├── .gitignore ├── Assets ├── GlobalEntitiesDependencies.meta ├── GlobalEntitiesDependencies │ ├── GlobalEntitySceneDependency.asset │ └── GlobalEntitySceneDependency.asset.meta ├── Materials.meta ├── Materials │ ├── BulletColor.mat │ ├── BulletColor.mat.meta │ ├── CharacterColor.mat │ └── CharacterColor.mat.meta ├── Prefabs.meta ├── Prefabs │ ├── Bullet.prefab │ ├── Bullet.prefab.meta │ ├── PlayerCharacter.prefab │ └── PlayerCharacter.prefab.meta ├── Readme.asset ├── Readme.asset.meta ├── SceneDependencyCache.meta ├── SceneDependencyCache │ ├── ee5694161c4f2378eeb7aa538ea69266.sceneWithBuildSettings │ ├── ee5694161c4f2378eeb7aa538ea69266.sceneWithBuildSettings.meta │ ├── f753cf826fde5b000b60ca4a30de2cbf.sceneWithBuildSettings │ └── f753cf826fde5b000b60ca4a30de2cbf.sceneWithBuildSettings.meta ├── Scenes.meta ├── Scenes │ ├── Main Sub Scene.unity │ ├── Main Sub Scene.unity.meta │ ├── Main.unity │ └── Main.unity.meta ├── Scripts.meta ├── Scripts │ ├── BulletAuthoring.cs │ ├── BulletAuthoring.cs.meta │ ├── BulletDestroySystem.cs │ ├── BulletDestroySystem.cs.meta │ ├── BulletSpawnSystem.cs │ ├── BulletSpawnSystem.cs.meta │ ├── BulletSpawnerAuthoring.cs │ ├── BulletSpawnerAuthoring.cs.meta │ ├── BulletVelocitySystem.cs │ ├── BulletVelocitySystem.cs.meta │ ├── GameManagerSystem.cs │ ├── GameManagerSystem.cs.meta │ ├── GameStateAuthoring.cs │ ├── GameStateAuthoring.cs.meta │ ├── GameoverText.cs │ ├── GameoverText.cs.meta │ ├── Movement.cs │ ├── Movement.cs.meta │ ├── PlayerCharacterAuthoring.cs │ ├── PlayerCharacterAuthoring.cs.meta │ ├── PlayerControlSystem.cs │ ├── PlayerControlSystem.cs.meta │ ├── PlayerLifeSystem.cs │ ├── PlayerLifeSystem.cs.meta │ ├── PlayerSpawnSystem.cs │ ├── PlayerSpawnSystem.cs.meta │ ├── PlayerSpawnerAuthoring.cs │ ├── PlayerSpawnerAuthoring.cs.meta │ ├── PlayerVelocitySystem.cs │ ├── PlayerVelocitySystem.cs.meta │ ├── TimeText.cs │ └── TimeText.cs.meta ├── Settings.meta ├── Settings │ ├── DefaultVolumeProfile.asset │ ├── DefaultVolumeProfile.asset.meta │ ├── URP-Balanced-Renderer.asset │ ├── URP-Balanced-Renderer.asset.meta │ ├── URP-Balanced-Volume.asset │ ├── URP-Balanced-Volume.asset.meta │ ├── URP-Balanced.asset │ ├── URP-Balanced.asset.meta │ ├── URP-HighFidelity-Renderer.asset │ ├── URP-HighFidelity-Renderer.asset.meta │ ├── URP-HighFidelity-Volume.asset │ ├── URP-HighFidelity-Volume.asset.meta │ ├── URP-HighFidelity.asset │ ├── URP-HighFidelity.asset.meta │ ├── URP-Performant-Renderer.asset │ ├── URP-Performant-Renderer.asset.meta │ ├── URP-Performant-Volume.asset │ ├── URP-Performant-Volume.asset.meta │ ├── URP-Performant.asset │ ├── URP-Performant.asset.meta │ ├── UniversalRenderPipelineGlobalSettings.asset │ └── UniversalRenderPipelineGlobalSettings.asset.meta ├── TextMesh Pro.meta └── TextMesh Pro │ ├── Documentation.meta │ ├── Documentation │ ├── TextMesh Pro User Guide 2016.pdf │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Fonts │ ├── LiberationSans - OFL.txt │ ├── LiberationSans - OFL.txt.meta │ ├── LiberationSans.ttf │ └── LiberationSans.ttf.meta │ ├── Resources.meta │ ├── Resources │ ├── Fonts & Materials.meta │ ├── Fonts & Materials │ │ ├── LiberationSans SDF - Drop Shadow.mat │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ ├── LiberationSans SDF - Fallback.asset │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ ├── LiberationSans SDF - Outline.mat │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ ├── LiberationSans SDF.asset │ │ └── LiberationSans SDF.asset.meta │ ├── LineBreaking Following Characters.txt │ ├── LineBreaking Following Characters.txt.meta │ ├── LineBreaking Leading Characters.txt │ ├── LineBreaking Leading Characters.txt.meta │ ├── Sprite Assets.meta │ ├── Sprite Assets │ │ ├── EmojiOne.asset │ │ └── EmojiOne.asset.meta │ ├── Style Sheets.meta │ ├── Style Sheets │ │ ├── Default Style Sheet.asset │ │ └── Default Style Sheet.asset.meta │ ├── TMP Settings.asset │ └── TMP Settings.asset.meta │ ├── Shaders.meta │ ├── Shaders │ ├── SDFFunctions.hlsl │ ├── SDFFunctions.hlsl.meta │ ├── TMP_Bitmap-Custom-Atlas.shader │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ ├── TMP_Bitmap-Mobile.shader │ ├── TMP_Bitmap-Mobile.shader.meta │ ├── TMP_Bitmap.shader │ ├── TMP_Bitmap.shader.meta │ ├── TMP_SDF Overlay.shader │ ├── TMP_SDF Overlay.shader.meta │ ├── TMP_SDF SSD.shader │ ├── TMP_SDF SSD.shader.meta │ ├── TMP_SDF-HDRP LIT.shadergraph │ ├── TMP_SDF-HDRP LIT.shadergraph.meta │ ├── TMP_SDF-HDRP UNLIT.shadergraph │ ├── TMP_SDF-HDRP UNLIT.shadergraph.meta │ ├── TMP_SDF-Mobile Masking.shader │ ├── TMP_SDF-Mobile Masking.shader.meta │ ├── TMP_SDF-Mobile Overlay.shader │ ├── TMP_SDF-Mobile Overlay.shader.meta │ ├── TMP_SDF-Mobile SSD.shader │ ├── TMP_SDF-Mobile SSD.shader.meta │ ├── TMP_SDF-Mobile-2-Pass.shader │ ├── TMP_SDF-Mobile-2-Pass.shader.meta │ ├── TMP_SDF-Mobile.shader │ ├── TMP_SDF-Mobile.shader.meta │ ├── TMP_SDF-Surface-Mobile.shader │ ├── TMP_SDF-Surface-Mobile.shader.meta │ ├── TMP_SDF-Surface.shader │ ├── TMP_SDF-Surface.shader.meta │ ├── TMP_SDF-URP Lit.shadergraph │ ├── TMP_SDF-URP Lit.shadergraph.meta │ ├── TMP_SDF-URP Unlit.shadergraph │ ├── TMP_SDF-URP Unlit.shadergraph.meta │ ├── TMP_SDF.shader │ ├── TMP_SDF.shader.meta │ ├── TMP_Sprite.shader │ ├── TMP_Sprite.shader.meta │ ├── TMPro.cginc │ ├── TMPro.cginc.meta │ ├── TMPro_Mobile.cginc │ ├── TMPro_Mobile.cginc.meta │ ├── TMPro_Properties.cginc │ ├── TMPro_Properties.cginc.meta │ ├── TMPro_Surface.cginc │ └── TMPro_Surface.cginc.meta │ ├── Sprites.meta │ └── Sprites │ ├── EmojiOne Attribution.txt │ ├── EmojiOne Attribution.txt.meta │ ├── EmojiOne.json │ ├── EmojiOne.json.meta │ ├── EmojiOne.png │ └── EmojiOne.png.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── BurstAotSettings_StandaloneWindows.json ├── ClusterInputManager.asset ├── CommonBurstAotSettings.json ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── EntitiesClientSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── MultiplayerManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── thumbnail.png /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | 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| title: URP Empty Template 17 | sections: 18 | - heading: Welcome to the Universal Render Pipeline 19 | text: This template includes the settings and assets you need to start creating with the Universal Render Pipeline. 20 | linkText: 21 | url: 22 | - heading: URP Documentation 23 | text: 24 | linkText: Read more about URP 25 | url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest 26 | - heading: Forums 27 | text: 28 | linkText: Get answers and support 29 | url: https://forum.unity.com/forums/universal-render-pipeline.383/ 30 | - heading: Report bugs 31 | text: 32 | linkText: Submit a report 33 | url: https://unity3d.com/unity/qa/bug-reporting 34 | loadedLayout: 1 35 | -------------------------------------------------------------------------------- /Assets/Readme.