├── Assets ├── TextMesh Pro │ ├── Resources │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Following Characters.txt │ │ ├── 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 │ │ │ └── LiberationSans SDF - Fallback.asset │ │ ├── Sprite Assets.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ ├── Default Style Sheet.asset.meta │ │ │ └── Default Style Sheet.asset │ │ ├── Fonts & Materials.meta │ │ └── TMP Settings.asset │ ├── Sprites │ │ ├── EmojiOne.png │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne Attribution.txt │ │ ├── EmojiOne.json.meta │ │ ├── EmojiOne.json │ │ └── EmojiOne.png.meta │ ├── 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 │ │ ├── TMP_SDF-Mobile Overlay.shader │ │ ├── TMP_SDF-Mobile.shader │ │ └── TMP_SDF-Mobile Masking.shader ├── WebGLCopyAndPaste │ ├── Scripts │ │ ├── AssemblySetup.cs │ │ ├── AssemblySetup.cs.meta │ │ ├── WebGLCopyAndPaste.cs.meta │ │ └── WebGLCopyAndPaste.cs │ ├── Plugins.meta │ ├── Scripts.meta │ └── Plugins │ │ ├── WebGLCopyAndPaste.jslib.meta │ │ └── WebGLCopyAndPaste.jslib ├── TextMesh Pro.meta ├── WebGLCopyAndPaste.meta ├── WebGLCopyAndPaste samples.meta └── WebGLCopyAndPaste samples │ ├── Scenes.meta │ ├── Scripts.meta │ ├── Scenes │ ├── WebGLCopyAnPasteSampleScene.unity.meta │ ├── WebGLCopyAnPasteSampleSceneSettings.lighting.meta │ └── WebGLCopyAnPasteSampleSceneSettings.lighting │ └── Scripts │ ├── ManualClipboardHandler.cs.meta │ ├── PasswordFieldTextRevealer.cs.meta │ ├── ManualClipboardHandler.cs │ └── PasswordFieldTextRevealer.cs ├── ProjectSettings ├── ProjectVersion.txt ├── CommonBurstAotSettings.json ├── ClusterInputManager.asset ├── PresetManager.asset ├── NetworkManager.asset ├── XRSettings.asset ├── VersionControlSettings.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── VFXManager.asset ├── BurstAotSettings_WebGL.json ├── AudioManager.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── PackageManagerSettings.asset ├── DynamicsManager.asset ├── MemorySettings.asset ├── EditorSettings.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── SceneTemplateSettings.json ├── QualitySettings.asset └── InputManager.asset ├── .vsconfig ├── .gitignore ├── .vscode └── settings.json ├── LICENSE.md ├── Packages ├── manifest.json └── packages-lock.json └── README.md /Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt: -------------------------------------------------------------------------------- 1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇$¥₩ # -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2022.3.22f1 2 | m_EditorVersionWithRevision: 2022.3.22f1 (887be4894c44) 3 | -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 | -------------------------------------------------------------------------------- /ProjectSettings/CommonBurstAotSettings.json: -------------------------------------------------------------------------------- 1 | { 2 | "MonoBehaviour": { 3 | "Version": 4, 4 | "DisabledWarnings": "" 5 | } 6 | } 7 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Trisibo/unity-webgl-copy-and-paste/HEAD/Assets/TextMesh Pro/Sprites/EmojiOne.png -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Trisibo/unity-webgl-copy-and-paste/HEAD/Assets/TextMesh Pro/Fonts/LiberationSans.ttf -------------------------------------------------------------------------------- /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%,. -------------------------------------------------------------------------------- /Assets/WebGLCopyAndPaste/Scripts/AssemblySetup.cs: -------------------------------------------------------------------------------- 1 | #if UNITY_WEBGL && UNITY_2018_3_OR_NEWER 2 | 3 | [assembly: UnityEngine.Scripting.AlwaysLinkAssembly] 4 | 5 | #endif 6 | -------------------------------------------------------------------------------- /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/Trisibo/unity-webgl-copy-and-paste/HEAD/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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: f54d1bd14bd3ca042bd867b519fee8cc 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/WebGLCopyAndPaste.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1ecd8986aa00a5c4aa39f66642d81997 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6ab70aee4d56447429c680537fbf93ed 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 243e06394e614e5d99fab26083b707fa 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e9f693669af91aa45ad615fc681ed29f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d0603b6d5186471b96c778c3949c7ce2 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Documentation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8e7e8f5a82a3a134e91c54efd2274ea9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 381dcb09d5029d14897e55f98031fca5 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/WebGLCopyAndPaste samples.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a4a2c7c329e228e439955d64cd8b1dfb 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/WebGLCopyAndPaste/Plugins.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e0b33e66342fb174c98b0645384186d4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/WebGLCopyAndPaste/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 778b2fd8714c2cb4eade5a16d45a54ca 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /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/WebGLCopyAndPaste samples/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 28f39704c819f584287ca996d2da3fc6 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/WebGLCopyAndPaste samples/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ac7d61d9916bab4f96fd69ac30859b6 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1b8d251f9af63b746bf2f7ffe00ebb9b 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne.json.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8f05276190cf498a8153f6cbe761d4e6 3 | timeCreated: 1480316860 4 | licenseType: Pro 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/WebGLCopyAndPaste samples/Scenes/WebGLCopyAnPasteSampleScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2cda990e2423bbf4892e6590ba056729 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e59c59b81ab47f9b6ec5781fa725d2c 3 | timeCreated: 1484171296 4 | licenseType: Pro 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/TMP Settings.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3f5b5dff67a942289a9defa416b206f3 3 | timeCreated: 1436653997 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ProjectSettings/VersionControlSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!890905787 &1 4 | VersionControlSettings: 5 | m_ObjectHideFlags: 0 6 | m_Mode: Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c41005c129ba4d66911b75229fd70b45 3 | timeCreated: 1480316912 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.1 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fade42e8bc714b018fac513c043d323b 3 | timeCreated: 1425440388 4 | licenseType: Store 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d82c1b31c7e74239bff1220585707d2b 3 | timeCreated: 1425440388 4 | licenseType: Store 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8f586378b4e144a9851e7b34d9b748ee 3 | timeCreated: 1484171803 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Sprite Assets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 512a49d95c0c4332bdd98131869c23c9 3 | folderAsset: yes 4 | timeCreated: 1441876896 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Style Sheets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4aecb92fff08436c8303b10eab8da368 3 | folderAsset: yes 4 | timeCreated: 1441876950 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f952c082cb03451daed3ee968ac6c63e 3 | timeCreated: 1432805430 4 | licenseType: Store 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Fonts & Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 731f1baa9d144a9897cb1d341c2092b8 3 | folderAsset: yes 4 | timeCreated: 1442040525 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta: 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407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e73a58f6e2794ae7b1b7e50b7fb811b0 3 | timeCreated: 1484172806 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2e498d1c8094910479dc3e1b768306a4 3 | timeCreated: 1484171803 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 128e987d567d4e2c824d754223b3f3b0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14eb328de4b8eb245bb7cea29e4ac00b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf81c85f95fe47e1a27f6ae460cf182c 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c334973cef89a9840b0b0c507e0377ab 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d930090c0cd643c7b55f19a38538c162 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e3b057af24249748ff873be7fafee47 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta: 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externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48bb5f55d8670e349b6e614913f9d910 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc1ede39bf3643ee8e493720e4259791 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a02a7d8c237544f1962732b55a9aebf1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85187c2149c549c5b33f0cdb02836b17 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/WebGLCopyAndPaste samples/Scenes/WebGLCopyAnPasteSampleSceneSettings.lighting.