├── Assets ├── UI │ ├── Panel.png │ ├── SliderBG.png │ ├── BarBacking.png │ ├── SliderBG_Left.png │ ├── SliderHandle.png │ ├── InputBackground.png │ ├── Fonts │ │ ├── COMFORTAA-BOLD.TTF │ │ ├── COMFORTAA-LIGHT.TTF │ │ ├── COMFORTAA-MEDIUM.TTF │ │ ├── COMFORTAA-REGULAR.TTF │ │ ├── COMFORTAA-SEMIBOLD.TTF │ │ ├── COMFORTAA-MEDIUM.TTF.meta │ │ ├── COMFORTAA-BOLD.TTF.meta │ │ ├── COMFORTAA-SEMIBOLD.TTF.meta │ │ ├── COMFORTAA-LIGHT.TTF.meta │ │ └── COMFORTAA-REGULAR.TTF.meta │ ├── ColourPickerButtonBackdrop.png │ ├── Fonts.meta │ ├── BarBacking.png.meta │ ├── InputBackground.png.meta │ ├── ColourPickerButtonBackdrop.png.meta │ ├── SliderHandle.png.meta │ ├── Panel.png.meta │ ├── SliderBG.png.meta │ └── SliderBG_Left.png.meta ├── triangle.png ├── TextMesh Pro │ ├── Resources │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Following Characters.txt │ │ ├── Fonts & Materials.meta │ │ ├── TMP Settings.asset.meta │ │ ├── Sprite Assets │ │ │ └── EmojiOne.asset.meta │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat │ │ │ └── LiberationSans SDF - Drop Shadow.mat │ │ ├── Sprite Assets.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ ├── Default Style Sheet.asset.meta │ │ │ └── Default Style Sheet.asset │ │ └── TMP Settings.asset │ ├── Sprites │ │ ├── EmojiOne.png │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne Attribution.txt │ │ ├── EmojiOne.json.meta │ │ └── EmojiOne.json │ ├── Fonts │ │ ├── LiberationSans.ttf │ │ ├── LiberationSans - OFL.txt.meta │ │ ├── LiberationSans.ttf.meta │ │ └── LiberationSans - OFL.txt │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Resources.meta │ ├── Shaders.meta │ ├── Sprites.meta │ ├── Documentation.meta │ └── Shaders │ │ ├── TMP_SDF.shader.meta │ │ ├── TMPro.cginc.meta │ │ ├── TMP_Bitmap.shader.meta │ │ ├── TMP_SDF SSD.shader.meta │ │ ├── TMP_Sprite.shader.meta │ │ ├── TMPro_Mobile.cginc.meta │ │ ├── TMPro_Surface.cginc.meta │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ ├── TMP_SDF Overlay.shader.meta │ │ ├── TMP_SDF-Mobile SSD.shader.meta │ │ ├── TMP_SDF-Mobile.shader.meta │ │ ├── TMP_SDF-Surface.shader.meta │ │ ├── TMPro_Properties.cginc.meta │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ ├── TMPro.cginc │ │ ├── TMPro_Properties.cginc │ │ ├── TMP_Sprite.shader │ │ ├── TMP_SDF-Mobile SSD.shader │ │ ├── TMPro_Surface.cginc │ │ ├── TMP_Bitmap.shader │ │ ├── TMP_SDF-Surface-Mobile.shader │ │ ├── TMP_Bitmap-Custom-Atlas.shader │ │ ├── TMP_Bitmap-Mobile.shader │ │ ├── TMP_SDF-Surface.shader │ │ └── TMPro_Mobile.cginc ├── HSVPicker │ ├── Scenes │ │ ├── 1 - Picker.unity.meta │ │ └── 2 - Multiple Presets.unity.meta │ ├── Editor.meta │ ├── Events │ │ ├── HSVChangedEvent.cs │ │ ├── SliderOnChangeEndEvent.cs │ │ ├── ColorChangedEvent.cs │ │ ├── ColorChangedEvent.cs.meta │ │ ├── SliderOnChangeEndEvent.cs.meta │ │ └── HSVChangedEvent.cs.meta │ ├── Enums │ │ ├── ColorValues.cs │ │ └── ColorValues.cs.meta │ ├── README.txt.meta │ ├── package.json.meta │ ├── HSVPicker.asmdef.meta │ ├── Scenes.meta │ ├── Editor │ │ ├── HSVPicker.Editors.asmdef.meta │ │ ├── BoxSliderEditor.cs.meta │ │ ├── HSVPicker.Editors.asmdef │ │ └── BoxSliderEditor.cs │ ├── Picker 2.0.prefab.meta │ ├── UI │ │ ├── ColorPicker.cs.meta │ │ ├── HexColorField.cs.meta │ │ ├── ColorPickerSetup.cs.meta │ │ ├── ColorPresetManager.cs.meta │ │ ├── ColorImage.cs.meta │ │ ├── ColorLabel.cs.meta │ │ ├── ColorPresets.cs.meta │ │ ├── ColorSlider.cs.meta │ │ ├── SVBoxSlider.cs.meta │ │ ├── ColorSliderImage.cs.meta │ │ ├── ColorImage.cs │ │ ├── ColorPickerSetup.cs │ │ ├── HexColorField.cs │ │ ├── ColorPresetManager.cs │ │ ├── ColorLabel.cs │ │ ├── ColorPresets.cs │ │ ├── ColorSlider.cs │ │ ├── SVBoxSlider.cs │ │ └── ColorSliderImage.cs │ ├── UtilityScripts │ │ ├── HSVUtil.cs.meta │ │ ├── BoxSlider.cs.meta │ │ └── HSVUtil.cs │ ├── UI.meta │ ├── Enums.meta │ ├── Events.meta │ ├── ExampleScripts │ │ ├── ColorPickerTester.cs.meta │ │ ├── TiltWindow.cs.meta │ │ ├── TiltWindow.cs │ │ └── ColorPickerTester.cs │ ├── UtilityScripts.meta │ ├── ExampleScripts.meta │ ├── package.json │ ├── HSVPicker.asmdef │ └── README.txt ├── HSVPicker.meta ├── triangle.prefab.meta ├── UI.meta ├── Scenes.meta ├── Scenes │ └── SampleScene.unity.meta ├── TextMesh Pro.meta ├── Triangle.cs.meta ├── Global_Options.cs.meta ├── UI_Startup.cs.meta ├── ExtentionMethods.cs ├── ExtentionMethods.cs.meta ├── TriangleSpawner.cs.meta ├── UI_TriangleSettings.cs.meta ├── UI_Startup.cs ├── TriangleSpawner.cs ├── UI_TriangleSettings.cs ├── Global_Options.cs ├── Triangle.cs ├── triangle.prefab └── triangle.png.meta ├── ProjectSettings ├── ProjectVersion.txt ├── CommonBurstAotSettings.json ├── ClusterInputManager.asset ├── PresetManager.asset ├── NetworkManager.asset ├── XRSettings.asset ├── VersionControlSettings.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── VFXManager.asset ├── BurstAotSettings_StandaloneWindows.json ├── AudioManager.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── PackageManagerSettings.asset ├── MemorySettings.asset ├── EditorSettings.asset ├── DynamicsManager.asset ├── QualitySettings.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset └── SceneTemplateSettings.json ├── .vsconfig ├── LICENSE ├── README.md ├── .gitignore └── Packages └── manifest.json /Assets/UI/Panel.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/UI/Panel.png -------------------------------------------------------------------------------- /Assets/triangle.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/triangle.png -------------------------------------------------------------------------------- /Assets/UI/SliderBG.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/UI/SliderBG.png -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt: -------------------------------------------------------------------------------- 1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇$¥₩ # -------------------------------------------------------------------------------- /Assets/UI/BarBacking.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/UI/BarBacking.png -------------------------------------------------------------------------------- /Assets/UI/SliderBG_Left.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/UI/SliderBG_Left.png -------------------------------------------------------------------------------- /Assets/UI/SliderHandle.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/UI/SliderHandle.png -------------------------------------------------------------------------------- /Assets/UI/InputBackground.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/UI/InputBackground.png -------------------------------------------------------------------------------- /Assets/UI/Fonts/COMFORTAA-BOLD.TTF: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/UI/Fonts/COMFORTAA-BOLD.TTF -------------------------------------------------------------------------------- /Assets/UI/Fonts/COMFORTAA-LIGHT.TTF: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/UI/Fonts/COMFORTAA-LIGHT.TTF -------------------------------------------------------------------------------- /Assets/UI/Fonts/COMFORTAA-MEDIUM.TTF: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/UI/Fonts/COMFORTAA-MEDIUM.TTF -------------------------------------------------------------------------------- /Assets/UI/Fonts/COMFORTAA-REGULAR.TTF: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/UI/Fonts/COMFORTAA-REGULAR.TTF -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2022.1.0b1 2 | m_EditorVersionWithRevision: 2022.1.0b1 (ea0f0219deed) 3 | -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 | -------------------------------------------------------------------------------- /Assets/UI/Fonts/COMFORTAA-SEMIBOLD.TTF: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/UI/Fonts/COMFORTAA-SEMIBOLD.TTF -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/TextMesh Pro/Sprites/EmojiOne.png -------------------------------------------------------------------------------- /Assets/UI/ColourPickerButtonBackdrop.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/UI/ColourPickerButtonBackdrop.png -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/TextMesh Pro/Fonts/LiberationSans.ttf -------------------------------------------------------------------------------- /ProjectSettings/CommonBurstAotSettings.json: -------------------------------------------------------------------------------- 1 | { 2 | "MonoBehaviour": { 3 | "Version": 4, 4 | "DisabledWarnings": "" 5 | } 6 | } 7 | -------------------------------------------------------------------------------- /Assets/HSVPicker/Scenes/1 - Picker.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce46c07f0028e314ab7767577ab5e7a6 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/HSVPicker/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2a9e9df3c14e9034eb587348635c8f09 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/HSVPicker/Events/HSVChangedEvent.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine.Events; 2 | 3 | public class HSVChangedEvent : UnityEvent 4 | { 5 | 6 | } 7 | -------------------------------------------------------------------------------- /Assets/HSVPicker/Events/SliderOnChangeEndEvent.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine.Events; 2 | 3 | public class SliderOnChangeEndEvent : UnityEvent 4 | { 5 | 6 | } 7 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt: -------------------------------------------------------------------------------- 1 | )]}〕〉》」』】〙〗〟’”⦆»ヽヾーァィゥェォッャュョヮヵヶぁぃぅぇぉっゃゅょゎゕゖㇰㇱㇲㇳㇴㇵㇶㇷㇸㇹㇺㇻㇼㇽㇾㇿ々〻‐゠–〜?!‼⁇⁈⁉・、%,.:;。!?]):;=}¢°"†‡℃〆%,. -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Tanza3D/osu-trigen/HEAD/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf -------------------------------------------------------------------------------- /Assets/HSVPicker.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 23371cc964348c240b759eeeeb4d63aa 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/HSVPicker/Events/ColorChangedEvent.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | using UnityEngine.Events; 4 | 5 | [Serializable] 6 | public class ColorChangedEvent : UnityEvent 7 | { 8 | 9 | } -------------------------------------------------------------------------------- /Assets/triangle.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0decd98f724bfbe4197798470ca6ebf3 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /ProjectSettings/PresetManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1386491679 &1 4 | PresetManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_DefaultPresets: {} 8 | -------------------------------------------------------------------------------- /Assets/HSVPicker/Enums/ColorValues.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public enum ColorValues 4 | { 5 | R, 6 | G, 7 | B, 8 | A, 9 | 10 | Hue, 11 | Saturation, 12 | Value 13 | } 14 | -------------------------------------------------------------------------------- /Assets/HSVPicker/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 78aa9aa1471451045b0f2f552ad0c361 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UI.meta: 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assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/SampleScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2cda990e2423bbf4892e6590ba056729 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /ProjectSettings/NetworkManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!149 &1 4 | NetworkManager: 5 | m_ObjectHideFlags: 0 6 | m_DebugLevel: 0 7 | m_Sendrate: 15 8 | m_AssetToPrefab: {} 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 56f5aa687042d3048b8fb071ac5b56db 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UI/Fonts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ad98fd85872b844381b87d765d34234 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/HSVPicker/HSVPicker.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 413a95a52ca644b7dac76988ad8915af 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | 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-------------------------------------------------------------------------------- /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 complete set of their emojis and review their licensing terms. -------------------------------------------------------------------------------- /Assets/HSVPicker/Picker 2.0.