├── .gitignore ├── Assets ├── Plugins.meta ├── Plugins │ ├── Demigiant.meta │ └── Demigiant │ │ ├── DOTween.meta │ │ └── DOTween │ │ ├── DOTween.XML │ │ ├── DOTween.XML.meta │ │ ├── DOTween.dll │ │ ├── DOTween.dll.mdb │ │ ├── DOTween.dll.mdb.meta │ │ ├── DOTween.dll.meta │ │ ├── Editor.meta │ │ ├── Editor │ │ ├── DOTweenEditor.XML │ │ ├── DOTweenEditor.XML.meta │ │ ├── DOTweenEditor.dll │ │ ├── DOTweenEditor.dll.mdb │ │ ├── DOTweenEditor.dll.mdb.meta │ │ ├── DOTweenEditor.dll.meta │ │ ├── Imgs.meta │ │ └── Imgs │ │ │ ├── DOTweenIcon.png │ │ │ ├── DOTweenIcon.png.meta │ │ │ ├── DOTweenMiniIcon.png │ │ │ ├── DOTweenMiniIcon.png.meta │ │ │ ├── Footer.png │ │ │ ├── Footer.png.meta │ │ │ ├── Footer_dark.png │ │ │ ├── Footer_dark.png.meta │ │ │ ├── Header.jpg │ │ │ └── Header.jpg.meta │ │ ├── Modules.meta │ │ ├── Modules │ │ ├── DOTween.Modules.asmdef │ │ ├── DOTween.Modules.asmdef.meta │ │ ├── DOTweenModuleAudio.cs │ │ ├── DOTweenModuleAudio.cs.meta │ │ ├── DOTweenModuleEPOOutline.cs │ │ ├── DOTweenModuleEPOOutline.cs.meta │ │ ├── DOTweenModulePhysics.cs │ │ ├── DOTweenModulePhysics.cs.meta │ │ ├── DOTweenModulePhysics2D.cs │ │ ├── DOTweenModulePhysics2D.cs.meta │ │ ├── DOTweenModuleSprite.cs │ │ ├── DOTweenModuleSprite.cs.meta │ │ ├── DOTweenModuleUI.cs │ │ ├── DOTweenModuleUI.cs.meta │ │ ├── DOTweenModuleUnityVersion.cs │ │ ├── DOTweenModuleUnityVersion.cs.meta │ │ ├── DOTweenModuleUtils.cs │ │ └── DOTweenModuleUtils.cs.meta │ │ ├── readme.txt │ │ └── readme.txt.meta ├── Resources.meta ├── Resources │ ├── DOTweenSettings.asset │ ├── DOTweenSettings.asset.meta │ ├── horizontal_scroll.gif │ ├── scroll_focus.gif │ ├── scroll_focus.gif.meta │ ├── scroll_infinite.gif │ ├── scroll_infinite.gif.meta │ ├── scroll_jumpback.gif │ └── scroll_jumpback.gif.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── DemoUI.cs │ ├── DemoUI.cs.meta │ ├── DynamicScrollRect.meta │ ├── DynamicScrollRect │ │ ├── DynamicScrollRect.cs │ │ ├── DynamicScrollRect.cs.meta │ │ ├── Editor.meta │ │ ├── Editor │ │ │ ├── DynamicScrollRectCustomEditor.cs │ │ │ └── DynamicScrollRectCustomEditor.cs.meta │ │ ├── ScrollContent.cs │ │ ├── ScrollContent.cs.meta │ │ ├── ScrollItem.cs │ │ ├── ScrollItem.cs.meta │ │ ├── ScrollItemData.cs │ │ └── ScrollItemData.cs.meta │ ├── ScrollItemDefault.cs │ └── ScrollItemDefault.cs.meta ├── TextMesh Pro.meta └── TextMesh Pro │ ├── Documentation.meta │ ├── Documentation │ ├── TextMesh Pro User Guide 2016.pdf │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Fonts │ ├── LiberationSans - OFL.txt │ ├── LiberationSans - OFL.txt.meta │ ├── LiberationSans.ttf │ └── LiberationSans.ttf.meta │ ├── Resources.meta │ ├── Resources │ ├── Fonts & Materials.meta │ ├── Fonts & Materials │ │ ├── LiberationSans SDF - Drop Shadow.mat │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ ├── LiberationSans SDF - Fallback.asset │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ ├── LiberationSans SDF - Outline.mat │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ ├── LiberationSans SDF.asset │ │ └── LiberationSans SDF.asset.meta │ ├── LineBreaking Following Characters.txt │ ├── LineBreaking Following Characters.txt.meta │ ├── LineBreaking Leading Characters.txt │ ├── LineBreaking Leading Characters.txt.meta │ ├── Sprite Assets.meta │ ├── Sprite Assets │ │ ├── EmojiOne.asset │ │ └── EmojiOne.asset.meta │ ├── Style Sheets.meta │ ├── Style Sheets │ │ ├── Default Style Sheet.asset │ │ └── Default Style Sheet.asset.meta │ ├── TMP Settings.asset │ └── TMP Settings.asset.meta │ ├── Shaders.meta │ ├── Shaders │ ├── TMP_Bitmap-Custom-Atlas.shader │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ ├── TMP_Bitmap-Mobile.shader │ ├── TMP_Bitmap-Mobile.shader.meta │ ├── TMP_Bitmap.shader │ ├── TMP_Bitmap.shader.meta │ ├── TMP_SDF Overlay.shader │ ├── TMP_SDF Overlay.shader.meta │ ├── TMP_SDF SSD.shader │ ├── TMP_SDF SSD.shader.meta │ ├── TMP_SDF-Mobile Masking.shader │ ├── TMP_SDF-Mobile Masking.shader.meta │ ├── TMP_SDF-Mobile Overlay.shader │ ├── TMP_SDF-Mobile Overlay.shader.meta │ ├── TMP_SDF-Mobile SSD.shader │ ├── TMP_SDF-Mobile SSD.shader.meta │ ├── TMP_SDF-Mobile.shader │ ├── TMP_SDF-Mobile.shader.meta │ ├── TMP_SDF-Surface-Mobile.shader │ ├── TMP_SDF-Surface-Mobile.shader.meta │ ├── TMP_SDF-Surface.shader │ ├── TMP_SDF-Surface.shader.meta │ ├── TMP_SDF.shader │ ├── TMP_SDF.shader.meta │ ├── TMP_Sprite.shader │ ├── TMP_Sprite.shader.meta │ ├── TMPro.cginc │ ├── TMPro.cginc.meta │ ├── TMPro_Mobile.cginc │ ├── TMPro_Mobile.cginc.meta │ ├── TMPro_Properties.cginc │ ├── TMPro_Properties.cginc.meta │ ├── TMPro_Surface.cginc │ └── TMPro_Surface.cginc.meta │ ├── Sprites.meta │ └── Sprites │ ├── EmojiOne Attribution.txt │ ├── EmojiOne Attribution.txt.meta │ ├── EmojiOne.json │ ├── EmojiOne.json.meta │ ├── EmojiOne.png │ └── EmojiOne.png.meta ├── Logs └── ApiUpdaterCheck.txt ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── UserSettings └── EditorUserSettings.asset /.gitignore: -------------------------------------------------------------------------------- 1 | .DS_Store 2 | .vs/ 3 | .gradle/ 4 | .idea/ 5 | .vscode/ 6 | Library/ 7 | Temp/ 8 | Android-Build/ 9 | build_android/ 10 | build_ios/ 11 | build_linux/eb* 12 | build_linux/gamelift_build_tmp/ 13 | build_linux/LinuxPlayer* 14 | build_linux/Lootland_* 15 | build_linux/UnityPlayer* 16 | build_loadtest/LinuxPlayer* 17 | build_loadtest/Lootland_* 18 | build_loadtest/UnityPlayer* 19 | build_osx/ 20 | build_standalone/ 21 | builds/ 22 | build/ 23 | obj/Debug/ 24 | Assets/Plugins/ConsoleE/Editor/ConsoleE_TabSettings* 25 | 26 | Assets/StreamingAssets/hash.txt 27 | Assets/StreamingAssets/hash.txt.meta 28 | 29 | # Ignore Rider user settings 30 | *.sln.DotSettings.user 31 | 32 | *.iml 33 | *.csproj 34 | *.csproj.meta 35 | *.sln 36 | *.suo 37 | *.userprefs 38 | *.apk 39 | *.ipa 40 | Assets/Behaviors/I2/Localization/Scripts/Editor/Unity XCode/ 41 | Assets/Plugins/Editor/JetBrains/* 42 | Assets/Plugins/Editor/JetBrains.meta 43 | Assets/Plugins/Editor.meta 44 | Assets/BuildData.txt 45 | Assets/BuildData.txt 46 | 47 | #Firebase 48 | Assets/Firebase/Plugins/link* 49 | Packages/Microsoft.CodeAnalysis.VersionCheckAnalyzer.2.9.8/ 50 | *.log 51 | *.log 52 | *.log 53 | -------------------------------------------------------------------------------- /Assets/Plugins.meta: 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DefaultValueInitialized: true 16 | WindowsStoreApps: 17 | enabled: 0 18 | settings: 19 | CPU: AnyCPU 20 | userData: 21 | assetBundleName: 22 | assetBundleVariant: 23 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b27f58ae5d5c33a4bb2d1f4f34bd036d 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | DOTweenEditor 5 | 6 | 7 | 8 | 9 | Starts the update loop of tween in the editor. Has no effect during playMode. 10 | 11 | Eventual callback to call after every update 12 | 13 | 14 | 15 | Stops the update loop and clears the onPreviewUpdated callback. 16 | 17 | If TRUE also resets the tweened objects to their original state. 18 | Note that this works by calling Rewind on all tweens, so it will work correctly 19 | only if you have a single tween type per object and it wasn't killed 20 | If TRUE also kills any cached tween 21 | 22 | 23 | 24 | Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings. 25 | 26 | The tween to ready 27 | If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc) 28 | If TRUE prevents the tween from being auto-killed at completion 29 | If TRUE starts playing the tween immediately 30 | 31 | 32 | Full major version + first minor version (ex: 2018.1f) 33 | 34 | 35 | Major version 36 | 37 | 38 | First minor version (ex: in 2018.1 it would be 1) 39 | 40 | 41 | 42 | Checks that the given editor texture use the correct import settings, 43 | and applies them if they're incorrect. 