├── .gitignore ├── CODE_OF_CONDUCT.md ├── LICENSE ├── Mathf-unity-ECS (Old way) ├── Assets │ ├── Capture.PNG │ ├── Capture.PNG.meta │ ├── Cube.mat │ ├── Cube.mat.meta │ ├── Cube.shadergraph │ ├── Cube.shadergraph.meta │ ├── LWRPAsset.asset │ ├── LWRPAsset.asset.meta │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── Data.cs │ │ ├── Data.cs.meta │ │ ├── GameObj.cs │ │ ├── GameObj.cs.meta │ │ ├── Index.cs │ │ ├── Index.cs.meta │ │ ├── ShapeJobs.cs │ │ ├── ShapeJobs.cs.meta │ │ ├── Spawner.cs │ │ └── Spawner.cs.meta │ ├── TextMesh Pro.meta │ ├── TextMesh Pro │ │ ├── Fonts.meta │ │ ├── Fonts │ │ │ ├── LiberationSans - OFL.txt │ │ │ ├── LiberationSans - OFL.txt.meta │ │ │ ├── LiberationSans.ttf │ │ │ └── LiberationSans.ttf.meta │ │ ├── Resources.meta │ │ ├── Resources │ │ │ ├── Fonts & Materials.meta │ │ │ ├── Fonts & Materials │ │ │ │ ├── LiberationSans SDF - Drop Shadow.mat │ │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ │ ├── LiberationSans SDF - Fallback.asset │ │ │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ │ │ ├── LiberationSans SDF - Outline.mat │ │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ │ ├── LiberationSans SDF.asset │ │ │ │ └── LiberationSans SDF.asset.meta │ │ │ ├── LineBreaking Following Characters.txt │ │ │ ├── LineBreaking Following Characters.txt.meta │ │ │ ├── LineBreaking Leading Characters.txt │ │ │ ├── LineBreaking Leading Characters.txt.meta │ │ │ ├── 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-Mobile Masking.shader │ │ │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ │ │ ├── TMP_SDF-Mobile Overlay.shader │ │ │ │ ├── TMP_SDF-Mobile Overlay.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_Properties.cginc │ │ │ │ ├── TMPro_Properties.cginc.meta │ │ │ │ ├── TMPro_Surface.cginc │ │ │ │ └── TMPro_Surface.cginc.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 │ │ ├── Sprites.meta │ │ └── Sprites │ │ │ ├── EmojiOne Attribution.txt │ │ │ ├── EmojiOne Attribution.txt.meta │ │ │ ├── EmojiOne.json │ │ │ ├── EmojiOne.json.meta │ │ │ ├── EmojiOne.png │ │ │ └── EmojiOne.png.meta │ ├── prefabs.meta │ ├── prefabs │ │ ├── Text (TMP).prefab │ │ └── Text (TMP).prefab.meta │ ├── ui.mat │ └── ui.mat.meta ├── Logs │ └── Packages-Update.log ├── Packages │ └── manifest.json └── ProjectSettings │ ├── AudioManager.asset │ ├── BurstAotSettings_Android.json │ ├── BurstAotSettings_StandaloneWindows.json │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.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 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | .gradle/ 11 | .vscode/ 12 | 13 | 14 | # Autogenerated VS/MD/Consulo solution and project files 15 | ExportedObj/ 16 | .consulo/ 17 | *.csproj 18 | *.unityproj 19 | *.sln 20 | *.suo 21 | *.tmp 22 | *.user 23 | *.userprefs 24 | *.pidb 25 | *.booproj 26 | *.svd 27 | *.pdb 28 | *.opendb 29 | *.VC.db 30 | *.zip 31 | 32 | # Unity3D generated meta files 33 | *.pidb.meta 34 | *.pdb.meta 35 | 36 | # Unity3D Generated File On Crash Reports 37 | sysinfo.txt 38 | 39 | # Builds 40 | *.apk 41 | *.unitypackage 42 | -------------------------------------------------------------------------------- /CODE_OF_CONDUCT.md: -------------------------------------------------------------------------------- 1 | # Contributor Covenant Code of Conduct 2 | 3 | ## Our Pledge 4 | 5 | In the interest of fostering an open and welcoming environment, we as 6 | contributors and maintainers pledge to making participation in our project and 7 | our community a harassment-free experience for everyone, regardless of age, body 8 | size, disability, ethnicity, sex characteristics, gender identity and expression, 9 | level of experience, education, socio-economic status, nationality, personal 10 | appearance, race, religion, or sexual identity and orientation. 11 | 12 | ## Our Standards 13 | 14 | Examples of behavior that contributes to creating a positive environment 15 | include: 16 | 17 | * Using welcoming and inclusive language 18 | * Being respectful of differing viewpoints and experiences 19 | * Gracefully accepting constructive criticism 20 | * Focusing on what is best for the community 21 | * Showing empathy towards other community members 22 | 23 | Examples of unacceptable behavior by participants include: 24 | 25 | * The use of sexualized language or imagery and unwelcome sexual attention or 26 | advances 27 | * Trolling, insulting/derogatory comments, and personal or political attacks 28 | * Public or private harassment 29 | * Publishing others' private information, such as a physical or electronic 30 | address, without explicit permission 31 | * Other conduct which could reasonably be considered inappropriate in a 32 | professional setting 33 | 34 | ## Our Responsibilities 35 | 36 | Project maintainers are responsible for clarifying the standards of acceptable 37 | behavior and are expected to take appropriate and fair corrective action in 38 | response to any instances of unacceptable behavior. 39 | 40 | Project maintainers have the right and responsibility to remove, edit, or 41 | reject comments, commits, code, wiki edits, issues, and other contributions 42 | that are not aligned to this Code of Conduct, or to ban temporarily or 43 | permanently any contributor for other behaviors that they deem inappropriate, 44 | threatening, offensive, or harmful. 45 | 46 | ## Scope 47 | 48 | This Code of Conduct applies both within project spaces and in public spaces 49 | when an individual is representing the project or its community. Examples of 50 | representing a project or community include using an official project e-mail 51 | address, posting via an official social media account, or acting as an appointed 52 | representative at an online or offline event. Representation of a project may be 53 | further defined and clarified by project maintainers. 54 | 55 | ## Enforcement 56 | 57 | Instances of abusive, harassing, or otherwise unacceptable behavior may be 58 | reported by contacting the project team at SauronDark95@gmail.com. All 59 | complaints will be reviewed and investigated and will result in a response that 60 | is deemed necessary and appropriate to the circumstances. The project team is 61 | obligated to maintain confidentiality with regard to the reporter of an incident. 62 | Further details of specific enforcement policies may be posted separately. 63 | 64 | Project maintainers who do not follow or enforce the Code of Conduct in good 65 | faith may face temporary or permanent repercussions as determined by other 66 | members of the project's leadership. 67 | 68 | ## Attribution 69 | 70 | This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4, 71 | available at https://www.contributor-covenant.org/version/1/4/code-of-conduct.html 72 | 73 | [homepage]: https://www.contributor-covenant.org 74 | 75 | For answers to common questions about this code of conduct, see 76 | https://www.contributor-covenant.org/faq 77 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | This is free and unencumbered software released into the public domain. 2 | 3 | Anyone is free to copy, modify, publish, use, compile, sell, or 4 | distribute this software, either in source code form or as a compiled 5 | binary, for any purpose, commercial or non-commercial, and by any 6 | means. 7 | 8 | In jurisdictions that recognize copyright laws, the author or authors 9 | of this software dedicate any and all copyright interest in the 10 | software to the public domain. We make this dedication for the benefit 11 | of the public at large and to the detriment of our heirs and 12 | successors. We intend this dedication to be an overt act of 13 | relinquishment in perpetuity of all present and future rights to this 14 | software under copyright law. 15 | 16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 17 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 19 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 | OTHER DEALINGS IN THE SOFTWARE. 23 | 24 | For more information, please refer to 25 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/Capture.PNG: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 |  2 | namespace MathfECS 3 | { 4 | public struct BaseData 5 | { 6 | public int mode; 7 | public int res; 8 | } 9 | public struct TransformData 10 | { 11 | public float posBase; 12 | public float size; 13 | } 14 | 15 | public struct TimeSin 16 | { 17 | public float x; 18 | public float z; 19 | } 20 | 21 | public struct FreqSin 22 | { 23 | public float x; 24 | public float z; 25 | } 26 | 27 | public struct MagnSin 28 | { 29 | public float x; 30 | public float z; 31 | } 32 | } -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/Scripts/Data.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8acac32fa75cce54180ded154963ed5b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/Scripts/GameObj.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Unity.Mathematics; 3 | using TMPro; 4 | using UnityEngine.UI; 5 | 6 | namespace MathfECS 7 | { 8 | public class GameObj : MonoBehaviour 9 | { 10 | //GameObj is responsible for all Gui Controls. 11 | //GameObj also pre calculates data variables for ShapeJobs (IComponentData) class. 