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7549510c30807114b9049ce5efdc2553 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 4890085278179872738 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/WebGLCopyAndPaste/Scripts/AssemblySetup.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0f227ae7d4170cc4484f42b26cd8ffe2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | 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/[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Oo]ut/ 12 | /[Uu]ser[Ss]ettings/ 13 | 14 | .DS_Store 15 | 16 | # MemoryCaptures can get excessive in size. 17 | # They also could contain extremely sensitive data 18 | /[Mm]emoryCaptures/ 19 | 20 | # Asset meta data should only be ignored when the corresponding asset is also ignored 21 | !/[Aa]ssets/**/*.meta 22 | 23 | # Uncomment this line if you wish to ignore the asset store tools plugin 24 | # /[Aa]ssets/AssetStoreTools* 25 | 26 | # Autogenerated Jetbrains Rider plugin 27 | /[Aa]ssets/Plugins/Editor/JetBrains* 28 | 29 | # Visual Studio cache directory 30 | .vs/ 31 | 32 | # Gradle cache directory 33 | .gradle/ 34 | 35 | # Autogenerated VS/MD/Consulo solution and project files 36 | ExportedObj/ 37 | .consulo/ 38 | *.csproj 39 | *.unityproj 40 | *.sln 41 | *.suo 42 | *.tmp 43 | *.user 44 | *.userprefs 45 | *.pidb 46 | *.booproj 47 | *.svd 48 | *.pdb 49 | *.mdb 50 | *.opendb 51 | *.VC.db 52 | 53 | # Unity3D generated meta files 54 | *.pidb.meta 55 | *.pdb.meta 56 | *.mdb.meta 57 | 58 | # Unity3D generated file on crash reports 59 | sysinfo.txt 60 | 61 | # Builds 62 | *.apk 63 | *.unitypackage 64 | 65 | Assets/StreamingAssets/ 66 | 67 | # Crashlytics generated file 68 | crashlytics-build.properties 69 | 70 | -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "files.exclude": 3 | { 4 | "**/.DS_Store":true, 5 | "**/.git":true, 6 | "**/.gitignore":true, 7 | "**/.gitmodules":true, 8 | "**/*.booproj":true, 9 | "**/*.pidb":true, 10 | "**/*.suo":true, 11 | "**/*.user":true, 12 | "**/*.userprefs":true, 13 | "**/*.unityproj":true, 14 | "**/*.dll":true, 15 | "**/*.exe":true, 16 | "**/*.pdf":true, 17 | "**/*.mid":true, 18 | "**/*.midi":true, 19 | "**/*.wav":true, 20 | "**/*.gif":true, 21 | "**/*.ico":true, 22 | "**/*.jpg":true, 23 | "**/*.jpeg":true, 24 | "**/*.png":true, 25 | "**/*.psd":true, 26 | "**/*.tga":true, 27 | "**/*.tif":true, 28 | "**/*.tiff":true, 29 | "**/*.3ds":true, 30 | "**/*.3DS":true, 31 | "**/*.fbx":true, 32 | "**/*.FBX":true, 33 | "**/*.lxo":true, 34 | "**/*.LXO":true, 35 | "**/*.ma":true, 36 | "**/*.MA":true, 37 | "**/*.obj":true, 38 | "**/*.OBJ":true, 39 | "**/*.asset":true, 40 | "**/*.cubemap":true, 41 | "**/*.flare":true, 42 | "**/*.mat":true, 43 | "**/*.meta":true, 44 | "**/*.prefab":true, 45 | "**/*.unity":true, 46 | "build/":true, 47 | "Build/":true, 48 | "Library/":true, 49 | "library/":true, 50 | "obj/":true, 51 | "Obj/":true, 52 | "ProjectSettings/":true, 53 | "temp/":true, 54 | "Temp/":true 55 | } 56 | } -------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | 2 | Copyright 2020, Gregg Tavares. 3 | All rights reserved. 4 | 5 | Redistribution and use in source and binary forms, with or without 6 | modification, are permitted provided that the following conditions are 7 | met: 8 | 9 | * Redistributions of source code must retain the above copyright 10 | notice, this list of conditions and the following disclaimer. 11 | 12 | * Redistributions in binary form must reproduce the above 13 | copyright notice, this list of conditions and the following 14 | disclaimer in the documentation and/or other materials provided 15 | with the distribution. 16 | 17 | * Neither the name of Gregg Tavares. nor the names of its 18 | contributors may be used to endorse or promote products derived 19 | from this software without specific prior written permission. 20 | 21 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 22 | "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 23 | LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 24 | A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 25 | OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 26 | SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 27 | LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 28 | DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 29 | THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 30 | (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 31 | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 32 | -------------------------------------------------------------------------------- /Assets/WebGLCopyAndPaste samples/Scripts/ManualClipboardHandler.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | using UnityEngine.UI; 6 | using TMPro; 7 | 8 | namespace WebGLCopyAndPaste.Samples 9 | { 10 | /// 11 | /// Handles using the clipboard with the methods of 12 | /// instead of automatically when the user presses a key combination. 13 | /// 14 | 15 | public class ManualClipboardHandler : MonoBehaviour 16 | { 17 | #region Parameters 18 | 19 | 20 | [SerializeField] TMP_InputField inputField = default; 21 | [SerializeField] Button copyButton = default; 22 | 23 | 24 | #endregion 25 | 26 | 27 | 28 | 29 | /// 30 | /// Implementation of "MonoBehaviour.Start". 31 | /// 32 | 33 | void Start() 34 | { 35 | copyButton.onClick.RemoveListener(OnCopyButtonClicked); 36 | copyButton.onClick.AddListener(OnCopyButtonClicked); 37 | } 38 | 39 | 40 | 41 | 42 | /// 43 | /// Implementation of "MonoBehaviour.OnDestroy". 44 | /// 45 | 46 | void OnDestroy() 47 | { 48 | copyButton.onClick.RemoveListener(OnCopyButtonClicked); 49 | } 50 | 51 | 52 | 53 | 54 | /// 55 | /// Handler for the click event of the copy button. 56 | /// 57 | 58 | void OnCopyButtonClicked() 59 | { 60 | WebGLCopyAndPasteAPI.CopyToClipboard(inputField.text); 61 | } 62 | } 63 | } 64 | -------------------------------------------------------------------------------- /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: 12 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: 4 13 | m_SpritePackerCacheSize: 10 14 | m_SpritePackerPaddingPower: 1 15 | m_Bc7TextureCompressor: 0 16 | m_EtcTextureCompressorBehavior: 1 17 | m_EtcTextureFastCompressor: 1 18 | m_EtcTextureNormalCompressor: 2 19 | m_EtcTextureBestCompressor: 4 20 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp;asmref 21 | m_ProjectGenerationRootNamespace: WebGLCopyAndPaste 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-------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro.cginc: -------------------------------------------------------------------------------- 1 | float2 UnpackUV(float uv) 2 | { 3 | float2 output; 4 | output.x = floor(uv / 4096); 5 | output.y = uv - 4096 * output.x; 6 | 7 | return output * 0.001953125; 8 | } 9 | 10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) 11 | { 12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); 13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); 14 | 15 | faceColor.rgb *= faceColor.a; 16 | outlineColor.rgb *= outlineColor.a; 17 | 18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha); 19 | 20 | faceColor *= faceAlpha; 21 | 22 | return faceColor; 23 | } 24 | 25 | float3 GetSurfaceNormal(float4 h, float bias) 26 | { 27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); 28 | 29 | h += bias+_BevelOffset; 30 | 31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); 32 | 33 | // Track outline 34 | h -= .5; 35 | h /= bevelWidth; 36 | h = saturate(h+.5); 37 | 38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); 39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); 40 | h = min(h, 1.0-_BevelClamp); 41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0; 42 | 43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); 44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); 45 | 46 | return cross(va, vb); 47 | } 48 | 49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) 50 | { 51 | // Read "height field" 52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a, 53 | tex2D(_MainTex, uv + delta.xz).a, 54 | tex2D(_MainTex, uv - delta.zy).a, 55 | tex2D(_MainTex, uv + delta.zy).a}; 56 | 57 | return GetSurfaceNormal(h, bias); 58 | } 59 | 60 | float3 GetSpecular(float3 n, float3 l) 61 | { 62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity); 63 | return _SpecularColor.rgb * spec * _SpecularPower; 64 | } 65 | 66 | float4 GetGlowColor(float d, float scale) 67 | { 68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; 69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; 70 | glow = saturate(abs(glow/(1.0 + t))); 71 | glow = 1.0-pow(glow, _GlowPower); 72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel 73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); 74 | } 75 | 76 | float4 BlendARGB(float4 overlying, float4 underlying) 77 | { 78 | overlying.rgb *= overlying.a; 79 | underlying.rgb *= underlying.a; 80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); 81 | float alpha = underlying.a + (1-underlying.a)*overlying.a; 82 | return float4(blended, alpha); 83 | } 84 | 85 | -------------------------------------------------------------------------------- /Assets/WebGLCopyAndPaste samples/Scripts/PasswordFieldTextRevealer.