44 | 45 | 46 | 47 | 48 | Returns TRUE if setup is required 49 | 50 | 51 | 52 | 53 | Returns TRUE if the file/directory at the given path exists. 54 | 55 | Path, relative to Unity's project folder 56 | 57 | 58 | 59 | 60 | Converts the given project-relative path to a full path, 61 | with backward (\) slashes). 62 | 63 | 64 | 65 | 66 | Converts the given full path to a path usable with AssetDatabase methods 67 | (relative to Unity's project folder, and with the correct Unity forward (/) slashes). 68 | 69 | 70 | 71 | 72 | Connects to a asset. 73 | If the asset already exists at the given path, loads it and returns it. 74 | Otherwise, either returns NULL or automatically creates it before loading and returning it 75 | (depending on the given parameters). 76 | 77 | Asset type 78 | File path (relative to Unity's project folder) 79 | If TRUE and the requested asset doesn't exist, forces its creation 80 | 81 | 82 | 83 | Full path for the given loaded assembly, assembly file included 84 | 85 | 86 | 87 | 88 | Adds the given global define if it's not already present 89 | 90 | 91 | 92 | 93 | Removes the given global define if it's present 94 | 95 | 96 | 97 | 98 | Returns TRUE if the given global define is present in all the 99 | or only in the given , depending on passed parameters. 100 | 101 | 102 | to use. 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sprites: [] 46 | spritePackingTag: 47 | userData: 48 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 143604b8bad857d47a6f7cc7a533e2dc 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules/DOTween.Modules.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "DOTween.Modules" 3 | } 4 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules/DOTween.Modules.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c89ba8fcfaf1be9478d0de5721c8775f 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs: -------------------------------------------------------------------------------- 1 | // Author: Daniele Giardini - http://www.demigiant.com 2 | // Created: 2018/07/13 3 | 4 | #if true // MODULE_MARKER 5 | using System; 6 | using DG.Tweening.Core; 7 | using DG.Tweening.Plugins.Options; 8 | using UnityEngine; 9 | #if UNITY_5 || UNITY_2017_1_OR_NEWER 10 | using UnityEngine.Audio; // Required for AudioMixer 11 | #endif 12 | 13 | #pragma warning disable 1591 14 | namespace DG.Tweening 15 | { 16 | public static class DOTweenModuleAudio 17 | { 18 | #region Shortcuts 19 | 20 | #region Audio 21 | 22 | /// Tweens an AudioSource's volume to the given value. 23 | /// Also stores the AudioSource as the tween's target so it can be used for filtered operations 24 | /// The end value to reach (0 to 1)The duration of the tween 25 | public static TweenerCore DOFade(this AudioSource target, float endValue, float duration) 26 | { 27 | if (endValue < 0) endValue = 0; 28 | else if (endValue > 1) endValue = 1; 29 | TweenerCore t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration); 30 | t.SetTarget(target); 31 | return t; 32 | } 33 | 34 | /// Tweens an AudioSource's pitch to the given value. 35 | /// Also stores the AudioSource as the tween's target so it can be used for filtered operations 36 | /// The end value to reachThe duration of the tween 37 | public static TweenerCore DOPitch(this AudioSource target, float endValue, float duration) 38 | { 39 | TweenerCore t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration); 40 | t.SetTarget(target); 41 | return t; 42 | } 43 | 44 | #endregion 45 | 46 | #if UNITY_5 || UNITY_2017_1_OR_NEWER 47 | #region AudioMixer (Unity 5 or Newer) 48 | 49 | /// Tweens an AudioMixer's exposed float to the given value. 