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8105016687592461f977c054a80ce2f2 3 | NativeFormatImporter: 4 | 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-------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using UnityEngine; 3 | 4 | // Bullet 게임 오브젝트를 엔티티로 변환하는 스크립트 5 | public class BulletAuthoring : MonoBehaviour 6 | { 7 | private class Baker : Baker 8 | { 9 | public override void Bake(BulletAuthoring authoring) 10 | { 11 | // 총알은 움직여야 하므로 TransformUsageFlags.Dynamic 플래그를 사용 12 | var entity = GetEntity(TransformUsageFlags.Dynamic); 13 | AddComponent(entity); 14 | AddComponent(entity); 15 | } 16 | } 17 | } 18 | 19 | // 총알을 나타내는 컴포넌트 20 | public struct Bullet : IComponentData 21 | { 22 | } -------------------------------------------------------------------------------- /Assets/Scripts/BulletAuthoring.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f5495d0513744da8b9c6c4c22406ceed 3 | timeCreated: 1692366941 -------------------------------------------------------------------------------- /Assets/Scripts/BulletDestroySystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Mathematics; 3 | using Unity.Transforms; 4 | 5 | // OnUpdate를 BulletVelocitySystem의 OnUpdate 이후에 실행 6 | [UpdateAfter(typeof(BulletVelocitySystem))] 7 | public partial struct BulletDestroySystem : ISystem 8 | { 9 | public void OnCreate(ref SystemState state) 10 | { 11 | // 총알이 없으면 실행할 필요가 없다. 12 | state.RequireForUpdate(); 13 | 14 | // 엔티티를 파괴하는 명령을 삽입하기 위해 15 | // 엔티티 커맨드 버퍼(ECB - Entity CommandBuffer)가 필요하다. 16 | // 엔티티 커맨드 버퍼는 스레드 세이프한 명령어들을 쌓아놓는 큐 17 | 18 | // 그 중에서도 프레임의 시뮬레이션 시작 부분에 커맨드를 삽입할 수 있는 BeginSimulationEntityCommandBufferSystem 사용 19 | state.RequireForUpdate(); 20 | } 21 | 22 | public void OnUpdate(ref SystemState state) 23 | { 24 | // 커맨드 버퍼 시스템 싱글톤을 가져온다 25 | var ecbSingleton = SystemAPI.GetSingleton(); 26 | 27 | // Unmanaged에 해당하는 월드를 가져오와 (Unmanaged 타입 - GC 대상이 아니고 클래스 인스턴스가 아닌 타입들) 28 | // 엔티티 커맨드 버퍼를 생성한다. 29 | var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged); 30 | 31 | // 총알이 화면 밖으로 나가면 파괴한다 32 | // WithAll로 총알을 찾고, WithEntityAccess로 엔티티를 가져온다. 33 | foreach (var (transform, entity) in 34 | SystemAPI.Query>() 35 | .WithAll() 36 | .WithEntityAccess()) 37 | { 38 | if (math.abs(transform.ValueRO.Position.x) > 40 || math.abs(transform.ValueRO.Position.z) > 40) 39 | { 40 | ecb.DestroyEntity(entity); 41 | } 42 | } 43 | } 44 | } -------------------------------------------------------------------------------- /Assets/Scripts/BulletDestroySystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b05e6cda3e64470886b6c021cee87126 3 | timeCreated: 1692522227 -------------------------------------------------------------------------------- /Assets/Scripts/BulletSpawnSystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Burst; 2 | using Unity.Entities; 3 | using Unity.Mathematics; 4 | using Unity.Transforms; 5 | 6 | [BurstCompile] 7 | [UpdateBefore(typeof(TransformSystemGroup))] // TransformSystemGroup 이전에 실행하여 총알 위치가 반영 안되는 문제 해결 8 | public partial struct BulletSpawnSystem : ISystem 9 | { 10 | private Random _random; // 랜덤값 생성기 11 | 12 | // OnCreate는 시스템이 생성될 때 한번만 실행된다. 13 | public void OnCreate(ref SystemState state) 14 | { 15 | _random = new Random(999); 16 | state.RequireForUpdate(); 17 | state.RequireForUpdate(); 18 | } 19 | 20 | [BurstCompile] 21 | public void OnUpdate(ref SystemState state) 22 | { 23 | var aimPoint = new float3(0, 0, 0); 24 | // 여러개의 플레이어 캐릭터 위치 중 가장 처음 쿼리된 것만 사용 25 | foreach (var playerTransform in SystemAPI.Query>().WithAll()) 26 | { 27 | aimPoint = playerTransform.ValueRO.Position; 28 | break; 29 | } 30 | 31 | var bulletSpawner = SystemAPI.GetSingleton(); 32 | if (bulletSpawner.NextSpawnTime < SystemAPI.Time.ElapsedTime) 33 | { 34 | var spawnCount = _random.NextInt(1, bulletSpawner.MaxConcurrentSpawnCount); 35 | 36 | for (var i = 0; i < spawnCount; i++) 37 | { 38 | var bulletEntity = state.EntityManager.Instantiate(bulletSpawner.BulletPrefab); 39 | 40 | var radius = bulletSpawner.SpawnPositionRadius; 41 | 42 | // 방향벡터는 길이가 1 => 반지름이 1인 원 위의 한점과 같다. 43 | var randomPositionFloat2 = _random.NextFloat2Direction() * radius; 44 | var randomPosition = new float3(randomPositionFloat2.x, 0, randomPositionFloat2.y); 45 | 46 | var localTransform = LocalTransform.FromPosition(randomPosition); 47 | localTransform.Scale = 0.2f; 48 | 49 | state.EntityManager.SetComponentData(bulletEntity, localTransform); 50 | state.EntityManager.SetComponentData(bulletEntity, new Movement 51 | { 52 | Velocity = math.normalizesafe(aimPoint - randomPosition) 53 | * _random.NextFloat(bulletSpawner.BulletSpeedMin, bulletSpawner.BulletSpeedMax) 54 | }); 55 | 56 | bulletSpawner.NextSpawnTime = (float)SystemAPI.Time.ElapsedTime 57 | + _random.NextFloat(bulletSpawner.TimeBetSpawnMin, 58 | bulletSpawner.TimeBetSpawnMax); 59 | } 60 | } 61 | } 62 | } -------------------------------------------------------------------------------- /Assets/Scripts/BulletSpawnSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 31599b2590ab4a8db5b6e51b48781fb8 3 | timeCreated: 1692364371 -------------------------------------------------------------------------------- /Assets/Scripts/BulletSpawnerAuthoring.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using UnityEngine; 3 | 4 | // Bullet Spawner 게임 오브젝트를 엔티티로 변환하는 스크립트 5 | public class BulletSpawnerAuthoring : MonoBehaviour 6 | { 7 | public GameObject bulletPrefab; 8 | public int maxConcurrentSpawnCount = 5; 9 | public float timeBetSpawnMin = 0.2f; 10 | public float timeBetSpawnMax = 3f; 11 | public float spawnRadius = 20f; 12 | public float bulletSpeedMin = 2f; 13 | public float bulletSpeedMax = 8f; 14 | 15 | private class Baker : Baker { 16 | public override void Bake(BulletSpawnerAuthoring authoring) 17 | { 18 | // 총알 생성기는 움직일 필요가 없으므로 TransformUsageFlags.None 플래그를 사용 19 | var entity = GetEntity(TransformUsageFlags.None); 20 | AddComponent(entity, new BulletSpawner 21 | { 22 | // 프리팹을 대상으로 GetEntity 사용시 프리팹을 엔티티로 구워준다 23 | BulletPrefab = GetEntity(authoring.bulletPrefab, TransformUsageFlags.Dynamic), 24 | MaxConcurrentSpawnCount = authoring.maxConcurrentSpawnCount, 25 | TimeBetSpawnMax = authoring.timeBetSpawnMax, 26 | TimeBetSpawnMin = authoring.timeBetSpawnMin, 27 | SpawnPositionRadius = authoring.spawnRadius, 28 | BulletSpeedMin = authoring.bulletSpeedMin, 29 | BulletSpeedMax = authoring.bulletSpeedMax, 30 | }); 31 | } 32 | } 33 | } 34 | 35 | // 총알 스폰에 필요한 정보를 제공하는 컴포넌트 36 | public struct BulletSpawner : IComponentData 37 | { 38 | public Entity BulletPrefab; // 총알 프리팹 39 | public int MaxConcurrentSpawnCount; // 한번에 동시에 스폰할 랜덤 갯수의 맥스값 40 | public float SpawnPositionRadius; // 총알이 스폰될 반지름 41 | public float TimeBetSpawnMin; // 총알 스폰 간격 최소값 42 | public float TimeBetSpawnMax; // 총알 스폰 간격 최대값 43 | public float NextSpawnTime; // 다음 총알 스폰 시간 44 | public float BulletSpeedMin; // 총알 속도 최소값 45 | public float BulletSpeedMax; // 총알 속도 최대값 46 | } 47 | -------------------------------------------------------------------------------- /Assets/Scripts/BulletSpawnerAuthoring.