├── .gitignore ├── Html2UnityRich ├── Assets │ ├── Html2UnityRich.meta │ ├── Html2UnityRich │ │ ├── Component.meta │ │ ├── Component │ │ │ ├── LinkOpener.cs │ │ │ ├── LinkOpener.cs.meta │ │ │ ├── LinkText4UGUI.cs │ │ │ └── LinkText4UGUI.cs.meta │ │ ├── Html2UnityRichMgr.cs │ │ ├── Html2UnityRichMgr.cs.meta │ │ ├── HtmlTagAnalyer.cs │ │ ├── HtmlTagAnalyer.cs.meta │ │ ├── HtmlTagName.cs │ │ ├── HtmlTagName.cs.meta │ │ ├── Machine.meta │ │ ├── Machine │ │ │ ├── HtmlMachine.cs │ │ │ ├── HtmlMachine.cs.meta │ │ │ ├── HtmlStatus.meta │ │ │ ├── HtmlStatus │ │ │ │ ├── HtmlDefaultStatus.cs │ │ │ │ ├── HtmlDefaultStatus.cs.meta │ │ │ │ ├── HtmlEndTagStatus.cs │ │ │ │ ├── HtmlEndTagStatus.cs.meta │ │ │ │ ├── HtmlSingleTagStatus.cs │ │ │ │ ├── HtmlSingleTagStatus.cs.meta │ │ │ │ ├── HtmlStartOrEndStatus.cs │ │ │ │ ├── HtmlStartOrEndStatus.cs.meta │ │ │ │ ├── HtmlStartTagStatus.cs │ │ │ │ ├── HtmlStartTagStatus.cs.meta │ │ │ │ ├── HtmlStartTagWriteValueStatus.cs │ │ │ │ ├── HtmlStartTagWriteValueStatus.cs.meta │ │ │ │ ├── HtmlStatus.cs │ │ │ │ └── HtmlStatus.cs.meta │ │ │ ├── TagPropMachine.cs │ │ │ ├── TagPropMachine.cs.meta │ │ │ ├── TagPropStatus.meta │ │ │ └── TagPropStatus │ │ │ │ ├── TagPropDefaultStatus.cs │ │ │ │ ├── TagPropDefaultStatus.cs.meta │ │ │ │ ├── TagPropEndStatus.cs │ │ │ │ ├── TagPropEndStatus.cs.meta │ │ │ │ ├── TagPropKeyStatus.cs │ │ │ │ ├── TagPropKeyStatus.cs.meta │ │ │ │ ├── TagPropSpaceStatus.cs │ │ │ │ ├── TagPropSpaceStatus.cs.meta │ │ │ │ ├── TagPropStartStatus.cs │ │ │ │ ├── TagPropStartStatus.cs.meta │ │ │ │ ├── TagPropStatus.cs │ │ │ │ ├── TagPropStatus.cs.meta │ │ │ │ ├── TagPropValEndStatus.cs │ │ │ │ ├── TagPropValEndStatus.cs.meta │ │ │ │ ├── TagPropValStartStatus.cs │ │ │ │ ├── TagPropValStartStatus.cs.meta │ │ │ │ ├── TagPropValStatus.cs │ │ │ │ └── TagPropValStatus.cs.meta │ │ ├── Node.meta │ │ └── Node │ │ │ ├── HtmlNode.cs │ │ │ ├── HtmlNode.cs.meta │ │ │ ├── HtmlTagNode.cs │ │ │ ├── HtmlTagNode.cs.meta │ │ │ ├── HtmlTextNode.cs │ │ │ └── HtmlTextNode.cs.meta │ ├── Plugins.meta │ ├── Plugins │ │ ├── LitJson.meta │ │ └── LitJson │ │ │ ├── IJsonWrapper.cs │ │ │ ├── IJsonWrapper.cs.meta │ │ │ ├── JsonData.cs │ │ │ ├── JsonData.cs.meta │ │ │ ├── JsonException.cs │ │ │ ├── JsonException.cs.meta │ │ │ ├── JsonMapper.cs │ │ │ ├── JsonMapper.cs.meta │ │ │ ├── JsonMockWrapper.cs │ │ │ ├── JsonMockWrapper.cs.meta │ │ │ ├── JsonReader.cs │ │ │ ├── JsonReader.cs.meta │ │ │ ├── JsonWriter.cs │ │ │ ├── JsonWriter.cs.meta │ │ │ ├── Lexer.cs │ │ │ ├── Lexer.cs.meta │ │ │ ├── Netstandard15Polyfill.cs │ │ │ ├── Netstandard15Polyfill.cs.meta │ │ │ ├── ParserToken.cs │ │ │ └── ParserToken.cs.meta │ ├── Sample.meta │ ├── Sample │ │ ├── Resources.meta │ │ ├── Resources │ │ │ ├── Text.txt │ │ │ └── Text.txt.meta │ │ ├── Scenes.meta │ │ ├── Scenes │ │ │ ├── SampleScene.unity │ │ │ └── SampleScene.unity.meta │ │ ├── Scripts.meta │ │ └── Scripts │ │ │ ├── Start.cs │ │ │ └── Start.cs.meta │ ├── TextMesh Pro.meta │ └── TextMesh Pro │ │ ├── Documentation.meta │ │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ │ ├── Resources.meta │ │ ├── Resources │ │ ├── Fonts & Materials.meta │ │ ├── Fonts & Materials │ │ │ ├── fz SDF.asset │ │ │ └── fz SDF.asset.meta │ │ ├── LineBreaking Following Characters.txt │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Sprite Assets.meta │ │ ├── Sprite Assets │ │ │ ├── EmojiOne.asset │ │ │ └── EmojiOne.asset.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ ├── Default Style Sheet.asset │ │ │ └── Default Style Sheet.asset.meta │ │ ├── TMP Settings.asset │ │ └── TMP Settings.asset.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ ├── TMP_Bitmap-Custom-Atlas.shader │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ ├── TMP_Bitmap-Mobile.shader │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ ├── TMP_Bitmap.shader │ │ ├── TMP_Bitmap.shader.meta │ │ ├── TMP_SDF Overlay.shader │ │ ├── TMP_SDF Overlay.shader.meta │ │ ├── TMP_SDF SSD.shader │ │ ├── TMP_SDF SSD.shader.meta │ │ ├── TMP_SDF-Mobile Masking.shader │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ ├── TMP_SDF-Mobile Overlay.shader │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ ├── TMP_SDF-Mobile SSD.shader │ │ ├── TMP_SDF-Mobile SSD.shader.meta │ │ ├── TMP_SDF-Mobile.shader │ │ ├── TMP_SDF-Mobile.shader.meta │ │ ├── TMP_SDF-Surface-Mobile.shader │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ ├── TMP_SDF-Surface.shader │ │ ├── TMP_SDF-Surface.shader.meta │ │ ├── TMP_SDF.shader │ │ ├── TMP_SDF.shader.meta │ │ ├── TMP_Sprite.shader │ │ ├── TMP_Sprite.shader.meta │ │ ├── TMPro.cginc │ │ ├── TMPro.cginc.meta │ │ ├── TMPro_Mobile.cginc │ │ ├── TMPro_Mobile.cginc.meta │ │ ├── TMPro_Properties.cginc │ │ ├── TMPro_Properties.cginc.meta │ │ ├── TMPro_Surface.cginc │ │ └── TMPro_Surface.cginc.meta │ │ ├── Sprites.meta │ │ └── Sprites │ │ ├── EmojiOne Attribution.txt │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne.json │ │ ├── EmojiOne.json.meta │ │ ├── EmojiOne.png │ │ └── EmojiOne.png.meta ├── Packages │ ├── manifest.json │ └── packages-lock.json └── ProjectSettings │ ├── AudioManager.asset │ ├── AutoStreamingSettings.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── PackageManagerSettings.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ └── XRSettings.asset └── README.md /.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/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 56 | *.unitypackage 57 | 58 | # Crashlytics generated file 59 | crashlytics-build.properties 60 | 61 | /Html2UnityRich/Library 62 | /Html2UnityRich/obj/Debug 63 | /Html2UnityRich/Temp 64 | /Html2UnityRich/Logs 65 | /Html2UnityRich/.vsconfig -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ced190a4e5a40424ea7011f1780740cb 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Component.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b945c6e86f9c78a42bf7416a0422415f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Component/LinkOpener.cs: -------------------------------------------------------------------------------- 1 | using TMPro; 2 | using UnityEngine; 3 | using UnityEngine.EventSystems; 4 | 5 | [RequireComponent (typeof (TextMeshProUGUI))] 6 | public class LinkOpener : MonoBehaviour, IPointerClickHandler 7 | { 8 | public void OnPointerClick (PointerEventData eventData) 9 | { 10 | TextMeshProUGUI pTextMeshPro = GetComponent (); 11 | int linkIndex = 12 | TMP_TextUtilities.FindIntersectingLink (pTextMeshPro , eventData.position , 13 | null); // If you are not in a Canvas using Screen Overlay, put your camera instead of null 14 | if ( linkIndex != -1 ) 15 | { 16 | // was a link clicked? 17 | TMP_LinkInfo linkInfo = pTextMeshPro.textInfo.linkInfo [linkIndex]; 18 | Application.OpenURL (linkInfo.GetLinkID ()); 19 | } 20 | } 21 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Component/LinkOpener.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 52455f197d07ff74182099317ab5344d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Component/LinkText4UGUI.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.Text; 3 | using System.Text.RegularExpressions; 4 | using UnityEngine; 5 | using UnityEngine.EventSystems; 6 | using UnityEngine.UI; 7 | 8 | public class LinkText4UGUI : Text, IPointerClickHandler 9 | { 10 | /// 11 | /// 超链接信息类 12 | /// 13 | private class HyperlinkInfo 14 | { 15 | public int startIndex; 16 | 17 | public int endIndex; 18 | 19 | public string name; 20 | 21 | public readonly List boxes = new List (); 22 | } 23 | 24 | /// 25 | /// 解析完最终的文本 26 | /// 27 | private string m_OutputText; 28 | 29 | /// 30 | /// 超链接信息列表 31 | /// 32 | private readonly List m_HrefInfos = new List (); 33 | 34 | /// 35 | /// 文本构造器 36 | /// 37 | protected static readonly StringBuilder s_TextBuilder = new StringBuilder (); 38 | 39 | /// 40 | /// 超链接正则 41 | /// 42 | private static readonly Regex s_HrefRegex = new Regex (@"\n\s]+)>(.