50 | /// Also stores the AudioMixer as the tween's target so it can be used for filtered operations. 51 | /// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer. 52 | /// Name given to the exposed float to set 53 | /// The end value to reachThe duration of the tween 54 | public static TweenerCore DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration) 55 | { 56 | TweenerCore t = DOTween.To(()=> { 57 | float currVal; 58 | target.GetFloat(floatName, out currVal); 59 | return currVal; 60 | }, x=> target.SetFloat(floatName, x), endValue, duration); 61 | t.SetTarget(target); 62 | return t; 63 | } 64 | 65 | #region Operation Shortcuts 66 | 67 | /// 68 | /// Completes all tweens that have this target as a reference 69 | /// (meaning tweens that were started from this target, or that had this target added as an Id) 70 | /// and returns the total number of tweens completed 71 | /// (meaning the tweens that don't have infinite loops and were not already complete) 72 | /// 73 | /// For Sequences only: if TRUE also internal Sequence callbacks will be fired, 74 | /// otherwise they will be ignored 75 | public static int DOComplete(this AudioMixer target, bool withCallbacks = false) 76 | { 77 | return DOTween.Complete(target, withCallbacks); 78 | } 79 | 80 | /// 81 | /// Kills all tweens that have this target as a reference 82 | /// (meaning tweens that were started from this target, or that had this target added as an Id) 83 | /// and returns the total number of tweens killed. 84 | /// 85 | /// If TRUE completes the tween before killing it 86 | public static int DOKill(this AudioMixer target, bool complete = false) 87 | { 88 | return DOTween.Kill(target, complete); 89 | } 90 | 91 | /// 92 | /// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference 93 | /// (meaning tweens that were started from this target, or that had this target added as an Id) 94 | /// and returns the total number of tweens flipped. 95 | /// 96 | public static int DOFlip(this AudioMixer target) 97 | { 98 | return DOTween.Flip(target); 99 | } 100 | 101 | /// 102 | /// Sends to the given position all tweens that have this target as a reference 103 | /// (meaning tweens that were started from this target, or that had this target added as an Id) 104 | /// and returns the total number of tweens involved. 105 | /// 106 | /// Time position to reach 107 | /// (if higher than the whole tween duration the tween will simply reach its end) 108 | /// If TRUE will play the tween after reaching the given position, otherwise it will pause it 109 | public static int DOGoto(this AudioMixer target, float to, bool andPlay = false) 110 | { 111 | return DOTween.Goto(target, to, andPlay); 112 | } 113 | 114 | /// 115 | /// Pauses all tweens that have this target as a reference 116 | /// (meaning tweens that were started from this target, or that had this target added as an Id) 117 | /// and returns the total number of tweens paused. 118 | /// 119 | public static int DOPause(this AudioMixer target) 120 | { 121 | return DOTween.Pause(target); 122 | } 123 | 124 | /// 125 | /// Plays all tweens that have this target as a reference 126 | /// (meaning tweens that were started from this target, or that had this target added as an Id) 127 | /// and returns the total number of tweens played. 128 | /// 129 | public static int DOPlay(this AudioMixer target) 130 | { 131 | return DOTween.Play(target); 132 | } 133 | 134 | /// 135 | /// Plays backwards all tweens that have this target as a reference 136 | /// (meaning tweens that were started from this target, or that had this target added as an Id) 137 | /// and returns the total number of tweens played. 