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | using UnityEngine.UI; 6 | using TMPro; 7 | 8 | namespace WebGLCopyAndPaste.Samples 9 | { 10 | /// 11 | /// Add to a password input field to reveal its text in another label. 12 | /// 13 | 14 | public class PasswordFieldTextRevealer : MonoBehaviour 15 | { 16 | #region Parameters 17 | 18 | 19 | [SerializeField] TMP_Text labelToCopyPasswordTo = default; 20 | 21 | 22 | #endregion 23 | 24 | 25 | 26 | 27 | #region Private fields 28 | 29 | 30 | TMP_InputField textMeshProInputField; 31 | InputField legacyInputField; 32 | 33 | 34 | #endregion 35 | 36 | 37 | 38 | 39 | /// 40 | /// Implementation of "MonoBehaviour.Start". 41 | /// 42 | 43 | void Start() 44 | { 45 | labelToCopyPasswordTo.richText = true; 46 | labelToCopyPasswordTo.text = null; 47 | 48 | if (TryGetComponent(out textMeshProInputField)) 49 | { 50 | textMeshProInputField.onValueChanged.RemoveListener(OnInputFieldValueChanged); 51 | textMeshProInputField.onValueChanged.AddListener(OnInputFieldValueChanged); 52 | 53 | OnInputFieldValueChanged(textMeshProInputField.text); 54 | } 55 | else if (TryGetComponent(out legacyInputField)) 56 | { 57 | legacyInputField.onValueChanged.RemoveListener(OnInputFieldValueChanged); 58 | legacyInputField.onValueChanged.AddListener(OnInputFieldValueChanged); 59 | 60 | OnInputFieldValueChanged(legacyInputField.text); 61 | } 62 | } 63 | 64 | 65 | 66 | 67 | /// 68 | /// Implementation of "MonoBehaviour.OnDestroy". 69 | /// 70 | 71 | void OnDestroy() 72 | { 73 | if (textMeshProInputField != null) 74 | { 75 | textMeshProInputField.onValueChanged.RemoveListener(OnInputFieldValueChanged); 76 | } 77 | else if (legacyInputField != null) 78 | { 79 | legacyInputField.onValueChanged.RemoveListener(OnInputFieldValueChanged); 80 | } 81 | } 82 | 83 | 84 | 85 | 86 | /// 87 | /// Handler for the input field value changed event. 88 | /// 89 | /// The new text. 90 | 91 | void OnInputFieldValueChanged(string newText) 92 | { 93 | string message = "Password: "; 94 | 95 | if (string.IsNullOrEmpty(newText)) 96 | { 97 | message += "(empty)"; 98 | } 99 | else 100 | { 101 | message += $"\"{newText}\""; 102 | } 103 | 104 | labelToCopyPasswordTo.text = message; 105 | } 106 | } 107 | } 108 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 51 | 52 | // API Editable properties 53 | uniform float _ShaderFlags; 54 | uniform float _WeightNormal; 55 | uniform float _WeightBold; 56 | 57 | uniform float _ScaleRatioA; 58 | uniform float _ScaleRatioB; 59 | uniform float _ScaleRatioC; 60 | 61 | uniform float _VertexOffsetX; 62 | uniform float _VertexOffsetY; 63 | 64 | //uniform float _UseClipRect; 65 | uniform float _MaskID; 66 | uniform sampler2D _MaskTex; 67 | uniform float4 _MaskCoord; 68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) 69 | //uniform float _MaskWipeControl; 70 | //uniform float _MaskEdgeSoftness; 71 | //uniform fixed4 _MaskEdgeColor; 72 | //uniform bool _MaskInverse; 73 | 74 | uniform float _MaskSoftnessX; 75 | uniform float _MaskSoftnessY; 76 | 77 | // Font Atlas properties 78 | uniform sampler2D _MainTex; 79 | uniform float _TextureWidth; 80 | uniform float _TextureHeight; 81 | uniform float _GradientScale; 82 | uniform float _ScaleX; 83 | uniform float _ScaleY; 84 | uniform float _PerspectiveFilter; 85 | uniform float _Sharpness; 86 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _CullMode ("Cull Mode", Float) = 0 15 | _ColorMask ("Color Mask", Float) = 15 16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 17 | 18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 19 | } 20 | 21 | SubShader 22 | { 23 | Tags 24 | { 25 | "Queue"="Transparent" 26 | "IgnoreProjector"="True" 27 | "RenderType"="Transparent" 28 | "PreviewType"="Plane" 29 | "CanUseSpriteAtlas"="True" 30 | } 31 | 32 | Stencil 33 | { 34 | Ref [_Stencil] 35 | Comp [_StencilComp] 36 | Pass [_StencilOp] 37 | ReadMask [_StencilReadMask] 38 | WriteMask [_StencilWriteMask] 39 | } 40 | 41 | Cull [_CullMode] 42 | Lighting Off 43 | ZWrite Off 44 | ZTest [unity_GUIZTestMode] 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask [_ColorMask] 47 | 48 | Pass 49 | { 50 | Name "Default" 51 | CGPROGRAM 52 | #pragma vertex vert 53 | #pragma fragment frag 54 | #pragma target 2.0 55 | 56 | #include "UnityCG.cginc" 57 | #include "UnityUI.cginc" 58 | 59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 61 | 62 | struct appdata_t 63 | { 64 | float4 vertex : POSITION; 65 | float4 color : COLOR; 66 | float2 texcoord : TEXCOORD0; 67 | UNITY_VERTEX_INPUT_INSTANCE_ID 68 | }; 69 | 70 | struct v2f 71 | { 72 | float4 vertex : SV_POSITION; 73 | fixed4 color : COLOR; 74 | float2 texcoord : TEXCOORD0; 75 | float4 worldPosition : TEXCOORD1; 76 | UNITY_VERTEX_OUTPUT_STEREO 77 | }; 78 | 79 | sampler2D _MainTex; 80 | fixed4 _Color; 81 | fixed4 _TextureSampleAdd; 82 | float4 _ClipRect; 83 | float4 _MainTex_ST; 84 | 85 | v2f vert(appdata_t v) 86 | { 87 | v2f OUT; 88 | UNITY_SETUP_INSTANCE_ID(v); 89 | 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0 80 | - _StencilComp: 8 81 | - _StencilOp: 0 82 | - _StencilReadMask: 255 83 | - _StencilWriteMask: 255 84 | - _TextureHeight: 1024 85 | - _TextureWidth: 1024 86 | - _UnderlayDilate: 0 87 | - _UnderlayOffsetX: 0 88 | - _UnderlayOffsetY: 0 89 | - _UnderlaySoftness: 0 90 | - _VertexOffsetX: 0 91 | - _VertexOffsetY: 0 92 | - _WeightBold: 0.75 93 | - _WeightNormal: 0 94 | m_Colors: 95 | - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} 96 | - _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0} 97 | - _FaceColor: {r: 1, g: 1, b: 1, a: 1} 98 | - _GlowColor: {r: 0, g: 1, b: 0, a: 0.5} 99 | - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767} 100 | - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} 101 | - _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1} 102 | - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} 103 | - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} 104 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} 105 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat: -------------------------------------------------------------------------------- 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} 33 | m_Offset: {x: 0, y: 0} 34 | - _MainTex: 35 | m_Texture: {fileID: 28684132378477856, guid: 8f586378b4e144a9851e7b34d9b748ee, 36 | type: 2} 37 | m_Scale: {x: 1, y: 1} 38 | m_Offset: {x: 0, y: 0} 39 | - _OutlineTex: 40 | m_Texture: {fileID: 0} 41 | m_Scale: {x: 1, y: 1} 42 | m_Offset: {x: 0, y: 0} 43 | m_Floats: 44 | - _Ambient: 0.5 45 | - _Bevel: 0.5 46 | - _BevelClamp: 0 47 | - _BevelOffset: 0 48 | - _BevelRoundness: 0 49 | - _BevelWidth: 0 50 | - _BumpFace: 0 51 | - _BumpOutline: 0 52 | - _ColorMask: 15 53 | - _Diffuse: 0.5 54 | - _DiffusePower: 1 55 | - _FaceDilate: 0.1 56 | - _FaceUVSpeedX: 0 57 | - _FaceUVSpeedY: 0 58 | - _GlowInner: 0.05 59 | - _GlowOffset: 0 60 | - _GlowOuter: 0.05 61 | - _GlowPower: 0.75 62 | - _GradientScale: 10 63 | - _LightAngle: 3.1416 64 | - _MaskSoftnessX: 0 65 | - _MaskSoftnessY: 0 66 | - _OutlineSoftness: 0 67 | - _OutlineUVSpeedX: 0 68 | - _OutlineUVSpeedY: 0 69 | - _OutlineWidth: 0.1 70 | - _PerspectiveFilter: 0.875 71 | - _Reflectivity: 10 72 | - _ScaleRatioA: 0.9 73 | - _ScaleRatioB: 0.73125 74 | - _ScaleRatioC: 0.64125 75 | - _ScaleX: 1 76 | - _ScaleY: 1 77 | - _ShaderFlags: 0 78 | - _Sharpness: 0 79 | - _SpecularPower: 2 80 | - _Stencil: 0 81 | - _StencilComp: 8 82 | - _StencilOp: 0 83 | - _StencilReadMask: 255 84 | - _StencilWriteMask: 255 85 | - _TextureHeight: 1024 86 | - _TextureWidth: 1024 87 | - _UnderlayDilate: 0 88 | - _UnderlayOffsetX: 0.5 89 | - _UnderlayOffsetY: -0.5 90 | - _UnderlaySoftness: 0.05 91 | - _VertexOffsetX: 0 92 | - _VertexOffsetY: 0 93 | - _WeightBold: 0.75 94 | - _WeightNormal: 0 95 | m_Colors: 96 | - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} 97 | - _Color: {r: 1, g: 1, b: 1, a: 1} 98 | - _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0} 99 | - _FaceColor: {r: 1, g: 1, b: 1, a: 1} 100 | - _GlowColor: {r: 0, g: 1, b: 0, a: 0.5} 101 | - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767} 102 | - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} 103 | - _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1} 104 | - _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/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 | -------------------------------------------------------------------------------- /ProjectSettings/SceneTemplateSettings.json: -------------------------------------------------------------------------------- 1 | { 2 | "templatePinStates": [], 3 | "dependencyTypeInfos": [ 4 | { 5 | "userAdded": false, 6 | "type": "UnityEngine.AnimationClip", 7 | "defaultInstantiationMode": 0 8 | }, 9 | { 10 | "userAdded": false, 11 | "type": "UnityEditor.Animations.AnimatorController", 12 | "defaultInstantiationMode": 0 13 | }, 14 | { 15 | "userAdded": false, 16 | "type": "UnityEngine.AnimatorOverrideController", 17 | "defaultInstantiationMode": 0 18 | }, 19 | { 20 | "userAdded": false, 21 | "type": "UnityEditor.Audio.AudioMixerController", 