*?)()" , RegexOptions.Singleline); 43 | 44 | public override void SetVerticesDirty () 45 | { 46 | base.SetVerticesDirty (); 47 | m_OutputText = GetOutputText (text); 48 | } 49 | 50 | protected override void OnPopulateMesh (VertexHelper toFill) 51 | { 52 | string orignText = m_Text; 53 | m_Text = m_OutputText; 54 | base.OnPopulateMesh (toFill); 55 | m_Text = orignText; 56 | UIVertex vert = new UIVertex (); 57 | 58 | // 处理超链接包围框 59 | foreach ( HyperlinkInfo hrefInfo in m_HrefInfos ) 60 | { 61 | hrefInfo.boxes.Clear (); 62 | if ( hrefInfo.startIndex >= toFill.currentVertCount ) 63 | { 64 | continue; 65 | } 66 | 67 | // 将超链接里面的文本顶点索引坐标加入到包围框 68 | toFill.PopulateUIVertex (ref vert , hrefInfo.startIndex); 69 | var pos = vert.position; 70 | var bounds = new Bounds (pos , Vector3.zero); 71 | for ( int i = hrefInfo.startIndex, m = hrefInfo.endIndex ; i < m ; i++ ) 72 | { 73 | if ( i >= toFill.currentVertCount ) 74 | { 75 | break; 76 | } 77 | 78 | toFill.PopulateUIVertex (ref vert , i); 79 | pos = vert.position; 80 | if ( pos.x < bounds.min.x ) // 换行重新添加包围框 81 | { 82 | hrefInfo.boxes.Add (new Rect (bounds.min , bounds.size)); 83 | bounds = new Bounds (pos , Vector3.zero); 84 | } 85 | else 86 | { 87 | bounds.Encapsulate (pos); // 扩展包围框 88 | } 89 | } 90 | hrefInfo.boxes.Add (new Rect (bounds.min , bounds.size)); 91 | } 92 | } 93 | 94 | /// 95 | /// 获取超链接解析后的最后输出文本 96 | /// 97 | /// 98 | protected virtual string GetOutputText (string outputText) 99 | { 100 | s_TextBuilder.Length = 0; 101 | m_HrefInfos.Clear (); 102 | var indexText = 0; 103 | foreach ( Match match in s_HrefRegex.Matches (outputText) ) 104 | { 105 | s_TextBuilder.Append (outputText.Substring (indexText , match.Index - indexText)); 106 | var group = match.Groups [1]; 107 | var hrefInfo = new HyperlinkInfo 108 | { 109 | startIndex = s_TextBuilder.Length * 4 , // 超链接里的文本起始顶点索引 110 | endIndex = ( s_TextBuilder.Length + match.Groups [2].Length - 1 ) * 4 + 3 , 111 | name = group.Value 112 | }; 113 | m_HrefInfos.Add (hrefInfo); 114 | 115 | s_TextBuilder.Append (match.Groups [2].Value); 116 | indexText = match.Index + match.Length; 117 | } 118 | s_TextBuilder.Append (outputText.Substring (indexText , outputText.Length - indexText)); 119 | return s_TextBuilder.ToString (); 120 | } 121 | 122 | /// 123 | /// 点击事件检测是否点击到超链接文本 124 | /// 125 | /// 126 | public void OnPointerClick (PointerEventData eventData) 127 | { 128 | RectTransformUtility.ScreenPointToLocalPointInRectangle (rectTransform , eventData.position , eventData.pressEventCamera , out Vector2 lp); 129 | for ( int i1 = 0 ; i1 < m_HrefInfos.Count ; i1++ ) 130 | { 131 | HyperlinkInfo hrefInfo = m_HrefInfos [i1]; 132 | var boxes = hrefInfo.boxes; 133 | for ( var i = 0 ; i < boxes.Count ; ++i ) 134 | { 135 | if ( boxes [i].Contains (lp) ) 136 | { 137 | Application.OpenURL (hrefInfo.name); 138 | return; 139 | } 140 | } 141 | } 142 | } 143 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Component/LinkText4UGUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f8c892cf4bf3c5d44a4492dacb7f3ff0 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Html2UnityRichMgr.cs: -------------------------------------------------------------------------------- 1 | using System.Text.RegularExpressions; 2 | 3 | namespace Html2UnityRich 4 | { 5 | public static class Html2UnityRichMgr 6 | { 7 | public static void Html2UnityRichText (string str) 8 | { 9 | 10 | } 11 | 12 | /// 13 | /// 创建一个Html根节点 14 | /// 15 | /// 16 | /// 17 | public static HtmlNode CreateHtmlRootNode (string str) 18 | { 19 | str = Regex.Replace (str , ".*?" , string.Empty , RegexOptions.Singleline); 20 | char [] charArray = str.ToCharArray (); 21 | HtmlMachine machine = new HtmlMachine (); 22 | for ( int i = 0 ; i < charArray.Length ; i++ ) 23 | { 24 | machine.CurrentStatus.ApendChar (charArray [i]); 25 | } 26 | machine.CurrentStatus.EndApend (); 27 | return machine.htmlTagAnalyer.root; 28 | } 29 | 30 | /// 31 | /// 是否为单标签 32 | /// 33 | /// 34 | /// 35 | public static bool IsSingleTag (string tagStartName) 36 | { 37 | return tagStartName == HtmlTagName.HTML_TAG_BR; 38 | } 39 | } 40 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Html2UnityRichMgr.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9bda6522d0919e746954d099508accda 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/HtmlTagAnalyer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | 3 | namespace Html2UnityRich 4 | { 5 | public sealed class HtmlTagAnalyer 6 | { 7 | public readonly HtmlNode root; 8 | private readonly Stack _parentHtmlNodeStack; 9 | 10 | public HtmlTagAnalyer () 11 | { 12 | root = new HtmlTagNode (tagStartName: "" , tagEndName: "" , depth: 0); 13 | _parentHtmlNodeStack = new Stack (); 14 | _parentHtmlNodeStack.Push (root); 15 | } 16 | 17 | /// 18 | /// 添加一个纯文本节点 19 | /// 20 | /// 21 | public void AddTextNode (string text) 22 | { 23 | if ( string.IsNullOrEmpty (text) ) 24 | { 25 | return; 26 | } 27 | _parentHtmlNodeStack.Peek ().GetChilds ().Add (new HtmlTextNode (text , _parentHtmlNodeStack.Peek ().Depth + 1)); 28 | } 29 | 30 | /// 31 | /// 添加一个标签节点 32 | /// 33 | /// 34 | public void AddTagNode (string str) 35 | { 36 | //如果是单标签走单标签的逻辑 37 | if ( Html2UnityRichMgr.IsSingleTag (str) ) 38 | { 39 | AddSingleNode (str); 40 | return; 41 | } 42 | 43 | var tagNode = new HtmlTagNode (tagStartName: str , tagEndName: str , depth: _parentHtmlNodeStack.Peek ().Depth + 1); 44 | _parentHtmlNodeStack.Peek ().GetChilds ().Add (tagNode); 45 | _parentHtmlNodeStack.Push (tagNode); //作为下一个节点的父节点 46 | } 47 | 48 | /// 49 | /// 添加一个单标签节点 50 | /// 51 | /// 52 | public void AddSingleNode (string str) 53 | { 54 | _parentHtmlNodeStack.Peek ().GetChilds ().Add (new HtmlTagNode (tagStartName: str , tagEndName: str , depth: _parentHtmlNodeStack.Peek ().Depth + 1)); 55 | } 56 | 57 | /// 58 | /// 结束添加子节点 59 | /// 60 | /// 61 | public void AppendEnd (string endTagName) 62 | { 63 | _parentHtmlNodeStack.Pop (); 64 | } 65 | } 66 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/HtmlTagAnalyer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d756b5d074ef4bb4aabc45c4c4f3c961 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/HtmlTagName.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | 3 | namespace Html2UnityRich 4 | { 5 | public class HtmlTagName 6 | { 7 | //以下为Html的标签名称 8 | public const string HTML_TAG_A = "a"; 9 | public const string HTML_TAG_P = "p"; 10 | public const string HTML_TAG_EM = "em"; 11 | public const string HTML_TAG_BR = "br"; 12 | public const string HTML_TAG_STRONG = "strong"; 13 | public const string HTML_TAG_SPAN = "span"; 14 | public const string HTML_STYLE = "style"; 15 | public const string HTML_CLASS = "class"; 16 | public const string HTML_HREF = "href"; 17 | public const string HTML_CLASS_ALIGN_LEFT = "ql-align-left"; 18 | public const string HTML_CLASS_ALIGN_CENTER = "ql-align-center"; 19 | public const string HTML_CLASS_ALIGN_RIGHT = "ql-align-right"; 20 | public const string HTML_CLASS_SIZE_SMALL = "ql-size-small"; 21 | public const string HTML_CLASS_LARGE_NAME = "ql-size-large"; 22 | public const string HTML_CLASS_HUGE_NAME = "ql-size-huge"; 23 | public const string HTML_TAG_H1 = "h1"; 24 | public const string HTML_TAG_H2 = "h2"; 25 | public const string HTML_TAG_H3 = "h3"; 26 | public const string HTML_TAG_H4 = "h4"; 27 | public const string HTML_TAG_H5 = "h5"; 28 | public const string HTML_TAG_H6 = "h6"; 29 | 30 | //以下为Unity富文本标签名称 31 | public const string UNITY_RICH_TEXT_TAG_B = "b"; 32 | public const string UNITY_RICH_TEXT_TAG_I = "i"; 33 | public const string UNITY_RICH_TEXT_TAG_COLOR = "color"; 34 | public const string UNITY_RICH_TEXT_TAG_SIZE = "size"; 35 | 36 | //以下为TextPro专属的富文本标签名称 37 | public const string TEXT_PRO_RICH_TEXT_TAG_ALIGN = "align"; 38 | 39 | //以下为Html标签换算到UnityRich的标签值 40 | public const string htmlSizeH1 = "26"; 41 | public const string htmlSizeH2 = "24"; 42 | public const string htmlSizeH3 = "22"; 43 | public const string htmlSizeH4 = "20"; 44 | public const string htmlSizeH5 = "18"; 45 | public const string htmlSizeH6 = "16"; 46 | public const string htmlSizeQlSizeSmall = "16"; 47 | public const string htmlSizeQlSizeLarge = "20"; 48 | public const string htmlSizeQlSizeHuge = "22"; 49 | } 50 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/HtmlTagName.