138 | /// 139 | public static int DOPlayBackwards(this AudioMixer target) 140 | { 141 | return DOTween.PlayBackwards(target); 142 | } 143 | 144 | /// 145 | /// Plays forward all tweens that have this target as a reference 146 | /// (meaning tweens that were started from this target, or that had this target added as an Id) 147 | /// and returns the total number of tweens played. 148 | /// 149 | public static int DOPlayForward(this AudioMixer target) 150 | { 151 | return DOTween.PlayForward(target); 152 | } 153 | 154 | /// 155 | /// Restarts all tweens that have this target as a reference 156 | /// (meaning tweens that were started from this target, or that had this target added as an Id) 157 | /// and returns the total number of tweens restarted. 158 | /// 159 | public static int DORestart(this AudioMixer target) 160 | { 161 | return DOTween.Restart(target); 162 | } 163 | 164 | /// 165 | /// Rewinds all tweens that have this target as a reference 166 | /// (meaning tweens that were started from this target, or that had this target added as an Id) 167 | /// and returns the total number of tweens rewinded. 168 | /// 169 | public static int DORewind(this AudioMixer target) 170 | { 171 | return DOTween.Rewind(target); 172 | } 173 | 174 | /// 175 | /// Smoothly rewinds all tweens that have this target as a reference 176 | /// (meaning tweens that were started from this target, or that had this target added as an Id) 177 | /// and returns the total number of tweens rewinded. 178 | /// 179 | public static int DOSmoothRewind(this AudioMixer target) 180 | { 181 | return DOTween.SmoothRewind(target); 182 | } 183 | 184 | /// 185 | /// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference 186 | /// (meaning tweens that were started from this target, or that had this target added as an Id) 187 | /// and returns the total number of tweens involved. 188 | /// 189 | public static int DOTogglePause(this AudioMixer target) 190 | { 191 | return DOTween.TogglePause(target); 192 | } 193 | 194 | #endregion 195 | 196 | #endregion 197 | #endif 198 | 199 | #endregion 200 | } 201 | } 202 | #endif 203 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b766d08851589514b97afb23c6f30a70 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | #if false || EPO_DOTWEEN // MODULE_MARKER 4 | 5 | using EPOOutline; 6 | using DG.Tweening.Plugins.Options; 7 | using DG.Tweening; 8 | using DG.Tweening.Core; 9 | 10 | namespace DG.Tweening 11 | { 12 | public static class DOTweenModuleEPOOutline 13 | { 14 | public static int DOKill(this SerializedPass target, bool complete) 15 | { 16 | return DOTween.Kill(target, complete); 17 | } 18 | 19 | public static TweenerCore DOFloat(this SerializedPass target, string propertyName, float endValue, float duration) 20 | { 21 | var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration); 22 | tweener.SetOptions(true).SetTarget(target); 23 | return tweener; 24 | } 25 | 26 | public static TweenerCore DOFade(this SerializedPass target, string propertyName, float endValue, float duration) 27 | { 28 | var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration); 29 | tweener.SetOptions(true).SetTarget(target); 30 | return tweener; 31 | } 32 | 33 | public static TweenerCore DOColor(this SerializedPass target, string propertyName, Color endValue, float duration) 34 | { 35 | var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration); 36 | tweener.SetOptions(false).SetTarget(target); 37 | return tweener; 38 | } 39 | 40 | public static TweenerCore DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration) 41 | { 42 | var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration); 43 | tweener.SetOptions(false).SetTarget(target); 44 | return tweener; 45 | } 46 | 47 | public static TweenerCore DOFloat(this SerializedPass target, int propertyId, float endValue, float duration) 48 | { 49 | var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration); 