12 | //GameObj also calculates screen fps. 13 | 14 | 15 | // ▀▄▀▄▀▄ Inspactor Variables ▄▀▄▀▄▀ 16 | 17 | public TextMeshProUGUI[] textNums; 18 | public TextMeshProUGUI infoText; 19 | public GameObject LoadingPanel; 20 | public Slider slider; 21 | public int resolution = 100; 22 | 23 | 24 | // ▀▄▀▄▀▄ Public properties ▄▀▄▀▄▀ 25 | 26 | public int Mode { get; set; } 27 | public float ResRange { get; set; } 28 | public float TimeXMulti { get; set; } 29 | public float TimeZMulti { get; set; } 30 | public float FreqXSine { get; set; } 31 | public float FreqZSine { get; set; } 32 | public float MagXSine { get; set; } 33 | public float MagZSine { get; set; } 34 | public static BaseData baseData; 35 | public static TransformData transformData; 36 | public static FreqSin freq; 37 | public static MagnSin magn; 38 | public static TimeSin time; 39 | public static int entityCount; 40 | 41 | 42 | // ▀▄▀▄▀▄ Private Variables ▄▀▄▀▄▀ 43 | 44 | private readonly string[] fpsStringsFrom00To99 = { 45 | "00", "01", "02", "03", "04", "05", "06", "07", "08", "09", 46 | "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", 47 | "20", "21", "22", "23", "24", "25", "26", "27", "28", "29", 48 | "30", "31", "32", "33", "34", "35", "36", "37", "38", "39", 49 | "40", "41", "42", "43", "44", "45", "46", "47", "48", "49", 50 | "50", "51", "52", "53", "54", "55", "56", "57", "58", "59", 51 | "60", "61", "62", "63", "64", "65", "66", "67", "68", "69", 52 | "70", "71", "72", "73", "74", "75", "76", "77", "78", "79", 53 | "80", "81", "82", "83", "84", "85", "86", "87", "88", "89", 54 | "90", "91", "92", "93", "94", "95", "96", "97", "98", "99" 55 | }; 56 | private byte fpscount, fpsFallbackCount; 57 | private float fpsAvg, fpsSum, fpsTimer, infoTextTimer; 58 | private readonly string lowFpsAlert = 59 | @" Alert Low FPS 60 | Fallback to Resolution 10"; 61 | private bool infoTextDispayed; 62 | 63 | 64 | 65 | // ▀▄▀▄▀▄ Core Func ▄▀▄▀▄▀ 66 | 67 | 68 | private void Awake() => Input.backButtonLeavesApp = true; 69 | 70 | private void Start() 71 | { 72 | slider.maxValue = resolution; 73 | 74 | //setting up default Slider value 75 | slider.value = 40; 76 | TimeXMulti = 1f; 77 | TimeZMulti = 1f; 78 | FreqXSine = 1f; 79 | FreqZSine = 1f; 80 | MagXSine = 1f; 81 | MagZSine = 1f; 82 | 83 | fpsAvg = 0f; 84 | fpsSum = 0f; 85 | fpsTimer = 0f; 86 | 87 | PreLoopCalc(); 88 | } 89 | 90 | 91 | 92 | // ▀▄▀▄▀▄ Updating Func ▄▀▄▀▄▀ 93 | 94 | 95 | private void Update() 96 | { 97 | //counts screen Fps based on average of one second 98 | fpscount++; 99 | fpsSum += 1f / Time.unscaledDeltaTime; 100 | if (fpsTimer > 0f) fpsTimer -= Time.unscaledDeltaTime; 101 | else 102 | { 103 | fpsAvg = fpsSum / fpscount; 104 | fpscount = 0; 105 | fpsSum = 0f; 106 | fpsTimer = 1f; 107 | } 108 | 109 | //counts if Fps is low for 5 frames, Fallback to resolution 10 110 | if (fpsAvg < 5) 111 | { 112 | if (fpsFallbackCount++ > 5) 113 | { 114 | if (baseData.res > 10) slider.value--; 115 | fpsFallbackCount = 0; 116 | if (!infoTextDispayed) 117 | { 118 | infoText.text = lowFpsAlert; 119 | infoTextDispayed = true; 120 | infoTextTimer = 5f; 121 | } 122 | } 123 | } 124 | else 125 | { 126 | fpsFallbackCount = 0; 127 | } 128 | } 129 | 130 | private void LateUpdate() 131 | { 132 | PreLoopCalc(); 133 | TextUpdate(); 134 | } 135 | 136 | //Job calculations for next frame based of user input 137 | private void PreLoopCalc() 138 | { 139 | baseData.mode = Mode; //mode of shape to draw graph 140 | baseData.res = math.clamp((int)ResRange, 10, resolution); //set current resolution 141 | transformData.size = 2f / baseData.res; //scaling based on resolution 142 | transformData.posBase = (0.5f * transformData.size) - 1f; //postion based on resolution 143 | time.x = TimeXMulti * Time.time; //Sine wave Speed on X axis 144 | time.z = TimeZMulti * Time.time; //Sine wave Speed on Z axis 145 | freq.x = FreqXSine; //Sine wave Frequency on X axis 146 | freq.z = FreqZSine; //Sine wave Frequency on Z axis 147 | magn.x = MagXSine; //Sine wave Magnitude on X axis 148 | magn.z = MagZSine; //Sine wave Magnitude on Z axis 149 | } 150 | 151 | //UI Texts update with atleast two decimal 152 | private void TextUpdate() 153 | { 154 | textNums[0].text = baseData.res.ToString("N2"); 155 | textNums[1].text = freq.x.ToString("N2"); 156 | textNums[2].text = freq.z.ToString("N2"); 157 | textNums[3].text = magn.x.ToString("N2"); 158 | textNums[4].text = magn.z.ToString("N2"); 159 | textNums[5].text = TimeXMulti.ToString("N2"); 160 | textNums[6].text = TimeZMulti.ToString("N2"); 161 | textNums[7].text = fpsStringsFrom00To99[math.clamp((int)fpsAvg, 0, 99)]; 162 | textNums[8].text = entityCount.ToString(); 163 | 164 | //if any infotext displayed, text get wiped out in 5 seconds 165 | if (infoTextDispayed) 166 | { 167 | if (infoTextTimer > 0f) infoTextTimer -= Time.unscaledDeltaTime; 168 | else 169 | { 170 | infoText.text = null; 171 | infoTextDispayed = false; 172 | } 173 | } 174 | } 175 | } 176 | } -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/Scripts/GameObj.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f8914a6918cd1f14aa9e290dd3dc69c3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/Scripts/Index.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | 3 | namespace MathfECS 4 | { 5 | public struct Index : IComponentData 6 | { 7 | public int index; 8 | } 9 | } -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/Scripts/Index.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7c437967f4a9a3841811777377537b4e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/Scripts/ShapeJobs.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce90e448fddcd2a41ad247a49dbda90f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/Scripts/Spawner.cs: -------------------------------------------------------------------------------- 1 | using Unity.Collections; 2 | using Unity.Entities; 3 | using Unity.Rendering; 4 | using Unity.Transforms; 5 | using UnityEngine; 6 | 7 | namespace MathfECS 8 | { 9 | public class Spawner : MonoBehaviour 10 | { 11 | //Spawner is Responsible for creating and Destroying Entities based on Resolution calculated on Last frame in GameObj class. 12 | 13 | 14 | 15 | // ▀▄▀▄▀▄ Inspactor Variables ▄▀▄▀▄▀ 16 | 17 | public Mesh mesh; 18 | public Material material; 19 | public int maxRes = 100; 20 | 21 | 22 | // ▀▄▀▄▀▄ Private Variables ▄▀▄▀▄▀ 23 | 24 | private EntityManager entityManager; 25 | private EntityArchetype archetype; 26 | private NativeArray[] entityArrays; 27 | private int currentRes, x, lastIndex; 28 | private bool destroyed; 29 | 30 | 31 | 32 | // ▀▄▀▄▀▄ Core Functions ▄▀▄▀▄▀ 33 | 34 | 35 | private void Start() 36 | { 37 | 38 | //EntityManager is Big Daddy of Entities 39 | entityManager = World.Active.EntityManager; 40 | //Archetype is list of components 41 | archetype = entityManager.CreateArchetype( 42 | typeof(Translation), 43 | typeof(Scale), 44 | typeof(RenderMesh), 45 | typeof(LocalToWorld), 46 | typeof(Index) 47 | ); 48 | //entityArrays is Container of Entities (dead and live, currently all dead) 49 | //but in this case, entityArrays is an Array of Entity Array (2d Array), each element in entityArrays represents each resolution count 50 | //for example at 10 resolution, 10 entityArrays of entities get created. 51 | //but first initializing all 100/500 arrays. (depends on runtime platform) 52 | entityArrays = new NativeArray[maxRes]; 53 | for (int x = 0, y = 1; x < entityArrays.Length; x++, y++) 54 | { 55 | //number of elements in each entityArray is based on currentIndex^2 minus lastIndex^2. 56 | //example: at resolution 10, 100 need to entities spawn. 57 | //so first entityArrays contains 1 entity 58 | //second entityArrays contains 3 entities ((second * second = 4) minus (first * first = 1)) 59 | //third entityArrays contains 5 entities ((third * third = 9) minus (second * second = 4)) 60 | //and so on... 61 | // i could just +2 on each iteration, but i am trying making this logical to understand. 62 | entityArrays[x] = new NativeArray(y * y - x * x, Allocator.Persistent); 63 | } 64 | currentRes = lastIndex = 0; 65 | } 66 | 67 | private void Update() 68 | { 69 | //if resolution is increased by user, then create that much Entities 70 | if (!destroyed) 71 | { 72 | if (currentRes < GameObj.baseData.res) 73 | { 74 | entityManager.CreateEntity(archetype, entityArrays[currentRes]); 75 | for (x = 0; x < entityArrays[currentRes].Length; x++) 76 | { 77 | entityManager.SetSharedComponentData(entityArrays[currentRes][x], new RenderMesh 78 | { 79 | mesh = mesh, 80 | material = material 81 | }); 82 | entityManager.SetComponentData(entityArrays[currentRes][x], new Index 83 | { 84 | index = lastIndex++ 85 | }); 86 | } 87 | GameObj.entityCount = lastIndex; 88 | currentRes++; 89 | } 90 | //else if resolution is decreased by user, then destroy thats much entities 91 | else if (currentRes > GameObj.baseData.res) 92 | { 93 | entityManager.DestroyEntity(entityArrays[--currentRes]); 94 | GameObj.entityCount = lastIndex -= entityArrays[currentRes].Length; 95 | } 96 | } 97 | } 98 | 99 | 100 | 101 | // ▀▄▀▄▀▄ Escaping Functions ▄▀▄▀▄▀ 102 | 103 | 104 | //at the end we need to delete all array or Entity arrays before application closed 105 | private void OnDisable() 106 | { 107 | if (entityArrays != null && !destroyed) 108 | { 109 | foreach (var item in entityArrays) 110 | { 111 | entityManager.DestroyEntity(item); 112 | item.Dispose(); 113 | } 114 | destroyed = true; 115 | } 116 | } 117 | private void OnDestroy() 118 | { 119 | if (entityArrays != null && !destroyed) 120 | { 121 | foreach (var item in entityArrays) 122 | { 123 | entityManager.DestroyEntity(item); 124 | item.Dispose(); 125 | } 126 | destroyed = true; 127 | } 128 | } 129 | private void OnApplicationQuit() 130 | { 131 | if (entityArrays != null && !destroyed) 132 | { 133 | foreach (var item in entityArrays) 134 | { 135 | entityManager.DestroyEntity(item); 136 | item.Dispose(); 137 | } 138 | destroyed = true; 139 | } 140 | } 141 | } 142 | } -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/Scripts/Spawner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1ac4436a7ed3cb24296a08e557f37a31 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f54d1bd14bd3ca042bd867b519fee8cc 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Fonts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6ab70aee4d56447429c680537fbf93ed 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt: -------------------------------------------------------------------------------- 1 | Digitized data copyright (c) 2010 Google Corporation 2 | with Reserved Font Arimo, Tinos and Cousine. 3 | Copyright (c) 2012 Red Hat, Inc. 4 | with Reserved Font Name Liberation. 5 | 6 | This Font Software is licensed under the SIL Open Font License, Version 1.1. 7 | This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL 8 | 9 | ----------------------------------------------------------- 10 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 11 | ----------------------------------------------------------- 12 | 13 | PREAMBLE 14 | The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others. 15 | 16 | The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. 17 | 18 | DEFINITIONS 19 | "Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. 20 | 21 | "Reserved Font Name" refers to any names specified as such after the copyright statement(s). 