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 916ee089a0d7b63419075f91e1c657ec 3 | timeCreated: 1442747914 4 | licenseType: Free 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UI/ColorPicker.cs.meta: 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/Assets/HSVPicker/package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "judah4.hsvcolorpickerunity", 3 | "displayName": "HSVPicker", 4 | "version": "3.0.2", 5 | "unity": "2019.4", 6 | "description": "HSV color picker for Unity UI", 7 | "keywords": [ 8 | ], 9 | "dependencies": { 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /Assets/Triangle.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 978f8a3259fa8da4f95e9b5fdf14cc8b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Global_Options.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8135c29c00bdf1b43a5d869adc191837 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/UI_Startup.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 82d6857dcd289de40bd572829759d0b8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/ExtentionMethods.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | public static class ExtensionMethods 5 | { 6 | public static float Remap(this float value, float from1, float to1, float from2, float to2) 7 | { 8 | return (value - from1) / (to1 - from1) * (to2 - from2) + from2; 9 | } 10 | } 11 | -------------------------------------------------------------------------------- /Assets/ExtentionMethods.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 894ce4eae95cc9b46881a8d3b34ad69a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TriangleSpawner.cs.meta: 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5f1e0a31fe4cdb5458d5a88aa1268434 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UI/ColorPresetManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 55b59bed8e892614e9397d8a20e36e0c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/HSVPicker/Events/SliderOnChangeEndEvent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0ff9d4e13ab10d24bb7df0af3f24bb40 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: 8 | - enabled: 1 9 | path: Assets/Scenes/SampleScene.unity 10 | guid: 2cda990e2423bbf4892e6590ba056729 11 | m_configObjects: {} 12 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UI/ColorImage.cs.meta: 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-------------------------------------------------------------------------------- /Assets/HSVPicker/UI/SVBoxSlider.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e4240873631f724496efec97d7151b3 3 | timeCreated: 1442650713 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/HSVPicker/Enums/ColorValues.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 859a1720e083e504cb68917f781e87c7 3 | timeCreated: 1442586608 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | 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| assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/HSVPicker/Events/HSVChangedEvent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3d95ce8fba3dbbf4eb14411412169b88 3 | timeCreated: 1442747317 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/HSVPicker/ExampleScripts/TiltWindow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f2aa04a3e088320429a06194a3483daa 3 | timeCreated: 1426051352 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/UI_Startup.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class UI_Startup : MonoBehaviour 6 | { 7 | // Start is called before the first frame update 8 | void Start() 9 | { 10 | 11 | } 12 | 13 | // Update is called once per frame 14 | void Update() 15 | { 16 | 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_StripUpdateShader: {fileID: 0} 10 | m_RenderPipeSettingsPath: 11 | m_FixedTimeStep: 0.016666668 12 | m_MaxDeltaTime: 0.05 13 | m_CompiledVersion: 0 14 | m_RuntimeVersion: 0 15 | -------------------------------------------------------------------------------- /Assets/HSVPicker/HSVPicker.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "HSVPicker", 3 | "references": [ 4 | "GUID:6055be8ebefd69e48b49212b09b47b2f" 5 | ], 6 | "includePlatforms": [], 7 | "excludePlatforms": [], 8 | "allowUnsafeCode": false, 9 | "overrideReferences": false, 10 | "precompiledReferences": [], 11 | "autoReferenced": true, 12 | "defineConstraints": [], 13 | "versionDefines": [], 14 | "noEngineReferences": false 15 | } -------------------------------------------------------------------------------- /Assets/HSVPicker/Editor/HSVPicker.Editors.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "HSVPicker.Editors", 3 | "references": [ 4 | "HSVPicker" 5 | ], 6 | "includePlatforms": [ 7 | "Editor" 8 | ], 9 | "excludePlatforms": [], 10 | "allowUnsafeCode": false, 11 | "overrideReferences": false, 12 | "precompiledReferences": [], 13 | "autoReferenced": true, 14 | "defineConstraints": [], 15 | "versionDefines": [], 16 | "noEngineReferences": false 17 | } -------------------------------------------------------------------------------- /ProjectSettings/BurstAotSettings_StandaloneWindows.json: -------------------------------------------------------------------------------- 1 | { 2 | "MonoBehaviour": { 3 | "Version": 4, 4 | "EnableBurstCompilation": true, 5 | "EnableOptimisations": true, 6 | "EnableSafetyChecks": false, 7 | "EnableDebugInAllBuilds": false, 8 | "UsePlatformSDKLinker": false, 9 | "CpuMinTargetX32": 0, 10 | "CpuMaxTargetX32": 0, 11 | "CpuMinTargetX64": 0, 12 | "CpuMaxTargetX64": 0, 13 | "CpuTargetsX32": 6, 14 | "CpuTargetsX64": 72, 15 | "OptimizeFor": 0 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Volume: 1 8 | Rolloff Scale: 1 9 | Doppler Factor: 1 10 | Default Speaker Mode: 2 11 | m_SampleRate: 0 12 | m_DSPBufferSize: 1024 13 | m_VirtualVoiceCount: 512 14 | m_RealVoiceCount: 32 15 | m_SpatializerPlugin: 16 | m_AmbisonicDecoderPlugin: 17 | m_DisableAudio: 0 18 | m_VirtualizeEffects: 1 19 | m_RequestedDSPBufferSize: 0 20 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e3265ab4bf004d28a9537516768c1c75 3 | timeCreated: 1484171297 4 | licenseType: Pro 5 | TrueTypeFontImporter: 6 | serializedVersion: 2 7 | fontSize: 16 8 | forceTextureCase: -2 9 | characterSpacing: 1 10 | characterPadding: 0 11 | includeFontData: 1 12 | use2xBehaviour: 0 13 | fontNames: [] 14 | fallbackFontReferences: [] 15 | customCharacters: 16 | fontRenderingMode: 0 17 | userData: 18 | assetBundleName: 19 | assetBundleVariant: 20 | -------------------------------------------------------------------------------- /Assets/UI/Fonts/COMFORTAA-MEDIUM.TTF.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7226893caf3237d4ea56fbf661238aba 3 | TrueTypeFontImporter: 4 | externalObjects: {} 5 | serializedVersion: 4 6 | fontSize: 16 7 | forceTextureCase: -2 8 | characterSpacing: 0 9 | characterPadding: 1 10 | includeFontData: 1 11 | fontNames: 12 | - Comfortaa 13 | fallbackFontReferences: [] 14 | customCharacters: 15 | fontRenderingMode: 0 16 | ascentCalculationMode: 1 17 | useLegacyBoundsCalculation: 0 18 | shouldRoundAdvanceValue: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /Assets/UI/Fonts/COMFORTAA-BOLD.TTF.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 435792b0a58cc0843a9cc0eed934f080 3 | TrueTypeFontImporter: 4 | externalObjects: {} 5 | serializedVersion: 4 6 | fontSize: 16 7 | forceTextureCase: -2 8 | characterSpacing: 0 9 | characterPadding: 1 10 | includeFontData: 1 11 | fontNames: 12 | - Comfortaa 13 | fallbackFontReferences: 14 | - {fileID: 12800000, guid: 7226893caf3237d4ea56fbf661238aba, type: 3} 15 | customCharacters: 16 | fontRenderingMode: 0 17 | ascentCalculationMode: 1 18 | useLegacyBoundsCalculation: 0 19 | shouldRoundAdvanceValue: 1 20 | userData: 21 | assetBundleName: 22 | assetBundleVariant: 23 | -------------------------------------------------------------------------------- /Assets/UI/Fonts/COMFORTAA-SEMIBOLD.TTF.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a3de240a968b0d142a6be7a846ced53d 3 | TrueTypeFontImporter: 4 | externalObjects: {} 5 | serializedVersion: 4 6 | fontSize: 16 7 | forceTextureCase: -2 8 | characterSpacing: 0 9 | characterPadding: 1 10 | includeFontData: 1 11 | fontNames: 12 | - Comfortaa 13 | fallbackFontReferences: 14 | - {fileID: 12800000, guid: 7226893caf3237d4ea56fbf661238aba, type: 3} 15 | - {fileID: 12800000, guid: 435792b0a58cc0843a9cc0eed934f080, type: 3} 16 | customCharacters: 17 | fontRenderingMode: 0 18 | ascentCalculationMode: 1 19 | useLegacyBoundsCalculation: 0 20 | shouldRoundAdvanceValue: 1 21 | userData: 22 | assetBundleName: 23 | assetBundleVariant: 24 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UI/ColorImage.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | namespace HSVPicker 5 | { 6 | [RequireComponent(typeof(Image))] 7 | public class ColorImage : MonoBehaviour 8 | { 9 | public ColorPicker picker; 10 | 11 | private Image image; 12 | 13 | private void Awake() 14 | { 15 | image = GetComponent(); 16 | picker.onValueChanged.AddListener(ColorChanged); 17 | } 18 | 19 | private void OnDestroy() 20 | { 21 | picker.onValueChanged.RemoveListener(ColorChanged); 22 | } 23 | 24 | private void ColorChanged(Color newColor) 25 | { 26 | image.color = newColor; 27 | } 28 | } 29 | 30 | } -------------------------------------------------------------------------------- /Assets/UI/Fonts/COMFORTAA-LIGHT.TTF.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 56d550289b2271f4892bcacbd51fb205 3 | TrueTypeFontImporter: 4 | externalObjects: {} 5 | serializedVersion: 4 6 | fontSize: 16 7 | forceTextureCase: -2 8 | characterSpacing: 0 9 | characterPadding: 1 10 | includeFontData: 1 11 | fontNames: 12 | - Comfortaa 13 | fallbackFontReferences: 14 | - {fileID: 12800000, guid: 7226893caf3237d4ea56fbf661238aba, type: 3} 15 | - {fileID: 12800000, guid: 435792b0a58cc0843a9cc0eed934f080, type: 3} 16 | - {fileID: 12800000, guid: a3de240a968b0d142a6be7a846ced53d, type: 3} 17 | customCharacters: 18 | fontRenderingMode: 0 19 | ascentCalculationMode: 1 20 | useLegacyBoundsCalculation: 0 21 | shouldRoundAdvanceValue: 1 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/UI/Fonts/COMFORTAA-REGULAR.TTF.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68967a7eb82cf904283d0d3a7545ae5d 3 | TrueTypeFontImporter: 4 | externalObjects: {} 5 | serializedVersion: 4 6 | fontSize: 16 7 | forceTextureCase: -2 8 | characterSpacing: 0 9 | characterPadding: 1 10 | includeFontData: 1 11 | fontNames: 12 | - Comfortaa 13 | fallbackFontReferences: 14 | - {fileID: 12800000, guid: 56d550289b2271f4892bcacbd51fb205, type: 3} 15 | - {fileID: 12800000, guid: 7226893caf3237d4ea56fbf661238aba, type: 3} 16 | - {fileID: 12800000, guid: 435792b0a58cc0843a9cc0eed934f080, type: 3} 17 | - {fileID: 12800000, guid: a3de240a968b0d142a6be7a846ced53d, type: 3} 18 | customCharacters: 19 | fontRenderingMode: 0 20 | ascentCalculationMode: 1 21 | useLegacyBoundsCalculation: 0 22 | shouldRoundAdvanceValue: 1 23 | userData: 24 | assetBundleName: 25 | assetBundleVariant: 26 | -------------------------------------------------------------------------------- /Assets/HSVPicker/ExampleScripts/TiltWindow.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | namespace HSVPickerExamples 3 | { 4 | public class TiltWindow : MonoBehaviour 5 | { 6 | public Vector2 range = new Vector2(5f, 3f); 7 | 8 | Transform mTrans; 9 | Quaternion mStart; 10 | Vector2 mRot = Vector2.zero; 11 | 12 | void Start () 13 | { 14 | mTrans = transform; 15 | mStart = mTrans.localRotation; 16 | } 17 | 18 | void Update () 19 | { 20 | Vector3 pos = Input.mousePosition; 21 | 22 | float halfWidth = Screen.width * 0.5f; 23 | float halfHeight = Screen.height * 0.5f; 24 | float x = Mathf.Clamp((pos.x - halfWidth) / halfWidth, -1f, 1f); 25 | float y = Mathf.Clamp((pos.y - halfHeight) / halfHeight, -1f, 1f); 26 | mRot = Vector2.Lerp(mRot, new Vector2(x, y), Time.deltaTime * 5f); 27 | 28 | mTrans.localRotation = mStart * Quaternion.Euler(-mRot.y * range.y, mRot.x * range.x, 0f); 29 | } 30 | } 31 | } -------------------------------------------------------------------------------- /Assets/HSVPicker/ExampleScripts/ColorPickerTester.cs: -------------------------------------------------------------------------------- 1 | using HSVPicker; 2 | using UnityEngine; 3 | namespace HSVPickerExamples 4 | { 5 | public class ColorPickerTester : MonoBehaviour 6 | { 7 | 8 | public new Renderer renderer; 9 | public ColorPicker picker; 10 | 11 | public Color Color = Color.red; 12 | public bool SetColorOnStart = false; 13 | 14 | // Use this for initialization 15 | void Start () 16 | { 17 | picker.onValueChanged.AddListener(color => 18 | { 19 | renderer.material.color = color; 20 | Color = color; 21 | }); 22 | 23 | renderer.material.color = picker.CurrentColor; 24 | if(SetColorOnStart) 25 | { 26 | picker.CurrentColor = Color; 27 | } 28 | } 29 | 30 | // Update is called once per frame 31 | void Update () { 32 | 33 | } 34 | } 35 | } -------------------------------------------------------------------------------- /Assets/TriangleSpawner.