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf4fb9c139e81b149bfa779f984ad0cd 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3a023fb65d592df4fb0bb4f04f1c7b92 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlMachine.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | 3 | namespace Html2UnityRich 4 | { 5 | /// 6 | /// 该状态机用于对一段Html文本进行分析(区分出标签,文本) 7 | /// 8 | public class HtmlMachine 9 | { 10 | private HtmlStatus _currentStatus; 11 | private readonly List _characterList = new List (); 12 | 13 | public readonly HtmlTagAnalyer htmlTagAnalyer; 14 | public readonly HtmlDefaultStatus htmlDefaultStatus; 15 | public readonly HtmlStartOrEndStatus htmlStartOrEndStatus; 16 | public readonly HtmlStartTagStatus htmlStartTagStatus; 17 | public readonly HtmlStartTagWriteValueStatus htmlStartTagWriteValueStatus; 18 | public readonly HtmlEndTagStatus htmlEndTagStatus; 19 | public readonly HtmlSingleTagStatus htmlSingleTagStatus; 20 | 21 | public HtmlStatus CurrentStatus 22 | { 23 | get 24 | { 25 | return _currentStatus; 26 | } 27 | } 28 | 29 | public HtmlMachine () 30 | { 31 | htmlTagAnalyer = new HtmlTagAnalyer (); 32 | htmlDefaultStatus = new HtmlDefaultStatus (this); 33 | htmlStartOrEndStatus = new HtmlStartOrEndStatus (this); 34 | htmlStartTagStatus = new HtmlStartTagStatus (this); 35 | htmlEndTagStatus = new HtmlEndTagStatus (this); 36 | htmlSingleTagStatus = new HtmlSingleTagStatus (this); 37 | htmlStartTagWriteValueStatus = new HtmlStartTagWriteValueStatus (this); 38 | EnterStats (htmlDefaultStatus); 39 | } 40 | 41 | /// 42 | /// 进入一个状态 43 | /// 44 | /// 45 | public void EnterStats (HtmlStatus htmlStatus) 46 | { 47 | if ( htmlStatus == null && htmlStatus == _currentStatus ) 48 | { 49 | return; 50 | } 51 | 52 | _currentStatus?.Exit (); 53 | _currentStatus = htmlStatus; 54 | _currentStatus.Enter (); 55 | } 56 | 57 | /// 58 | /// 添加字符 59 | /// 60 | /// 61 | public void AddChar (char character) 62 | { 63 | _characterList.Add (character); 64 | } 65 | 66 | /// 67 | /// 合并字符 68 | /// 69 | /// 70 | public string MergeChar () 71 | { 72 | var str = string.Join ("" , _characterList); 73 | _characterList.Clear (); 74 | return str; 75 | } 76 | } 77 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlMachine.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2234ffb2975fce5499a55311570addf5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlStatus.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 523e2311f0e26fe44aeff672386cc62a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlStatus/HtmlDefaultStatus.cs: -------------------------------------------------------------------------------- 1 | namespace Html2UnityRich 2 | { 3 | public class HtmlDefaultStatus : HtmlStatus 4 | { 5 | public HtmlDefaultStatus (HtmlMachine machine) : base (machine) 6 | { 7 | 8 | } 9 | 10 | public override void ApendChar (char content) 11 | { 12 | switch ( content ) 13 | { 14 | //遇到了标签起始位,先合并之前添加的字符,再交由HtmlStartOrEndStatus来判断标签含义 15 | case '<': 16 | machine.htmlTagAnalyer.AddTextNode (machine.MergeChar ()); 17 | machine.AddChar (content); 18 | machine.EnterStats (machine.htmlStartOrEndStatus); 19 | break; 20 | 21 | default: 22 | machine.AddChar (content); 23 | break; 24 | } 25 | } 26 | } 27 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlStatus/HtmlDefaultStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7ddb613c38da0754393bf4121f91d876 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlStatus/HtmlEndTagStatus.cs: -------------------------------------------------------------------------------- 1 | namespace Html2UnityRich 2 | { 3 | public class HtmlEndTagStatus : HtmlStatus 4 | { 5 | public HtmlEndTagStatus (HtmlMachine machine) : base (machine) 6 | { 7 | 8 | } 9 | 10 | public override void ApendChar (char content) 11 | { 12 | machine.AddChar (content); 13 | switch ( content ) 14 | { 15 | case '>': 16 | machine.htmlTagAnalyer.AppendEnd (machine.MergeChar ()); 17 | machine.EnterStats (machine.htmlDefaultStatus); 18 | break; 19 | } 20 | } 21 | } 22 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlStatus/HtmlEndTagStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c955119a7674e214f97fa9f0e93f95da 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlStatus/HtmlSingleTagStatus.cs: -------------------------------------------------------------------------------- 1 | namespace Html2UnityRich 2 | { 3 | public class HtmlSingleTagStatus : HtmlStatus 4 | { 5 | public HtmlSingleTagStatus (HtmlMachine machine) : base (machine) 6 | { 7 | 8 | } 9 | 10 | public override void ApendChar (char content) 11 | { 12 | machine.AddChar (content); 13 | switch ( content ) 14 | { 15 | case '>': 16 | machine.htmlTagAnalyer.AddSingleNode (machine.MergeChar ()); 17 | machine.EnterStats (machine.htmlDefaultStatus); 18 | break; 19 | } 20 | } 21 | } 22 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlStatus/HtmlSingleTagStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3220fcb8ae6294e44b91598b04d1ea60 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlStatus/HtmlStartOrEndStatus.cs: -------------------------------------------------------------------------------- 1 | namespace Html2UnityRich 2 | { 3 | /// 4 | /// 检测该标签是开始还是结束 5 | /// 6 | public class HtmlStartOrEndStatus : HtmlStatus 7 | { 8 | public HtmlStartOrEndStatus (HtmlMachine machine) : base (machine) 9 | { 10 | 11 | } 12 | 13 | public override void ApendChar (char content) 14 | { 15 | machine.AddChar (content); 16 | 17 | //根据输入的第一个字符来决定下一步的状态 18 | switch ( content ) 19 | { 20 | //如果首次得到的输入是‘/’,那么就是结束标签,接下来交由HtmlEndTagStatus处理 21 | case '/': 22 | machine.EnterStats (machine.htmlEndTagStatus); 23 | break; 24 | 25 | //其他字符,至少不会是结束标签了,交由HtmlStartTagStatus判断该标签的具体含义 26 | default: 27 | machine.EnterStats (machine.htmlStartTagStatus); 28 | break; 29 | } 30 | } 31 | } 32 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlStatus/HtmlStartOrEndStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e9dda20897f54824395b66169efbc6ba 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlStatus/HtmlStartTagStatus.cs: -------------------------------------------------------------------------------- 1 | namespace Html2UnityRich 2 | { 3 | public class HtmlStartTagStatus : HtmlStatus 4 | { 5 | public HtmlStartTagStatus (HtmlMachine machine) : base (machine) 6 | { 7 | 8 | } 9 | 10 | public override void ApendChar (char content) 11 | { 12 | machine.AddChar (content); 13 | switch ( content ) 14 | { 15 | //在起始标签位里遇到了‘/’,说明这是一个单标签,走单标签状态 16 | case '/': 17 | machine.EnterStats (machine.htmlSingleTagStatus); 18 | break; 19 | 20 | //起始标签的结束,创建一个新的标签节点后回到默认状态 21 | case '>': 22 | machine.htmlTagAnalyer.AddTagNode (machine.MergeChar ()); 23 | machine.EnterStats (machine.htmlDefaultStatus); 24 | break; 25 | 26 | //起始标签中遇到",说明正在写入值,走赋值状态处理 27 | case '"': 28 | machine.EnterStats (machine.htmlStartTagWriteValueStatus); 29 | break; 30 | } 31 | } 32 | } 33 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlStatus/HtmlStartTagStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7adb514366017b342bbd3cd03b3c4fcc 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlStatus/HtmlStartTagWriteValueStatus.cs: -------------------------------------------------------------------------------- 1 | namespace Html2UnityRich 2 | { 3 | //原封不动加入字符,不对任何字符做分析,这就是该状态的职责 4 | public class HtmlStartTagWriteValueStatus : HtmlStatus 5 | { 6 | public HtmlStartTagWriteValueStatus (HtmlMachine machine) : base (machine) 7 | { 8 | 9 | } 10 | 11 | public override void ApendChar (char content) 12 | { 13 | machine.AddChar (content); 14 | switch ( content ) 15 | { 16 | //值写入完成了,交给htmlStartTagStatus继续分析标签状态 17 | case '"': 18 | machine.EnterStats (machine.htmlStartTagStatus); 19 | break; 20 | } 21 | } 22 | } 23 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlStatus/HtmlStartTagWriteValueStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e2fb38de2569f3f48a842433ad77cdce 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlStatus/HtmlStatus.cs: -------------------------------------------------------------------------------- 1 | namespace Html2UnityRich 2 | { 3 | public abstract class HtmlStatus 4 | { 5 | /// 6 | /// 进入状态 7 | /// 8 | public virtual void Enter () 9 | { 10 | 11 | } 12 | 13 | /// 14 | /// 离开状态 15 | /// 16 | public virtual void Exit () 17 | { 18 | 19 | } 20 | 21 | /// 22 | /// 添加一个字符 23 | /// 24 | /// 25 | public virtual void ApendChar (char content) 26 | { 27 | 28 | } 29 | 30 | /// 31 | /// 停止字符的输入 32 | /// 33 | public virtual void EndApend () 34 | { 35 | 36 | } 37 | 38 | /// 39 | /// 状态机对象 40 | /// 41 | protected HtmlMachine machine; 42 | 43 | public HtmlStatus (HtmlMachine machine) 44 | { 45 | this.machine = machine; 46 | } 47 | } 48 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/HtmlStatus/HtmlStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 541441cc139e4bb40a658d23b3813e44 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropMachine.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | 3 | namespace Html2UnityRich 4 | { 5 | /// 6 | /// 该状态机用于对一个起始标签的属性进行分析 7 | /// 8 | public class TagPropMachine 9 | { 10 | private TagPropStatus _currentStatus; 11 | private readonly List _characterList = new List (); 12 | 13 | public readonly TagPropDefaultStatus tagPropDefaultStatus; 14 | public readonly TagPropStartStatus tagPropStartStatus; 15 | public readonly TagPropEndStatus tagPropEndStatus; 16 | public readonly TagPropSpaceStatus tagPropSpaceStatus; 17 | public readonly TagPropKeyStatus tagPropKeyStatus; 18 | public readonly TagPropValStatus tagPropValStatus; 19 | public readonly TagPropValStartStatus tagPropValStartStatus; 20 | public readonly TagPropValEndStatus tagPropValEndStatus; 21 | 22 | public TagPropStatus CurrentStatus 23 | { 24 | get 25 | { 26 | return _currentStatus; 27 | } 28 | } 29 | 30 | public TagPropMachine () 31 | { 32 | tagPropDefaultStatus = new TagPropDefaultStatus (this); 33 | tagPropStartStatus = new TagPropStartStatus (this); 34 | tagPropSpaceStatus = new TagPropSpaceStatus (this); 35 | tagPropEndStatus = new TagPropEndStatus (this); 36 | tagPropKeyStatus = new TagPropKeyStatus (this); 37 | tagPropValStatus = new TagPropValStatus (this); 38 | tagPropValStartStatus = new TagPropValStartStatus (this); 39 | tagPropValEndStatus = new TagPropValEndStatus (this); 40 | EnterStats (tagPropDefaultStatus); 41 | } 42 | 43 | /// 44 | /// 进入一个状态 45 | /// 46 | /// 47 | public void EnterStats (TagPropStatus tagPropStatus) 48 | { 49 | if ( tagPropStatus == null && tagPropStatus == _currentStatus ) 50 | { 51 | return; 52 | } 53 | 54 | _currentStatus?.Exit (); 55 | _currentStatus = tagPropStatus; 56 | _currentStatus.Enter (); 57 | } 58 | 59 | /// 60 | /// 添加字符 61 | /// 62 | /// 63 | public void AddChar (char character) 64 | { 65 | _characterList.Add (character); 66 | } 67 | 68 | /// 69 | /// 合并字符 70 | /// 71 | /// 72 | public string MergeChar () 73 | { 74 | var str = string.Join ("" , _characterList); 75 | _characterList.Clear (); 76 | return str; 77 | } 78 | 79 | 80 | public string tagName; 81 | public string propKey; 82 | public string propVal; 83 | public readonly Dictionary propKV = new Dictionary (); 84 | 85 | /// 86 | /// 保存属性键值对 87 | /// 88 | public void SavePropKV () 89 | { 90 | propKV.Add (key: propKey , value: propVal); 91 | } 92 | } 93 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropMachine.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d83552a0981db9e48a65392ae7d5a470 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b00d87a3e918b6c48a8f0c00c8a8721e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropDefaultStatus.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace Html2UnityRich 4 | { 5 | /// 6 | /// 默认状态 7 | /// 8 | public class TagPropDefaultStatus : TagPropStatus 9 | { 10 | public TagPropDefaultStatus (TagPropMachine machine) : base (machine) 11 | { 12 | 13 | } 14 | 15 | public override void ApendChar (char content) 16 | { 17 | switch ( content ) 18 | { 19 | case ' ': 20 | break; 21 | 22 | case '<': 23 | machine.EnterStats (machine.tagPropStartStatus); 24 | break; 25 | 26 | default: 27 | throw new Exception ($"语法错误,TagPropDefaultStatus遇到异常字符{content}"); 28 | } 29 | } 30 | } 31 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropDefaultStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c4d83c000ed70dc41b554502c221cec8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropEndStatus.cs: -------------------------------------------------------------------------------- 1 | namespace Html2UnityRich 2 | { 3 | public class TagPropEndStatus : TagPropStatus 4 | { 5 | public TagPropEndStatus (TagPropMachine machine) : base (machine) 6 | { 7 | 8 | } 9 | } 10 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropEndStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c20d0a3f0d6e8b64bbef0fa102ea6e4a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropKeyStatus.cs: -------------------------------------------------------------------------------- 1 | namespace Html2UnityRich 2 | { 3 | public class TagPropKeyStatus : TagPropStatus 4 | { 5 | public TagPropKeyStatus (TagPropMachine machine) : base (machine) 6 | { 7 | 8 | } 9 | 10 | public override void ApendChar (char content) 11 | { 12 | switch ( content ) 13 | { 14 | //该属性有值,先缓存属性名称,后续交给其他状态处理 15 | case '=': 16 | machine.propKey = machine.MergeChar (); 17 | machine.EnterStats (machine.tagPropValStatus); 18 | break; 19 | 20 | //该属性名称没有值,直接缓存 21 | case ' ': 22 | case '/': 23 | case '>': 24 | machine.propKey = machine.MergeChar (); 25 | machine.propVal = ""; 26 | machine.SavePropKV (); 27 | break; 28 | 29 | default: 30 | machine.AddChar (content); 31 | break; 32 | } 33 | 34 | switch ( content ) 35 | { 36 | case ' ': 37 | machine.EnterStats (machine.tagPropSpaceStatus); 38 | break; 39 | 40 | case '/': 41 | case '>': 42 | machine.EnterStats (machine.tagPropEndStatus); 43 | break; 44 | } 45 | } 46 | } 47 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropKeyStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e6719770f20760547b6c160c655cae51 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropSpaceStatus.cs: -------------------------------------------------------------------------------- 1 | namespace Html2UnityRich 2 | { 3 | public class TagPropSpaceStatus : TagPropStatus 4 | { 5 | public TagPropSpaceStatus (TagPropMachine machine) : base (machine) 6 | { 7 | 8 | } 9 | 10 | public override void ApendChar (char content) 11 | { 12 | switch ( content ) 13 | { 14 | //忽略多余的空格 15 | case ' ': 16 | break; 17 | 18 | //空格之后还是遇到了结束字符,进结束状态 19 | case '/': 20 | case '>': 21 | machine.EnterStats (machine.tagPropEndStatus); 22 | break; 23 | 24 | default: 25 | machine.AddChar (content); 26 | machine.EnterStats (machine.tagPropKeyStatus); 27 | break; 28 | } 29 | } 30 | } 31 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropSpaceStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a3526cec2349edb46923a3f43738d858 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropStartStatus.cs: -------------------------------------------------------------------------------- 1 | namespace Html2UnityRich 2 | { 3 | public class TagPropStartStatus : TagPropStatus 4 | { 5 | public TagPropStartStatus (TagPropMachine machine) : base (machine) 6 | { 7 | 8 | } 9 | 10 | public override void ApendChar (char content) 11 | { 12 | switch ( content ) 13 | { 14 | case ' ': 15 | case '/': 16 | case '>': 17 | machine.tagName = machine.MergeChar (); 18 | break; 19 | 20 | default: 21 | machine.AddChar (content); 22 | break; 23 | } 24 | 25 | switch ( content ) 26 | { 27 | case ' ': 28 | machine.EnterStats (machine.tagPropSpaceStatus); 29 | break; 30 | 31 | case '/': 32 | case '>': 33 | machine.EnterStats (machine.tagPropEndStatus); 34 | break; 35 | } 36 | } 37 | } 38 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropStartStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 98394ee33f8ec8949bf6b8ad62072f3b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropStatus.cs: -------------------------------------------------------------------------------- 1 | namespace Html2UnityRich 2 | { 3 | public abstract class TagPropStatus 4 | { 5 | /// 6 | /// 进入状态 7 | /// 8 | public virtual void Enter () 9 | { 10 | 11 | } 12 | 13 | /// 14 | /// 离开状态 15 | /// 16 | public virtual void Exit () 17 | { 18 | 19 | } 20 | 21 | /// 22 | /// 添加一个字符 23 | /// 24 | /// 25 | public virtual void ApendChar (char content) 26 | { 27 | 28 | } 29 | 30 | /// 31 | /// 停止字符的输入 32 | /// 33 | public virtual void EndApend () 34 | { 35 | 36 | } 37 | 38 | /// 39 | /// 状态机对象 40 | /// 41 | protected TagPropMachine machine; 42 | 43 | public TagPropStatus (TagPropMachine machine) 44 | { 45 | this.machine = machine; 46 | } 47 | } 48 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d27d8cad87c843145865c5354cfe29d3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropValEndStatus.cs: -------------------------------------------------------------------------------- 1 | namespace Html2UnityRich 2 | { 3 | public class TagPropValEndStatus : TagPropStatus 4 | { 5 | public TagPropValEndStatus (TagPropMachine machine) : base (machine) 6 | { 7 | 8 | } 9 | 10 | public override void ApendChar (char content) 11 | { 12 | switch ( content ) 13 | { 14 | case ' ': 15 | machine.EnterStats (machine.tagPropSpaceStatus); 16 | break; 17 | 18 | case '/': 19 | case '>': 20 | machine.EnterStats (machine.tagPropEndStatus); 21 | break; 22 | } 23 | } 24 | } 25 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropValEndStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ebcff9b82a3d5d048b5f4aa729036f82 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropValStartStatus.cs: -------------------------------------------------------------------------------- 1 | namespace Html2UnityRich 2 | { 3 | public class TagPropValStartStatus : TagPropStatus 4 | { 5 | public TagPropValStartStatus (TagPropMachine machine) : base (machine) 6 | { 7 | 8 | } 9 | 10 | public override void ApendChar (char content) 11 | { 12 | switch ( content ) 13 | { 14 | case '"': 15 | machine.propVal = machine.MergeChar (); 16 | machine.SavePropKV (); 17 | machine.EnterStats (machine.tagPropValEndStatus); 18 | break; 19 | 20 | default: 21 | machine.AddChar (content); 22 | break; 23 | } 24 | } 25 | } 26 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropValStartStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5cc74dddee87a8744a2f006fd3430da9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropValStatus.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace Html2UnityRich 4 | { 5 | public class TagPropValStatus : TagPropStatus 6 | { 7 | public TagPropValStatus (TagPropMachine machine) : base (machine) 8 | { 9 | 10 | } 11 | 12 | public override void ApendChar (char content) 13 | { 14 | switch ( content ) 15 | { 16 | case '"': 17 | machine.EnterStats (machine.tagPropValStartStatus); 18 | break; 19 | 20 | default: 21 | throw new Exception ($"TagPropValStartStatus语法错误,意料之外的字符{content}"); 22 | } 23 | } 24 | } 25 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Machine/TagPropStatus/TagPropValStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b66a660966702d448a6ea18c1a4b888b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Node.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2601c446cbf018b40bc0d286df5a62d8 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Node/HtmlNode.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.Text; 3 | using LitJson; 4 | 5 | namespace Html2UnityRich 6 | { 7 | public abstract class HtmlNode 8 | { 9 | protected int depth; 10 | /// 11 | /// 节点深度 12 | /// 13 | public int Depth 14 | { 15 | get 16 | { 17 | return depth; 18 | } 19 | } 20 | 21 | /// 22 | /// 获取属性数据 23 | /// 24 | /// 25 | public abstract Dictionary GetProp (); 26 | 27 | /// 28 | /// 获取子节点列表 29 | /// 30 | /// 31 | public abstract List GetChilds (); 32 | 33 | /// 34 | /// 转化为支持prop的节点 35 | /// 36 | /// 37 | public abstract HtmlNode ToPropNode (); 38 | 39 | /// 40 | /// 转化为支持UnityRich的节点 41 | /// 42 | /// 43 | public abstract HtmlNode ToUnityRichNode (); 44 | 45 | /// 46 | ///转化为UGUI富文本 47 | /// 48 | /// 49 | public abstract string ToUguiRichText (); 50 | 51 | /// 52 | ///转化为TextPro富文本 53 | /// 54 | /// 55 | public abstract string ToTextProRichText (); 56 | 57 | public override string ToString () 58 | { 59 | StringBuilder sb = new StringBuilder (); 60 | JsonWriter jr = new JsonWriter (sb) 61 | { 62 | PrettyPrint = true , 63 | IndentValue = 4 64 | }; 65 | JsonMapper.ToJson (this , jr); 66 | return sb.ToString (); 67 | } 68 | } 69 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Node/HtmlNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 41607ac5b45897a4ab3184ba9fed7b2f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Node/HtmlTagNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e38611af72f2d5a4a8c58da130adea77 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Node/HtmlTextNode.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | 3 | namespace Html2UnityRich 4 | { 5 | public class HtmlTextNode : HtmlNode 6 | { 7 | public readonly string text; 8 | 9 | public HtmlTextNode (string text , int depth) 10 | { 11 | this.text = text; 12 | this.depth = depth; 13 | } 14 | 15 | public override HtmlNode ToPropNode () 16 | { 17 | return this; 18 | } 19 | 20 | public override HtmlNode ToUnityRichNode () 21 | { 22 | return this; 23 | } 24 | 25 | public override Dictionary GetProp () 26 | { 27 | return new Dictionary (0); 28 | } 29 | 30 | public override List GetChilds () 31 | { 32 | return new List (0); 33 | } 34 | 35 | public override string ToUguiRichText () 36 | { 37 | return text; 38 | } 39 | 40 | public override string ToTextProRichText () 41 | { 42 | return text; 43 | } 44 | } 45 | } -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Html2UnityRich/Node/HtmlTextNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 10c57f3243981dc419813a16a01df9cf 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 288397113f4c7344fbb661d0ce5c2f9d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ae867ea64d58e9a449cc04a4f82c2e14 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson/IJsonWrapper.cs: -------------------------------------------------------------------------------- 1 | #region Header 2 | /** 3 | * IJsonWrapper.cs 4 | * Interface that represents a type capable of handling all kinds of JSON 5 | * data. This is mainly used when mapping objects through JsonMapper, and 6 | * it's implemented by JsonData. 