22 | "defaultInstantiationMode": 0 23 | }, 24 | { 25 | "userAdded": false, 26 | "type": "UnityEngine.ComputeShader", 27 | "defaultInstantiationMode": 1 28 | }, 29 | { 30 | "userAdded": false, 31 | "type": "UnityEngine.Cubemap", 32 | "defaultInstantiationMode": 0 33 | }, 34 | { 35 | "userAdded": false, 36 | "type": "UnityEngine.GameObject", 37 | "defaultInstantiationMode": 0 38 | }, 39 | { 40 | "userAdded": false, 41 | "type": "UnityEditor.LightingDataAsset", 42 | "defaultInstantiationMode": 0 43 | }, 44 | { 45 | "userAdded": false, 46 | "type": "UnityEngine.LightingSettings", 47 | "defaultInstantiationMode": 0 48 | }, 49 | { 50 | "userAdded": false, 51 | "type": "UnityEngine.Material", 52 | "defaultInstantiationMode": 0 53 | }, 54 | { 55 | "userAdded": false, 56 | "type": "UnityEditor.MonoScript", 57 | "defaultInstantiationMode": 1 58 | }, 59 | { 60 | "userAdded": false, 61 | "type": "UnityEngine.PhysicMaterial", 62 | "defaultInstantiationMode": 0 63 | }, 64 | { 65 | "userAdded": false, 66 | "type": "UnityEngine.PhysicsMaterial2D", 67 | "defaultInstantiationMode": 0 68 | }, 69 | { 70 | "userAdded": false, 71 | "type": "UnityEngine.Rendering.PostProcessing.PostProcessProfile", 72 | "defaultInstantiationMode": 0 73 | }, 74 | { 75 | "userAdded": false, 76 | "type": "UnityEngine.Rendering.PostProcessing.PostProcessResources", 77 | "defaultInstantiationMode": 0 78 | }, 79 | { 80 | "userAdded": false, 81 | "type": "UnityEngine.Rendering.VolumeProfile", 82 | "defaultInstantiationMode": 0 83 | }, 84 | { 85 | "userAdded": false, 86 | "type": "UnityEditor.SceneAsset", 87 | "defaultInstantiationMode": 1 88 | }, 89 | { 90 | "userAdded": false, 91 | "type": "UnityEngine.Shader", 92 | "defaultInstantiationMode": 1 93 | }, 94 | { 95 | "userAdded": false, 96 | "type": "UnityEngine.ShaderVariantCollection", 97 | "defaultInstantiationMode": 1 98 | }, 99 | { 100 | "userAdded": false, 101 | "type": "UnityEngine.Texture", 102 | "defaultInstantiationMode": 0 103 | }, 104 | { 105 | "userAdded": false, 106 | "type": "UnityEngine.Texture2D", 107 | "defaultInstantiationMode": 0 108 | }, 109 | { 110 | "userAdded": false, 111 | "type": "UnityEngine.Timeline.TimelineAsset", 112 | "defaultInstantiationMode": 0 113 | } 114 | ], 115 | "defaultDependencyTypeInfo": { 116 | "userAdded": false, 117 | "type": "", 118 | "defaultInstantiationMode": 1 119 | }, 120 | "newSceneOverride": 0 121 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity WebGL Copy and Paste 2 | 3 | For some reason Unity decided not to support copy and paste in WebGL. 4 | Here is an attempt to add it back in. No promises that it's perfect 😅 5 | 6 | ![screenshot](https://user-images.githubusercontent.com/234804/85267132-caa04900-b4af-11ea-821f-921cb7f02f34.gif) 7 | 8 | At the moment there is only support for [`InputField`](https://docs.unity3d.com/2019.1/Documentation/Manual/script-InputField.html) and 9 | [`TMPro.TMP_InputField`](https://docs.unity3d.com/Packages/com.unity.textmeshpro@2.1/api/TMPro.TMP_InputField.html). 10 | 11 | ## Instructions 12 | 13 | 1. Download and add in [this unity package](https://github.com/Trisibo/unity-webgl-copy-and-paste/releases/latest) into your project. 14 | 15 | 2. If you are using [`TMPro.TMP_InputField`](https://docs.unity3d.com/Packages/com.unity.textmeshpro@2.1/api/TMPro.TMP_InputField.html) then edit `Assets/WebGLCopyAndPaste/Scripts/WebGLCopyAndPaste.cs` 16 | and uncomment this line: 17 | 18 | ``` 19 | // #define WEBGL_COPY_AND_PASTE_SUPPORT_TEXTMESH_PRO 20 | ``` 21 | 22 | 3. Copying and pasting should work automatically when the user tries to copy/cut/paste from legacy and TextMesh Pro (if enabled) input fields. You can also copy text to the clipboard from script with `WebGLCopyAndPaste.WebGLCopyAndPasteAPI.CopyToClipboard(text)`. 23 | 24 | ## Alternatives 25 | 26 | This might be better?: https://github.com/kou-yeung/WebGLInput 27 | 28 | ## Browsers tested 29 | 30 | The plugin has been tested an confirmed working on: 31 | 32 | * Edge 120.0.2210.61 (Chromium) on Windows 10, Unity 2022.3.10, 2021.3.25 and 2020.3.18. 33 | * Firefox 120.0.1 to 134.0.2 on Windows 10, Unity 6.0.34, 2022.3.22, 2022.3.10, 2021.3.25, 2020.3.18. 34 | * Safari 16.6 on macOS Ventura 13.6, Unity 2022.3.10. 35 | * Chrome 118.0.5993.70 on macOS Ventura 13.6, Unity 2022.3.10. 36 | * Firefox 120.0.1 on macOS Ventura 13.6, Unity 2022.3.10. 37 | 38 | ## Issues 39 | 40 | * Non Alphabetic characters: 41 | 42 | See [this thread](https://forum.unity.com/threads/japanese-hiragana-characters-dont-work-in-webgl.356097/). 43 | You apparently need to include the fonts in your Unity project. 44 | 45 | * Ctrl-A/⌘-A selects other HTML on the page: 46 | 47 | 1. Make your own [WebGL template](https://docs.unity3d.com/Manual/webgl-templates.html) that doesn't have 48 | anything to select. Maybe [this one](https://github.com/greggman/better-unity-webgl-template) though I 49 | didn't try it. 50 | 51 | 2. Make your own [WebGL template](https://docs.unity3d.com/Manual/webgl-templates.html) and 52 | use [`user-select: none;`](https://developer.mozilla.org/en-US/docs/Web/CSS/user-select) in your CSS 53 | to make whatever parts of the page you want to prevent from being selected. 54 | 55 | ## Changelog 56 | 57 | * 1.0.1 58 | * Fixed `CopyToClipboard` not working in insecure pages (non-https), or iframes without clipboard permissions, now it should work in most situations (as long as the obsolete JavaScript workaround is not removed from browsers). 59 | 60 | * 1.0.0 61 | * Added public `CopyToClipboard` method. 62 | * The `WebGLCopyAndPasteAPI` class is now in the `WebGLCopyAndPaste` namespace. 63 | * The `WebGLCopyAndPasteAPI` class won't be added (empty) to non-WebGL builds anymore. 64 | * Improved the sample, and moved it out of the plugin itself. 65 | 66 | * 0.4.0 67 | * Made the plugin work when the "WebAssembly.Table" build option is enabled. 68 | 69 | * 0.3.0 70 | * Added `Preserve` attribute to `WebGLCopyAndPasteAPI` class, and `AlwaysLinkAssembly` to the assembly, so Unity doesn't strip the code if the plugin is moved to a package. 71 | 72 | * 0.2.1 73 | * Fixed paste not working on some browsers. 74 | * Fixed labels not being visually updated on some browsers. 75 | * Fixed potential null reference exception when `EventSystem.current` is null. 76 | * Substituted deprecated JavaScript `Window.event`. 77 | 78 | * 0.2.0 79 | * Fixes for Unity 2021.2. 80 | 81 | * 0.1.0 82 | * Removed the need for MonoBehaviours. 83 | * Replaced messages with proper callbacks. 84 | * Fixed data storing in `window`. 85 | 86 | * 0.0.2 87 | * Support cut. 88 | * Support Safari. 89 | 90 | * 0.0.1 91 | * Initial Release. 92 | 93 | ## License: BSD-3-Clause 94 | -------------------------------------------------------------------------------- /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": 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"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 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PSP2: 2 184 | Stadia: 5 185 | Standalone: 5 186 | Tizen: 2 187 | WebGL: 3 188 | WiiU: 5 189 | Windows Store Apps: 5 190 | XboxOne: 5 191 | iPhone: 2 192 | tvOS: 2 193 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /ProjectSettings/InputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!13 &1 4 | InputManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Axes: 8 | - serializedVersion: 3 9 | m_Name: Horizontal 10 | descriptiveName: 11 | descriptiveNegativeName: 12 | negativeButton: left 13 | positiveButton: right 14 | altNegativeButton: a 15 | altPositiveButton: d 16 | gravity: 3 17 | dead: 0.001 18 | sensitivity: 3 19 | snap: 1 20 | invert: 0 21 | type: 0 22 | axis: 0 23 | joyNum: 0 24 | - serializedVersion: 3 25 | m_Name: Vertical 26 | descriptiveName: 27 | descriptiveNegativeName: 28 | negativeButton: down 29 | positiveButton: up 30 | altNegativeButton: s 31 | altPositiveButton: w 32 | gravity: 3 33 | dead: 0.001 34 | sensitivity: 3 35 | snap: 1 36 | invert: 0 37 | type: 0 38 | axis: 0 39 | joyNum: 0 40 | - serializedVersion: 3 41 | m_Name: Fire1 42 | descriptiveName: 43 | descriptiveNegativeName: 44 | negativeButton: 45 | positiveButton: left ctrl 46 | altNegativeButton: 47 | altPositiveButton: mouse 0 48 | gravity: 1000 49 | dead: 0.001 50 | sensitivity: 1000 51 | snap: 0 52 | invert: 0 53 | type: 0 54 | axis: 0 55 | joyNum: 0 56 | - serializedVersion: 3 57 | m_Name: Fire2 58 | descriptiveName: 59 | descriptiveNegativeName: 60 | negativeButton: 61 | positiveButton: left alt 62 | altNegativeButton: 63 | altPositiveButton: mouse 1 64 | gravity: 1000 65 | dead: 0.001 66 | sensitivity: 1000 67 | snap: 0 68 | invert: 0 69 | type: 0 70 | axis: 0 71 | joyNum: 0 72 | - serializedVersion: 3 73 | m_Name: Fire3 74 | descriptiveName: 75 | descriptiveNegativeName: 76 | negativeButton: 77 | positiveButton: left shift 78 | altNegativeButton: 79 | altPositiveButton: mouse 2 80 | gravity: 1000 81 | dead: 0.001 82 | sensitivity: 1000 83 | snap: 0 84 | invert: 0 85 | type: 0 86 | axis: 0 87 | joyNum: 0 88 | - serializedVersion: 3 89 | m_Name: Jump 90 | descriptiveName: 91 | descriptiveNegativeName: 92 | negativeButton: 93 | positiveButton: space 94 | altNegativeButton: 95 | altPositiveButton: 