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TriangleSpawner : MonoBehaviour 6 | { 7 | public GameObject triangle; 8 | public List triangles; 9 | private void Start() 10 | { 11 | triangles = new List(); 12 | } 13 | 14 | void Update() 15 | { 16 | while(this.transform.childCount < Global_Options.Spawner.Amount) 17 | { 18 | GameObject triangleT = Instantiate(triangle, this.transform); 19 | triangles.Add(triangleT); 20 | } 21 | while(this.transform.childCount > Global_Options.Spawner.Amount) 22 | { 23 | GameObject tToDest = triangles[0]; 24 | triangles.Remove(tToDest); 25 | Destroy(tToDest.gameObject); 26 | } 27 | Global.topRight = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height)); 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/HSVPicker/README.txt: -------------------------------------------------------------------------------- 1 | HSV color picker using Unity UI. 2 | Github https://github.com/judah4/HSV-Color-Picker-Unity 3 | 4 | Usage: 5 | Drag picker prefab onto a UI canvas. 6 | 7 | Setup: 8 | On the color picker setup section. 9 | 10 | Show Rgb: Show RGB sliders. 11 | 12 | Show Hsv: Show HSV sliders. 13 | 14 | Show Alpha: Show the alpha slider. 15 | 16 | Show Color Box: Show the larger color selection box and color column. 17 | 18 | Show Color Slider Toggle: Show the button to toggle the HSV and RGB sliders. 19 | 20 | Show Header: Options to show the top header with color preview and hex code. 21 | * Hide: Hide the top header. 22 | * Show Color: Show only the color preview in the header. 23 | * Show Color Code: Show only the color code in the header. 24 | * Show All: Show the entire top header. 25 | 26 | Color Presets: 27 | The prefabs starts with 4 colors in the color presets. This can be updated in the Setup section of the picker prefab. 28 | Set the Preset Colors Id for different shared list between color pickers. -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 1 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events 10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_DashboardUrl: https://dashboard.unity3d.com 13 | m_TestInitMode: 0 14 | CrashReportingSettings: 15 | m_EventUrl: https://perf-events.cloud.unity3d.com 16 | m_Enabled: 0 17 | m_LogBufferSize: 10 18 | m_CaptureEditorExceptions: 1 19 | UnityPurchasingSettings: 20 | m_Enabled: 0 21 | m_TestMode: 0 22 | UnityAnalyticsSettings: 23 | m_Enabled: 0 24 | m_TestMode: 0 25 | m_InitializeOnStartup: 1 26 | UnityAdsSettings: 27 | m_Enabled: 0 28 | m_InitializeOnStartup: 1 29 | m_TestMode: 0 30 | m_IosGameId: 31 | m_AndroidGameId: 32 | m_GameIds: {} 33 | m_GameId: 34 | PerformanceReportingSettings: 35 | m_Enabled: 0 36 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2022 Hubz 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /ProjectSettings/PackageManagerSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &1 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 61 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 13964, guid: 0000000000000000e000000000000000, type: 0} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | m_EnablePreReleasePackages: 0 16 | m_EnablePackageDependencies: 0 17 | m_AdvancedSettingsExpanded: 1 18 | m_ScopedRegistriesSettingsExpanded: 1 19 | m_SeeAllPackageVersions: 0 20 | oneTimeWarningShown: 0 21 | m_Registries: 22 | - m_Id: main 23 | m_Name: 24 | m_Url: https://packages.unity.com 25 | m_Scopes: [] 26 | m_IsDefault: 1 27 | m_Capabilities: 7 28 | m_UserSelectedRegistryName: 29 | m_UserAddingNewScopedRegistry: 0 30 | m_RegistryInfoDraft: 31 | m_ErrorMessage: 32 | m_Original: 33 | m_Id: 34 | m_Name: 35 | m_Url: 36 | m_Scopes: [] 37 | m_IsDefault: 0 38 | m_Capabilities: 0 39 | m_Modified: 0 40 | m_Name: 41 | m_Url: 42 | m_Scopes: 43 | - 44 | m_SelectedScopeIndex: 0 45 | -------------------------------------------------------------------------------- /ProjectSettings/MemorySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!387306366 &1 4 | MemorySettings: 5 | m_ObjectHideFlags: 0 6 | m_EditorMemorySettings: 7 | m_MainAllocatorBlockSize: -1 8 | m_ThreadAllocatorBlockSize: -1 9 | m_MainGfxBlockSize: -1 10 | m_ThreadGfxBlockSize: -1 11 | m_CacheBlockSize: -1 12 | m_TypetreeBlockSize: -1 13 | m_ProfilerBlockSize: -1 14 | m_ProfilerEditorBlockSize: -1 15 | m_BucketAllocatorGranularity: -1 16 | m_BucketAllocatorBucketsCount: -1 17 | m_BucketAllocatorBlockSize: -1 18 | m_BucketAllocatorBlockCount: -1 19 | m_ProfilerBucketAllocatorGranularity: -1 20 | m_ProfilerBucketAllocatorBucketsCount: -1 21 | m_ProfilerBucketAllocatorBlockSize: -1 22 | m_ProfilerBucketAllocatorBlockCount: -1 23 | m_TempAllocatorSizeMain: -1 24 | m_JobTempAllocatorBlockSize: -1 25 | m_BackgroundJobTempAllocatorBlockSize: -1 26 | m_JobTempAllocatorReducedBlockSize: -1 27 | m_TempAllocatorSizeGIBakingWorker: -1 28 | m_TempAllocatorSizeNavMeshWorker: -1 29 | m_TempAllocatorSizeAudioWorker: -1 30 | m_TempAllocatorSizeCloudWorker: -1 31 | m_TempAllocatorSizeGfx: -1 32 | m_TempAllocatorSizeJobWorker: -1 33 | m_TempAllocatorSizeBackgroundWorker: -1 34 | m_TempAllocatorSizePreloadManager: -1 35 | m_PlatformMemorySettings: {} 36 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # osu!trigen [REWRITE] 2 | ## development info 3 | we're currently developing the rewrite on 2022.1.0b1. to build, it should be as easy as cloning the repo and opening it up in unity! 4 | feel free to make any pull requests, though be warned, some of the things you may do i might already have done some of or all of on my side, and i just haven't pushed it yet, so i'd recommend against pull requests for basic features (as i'm almost certainly in the middle of doing them) 5 | ## other info 6 | coming soon :) 7 | ## plans 8 | - get parity with osu!trigen v1.5 excluding some areas [such as custom themes or triangle direction] 9 | - save custom triangle sprites as base64 inside config (instead of just a path) 10 | - add MP3 & WAV support (instead of just WAV) 11 | 12 | triangle direction will definitely come back in the future, just not that important to me[hubz] right now 13 | # [figma document](https://www.figma.com/file/uTZ84ENGYbJ7XVGXN22AVR/osu!trigen-Rewrite?node-id=1%3A2) 14 | 15 | # Licence, Usage & Usages 16 | 17 | osu!trigen is licensed under MIT. For more infomation see the LICENCE file 18 | 19 | You are permitted to use osu!trigen literally anywhere. Have fun! ( credit would be nice, though not requred :) ) 20 | 21 | osu!trigen uses [HSV-Color-Picker-Unity by @judah4](https://github.com/judah4/HSV-Color-Picker-Unity). similarly licensed under MIT. 22 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 11 7 | m_SerializationMode: 2 8 | m_LineEndingsForNewScripts: 0 9 | m_DefaultBehaviorMode: 1 10 | m_PrefabRegularEnvironment: {fileID: 0} 11 | m_PrefabUIEnvironment: {fileID: 0} 12 | m_SpritePackerMode: 5 13 | m_SpritePackerPaddingPower: 1 14 | m_EtcTextureCompressorBehavior: 1 15 | m_EtcTextureFastCompressor: 1 16 | m_EtcTextureNormalCompressor: 2 17 | m_EtcTextureBestCompressor: 4 18 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;asmref;rsp 19 | m_ProjectGenerationRootNamespace: 20 | m_EnableTextureStreamingInEditMode: 1 21 | m_EnableTextureStreamingInPlayMode: 1 22 | m_AsyncShaderCompilation: 1 23 | m_CachingShaderPreprocessor: 1 24 | m_PrefabModeAllowAutoSave: 1 25 | m_EnterPlayModeOptionsEnabled: 0 26 | m_EnterPlayModeOptions: 3 27 | m_GameObjectNamingDigits: 1 28 | m_GameObjectNamingScheme: 0 29 | m_AssetNamingUsesSpace: 1 30 | m_UseLegacyProbeSampleCount: 0 31 | m_SerializeInlineMappingsOnOneLine: 1 32 | m_DisableCookiesInLightmapper: 1 33 | m_AssetPipelineMode: 1 34 | m_CacheServerMode: 0 35 | m_CacheServerEndpoint: 36 | m_CacheServerNamespacePrefix: default 37 | m_CacheServerEnableDownload: 1 38 | m_CacheServerEnableUpload: 1 39 | m_CacheServerEnableAuth: 0 40 | m_CacheServerEnableTls: 0 41 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 13 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_DefaultMaxDepenetrationVelocity: 10 11 | m_SleepThreshold: 0.005 12 | m_DefaultContactOffset: 0.01 13 | m_DefaultSolverIterations: 6 14 | m_DefaultSolverVelocityIterations: 1 15 | m_QueriesHitBackfaces: 0 16 | m_QueriesHitTriggers: 1 17 | m_EnableAdaptiveForce: 0 18 | m_ClothInterCollisionDistance: 0.1 19 | m_ClothInterCollisionStiffness: 0.2 20 | m_ContactsGeneration: 1 21 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 22 | m_AutoSimulation: 1 23 | m_AutoSyncTransforms: 0 24 | m_ReuseCollisionCallbacks: 1 25 | m_ClothInterCollisionSettingsToggle: 0 26 | m_ClothGravity: {x: 0, y: -9.81, z: 0} 27 | m_ContactPairsMode: 0 28 | m_BroadphaseType: 0 29 | m_WorldBounds: 30 | m_Center: {x: 0, y: 0, z: 0} 31 | m_Extent: {x: 250, y: 250, z: 250} 32 | m_WorldSubdivisions: 8 33 | m_FrictionType: 0 34 | m_EnableEnhancedDeterminism: 0 35 | m_EnableUnifiedHeightmaps: 1 36 | m_SolverType: 0 37 | m_DefaultMaxAngularSpeed: 50 38 | -------------------------------------------------------------------------------- /Assets/UI_TriangleSettings.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | using Global_Options; 6 | 7 | public class UI_TriangleSettings : MonoBehaviour 8 | { 9 | [SerializeField] 10 | [System.Serializable] 11 | public class SliderInputCombo 12 | { 13 | public Slider Slider; 14 | public InputField Field; 15 | 16 | public SliderInputCombo(Slider Slider, InputField Field) 17 | { 18 | this.Slider = Slider; 19 | this.Field = Field; 20 | } 21 | } 22 | 23 | [SerializeField] 24 | public SliderInputCombo Speed; 25 | public SliderInputCombo MinScale; 26 | public SliderInputCombo MaxScale; 27 | public SliderInputCombo SpeedMultiplier; 28 | 29 | void Start() 30 | { 31 | Speed.Slider.onValueChanged.AddListener(delegate 32 | { 33 | Global_Options.Triangle.ChangeSpeed(Speed.Slider.value); 34 | }); 35 | MinScale.Slider.onValueChanged.AddListener(delegate 36 | { 37 | Global_Options.Triangle.ChangeMinScale(MinScale.Slider.value); 38 | }); 39 | MaxScale.Slider.onValueChanged.AddListener(delegate 40 | { 41 | Global_Options.Triangle.ChangeMaxScale(MaxScale.Slider.value); 42 | }); 43 | SpeedMultiplier.Slider.onValueChanged.AddListener(delegate 44 | { 45 | Global_Options.Triangle.ChangeSpeedMultiplier(SpeedMultiplier.Slider.value); 46 | }); 47 | } 48 | } -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | *.app 63 | 64 | # Crashlytics generated file 65 | crashlytics-build.properties 66 | 67 | # Packed Addressables 68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 69 | 70 | # Temporary auto-generated Android Assets 71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 72 | /[Aa]ssets/[Ss]treamingAssets/aa/* 73 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UI/ColorPickerSetup.cs: -------------------------------------------------------------------------------- 1 | 2 | using UnityEngine; 3 | using TMPro; 4 | 5 | namespace HSVPicker 6 | { 7 | [System.Serializable] 8 | public class ColorPickerSetup 9 | { 10 | public enum ColorHeaderShowing 11 | { 12 | Hide, 13 | ShowColor, 14 | ShowColorCode, 15 | ShowAll, 16 | } 17 | 18 | [System.Serializable] 19 | public class UiElements 20 | { 21 | public RectTransform[] Elements; 22 | 23 | 24 | public void Toggle(bool active) 25 | { 26 | for (int cnt = 0; cnt < Elements.Length; cnt++) 27 | { 28 | Elements[cnt].gameObject.SetActive(active); 29 | } 30 | } 31 | 32 | } 33 | 34 | public bool ShowRgb = true; 35 | public bool ShowHsv; 36 | public bool ShowAlpha = true; 37 | public bool ShowColorBox = true; 38 | public bool ShowColorSliderToggle = true; 39 | 40 | public ColorHeaderShowing ShowHeader = ColorHeaderShowing.ShowAll; 41 | 42 | public UiElements RgbSliders; 43 | public UiElements HsvSliders; 44 | public