7 | * 8 | * The authors disclaim copyright to this source code. For more details, see 9 | * the COPYING file included with this distribution. 10 | **/ 11 | #endregion 12 | 13 | 14 | using System.Collections; 15 | using System.Collections.Specialized; 16 | 17 | 18 | namespace LitJson 19 | { 20 | public enum JsonType 21 | { 22 | None, 23 | 24 | Object, 25 | Array, 26 | String, 27 | Int, 28 | Long, 29 | Double, 30 | Boolean 31 | } 32 | 33 | public interface IJsonWrapper : IList, IOrderedDictionary 34 | { 35 | bool IsArray { get; } 36 | bool IsBoolean { get; } 37 | bool IsDouble { get; } 38 | bool IsInt { get; } 39 | bool IsLong { get; } 40 | bool IsObject { get; } 41 | bool IsString { get; } 42 | 43 | bool GetBoolean (); 44 | double GetDouble (); 45 | int GetInt (); 46 | JsonType GetJsonType (); 47 | long GetLong (); 48 | string GetString (); 49 | 50 | void SetBoolean (bool val); 51 | void SetDouble (double val); 52 | void SetInt (int val); 53 | void SetJsonType (JsonType type); 54 | void SetLong (long val); 55 | void SetString (string val); 56 | 57 | string ToJson (); 58 | void ToJson (JsonWriter writer); 59 | } 60 | } 61 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson/IJsonWrapper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eb89843880649894da9d8f86cc501853 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson/JsonData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 10151a7c62ace1e45add8bcba37197d3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson/JsonException.cs: -------------------------------------------------------------------------------- 1 | #region Header 2 | /** 3 | * JsonException.cs 4 | * Base class throwed by LitJSON when a parsing error occurs. 5 | * 6 | * The authors disclaim copyright to this source code. For more details, see 7 | * the COPYING file included with this distribution. 8 | **/ 9 | #endregion 10 | 11 | 12 | using System; 13 | 14 | 15 | namespace LitJson 16 | { 17 | public class JsonException : 18 | #if NETSTANDARD1_5 19 | Exception 20 | #else 21 | ApplicationException 22 | #endif 23 | { 24 | public JsonException () : base () 25 | { 26 | } 27 | 28 | internal JsonException (ParserToken token) : 29 | base (String.Format ( 30 | "Invalid token '{0}' in input string", token)) 31 | { 32 | } 33 | 34 | internal JsonException (ParserToken token, 35 | Exception inner_exception) : 36 | base (String.Format ( 37 | "Invalid token '{0}' in input string", token), 38 | inner_exception) 39 | { 40 | } 41 | 42 | internal JsonException (int c) : 43 | base (String.Format ( 44 | "Invalid character '{0}' in input string", (char) c)) 45 | { 46 | } 47 | 48 | internal JsonException (int c, Exception inner_exception) : 49 | base (String.Format ( 50 | "Invalid character '{0}' in input string", (char) c), 51 | inner_exception) 52 | { 53 | } 54 | 55 | 56 | public JsonException (string message) : base (message) 57 | { 58 | } 59 | 60 | public JsonException (string message, Exception inner_exception) : 61 | base (message, inner_exception) 62 | { 63 | } 64 | } 65 | } 66 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson/JsonException.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 472ef29ce02cc2248ba13b4a6ed60f9b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson/JsonMapper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f924b228cbb019e46b74afd3654baad2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson/JsonMockWrapper.cs: -------------------------------------------------------------------------------- 1 | #region Header 2 | /** 3 | * JsonMockWrapper.cs 4 | * Mock object implementing IJsonWrapper, to facilitate actions like 5 | * skipping data more efficiently. 6 | * 7 | * The authors disclaim copyright to this source code. For more details, see 8 | * the COPYING file included with this distribution. 9 | **/ 10 | #endregion 11 | 12 | 13 | using System; 14 | using System.Collections; 15 | using System.Collections.Specialized; 16 | 17 | 18 | namespace LitJson 19 | { 20 | public class JsonMockWrapper : IJsonWrapper 21 | { 22 | public bool IsArray { get { return false; } } 23 | public bool IsBoolean { get { return false; } } 24 | public bool IsDouble { get { return false; } } 25 | public bool IsInt { get { return false; } } 26 | public bool IsLong { get { return false; } } 27 | public bool IsObject { get { return false; } } 28 | public bool IsString { get { return false; } } 29 | 30 | public bool GetBoolean () { return false; } 31 | public double GetDouble () { return 0.0; } 32 | public int GetInt () { return 0; } 33 | public JsonType GetJsonType () { return JsonType.None; } 34 | public long GetLong () { return 0L; } 35 | public string GetString () { return ""; } 36 | 37 | public void SetBoolean (bool val) {} 38 | public void SetDouble (double val) {} 39 | public void SetInt (int val) {} 40 | public void SetJsonType (JsonType type) {} 41 | public void SetLong (long val) {} 42 | public void SetString (string val) {} 43 | 44 | public string ToJson () { return ""; } 45 | public void ToJson (JsonWriter writer) {} 46 | 47 | 48 | bool IList.IsFixedSize { get { return true; } } 49 | bool IList.IsReadOnly { get { return true; } } 50 | 51 | object IList.this[int index] { 52 | get { return null; } 53 | set {} 54 | } 55 | 56 | int IList.Add (object value) { return 0; } 57 | void IList.Clear () {} 58 | bool IList.Contains (object value) { return false; } 59 | int IList.IndexOf (object value) { return -1; } 60 | void IList.Insert (int i, object v) {} 61 | void IList.Remove (object value) {} 62 | void IList.RemoveAt (int index) {} 63 | 64 | 65 | int ICollection.Count { get { return 0; } } 66 | bool ICollection.IsSynchronized { get { return false; } } 67 | object ICollection.SyncRoot { get { return null; } } 68 | 69 | void ICollection.CopyTo (Array array, int index) {} 70 | 71 | 72 | IEnumerator IEnumerable.GetEnumerator () { return null; } 73 | 74 | 75 | bool IDictionary.IsFixedSize { get { return true; } } 76 | bool IDictionary.IsReadOnly { get { return true; } } 77 | 78 | ICollection IDictionary.Keys { get { return null; } } 79 | ICollection IDictionary.Values { get { return null; } } 80 | 81 | object IDictionary.this[object key] { 82 | get { return null; } 83 | set {} 84 | } 85 | 86 | void IDictionary.Add (object k, object v) {} 87 | void IDictionary.Clear () {} 88 | bool IDictionary.Contains (object key) { return false; } 89 | void IDictionary.Remove (object key) {} 90 | 91 | IDictionaryEnumerator IDictionary.GetEnumerator () { return null; } 92 | 93 | 94 | object IOrderedDictionary.this[int idx] { 95 | get { return null; } 96 | set {} 97 | } 98 | 99 | IDictionaryEnumerator IOrderedDictionary.GetEnumerator () { 100 | return null; 101 | } 102 | void IOrderedDictionary.Insert (int i, object k, object v) {} 103 | void IOrderedDictionary.RemoveAt (int i) {} 104 | } 105 | } 106 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson/JsonMockWrapper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0c65c6e2912f3a346acdf24b9b065269 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson/JsonReader.