96 | gravity: 1000 97 | dead: 0.001 98 | sensitivity: 1000 99 | snap: 0 100 | invert: 0 101 | type: 0 102 | axis: 0 103 | joyNum: 0 104 | - serializedVersion: 3 105 | m_Name: Mouse X 106 | descriptiveName: 107 | descriptiveNegativeName: 108 | negativeButton: 109 | positiveButton: 110 | altNegativeButton: 111 | altPositiveButton: 112 | gravity: 0 113 | dead: 0 114 | sensitivity: 0.1 115 | snap: 0 116 | invert: 0 117 | type: 1 118 | axis: 0 119 | joyNum: 0 120 | - serializedVersion: 3 121 | m_Name: Mouse Y 122 | descriptiveName: 123 | descriptiveNegativeName: 124 | negativeButton: 125 | positiveButton: 126 | altNegativeButton: 127 | altPositiveButton: 128 | gravity: 0 129 | dead: 0 130 | sensitivity: 0.1 131 | snap: 0 132 | invert: 0 133 | type: 1 134 | axis: 1 135 | joyNum: 0 136 | - serializedVersion: 3 137 | m_Name: Mouse ScrollWheel 138 | descriptiveName: 139 | descriptiveNegativeName: 140 | negativeButton: 141 | positiveButton: 142 | altNegativeButton: 143 | altPositiveButton: 144 | gravity: 0 145 | dead: 0 146 | sensitivity: 0.1 147 | snap: 0 148 | invert: 0 149 | type: 1 150 | axis: 2 151 | joyNum: 0 152 | - serializedVersion: 3 153 | m_Name: Horizontal 154 | descriptiveName: 155 | descriptiveNegativeName: 156 | negativeButton: 157 | positiveButton: 158 | altNegativeButton: 159 | altPositiveButton: 160 | gravity: 0 161 | dead: 0.19 162 | sensitivity: 1 163 | snap: 0 164 | invert: 0 165 | type: 2 166 | axis: 0 167 | joyNum: 0 168 | - serializedVersion: 3 169 | m_Name: Vertical 170 | descriptiveName: 171 | descriptiveNegativeName: 172 | negativeButton: 173 | positiveButton: 174 | altNegativeButton: 175 | altPositiveButton: 176 | gravity: 0 177 | dead: 0.19 178 | sensitivity: 1 179 | snap: 0 180 | invert: 1 181 | type: 2 182 | axis: 1 183 | joyNum: 0 184 | - serializedVersion: 3 185 | m_Name: Fire1 186 | descriptiveName: 187 | descriptiveNegativeName: 188 | negativeButton: 189 | positiveButton: joystick button 0 190 | altNegativeButton: 191 | altPositiveButton: 192 | gravity: 1000 193 | dead: 0.001 194 | sensitivity: 1000 195 | snap: 0 196 | invert: 0 197 | type: 0 198 | axis: 0 199 | joyNum: 0 200 | - serializedVersion: 3 201 | m_Name: Fire2 202 | descriptiveName: 203 | descriptiveNegativeName: 204 | negativeButton: 205 | positiveButton: joystick button 1 206 | altNegativeButton: 207 | altPositiveButton: 208 | gravity: 1000 209 | dead: 0.001 210 | sensitivity: 1000 211 | snap: 0 212 | invert: 0 213 | type: 0 214 | axis: 0 215 | joyNum: 0 216 | - serializedVersion: 3 217 | m_Name: Fire3 218 | descriptiveName: 219 | descriptiveNegativeName: 220 | negativeButton: 221 | positiveButton: joystick button 2 222 | altNegativeButton: 223 | altPositiveButton: 224 | gravity: 1000 225 | dead: 0.001 226 | sensitivity: 1000 227 | snap: 0 228 | invert: 0 229 | type: 0 230 | axis: 0 231 | joyNum: 0 232 | - serializedVersion: 3 233 | m_Name: Jump 234 | descriptiveName: 235 | descriptiveNegativeName: 236 | negativeButton: 237 | positiveButton: joystick button 3 238 | altNegativeButton: 239 | altPositiveButton: 240 | gravity: 1000 241 | dead: 0.001 242 | sensitivity: 1000 243 | snap: 0 244 | invert: 0 245 | type: 0 246 | axis: 0 247 | joyNum: 0 248 | - serializedVersion: 3 249 | m_Name: Submit 250 | descriptiveName: 251 | descriptiveNegativeName: 252 | negativeButton: 253 | positiveButton: return 254 | altNegativeButton: 255 | altPositiveButton: joystick button 0 256 | gravity: 1000 257 | dead: 0.001 258 | sensitivity: 1000 259 | snap: 0 260 | invert: 0 261 | type: 0 262 | axis: 0 263 | joyNum: 0 264 | - serializedVersion: 3 265 | m_Name: Submit 266 | descriptiveName: 267 | descriptiveNegativeName: 268 | negativeButton: 269 | positiveButton: enter 270 | altNegativeButton: 271 | altPositiveButton: space 272 | gravity: 1000 273 | dead: 0.001 274 | sensitivity: 1000 275 | snap: 0 276 | invert: 0 277 | type: 0 278 | axis: 0 279 | joyNum: 0 280 | - serializedVersion: 3 281 | m_Name: Cancel 282 | descriptiveName: 283 | descriptiveNegativeName: 284 | negativeButton: 285 | positiveButton: escape 286 | altNegativeButton: 287 | altPositiveButton: joystick button 1 288 | gravity: 1000 289 | dead: 0.001 290 | sensitivity: 1000 291 | snap: 0 292 | invert: 0 293 | type: 0 294 | axis: 0 295 | joyNum: 0 296 | -------------------------------------------------------------------------------- /Assets/WebGLCopyAndPaste/Plugins/WebGLCopyAndPaste.jslib: -------------------------------------------------------------------------------- 1 | /* 2 | * Copyright 2020, Gregg Tavares. 3 | * All rights reserved. 4 | * 5 | * Redistribution and use in source and binary forms, with or without 6 | * modification, are permitted provided that the following conditions are 7 | * met: 8 | * 9 | * * Redistributions of source code must retain the above copyright 10 | * notice, this list of conditions and the following disclaimer. 11 | * * Redistributions in binary form must reproduce the above 12 | * copyright notice, this list of conditions and the following disclaimer 13 | * in the documentation and/or other materials provided with the 14 | * distribution. 15 | * * Neither the name of Gregg Tavares. nor the names of its 16 | * contributors may be used to endorse or promote products derived from 17 | * this software without specific prior written permission. 18 | * 19 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 20 | * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 21 | * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 22 | * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 23 | * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 24 | * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 25 | * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 26 | * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 27 | * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 28 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 29 | * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 30 | */ 31 | var WebGLCopyAndPaste = { 32 | $WebGLCopyAndPaste: {}, 33 | 34 | initWebGLCopyAndPaste__postset: '_initWebGLCopyAndPaste();', 35 | 36 | initWebGLCopyAndPaste: function () { 37 | // for some reason only on Safari does Unity call 38 | // preventDefault so let's prevent preventDefault 39 | // so the browser will generate copy and paste events 40 | window.addEventListener = function (origFn) { 41 | function noop() { 42 | } 43 | 44 | // I hope c,x,v are universal 45 | const keys = {'c': true, 'x': true, 'v': true}; 46 | 47 | // Emscripten doesn't support the spread operator or at 48 | // least the one used by Unity 2019.4.1 49 | return function (name, fn) { 50 | const args = Array.prototype.slice.call(arguments); 51 | if (name !== 'keypress') { 52 | return origFn.apply(this, args); 53 | } 54 | args[1] = function (event) { 55 | const hArgs = Array.prototype.slice.call(arguments); 56 | if (keys[event.key.toLowerCase()] && 57 | ((event.metaKey ? 1 : 0) + (event.ctrlKey ? 1 : 0)) === 1) { 58 | event.preventDefault = noop; 59 | } 60 | return fn.apply(this, hArgs); 61 | }; 62 | return origFn.apply(this, args); 63 | }; 64 | }(window.addEventListener); 65 | 66 | _initWebGLCopyAndPaste = function (cutCopyFuncPtr, pasteFuncPtr) { 67 | 68 | function sendStringCallback (callback, str) { 69 | var bufferSize = lengthBytesUTF8(str) + 1; 70 | var buffer = _malloc(bufferSize); 71 | stringToUTF8(str, buffer, bufferSize); 72 | if (typeof Module !== "undefined" && typeof Module.dynCall_vi !== "undefined") { 73 | Module.dynCall_vi(callback, buffer); 74 | } else if (typeof Runtime !== "undefined" && typeof Runtime.dynCall !== "undefined") { 75 | Runtime.dynCall('vi', callback, [buffer]); 76 | } else if (typeof getWasmTableEntry !== "undefined") { 77 | getWasmTableEntry(callback)(buffer); 78 | } else { 79 | throw new Error("[WebGLCopyAndPaste]: Couldn't find 'Module.dynCall_vi', 'Runtime.dynCall' or 'getWasmTableEntry'"); 80 | } 81 | } 82 | 83 | WebGLCopyAndPaste.data = 84 | WebGLCopyAndPaste.data || { 85 | initialized: false, 86 | cutCopyFunc: cutCopyFuncPtr, 87 | pasteFunc: pasteFuncPtr, 88 | }; 89 | const g = WebGLCopyAndPaste.data; 90 | 91 | if (!g.initialized) { 92 | window.addEventListener('cut', function (e) { 93 | e.preventDefault(); 94 | sendStringCallback(g.cutCopyFunc, 'x'); 95 | e.clipboardData.setData('text/plain', g.clipboardStr); 96 | }); 97 | window.addEventListener('copy', function (e) { 98 | e.preventDefault(); 99 | sendStringCallback(g.cutCopyFunc, 'c'); 100 | e.clipboardData.setData('text/plain', g.clipboardStr); 101 | }); 102 | window.addEventListener('paste', function (e) { 103 | const str = e.clipboardData.getData('text'); 104 | sendStringCallback(g.pasteFunc, str); 105 | }); 106 | } 107 | }; 108 | }, 109 | 110 | 111 | passCopyToBrowser: function (stringPtr) { 112 | var fn = typeof UTF8ToString === 'function' ? UTF8ToString : Pointer_stringify; 113 | WebGLCopyAndPaste.data.clipboardStr = fn(stringPtr); 114 | }, 115 | 116 | 117 | copyTextToClipboard: function (stringPtr) { 118 | var fn = typeof UTF8ToString === 'function' ? UTF8ToString : Pointer_stringify; 119 | var textToCopy = fn(stringPtr); 120 | 121 | tryCopyWithClipboardAPI(() => tryCopyWithExecCommand(() => console.error("[WebGLCopyAndPaste]: Couldn't find a way to copy text manually"))); 122 | 123 | // Tries to use "navigator.clipboard" if it exists and it's a secure context, 124 | // as it doesn't work if we are not in "https" pages. 