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3fecf9217650a44179d86f561f55def4 -------------------------------------------------------------------------------- /Assets/Scripts/BulletVelocitySystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Burst; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | using Unity.Transforms; 6 | 7 | [BurstCompile] 8 | [UpdateAfter(typeof(BulletSpawnSystem))] 9 | public partial struct BulletVelocitySystem : ISystem 10 | { 11 | public void OnCreate(ref SystemState state) 12 | { 13 | state.RequireForUpdate(); 14 | } 15 | 16 | [BurstCompile] 17 | public void OnUpdate(ref SystemState state) 18 | { 19 | var otherBulletQuery = SystemAPI.QueryBuilder().WithAll().Build(); 20 | var otherBulletTransforms 21 | = otherBulletQuery.ToComponentDataArray(state.WorldUpdateAllocator); 22 | var otherBulletEntities 23 | = otherBulletQuery.ToEntityArray(state.WorldUpdateAllocator); 24 | 25 | var deltaTime = SystemAPI.Time.DeltaTime; 26 | 27 | var job = new BulletVelocityJob 28 | { 29 | OtherBulletTransforms = otherBulletTransforms, 30 | OtherBulletEntities = otherBulletEntities, 31 | DeltaTime = deltaTime, 32 | }; 33 | 34 | job.ScheduleParallel(); 35 | } 36 | } 37 | 38 | [WithAll(typeof(Bullet))] 39 | [BurstCompile] 40 | public partial struct BulletVelocityJob : IJobEntity 41 | { 42 | // 총알이 서로 충돌한 것으로 판정하는데 사용할 거리 43 | private const float ReflectDistanceBetBullet = 0.1f; 44 | private const float ReflectDistanceBetBulletSQ = ReflectDistanceBetBullet * ReflectDistanceBetBullet; 45 | 46 | [ReadOnly] public NativeArray OtherBulletTransforms; 47 | [ReadOnly] public NativeArray OtherBulletEntities; 48 | public float DeltaTime; 49 | 50 | public void Execute(Entity bulletEntity, ref LocalTransform bulletTransform, ref Movement bulletMovement) 51 | { 52 | var velocity = bulletMovement.Velocity; 53 | var newPosition = bulletTransform.Position + velocity * DeltaTime; 54 | 55 | for (var i = 0; i < OtherBulletEntities.Length; i++) 56 | { 57 | var otherEntityIndex = OtherBulletEntities[i].Index; 58 | var otherBulletTransform = OtherBulletTransforms[i]; 59 | if (bulletEntity.Index == otherEntityIndex) 60 | { 61 | continue; 62 | } 63 | 64 | if (math.distancesq(newPosition, otherBulletTransform.Position) >= ReflectDistanceBetBulletSQ) 65 | { 66 | continue; 67 | } 68 | 69 | // 만약 목표 위치로 이동시 충돌할것으로 보인다면 70 | var collisionSurfaceNormal = math.normalize(otherBulletTransform.Position - newPosition); 71 | // 반사 72 | velocity = math.reflect(velocity, collisionSurfaceNormal); 73 | newPosition = bulletTransform.Position + velocity * DeltaTime; 74 | 75 | // 새로운 속도 적용 76 | bulletMovement.Velocity = velocity; 77 | break; 78 | } 79 | 80 | bulletTransform.Position = newPosition; 81 | } 82 | } 83 | -------------------------------------------------------------------------------- /Assets/Scripts/BulletVelocitySystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 18c1abb20ab44ede9b22b1b77c071c1c 3 | timeCreated: 1692367898 -------------------------------------------------------------------------------- /Assets/Scripts/GameManagerSystem.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Entities; 3 | using UnityEngine; 4 | using UnityEngine.SceneManagement; 5 | using UnityEngine.Windows; 6 | using Input = UnityEngine.Input; 7 | 8 | public partial class GameManagerSystem : SystemBase 9 | { 10 | public Action OnGameOver = () => { }; 11 | public Action OnTimeUpdate = _ => { }; 12 | 13 | protected override void OnCreate() 14 | { 15 | base.OnCreate(); 16 | RequireForUpdate(); 17 | } 18 | 19 | protected override void OnUpdate() 20 | { 21 | var gameState = SystemAPI.GetSingleton(); 22 | var elapsedTime = SystemAPI.Time.ElapsedTime; 23 | 24 | if (!gameState.IsGameRunning || gameState.IsGameOver) 25 | { 26 | return; 27 | } 28 | 29 | OnTimeUpdate(elapsedTime); 30 | 31 | if (gameState.PlayerCount == 0) 32 | { 33 | gameState.IsGameOver = true; 34 | gameState.IsGameRunning = false; 35 | SystemAPI.SetSingleton(gameState); 36 | OnGameOver.Invoke(); 37 | } 38 | } 39 | } -------------------------------------------------------------------------------- /Assets/Scripts/GameManagerSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 81c1a64cda3c497cb52f6e861c8b87e7 3 | timeCreated: 1692603850 -------------------------------------------------------------------------------- /Assets/Scripts/GameStateAuthoring.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using UnityEngine; 3 | 4 | // Game State 게임 오브젝트를 엔티티로 변환 5 | public class GameStateAuthoring : MonoBehaviour 6 | { 7 | private class Baker : Baker 8 | { 9 | public override void Bake(GameStateAuthoring authoring) 10 | { 11 | // 움직일 필요가 없으므로 TransformUsageFlags.None 플래그를 사용 12 | var entity = GetEntity(TransformUsageFlags.None); 13 | AddComponent(entity); 14 | } 15 | } 16 | } 17 | 18 | // 게임 현재 상태에 대응 19 | public struct GameState : IComponentData 20 | { 21 | public bool IsGameRunning; // 게임이 시작되어 진행중인가 22 | public bool IsGameOver; // 게임 오버 상태 23 | public int PlayerCount; // 살아있는 플레이어 수 24 | } -------------------------------------------------------------------------------- /Assets/Scripts/GameStateAuthoring.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 94c8747cf3d5d4217a14db017c454f48 -------------------------------------------------------------------------------- /Assets/Scripts/GameoverText.cs: -------------------------------------------------------------------------------- 1 | using TMPro; 2 | using Unity.Entities; 3 | using UnityEngine; 4 | 5 | public class GameoverText : MonoBehaviour 6 | { 7 | private TMP_Text _text; 8 | 9 | private void Start() 10 | { 11 | _text = GetComponent(); 12 | _text.enabled = false; 13 | // use GetExistingSystemManaged to get the system instance 14 | var gameManagerSystem = 15 | World.DefaultGameObjectInjectionWorld.GetExistingSystemManaged(); 16 | gameManagerSystem.OnGameOver += () => _text.enabled = true; 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Scripts/GameoverText.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8e6dd46f7c06458a9f585566fb03db9 -------------------------------------------------------------------------------- /Assets/Scripts/Movement.