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 32cea9187f629054f83d9bf8d43944f4 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson/JsonWriter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d07b1d2d7b867e64298d9f06ac193dd3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson/Lexer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9d320f7b7c94d97478cfd0f1a9d4c54c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson/Netstandard15Polyfill.cs: -------------------------------------------------------------------------------- 1 | #if NETSTANDARD1_5 2 | using System; 3 | using System.Reflection; 4 | namespace LitJson 5 | { 6 | internal static class Netstandard15Polyfill 7 | { 8 | internal static Type GetInterface(this Type type, string name) 9 | { 10 | return type.GetTypeInfo().GetInterface(name); 11 | } 12 | 13 | internal static bool IsClass(this Type type) 14 | { 15 | return type.GetTypeInfo().IsClass; 16 | } 17 | 18 | internal static bool IsEnum(this Type type) 19 | { 20 | return type.GetTypeInfo().IsEnum; 21 | } 22 | } 23 | } 24 | #endif -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson/Netstandard15Polyfill.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e3aff4b9ec90c94f902186eac612297 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson/ParserToken.cs: -------------------------------------------------------------------------------- 1 | #region Header 2 | /** 3 | * ParserToken.cs 4 | * Internal representation of the tokens used by the lexer and the parser. 5 | * 6 | * The authors disclaim copyright to this source code. For more details, see 7 | * the COPYING file included with this distribution. 8 | **/ 9 | #endregion 10 | 11 | 12 | namespace LitJson 13 | { 14 | internal enum ParserToken 15 | { 16 | // Lexer tokens (see section A.1.1. of the manual) 17 | None = System.Char.MaxValue + 1, 18 | Number, 19 | True, 20 | False, 21 | Null, 22 | CharSeq, 23 | // Single char 24 | Char, 25 | 26 | // Parser Rules (see section A.2.1 of the manual) 27 | Text, 28 | Object, 29 | ObjectPrime, 30 | Pair, 31 | PairRest, 32 | Array, 33 | ArrayPrime, 34 | Value, 35 | ValueRest, 36 | String, 37 | 38 | // End of input 39 | End, 40 | 41 | // The empty rule 42 | Epsilon 43 | } 44 | } 45 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Plugins/LitJson/ParserToken.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 289625690f7ae164eba87727cb05b886 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Sample.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4d87571e6aa67414e9bc44c64c335f92 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Sample/Resources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e94fbc17fd73d724e911fff00df95485 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Sample/Resources/Text.txt: -------------------------------------------------------------------------------- 1 |

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-------------------------------------------------------------------------------- /Html2UnityRich/Assets/Sample/Resources/Text.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2bbc432e1375fbe4aae9b8f5cac7177f 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Sample/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 534b9a9cc0aae714090eb2ac47b02043 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Sample/Scenes/SampleScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9fc0d4010bbf28b4594072e72b8655ab 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Sample/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e24c6673e6d69d24e921101c2f90dde9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/Sample/Scripts/Start.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using Html2UnityRich; 3 | using TMPro; 4 | using UnityEngine; 5 | using UnityEngine.UI; 6 | 7 | public class Start : MonoBehaviour 8 | { 9 | public LinkText4UGUI preTextUGUI; 10 | public TextMeshProUGUI textMeshPro; 11 | public Button btnShowUGUIText; 12 | public Button btnShowTextMeshPro; 13 | 14 | private void Awake () 15 | { 16 | string content = Resources.Load ("Text").text; 17 | var rootNode = Html2UnityRichMgr.CreateHtmlRootNode (content).ToPropNode ().ToUnityRichNode (); 18 | 19 | #region 由于TextPro组件支持对齐标签,ToTextProRichText直接赋值即可 20 | textMeshPro.alignment = TextAlignmentOptions.MidlineLeft; 21 | textMeshPro.text = rootNode.ToTextProRichText (); 22 | #endregion 23 | 24 | #region 由于UGUI不支持对齐标签,拆分为多个Text显示,每个Text单独设置对齐 25 | List htmlTagNodes = rootNode.GetChilds (); 26 | for ( int i = 0 ; i < htmlTagNodes.Count ; i++ ) 27 | { 28 | LinkText4UGUI textItem = GameObject.Instantiate (preTextUGUI , preTextUGUI.transform.parent); 29 | textItem.text = htmlTagNodes [i].ToUguiRichText (); 30 | textItem.gameObject.SetActive (true); 31 | 32 | if ( htmlTagNodes [i].GetProp ().ContainsKey (HtmlTagName.HTML_CLASS_ALIGN_LEFT) ) 33 | { 34 | textItem.alignment = TextAnchor.MiddleLeft; 35 | } 36 | else if ( htmlTagNodes [i].GetProp ().ContainsKey (HtmlTagName.HTML_CLASS_ALIGN_RIGHT) ) 37 | { 38 | textItem.alignment = TextAnchor.MiddleRight; 39 | } 40 | else if ( htmlTagNodes [i].GetProp ().ContainsKey (HtmlTagName.HTML_CLASS_ALIGN_CENTER) ) 41 | { 42 | textItem.alignment = TextAnchor.MiddleCenter; 43 | } 44 | } 45 | #endregion 46 | 47 | preTextUGUI.transform.parent.gameObject.SetActive (false); 48 | textMeshPro.gameObject.SetActive (true); 49 | 50 | btnShowUGUIText.onClick.AddListener (() => 51 | { 52 | preTextUGUI.transform.parent.gameObject.SetActive (true); 53 | textMeshPro.gameObject.SetActive (false); 54 | }); 55 | 56 | btnShowTextMeshPro.onClick.AddListener (() => 57 | { 58 | preTextUGUI.transform.parent.gameObject.SetActive (false); 59 | textMeshPro.gameObject.SetActive (true); 60 | }); 61 | 62 | Debug.Log ($"根节点:{rootNode}"); 63 | } 64 | } 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1b8d251f9af63b746bf2f7ffe00ebb9b 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/TextMesh Pro/Resources/Fonts & Materials/fz SDF.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 65327739de6c4b74ab051e74fe0d130d 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Html2UnityRich/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%,. 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folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Distance Field (Surface)" { 2 | 3 | Properties { 4 | _FaceTex ("Fill Texture", 2D) = "white" {} 5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 7 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) 8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 9 | 10 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 11 | _OutlineTex ("Outline Texture", 2D) = "white" {} 12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 16 | 17 | _Bevel ("Bevel", Range(0,1)) = 0.5 18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 22 | 23 | _BumpMap ("Normalmap", 2D) = "bump" {} 24 | _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 25 | _BumpFace ("Bump Face", Range(0,1)) = 0.5 26 | 27 | _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) 28 | _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) 29 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } 30 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) 31 | [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1) 32 | 33 | _FaceShininess ("Face Shininess", Range(0,1)) = 0 34 | _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 35 | 36 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) 37 | _GlowOffset ("Offset", Range(-1,1)) = 0 38 | _GlowInner ("Inner", Range(0,1)) = 0.05 