50 | tweener.SetOptions(true).SetTarget(target); 51 | return tweener; 52 | } 53 | 54 | public static TweenerCore DOFade(this SerializedPass target, int propertyId, float endValue, float duration) 55 | { 56 | var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration); 57 | tweener.SetOptions(true).SetTarget(target); 58 | return tweener; 59 | } 60 | 61 | public static TweenerCore DOColor(this SerializedPass target, int propertyId, Color endValue, float duration) 62 | { 63 | var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration); 64 | tweener.SetOptions(false).SetTarget(target); 65 | return tweener; 66 | } 67 | 68 | public static TweenerCore DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration) 69 | { 70 | var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration); 71 | tweener.SetOptions(false).SetTarget(target); 72 | return tweener; 73 | } 74 | 75 | public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false) 76 | { 77 | return DOTween.Kill(target, complete); 78 | } 79 | 80 | public static int DOKill(this Outliner target, bool complete = false) 81 | { 82 | return DOTween.Kill(target, complete); 83 | } 84 | 85 | public static TweenerCore DOFade(this Outlinable.OutlineProperties target, float endValue, float duration) 86 | { 87 | var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration); 88 | tweener.SetOptions(true).SetTarget(target); 89 | return tweener; 90 | } 91 | 92 | public static TweenerCore DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration) 93 | { 94 | var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration); 95 | tweener.SetOptions(false).SetTarget(target); 96 | return tweener; 97 | } 98 | 99 | public static TweenerCore DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false) 100 | { 101 | var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration); 102 | tweener.SetOptions(snapping).SetTarget(target); 103 | return tweener; 104 | } 105 | 106 | public static TweenerCore DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false) 107 | { 108 | var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration); 109 | tweener.SetOptions(snapping).SetTarget(target); 110 | return tweener; 111 | } 112 | 113 | public static TweenerCore DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false) 114 | { 115 | var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration); 116 | tweener.SetOptions(snapping).SetTarget(target); 117 | return tweener; 118 | } 119 | 120 | public static TweenerCore DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false) 121 | { 122 | var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration); 123 | tweener.SetOptions(snapping).SetTarget(target); 124 | return tweener; 125 | } 126 | 127 | public static TweenerCore DOInfoRendererScale(this Outliner target, float endValue, float duration, bool snapping = false) 128 | { 129 | var tweener = DOTween.To(() => target.InfoRendererScale, x => target.InfoRendererScale = x, endValue, duration); 130 | tweener.SetOptions(snapping).SetTarget(target); 131 | return tweener; 132 | } 133 | 134 | public static TweenerCore DOPrimaryRendererScale(this Outliner target, float endValue, float duration, bool snapping = false) 135 | { 136 | var tweener = DOTween.To(() => target.PrimaryRendererScale, x => target.PrimaryRendererScale = x, endValue, duration); 137 | tweener.SetOptions(snapping).SetTarget(target); 138 | return tweener; 139 | } 140 | } 141 | } 142 | #endif 143 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e944529dcaee98f4e9498d80e541d93e 3 | timeCreated: 1602593330 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dae9aa560b4242648a3affa2bfabc365 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 230fe34542e175245ba74b4659dae700 