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Mathematics; 3 | 4 | // 움직이는 물체의 속도 데이터를 구현 5 | public struct Movement : IComponentData 6 | { 7 | public float3 Velocity; 8 | } -------------------------------------------------------------------------------- /Assets/Scripts/Movement.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 91f04df2ca4845a79c4f0d4d36911148 3 | timeCreated: 1693112409 -------------------------------------------------------------------------------- /Assets/Scripts/PlayerCharacterAuthoring.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using UnityEngine; 3 | 4 | public class PlayerCharacterAuthoring : MonoBehaviour 5 | { 6 | public float speed = 3f; 7 | private class Baker : Baker 8 | { 9 | public override void Bake(PlayerCharacterAuthoring authoring) 10 | { 11 | var entity = GetEntity(TransformUsageFlags.Dynamic); 12 | AddComponent(entity, new Player { Speed = authoring.speed }); 13 | AddComponent(entity); 14 | } 15 | } 16 | } 17 | 18 | public struct Player : IEnableableComponent, IComponentData 19 | { 20 | public float Speed; 21 | } -------------------------------------------------------------------------------- /Assets/Scripts/PlayerCharacterAuthoring.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b735b6eef83c648c586a3204115580ba -------------------------------------------------------------------------------- /Assets/Scripts/PlayerControlSystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Burst; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | using UnityEngine; 6 | 7 | [BurstCompile] 8 | public partial struct PlayerControlSystem : ISystem 9 | { 10 | public void OnCreate(ref SystemState state) 11 | { 12 | state.RequireForUpdate(); 13 | } 14 | 15 | [BurstCompile] 16 | public void OnUpdate(ref SystemState state) 17 | { 18 | var horizontalInput = Input.GetAxis("Horizontal"); 19 | var verticalInput = Input.GetAxis("Vertical"); 20 | 21 | // job version 22 | new PlayerControlJob 23 | { 24 | HorizontalInput = horizontalInput, 25 | VerticalInput = verticalInput, 26 | }.ScheduleParallel(); 27 | 28 | // non job version 29 | // foreach (var (movement, player) in SystemAPI.Query, RefRO>().WithAll()) 30 | // { 31 | // movement.ValueRW.Velocity = new float3(horizontalInput, 0, verticalInput) * player.ValueRO.Speed; 32 | // } 33 | } 34 | } 35 | 36 | [BurstCompile] 37 | public partial struct PlayerControlJob : IJobEntity 38 | { 39 | public float HorizontalInput; 40 | public float VerticalInput; 41 | 42 | void Execute(ref Movement movement, [ReadOnly] ref Player player) 43 | { 44 | movement.Velocity = new float3(HorizontalInput, 0, VerticalInput) * player.Speed; 45 | } 46 | } -------------------------------------------------------------------------------- /Assets/Scripts/PlayerControlSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68ac6c7ca0e346d0a9041928cb83f64f 3 | timeCreated: 1692593783 -------------------------------------------------------------------------------- /Assets/Scripts/PlayerLifeSystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Burst; 2 | using Unity.Entities; 3 | using Unity.Mathematics; 4 | using Unity.Rendering; 5 | using Unity.Transforms; 6 | 7 | [BurstCompile] 8 | public partial struct PlayerLifeSystem : ISystem 9 | { 10 | private const float MinDistanceBetBulletAndPlayer = 0.1f; 11 | private const float MinDistanceBetBulletAndPlayerSQ = MinDistanceBetBulletAndPlayer * MinDistanceBetBulletAndPlayer; 12 | public void OnCreate(ref SystemState state) 13 | { 14 | state.RequireForUpdate(); 15 | state.RequireForUpdate(); 16 | } 17 | 18 | [BurstCompile] 19 | public void OnUpdate(ref SystemState state) 20 | { 21 | var gameState = SystemAPI.GetSingleton(); 22 | 23 | if (gameState.IsGameOver) 24 | { 25 | return; 26 | } 27 | 28 | var playerCount = gameState.PlayerCount; 29 | 30 | foreach (var (playerTransform, playerEntity) 31 | in SystemAPI.Query>().WithAll().WithEntityAccess()) 32 | { 33 | var ecbSingleton = SystemAPI.GetSingleton(); 34 | var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged); 35 | 36 | foreach (var bulletTransform in SystemAPI.Query>().WithAll()) 37 | { 38 | if (math.distancesq(playerTransform.ValueRO.Position, bulletTransform.ValueRO.Position) 39 | < MinDistanceBetBulletAndPlayerSQ) 40 | { 41 | // //SystemAPI.GetSingleton().IsGameOver = true; 42 | SystemAPI.SetComponentEnabled(playerEntity, false); 43 | 44 | // disable player rendering by adding DisableRendering with EntityCommandBuffer 45 | ecb.AddComponent(playerEntity); 46 | playerCount--; 47 | break; 48 | } 49 | } 50 | } 51 | 52 | if (playerCount != gameState.PlayerCount) 53 | { 54 | gameState.PlayerCount = playerCount; 55 | SystemAPI.SetSingleton(gameState); 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayerLifeSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f46db036fe04446fadd911f0d2337558 3 | timeCreated: 1692594774 -------------------------------------------------------------------------------- /Assets/Scripts/PlayerSpawnSystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Mathematics; 3 | using Unity.Transforms; 4 | 5 | [UpdateBefore(typeof(TransformSystemGroup))] 6 | public partial struct PlayerSpawnSystem : ISystem 7 | { 8 | public void OnCreate(ref SystemState state) 9 | { 10 | state.RequireForUpdate(); 11 | state.RequireForUpdate(); 12 | } 13 | 14 | public void OnUpdate(ref SystemState state) 15 | { 16 | state.Enabled = false; 17 | 18 | var gameState = SystemAPI.GetSingleton(); 19 | 20 | var playerSpawner = SystemAPI.GetSingleton(); 21 | var rowCount = playerSpawner.PlayerCountInRow; 22 | var colCount = playerSpawner.PlayerCountInColumn; 23 | var offset = playerSpawner.Offset; 24 | 25 | var startPosition = new float3(0, 0, 0); 26 | 27 | for (var i = 0; i < rowCount; i++) 28 | { 29 | for (var j = 0; j < colCount; j++) 30 | { 31 | var playerEntity = state.EntityManager.Instantiate(playerSpawner.PlayerPrefab); 32 | var localTransform = SystemAPI.GetComponent(playerEntity); 33 | localTransform.Position = startPosition + new float3(i * offset, 0, j * offset); 34 | state.EntityManager.SetComponentData(playerEntity, localTransform); 35 | gameState.PlayerCount++; 36 | } 37 | } 38 | gameState.IsGameRunning = true; 39 | 40 | SystemAPI.SetSingleton(gameState); 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayerSpawnSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 17441b2da8a4414ca6cedb17470dfd38 3 | timeCreated: 1692764269 -------------------------------------------------------------------------------- /Assets/Scripts/PlayerSpawnerAuthoring.