39 | _GlowOuter ("Outer", Range(0,1)) = 0.05 40 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 41 | 42 | _WeightNormal ("Weight Normal", float) = 0 43 | _WeightBold ("Weight Bold", float) = 0.5 44 | 45 | // Should not be directly exposed to the user 46 | _ShaderFlags ("Flags", float) = 0 47 | _ScaleRatioA ("Scale RatioA", float) = 1 48 | _ScaleRatioB ("Scale RatioB", float) = 1 49 | _ScaleRatioC ("Scale RatioC", float) = 1 50 | 51 | _MainTex ("Font Atlas", 2D) = "white" {} 52 | _TextureWidth ("Texture Width", float) = 512 53 | _TextureHeight ("Texture Height", float) = 512 54 | _GradientScale ("Gradient Scale", float) = 5.0 55 | _ScaleX ("Scale X", float) = 1.0 56 | _ScaleY ("Scale Y", float) = 1.0 57 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 58 | _Sharpness ("Sharpness", Range(-1,1)) = 0 59 | 60 | _VertexOffsetX ("Vertex OffsetX", float) = 0 61 | _VertexOffsetY ("Vertex OffsetY", float) = 0 62 | 63 | _CullMode ("Cull Mode", Float) = 0 64 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 65 | //_MaskSoftness ("Mask Softness", float) = 0 66 | } 67 | 68 | SubShader { 69 | 70 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 71 | 72 | LOD 300 73 | Cull [_CullMode] 74 | 75 | CGPROGRAM 76 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap 77 | #pragma target 3.0 78 | #pragma shader_feature __ GLOW_ON 79 | #pragma glsl 80 | 81 | #include "TMPro_Properties.cginc" 82 | #include "TMPro.cginc" 83 | 84 | half _FaceShininess; 85 | half _OutlineShininess; 86 | 87 | struct Input 88 | { 89 | fixed4 color : COLOR; 90 | float2 uv_MainTex; 91 | float2 uv2_FaceTex; 92 | float2 uv2_OutlineTex; 93 | float2 param; // Weight, Scale 94 | float3 viewDirEnv; 95 | }; 96 | 97 | 98 | #define BEVEL_ON 1 99 | #include "TMPro_Surface.cginc" 100 | 101 | ENDCG 102 | 103 | // Pass to render object as a shadow caster 104 | Pass 105 | { 106 | Name "Caster" 107 | Tags { "LightMode" = "ShadowCaster" } 108 | Offset 1, 1 109 | 110 | Fog {Mode Off} 111 | ZWrite On 112 | ZTest LEqual 113 | Cull Off 114 | 115 | CGPROGRAM 116 | #pragma vertex vert 117 | #pragma fragment frag 118 | #pragma multi_compile_shadowcaster 119 | #include "UnityCG.cginc" 120 | 121 | struct v2f { 122 | V2F_SHADOW_CASTER; 123 | float2 uv : TEXCOORD1; 124 | float2 uv2 : TEXCOORD3; 125 | float alphaClip : TEXCOORD2; 126 | }; 127 | 128 | uniform float4 _MainTex_ST; 129 | uniform float4 _OutlineTex_ST; 130 | float _OutlineWidth; 131 | float _FaceDilate; 132 | float _ScaleRatioA; 133 | 134 | v2f vert( appdata_base v ) 135 | { 136 | v2f o; 137 | TRANSFER_SHADOW_CASTER(o) 138 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 139 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 140 | o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 141 | return o; 142 | } 143 | 144 | uniform sampler2D _MainTex; 145 | 146 | float4 frag(v2f i) : COLOR 147 | { 148 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 149 | clip(texcol.a - i.alphaClip); 150 | SHADOW_CASTER_FRAGMENT(i) 151 | } 152 | ENDCG 153 | } 154 | } 155 | 156 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 157 | } 158 | 159 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _CullMode ("Cull Mode", Float) = 0 15 | _ColorMask ("Color Mask", Float) = 15 16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 17 | 18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 19 | } 20 | 21 | SubShader 22 | { 23 | Tags 24 | { 25 | "Queue"="Transparent" 26 | "IgnoreProjector"="True" 27 | "RenderType"="Transparent" 28 | "PreviewType"="Plane" 29 | "CanUseSpriteAtlas"="True" 30 | } 31 | 32 | Stencil 33 | { 34 | Ref [_Stencil] 35 | Comp [_StencilComp] 36 | Pass [_StencilOp] 37 | ReadMask [_StencilReadMask] 38 | WriteMask [_StencilWriteMask] 39 | } 40 | 41 | Cull [_CullMode] 42 | Lighting Off 43 | ZWrite Off 44 | ZTest [unity_GUIZTestMode] 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask [_ColorMask] 47 | 48 | Pass 49 | { 50 | Name "Default" 51 | CGPROGRAM 52 | #pragma vertex vert 53 | #pragma fragment frag 54 | #pragma target 2.0 55 | 56 | #include "UnityCG.cginc" 57 | #include "UnityUI.cginc" 58 | 59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 61 | 62 | struct appdata_t 63 | { 64 | float4 vertex : POSITION; 65 | float4 color : COLOR; 66 | float2 texcoord : TEXCOORD0; 67 | UNITY_VERTEX_INPUT_INSTANCE_ID 68 | }; 69 | 70 | struct v2f 71 | { 72 | float4 vertex : SV_POSITION; 73 | fixed4 color : COLOR; 74 | float2 texcoord : TEXCOORD0; 75 | float4 worldPosition : TEXCOORD1; 76 | UNITY_VERTEX_OUTPUT_STEREO 77 | }; 78 | 79 | sampler2D _MainTex; 80 | fixed4 _Color; 81 | fixed4 _TextureSampleAdd; 82 | float4 _ClipRect; 83 | float4 _MainTex_ST; 84 | 85 | v2f vert(appdata_t v) 86 | { 87 | v2f OUT; 88 | UNITY_SETUP_INSTANCE_ID(v); 89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 90 | OUT.worldPosition = v.vertex; 91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 92 | 93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 94 | 95 | OUT.color = v.color * _Color; 96 | return OUT; 97 | } 98 | 99 | fixed4 frag(v2f IN) : SV_Target 100 | { 101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 102 | 103 | #ifdef UNITY_UI_CLIP_RECT 104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 105 | #endif 106 | 107 | #ifdef UNITY_UI_ALPHACLIP 108 | clip (color.a - 0.001); 109 | #endif 110 | 111 | return color; 112 | } 113 | ENDCG 114 | } 115 | } 116 | } 117 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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 | -------------------------------------------------------------------------------- /Html2UnityRich/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. -------------------------------------------------------------------------------- /Html2UnityRich/Assets/TextMesh 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-------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ## Html2UnityRich 2 | 支持将一段Html富文本转化为Untiy相关文本显示组件所支持的富文本,目前支持的Unity文本显示组件有UGUI(Text),TextMeshPro。主要思路是使用状态机对整段Html文本进行逐字符分析,并生成语法树,在将语法树按照期望的结果解析为Unity支持的富文本格式 3 | 4 | 5 | 6 | ## 目录结构 7 | 8 | - Html4UnityText,核心逻辑 9 | - Sample,配套的演示案例 10 | - Plugins,依赖库 11 | 12 | 13 | 14 | ## 部分代码说明 15 | 16 | - HtmlMachine.cs, 解析Html文本用的状态机,拆分出标签以及纯文本 17 | - TagPropMachine.cs, 解析Html标签用的状态机,获取具体参数 18 | - HtmlNode.cs,构成语法树的节点基础对象 19 | - Html2UnityRichMgr.cs, 接口入口文件 20 | - Start.cs,演示代码文件 21 | 22 | 23 | 24 | ## 如何运行演示案例 25 | 26 | 打开SampleScene.scene场景文件,点击运行 27 | 28 | 29 | 30 | ## 如何使用代码 31 | 32 | start.cs包含了具体2种Text组件(UGUI和TextMeshPro)的使用逻辑 33 | 34 | ```c# 35 | //textMeshPro演示 36 | string content = "

这是一段Html文本

" 37 | textMeshPro.text = Html2UnityRichMgr.CreateHtmlRootNode (content).ToPropNode ().ToUnityRichNode ().ToTextProRichText (); 38 | ``` 39 | 40 | UGUI(Text)由于不带对齐的富文本的标签,所以实现多了一些步骤,具体实现见Start.cs 41 | 42 | ## 适用的场景 43 | 我自己的需求是用于游戏的公告,游戏公告一般是运营人员编写发出的,他们更多熟悉Html,而不了解Unity的富文本,所以写了这个库来进行转换 44 | 45 | ## 后续更新计划 46 | - 支持图文混排 47 | - 支持Html超链接标签(已实现) 48 | 49 | ## 演示效果 50 | ![image](https://user-images.githubusercontent.com/38308449/206893926-f05ac168-0b64-4d25-bc3e-c2e944f91464.png) 51 | 52 | ## 致谢 53 | - [forestluch](https://github.com/forestluch):发现色码转化异常问题,该问题已修复 54 | 55 | ## 友情链接 56 | - [JEngine](https://github.com/JasonXuDeveloper/JEngine) - The solution that allows unity games update in runtime. 使Unity开发的游戏支持热更新的解决方案。 57 | - [BDFramework](https://github.com/yimengfan/BDFramework.Core) - Simple and powerful Unity3d game workflow! 简单、高效、高度工业化的商业级unity3d 工作流。 58 | - [MVI4Unity](https://github.com/Wilson403/MVI4Unity) - 基于MVI架构思想实现的Unity界面框架 59 | --------------------------------------------------------------------------------