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs: -------------------------------------------------------------------------------- 1 | // Author: Daniele Giardini - http://www.demigiant.com 2 | // Created: 2018/07/13 3 | 4 | #if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER 5 | using System; 6 | using UnityEngine; 7 | using DG.Tweening.Core; 8 | using DG.Tweening.Plugins.Options; 9 | 10 | #pragma warning disable 1591 11 | namespace DG.Tweening 12 | { 13 | public static class DOTweenModuleSprite 14 | { 15 | #region Shortcuts 16 | 17 | #region SpriteRenderer 18 | 19 | /// Tweens a SpriteRenderer's color to the given value. 20 | /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations 21 | /// The end value to reachThe duration of the tween 22 | public static TweenerCore DOColor(this SpriteRenderer target, Color endValue, float duration) 23 | { 24 | TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); 25 | t.SetTarget(target); 26 | return t; 27 | } 28 | 29 | /// Tweens a Material's alpha color to the given value. 30 | /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations 31 | /// The end value to reachThe duration of the tween 32 | public static TweenerCore DOFade(this SpriteRenderer target, float endValue, float duration) 33 | { 34 | TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); 35 | t.SetTarget(target); 36 | return t; 37 | } 38 | 39 | /// Tweens a SpriteRenderer's color using the given gradient 40 | /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). 41 | /// Also stores the image as the tween's target so it can be used for filtered operations 42 | /// The gradient to useThe duration of the tween 43 | public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration) 44 | { 45 | Sequence s = DOTween.Sequence(); 46 | GradientColorKey[] colors = gradient.colorKeys; 47 | int len = colors.Length; 48 | for (int i = 0; i < len; ++i) { 49 | GradientColorKey c = colors[i]; 50 | if (i == 0 && c.time <= 0) { 51 | target.color = c.color; 52 | continue; 53 | } 54 | float colorDuration = i == len - 1 55 | ? duration - s.Duration(false) // Verifies that total duration is correct 56 | : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); 57 | s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); 58 | } 59 | s.SetTarget(target); 60 | return s; 61 | } 62 | 63 | #endregion 64 | 65 | #region Blendables 66 | 67 | #region SpriteRenderer 68 | 69 | /// Tweens a SpriteRenderer's color to the given value, 70 | /// in a way that allows other DOBlendableColor tweens to work together on the same target, 71 | /// instead than fight each other as multiple DOColor would do. 72 | /// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations 73 | /// The value to tween toThe duration of the tween 74 | public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration) 75 | { 76 | endValue = endValue - target.color; 77 | Color to = new Color(0, 0, 0, 0); 78 | return DOTween.To(() => to, x => { 79 | Color diff = x - to; 80 | to = x; 81 | target.color += diff; 82 | }, endValue, duration) 83 | .Blendable().SetTarget(target); 84 | } 85 | 86 | #endregion 87 | 88 | #endregion 89 | 90 | #endregion 91 | } 92 | } 93 | #endif 94 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 188918ab119d93148aa0de59ccf5286b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a060394c03331a64392db53a10e7f2d1 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 63c02322328255542995bd02b47b0457 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs: -------------------------------------------------------------------------------- 1 | // Author: Daniele Giardini - http://www.demigiant.com 2 | // Created: 2018/07/13 3 | 4 | using System; 5 | using System.Reflection; 6 | using UnityEngine; 7 | using DG.Tweening.Core; 8 | using DG.Tweening.Plugins.Core.PathCore; 9 | using DG.Tweening.Plugins.Options; 10 | 11 | #pragma warning disable 1591 12 | namespace DG.Tweening 13 | { 14 | /// 15 | /// Utility functions that deal with available Modules. 