UnityObjectToClipPos(vert); 19 | float2 pixelSize = vPosition.w; 20 | 21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); 22 | float scale = rsqrt(dot(pixelSize, pixelSize)); 23 | scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); 24 | scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 25 | data.param.y = scale; 26 | #endif 27 | 28 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 29 | 30 | v.texcoord1.xy = UnpackUV(v.texcoord1.x); 31 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); 32 | } 33 | 34 | void PixShader(Input input, inout SurfaceOutput o) 35 | { 36 | 37 | #if USE_DERIVATIVE 38 | float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); 39 | pixelSize *= _TextureWidth * .75; 40 | float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); 41 | #else 42 | float scale = input.param.y; 43 | #endif 44 | 45 | // Signed distance 46 | float c = tex2D(_MainTex, input.uv_MainTex).a; 47 | float sd = (.5 - c - input.param.x) * scale + .5; 48 | float outline = _OutlineWidth*_ScaleRatioA * scale; 49 | float softness = _OutlineSoftness*_ScaleRatioA * scale; 50 | 51 | // Color & Alpha 52 | float4 faceColor = _FaceColor; 53 | float4 outlineColor = _OutlineColor; 54 | faceColor *= input.color; 55 | outlineColor.a *= input.color.a; 56 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); 57 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); 58 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 59 | faceColor.rgb /= max(faceColor.a, 0.0001); 60 | 61 | #if BEVEL_ON 62 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); 63 | 64 | float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, 65 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a, 66 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a, 67 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; 68 | 69 | // Face Normal 70 | float3 n = GetSurfaceNormal(smp4x, input.param.x); 71 | 72 | // Bumpmap 73 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; 74 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 75 | bump = lerp(float3(0, 0, 1), bump, faceColor.a); 76 | n = normalize(n - bump); 77 | 78 | // Cubemap reflection 79 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); 80 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 81 | #else 82 | float3 n = float3(0, 0, -1); 83 | float3 emission = float3(0, 0, 0); 84 | #endif 85 | 86 | #if GLOW_ON 87 | float4 glowColor = GetGlowColor(sd, scale); 88 | glowColor.a *= input.color.a; 89 | emission += glowColor.rgb*glowColor.a; 90 | faceColor = BlendARGB(glowColor, faceColor); 91 | faceColor.rgb /= max(faceColor.a, 0.0001); 92 | #endif 93 | 94 | // Set Standard output structure 95 | o.Albedo = faceColor.rgb; 96 | o.Normal = -n; 97 | o.Emission = emission; 98 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); 99 | o.Gloss = 1; 100 | o.Alpha = faceColor.a; 101 | } 102 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d930090c0cd643c7b55f19a38538c162 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Sprites.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d0603b6d5186471b96c778c3949c7ce2 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /TransformAccessArrayDemo/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt: -------------------------------------------------------------------------------- 1 | This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/ 2 | 3 | Please visit their website to view the 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