UiElements ColorToggleElement; 45 | public UiElements AlphaSlidiers; 46 | 47 | 48 | public UiElements ColorHeader; 49 | public UiElements ColorCode; 50 | public UiElements ColorPreview; 51 | 52 | public UiElements ColorBox; 53 | public TMP_Text SliderToggleButtonText; 54 | 55 | public string PresetColorsId = "default"; 56 | public Color[] DefaultPresetColors; 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!47 &1 4 | QualitySettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 5 7 | m_CurrentQuality: 0 8 | m_QualitySettings: 9 | - serializedVersion: 2 10 | name: Very Low 11 | pixelLightCount: 0 12 | shadows: 0 13 | shadowResolution: 0 14 | shadowProjection: 1 15 | shadowCascades: 1 16 | shadowDistance: 15 17 | shadowNearPlaneOffset: 3 18 | shadowCascade2Split: 0.33333334 19 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} 20 | shadowmaskMode: 0 21 | skinWeights: 1 22 | textureQuality: 0 23 | anisotropicTextures: 1 24 | antiAliasing: 8 25 | softParticles: 0 26 | softVegetation: 0 27 | realtimeReflectionProbes: 0 28 | billboardsFaceCameraPosition: 0 29 | vSyncCount: 0 30 | lodBias: 0.3 31 | maximumLODLevel: 0 32 | streamingMipmapsActive: 0 33 | streamingMipmapsAddAllCameras: 1 34 | streamingMipmapsMemoryBudget: 512 35 | streamingMipmapsRenderersPerFrame: 512 36 | streamingMipmapsMaxLevelReduction: 2 37 | streamingMipmapsMaxFileIORequests: 1024 38 | particleRaycastBudget: 4 39 | asyncUploadTimeSlice: 2 40 | asyncUploadBufferSize: 16 41 | asyncUploadPersistentBuffer: 1 42 | resolutionScalingFixedDPIFactor: 1 43 | customRenderPipeline: {fileID: 0} 44 | excludedTargetPlatforms: [] 45 | m_PerPlatformDefaultQuality: 46 | Android: 0 47 | Lumin: 0 48 | Nintendo Switch: 0 49 | PS4: 0 50 | Server: 0 51 | Stadia: 0 52 | Standalone: 0 53 | WebGL: 0 54 | Windows Store Apps: 0 55 | XboxOne: 0 56 | iPhone: 0 57 | tvOS: 0 58 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | maxJobWorkers: 0 89 | preserveTilesOutsideBounds: 0 90 | debug: 91 | m_Flags: 0 92 | m_SettingNames: 93 | - Humanoid 94 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UI/HexColorField.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using TMPro; 4 | namespace HSVPicker 5 | { 6 | [RequireComponent(typeof(TMP_InputField))] 7 | public class HexColorField : MonoBehaviour 8 | { 9 | public ColorPicker hsvpicker; 10 | 11 | public bool displayAlpha; 12 | 13 | private TMP_InputField hexInputField; 14 | 15 | private void Awake() 16 | { 17 | hexInputField = GetComponent(); 18 | 19 | // Add listeners to keep text (and color) up to date 20 | hexInputField.onEndEdit.AddListener(UpdateColor); 21 | hsvpicker.onValueChanged.AddListener(UpdateHex); 22 | } 23 | 24 | private void OnDestroy() 25 | { 26 | hexInputField.onValueChanged.RemoveListener(UpdateColor); 27 | hsvpicker.onValueChanged.RemoveListener(UpdateHex); 28 | } 29 | 30 | private void UpdateHex(Color newColor) 31 | { 32 | hexInputField.text = ColorToHex(newColor); 33 | } 34 | 35 | private void UpdateColor(string newHex) 36 | { 37 | Color color; 38 | if (!newHex.StartsWith("#")) 39 | newHex = "#"+newHex; 40 | if (ColorUtility.TryParseHtmlString(newHex, out color)) 41 | hsvpicker.CurrentColor = color; 42 | else 43 | Debug.Log("hex value is in the wrong format, valid formats are: #RGB, #RGBA, #RRGGBB and #RRGGBBAA (# is optional)"); 44 | } 45 | 46 | private string ColorToHex(Color32 color) 47 | { 48 | return displayAlpha 49 | ? string.Format("#{0:X2}{1:X2}{2:X2}{3:X2}", color.r, color.g, color.b, color.a) 50 | : string.Format("#{0:X2}{1:X2}{2:X2}", color.r, color.g, color.b); 51 | } 52 | } 53 | } -------------------------------------------------------------------------------- /Assets/HSVPicker/UI/ColorPresetManager.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.Events; 5 | 6 | namespace HSVPicker 7 | { 8 | public static class ColorPresetManager 9 | { 10 | private static Dictionary _presets = new Dictionary(); 11 | 12 | public static ColorPresetList Get(string listId = "default") 13 | { 14 | ColorPresetList preset; 15 | if (!_presets.TryGetValue(listId, out preset)) 16 | { 17 | preset = new ColorPresetList(listId); 18 | _presets.Add(listId, preset); 19 | } 20 | 21 | return preset; 22 | } 23 | 24 | 25 | } 26 | 27 | public class ColorPresetList 28 | { 29 | public string ListId { get; private set; } 30 | public List Colors { get; private set; } 31 | 32 | public event UnityAction> OnColorsUpdated; 33 | 34 | public ColorPresetList(string listId, List colors = null) 35 | { 36 | if (colors == null) 37 | { 38 | colors = new List(); 39 | } 40 | 41 | Colors = colors; 42 | ListId = listId; 43 | } 44 | 45 | public void AddColor(Color color) 46 | { 47 | Colors.Add(color); 48 | if (OnColorsUpdated != null) 49 | { 50 | OnColorsUpdated.Invoke(Colors); 51 | } 52 | } 53 | 54 | public void UpdateList(IEnumerable colors) 55 | { 56 | Colors.Clear(); 57 | Colors.AddRange(colors); 58 | 59 | if (OnColorsUpdated != null) 60 | { 61 | OnColorsUpdated.Invoke(Colors); 62 | } 63 | } 64 | 65 | 66 | } 67 | } 68 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/TMP Settings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 2705215ac5b84b70bacc50632be6e391, type: 3} 13 | m_Name: TMP Settings 14 | m_EditorClassIdentifier: 15 | m_enableWordWrapping: 1 16 | m_enableKerning: 1 17 | m_enableExtraPadding: 0 18 | m_enableTintAllSprites: 0 19 | m_enableParseEscapeCharacters: 1 20 | m_EnableRaycastTarget: 1 21 | m_GetFontFeaturesAtRuntime: 1 22 | m_missingGlyphCharacter: 0 23 | m_warningsDisabled: 0 24 | m_defaultFontAsset: {fileID: 11400000, guid: 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3} 46 | m_UseModernHangulLineBreakingRules: 0 47 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.15.4", 4 | "com.unity.feature.2d": "1.0.0", 5 | "com.unity.ide.rider": "3.0.7", 6 | "com.unity.ide.visualstudio": "2.0.12", 7 | "com.unity.ide.vscode": "1.2.4", 8 | "com.unity.test-framework": "1.1.30", 9 | "com.unity.textmeshpro": "3.0.6", 10 | "com.unity.timeline": "1.7.0-pre.1", 11 | "com.unity.toolchain.win-x86_64-linux-x86_64": "0.1.21-preview", 12 | "com.unity.ugui": "1.0.0", 13 | "com.unity.visualscripting": "1.7.5", 14 | "com.unity.modules.ai": "1.0.0", 15 | "com.unity.modules.androidjni": "1.0.0", 16 | "com.unity.modules.animation": "1.0.0", 17 | "com.unity.modules.assetbundle": "1.0.0", 18 | "com.unity.modules.audio": "1.0.0", 19 | "com.unity.modules.cloth": "1.0.0", 20 | "com.unity.modules.director": "1.0.0", 21 | "com.unity.modules.imageconversion": "1.0.0", 22 | "com.unity.modules.imgui": "1.0.0", 23 | "com.unity.modules.jsonserialize": "1.0.0", 24 | "com.unity.modules.particlesystem": "1.0.0", 25 | "com.unity.modules.physics": "1.0.0", 26 | "com.unity.modules.physics2d": "1.0.0", 27 | "com.unity.modules.screencapture": "1.0.0", 28 | "com.unity.modules.terrain": "1.0.0", 29 | "com.unity.modules.terrainphysics": "1.0.0", 30 | "com.unity.modules.tilemap": "1.0.0", 31 | "com.unity.modules.ui": "1.0.0", 32 | "com.unity.modules.uielements": "1.0.0", 33 | "com.unity.modules.umbra": "1.0.0", 34 | "com.unity.modules.unityanalytics": "1.0.0", 35 | "com.unity.modules.unitywebrequest": "1.0.0", 36 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 37 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 38 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 39 | "com.unity.modules.unitywebrequestwww": "1.0.0", 40 | "com.unity.modules.vehicles": "1.0.0", 41 | "com.unity.modules.video": "1.0.0", 42 | "com.unity.modules.vr": "1.0.0", 43 | "com.unity.modules.wind": "1.0.0", 44 | "com.unity.modules.xr": "1.0.0" 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /Assets/HSVPicker/Editor/BoxSliderEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEditor; 3 | using UnityEditor.UI; 4 | 5 | namespace HSVPicker.Editors 6 | { 7 | [CustomEditor(typeof(BoxSlider), true)] 8 | [CanEditMultipleObjects] 9 | public class BoxSliderEditor : SelectableEditor 10 | { 11 | 12 | SerializedProperty m_HandleRect; 13 | SerializedProperty m_MinValue; 14 | SerializedProperty m_MaxValue; 15 | SerializedProperty m_WholeNumbers; 16 | SerializedProperty m_Value; 17 | SerializedProperty m_ValueY; 18 | SerializedProperty m_OnValueChanged; 19 | 20 | protected override void OnEnable() 21 | { 22 | base.OnEnable(); 23 | m_HandleRect = serializedObject.FindProperty("m_HandleRect"); 24 | 25 | m_MinValue = serializedObject.FindProperty("m_MinValue"); 26 | m_MaxValue = serializedObject.FindProperty("m_MaxValue"); 27 | m_WholeNumbers = serializedObject.FindProperty("m_WholeNumbers"); 28 | m_Value = serializedObject.FindProperty("m_Value"); 29 | m_ValueY = serializedObject.FindProperty("m_ValueY"); 30 | m_OnValueChanged = serializedObject.FindProperty("m_OnValueChanged"); 31 | } 32 | 33 | public override void OnInspectorGUI() 34 | { 35 | base.OnInspectorGUI(); 36 | EditorGUILayout.Space(); 37 | 38 | serializedObject.Update(); 39 | 40 | EditorGUILayout.PropertyField(m_HandleRect); 41 | 42 | if (m_HandleRect.objectReferenceValue != null) 43 | { 44 | EditorGUI.BeginChangeCheck(); 45 | 46 | 47 | EditorGUILayout.PropertyField(m_MinValue); 48 | EditorGUILayout.PropertyField(m_MaxValue); 49 | EditorGUILayout.PropertyField(m_WholeNumbers); 50 | EditorGUILayout.Slider(m_Value, m_MinValue.floatValue, m_MaxValue.floatValue); 51 | EditorGUILayout.Slider(m_ValueY, m_MinValue.floatValue, m_MaxValue.floatValue); 52 | 53 | // Draw the event notification options 54 | EditorGUILayout.Space(); 55 | EditorGUILayout.PropertyField(m_OnValueChanged); 56 | } 57 | else 58 | { 59 | EditorGUILayout.HelpBox("Specify a RectTransform for the slider fill or the slider handle or both. Each must have a parent RectTransform that it can slide within.", MessageType.Info); 60 | } 61 | 62 | serializedObject.ApplyModifiedProperties(); 63 | } 64 | } 65 | } 66 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 5 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_BaumgarteScale: 0.2 17 | m_BaumgarteTimeOfImpactScale: 0.75 18 | m_TimeToSleep: 0.5 19 | m_LinearSleepTolerance: 0.01 20 | m_AngularSleepTolerance: 2 21 | m_DefaultContactOffset: 0.01 22 | m_JobOptions: 23 | serializedVersion: 2 24 | useMultithreading: 0 25 | useConsistencySorting: 0 26 | m_InterpolationPosesPerJob: 100 27 | m_NewContactsPerJob: 30 28 | m_CollideContactsPerJob: 100 29 | m_ClearFlagsPerJob: 200 30 | m_ClearBodyForcesPerJob: 200 31 | m_SyncDiscreteFixturesPerJob: 50 32 | m_SyncContinuousFixturesPerJob: 50 33 | m_FindNearestContactsPerJob: 100 34 | m_UpdateTriggerContactsPerJob: 100 35 | m_IslandSolverCostThreshold: 100 36 | m_IslandSolverBodyCostScale: 1 37 | m_IslandSolverContactCostScale: 10 38 | m_IslandSolverJointCostScale: 10 39 | m_IslandSolverBodiesPerJob: 50 40 | m_IslandSolverContactsPerJob: 50 41 | m_SimulationMode: 0 42 | m_QueriesHitTriggers: 1 43 | m_QueriesStartInColliders: 1 44 | m_CallbacksOnDisable: 1 45 | m_ReuseCollisionCallbacks: 1 46 | m_AutoSyncTransforms: 0 47 | m_AlwaysShowColliders: 0 48 | m_ShowColliderSleep: 1 49 | m_ShowColliderContacts: 0 50 | m_ShowColliderAABB: 0 51 | m_ContactArrowScale: 0.2 52 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 53 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 54 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 55 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 56 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 57 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UI/ColorLabel.