22 | 23 | "Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). 24 | 25 | "Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. 26 | 27 | "Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. 28 | 29 | PERMISSION & CONDITIONS 30 | Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions: 31 | 32 | 1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. 33 | 34 | 2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user. 35 | 36 | 3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. 37 | 38 | 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. 39 | 40 | 5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software. 41 | 42 | TERMINATION 43 | This license becomes null and void if any of the above conditions are not met. 44 | 45 | DISCLAIMER 46 | THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e59c59b81ab47f9b6ec5781fa725d2c 3 | timeCreated: 1484171296 4 | licenseType: Pro 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Fonts/LiberationSans.ttf: 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-------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap Custom Atlas" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | _FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | _Padding ("Padding", float) = 0 15 | 16 | _StencilComp("Stencil Comparison", Float) = 8 17 | _Stencil("Stencil ID", Float) = 0 18 | _StencilOp("Stencil Operation", Float) = 0 19 | _StencilWriteMask("Stencil Write Mask", Float) = 255 20 | _StencilReadMask("Stencil Read Mask", Float) = 255 21 | 22 | _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) * tex2D(_FaceTex, IN.texcoord1) * IN.color; 124 | 125 | // Alternative implementation to UnityGet2DClipping with support for softness. 126 | #if UNITY_UI_CLIP_RECT 127 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 128 | color *= m.x * m.y; 129 | #endif 130 | 131 | #if UNITY_UI_ALPHACLIP 132 | clip(color.a - 0.001); 133 | #endif 134 | 135 | return color; 136 | } 137 | ENDCG 138 | } 139 | } 140 | 141 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 142 | } 143 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48bb5f55d8670e349b6e614913f9d910 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Mobile/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _Color ("Text Color", Color) = (1,1,1,1) 6 | _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 7 | 8 | _VertexOffsetX("Vertex OffsetX", float) = 0 9 | _VertexOffsetY("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _ColorMask("Color Mask", Float) = 15 22 | } 23 | 24 | SubShader { 25 | 26 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 27 | 28 | Stencil 29 | { 30 | Ref[_Stencil] 31 | Comp[_StencilComp] 32 | Pass[_StencilOp] 33 | ReadMask[_StencilReadMask] 34 | WriteMask[_StencilWriteMask] 35 | } 36 | 37 | 38 | Lighting Off 39 | Cull Off 40 | ZTest [unity_GUIZTestMode] 41 | ZWrite Off 42 | Fog { Mode Off } 43 | Blend SrcAlpha OneMinusSrcAlpha 44 | ColorMask[_ColorMask] 45 | 46 | Pass { 47 | CGPROGRAM 48 | #pragma vertex vert 49 | #pragma fragment frag 50 | #pragma fragmentoption ARB_precision_hint_fastest 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 : POSITION; 67 | fixed4 color : COLOR; 68 | float2 texcoord0 : TEXCOORD0; 69 | float4 mask : TEXCOORD2; 70 | }; 71 | 72 | sampler2D _MainTex; 73 | fixed4 _Color; 74 | float _DiffusePower; 75 | 76 | uniform float _VertexOffsetX; 77 | uniform float _VertexOffsetY; 78 | uniform float4 _ClipRect; 79 | uniform float _MaskSoftnessX; 80 | uniform float _MaskSoftnessY; 81 | 82 | v2f vert (appdata_t v) 83 | { 84 | v2f OUT; 85 | float4 vert = v.vertex; 86 | vert.x += _VertexOffsetX; 87 | vert.y += _VertexOffsetY; 88 | 89 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 90 | 91 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); 92 | OUT.color = v.color; 93 | OUT.color *= _Color; 94 | OUT.color.rgb *= _DiffusePower; 95 | OUT.texcoord0 = v.texcoord0; 96 | 97 | float2 pixelSize = OUT.vertex.w; 98 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 99 | 100 | // Clamp _ClipRect to 16bit. 101 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 102 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 103 | 104 | return OUT; 105 | } 106 | 107 | fixed4 frag (v2f IN) : COLOR 108 | { 109 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); 110 | 111 | // Alternative implementation to UnityGet2DClipping with support for softness. 112 | #if UNITY_UI_CLIP_RECT 113 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 114 | color *= m.x * m.y; 115 | #endif 116 | 117 | #if UNITY_UI_ALPHACLIP 118 | clip(color.a - 0.001); 119 | #endif 120 | 121 | return color; 122 | } 123 | ENDCG 124 | } 125 | } 126 | 127 | SubShader { 128 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 129 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } 130 | Blend SrcAlpha OneMinusSrcAlpha 131 | BindChannels { 132 | Bind "Color", color 133 | Bind "Vertex", vertex 134 | Bind "TexCoord", texcoord0 135 | } 136 | Pass { 137 | SetTexture [_MainTex] { 138 | constantColor [_Color] combine constant * primary, constant * texture 139 | } 140 | } 141 | } 142 | 143 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 144 | } 145 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e3b057af24249748ff873be7fafee47 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | _FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _ColorMask("Color Mask", Float) = 15 22 | } 23 | 24 | SubShader{ 25 | 26 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 27 | 28 | Stencil 29 | { 30 | Ref[_Stencil] 31 | Comp[_StencilComp] 32 | Pass[_StencilOp] 33 | ReadMask[_StencilReadMask] 34 | WriteMask[_StencilWriteMask] 35 | } 36 | 37 | 38 | Lighting Off 39 | Cull [_CullMode] 40 | ZTest [unity_GUIZTestMode] 41 | ZWrite Off 42 | Fog { Mode Off } 43 | Blend SrcAlpha OneMinusSrcAlpha 44 | ColorMask[_ColorMask] 45 | 46 | Pass { 47 | CGPROGRAM 48 | #pragma vertex vert 49 | #pragma fragment frag 50 | 51 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 52 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 53 | 54 | 55 | #include "UnityCG.cginc" 56 | 57 | struct appdata_t { 58 | float4 vertex : POSITION; 59 | fixed4 color : COLOR; 60 | float2 texcoord0 : TEXCOORD0; 61 | float2 texcoord1 : TEXCOORD1; 62 | }; 63 | 64 | struct v2f { 65 | float4 vertex : SV_POSITION; 66 | fixed4 color : COLOR; 67 | float2 texcoord0 : TEXCOORD0; 68 | float2 texcoord1 : TEXCOORD1; 69 | float4 mask : TEXCOORD2; 70 | }; 71 | 72 | uniform sampler2D _MainTex; 73 | uniform sampler2D _FaceTex; 74 | uniform float4 _FaceTex_ST; 75 | uniform fixed4 _FaceColor; 76 | 77 | uniform float _VertexOffsetX; 78 | uniform float _VertexOffsetY; 79 | uniform float4 _ClipRect; 80 | uniform float _MaskSoftnessX; 81 | uniform float _MaskSoftnessY; 82 | 83 | float2 UnpackUV(float uv) 84 | { 85 | float2 output; 86 | output.x = floor(uv / 4096); 87 | output.y = uv - 4096 * output.x; 88 | 89 | return output * 0.001953125; 90 | } 91 | 92 | v2f vert (appdata_t v) 93 | { 94 | float4 vert = v.vertex; 95 | vert.x += _VertexOffsetX; 96 | vert.y += _VertexOffsetY; 97 | 98 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 99 | 100 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 101 | 102 | fixed4 faceColor = v.color; 103 | faceColor *= _FaceColor; 104 | 105 | v2f OUT; 106 | OUT.vertex = vPosition; 107 | OUT.color = faceColor; 108 | OUT.texcoord0 = v.texcoord0; 109 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 110 | float2 pixelSize = vPosition.w; 111 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 112 | 113 | // Clamp _ClipRect to 16bit. 114 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 115 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 116 | 117 | return OUT; 118 | } 119 | 120 | fixed4 frag (v2f IN) : SV_Target 121 | { 122 | fixed4 color = tex2D(_MainTex, IN.texcoord0); 123 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); 124 | 125 | // Alternative implementation to UnityGet2DClipping with support for softness. 126 | #if UNITY_UI_CLIP_RECT 127 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 128 | color *= m.x * m.y; 129 | #endif 130 | 131 | #if UNITY_UI_ALPHACLIP 132 | clip(color.a - 0.001); 133 | #endif 134 | 135 | return color; 136 | } 137 | ENDCG 138 | } 139 | } 140 | 141 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 142 | } 143 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 128e987d567d4e2c824d754223b3f3b0 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Distance Field Overlay" { 2 | 3 | Properties { 4 | _FaceTex ("Face Texture", 2D) = "white" {} 5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 7 | _FaceColor ("Face Color", Color) = (1,1,1,1) 8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 9 | 10 | _OutlineColor ("Outline Color", Color) = (0,0,0,1) 11 | _OutlineTex ("Outline Texture", 2D) = "white" {} 12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 16 | 17 | _Bevel ("Bevel", Range(0,1)) = 0.5 18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 22 | 23 | _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 24 | _SpecularColor ("Specular", Color) = (1,1,1,1) 25 | _SpecularPower ("Specular", Range(0,4)) = 2.0 26 | _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 27 | _Diffuse ("Diffuse", Range(0,1)) = 0.5 28 | _Ambient ("Ambient", Range(1,0)) = 0.5 29 | 30 | _BumpMap ("Normal map", 2D) = "bump" {} 31 | _BumpOutline ("Bump Outline", Range(0,1)) = 0 32 | _BumpFace ("Bump Face", Range(0,1)) = 0 33 | 34 | _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) 35 | _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) 36 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } 37 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) 38 | 39 | 40 | _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) 41 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 42 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 43 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 44 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 45 | 46 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5) 47 | _GlowOffset ("Offset", Range(-1,1)) = 0 48 | _GlowInner ("Inner", Range(0,1)) = 0.05 49 | _GlowOuter ("Outer", Range(0,1)) = 0.05 50 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 