125 | function tryCopyWithClipboardAPI(onFailure) { 126 | if (navigator.clipboard === undefined || !window.isSecureContext) { 127 | onFailure(); 128 | return; 129 | } 130 | 131 | navigator.clipboard.writeText(textToCopy) 132 | .catch(error => onFailure()); 133 | } 134 | 135 | // Tries to use "document.execCommand('copy')", which is obsolete but usually still works. 136 | // We create a text area to copy the text to and select from it, then we remove it. 137 | function tryCopyWithExecCommand(onFailure) { 138 | if (document.execCommand === undefined) { 139 | onFailure(); 140 | return; 141 | } 142 | 143 | const prevActiveElement = document.activeElement; 144 | 145 | const textArea = document.createElement("textarea"); 146 | textArea.value = textToCopy; 147 | textArea.style.position = "fixed"; 148 | textArea.style.width = 1; 149 | textArea.style.height = 1; 150 | textArea.style.opacity = 0; 151 | document.body.appendChild(textArea); 152 | 153 | // Trying to copy immediately after selecting doesn't seem to work on all browsers, 154 | // so we do it from the "onselect" event, which seems to work fine everywhere. 155 | textArea.onselect = () => { 156 | try { 157 | document.execCommand("copy"); 158 | } catch (error) { 159 | onFailure(); 160 | } 161 | finally { 162 | prevActiveElement.focus({ preventScroll: true }); 163 | textArea.remove(); 164 | } 165 | }; 166 | 167 | textArea.focus({ preventScroll: true }); 168 | textArea.select(); 169 | } 170 | }, 171 | 172 | 173 | copyTextToClipboardWithExecCommand: function (text) { 174 | }, 175 | }; 176 | 177 | autoAddDeps(WebGLCopyAndPaste, '$WebGLCopyAndPaste'); 178 | mergeInto(LibraryManager.library, WebGLCopyAndPaste); 179 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.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 Overlay" { 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 | 46 | _StencilComp ("Stencil Comparison", Float) = 8 47 | _Stencil ("Stencil ID", Float) = 0 48 | _StencilOp ("Stencil Operation", Float) = 0 49 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 50 | _StencilReadMask ("Stencil Read Mask", Float) = 255 51 | 52 | _CullMode ("Cull Mode", Float) = 0 53 | _ColorMask ("Color Mask", Float) = 15 54 | } 55 | 56 | SubShader { 57 | Tags 58 | { 59 | "Queue"="Overlay" 60 | "IgnoreProjector"="True" 61 | "RenderType"="Transparent" 62 | } 63 | 64 | 65 | Stencil 66 | { 67 | Ref [_Stencil] 68 | Comp [_StencilComp] 69 | Pass [_StencilOp] 70 | ReadMask [_StencilReadMask] 71 | WriteMask [_StencilWriteMask] 72 | } 73 | 74 | Cull [_CullMode] 75 | ZWrite Off 76 | Lighting Off 77 | Fog { Mode Off } 78 | ZTest Always 79 | Blend One OneMinusSrcAlpha 80 | ColorMask [_ColorMask] 81 | 82 | Pass { 83 | CGPROGRAM 84 | #pragma vertex VertShader 85 | #pragma fragment PixShader 86 | #pragma shader_feature __ OUTLINE_ON 87 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 88 | 89 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 90 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 91 | 92 | #include "UnityCG.cginc" 93 | #include "UnityUI.cginc" 94 | #include "TMPro_Properties.cginc" 95 | 96 | struct vertex_t { 97 | UNITY_VERTEX_INPUT_INSTANCE_ID 98 | float4 vertex : POSITION; 99 | float3 normal : NORMAL; 100 | fixed4 color : COLOR; 101 | float2 texcoord0 : TEXCOORD0; 102 | float2 texcoord1 : TEXCOORD1; 103 | }; 104 | 105 | struct pixel_t { 106 | UNITY_VERTEX_INPUT_INSTANCE_ID 107 | UNITY_VERTEX_OUTPUT_STEREO 108 | float4 vertex : SV_POSITION; 109 | fixed4 faceColor : COLOR; 110 | fixed4 outlineColor : COLOR1; 111 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 112 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 113 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 114 | #if (UNDERLAY_ON | UNDERLAY_INNER) 115 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 116 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 117 | #endif 118 | }; 119 | 120 | 121 | pixel_t VertShader(vertex_t input) 122 | { 123 | pixel_t output; 124 | 125 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 126 | UNITY_SETUP_INSTANCE_ID(input); 127 | UNITY_TRANSFER_INSTANCE_ID(input, output); 128 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 129 | 130 | float bold = step(input.texcoord1.y, 0); 131 | 132 | float4 vert = input.vertex; 133 | vert.x += _VertexOffsetX; 134 | vert.y += _VertexOffsetY; 135 | float4 vPosition = UnityObjectToClipPos(vert); 136 | 137 | float2 pixelSize = vPosition.w; 138 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 139 | 140 | float scale = rsqrt(dot(pixelSize, pixelSize)); 141 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 142 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 143 | 144 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 145 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 146 | 147 | float layerScale = scale; 148 | 149 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 150 | float bias = (0.5 - weight) * scale - 0.5; 151 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 152 | 153 | float opacity = input.color.a; 154 | #if (UNDERLAY_ON | UNDERLAY_INNER) 155 | opacity = 1.0; 156 | #endif 157 | 158 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 159 | faceColor.rgb *= faceColor.a; 160 | 161 | fixed4 outlineColor = _OutlineColor; 162 | outlineColor.a *= opacity; 163 | outlineColor.rgb *= outlineColor.a; 164 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 165 | 166 | #if (UNDERLAY_ON | UNDERLAY_INNER) 167 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 168 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 169 | 170 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 171 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 172 | float2 layerOffset = float2(x, y); 173 | #endif 174 | 175 | // Generate UV for the Masking Texture 176 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 177 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 178 | 179 | // Populate structure for pixel shader 180 | output.vertex = vPosition; 181 | output.faceColor = faceColor; 182 | output.outlineColor = outlineColor; 183 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); 184 | output.param = half4(scale, bias - outline, bias + outline, bias); 185 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 186 | #if (UNDERLAY_ON || UNDERLAY_INNER) 187 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); 188 | output.underlayParam = half2(layerScale, layerBias); 189 | #endif 190 | 191 | return output; 192 | } 193 | 194 | 195 | // PIXEL SHADER 196 | fixed4 PixShader(pixel_t input) : SV_Target 197 | { 198 | UNITY_SETUP_INSTANCE_ID(input); 199 | 200 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 201 | half4 c = input.faceColor * saturate(d - input.param.w); 202 | 203 | #ifdef OUTLINE_ON 204 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 205 | c *= saturate(d - input.param.y); 206 | #endif 207 | 208 | #if UNDERLAY_ON 209 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 210 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 211 | #endif 212 | 213 | #if UNDERLAY_INNER 214 | half sd = saturate(d - input.param.z); 215 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 216 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 217 | #endif 218 | 219 | // Alternative implementation to UnityGet2DClipping with support for softness. 220 | #if UNITY_UI_CLIP_RECT 221 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 222 | c *= m.x * m.y; 223 | #endif 224 | 225 | #if (UNDERLAY_ON | UNDERLAY_INNER) 226 | c *= input.texcoord1.z; 227 | #endif 228 | 229 | #if UNITY_UI_ALPHACLIP 230 | clip(c.a - 0.001); 231 | #endif 232 | 233 | return c; 234 | } 235 | ENDCG 236 | } 237 | } 238 | 239 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 240 | } 241 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.