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using TMPro; 4 | 5 | namespace HSVPicker 6 | { 7 | 8 | [RequireComponent(typeof(TMP_Text))] 9 | public class ColorLabel : MonoBehaviour 10 | { 11 | public ColorPicker picker; 12 | 13 | public ColorValues type; 14 | 15 | public string prefix = "R: "; 16 | public float minValue = 0; 17 | public float maxValue = 255; 18 | 19 | public int precision = 0; 20 | 21 | [SerializeField, HideInInspector] 22 | private TMP_Text label; 23 | 24 | private void Awake() 25 | { 26 | label = GetComponent(); 27 | 28 | } 29 | 30 | private void OnEnable() 31 | { 32 | if (Application.isPlaying && picker != null) 33 | { 34 | picker.onValueChanged.AddListener(ColorChanged); 35 | picker.onHSVChanged.AddListener(HSVChanged); 36 | } 37 | } 38 | 39 | private void OnDestroy() 40 | { 41 | if (picker != null) 42 | { 43 | picker.onValueChanged.RemoveListener(ColorChanged); 44 | picker.onHSVChanged.RemoveListener(HSVChanged); 45 | } 46 | } 47 | 48 | #if UNITY_EDITOR 49 | private void OnValidate() 50 | { 51 | label = GetComponent(); 52 | UpdateValue(); 53 | } 54 | #endif 55 | 56 | private void ColorChanged(Color color) 57 | { 58 | UpdateValue(); 59 | } 60 | 61 | private void HSVChanged(float hue, float sateration, float value) 62 | { 63 | UpdateValue(); 64 | } 65 | 66 | private void UpdateValue() 67 | { 68 | if(label == null) 69 | return; 70 | 71 | if (picker == null) 72 | { 73 | label.text = prefix + "-"; 74 | } 75 | else 76 | { 77 | float value = minValue + (picker.GetValue(type) * (maxValue - minValue)); 78 | 79 | label.text = prefix + ConvertToDisplayString(value); 80 | } 81 | } 82 | 83 | private string ConvertToDisplayString(float value) 84 | { 85 | if (precision > 0) 86 | return value.ToString("f " + precision); 87 | else 88 | return Mathf.FloorToInt(value).ToString(); 89 | } 90 | } 91 | 92 | } -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 13 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} 16 | m_LegacyDeferred: 17 | m_Mode: 1 18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} 19 | m_DepthNormals: 20 | m_Mode: 1 21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} 22 | m_MotionVectors: 23 | m_Mode: 1 24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0} 25 | m_LightHalo: 26 | m_Mode: 1 27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0} 28 | m_LensFlare: 29 | m_Mode: 1 30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} 31 | m_VideoShadersIncludeMode: 2 32 | m_AlwaysIncludedShaders: 33 | - 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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 - 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serializedVersion: 3 70 | buildTarget: DefaultTexturePlatform 71 | maxTextureSize: 2048 72 | resizeAlgorithm: 0 73 | textureFormat: -1 74 | textureCompression: 1 75 | compressionQuality: 50 76 | crunchedCompression: 0 77 | allowsAlphaSplitting: 0 78 | overridden: 0 79 | androidETC2FallbackOverride: 0 80 | forceMaximumCompressionQuality_BC6H_BC7: 0 81 | spriteSheet: 82 | serializedVersion: 2 83 | sprites: [] 84 | outline: [] 85 | physicsShape: [] 86 | bones: [] 87 | spriteID: 5e97eb03825dee720800000000000000 88 | internalID: 0 89 | vertices: [] 90 | indices: 91 | edges: [] 92 | weights: [] 93 | secondaryTextures: [] 94 | nameFileIdTable: {} 95 | spritePackingTag: 96 | pSDRemoveMatte: 0 97 | userData: 98 | assetBundleName: 99 | assetBundleVariant: 100 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UI/ColorPresets.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | namespace HSVPicker 7 | { 8 | public class ColorPresets : MonoBehaviour 9 | { 10 | public ColorPicker picker; 11 | public GameObject[] presets; 12 | public Image createPresetImage; 13 | 14 | private ColorPresetList _colors; 15 | 16 | void Awake() 17 | { 18 | // picker.onHSVChanged.AddListener(HSVChanged); 19 | picker.onValueChanged.AddListener(ColorChanged); 20 | } 21 | 22 | void Start() 23 | { 24 | _colors = ColorPresetManager.Get(picker.Setup.PresetColorsId); 25 | 26 | if (_colors.Colors.Count < picker.Setup.DefaultPresetColors.Length) 27 | { 28 | _colors.UpdateList(picker.Setup.DefaultPresetColors); 29 | } 30 | 31 | _colors.OnColorsUpdated += OnColorsUpdate; 32 | OnColorsUpdate(_colors.Colors); 33 | } 34 | 35 | private void OnColorsUpdate(List colors) 36 | { 37 | for (int cnt = 0; cnt < presets.Length; cnt++) 38 | { 39 | if (colors.Count <= cnt) 40 | { 41 | presets[cnt].SetActive(false); 42 | continue; 43 | } 44 | 45 | 46 | presets[cnt].SetActive(true); 47 | presets[cnt].GetComponent().color = colors[cnt]; 48 | 49 | } 50 | 51 | createPresetImage.gameObject.SetActive(colors.Count < presets.Length); 52 | 53 | } 54 | 55 | public void CreatePresetButton() 56 | { 57 | _colors.AddColor(picker.CurrentColor); 58 | 59 | // for (var i = 0; i < presets.Length; i++) 60 | //{ 61 | // if (!presets[i].activeSelf) 62 | // { 63 | // presets[i].SetActive(true); 64 | // presets[i].GetComponent().color = picker.CurrentColor; 65 | // break; 66 | // } 67 | //} 68 | } 69 | 70 | public void PresetSelect(Image sender) 71 | { 72 | picker.CurrentColor = sender.color; 73 | } 74 | 75 | // Not working, it seems ConvertHsvToRgb() is broken. It doesn't work when fed 76 | // input h, s, v as shown below. 77 | // private void HSVChanged(float h, float s, float v) 78 | // { 79 | // createPresetImage.color = HSVUtil.ConvertHsvToRgb(h, s, v, 1); 80 | // } 81 | private void ColorChanged(Color color) 82 | { 83 | createPresetImage.color = color; 84 | } 85 | 86 | private void OnDestroy() 87 | { 88 | picker.onValueChanged.RemoveListener(ColorChanged); 89 | _colors.OnColorsUpdated -= OnColorsUpdate; 90 | } 91 | } 92 | } -------------------------------------------------------------------------------- /Assets/Global_Options.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Global_Options 6 | { 7 | // in these scripts we have functions for each change of options. for now these may seem useless but in the future we might need to call more things when these are changed 8 | // such as calling off to every spawned triangle to change their colour, instead of them fetching it from this script every frame (which is quite slow) 9 | 10 | public static class Spawner 11 | { 12 | public static float Amount = 200; 13 | public static void ChangeAmount(float amount) 14 | { 15 | Amount = amount; 16 | } 17 | } 18 | public static class Triangle 19 | { 20 | public static float Speed = 2; 21 | public static float MinScale = 1; 22 | public static float MaxScale = 9; 23 | 24 | public static float SpeedMultiplier = 100; 25 | // how much the speed is multiplied by based on triangle size 26 | // since smaller triangles move faster, we get the MaxScale and remove the current Scale of the triangle. so if the triangle is small we get out a number 27 | // lets say MaxScale is 9 and MinScale is 1, we have a triangle of Scale 4. 28 | // the extra speed would be 5. 29 | // we then multiply that by speed multiplier, which is lets say 3. 15. 30 | // we then multiply Speed (local) by that number we now have 31 | // this way with this number people can make smaller triangles go faster or slower depending on what they want, and with minus numbers even possibly the opposite. 32 | 33 | public class Colour 34 | { 35 | public static float ColourVarianceUp = 0.1f; 36 | public static float ColourVarianceDown = -0.1f; 37 | public static Color TriangleColour = new Color(1, 1, 1, 1); 38 | 39 | public static void ChangeTriangleColour(Color newColor) 40 | { 41 | TriangleColour = newColor; 42 | } 43 | 44 | public static void ChangeColourVariance(float up, float down) 45 | { 46 | ColourVarianceUp = up; 47 | ColourVarianceDown = down; 48 | } 49 | } 50 | 51 | public static void ChangeSpeed(float speed) 52 | { 53 | Speed = speed; 54 | } 55 | public static void ChangeMinScale(float minScale) 56 | { 57 | MinScale = minScale; 58 | } 59 | public static void ChangeMaxScale(float maxScale) 60 | { 61 | MaxScale = maxScale; 62 | } 63 | public static void ChangeSpeedMultiplier(float speedMultiplier) 64 | { 65 | SpeedMultiplier = speedMultiplier; 66 | } 67 | } 68 | } 69 | 70 | public static class Global 71 | { 72 | public static Vector2 topRight; 73 | } -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 51 | 52 | // API Editable properties 53 | uniform float _ShaderFlags; 54 | uniform float _WeightNormal; 55 | uniform float _WeightBold; 56 | 57 | uniform float _ScaleRatioA; 58 | uniform float _ScaleRatioB; 59 | uniform float _ScaleRatioC; 60 | 61 | uniform float _VertexOffsetX; 62 | uniform float _VertexOffsetY; 63 | 64 | //uniform float _UseClipRect; 65 | uniform float _MaskID; 66 | uniform sampler2D _MaskTex; 67 | uniform float4 _MaskCoord; 68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) 69 | //uniform float _MaskWipeControl; 70 | //uniform float _MaskEdgeSoftness; 71 | //uniform fixed4 _MaskEdgeColor; 72 | //uniform bool _MaskInverse; 73 | 74 | uniform float _MaskSoftnessX; 75 | uniform float _MaskSoftnessY; 76 | 77 | // Font Atlas properties 78 | uniform sampler2D _MainTex; 79 | uniform float _TextureWidth; 80 | uniform float _TextureHeight; 81 | uniform float _GradientScale; 82 | uniform float _ScaleX; 83 | uniform float _ScaleY; 84 | uniform float _PerspectiveFilter; 85 | uniform float _Sharpness; 86 | -------------------------------------------------------------------------------- /Assets/Triangle.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Triangle : MonoBehaviour 6 | { 7 | float Scale; 8 | float XPosition; 9 | float Speed; 10 | public SpriteRenderer renderer; 11 | float colourVariance; 12 | // Start is called before the first frame update 13 | void Start() 14 | { 15 | Respawn(true); 16 | } 17 | 18 | void Respawn(bool atBottom = false) 19 | { 20 | Scale = Random.Range(0f, 1f); 21 | XPosition = Random.Range(-1f, 1f); 22 | Speed = Random.Range(0f, 1f); 23 | 24 | if (atBottom == false) 25 | { 26 | Vector2 topLeft = Global.topRight; // we only use the Y of this so we can reuse Global.topRight instead 27 | Vector2 bottomLeft = Camera.main.ScreenToWorldPoint(new Vector2(0, Screen.height)); 28 | Debug.Log("top left is " + topLeft); 29 | Debug.Log("bottom left is " + bottomLeft); 30 | 31 | float spawnY = Random.Range(topLeft.y, bottomLeft.y); 32 | transform.position = new Vector3(0, spawnY, 0); 33 | }else 34 | { 35 | Vector2 bottomLeft = Camera.main.ScreenToWorldPoint(new Vector2(0, 0)); 36 | transform.position = new Vector3(0, bottomLeft.y - 3, 0); 37 | } 38 | renderer.color = new Color(0, 0, 0, 0); // hide until the first update loop is completed, else there'll be flashes in the middle whenever we respawn 39 | 40 | colourVariance = Random.Range(-1f, 1f); 41 | } 42 | 43 | // Update is called once per frame 44 | void Update() 45 | { 46 | float finalX = XPosition; 47 | //Vector2 topLeft = Camera.main.ScreenToWorldPoint(new Vector2(0, 0)); 48 | Vector2 topRight = Global.topRight; 49 | 50 | 51 | finalX *= topRight.x; 52 | 53 | float finalScale = ExtensionMethods.Remap(Scale, 0, 1, Global_Options.Triangle.MinScale, Global_Options.Triangle.MaxScale)/10; 54 | transform.localScale = new Vector3(finalScale, finalScale, finalScale); 55 | 56 | float multiplier = (Global_Options.Triangle.MaxScale - (finalScale*8)) * Global_Options.Triangle.SpeedMultiplier; 57 | float upwards = ((Global_Options.Triangle.Speed / 300) * multiplier) * Time.deltaTime; 58 | 59 | float hue; 60 | float saturation; 61 | float value; 62 | Color.RGBToHSV(Global_Options.Triangle.Colour.TriangleColour, out hue, out saturation, out value); 63 | float HSVValueChange = ExtensionMethods.Remap(colourVariance, -1f, 1f, Global_Options.Triangle.Colour.ColourVarianceDown, Global_Options.Triangle.Colour.ColourVarianceUp); 64 | value += HSVValueChange; 65 | renderer.color = Color.HSVToRGB(hue, saturation, value); 66 | 67 | //renderer.color = new Color(1, 1, 1, 1); 68 | 69 | transform.position = new Vector3(finalX, transform.position.y + upwards, transform.localScale.x); 70 | 71 | if (transform.position.y > topRight.y + (transform.localScale.x*2.1f)) 72 | { 73 | Respawn(true); 74 | Debug.Log("respawning! - position is " + transform.position.y + " and topRight.y is " + topRight.y); 75 | } 76 | } 77 | } 78 | 79 | -------------------------------------------------------------------------------- /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 | 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: LiberationSans SDF - Drop Shadow 11 | m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3} 12 | m_ShaderKeywords: OUTLINE_ON UNDERLAY_ON 13 | m_LightmapFlags: 5 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _BumpMap: 23 | m_Texture: {fileID: 0} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | - _Cube: 27 | m_Texture: {fileID: 0} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | - _FaceTex: 31 | m_Texture: {fileID: 0} 32 | m_Scale: {x: 1, y: 1} 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_ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} 105 | - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} 106 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} 107 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UI/ColorSlider.