51 | 52 | _WeightNormal ("Weight Normal", float) = 0 53 | _WeightBold ("Weight Bold", float) = 0.5 54 | 55 | _ShaderFlags ("Flags", float) = 0 56 | _ScaleRatioA ("Scale RatioA", float) = 1 57 | _ScaleRatioB ("Scale RatioB", float) = 1 58 | _ScaleRatioC ("Scale RatioC", float) = 1 59 | 60 | _MainTex ("Font Atlas", 2D) = "white" {} 61 | _TextureWidth ("Texture Width", float) = 512 62 | _TextureHeight ("Texture Height", float) = 512 63 | _GradientScale ("Gradient Scale", float) = 5.0 64 | _ScaleX ("Scale X", float) = 1.0 65 | _ScaleY ("Scale Y", float) = 1.0 66 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 67 | _Sharpness ("Sharpness", Range(-1,1)) = 0 68 | 69 | _VertexOffsetX ("Vertex OffsetX", float) = 0 70 | _VertexOffsetY ("Vertex OffsetY", float) = 0 71 | 72 | _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) 73 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 74 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 75 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 76 | 77 | _StencilComp ("Stencil Comparison", Float) = 8 78 | _Stencil ("Stencil ID", Float) = 0 79 | _StencilOp ("Stencil Operation", Float) = 0 80 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 81 | _StencilReadMask ("Stencil Read Mask", Float) = 255 82 | 83 | _ColorMask ("Color Mask", Float) = 15 84 | } 85 | 86 | SubShader { 87 | 88 | Tags 89 | { 90 | "Queue"="Overlay" 91 | "IgnoreProjector"="True" 92 | "RenderType"="Transparent" 93 | } 94 | 95 | Stencil 96 | { 97 | Ref [_Stencil] 98 | Comp [_StencilComp] 99 | Pass [_StencilOp] 100 | ReadMask [_StencilReadMask] 101 | WriteMask [_StencilWriteMask] 102 | } 103 | 104 | Cull [_CullMode] 105 | ZWrite Off 106 | Lighting Off 107 | Fog { Mode Off } 108 | ZTest Always 109 | Blend One OneMinusSrcAlpha 110 | ColorMask [_ColorMask] 111 | 112 | Pass { 113 | CGPROGRAM 114 | #pragma target 3.0 115 | #pragma vertex VertShader 116 | #pragma fragment PixShader 117 | #pragma shader_feature __ BEVEL_ON 118 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 119 | #pragma shader_feature __ GLOW_ON 120 | 121 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 122 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 123 | 124 | #include "UnityCG.cginc" 125 | #include "UnityUI.cginc" 126 | #include "TMPro_Properties.cginc" 127 | #include "TMPro.cginc" 128 | 129 | struct vertex_t { 130 | UNITY_VERTEX_INPUT_INSTANCE_ID 131 | float4 position : POSITION; 132 | float3 normal : NORMAL; 133 | fixed4 color : COLOR; 134 | float2 texcoord0 : TEXCOORD0; 135 | float2 texcoord1 : TEXCOORD1; 136 | }; 137 | 138 | 139 | struct pixel_t { 140 | UNITY_VERTEX_INPUT_INSTANCE_ID 141 | UNITY_VERTEX_OUTPUT_STEREO 142 | float4 position : SV_POSITION; 143 | fixed4 color : COLOR; 144 | float2 atlas : TEXCOORD0; // Atlas 145 | float4 param : TEXCOORD1; // alphaClip, scale, bias, weight 146 | float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) 147 | float3 viewDir : TEXCOORD3; 148 | 149 | #if (UNDERLAY_ON || UNDERLAY_INNER) 150 | float4 texcoord2 : TEXCOORD4; // u,v, scale, bias 151 | fixed4 underlayColor : COLOR1; 152 | #endif 153 | float4 textures : TEXCOORD5; 154 | }; 155 | 156 | // Used by Unity internally to handle Texture Tiling and Offset. 157 | float4 _FaceTex_ST; 158 | float4 _OutlineTex_ST; 159 | 160 | pixel_t VertShader(vertex_t input) 161 | { 162 | pixel_t output; 163 | 164 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 165 | UNITY_SETUP_INSTANCE_ID(input); 166 | UNITY_TRANSFER_INSTANCE_ID(input,output); 167 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 168 | 169 | float bold = step(input.texcoord1.y, 0); 170 | 171 | float4 vert = input.position; 172 | vert.x += _VertexOffsetX; 173 | vert.y += _VertexOffsetY; 174 | 175 | float4 vPosition = UnityObjectToClipPos(vert); 176 | 177 | float2 pixelSize = vPosition.w; 178 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 179 | float scale = rsqrt(dot(pixelSize, pixelSize)); 180 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 181 | if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 182 | 183 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 184 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 185 | 186 | float bias =(.5 - weight) + (.5 / scale); 187 | 188 | float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); 189 | 190 | #if GLOW_ON 191 | alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); 192 | #endif 193 | 194 | alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; 195 | 196 | #if (UNDERLAY_ON || UNDERLAY_INNER) 197 | float4 underlayColor = _UnderlayColor; 198 | underlayColor.rgb *= underlayColor.a; 199 | 200 | float bScale = scale; 201 | bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); 202 | float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); 203 | 204 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 205 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 206 | float2 bOffset = float2(x, y); 207 | #endif 208 | 209 | // Generate UV for the Masking Texture 210 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 211 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 212 | 213 | // Support for texture tiling and offset 214 | float2 textureUV = UnpackUV(input.texcoord1.x); 215 | float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); 216 | float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); 217 | 218 | 219 | output.position = vPosition; 220 | output.color = input.color; 221 | output.atlas = input.texcoord0; 222 | output.param = float4(alphaClip, scale, bias, weight); 223 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 224 | output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); 225 | #if (UNDERLAY_ON || UNDERLAY_INNER) 226 | output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); 227 | output.underlayColor = underlayColor; 228 | #endif 229 | output.textures = float4(faceUV, outlineUV); 230 | 231 | return output; 232 | } 233 | 234 | 235 | fixed4 PixShader(pixel_t input) : SV_Target 236 | { 237 | UNITY_SETUP_INSTANCE_ID(input); 238 | 239 | float c = tex2D(_MainTex, input.atlas).a; 240 | 241 | #ifndef UNDERLAY_ON 242 | clip(c - input.param.x); 243 | #endif 244 | 245 | float scale = input.param.y; 246 | float bias = input.param.z; 247 | float weight = input.param.w; 248 | float sd = (bias - c) * scale; 249 | 250 | float outline = (_OutlineWidth * _ScaleRatioA) * scale; 251 | float softness = (_OutlineSoftness * _ScaleRatioA) * scale; 252 | 253 | half4 faceColor = _FaceColor; 254 | half4 outlineColor = _OutlineColor; 255 | 256 | faceColor.rgb *= input.color.rgb; 257 | 258 | faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); 259 | outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); 260 | 261 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 262 | 263 | #if BEVEL_ON 264 | float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); 265 | float3 n = GetSurfaceNormal(input.atlas, weight, dxy); 266 | 267 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; 268 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 269 | n = normalize(n- bump); 270 | 271 | float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); 272 | 273 | float3 col = GetSpecular(n, light); 274 | faceColor.rgb += col*faceColor.a; 275 | faceColor.rgb *= 1-(dot(n, light)*_Diffuse); 276 | faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); 277 | 278 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); 279 | faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 280 | #endif 281 | 282 | #if UNDERLAY_ON 283 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; 284 | faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); 285 | #endif 286 | 287 | #if UNDERLAY_INNER 288 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; 289 | faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); 290 | #endif 291 | 292 | #if GLOW_ON 293 | float4 glowColor = GetGlowColor(sd, scale); 294 | faceColor.rgb += glowColor.rgb * glowColor.a; 295 | #endif 296 | 297 | // Alternative implementation to UnityGet2DClipping with support for softness. 298 | #if UNITY_UI_CLIP_RECT 299 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 300 | faceColor *= m.x * m.y; 301 | #endif 302 | 303 | #if UNITY_UI_ALPHACLIP 304 | clip(faceColor.a - 0.001); 305 | #endif 306 | 307 | return faceColor * input.color.a; 308 | } 309 | 310 | ENDCG 311 | } 312 | } 313 | 314 | Fallback "TextMeshPro/Mobile/Distance Field" 315 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 316 | } 317 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd89cf5b9246416f84610a006f916af7 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/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 | _FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | _OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | _UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _ColorMask ("Color Mask", Float) = 15 58 | } 59 | 60 | SubShader { 61 | Tags 62 | { 63 | "Queue"="Transparent" 64 | "IgnoreProjector"="True" 65 | "RenderType"="Transparent" 66 | } 67 | 68 | 69 | Stencil 70 | { 71 | Ref [_Stencil] 72 | Comp [_StencilComp] 73 | Pass [_StencilOp] 74 | ReadMask [_StencilReadMask] 75 | WriteMask [_StencilWriteMask] 76 | } 77 | 78 | Cull [_CullMode] 79 | ZWrite Off 80 | Lighting Off 81 | Fog { Mode Off } 82 | ZTest [unity_GUIZTestMode] 83 | Blend One OneMinusSrcAlpha 84 | ColorMask [_ColorMask] 85 | 86 | Pass { 87 | CGPROGRAM 88 | #pragma vertex VertShader 89 | #pragma fragment PixShader 90 | #pragma shader_feature __ OUTLINE_ON 91 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 92 | 93 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 94 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 95 | 96 | 97 | #include "UnityCG.cginc" 98 | #include "UnityUI.cginc" 99 | #include "TMPro_Properties.cginc" 100 | 101 | struct vertex_t { 102 | float4 vertex : POSITION; 103 | float3 normal : NORMAL; 104 | fixed4 color : COLOR; 105 | float2 texcoord0 : TEXCOORD0; 106 | float2 texcoord1 : TEXCOORD1; 107 | }; 108 | 109 | struct pixel_t { 110 | float4 vertex : SV_POSITION; 111 | fixed4 faceColor : COLOR; 112 | fixed4 outlineColor : COLOR1; 113 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 114 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 115 