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using UnityEngine; 3 | 4 | public class PlayerSpawnerAuthoring : MonoBehaviour 5 | { 6 | public GameObject playerPrefab; 7 | public int playerCountInRow = 10; 8 | public int playerCountInColumn = 10; 9 | public float offset = 0.25f; 10 | 11 | private class Baker : Baker 12 | { 13 | public override void Bake(PlayerSpawnerAuthoring authoring) 14 | { 15 | var entity = GetEntity(TransformUsageFlags.None); 16 | AddComponent(entity, new PlayerSpawner 17 | { 18 | PlayerPrefab = GetEntity(authoring.playerPrefab, TransformUsageFlags.Dynamic), 19 | PlayerCountInRow = authoring.playerCountInRow, 20 | PlayerCountInColumn = authoring.playerCountInColumn, 21 | Offset = authoring.offset, 22 | }); 23 | } 24 | } 25 | } 26 | 27 | public struct PlayerSpawner : IComponentData 28 | { 29 | public Entity PlayerPrefab; 30 | public int PlayerCountInRow; 31 | public int PlayerCountInColumn; 32 | public float Offset; 33 | } -------------------------------------------------------------------------------- /Assets/Scripts/PlayerSpawnerAuthoring.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 631995a8b0e642c1bfe8b2b3710a22c7 3 | timeCreated: 1692763948 -------------------------------------------------------------------------------- /Assets/Scripts/PlayerVelocitySystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Burst; 2 | using Unity.Entities; 3 | using Unity.Transforms; 4 | 5 | [BurstCompile] 6 | public partial struct PlayerVelocitySystem : ISystem 7 | { 8 | public void OnCreate(ref SystemState state) 9 | { 10 | state.RequireForUpdate(); 11 | } 12 | 13 | [BurstCompile] 14 | public void OnUpdate(ref SystemState state) 15 | { 16 | // Non Job Version 17 | // foreach (var (playerMovement, playerTransform) 18 | // in SystemAPI.Query, RefRW>().WithAll()) 19 | // { 20 | // var movement = playerMovement.ValueRO.Velocity * SystemAPI.Time.DeltaTime; 21 | // var newPosition = playerTransform.ValueRO.Position + movement; 22 | // playerTransform.ValueRW.Position = newPosition; 23 | // } 24 | 25 | // Job Version 26 | var deltaTime = SystemAPI.Time.DeltaTime; 27 | new PlayerVelocityJob 28 | { 29 | DeltaTime = deltaTime, 30 | }.ScheduleParallel(); 31 | } 32 | 33 | } 34 | 35 | [WithAll(typeof(Player))] 36 | [BurstCompile] 37 | public partial struct PlayerVelocityJob : IJobEntity 38 | { 39 | public float DeltaTime; 40 | public void Execute(Movement playerMovement, ref LocalTransform playerTransform) 41 | { 42 | var movement = playerMovement.Velocity * DeltaTime; 43 | var newPosition = playerTransform.Position + movement; 44 | 45 | playerTransform.Position = newPosition; 46 | } 47 | } -------------------------------------------------------------------------------- /Assets/Scripts/PlayerVelocitySystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 178fdf93f9954d0082131449b9a93a12 3 | timeCreated: 1692594472 -------------------------------------------------------------------------------- /Assets/Scripts/TimeText.cs: -------------------------------------------------------------------------------- 1 | using TMPro; 2 | using Unity.Entities; 3 | using UnityEngine; 4 | 5 | public class TimeText : MonoBehaviour 6 | { 7 | private TMP_Text _text; 8 | void Start() 9 | { 10 | _text = GetComponent(); 11 | // use GetExistingSystemManaged to get the system instance 12 | var gameManagerSystem = 13 | World.DefaultGameObjectInjectionWorld.GetExistingSystemManaged(); 14 | gameManagerSystem.OnTimeUpdate += UpdateTimeText; 15 | } 16 | 17 | private void UpdateTimeText(double elapsedTime) 18 | { 19 | _text.text = $"{elapsedTime:00.00}"; 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Scripts/TimeText.cs.meta: -------------------------------------------------------------------------------- 1 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-------------------------------------------------------------------------------- 1 | Digitized data copyright (c) 2010 Google Corporation 2 | with Reserved Font Arimo, Tinos and Cousine. 3 | Copyright (c) 2012 Red Hat, Inc. 4 | with Reserved Font Name Liberation. 5 | 6 | This Font Software is licensed under the SIL Open Font License, Version 1.1. 7 | This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL 8 | 9 | ----------------------------------------------------------- 10 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 11 | ----------------------------------------------------------- 12 | 13 | PREAMBLE 14 | The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others. 15 | 16 | The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. 17 | 18 | DEFINITIONS 19 | "Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. 20 | 21 | "Reserved Font Name" refers to any names specified as such after the copyright statement(s). 22 | 23 | "Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). 24 | 25 | "Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. 26 | 27 | "Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. 28 | 29 | PERMISSION & CONDITIONS 30 | Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions: 31 | 32 | 1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. 33 | 34 | 2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user. 35 | 36 | 3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. 37 | 38 | 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. 39 | 40 | 5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software. 41 | 42 | TERMINATION 43 | This license becomes null and void if any of the above conditions are not met. 44 | 45 | DISCLAIMER 46 | THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. -------------------------------------------------------------------------------- /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/Fonts/LiberationSans.ttf: -------------------------------------------------------------------------------- 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"TextMeshPro/Bitmap Custom Atlas" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | _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 | { 61 | float4 vertex : POSITION; 62 | fixed4 color : COLOR; 63 | float4 texcoord0 : TEXCOORD0; 64 | float2 texcoord1 : TEXCOORD1; 65 | }; 66 | 67 | struct v2f 68 | { 69 | float4 vertex : SV_POSITION; 70 | fixed4 color : COLOR; 71 | float2 texcoord0 : TEXCOORD0; 72 | float2 texcoord1 : TEXCOORD1; 73 | float4 mask : TEXCOORD2; 74 | }; 75 | 76 | uniform sampler2D _MainTex; 77 | uniform sampler2D _FaceTex; 78 | uniform float4 _FaceTex_ST; 79 | uniform fixed4 _FaceColor; 80 | 81 | uniform float _VertexOffsetX; 82 | uniform float _VertexOffsetY; 83 | uniform float4 _ClipRect; 84 | uniform float _MaskSoftnessX; 85 | uniform float _MaskSoftnessY; 86 | uniform float _UIMaskSoftnessX; 87 | uniform float _UIMaskSoftnessY; 88 | 89 | v2f vert (appdata_t v) 90 | { 91 | float4 