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.EventSystems; 3 | using UnityEngine.UI; 4 | namespace HSVPicker 5 | { 6 | /// 7 | /// Displays one of the color values of aColorPicker 8 | /// 9 | [RequireComponent(typeof(Slider))] 10 | public class ColorSlider : MonoBehaviour, IEndDragHandler 11 | { 12 | public ColorPicker hsvpicker; 13 | 14 | /// 15 | /// Which value this slider can edit. 16 | /// 17 | public ColorValues type; 18 | 19 | private Slider slider; 20 | 21 | private bool listen = true; 22 | 23 | [Header("Event")] 24 | public SliderOnChangeEndEvent onSliderChangeEndEvent = new SliderOnChangeEndEvent(); 25 | 26 | private void Awake() 27 | { 28 | slider = GetComponent(); 29 | 30 | hsvpicker.onValueChanged.AddListener(ColorChanged); 31 | hsvpicker.onHSVChanged.AddListener(HSVChanged); 32 | slider.onValueChanged.AddListener(SliderChanged); 33 | } 34 | 35 | private void OnDestroy() 36 | { 37 | hsvpicker.onValueChanged.RemoveListener(ColorChanged); 38 | hsvpicker.onHSVChanged.RemoveListener(HSVChanged); 39 | slider.onValueChanged.RemoveListener(SliderChanged); 40 | } 41 | 42 | private void ColorChanged(Color newColor) 43 | { 44 | listen = false; 45 | switch (type) 46 | { 47 | case ColorValues.R: 48 | slider.normalizedValue = newColor.r; 49 | break; 50 | case ColorValues.G: 51 | slider.normalizedValue = newColor.g; 52 | break; 53 | case ColorValues.B: 54 | slider.normalizedValue = newColor.b; 55 | break; 56 | case ColorValues.A: 57 | slider.normalizedValue = newColor.a; 58 | break; 59 | default: 60 | break; 61 | } 62 | } 63 | 64 | private void HSVChanged(float hue, float saturation, float value) 65 | { 66 | listen = false; 67 | switch (type) 68 | { 69 | case ColorValues.Hue: 70 | slider.normalizedValue = hue; //1 - hue; 71 | break; 72 | case ColorValues.Saturation: 73 | slider.normalizedValue = saturation; 74 | break; 75 | case ColorValues.Value: 76 | slider.normalizedValue = value; 77 | break; 78 | default: 79 | break; 80 | } 81 | } 82 | 83 | private void SliderChanged(float newValue) 84 | { 85 | if (listen) 86 | { 87 | newValue = slider.normalizedValue; 88 | //if (type == ColorValues.Hue) 89 | // newValue = 1 - newValue; 90 | 91 | hsvpicker.AssignColor(type, newValue); 92 | } 93 | listen = true; 94 | } 95 | 96 | public virtual void OnEndDrag(PointerEventData eventData) 97 | { 98 | onSliderChangeEndEvent.Invoke(slider.normalizedValue); 99 | } 100 | 101 | public void SliderClicked(BaseEventData data) 102 | { 103 | SliderChanged(slider.value); 104 | } 105 | } 106 | } -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field SSD" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _CullMode ("Cull Mode", Float) = 0 58 | _ColorMask ("Color Mask", Float) = 15 59 | } 60 | 61 | SubShader { 62 | Tags { 63 | "Queue"="Transparent" 64 | "IgnoreProjector"="True" 65 | "RenderType"="Transparent" 66 | } 67 | 68 | Stencil 69 | { 70 | Ref [_Stencil] 71 | Comp [_StencilComp] 72 | Pass [_StencilOp] 73 | ReadMask [_StencilReadMask] 74 | WriteMask [_StencilWriteMask] 75 | } 76 | 77 | Cull [_CullMode] 78 | ZWrite Off 79 | Lighting Off 80 | Fog { Mode Off } 81 | ZTest [unity_GUIZTestMode] 82 | Blend One OneMinusSrcAlpha 83 | ColorMask [_ColorMask] 84 | 85 | Pass { 86 | CGPROGRAM 87 | #pragma vertex VertShader 88 | #pragma fragment PixShader 89 | #pragma shader_feature __ OUTLINE_ON 90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 91 | 92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 94 | 95 | #include "UnityCG.cginc" 96 | #include "UnityUI.cginc" 97 | #include "TMPro_Properties.cginc" 98 | 99 | #include "TMPro_Mobile.cginc" 100 | 101 | ENDCG 102 | } 103 | } 104 | 105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 106 | } 107 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc: -------------------------------------------------------------------------------- 1 | void VertShader(inout appdata_full v, out Input data) 2 | { 3 | v.vertex.x += _VertexOffsetX; 4 | v.vertex.y += _VertexOffsetY; 5 | 6 | UNITY_INITIALIZE_OUTPUT(Input, data); 7 | 8 | float bold = step(v.texcoord1.y, 0); 9 | 10 | // Generate normal for backface 11 | float3 view = ObjSpaceViewDir(v.vertex); 12 | v.normal *= sign(dot(v.normal, view)); 13 | 14 | #if USE_DERIVATIVE 15 | data.param.y = 1; 16 | #else 17 | float4 vert = v.vertex; 18 | float4 vPosition = UnityObjectToClipPos(vert); 19 | float2 pixelSize = vPosition.w; 20 | 21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); 22 | float scale = rsqrt(dot(pixelSize, pixelSize)); 23 | scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); 24 | scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 25 | data.param.y = scale; 26 | #endif 27 | 28 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 29 | 30 | v.texcoord1.xy = UnpackUV(v.texcoord1.x); 31 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); 32 | } 33 | 34 | void PixShader(Input input, inout SurfaceOutput o) 35 | { 36 | 37 | #if USE_DERIVATIVE 38 | float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); 39 | pixelSize *= _TextureWidth * .75; 40 | float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); 41 | #else 42 | float scale = input.param.y; 43 | #endif 44 | 45 | // Signed distance 46 | float c = tex2D(_MainTex, input.uv_MainTex).a; 47 | float sd = (.5 - c - input.param.x) * scale + .5; 48 | float outline = _OutlineWidth*_ScaleRatioA * scale; 49 | float softness = _OutlineSoftness*_ScaleRatioA * scale; 50 | 51 | // Color & Alpha 52 | float4 faceColor = _FaceColor; 53 | float4 outlineColor = _OutlineColor; 54 | faceColor *= input.color; 55 | outlineColor.a *= input.color.a; 56 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); 57 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); 58 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 59 | faceColor.rgb /= max(faceColor.a, 0.0001); 60 | 61 | #if BEVEL_ON 62 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); 63 | 64 | float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, 65 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a, 66 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a, 67 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; 68 | 69 | // Face Normal 70 | float3 n = GetSurfaceNormal(smp4x, input.param.x); 71 | 72 | // Bumpmap 73 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; 74 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 75 | bump = lerp(float3(0, 0, 1), bump, faceColor.a); 76 | n = normalize(n - bump); 77 | 78 | // Cubemap reflection 79 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); 80 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 81 | #else 82 | float3 n = float3(0, 0, -1); 83 | float3 emission = float3(0, 0, 0); 84 | #endif 85 | 86 | #if GLOW_ON 87 | float4 glowColor = GetGlowColor(sd, scale); 88 | glowColor.a *= input.color.a; 89 | emission += glowColor.rgb*glowColor.a; 90 | faceColor = BlendARGB(glowColor, faceColor); 91 | faceColor.rgb /= max(faceColor.a, 0.0001); 92 | #endif 93 | 94 | // Set Standard output structure 95 | o.Albedo = faceColor.rgb; 96 | o.Normal = -n; 97 | o.Emission = emission; 98 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); 99 | o.Gloss = 1; 100 | o.Alpha = faceColor.a; 101 | } 102 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UI/SVBoxSlider.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.EventSystems; 3 | using UnityEngine.UI; 4 | 5 | namespace HSVPicker 6 | { 7 | [RequireComponent(typeof(BoxSlider), typeof(RawImage)), ExecuteInEditMode()] 8 | public class SVBoxSlider : MonoBehaviour, IEndDragHandler 9 | { 10 | public ColorPicker picker; 11 | 12 | private BoxSlider slider; 13 | private RawImage image; 14 | 15 | private int textureWidth = 128; 16 | private int textureHeight = 128; 17 | 18 | private float lastH = -1; 19 | private bool listen = true; 20 | 21 | [Header("Event")] 22 | public SliderOnChangeEndEvent onSliderChangeEndEvent = new SliderOnChangeEndEvent(); 23 | 24 | public RectTransform rectTransform 25 | { 26 | get 27 | { 28 | return transform as RectTransform; 29 | } 30 | } 31 | 32 | private void Awake() 33 | { 34 | slider = GetComponent(); 35 | image = GetComponent(); 36 | if(Application.isPlaying) 37 | { 38 | RegenerateSVTexture (); 39 | } 40 | } 41 | 42 | private void OnEnable() 43 | { 44 | if (Application.isPlaying && picker != null) 45 | { 46 | slider.onValueChanged.AddListener(SliderChanged); 47 | picker.onHSVChanged.AddListener(HSVChanged); 48 | } 49 | } 50 | 51 | private void OnDisable() 52 | { 53 | if (picker != null) 54 | { 55 | slider.onValueChanged.RemoveListener(SliderChanged); 56 | picker.onHSVChanged.RemoveListener(HSVChanged); 57 | } 58 | } 59 | 60 | private void OnDestroy() 61 | { 62 | if ( image.texture != null ) 63 | { 64 | DestroyImmediate (image.texture); 65 | } 66 | } 67 | 68 | private void SliderChanged(float saturation, float value) 69 | { 70 | if (listen) 71 | { 72 | picker.AssignColor(ColorValues.Saturation, saturation); 73 | picker.AssignColor(ColorValues.Value, value); 74 | } 75 | listen = true; 76 | } 77 | 78 | private void HSVChanged(float h, float s, float v) 79 | { 80 | if (!lastH.Equals(h)) 81 | { 82 | lastH = h; 83 | RegenerateSVTexture(); 84 | } 85 | 86 | if (!s.Equals(slider.normalizedValue)) 87 | { 88 | listen = false; 89 | slider.normalizedValue = s; 90 | } 91 | 92 | if (!v.Equals(slider.normalizedValueY)) 93 | { 94 | listen = false; 95 | slider.normalizedValueY = v; 96 | } 97 | } 98 | 99 | private void RegenerateSVTexture() 100 | { 101 | double h = picker != null ? picker.H * 360 : 0; 102 | 103 | if ( image.texture != null ) 104 | DestroyImmediate (image.texture); 105 | 106 | var texture = new Texture2D (textureWidth, textureHeight); 107 | texture.wrapMode = TextureWrapMode.Clamp; 108 | texture.hideFlags = HideFlags.DontSave; 109 | 110 | for ( int s = 0; s < textureWidth; s++ ) 111 | { 112 | Color[] colors = new Color[textureHeight]; 113 | for ( int v = 0; v < textureHeight; v++ ) 114 | { 115 | colors[v] = HSVUtil.ConvertHsvToRgb (h, (float)s / textureWidth, (float)v / textureHeight, 1); 116 | } 117 | texture.SetPixels (s, 0, 1, textureHeight, colors); 118 | } 119 | texture.Apply(); 120 | 121 | image.texture = texture; 122 | 123 | } 124 | 125 | public virtual void OnEndDrag(PointerEventData eventData) 126 | { 127 | onSliderChangeEndEvent.Invoke(slider.normalizedValue); 128 | } 129 | } 130 | } -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _CullMode("Cull Mode", Float) = 0 22 | _ColorMask("Color Mask", Float) = 15 23 | } 24 | 25 | SubShader{ 26 | 27 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 28 | 29 | Stencil 30 | { 31 | Ref[_Stencil] 32 | Comp[_StencilComp] 33 | Pass[_StencilOp] 34 | ReadMask[_StencilReadMask] 35 | WriteMask[_StencilWriteMask] 36 | } 37 | 38 | 39 | Lighting Off 40 | Cull [_CullMode] 41 | ZTest [unity_GUIZTestMode] 42 | ZWrite Off 43 | Fog { Mode Off } 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask[_ColorMask] 46 | 47 | Pass { 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | 52 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 53 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 54 | 55 | 56 | #include "UnityCG.cginc" 57 | 58 | struct appdata_t { 59 | float4 vertex : POSITION; 60 | fixed4 color : COLOR; 61 | float2 texcoord0 : TEXCOORD0; 62 | float2 texcoord1 : TEXCOORD1; 63 | }; 64 | 65 | struct v2f { 66 | float4 vertex : SV_POSITION; 67 | fixed4 color : COLOR; 68 | float2 texcoord0 : TEXCOORD0; 69 | float2 texcoord1 : TEXCOORD1; 70 | float4 mask : TEXCOORD2; 71 | }; 72 | 73 | uniform sampler2D _MainTex; 74 | uniform sampler2D _FaceTex; 75 | uniform float4 _FaceTex_ST; 76 | uniform fixed4 _FaceColor; 77 | 78 | uniform float _VertexOffsetX; 79 | uniform float _VertexOffsetY; 80 | uniform float4 _ClipRect; 81 | uniform float _MaskSoftnessX; 82 | uniform float _MaskSoftnessY; 83 | 84 | float2 UnpackUV(float uv) 85 | { 86 | float2 output; 87 | output.x = floor(uv / 4096); 88 | output.y = uv - 4096 * output.x; 89 | 90 | return output * 0.001953125; 91 | } 92 | 93 | v2f vert (appdata_t v) 94 | { 95 | float4 vert = v.vertex; 96 | vert.x += _VertexOffsetX; 97 | vert.y += _VertexOffsetY; 98 | 99 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 100 | 101 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 102 | 103 | fixed4 faceColor = v.color; 104 | faceColor *= _FaceColor; 105 | 106 | v2f OUT; 107 | OUT.vertex = vPosition; 108 | OUT.color = faceColor; 109 | OUT.texcoord0 = v.texcoord0; 110 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 