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 116 | #if (UNDERLAY_ON | UNDERLAY_INNER) 117 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 118 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 119 | #endif 120 | }; 121 | 122 | float _MaskWipeControl; 123 | float _MaskEdgeSoftness; 124 | fixed4 _MaskEdgeColor; 125 | bool _MaskInverse; 126 | 127 | pixel_t VertShader(vertex_t input) 128 | { 129 | float bold = step(input.texcoord1.y, 0); 130 | 131 | float4 vert = input.vertex; 132 | vert.x += _VertexOffsetX; 133 | vert.y += _VertexOffsetY; 134 | float4 vPosition = UnityObjectToClipPos(vert); 135 | 136 | float2 pixelSize = vPosition.w; 137 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 138 | 139 | float scale = rsqrt(dot(pixelSize, pixelSize)); 140 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 141 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 142 | 143 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 144 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 145 | 146 | float layerScale = scale; 147 | 148 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 149 | float bias = (0.5 - weight) * scale - 0.5; 150 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 151 | 152 | float opacity = input.color.a; 153 | #if (UNDERLAY_ON | UNDERLAY_INNER) 154 | opacity = 1.0; 155 | #endif 156 | 157 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 158 | faceColor.rgb *= faceColor.a; 159 | 160 | fixed4 outlineColor = _OutlineColor; 161 | outlineColor.a *= opacity; 162 | outlineColor.rgb *= outlineColor.a; 163 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 164 | 165 | #if (UNDERLAY_ON | UNDERLAY_INNER) 166 | 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 | // Structure for pixel shader 180 | pixel_t output = { 181 | vPosition, 182 | faceColor, 183 | outlineColor, 184 | float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), 185 | half4(scale, bias - outline, bias + outline, bias), 186 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), 187 | #if (UNDERLAY_ON | UNDERLAY_INNER) 188 | float4(input.texcoord0 + layerOffset, input.color.a, 0), 189 | half2(layerScale, layerBias), 190 | #endif 191 | }; 192 | 193 | return output; 194 | } 195 | 196 | 197 | // PIXEL SHADER 198 | fixed4 PixShader(pixel_t input) : SV_Target 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 | float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); 226 | float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; 227 | a = saturate(t / _MaskEdgeSoftness); 228 | c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); 229 | c *= a; 230 | 231 | #if (UNDERLAY_ON | UNDERLAY_INNER) 232 | c *= input.texcoord1.z; 233 | #endif 234 | 235 | #if UNITY_UI_ALPHACLIP 236 | clip(c.a - 0.001); 237 | #endif 238 | 239 | return c; 240 | } 241 | ENDCG 242 | } 243 | } 244 | 245 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 246 | } 247 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc1ede39bf3643ee8e493720e4259791 3 | timeCreated: 1463704911 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/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 | _FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | _OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | _UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | 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 | _ColorMask ("Color Mask", Float) = 15 53 | } 54 | 55 | SubShader { 56 | Tags 57 | { 58 | "Queue"="Overlay" 59 | "IgnoreProjector"="True" 60 | "RenderType"="Transparent" 61 | } 62 | 63 | 64 | Stencil 65 | { 66 | Ref [_Stencil] 67 | Comp [_StencilComp] 68 | Pass [_StencilOp] 69 | ReadMask [_StencilReadMask] 70 | WriteMask [_StencilWriteMask] 71 | } 72 | 73 | Cull [_CullMode] 74 | ZWrite Off 75 | Lighting Off 76 | Fog { Mode Off } 77 | ZTest Always 78 | Blend One OneMinusSrcAlpha 79 | ColorMask [_ColorMask] 80 | 81 | Pass { 82 | CGPROGRAM 83 | #pragma vertex VertShader 84 | #pragma fragment PixShader 85 | #pragma shader_feature __ OUTLINE_ON 86 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 87 | 88 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 89 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 90 | 91 | #include "UnityCG.cginc" 92 | #include "UnityUI.cginc" 93 | #include "TMPro_Properties.cginc" 94 | 95 | struct vertex_t { 96 | UNITY_VERTEX_INPUT_INSTANCE_ID 97 | float4 vertex : POSITION; 98 | float3 normal : NORMAL; 99 | fixed4 color : COLOR; 100 | float2 texcoord0 : TEXCOORD0; 101 | float2 texcoord1 : TEXCOORD1; 102 | }; 103 | 104 | struct pixel_t { 105 | UNITY_VERTEX_INPUT_INSTANCE_ID 106 | UNITY_VERTEX_OUTPUT_STEREO 107 | float4 vertex : SV_POSITION; 108 | fixed4 faceColor : COLOR; 109 | fixed4 outlineColor : COLOR1; 110 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 111 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 112 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 113 | #if (UNDERLAY_ON | UNDERLAY_INNER) 114 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 115 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 116 | #endif 117 | }; 118 | 119 | 120 | pixel_t VertShader(vertex_t input) 121 | { 122 | pixel_t output; 123 | 124 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 125 | UNITY_SETUP_INSTANCE_ID(input); 126 | UNITY_TRANSFER_INSTANCE_ID(input, output); 127 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 128 | 129 | float bold = step(input.texcoord1.y, 0); 130 | 131 | float4 vert = input.vertex; 132 | vert.x += _VertexOffsetX; 133 | vert.y += _VertexOffsetY; 134 | float4 vPosition = UnityObjectToClipPos(vert); 135 | 136 | float2 pixelSize = vPosition.w; 137 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 138 | 139 | float scale = rsqrt(dot(pixelSize, pixelSize)); 140 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 141 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 142 | 143 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 144 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 145 | 146 | float layerScale = scale; 147 | 148 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 149 | float bias = (0.5 - weight) * scale - 0.5; 150 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 151 | 152 | float opacity = input.color.a; 153 | #if (UNDERLAY_ON | UNDERLAY_INNER) 154 | opacity = 1.0; 155 | #endif 156 | 157 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 158 | faceColor.rgb *= faceColor.a; 159 | 160 | fixed4 outlineColor = _OutlineColor; 161 | outlineColor.a *= opacity; 162 | outlineColor.rgb *= outlineColor.a; 163 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 164 | 165 | #if (UNDERLAY_ON | UNDERLAY_INNER) 166 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 167 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 168 | 169 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 170 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 171 | float2 layerOffset = float2(x, y); 172 | #endif 173 | 174 | // Generate UV for the Masking Texture 175 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 176 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 177 | 178 | // Populate structure for pixel shader 179 | output.vertex = vPosition; 180 | output.faceColor = faceColor; 181 | output.outlineColor = outlineColor; 182 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); 183 | output.param = half4(scale, bias - outline, bias + outline, bias); 184 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 185 | #if (UNDERLAY_ON || UNDERLAY_INNER) 186 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); 187 | output.underlayParam = half2(layerScale, layerBias); 188 | #endif 189 | 190 | return output; 191 | } 192 | 193 | 194 | // PIXEL SHADER 195 | fixed4 PixShader(pixel_t input) : SV_Target 196 | { 197 | UNITY_SETUP_INSTANCE_ID(input); 198 | 199 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 200 | half4 c = input.faceColor * saturate(d - input.param.w); 201 | 202 | #ifdef OUTLINE_ON 203 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 204 | c *= saturate(d - input.param.y); 205 | #endif 206 | 207 | #if UNDERLAY_ON 208 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 209 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 210 | #endif 211 | 212 | #if UNDERLAY_INNER 213 | half sd = saturate(d - input.param.z); 214 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 215 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 216 | #endif 217 | 218 | // Alternative implementation to UnityGet2DClipping with support for softness. 219 | #if UNITY_UI_CLIP_RECT 220 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 221 | c *= m.x * m.y; 222 | #endif 223 | 224 | #if (UNDERLAY_ON | UNDERLAY_INNER) 225 | c *= input.texcoord1.z; 226 | #endif 227 | 228 | #if UNITY_UI_ALPHACLIP 229 | clip(c.a - 0.001); 230 | #endif 231 | 232 | return c; 233 | } 234 | ENDCG 235 | } 236 | } 237 | 238 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 239 | } 240 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a02a7d8c237544f1962732b55a9aebf1 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/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 | _FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | _OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | _UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | 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 | _ColorMask ("Color Mask", Float) = 15 53 | } 54 | 55 | SubShader { 56 | Tags 57 | { 58 | "Queue"="Transparent" 59 | "IgnoreProjector"="True" 60 | "RenderType"="Transparent" 61 | } 62 | 63 | 64 | Stencil 65 | { 66 | Ref [_Stencil] 67 | Comp [_StencilComp] 68 | Pass [_StencilOp] 69 | ReadMask [_StencilReadMask] 70 | WriteMask [_StencilWriteMask] 71 | } 72 | 73 | Cull [_CullMode] 74 | ZWrite Off 75 | Lighting Off 76 | Fog { Mode Off } 77 | ZTest [unity_GUIZTestMode] 78 | Blend One OneMinusSrcAlpha 79 | ColorMask [_ColorMask] 80 | 81 | Pass { 82 | CGPROGRAM 83 | #pragma vertex VertShader 84 | #pragma fragment PixShader 85 | #pragma shader_feature __ OUTLINE_ON 86 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 87 | 88 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 89 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 90 | 91 | #include "UnityCG.cginc" 92 | #include "UnityUI.cginc" 93 | #include "TMPro_Properties.cginc" 