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" { 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 | 46 | _StencilComp ("Stencil Comparison", Float) = 8 47 | _Stencil ("Stencil ID", Float) = 0 48 | _StencilOp ("Stencil Operation", Float) = 0 49 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 50 | _StencilReadMask ("Stencil Read Mask", Float) = 255 51 | 52 | _CullMode ("Cull Mode", Float) = 0 53 | _ColorMask ("Color Mask", Float) = 15 54 | } 55 | 56 | SubShader { 57 | Tags 58 | { 59 | "Queue"="Transparent" 60 | "IgnoreProjector"="True" 61 | "RenderType"="Transparent" 62 | } 63 | 64 | 65 | Stencil 66 | { 67 | Ref [_Stencil] 68 | Comp [_StencilComp] 69 | Pass [_StencilOp] 70 | ReadMask [_StencilReadMask] 71 | WriteMask [_StencilWriteMask] 72 | } 73 | 74 | Cull [_CullMode] 75 | ZWrite Off 76 | Lighting Off 77 | Fog { Mode Off } 78 | ZTest [unity_GUIZTestMode] 79 | Blend One OneMinusSrcAlpha 80 | ColorMask [_ColorMask] 81 | 82 | Pass { 83 | CGPROGRAM 84 | #pragma vertex VertShader 85 | #pragma fragment PixShader 86 | #pragma shader_feature __ OUTLINE_ON 87 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 88 | 89 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 90 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 91 | 92 | #include "UnityCG.cginc" 93 | #include "UnityUI.cginc" 94 | #include "TMPro_Properties.cginc" 95 | 96 | struct vertex_t { 97 | UNITY_VERTEX_INPUT_INSTANCE_ID 98 | float4 vertex : POSITION; 99 | float3 normal : NORMAL; 100 | fixed4 color : COLOR; 101 | float2 texcoord0 : TEXCOORD0; 102 | float2 texcoord1 : TEXCOORD1; 103 | }; 104 | 105 | struct pixel_t { 106 | UNITY_VERTEX_INPUT_INSTANCE_ID 107 | UNITY_VERTEX_OUTPUT_STEREO 108 | float4 vertex : SV_POSITION; 109 | fixed4 faceColor : COLOR; 110 | fixed4 outlineColor : COLOR1; 111 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 112 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 113 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 114 | #if (UNDERLAY_ON | UNDERLAY_INNER) 115 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 116 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 117 | #endif 118 | }; 119 | 120 | 121 | pixel_t VertShader(vertex_t input) 122 | { 123 | pixel_t output; 124 | 125 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 126 | UNITY_SETUP_INSTANCE_ID(input); 127 | UNITY_TRANSFER_INSTANCE_ID(input, output); 128 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 129 | 130 | float bold = step(input.texcoord1.y, 0); 131 | 132 | float4 vert = input.vertex; 133 | vert.x += _VertexOffsetX; 134 | vert.y += _VertexOffsetY; 135 | float4 vPosition = UnityObjectToClipPos(vert); 136 | 137 | float2 pixelSize = vPosition.w; 138 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 139 | 140 | float scale = rsqrt(dot(pixelSize, pixelSize)); 141 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 142 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 143 | 144 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 145 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 146 | 147 | float layerScale = scale; 148 | 149 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 150 | float bias = (0.5 - weight) * scale - 0.5; 151 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 152 | 153 | float opacity = input.color.a; 154 | #if (UNDERLAY_ON | UNDERLAY_INNER) 155 | opacity = 1.0; 156 | #endif 157 | 158 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 159 | faceColor.rgb *= faceColor.a; 160 | 161 | fixed4 outlineColor = _OutlineColor; 162 | outlineColor.a *= opacity; 163 | outlineColor.rgb *= outlineColor.a; 164 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 165 | 166 | #if (UNDERLAY_ON | UNDERLAY_INNER) 167 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 168 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 169 | 170 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 171 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 172 | float2 layerOffset = float2(x, y); 173 | #endif 174 | 175 | // Generate UV for the Masking Texture 176 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 177 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 178 | 179 | // Populate structure for pixel shader 180 | output.vertex = vPosition; 181 | output.faceColor = faceColor; 182 | output.outlineColor = outlineColor; 183 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); 184 | output.param = half4(scale, bias - outline, bias + outline, bias); 185 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 186 | #if (UNDERLAY_ON || UNDERLAY_INNER) 187 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); 188 | output.underlayParam = half2(layerScale, layerBias); 189 | #endif 190 | 191 | return output; 192 | } 193 | 194 | 195 | // PIXEL SHADER 196 | fixed4 PixShader(pixel_t input) : SV_Target 197 | { 198 | UNITY_SETUP_INSTANCE_ID(input); 199 | 200 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 201 | half4 c = input.faceColor * saturate(d - input.param.w); 202 | 203 | #ifdef OUTLINE_ON 204 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 205 | c *= saturate(d - input.param.y); 206 | #endif 207 | 208 | #if UNDERLAY_ON 209 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 210 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 211 | #endif 212 | 213 | #if UNDERLAY_INNER 214 | half sd = saturate(d - input.param.z); 215 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 216 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 217 | #endif 218 | 219 | // Alternative implementation to UnityGet2DClipping with support for softness. 220 | #if UNITY_UI_CLIP_RECT 221 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 222 | c *= m.x * m.y; 223 | #endif 224 | 225 | #if (UNDERLAY_ON | UNDERLAY_INNER) 226 | c *= input.texcoord1.z; 227 | #endif 228 | 229 | #if UNITY_UI_ALPHACLIP 230 | clip(c.a - 0.001); 231 | #endif 232 | 233 | return c; 234 | } 235 | ENDCG 236 | } 237 | } 238 | 239 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 240 | } 241 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.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 - Masking" { 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 | { 64 | "Queue"="Transparent" 65 | "IgnoreProjector"="True" 66 | "RenderType"="Transparent" 67 | } 68 | 69 | 70 | Stencil 71 | { 72 | Ref [_Stencil] 73 | Comp [_StencilComp] 74 | Pass [_StencilOp] 75 | ReadMask [_StencilReadMask] 76 | WriteMask [_StencilWriteMask] 77 | } 78 | 79 | Cull [_CullMode] 80 | ZWrite Off 81 | Lighting Off 82 | Fog { Mode Off } 83 | ZTest [unity_GUIZTestMode] 84 | Blend One OneMinusSrcAlpha 85 | ColorMask [_ColorMask] 86 | 87 | Pass { 88 | CGPROGRAM 89 | #pragma vertex VertShader 90 | #pragma fragment PixShader 91 | #pragma shader_feature __ OUTLINE_ON 92 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 93 | 94 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 95 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 96 | 97 | 98 | #include "UnityCG.cginc" 99 | #include "UnityUI.cginc" 100 | #include "TMPro_Properties.cginc" 101 | 102 | struct vertex_t { 103 | float4 vertex : POSITION; 104 | float3 normal : NORMAL; 105 | fixed4 color : COLOR; 106 | float2 texcoord0 : TEXCOORD0; 107 | float2 texcoord1 : TEXCOORD1; 108 | }; 109 | 110 | struct pixel_t { 111 | float4 vertex : SV_POSITION; 112 | fixed4 faceColor : COLOR; 113 | fixed4 outlineColor : COLOR1; 114 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 115 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 116 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 117 | #if (UNDERLAY_ON | UNDERLAY_INNER) 118 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 119 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 120 | #endif 121 | }; 122 | 123 | float _MaskWipeControl; 124 | float _MaskEdgeSoftness; 125 | fixed4 _MaskEdgeColor; 126 | bool _MaskInverse; 127 | 128 | pixel_t VertShader(vertex_t input) 129 | { 130 | float bold = step(input.texcoord1.y, 0); 131 | 132 | float4 vert = input.vertex; 133 | vert.x += _VertexOffsetX; 134 | vert.y += _VertexOffsetY; 135 | float4 vPosition = UnityObjectToClipPos(vert); 136 | 137 | float2 pixelSize = vPosition.w; 138 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 139 | 140 | float scale = rsqrt(dot(pixelSize, pixelSize)); 141 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 142 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 143 | 144 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 145 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 146 | 147 | float layerScale = scale; 148 | 149 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 150 | float bias = (0.5 - weight) * scale - 0.5; 151 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 152 | 153 | float opacity = input.color.a; 154 | #if (UNDERLAY_ON | UNDERLAY_INNER) 155 | opacity = 1.0; 156 | #endif 157 | 158 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 159 | faceColor.rgb *= faceColor.a; 160 | 161 | fixed4 outlineColor = _OutlineColor; 162 | outlineColor.a *= opacity; 163 | outlineColor.rgb *= outlineColor.a; 164 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 165 | 166 | #if (UNDERLAY_ON | UNDERLAY_INNER) 167 | 168 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 169 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 170 | 171 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 172 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 173 | float2 layerOffset = float2(x, y); 174 | #endif 175 | 176 | // Generate UV for the Masking Texture 177 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 178 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 179 | 180 | // Structure for pixel shader 181 | pixel_t output = { 182 | vPosition, 183 | faceColor, 184 | outlineColor, 185 | float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), 186 | half4(scale, bias - outline, bias + outline, bias), 187 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), 188 | #if (UNDERLAY_ON | UNDERLAY_INNER) 189 | float4(input.texcoord0 + layerOffset, input.color.a, 0), 190 | half2(layerScale, layerBias), 191 | #endif 192 | }; 193 | 194 | return output; 195 | } 196 | 197 | 198 | // PIXEL SHADER 199 | fixed4 PixShader(pixel_t input) : SV_Target 200 | { 201 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 202 | half4 c = input.faceColor * saturate(d - input.param.w); 203 | 204 | #ifdef OUTLINE_ON 205 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 206 | c *= saturate(d - input.param.y); 207 | #endif 208 | 209 | #if UNDERLAY_ON 210 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 211 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 212 | #endif 213 | 214 | #if UNDERLAY_INNER 215 | half sd = saturate(d - input.param.z); 216 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 217 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 218 | #endif 219 | 220 | // Alternative implementation to UnityGet2DClipping with support for softness. 