111 | float2 pixelSize = vPosition.w; 112 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 113 | 114 | // Clamp _ClipRect to 16bit. 115 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 116 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 117 | 118 | return OUT; 119 | } 120 | 121 | fixed4 frag (v2f IN) : SV_Target 122 | { 123 | fixed4 color = tex2D(_MainTex, IN.texcoord0); 124 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader: -------------------------------------------------------------------------------- 1 | // Simplified version of the SDF Surface shader : 2 | // - No support for Bevel, Bump or envmap 3 | // - Diffuse only lighting 4 | // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field (Surface)" { 7 | 8 | Properties { 9 | _FaceTex ("Fill Texture", 2D) = "white" {} 10 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) 11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 12 | 13 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 14 | _OutlineTex ("Outline Texture", 2D) = "white" {} 15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 17 | 18 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) 19 | _GlowOffset ("Offset", Range(-1,1)) = 0 20 | _GlowInner ("Inner", Range(0,1)) = 0.05 21 | _GlowOuter ("Outer", Range(0,1)) = 0.05 22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 23 | 24 | _WeightNormal ("Weight Normal", float) = 0 25 | _WeightBold ("Weight Bold", float) = 0.5 26 | 27 | // Should not be directly exposed to the user 28 | _ShaderFlags ("Flags", float) = 0 29 | _ScaleRatioA ("Scale RatioA", float) = 1 30 | _ScaleRatioB ("Scale RatioB", float) = 1 31 | _ScaleRatioC ("Scale RatioC", float) = 1 32 | 33 | _MainTex ("Font Atlas", 2D) = "white" {} 34 | _TextureWidth ("Texture Width", float) = 512 35 | _TextureHeight ("Texture Height", float) = 512 36 | _GradientScale ("Gradient Scale", float) = 5.0 37 | _ScaleX ("Scale X", float) = 1.0 38 | _ScaleY ("Scale Y", float) = 1.0 39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 40 | _Sharpness ("Sharpness", Range(-1,1)) = 0 41 | 42 | _VertexOffsetX ("Vertex OffsetX", float) = 0 43 | _VertexOffsetY ("Vertex OffsetY", float) = 0 44 | 45 | _CullMode ("Cull Mode", Float) = 0 46 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 47 | //_MaskSoftness ("Mask Softness", float) = 0 48 | } 49 | 50 | SubShader { 51 | 52 | Tags { 53 | "Queue"="Transparent" 54 | "IgnoreProjector"="True" 55 | "RenderType"="Transparent" 56 | } 57 | 58 | LOD 300 59 | Cull [_CullMode] 60 | 61 | CGPROGRAM 62 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap 63 | #pragma target 3.0 64 | #pragma shader_feature __ GLOW_ON 65 | 66 | #include "TMPro_Properties.cginc" 67 | #include "TMPro.cginc" 68 | 69 | half _FaceShininess; 70 | half _OutlineShininess; 71 | 72 | struct Input 73 | { 74 | fixed4 color : COLOR; 75 | float2 uv_MainTex; 76 | float2 uv2_FaceTex; 77 | float2 uv2_OutlineTex; 78 | float2 param; // Weight, Scale 79 | float3 viewDirEnv; 80 | }; 81 | 82 | #include "TMPro_Surface.cginc" 83 | 84 | ENDCG 85 | 86 | // Pass to render object as a shadow caster 87 | Pass 88 | { 89 | Name "Caster" 90 | Tags { "LightMode" = "ShadowCaster" } 91 | Offset 1, 1 92 | 93 | Fog {Mode Off} 94 | ZWrite On ZTest LEqual Cull Off 95 | 96 | CGPROGRAM 97 | #pragma vertex vert 98 | #pragma fragment frag 99 | #pragma multi_compile_shadowcaster 100 | #include "UnityCG.cginc" 101 | 102 | struct v2f { 103 | V2F_SHADOW_CASTER; 104 | float2 uv : TEXCOORD1; 105 | float2 uv2 : TEXCOORD3; 106 | float alphaClip : TEXCOORD2; 107 | }; 108 | 109 | uniform float4 _MainTex_ST; 110 | uniform float4 _OutlineTex_ST; 111 | float _OutlineWidth; 112 | float _FaceDilate; 113 | float _ScaleRatioA; 114 | 115 | v2f vert( appdata_base v ) 116 | { 117 | v2f o; 118 | TRANSFER_SHADOW_CASTER(o) 119 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 120 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 121 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 122 | return o; 123 | } 124 | 125 | uniform sampler2D _MainTex; 126 | 127 | float4 frag(v2f i) : COLOR 128 | { 129 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 130 | clip(texcol.a - i.alphaClip); 131 | SHADOW_CASTER_FRAGMENT(i) 132 | } 133 | ENDCG 134 | } 135 | } 136 | 137 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 138 | } 139 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap Custom Atlas" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | _Padding ("Padding", float) = 0 15 | 16 | _StencilComp("Stencil Comparison", Float) = 8 17 | _Stencil("Stencil ID", Float) = 0 18 | _StencilOp("Stencil Operation", Float) = 0 19 | _StencilWriteMask("Stencil Write Mask", Float) = 255 20 | _StencilReadMask("Stencil Read Mask", Float) = 255 21 | 22 | _CullMode("Cull Mode", Float) = 0 23 | _ColorMask("Color Mask", Float) = 15 24 | } 25 | 26 | SubShader{ 27 | 28 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 29 | 30 | Stencil 31 | { 32 | Ref[_Stencil] 33 | Comp[_StencilComp] 34 | Pass[_StencilOp] 35 | ReadMask[_StencilReadMask] 36 | WriteMask[_StencilWriteMask] 37 | } 38 | 39 | 40 | Lighting Off 41 | Cull [_CullMode] 42 | ZTest [unity_GUIZTestMode] 43 | ZWrite Off 44 | Fog { Mode Off } 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask[_ColorMask] 47 | 48 | Pass { 49 | CGPROGRAM 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 55 | 56 | 57 | #include "UnityCG.cginc" 58 | 59 | struct appdata_t { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float2 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f { 67 | float4 vertex : SV_POSITION; 68 | fixed4 color : COLOR; 69 | float2 texcoord0 : TEXCOORD0; 70 | float2 texcoord1 : TEXCOORD1; 71 | float4 mask : TEXCOORD2; 72 | }; 73 | 74 | uniform sampler2D _MainTex; 75 | uniform sampler2D _FaceTex; 76 | uniform float4 _FaceTex_ST; 77 | uniform fixed4 _FaceColor; 78 | 79 | uniform float _VertexOffsetX; 80 | uniform float _VertexOffsetY; 81 | uniform float4 _ClipRect; 82 | uniform float _MaskSoftnessX; 83 | uniform float _MaskSoftnessY; 84 | 85 | float2 UnpackUV(float uv) 86 | { 87 | float2 output; 88 | output.x = floor(uv / 4096); 89 | output.y = uv - 4096 * output.x; 90 | 91 | return output * 0.001953125; 92 | } 93 | 94 | v2f vert (appdata_t v) 95 | { 96 | float4 vert = v.vertex; 97 | vert.x += _VertexOffsetX; 98 | vert.y += _VertexOffsetY; 99 | 100 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 101 | 102 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 103 | 104 | fixed4 faceColor = v.color; 105 | faceColor *= _FaceColor; 106 | 107 | v2f OUT; 108 | OUT.vertex = vPosition; 109 | OUT.color = faceColor; 110 | OUT.texcoord0 = v.texcoord0; 111 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 112 | float2 pixelSize = vPosition.w; 113 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 114 | 115 | // Clamp _ClipRect to 16bit. 116 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 117 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 118 | 119 | return OUT; 120 | } 121 | 122 | fixed4 frag (v2f IN) : SV_Target 123 | { 124 | fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Mobile/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | [HDR]_Color ("Text Color", Color) = (1,1,1,1) 6 | _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 7 | 8 | _VertexOffsetX("Vertex OffsetX", float) = 0 9 | _VertexOffsetY("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _CullMode("Cull Mode", Float) = 0 22 | _ColorMask("Color Mask", Float) = 15 23 | } 24 | 25 | SubShader { 26 | 27 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 28 | 29 | Stencil 30 | { 31 | Ref[_Stencil] 32 | Comp[_StencilComp] 33 | Pass[_StencilOp] 34 | ReadMask[_StencilReadMask] 35 | WriteMask[_StencilWriteMask] 36 | } 37 | 38 | 39 | Lighting Off 40 | Cull [_CullMode] 41 | ZTest [unity_GUIZTestMode] 42 | ZWrite Off 43 | Fog { Mode Off } 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask[_ColorMask] 46 | 47 | Pass { 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | #pragma fragmentoption ARB_precision_hint_fastest 52 | 53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 55 | 56 | 57 | #include "UnityCG.cginc" 58 | 59 | struct appdata_t { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float2 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f { 67 | float4 vertex : POSITION; 68 | fixed4 color : COLOR; 69 | float2 texcoord0 : TEXCOORD0; 70 | float4 mask : TEXCOORD2; 71 | }; 72 | 73 | sampler2D _MainTex; 74 | fixed4 _Color; 75 | float _DiffusePower; 76 | 77 | uniform float _VertexOffsetX; 78 | uniform float _VertexOffsetY; 79 | uniform float4 _ClipRect; 80 | uniform float _MaskSoftnessX; 81 | uniform float _MaskSoftnessY; 82 | 83 | v2f vert (appdata_t v) 84 | { 85 | v2f OUT; 86 | float4 vert = v.vertex; 87 | vert.x += _VertexOffsetX; 88 | vert.y += _VertexOffsetY; 89 | 90 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 91 | 92 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); 93 | OUT.color = v.color; 94 | OUT.color *= _Color; 95 | OUT.color.rgb *= _DiffusePower; 96 | OUT.texcoord0 = v.texcoord0; 97 | 98 | float2 pixelSize = OUT.vertex.w; 99 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 100 | 101 | // Clamp _ClipRect to 16bit. 102 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 103 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 104 | 105 | return OUT; 106 | } 107 | 108 | fixed4 frag (v2f IN) : COLOR 109 | { 110 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); 111 | 112 | // Alternative implementation to UnityGet2DClipping with support for softness. 113 | #if UNITY_UI_CLIP_RECT 114 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 115 | color *= m.x * m.y; 116 | #endif 117 | 118 | #if UNITY_UI_ALPHACLIP 119 | clip(color.a - 0.001); 120 | #endif 121 | 122 | return color; 123 | } 124 | ENDCG 125 | } 126 | } 127 | 128 | SubShader { 129 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 130 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } 131 | Blend SrcAlpha OneMinusSrcAlpha 132 | BindChannels { 133 | Bind "Color", color 134 | Bind "Vertex", vertex 135 | Bind "TexCoord", texcoord0 136 | } 137 | Pass { 138 | SetTexture [_MainTex] { 139 | constantColor [_Color] combine constant * primary, constant * texture 140 | } 141 | } 142 | } 143 | 144 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 145 | } 146 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/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. -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne.json: -------------------------------------------------------------------------------- 1 | {"frames": [ 2 | 3 | { 4 | "filename": "1f60a.png", 5 | "frame": {"x":0,"y":0,"w":128,"h":128}, 6 | "rotated": false, 7 | "trimmed": false, 8 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 9 | "sourceSize": {"w":128,"h":128}, 10 | "pivot": {"x":0.5,"y":0.5} 11 | }, 12 | { 13 | "filename": "1f60b.png", 14 | "frame": {"x":128,"y":0,"w":128,"h":128}, 15 | "rotated": false, 16 | "trimmed": false, 17 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 18 | "sourceSize": {"w":128,"h":128}, 19 | "pivot": {"x":0.5,"y":0.5} 20 | }, 21 | { 22 | "filename": "1f60d.png", 23 | "frame": {"x":256,"y":0,"w":128,"h":128}, 24 | "rotated": false, 25 | "trimmed": false, 26 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 27 | "sourceSize": {"w":128,"h":128}, 28 | "pivot": {"x":0.5,"y":0.5} 29 | }, 30 | { 31 | "filename": "1f60e.png", 32 | "frame": {"x":384,"y":0,"w":128,"h":128}, 33 | "rotated": false, 34 | "trimmed": false, 35 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 36 | "sourceSize": {"w":128,"h":128}, 37 | "pivot": {"x":0.5,"y":0.5} 38 | }, 39 | { 40 | "filename": "1f600.png", 41 | "frame": {"x":0,"y":128,"w":128,"h":128}, 42 | "rotated": false, 43 | "trimmed": false, 44 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 45 | "sourceSize": {"w":128,"h":128}, 46 | "pivot": {"x":0.5,"y":0.5} 47 | }, 48 | { 49 | "filename": "1f601.png", 50 | "frame": {"x":128,"y":128,"w":128,"h":128}, 51 | 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"1f605.png", 86 | "frame": {"x":128,"y":256,"w":128,"h":128}, 87 | "rotated": false, 88 | "trimmed": false, 89 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 90 | "sourceSize": {"w":128,"h":128}, 91 | "pivot": {"x":0.5,"y":0.5} 92 | }, 93 | { 94 | "filename": "1f606.png", 