94 | 95 | struct vertex_t { 96 | UNITY_VERTEX_INPUT_INSTANCE_ID 97 | float4 vertex : POSITION; 98 | float3 normal : NORMAL; 99 | fixed4 color : COLOR; 100 | float2 texcoord0 : TEXCOORD0; 101 | float2 texcoord1 : TEXCOORD1; 102 | }; 103 | 104 | struct pixel_t { 105 | UNITY_VERTEX_INPUT_INSTANCE_ID 106 | UNITY_VERTEX_OUTPUT_STEREO 107 | float4 vertex : SV_POSITION; 108 | fixed4 faceColor : COLOR; 109 | fixed4 outlineColor : COLOR1; 110 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 111 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 112 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 113 | #if (UNDERLAY_ON | UNDERLAY_INNER) 114 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 115 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 116 | #endif 117 | }; 118 | 119 | 120 | pixel_t VertShader(vertex_t input) 121 | { 122 | pixel_t output; 123 | 124 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 125 | UNITY_SETUP_INSTANCE_ID(input); 126 | UNITY_TRANSFER_INSTANCE_ID(input, output); 127 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 128 | 129 | float bold = step(input.texcoord1.y, 0); 130 | 131 | float4 vert = input.vertex; 132 | vert.x += _VertexOffsetX; 133 | vert.y += _VertexOffsetY; 134 | float4 vPosition = UnityObjectToClipPos(vert); 135 | 136 | float2 pixelSize = vPosition.w; 137 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 138 | 139 | float scale = rsqrt(dot(pixelSize, pixelSize)); 140 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 141 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 142 | 143 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 144 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 145 | 146 | float layerScale = scale; 147 | 148 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 149 | float bias = (0.5 - weight) * scale - 0.5; 150 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 151 | 152 | float opacity = input.color.a; 153 | #if (UNDERLAY_ON | UNDERLAY_INNER) 154 | opacity = 1.0; 155 | #endif 156 | 157 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 158 | faceColor.rgb *= faceColor.a; 159 | 160 | fixed4 outlineColor = _OutlineColor; 161 | outlineColor.a *= opacity; 162 | outlineColor.rgb *= outlineColor.a; 163 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 164 | 165 | #if (UNDERLAY_ON | UNDERLAY_INNER) 166 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 167 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 168 | 169 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 170 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 171 | float2 layerOffset = float2(x, y); 172 | #endif 173 | 174 | // Generate UV for the Masking Texture 175 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 176 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 177 | 178 | // Populate structure for pixel shader 179 | output.vertex = vPosition; 180 | output.faceColor = faceColor; 181 | output.outlineColor = outlineColor; 182 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); 183 | output.param = half4(scale, bias - outline, bias + outline, bias); 184 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 185 | #if (UNDERLAY_ON || UNDERLAY_INNER) 186 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); 187 | output.underlayParam = half2(layerScale, layerBias); 188 | #endif 189 | 190 | return output; 191 | } 192 | 193 | 194 | // PIXEL SHADER 195 | fixed4 PixShader(pixel_t input) : SV_Target 196 | { 197 | UNITY_SETUP_INSTANCE_ID(input); 198 | 199 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 200 | half4 c = input.faceColor * saturate(d - input.param.w); 201 | 202 | #ifdef OUTLINE_ON 203 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 204 | c *= saturate(d - input.param.y); 205 | #endif 206 | 207 | #if UNDERLAY_ON 208 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 209 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 210 | #endif 211 | 212 | #if UNDERLAY_INNER 213 | half sd = saturate(d - input.param.z); 214 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 215 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 216 | #endif 217 | 218 | // Alternative implementation to UnityGet2DClipping with support for softness. 219 | #if UNITY_UI_CLIP_RECT 220 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 221 | c *= m.x * m.y; 222 | #endif 223 | 224 | #if (UNDERLAY_ON | UNDERLAY_INNER) 225 | c *= input.texcoord1.z; 226 | #endif 227 | 228 | #if UNITY_UI_ALPHACLIP 229 | clip(c.a - 0.001); 230 | #endif 231 | 232 | return c; 233 | } 234 | ENDCG 235 | } 236 | } 237 | 238 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 239 | } 240 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe393ace9b354375a9cb14cdbbc28be4 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader: -------------------------------------------------------------------------------- 1 | // Simplified version of the SDF Surface shader : 2 | // - No support for Bevel, Bump or envmap 3 | // - Diffuse only lighting 4 | // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field (Surface)" { 7 | 8 | Properties { 9 | _FaceTex ("Fill Texture", 2D) = "white" {} 10 | _FaceColor ("Fill Color", Color) = (1,1,1,1) 11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 12 | 13 | _OutlineColor ("Outline Color", Color) = (0,0,0,1) 14 | _OutlineTex ("Outline Texture", 2D) = "white" {} 15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 17 | 18 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5) 19 | _GlowOffset ("Offset", Range(-1,1)) = 0 20 | _GlowInner ("Inner", Range(0,1)) = 0.05 21 | _GlowOuter ("Outer", Range(0,1)) = 0.05 22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 23 | 24 | _WeightNormal ("Weight Normal", float) = 0 25 | _WeightBold ("Weight Bold", float) = 0.5 26 | 27 | // Should not be directly exposed to the user 28 | _ShaderFlags ("Flags", float) = 0 29 | _ScaleRatioA ("Scale RatioA", float) = 1 30 | _ScaleRatioB ("Scale RatioB", float) = 1 31 | _ScaleRatioC ("Scale RatioC", float) = 1 32 | 33 | _MainTex ("Font Atlas", 2D) = "white" {} 34 | _TextureWidth ("Texture Width", float) = 512 35 | _TextureHeight ("Texture Height", float) = 512 36 | _GradientScale ("Gradient Scale", float) = 5.0 37 | _ScaleX ("Scale X", float) = 1.0 38 | _ScaleY ("Scale Y", float) = 1.0 39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 40 | _Sharpness ("Sharpness", Range(-1,1)) = 0 41 | 42 | _VertexOffsetX ("Vertex OffsetX", float) = 0 43 | _VertexOffsetY ("Vertex OffsetY", float) = 0 44 | 45 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 46 | //_MaskSoftness ("Mask Softness", float) = 0 47 | } 48 | 49 | SubShader { 50 | 51 | Tags { 52 | "Queue"="Transparent" 53 | "IgnoreProjector"="True" 54 | "RenderType"="Transparent" 55 | } 56 | 57 | LOD 300 58 | Cull [_CullMode] 59 | 60 | CGPROGRAM 61 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap 62 | #pragma target 3.0 63 | #pragma shader_feature __ GLOW_ON 64 | 65 | #include "TMPro_Properties.cginc" 66 | #include "TMPro.cginc" 67 | 68 | half _FaceShininess; 69 | half _OutlineShininess; 70 | 71 | struct Input 72 | { 73 | fixed4 color : COLOR; 74 | float2 uv_MainTex; 75 | float2 uv2_FaceTex; 76 | float2 uv2_OutlineTex; 77 | float2 param; // Weight, Scale 78 | float3 viewDirEnv; 79 | }; 80 | 81 | #include "TMPro_Surface.cginc" 82 | 83 | ENDCG 84 | 85 | // Pass to render object as a shadow caster 86 | Pass 87 | { 88 | Name "Caster" 89 | Tags { "LightMode" = "ShadowCaster" } 90 | Offset 1, 1 91 | 92 | Fog {Mode Off} 93 | ZWrite On ZTest LEqual Cull Off 94 | 95 | CGPROGRAM 96 | #pragma vertex vert 97 | #pragma fragment frag 98 | #pragma multi_compile_shadowcaster 99 | #include "UnityCG.cginc" 100 | 101 | struct v2f { 102 | V2F_SHADOW_CASTER; 103 | float2 uv : TEXCOORD1; 104 | float2 uv2 : TEXCOORD3; 105 | float alphaClip : TEXCOORD2; 106 | }; 107 | 108 | uniform float4 _MainTex_ST; 109 | uniform float4 _OutlineTex_ST; 110 | float _OutlineWidth; 111 | float _FaceDilate; 112 | float _ScaleRatioA; 113 | 114 | v2f vert( appdata_base v ) 115 | { 116 | v2f o; 117 | TRANSFER_SHADOW_CASTER(o) 118 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 119 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 120 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 121 | return o; 122 | } 123 | 124 | uniform sampler2D _MainTex; 125 | 126 | float4 frag(v2f i) : COLOR 127 | { 128 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 129 | clip(texcol.a - i.alphaClip); 130 | SHADOW_CASTER_FRAGMENT(i) 131 | } 132 | ENDCG 133 | } 134 | } 135 | 136 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 137 | } 138 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85187c2149c549c5b33f0cdb02836b17 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Distance Field (Surface)" { 2 | 3 | Properties { 4 | _FaceTex ("Fill Texture", 2D) = "white" {} 5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 7 | _FaceColor ("Fill Color", Color) = (1,1,1,1) 8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 9 | 10 | _OutlineColor ("Outline Color", Color) = (0,0,0,1) 11 | _OutlineTex ("Outline Texture", 2D) = "white" {} 12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 16 | 17 | _Bevel ("Bevel", Range(0,1)) = 0.5 18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 22 | 23 | _BumpMap ("Normalmap", 2D) = "bump" {} 24 | _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 25 | _BumpFace ("Bump Face", Range(0,1)) = 0.5 26 | 27 | _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) 28 | _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) 29 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } 30 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) 31 | _SpecColor ("Specular Color", Color) = (0,0,0,1) 32 | 33 | _FaceShininess ("Face Shininess", Range(0,1)) = 0 34 | _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 35 | 36 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5) 37 | _GlowOffset ("Offset", Range(-1,1)) = 0 38 | _GlowInner ("Inner", Range(0,1)) = 0.05 39 | _GlowOuter ("Outer", Range(0,1)) = 0.05 40 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 41 | 42 | _WeightNormal ("Weight Normal", float) = 0 43 | _WeightBold ("Weight Bold", float) = 0.5 44 | 45 | // Should not be directly exposed to the user 