221 | //#if UNITY_UI_CLIP_RECT 222 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 223 | c *= m.x * m.y; 224 | //#endif 225 | 226 | float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); 227 | float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; 228 | a = saturate(t / _MaskEdgeSoftness); 229 | c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); 230 | c *= a; 231 | 232 | #if (UNDERLAY_ON | UNDERLAY_INNER) 233 | c *= input.texcoord1.z; 234 | #endif 235 | 236 | #if UNITY_UI_ALPHACLIP 237 | clip(c.a - 0.001); 238 | #endif 239 | 240 | return c; 241 | } 242 | ENDCG 243 | } 244 | } 245 | 246 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 247 | } 248 | -------------------------------------------------------------------------------- /Assets/WebGLCopyAndPaste/Scripts/WebGLCopyAndPaste.cs: -------------------------------------------------------------------------------- 1 | /* 2 | * Copyright 2020, Gregg Tavares. 3 | * All rights reserved. 4 | * 5 | * Redistribution and use in source and binary forms, with or without 6 | * modification, are permitted provided that the following conditions are 7 | * met: 8 | * 9 | * * Redistributions of source code must retain the above copyright 10 | * notice, this list of conditions and the following disclaimer. 11 | * * Redistributions in binary form must reproduce the above 12 | * copyright notice, this list of conditions and the following disclaimer 13 | * in the documentation and/or other materials provided with the 14 | * distribution. 15 | * * Neither the name of Gregg Tavares. nor the names of its 16 | * contributors may be used to endorse or promote products derived from 17 | * this software without specific prior written permission. 18 | * 19 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 20 | * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 21 | * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 22 | * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 23 | * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 24 | * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 25 | * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 26 | * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 27 | * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 28 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 29 | * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 30 | */ 31 | 32 | #if UNITY_WEBGL 33 | 34 | // To add support for TextMesh Pro input fields, 35 | // uncomment the following line or add its symbol to the build symbols: 36 | // #define WEBGL_COPY_AND_PASTE_SUPPORT_TEXTMESH_PRO 37 | 38 | using UnityEngine; 39 | using UnityEngine.EventSystems; 40 | using System.Runtime.InteropServices; 41 | using UnityEngine.Scripting; 42 | 43 | namespace WebGLCopyAndPaste 44 | { 45 | /// 46 | /// (Use only if "UNITY_WEBGL" is defined) 47 | /// Provides copy & paste functionality in WebGL builds. 48 | /// 49 | 50 | [Preserve] 51 | public static class WebGLCopyAndPasteAPI 52 | { 53 | #region Types 54 | 55 | 56 | delegate void StringCallback(string text); 57 | 58 | 59 | #endregion 60 | 61 | 62 | 63 | 64 | #region JavaScript methods 65 | 66 | 67 | [DllImport("__Internal")] 68 | private static extern void initWebGLCopyAndPaste(StringCallback cutCopyCallback, StringCallback pasteCallback); 69 | 70 | [DllImport("__Internal")] 71 | private static extern void passCopyToBrowser(string text); 72 | 73 | [DllImport("__Internal")] 74 | private static extern void copyTextToClipboard(string text); 75 | 76 | 77 | #endregion 78 | 79 | 80 | 81 | 82 | /// 83 | /// Performs initialization at runtime. 84 | /// 85 | 86 | [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)] 87 | private static void Initialize() 88 | { 89 | if (!Application.isEditor) 90 | { 91 | initWebGLCopyAndPaste(OnCutOrCopyRequested, OnPasteRequested); 92 | } 93 | } 94 | 95 | 96 | 97 | 98 | /// 99 | /// Copies the specified text to the clipboard. 100 | /// 101 | /// The text to copy. 102 | 103 | public static void CopyToClipboard(string text) 104 | { 105 | //TrisiboTODO: Add a way to know if it succeeded. 106 | 107 | if (!Application.isEditor) 108 | { 109 | copyTextToClipboard(text); 110 | } 111 | 112 | // This is needed even in a build to ensure "systemCopyBuffer" contains the copied text: 113 | GUIUtility.systemCopyBuffer = text; 114 | } 115 | 116 | 117 | 118 | 119 | /// 120 | /// Creates a keyboard event with the specified key plus the "Control" and "Command" keys pressed. 121 | /// 122 | /// The key to be pressed for the event. 123 | /// The event. 124 | 125 | private static Event CreateKeyboardEventWithControlAndCommandModifiers(string baseKey) 126 | { 127 | var keyboardEvent = Event.KeyboardEvent(baseKey); 128 | keyboardEvent.control = true; 129 | keyboardEvent.command = true; 130 | return keyboardEvent; 131 | } 132 | 133 | 134 | 135 | 136 | /// 137 | /// Sends and event with the specified key plus the "Control" and "Command" keys pressed 138 | /// to the input field of the currently selected , if any. 139 | /// 140 | /// The key to send. 141 | /// Whether to force the label of the input field to update. 142 | 143 | private static void SendKeyboardEventWithControlAndCommandModifiersToSelectedInputField(string baseKey, bool forceLabelUpdate = false) 144 | { 145 | var currentEventSystem = EventSystem.current; 146 | if (currentEventSystem == null) 147 | { 148 | return; 149 | } 150 | 151 | var currentObj = currentEventSystem.currentSelectedGameObject; 152 | if (currentObj == null) 153 | { 154 | return; 155 | } 156 | 157 | #if WEBGL_COPY_AND_PASTE_SUPPORT_TEXTMESH_PRO 158 | if (currentObj.TryGetComponent(out var tmproInputField)) 159 | { 160 | tmproInputField.ProcessEvent(CreateKeyboardEventWithControlAndCommandModifiers(baseKey)); 161 | if (forceLabelUpdate) 162 | { 163 | tmproInputField.ForceLabelUpdate(); 164 | } 165 | return; 166 | } 167 | #endif 168 | 169 | if (currentObj.TryGetComponent(out var legacyInputField)) 170 | { 171 | legacyInputField.ProcessEvent(CreateKeyboardEventWithControlAndCommandModifiers(baseKey)); 172 | if (forceLabelUpdate) 173 | { 174 | legacyInputField.ForceLabelUpdate(); 175 | } 176 | return; 177 | } 178 | } 179 | 180 | 181 | 182 | 183 | /// 184 | /// Called when the user requested to cut or copy. 185 | /// 186 | /// The key the user used to cut or copy. 187 | 188 | [AOT.MonoPInvokeCallback(typeof(StringCallback))] 189 | private static void OnCutOrCopyRequested(string key) 190 | { 191 | SendKeyboardEventWithControlAndCommandModifiersToSelectedInputField(key); 192 | passCopyToBrowser(GUIUtility.systemCopyBuffer); 193 | } 194 | 195 | 196 | 197 | 198 | /// 199 | /// Called when the user requested to paste. 200 | /// 201 | /// The pasted text. 202 | 203 | [AOT.MonoPInvokeCallback(typeof(StringCallback))] 204 | private static void OnPasteRequested(string text) 205 | { 206 | // Assigning the text to "GUIUtility.systemCopyBuffer" causes it to be automatically pasted on some browsers on the next frame, 207 | // but not on all (e.g. Firefox 120.0.1, Windows 10, Unity 2022.3.10). 208 | // Using "SendKeyboardEventToSelectedInputField" with the "v" key properly pastes the text on all tested browsers (in the current frame), 209 | // but it needs "GUIUtility.systemCopyBuffer" to be set, 210 | // and doing so would paste the text twice on browsers in which setting "GUIUtility.systemCopyBuffer" works. 211 | // As a workaround, we set "GUIUtility.systemCopyBuffer", then call "SendKeyboardEventToSelectedInputField", 212 | // and then set "GUIUtility.systemCopyBuffer" to null; 213 | // this prevents the paste that occurs on the next frame, and only the "SendKeyboardEventToSelectedInputField" one is made. 214 | // Confirmed to work on: 215 | // - Edge 120.0.2210.61 (Chromium) on Windows 10, Unity 2022.3.10, 2021.3.25 and 2020.3.18. 216 | // - Firefox 120.0.1 on Windows 10, Unity 2022.3.10, 2021.3.25 and 2020.3.18. 217 | // - Safari 16.6 on macOS Ventura 13.6, Unity 2022.3.10. 218 | // - Chrome 118.0.5993.70 on macOS Ventura 13.6, Unity 2022.3.10. 219 | // - Firefox 120.0.1 on macOS Ventura 13.6, Unity 2022.3.10. 220 | GUIUtility.systemCopyBuffer = text; 221 | SendKeyboardEventWithControlAndCommandModifiersToSelectedInputField("v", true); 222 | GUIUtility.systemCopyBuffer = null; 223 | } 224 | 225 | } 226 | } 227 | 228 | #endif // UNITY_WEBGL 229 | -------------------------------------------------------------------------------- /Packages/packages-lock.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ext.nunit": { 4 | "version": "1.0.6", 5 | "depth": 1, 6 | "source": "registry", 7 | "dependencies": {}, 8 | "url": "https://packages.unity.com" 9 | }, 10 | 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