95 | "frame": {"x":256,"y":256,"w":128,"h":128}, 96 | "rotated": false, 97 | "trimmed": false, 98 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 99 | "sourceSize": {"w":128,"h":128}, 100 | "pivot": {"x":0.5,"y":0.5} 101 | }, 102 | { 103 | "filename": "1f609.png", 104 | "frame": {"x":384,"y":256,"w":128,"h":128}, 105 | "rotated": false, 106 | "trimmed": false, 107 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 108 | "sourceSize": {"w":128,"h":128}, 109 | "pivot": {"x":0.5,"y":0.5} 110 | }, 111 | { 112 | "filename": "1f618.png", 113 | "frame": {"x":0,"y":384,"w":128,"h":128}, 114 | "rotated": false, 115 | "trimmed": false, 116 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 117 | "sourceSize": {"w":128,"h":128}, 118 | "pivot": {"x":0.5,"y":0.5} 119 | }, 120 | { 121 | "filename": "1f923.png", 122 | "frame": {"x":128,"y":384,"w":128,"h":128}, 123 | "rotated": false, 124 | "trimmed": false, 125 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 126 | "sourceSize": {"w":128,"h":128}, 127 | "pivot": {"x":0.5,"y":0.5} 128 | }, 129 | { 130 | "filename": "263a.png", 131 | "frame": {"x":256,"y":384,"w":128,"h":128}, 132 | "rotated": false, 133 | "trimmed": false, 134 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 135 | "sourceSize": {"w":128,"h":128}, 136 | "pivot": {"x":0.5,"y":0.5} 137 | }, 138 | { 139 | "filename": "2639.png", 140 | "frame": {"x":384,"y":384,"w":128,"h":128}, 141 | "rotated": false, 142 | "trimmed": false, 143 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 144 | "sourceSize": {"w":128,"h":128}, 145 | "pivot": {"x":0.5,"y":0.5} 146 | }], 147 | "meta": { 148 | "app": "http://www.codeandweb.com/texturepacker", 149 | "version": "1.0", 150 | "image": "EmojiOne.png", 151 | "format": "RGBA8888", 152 | "size": {"w":512,"h":512}, 153 | "scale": "1", 154 | "smartupdate": "$TexturePacker:SmartUpdate:196a26a2e149d875b91ffc8fa3581e76:fc928c7e275404b7e0649307410475cb:424723c3774975ddb2053fd5c4b85f6e$" 155 | } 156 | } 157 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: ab2114bdc8544297b417dfefe9f1e410, type: 3} 12 | m_Name: Default 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3c000000630000006f0000006c0000006f000000720000003d000000230000006600000066000000340000003000000046000000460000003e0000003c00000073000000690000007a000000650000003d000000310000003200000035000000250000003e000000 62 | m_ClosingTagArray: 3c0000002f000000630000006f0000006c0000006f000000720000003e0000003c0000002f00000073000000690000007a000000650000003e000000 63 | - m_Name: C3 64 | m_HashCode: 2192 65 | m_OpeningDefinition: 66 | m_ClosingDefinition: 67 | m_OpeningTagArray: 3c000000630000006f0000006c0000006f000000720000003d000000230000003800000030000000410000003000000046000000460000003e0000003c000000620000003e000000 68 | m_ClosingTagArray: 3c0000002f000000630000006f0000006c0000006f000000720000003e0000003c0000002f000000620000003e000000 69 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UtilityScripts/HSVUtil.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | 4 | namespace HSVPicker 5 | { 6 | 7 | #region ColorUtilities 8 | 9 | public static class HSVUtil 10 | { 11 | 12 | public static HsvColor ConvertRgbToHsv(Color color) 13 | { 14 | return ConvertRgbToHsv((int)(color.r * 255), (int)(color.g * 255), (int)(color.b * 255)); 15 | } 16 | 17 | //Converts an RGB color to an HSV color. 18 | public static HsvColor ConvertRgbToHsv(double r, double b, double g) 19 | { 20 | double delta, min; 21 | double h = 0, s, v; 22 | 23 | min = Math.Min(Math.Min(r, g), b); 24 | v = Math.Max(Math.Max(r, g), b); 25 | delta = v - min; 26 | 27 | if (v.Equals(0)) 28 | s = 0; 29 | else 30 | s = delta / v; 31 | 32 | if (s.Equals(0)) 33 | h = 360; 34 | else 35 | { 36 | if (r.Equals(v)) 37 | h = (g - b) / delta; 38 | else if (g.Equals(v)) 39 | h = 2 + (b - r) / delta; 40 | else if (b.Equals(v)) 41 | h = 4 + (r - g) / delta; 42 | 43 | h *= 60; 44 | if (h <= 0.0) 45 | h += 360; 46 | } 47 | 48 | HsvColor hsvColor = new HsvColor(); 49 | hsvColor.H = 360 - h; 50 | hsvColor.S = s; 51 | hsvColor.V = v / 255; 52 | 53 | return hsvColor; 54 | 55 | } 56 | 57 | // Converts an HSV color to an RGB color. 58 | public static Color ConvertHsvToRgb(double h, double s, double v, float alpha) 59 | { 60 | 61 | double r = 0, g = 0, b = 0; 62 | 63 | if (s.Equals(0)) 64 | { 65 | r = v; 66 | g = v; 67 | b = v; 68 | } 69 | 70 | else 71 | { 72 | int i; 73 | double f, p, q, t; 74 | 75 | 76 | if (h.Equals(360)) 77 | h = 0; 78 | else 79 | h = h / 60; 80 | 81 | i = (int)(h); 82 | f = h - i; 83 | 84 | p = v * (1.0 - s); 85 | q = v * (1.0 - (s * f)); 86 | t = v * (1.0 - (s * (1.0f - f))); 87 | 88 | 89 | switch (i) 90 | { 91 | case 0: 92 | r = v; 93 | g = t; 94 | b = p; 95 | break; 96 | 97 | case 1: 98 | r = q; 99 | g = v; 100 | b = p; 101 | break; 102 | 103 | case 2: 104 | r = p; 105 | g = v; 106 | b = t; 107 | break; 108 | 109 | case 3: 110 | r = p; 111 | g = q; 112 | b = v; 113 | break; 114 | 115 | case 4: 116 | r = t; 117 | g = p; 118 | b = v; 119 | break; 120 | 121 | default: 122 | r = v; 123 | g = p; 124 | b = q; 125 | break; 126 | } 127 | 128 | } 129 | 130 | return new Color((float)r, (float)g, (float)b, alpha); 131 | 132 | } 133 | } 134 | 135 | 136 | #endregion ColorUtilities 137 | 138 | 139 | // Describes a color in terms of 140 | // Hue, Saturation, and Value (brightness) 141 | #region HsvColor 142 | public struct HsvColor 143 | { 144 | /// 145 | /// The Hue, ranges between 0 and 360 146 | /// 147 | public double H; 148 | 149 | /// 150 | /// The saturation, ranges between 0 and 1 151 | /// 152 | public double S; 153 | 154 | // The value (brightness), ranges between 0 and 1 155 | public double V; 156 | 157 | public float normalizedH 158 | { 159 | get 160 | { 161 | return (float)H / 360f; 162 | } 163 | 164 | set 165 | { 166 | H = (double)value * 360; 167 | } 168 | } 169 | 170 | public float normalizedS 171 | { 172 | get 173 | { 174 | return (float)S; 175 | } 176 | set 177 | { 178 | S = (double)value; 179 | } 180 | } 181 | 182 | public float normalizedV 183 | { 184 | get 185 | { 186 | return (float)V; 187 | } 188 | set 189 | { 190 | V = (double)value; 191 | } 192 | } 193 | 194 | public HsvColor(double h, double s, double v) 195 | { 196 | this.H = h; 197 | this.S = s; 198 | this.V = v; 199 | } 200 | 201 | public override string ToString() 202 | { 203 | return "{" + H.ToString("f2") + "," + S.ToString("f2") + "," + V.ToString("f2") + "}"; 204 | } 205 | } 206 | #endregion HsvColor 207 | 208 | 209 | } 210 | 211 | -------------------------------------------------------------------------------- /ProjectSettings/SceneTemplateSettings.json: -------------------------------------------------------------------------------- 1 | { 2 | "templatePinStates": [], 3 | "dependencyTypeInfos": [ 4 | { 5 | "userAdded": false, 6 | "type": "UnityEngine.AnimationClip", 7 | "ignore": false, 8 | "defaultInstantiationMode": 0, 9 | "supportsModification": true 10 | }, 11 | { 12 | "userAdded": false, 13 | "type": "UnityEditor.Animations.AnimatorController", 14 | "ignore": 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-------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UI/ColorSliderImage.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | namespace HSVPicker 4 | { 5 | [RequireComponent(typeof(RawImage)), ExecuteInEditMode()] 6 | public class ColorSliderImage : MonoBehaviour 7 | { 8 | public ColorPicker picker; 9 | 10 | /// 11 | /// Which value this slider can edit. 12 | /// 13 | public ColorValues type; 14 | 15 | public Slider.Direction direction; 16 | 17 | private RawImage image; 18 | 19 | private RectTransform rectTransform 20 | { 21 | get 22 | { 23 | return transform as RectTransform; 24 | } 25 | } 26 | 27 | private void Awake() 28 | { 29 | image = GetComponent(); 30 | 31 | if(Application.isPlaying) 32 | RegenerateTexture(); 33 | } 34 | 35 | private void OnEnable() 36 | { 37 | if (picker != null && Application.isPlaying) 38 | { 39 | picker.onValueChanged.AddListener(ColorChanged); 40 | picker.onHSVChanged.AddListener(HSVChanged); 41 | } 42 | } 43 | 44 | private void OnDisable() 45 | { 46 | if (picker != null) 47 | { 48 | picker.onValueChanged.RemoveListener(ColorChanged); 49 | picker.onHSVChanged.RemoveListener(HSVChanged); 50 | } 51 | } 52 | 53 | private void OnDestroy() 54 | { 55 | if (image.texture != null) 56 | DestroyImmediate(image.texture); 57 | } 58 | 59 | private void ColorChanged(Color newColor) 60 | { 61 | switch (type) 62 | { 63 | case ColorValues.R: 64 | case ColorValues.G: 65 | case ColorValues.B: 66 | case ColorValues.Saturation: 67 | case ColorValues.Value: 68 | RegenerateTexture(); 69 | break; 70 | case ColorValues.A: 71 | case ColorValues.Hue: 72 | default: 73 | break; 74 | } 75 | } 76 | 77 | private void HSVChanged(float hue, float saturation, float value) 78 | { 79 | switch (type) 80 | { 81 | case ColorValues.R: 82 | case ColorValues.G: 83 | case ColorValues.B: 84 | case ColorValues.Saturation: 85 | case ColorValues.Value: 86 | RegenerateTexture(); 87 | break; 88 | case ColorValues.A: 89 | case ColorValues.Hue: 90 | default: 91 | break; 92 | } 93 | } 94 | 95 | private void RegenerateTexture() 96 | { 97 | Color32 baseColor = picker != null ? picker.CurrentColor : Color.black; 98 | 99 | float h = picker != null ? picker.H : 0; 100 | float s = picker != null ? picker.S : 0; 101 | float v = picker != null ? picker.V : 0; 102 | 103 | Texture2D texture; 104 | Color32[] colors; 105 | 106 | bool vertical = direction == Slider.Direction.BottomToTop || direction == Slider.Direction.TopToBottom; 107 | bool inverted = direction == Slider.Direction.TopToBottom || direction == Slider.Direction.RightToLeft; 108 | 109 | int size; 110 | switch (type) 111 | { 112 | case ColorValues.R: 113 | case ColorValues.G: 114 | case ColorValues.B: 115 | case ColorValues.A: 116 | size = 255; 117 | break; 118 | case ColorValues.Hue: 119 | size = 360; 120 | break; 121 | case ColorValues.Saturation: 122 | case ColorValues.Value: 123 | size = 100; 124 | break; 125 | default: 126 | throw new System.NotImplementedException(""); 127 | } 128 | if (vertical) 129 | texture = new Texture2D(1, size); 130 | else 131 | texture = new Texture2D(size, 1); 132 | 133 | texture.hideFlags = HideFlags.DontSave; 134 | colors = new Color32[size]; 135 | 136 | switch (type) 137 | { 138 | case ColorValues.R: 139 | for (byte i = 0; i < size; i++) 140 | { 141 | colors[inverted ? size - 1 - i : i] = new Color32(i, baseColor.g, baseColor.b, 255); 142 | } 143 | break; 144 | case ColorValues.G: 145 | for (byte i = 0; i < size; i++) 146 | { 147 | colors[inverted ? size - 1 - i : i] = new Color32(baseColor.r, i, baseColor.b, 255); 148 | } 149 | break; 150 | case ColorValues.B: 151 | for (byte i = 0; i < size; i++) 152 | { 153 | colors[inverted ? size - 1 - i : i] = new Color32(baseColor.r, baseColor.g, i, 255); 154 | } 155 | break; 156 | case ColorValues.A: 157 | for (byte i = 0; i < size; i++) 158 | { 159 | colors[inverted ? size - 1 - i : i] = new Color32(i, i, i, 255); 160 | } 161 | break; 162 | case ColorValues.Hue: 163 | for (int i = 0; i < size; i++) 164 | { 165 | colors[inverted ? size - 1 - i : i] = HSVUtil.ConvertHsvToRgb(i, 1, 1, 1); 166 | } 167 | break; 168 | case ColorValues.Saturation: 169 | for (int i = 0; i < size; i++) 170 | { 171 | colors[inverted ? size - 1 - i : i] = HSVUtil.ConvertHsvToRgb(h * 360, (float)i / size, v, 1); 172 | } 173 | break; 174 | case ColorValues.Value: 175 | for (int i = 0; i < size; i++) 176 | { 177 | colors[inverted ? size - 1 - i : i] = HSVUtil.ConvertHsvToRgb(h * 360, s, (float)i / size, 1); 178 | } 179 | break; 180 | default: 181 | throw new System.NotImplementedException(""); 182 | } 183 | texture.wrapMode = TextureWrapMode.Clamp; 184 | texture.SetPixels32(colors); 185 | texture.Apply(); 186 | 187 | if (image.texture != null) 188 | DestroyImmediate(image.texture); 189 | image.texture = texture; 190 | 191 | switch (direction) 192 | { 193 | case Slider.Direction.BottomToTop: 194 | case Slider.Direction.TopToBottom: 195 | image.uvRect = new Rect(0, 0, 2, 1); 196 | break; 197 | case Slider.Direction.LeftToRight: 198 | case Slider.Direction.RightToLeft: 199 | image.uvRect = new Rect(0, 0, 1, 2); 200 | break; 201 | default: 202 | break; 203 | } 204 | } 205 | 206 | } 207 | } --------------------------------------------------------------------------------