46 | _ShaderFlags ("Flags", float) = 0 47 | _ScaleRatioA ("Scale RatioA", float) = 1 48 | _ScaleRatioB ("Scale RatioB", float) = 1 49 | _ScaleRatioC ("Scale RatioC", float) = 1 50 | 51 | _MainTex ("Font Atlas", 2D) = "white" {} 52 | _TextureWidth ("Texture Width", float) = 512 53 | _TextureHeight ("Texture Height", float) = 512 54 | _GradientScale ("Gradient Scale", float) = 5.0 55 | _ScaleX ("Scale X", float) = 1.0 56 | _ScaleY ("Scale Y", float) = 1.0 57 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 58 | _Sharpness ("Sharpness", Range(-1,1)) = 0 59 | 60 | _VertexOffsetX ("Vertex OffsetX", float) = 0 61 | _VertexOffsetY ("Vertex OffsetY", float) = 0 62 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 63 | //_MaskSoftness ("Mask Softness", float) = 0 64 | } 65 | 66 | SubShader { 67 | 68 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 69 | 70 | LOD 300 71 | Cull [_CullMode] 72 | 73 | CGPROGRAM 74 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap 75 | #pragma target 3.0 76 | #pragma shader_feature __ GLOW_ON 77 | #pragma glsl 78 | 79 | #include "TMPro_Properties.cginc" 80 | #include "TMPro.cginc" 81 | 82 | half _FaceShininess; 83 | half _OutlineShininess; 84 | 85 | struct Input 86 | { 87 | fixed4 color : COLOR; 88 | float2 uv_MainTex; 89 | float2 uv2_FaceTex; 90 | float2 uv2_OutlineTex; 91 | float2 param; // Weight, Scale 92 | float3 viewDirEnv; 93 | }; 94 | 95 | 96 | #define BEVEL_ON 1 97 | #include "TMPro_Surface.cginc" 98 | 99 | ENDCG 100 | 101 | // Pass to render object as a shadow caster 102 | Pass 103 | { 104 | Name "Caster" 105 | Tags { "LightMode" = "ShadowCaster" } 106 | Offset 1, 1 107 | 108 | Fog {Mode Off} 109 | ZWrite On 110 | ZTest LEqual 111 | Cull Off 112 | 113 | CGPROGRAM 114 | #pragma vertex vert 115 | #pragma fragment frag 116 | #pragma multi_compile_shadowcaster 117 | #include "UnityCG.cginc" 118 | 119 | struct v2f { 120 | V2F_SHADOW_CASTER; 121 | float2 uv : TEXCOORD1; 122 | float2 uv2 : TEXCOORD3; 123 | float alphaClip : TEXCOORD2; 124 | }; 125 | 126 | uniform float4 _MainTex_ST; 127 | uniform float4 _OutlineTex_ST; 128 | float _OutlineWidth; 129 | float _FaceDilate; 130 | float _ScaleRatioA; 131 | 132 | v2f vert( appdata_base v ) 133 | { 134 | v2f o; 135 | TRANSFER_SHADOW_CASTER(o) 136 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 137 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 138 | o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 139 | return o; 140 | } 141 | 142 | uniform sampler2D _MainTex; 143 | 144 | float4 frag(v2f i) : COLOR 145 | { 146 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 147 | clip(texcol.a - i.alphaClip); 148 | SHADOW_CASTER_FRAGMENT(i) 149 | } 150 | ENDCG 151 | } 152 | } 153 | 154 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 155 | } 156 | 157 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7ada0af4f174f0694ca6a487b8f543d 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Distance Field" { 2 | 3 | Properties { 4 | _FaceTex ("Face Texture", 2D) = "white" {} 5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 7 | _FaceColor ("Face Color", Color) = (1,1,1,1) 8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 9 | 10 | _OutlineColor ("Outline Color", Color) = (0,0,0,1) 11 | _OutlineTex ("Outline Texture", 2D) = "white" {} 12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 16 | 17 | _Bevel ("Bevel", Range(0,1)) = 0.5 18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 22 | 23 | _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 24 | _SpecularColor ("Specular", Color) = (1,1,1,1) 25 | _SpecularPower ("Specular", Range(0,4)) = 2.0 26 | _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 27 | _Diffuse ("Diffuse", Range(0,1)) = 0.5 28 | _Ambient ("Ambient", Range(1,0)) = 0.5 29 | 30 | _BumpMap ("Normal map", 2D) = "bump" {} 31 | _BumpOutline ("Bump Outline", Range(0,1)) = 0 32 | _BumpFace ("Bump Face", Range(0,1)) = 0 33 | 34 | _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) 35 | _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) 36 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } 37 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) 38 | 39 | 40 | _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) 41 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 42 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 43 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 44 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 45 | 46 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5) 47 | _GlowOffset ("Offset", Range(-1,1)) = 0 48 | _GlowInner ("Inner", Range(0,1)) = 0.05 49 | _GlowOuter ("Outer", Range(0,1)) = 0.05 50 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 51 | 52 | _WeightNormal ("Weight Normal", float) = 0 53 | _WeightBold ("Weight Bold", float) = 0.5 54 | 55 | _ShaderFlags ("Flags", float) = 0 56 | _ScaleRatioA ("Scale RatioA", float) = 1 57 | _ScaleRatioB ("Scale RatioB", float) = 1 58 | _ScaleRatioC ("Scale RatioC", float) = 1 59 | 60 | _MainTex ("Font Atlas", 2D) = "white" {} 61 | _TextureWidth ("Texture Width", float) = 512 62 | _TextureHeight ("Texture Height", float) = 512 63 | _GradientScale ("Gradient Scale", float) = 5.0 64 | _ScaleX ("Scale X", float) = 1.0 65 | _ScaleY ("Scale Y", float) = 1.0 66 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 67 | _Sharpness ("Sharpness", Range(-1,1)) = 0 68 | 69 | _VertexOffsetX ("Vertex OffsetX", float) = 0 70 | _VertexOffsetY ("Vertex OffsetY", float) = 0 71 | 72 | _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) 73 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 74 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 75 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 76 | 77 | _StencilComp ("Stencil Comparison", Float) = 8 78 | _Stencil ("Stencil ID", Float) = 0 79 | _StencilOp ("Stencil Operation", Float) = 0 80 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 81 | _StencilReadMask ("Stencil Read Mask", Float) = 255 82 | 83 | _ColorMask ("Color Mask", Float) = 15 84 | } 85 | 86 | SubShader { 87 | 88 | Tags 89 | { 90 | "Queue"="Transparent" 91 | "IgnoreProjector"="True" 92 | "RenderType"="Transparent" 93 | } 94 | 95 | Stencil 96 | { 97 | Ref [_Stencil] 98 | Comp [_StencilComp] 99 | Pass [_StencilOp] 100 | ReadMask [_StencilReadMask] 101 | WriteMask [_StencilWriteMask] 102 | } 103 | 104 | Cull [_CullMode] 105 | ZWrite Off 106 | Lighting Off 107 | Fog { Mode Off } 108 | ZTest [unity_GUIZTestMode] 109 | Blend One OneMinusSrcAlpha 110 | ColorMask [_ColorMask] 111 | 112 | Pass { 113 | CGPROGRAM 114 | #pragma target 3.0 115 | #pragma vertex VertShader 116 | #pragma fragment PixShader 117 | #pragma shader_feature __ BEVEL_ON 118 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 119 | #pragma shader_feature __ GLOW_ON 120 | 121 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 122 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 123 | 124 | #include "UnityCG.cginc" 125 | #include "UnityUI.cginc" 126 | #include "TMPro_Properties.cginc" 127 | #include "TMPro.cginc" 128 | 129 | struct vertex_t { 130 | UNITY_VERTEX_INPUT_INSTANCE_ID 131 | float4 position : POSITION; 132 | float3 normal : NORMAL; 133 | fixed4 color : COLOR; 134 | float2 texcoord0 : TEXCOORD0; 135 | float2 texcoord1 : TEXCOORD1; 136 | }; 137 | 138 | 139 | struct pixel_t { 140 | UNITY_VERTEX_INPUT_INSTANCE_ID 141 | UNITY_VERTEX_OUTPUT_STEREO 142 | float4 position : SV_POSITION; 143 | fixed4 color : COLOR; 144 | float2 atlas : TEXCOORD0; // Atlas 145 | float4 param : TEXCOORD1; // alphaClip, scale, bias, weight 146 | float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) 147 | float3 viewDir : TEXCOORD3; 148 | 149 | #if (UNDERLAY_ON || UNDERLAY_INNER) 150 | float4 texcoord2 : TEXCOORD4; // u,v, scale, bias 151 | fixed4 underlayColor : COLOR1; 152 | #endif 153 | float4 textures : TEXCOORD5; 154 | }; 155 | 156 | // Used by Unity internally to handle Texture Tiling and Offset. 157 | float4 _FaceTex_ST; 158 | float4 _OutlineTex_ST; 159 | 160 | pixel_t VertShader(vertex_t input) 161 | { 162 | pixel_t output; 163 | 164 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 165 | UNITY_SETUP_INSTANCE_ID(input); 166 | UNITY_TRANSFER_INSTANCE_ID(input,output); 167 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 168 | 169 | float bold = step(input.texcoord1.y, 0); 170 | 171 | float4 vert = input.position; 172 | vert.x += _VertexOffsetX; 173 | vert.y += _VertexOffsetY; 174 | 175 | float4 vPosition = UnityObjectToClipPos(vert); 176 | 177 | float2 pixelSize = vPosition.w; 178 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 179 | float scale = rsqrt(dot(pixelSize, pixelSize)); 180 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 181 | if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 182 | 183 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 184 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 185 | 186 | float bias =(.5 - weight) + (.5 / scale); 187 | 188 | float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); 189 | 190 | #if GLOW_ON 191 | alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); 192 | #endif 193 | 194 | alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; 195 | 196 | #if (UNDERLAY_ON || UNDERLAY_INNER) 197 | float4 underlayColor = _UnderlayColor; 198 | underlayColor.rgb *= underlayColor.a; 199 | 200 | float bScale = scale; 201 | bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); 202 | float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); 203 | 204 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 205 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 206 | float2 bOffset = float2(x, y); 207 | #endif 208 | 209 | // Generate UV for the Masking Texture 210 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 211 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 212 | 213 | // Support for texture tiling and offset 214 | float2 textureUV = UnpackUV(input.texcoord1.x); 215 | float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); 216 | float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); 217 | 218 | 219 | output.position = vPosition; 220 | output.color = input.color; 221 | output.atlas = input.texcoord0; 222 | output.param = float4(alphaClip, scale, bias, weight); 