vert = v.vertex; 92 | vert.x += _VertexOffsetX; 93 | vert.y += _VertexOffsetY; 94 | 95 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 96 | 97 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 98 | 99 | fixed4 faceColor = v.color; 100 | faceColor *= _FaceColor; 101 | 102 | v2f OUT; 103 | OUT.vertex = vPosition; 104 | OUT.color = faceColor; 105 | OUT.texcoord0 = v.texcoord0; 106 | OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex); 107 | float2 pixelSize = vPosition.w; 108 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 109 | 110 | // Clamp _ClipRect to 16bit. 111 | const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 112 | const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); 113 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); 114 | 115 | return OUT; 116 | } 117 | 118 | fixed4 frag (v2f IN) : SV_Target 119 | { 120 | fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; 121 | 122 | // Alternative implementation to UnityGet2DClipping with support for softness. 123 | #if UNITY_UI_CLIP_RECT 124 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 125 | color *= m.x * m.y; 126 | #endif 127 | 128 | #if UNITY_UI_ALPHACLIP 129 | clip(color.a - 0.001); 130 | #endif 131 | 132 | return color; 133 | } 134 | ENDCG 135 | } 136 | } 137 | 138 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 139 | } 140 | -------------------------------------------------------------------------------- /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_Bitmap-Mobile.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Mobile/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _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 | { 61 | float4 vertex : POSITION; 62 | fixed4 color : COLOR; 63 | float2 texcoord0 : TEXCOORD0; 64 | float2 texcoord1 : TEXCOORD1; 65 | }; 66 | 67 | struct v2f 68 | { 69 | float4 vertex : POSITION; 70 | fixed4 color : COLOR; 71 | float2 texcoord0 : TEXCOORD0; 72 | float4 mask : TEXCOORD2; 73 | }; 74 | 75 | sampler2D _MainTex; 76 | fixed4 _Color; 77 | float _DiffusePower; 78 | 79 | uniform float _VertexOffsetX; 80 | uniform float _VertexOffsetY; 81 | uniform float4 _ClipRect; 82 | uniform float _MaskSoftnessX; 83 | uniform float _MaskSoftnessY; 84 | uniform float _UIMaskSoftnessX; 85 | uniform float _UIMaskSoftnessY; 86 | 87 | v2f vert (appdata_t v) 88 | { 89 | v2f OUT; 90 | float4 vert = v.vertex; 91 | vert.x += _VertexOffsetX; 92 | vert.y += _VertexOffsetY; 93 | 94 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 95 | 96 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); 97 | OUT.color = v.color; 98 | OUT.color *= _Color; 99 | OUT.color.rgb *= _DiffusePower; 100 | OUT.texcoord0 = v.texcoord0; 101 | 102 | float2 pixelSize = OUT.vertex.w; 103 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 104 | 105 | // Clamp _ClipRect to 16bit. 106 | const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 107 | const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); 108 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); 109 | 110 | return OUT; 111 | } 112 | 113 | fixed4 frag (v2f IN) : COLOR 114 | { 115 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); 116 | 117 | // Alternative implementation to UnityGet2DClipping with support for softness. 118 | #if UNITY_UI_CLIP_RECT 119 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 120 | color *= m.x * m.y; 121 | #endif 122 | 123 | #if UNITY_UI_ALPHACLIP 124 | clip(color.a - 0.001); 125 | #endif 126 | 127 | return color; 128 | } 129 | ENDCG 130 | } 131 | } 132 | 133 | SubShader { 134 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 135 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } 136 | Blend SrcAlpha OneMinusSrcAlpha 137 | BindChannels { 138 | Bind "Color", color 139 | Bind "Vertex", vertex 140 | Bind "TexCoord", texcoord0 141 | } 142 | Pass { 143 | SetTexture [_MainTex] { 144 | constantColor [_Color] combine constant * primary, constant * texture 145 | } 146 | } 147 | } 148 | 149 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 150 | } 151 | -------------------------------------------------------------------------------- /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_Bitmap.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | _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 | { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float4 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f 67 | { 68 | float4 vertex : SV_POSITION; 69 | fixed4 color : COLOR; 70 | float2 texcoord0 : TEXCOORD0; 71 | float2 texcoord1 : TEXCOORD1; 72 | float4 mask : TEXCOORD2; 73 | }; 74 | 75 | uniform sampler2D _MainTex; 76 | uniform sampler2D _FaceTex; 77 | uniform float4 _FaceTex_ST; 78 | uniform fixed4 _FaceColor; 79 | 80 | uniform float _VertexOffsetX; 81 | uniform float _VertexOffsetY; 82 | uniform float4 _ClipRect; 83 | uniform float _MaskSoftnessX; 84 | uniform float _MaskSoftnessY; 85 | uniform float _UIMaskSoftnessX; 86 | uniform float _UIMaskSoftnessY; 87 | 88 | v2f vert (appdata_t v) 89 | { 90 | float4 vert = v.vertex; 91 | vert.x += _VertexOffsetX; 92 | vert.y += _VertexOffsetY; 93 | 94 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 95 | 96 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 97 | 98 | fixed4 faceColor = v.color; 99 | faceColor *= _FaceColor; 100 | 101 | v2f OUT; 102 | OUT.vertex = vPosition; 103 | OUT.color = faceColor; 104 | OUT.texcoord0 = v.texcoord0; 105 | OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex); 106 | float2 pixelSize = vPosition.w; 107 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 108 | 109 | // Clamp _ClipRect to 16bit. 110 | const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 111 | const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); 112 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); 113 | 114 | return OUT; 115 | } 116 | 117 | fixed4 frag (v2f IN) : SV_Target 118 | { 119 | fixed4 color = tex2D(_MainTex, IN.texcoord0); 120 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); 121 | 122 | // Alternative implementation to UnityGet2DClipping with support for softness. 123 | #if UNITY_UI_CLIP_RECT 124 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 125 | color *= m.x * m.y; 126 | #endif 127 | 128 | #if UNITY_UI_ALPHACLIP 129 | clip(color.a - 0.001); 130 | #endif 131 | 132 | return color; 133 | } 134 | ENDCG 135 | } 136 | } 137 | 138 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 139 | } 140 | -------------------------------------------------------------------------------- /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 Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd89cf5b9246416f84610a006f916af7 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_SDF-HDRP LIT.shadergraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ca2ed216f98028c4dae6c5224a952b3c 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} 11 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f63d574838ccfb44f84acc05fed0af48 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} 11 | -------------------------------------------------------------------------------- /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-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 | _FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | _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 | _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/TMP_SDF-Mobile SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8d12adcee749c344b8117cf7c7eb912 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0178fcb869bafef4690d177d31d17db8 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe393ace9b354375a9cb14cdbbc28be4 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /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 | _FaceColor ("Fill Color", Color) = (1,1,1,1) 11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 12 | 13 | _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 | _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 | { 104 | V2F_SHADOW_CASTER; 105 | float2 uv : TEXCOORD1; 106 | float2 uv2 : TEXCOORD3; 107 | float alphaClip : TEXCOORD2; 108 | }; 109 | 110 | uniform float4 _MainTex_ST; 111 | uniform float4 _OutlineTex_ST; 112 | float _OutlineWidth; 113 | float _FaceDilate; 114 | float _ScaleRatioA; 115 | 116 | v2f vert( appdata_base v ) 117 | { 118 | v2f o; 119 | TRANSFER_SHADOW_CASTER(o) 120 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 121 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 122 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 123 | return o; 124 | } 125 | 126 | uniform sampler2D _MainTex; 127 | 128 | float4 frag(v2f i) : COLOR 129 | { 130 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 131 | clip(texcol.a - i.alphaClip); 132 | SHADOW_CASTER_FRAGMENT(i) 133 | } 134 | ENDCG 135 | } 136 | } 137 | 138 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 139 | } 140 | -------------------------------------------------------------------------------- /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/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 | _FaceColor ("Fill Color", Color) = (1,1,1,1) 8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 9 | 10 | _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 | _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 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5) 37 | _GlowOffset ("Offset", Range(-1,1)) = 0 38 | _GlowInner ("Inner", Range(0,1)) = 0.05 39 | _GlowOuter ("Outer", Range(0,1)) = 0.05 40 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 41 | 42 | _WeightNormal ("Weight Normal", float) = 0 43 | _WeightBold ("Weight Bold", float) = 0.5 44 | 45 | // Should not be directly exposed to the user 46 | _ShaderFlags ("Flags", float) = 0 47 | _ScaleRatioA ("Scale RatioA", float) = 1 48 | _ScaleRatioB ("Scale RatioB", float) = 1 49 | _ScaleRatioC ("Scale RatioC", float) = 1 50 | 51 | _MainTex ("Font Atlas", 2D) = "white" {} 52 | _TextureWidth ("Texture Width", float) = 512 53 | _TextureHeight ("Texture Height", float) = 512 54 | _GradientScale ("Gradient Scale", float) = 5.0 55 | _ScaleX ("Scale X", float) = 1.0 56 | _ScaleY ("Scale Y", float) = 1.0 57 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 58 | _Sharpness ("Sharpness", Range(-1,1)) = 0 59 | 60 | _VertexOffsetX ("Vertex OffsetX", float) = 0 61 | _VertexOffsetY ("Vertex OffsetY", float) = 0 62 | 63 | _CullMode ("Cull Mode", Float) = 0 64 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 65 | //_MaskSoftness ("Mask Softness", float) = 0 66 | } 67 | 68 | SubShader { 69 | 70 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 71 | 72 | LOD 300 73 | Cull [_CullMode] 74 | 75 | CGPROGRAM 76 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap 77 | #pragma target 3.0 78 | #pragma shader_feature __ GLOW_ON 79 | #pragma glsl 80 | 81 | #include "TMPro_Properties.cginc" 82 | #include "TMPro.cginc" 83 | 84 | half _FaceShininess; 85 | half _OutlineShininess; 86 | 87 | struct Input 88 | { 89 | fixed4 color : COLOR; 90 | float2 uv_MainTex; 91 | float2 uv2_FaceTex; 92 | float2 uv2_OutlineTex; 93 | float2 param; // Weight, Scale 94 | float3 viewDirEnv; 95 | }; 96 | 97 | 98 | #define BEVEL_ON 1 99 | #include "TMPro_Surface.cginc" 100 | 101 | ENDCG 102 | 103 | // Pass to render object as a shadow caster 104 | Pass 105 | { 106 | Name "Caster" 107 | Tags { "LightMode" = "ShadowCaster" } 108 | Offset 1, 1 109 | 110 | Fog {Mode Off} 111 | ZWrite On 112 | ZTest LEqual 113 | Cull Off 114 | 115 | CGPROGRAM 116 | #pragma vertex vert 117 | #pragma fragment frag 118 | #pragma multi_compile_shadowcaster 119 | #include "UnityCG.cginc" 120 | 121 | struct v2f 122 | { 123 | V2F_SHADOW_CASTER; 124 | float2 uv : TEXCOORD1; 125 | float2 uv2 : TEXCOORD3; 126 | float alphaClip : TEXCOORD2; 127 | }; 128 | 129 | uniform float4 _MainTex_ST; 130 | uniform float4 _OutlineTex_ST; 131 | float _OutlineWidth; 132 | float _FaceDilate; 133 | float _ScaleRatioA; 134 | 135 | v2f vert( appdata_base v ) 136 | { 137 | v2f o; 138 | TRANSFER_SHADOW_CASTER(o) 139 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 140 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 141 | o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 142 | return o; 143 | } 144 | 145 | uniform sampler2D _MainTex; 146 | 147 | float4 frag(v2f i) : COLOR 148 | { 149 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 150 | clip(texcol.a - i.alphaClip); 151 | SHADOW_CASTER_FRAGMENT(i) 152 | } 153 | ENDCG 154 | } 155 | } 156 | 157 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 158 | } 159 | 160 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7ada0af4f174f0694ca6a487b8f543d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a3d800b099a06e0478fb790c5e79057a 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} 11 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 124c112a6e8f1a54e8b0870e881b56d8 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} 11 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68e6db2ebdc24f95958faec2be5558d6 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _CullMode ("Cull Mode", Float) = 0 15 | _ColorMask ("Color Mask", Float) = 15 16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 17 | 18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 19 | } 20 | 21 | SubShader 22 | { 23 | Tags 24 | { 25 | "Queue"="Transparent" 26 | "IgnoreProjector"="True" 27 | "RenderType"="Transparent" 28 | "PreviewType"="Plane" 29 | "CanUseSpriteAtlas"="True" 30 | } 31 | 32 | Stencil 33 | { 34 | Ref [_Stencil] 35 | Comp [_StencilComp] 36 | Pass [_StencilOp] 37 | ReadMask [_StencilReadMask] 38 | WriteMask [_StencilWriteMask] 39 | } 40 | 41 | Cull [_CullMode] 42 | Lighting Off 43 | ZWrite Off 44 | ZTest [unity_GUIZTestMode] 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask [_ColorMask] 47 | 48 | Pass 49 | { 50 | 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 | float4 mask : TEXCOORD2; 77 | UNITY_VERTEX_OUTPUT_STEREO 78 | }; 79 | 80 | sampler2D _MainTex; 81 | fixed4 _Color; 82 | fixed4 _TextureSampleAdd; 83 | float4 _ClipRect; 84 | float4 _MainTex_ST; 85 | float _UIMaskSoftnessX; 86 | float _UIMaskSoftnessY; 87 | 88 | v2f vert(appdata_t v) 89 | { 90 | v2f OUT; 91 | UNITY_SETUP_INSTANCE_ID(v); 92 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 93 | float4 vPosition = UnityObjectToClipPos(v.vertex); 94 | OUT.worldPosition = v.vertex; 95 | OUT.vertex = vPosition; 96 | 97 | float2 pixelSize = vPosition.w; 98 | pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 99 | 100 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 101 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 102 | OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); 103 | 104 | OUT.color = v.color * _Color; 105 | return OUT; 106 | } 107 | 108 | fixed4 frag(v2f IN) : SV_Target 109 | { 110 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 111 | 112 | #if UNITY_UI_CLIP_RECT 113 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 114 | color *= m.x * m.y; 115 | #endif 116 | 117 | #ifdef UNITY_UI_ALPHACLIP 118 | clip (color.a - 0.001); 119 | #endif 120 | 121 | return color; 122 | } 123 | ENDCG 124 | } 125 | } 126 | } 127 | -------------------------------------------------------------------------------- /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.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/TextMesh Pro/Shaders/TMPro.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: Version 2.0 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_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 _MaskSoftnessX; 70 | uniform float _MaskSoftnessY; 71 | 72 | // Font Atlas properties 73 | uniform sampler2D _MainTex; 74 | uniform float _TextureWidth; 75 | uniform float _TextureHeight; 76 | uniform float _GradientScale; 77 | uniform float _ScaleX; 78 | uniform float _ScaleY; 79 | uniform float _PerspectiveFilter; 80 | uniform float _Sharpness; 81 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3997e2241185407d80309a82f9148466 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /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.texcoord.w, 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.texcoord.w) * _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 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); 30 | } 31 | 32 | void PixShader(Input input, inout SurfaceOutput o) 33 | { 34 | 35 | #if USE_DERIVATIVE 36 | float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); 37 | pixelSize *= _TextureWidth * .75; 38 | float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); 39 | #else 40 | float scale = input.param.y; 41 | #endif 42 | 43 | // Signed distance 44 | float c = tex2D(_MainTex, input.uv_MainTex).a; 45 | float sd = (.5 - c - input.param.x) * scale + .5; 46 | float outline = _OutlineWidth*_ScaleRatioA * scale; 47 | float softness = _OutlineSoftness*_ScaleRatioA * scale; 48 | 49 | // Color & Alpha 50 | float4 faceColor = _FaceColor; 51 | float4 outlineColor = _OutlineColor; 52 | faceColor *= input.color; 53 | outlineColor.a *= input.color.a; 54 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); 55 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); 56 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 57 | faceColor.rgb /= max(faceColor.a, 0.0001); 58 | 59 | #if BEVEL_ON 60 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); 61 | 62 | float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, 63 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a, 64 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a, 65 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; 66 | 67 | // Face Normal 68 | float3 n = GetSurfaceNormal(smp4x, input.param.x); 69 | 70 | // Bumpmap 71 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; 72 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 73 | bump = lerp(float3(0, 0, 1), bump, faceColor.a); 74 | n = normalize(n - bump); 75 | 76 | // Cubemap reflection 77 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); 78 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 79 | #else 80 | float3 n = float3(0, 0, -1); 81 | float3 emission = float3(0, 0, 0); 82 | #endif 83 | 84 | #if GLOW_ON 85 | float4 glowColor = GetGlowColor(sd, scale); 86 | glowColor.a *= input.color.a; 87 | emission += glowColor.rgb*glowColor.a; 88 | faceColor = BlendARGB(glowColor, faceColor); 89 | faceColor.rgb /= max(faceColor.a, 0.0001); 90 | #endif 91 | 92 | // Set Standard output structure 93 | o.Albedo = faceColor.rgb; 94 | o.Normal = -n; 95 | o.Emission = emission; 96 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); 97 | o.Gloss = 1; 98 | o.Alpha = faceColor.a; 99 | } 100 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta: 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"VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity-Entities-Dodge-the-Bullets 2 | 3 | ![thumbnail](./thumbnail.png) 4 | 5 | * Version : Unity 2023.2b6 6 | 7 | ## 한국어 (Korean) 8 | 이 저장소는 ECS를 사용해서 닷지(총알 피하기) 게임을 구현한 예제 입니다. 9 | 붉은 총알을 피해 최대한 오래 살아남으세요! 10 | 11 | 이 예제에서는 다음 과정을 배웁니다. 12 | 13 | * 게임 오브젝트를 엔티티로 베이크 하는 방법 14 | * 엔티티 커맨드 버퍼를 사용하는 방법 15 | * 총알 튕김을 구현하는 방법 16 | * MonoBehaviour와 엔티티 시스템 사이에 정보를 교환하는 방법 17 | * IJobEntity를 통해 잡으로 엔티티를 제어하는 방법 18 | 19 | ## English (영어) 20 | This repository is an example of implementing bullet dodging game using ECS. 21 | Dodge the bullet for as long as possible! 22 | 23 | In this example, you will learn the following steps 24 | 25 | * How to bake a GameObject into an Entity. 26 | * How to use the Entity Command Buffer 27 | * How to implement bullet bounce(Richocet) 28 | * How to exchange information between MonoBehaviour and the entity system. 29 | * How to control entities with jobs via IJobEntity -------------------------------------------------------------------------------- /thumbnail.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/UnityTechnologies/Unity-Entities-Dodge-the-Bullets/7696e4eb4e3595adb803e886405368d6f49f0fa6/thumbnail.png --------------------------------------------------------------------------------