223 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 224 | output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); 225 | #if (UNDERLAY_ON || UNDERLAY_INNER) 226 | output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); 227 | output.underlayColor = underlayColor; 228 | #endif 229 | output.textures = float4(faceUV, outlineUV); 230 | 231 | return output; 232 | } 233 | 234 | 235 | fixed4 PixShader(pixel_t input) : SV_Target 236 | { 237 | UNITY_SETUP_INSTANCE_ID(input); 238 | 239 | float c = tex2D(_MainTex, input.atlas).a; 240 | 241 | #ifndef UNDERLAY_ON 242 | clip(c - input.param.x); 243 | #endif 244 | 245 | float scale = input.param.y; 246 | float bias = input.param.z; 247 | float weight = input.param.w; 248 | float sd = (bias - c) * scale; 249 | 250 | float outline = (_OutlineWidth * _ScaleRatioA) * scale; 251 | float softness = (_OutlineSoftness * _ScaleRatioA) * scale; 252 | 253 | half4 faceColor = _FaceColor; 254 | half4 outlineColor = _OutlineColor; 255 | 256 | faceColor.rgb *= input.color.rgb; 257 | 258 | faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); 259 | outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); 260 | 261 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 262 | 263 | #if BEVEL_ON 264 | float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); 265 | float3 n = GetSurfaceNormal(input.atlas, weight, dxy); 266 | 267 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; 268 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 269 | n = normalize(n- bump); 270 | 271 | float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); 272 | 273 | float3 col = GetSpecular(n, light); 274 | faceColor.rgb += col*faceColor.a; 275 | faceColor.rgb *= 1-(dot(n, light)*_Diffuse); 276 | faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); 277 | 278 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); 279 | faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 280 | #endif 281 | 282 | #if UNDERLAY_ON 283 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; 284 | faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); 285 | #endif 286 | 287 | #if UNDERLAY_INNER 288 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; 289 | faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); 290 | #endif 291 | 292 | #if GLOW_ON 293 | float4 glowColor = GetGlowColor(sd, scale); 294 | faceColor.rgb += glowColor.rgb * glowColor.a; 295 | #endif 296 | 297 | // Alternative implementation to UnityGet2DClipping with support for softness. 298 | #if UNITY_UI_CLIP_RECT 299 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 300 | faceColor *= m.x * m.y; 301 | #endif 302 | 303 | #if UNITY_UI_ALPHACLIP 304 | clip(faceColor.a - 0.001); 305 | #endif 306 | 307 | return faceColor * input.color.a; 308 | } 309 | 310 | ENDCG 311 | } 312 | } 313 | 314 | Fallback "TextMeshPro/Mobile/Distance Field" 315 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 316 | } 317 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68e6db2ebdc24f95958faec2be5558d6 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _ColorMask ("Color Mask", Float) = 15 15 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 16 | 17 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 18 | } 19 | 20 | SubShader 21 | { 22 | Tags 23 | { 24 | "Queue"="Transparent" 25 | "IgnoreProjector"="True" 26 | "RenderType"="Transparent" 27 | "PreviewType"="Plane" 28 | "CanUseSpriteAtlas"="True" 29 | } 30 | 31 | Stencil 32 | { 33 | Ref [_Stencil] 34 | Comp [_StencilComp] 35 | Pass [_StencilOp] 36 | ReadMask [_StencilReadMask] 37 | WriteMask [_StencilWriteMask] 38 | } 39 | 40 | Cull Off 41 | Lighting Off 42 | ZWrite Off 43 | ZTest [unity_GUIZTestMode] 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask [_ColorMask] 46 | 47 | Pass 48 | { 49 | CGPROGRAM 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | #include "UnityCG.cginc" 54 | #include "UnityUI.cginc" 55 | 56 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 57 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 58 | 59 | struct appdata_t 60 | { 61 | float4 vertex : POSITION; 62 | float4 color : COLOR; 63 | float2 texcoord : TEXCOORD0; 64 | }; 65 | 66 | struct v2f 67 | { 68 | float4 vertex : SV_POSITION; 69 | fixed4 color : COLOR; 70 | half2 texcoord : TEXCOORD0; 71 | float4 worldPosition : TEXCOORD1; 72 | }; 73 | 74 | fixed4 _Color; 75 | fixed4 _TextureSampleAdd; 76 | float4 _ClipRect; 77 | 78 | v2f vert(appdata_t IN) 79 | { 80 | v2f OUT; 81 | OUT.worldPosition = IN.vertex; 82 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 83 | 84 | OUT.texcoord = IN.texcoord; 85 | 86 | #ifdef UNITY_HALF_TEXEL_OFFSET 87 | OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); 88 | #endif 89 | 90 | OUT.color = IN.color * _Color; 91 | return OUT; 92 | } 93 | 94 | sampler2D _MainTex; 95 | 96 | fixed4 frag(v2f IN) : SV_Target 97 | { 98 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 99 | 100 | #if UNITY_UI_CLIP_RECT 101 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 102 | #endif 103 | 104 | #ifdef UNITY_UI_ALPHACLIP 105 | clip (color.a - 0.001); 106 | #endif 107 | 108 | return color; 109 | } 110 | ENDCG 111 | } 112 | } 113 | } 114 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf81c85f95fe47e1a27f6ae460cf182c 3 | timeCreated: 1450517184 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/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 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/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 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3997e2241185407d80309a82f9148466 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Mathf-unity-ECS (Old way)/Assets/TextMesh Pro/Resources/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 | //float opacity = v.color.a; 29 | 30 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 31 | 32 | v.texcoord1.xy = UnpackUV(v.texcoord1.x); 33 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); 34 | } 35 | 36 | void PixShader(Input input, inout SurfaceOutput o) 37 | { 38 | 39 | #if USE_DERIVATIVE | BEVEL_ON 40 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); 41 | 42 | float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a, 43 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a, 44 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a, 45 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; 46 | #endif 47 | 48 | #if USE_DERIVATIVE 49 | // Screen space scaling reciprocal with anisotropic correction 50 | float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w)); 51 | float2 res = float2(_TextureWidth * input.param.y, _TextureHeight); 52 | float2 tdx = ddx(input.uv_MainTex)*res; 53 | float2 tdy = ddy(input.uv_MainTex)*res; 54 | float lx = length(tdx); 55 | float ly = length(tdy); 56 | float s = sqrt(min(lx, ly) / max(lx, ly)); 57 | s 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-------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Mathf-unity-ECS 2 | 3 | It's just me learning new Entity Component System in Unity Game Engine with using Entity Package v0.0.12 pre-32 and its dependencies. 4 | 5 | ![Mathf-unity-ECS](https://i.imgur.com/3sBU4pz.png) 6 | 7 | #### About Project 8 | 9 | This project is nothing but just a bunch of Cubes Spawned and Positioned using basic Trigonometry's Sin() and Cos() Functions to make Shapes such as Wave grid, Ripple grid, Cylinder, Sphere and Torus. However, you can learn ECS behind the scene such as the simplest way to spawn Entity from GameObject prefab, Creating/Adding Components and the most fun part is Working with C# Jobs to make systems that run across CPU cores. Feel free to Learn, Clone, Modify, Publish, Sell this project as you wish but on your own RISK. 10 | 11 | 12 | #### History of Project (dont read) 13 | 14 | I started this project about more than 3 years ago as part of my actual basic unity learning from [Catlikecoding](https://catlikecoding.com/unity/tutorials/) ( <— this tutorials is a rare gemstone I can ever find on the Internet) at that time this project was divided into several sub Projects as followed by tutorial with different trigonometric functions Shapes to position cubes. *But learning isn't just following someone*, so I continued this project and merged all those into one project and added GUI to make switchable between different Shapes, all those cubes were about just an array of 2500 GameObject and all Trig calculations were done on Update() function using UnityEngine.Mathf, that's why the project title is Mathf. 15 | 16 | After two years Off of this project, I was eager to come back and Introduce Unity's new ECS very early preview packages, took me 15 days to research and lean Undocumented ECS features and scripting, after many failures and its billion of bugs, I somehow managed to make it run on Editor (building binary was not possible that time due to unity strip unused file from assets and other bugs), it took about 10 scripts to make it run ECS very manually just to spawn primitive cube, mean not much support from all internal classes and no Monobehavior, so scripts needed to be run with Scene start, now today, its just 4 simplest scripts including Monobehaviour to spawn Entities, and so this way this Project grew Smaller and Smaller each time ECS updated (*pun intended*). 17 | 18 | #### Results 19 | 20 | With the GameObject method, I used 3 years ago, I used to get 10 FPS on my old laptop with 2500 GameObjects calculated postions on *Update()* for each on Editor play mode. 21 | But today my old laptop can easily handle 10000 entities with 60 FPS and my new Ryzen 2200G PC can handle 250000 entities with 60FPS on Editor play mode.  22 | 23 | ##Further Plans 24 | 25 | -to make dynamically spawn/despawn entities, so on resolution 10, only 100 entities should stay alive on the scene, so I can increase the max resolution to 500 (*250000 entities*) and improved pullback resolution function to automatically reduce resolution if FPS < 4. 26 | 27 | -waiting for unity UI to be implemented on ECS (*idk how they can do this but I think possible*). 28 | 29 | **Note: until Unity ECS comes out of beta, it's going to be changed continuously.** 30 | --------------------------------------------------------------------------------