16 | /// Modules defines: 17 | /// - DOTAUDIO 18 | /// - DOTPHYSICS 19 | /// - DOTPHYSICS2D 20 | /// - DOTSPRITE 21 | /// - DOTUI 22 | /// Extra defines set and used for implementation of external assets: 23 | /// - DOTWEEN_TMP ► TextMesh Pro 24 | /// - DOTWEEN_TK2D ► 2D Toolkit 25 | /// 26 | public static class DOTweenModuleUtils 27 | { 28 | static bool _initialized; 29 | 30 | #region Reflection 31 | 32 | /// 33 | /// Called via Reflection by DOTweenComponent on Awake 34 | /// 35 | #if UNITY_2018_1_OR_NEWER 36 | [UnityEngine.Scripting.Preserve] 37 | #endif 38 | public static void Init() 39 | { 40 | if (_initialized) return; 41 | 42 | _initialized = true; 43 | DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath; 44 | 45 | #if UNITY_EDITOR 46 | #if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 47 | UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged; 48 | #else 49 | UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged; 50 | #endif 51 | #endif 52 | } 53 | 54 | #if UNITY_2018_1_OR_NEWER 55 | #pragma warning disable 56 | [UnityEngine.Scripting.Preserve] 57 | // Just used to preserve methods when building, never called 58 | static void Preserver() 59 | { 60 | Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies(); 61 | MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub"); 62 | } 63 | #pragma warning restore 64 | #endif 65 | 66 | #endregion 67 | 68 | #if UNITY_EDITOR 69 | // Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime) 70 | #if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 71 | static void PlaymodeStateChanged() 72 | #else 73 | static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state) 74 | #endif 75 | { 76 | if (DOTween.instance == null) return; 77 | DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused); 78 | } 79 | #endif 80 | 81 | // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ 82 | // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ 83 | // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ 84 | 85 | public static class Physics 86 | { 87 | // Called via DOTweenExternalCommand callback 88 | public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans) 89 | { 90 | #if true // PHYSICS_MARKER 91 | if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot; 92 | else trans.rotation = newRot; 93 | #else 94 | trans.rotation = newRot; 95 | #endif 96 | } 97 | 98 | // Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached 99 | public static bool HasRigidbody2D(Component target) 100 | { 101 | #if true // PHYSICS2D_MARKER 102 | return target.GetComponent() != null; 103 | #else 104 | return false; 105 | #endif 106 | } 107 | 108 | #region Called via Reflection 109 | 110 | 111 | // Called via Reflection by DOTweenPathInspector 112 | // Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached 113 | #if UNITY_2018_1_OR_NEWER 114 | [UnityEngine.Scripting.Preserve] 115 | #endif 116 | public static bool HasRigidbody(Component target) 117 | { 118 | #if true // PHYSICS_MARKER 119 | return target.GetComponent() != null; 120 | #else 121 | return false; 122 | #endif 123 | } 124 | 125 | // Called via Reflection by DOTweenPath 126 | #if UNITY_2018_1_OR_NEWER 127 | [UnityEngine.Scripting.Preserve] 128 | #endif 129 | public static TweenerCore CreateDOTweenPathTween( 130 | MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode 131 | ){ 132 | TweenerCore t = null; 133 | bool rBodyFoundAndTweened = false; 134 | #if true // PHYSICS_MARKER 135 | if (tweenRigidbody) { 136 | Rigidbody rBody = target.GetComponent(); 137 | if (rBody != null) { 138 | rBodyFoundAndTweened = true; 139 | t = isLocal 140 | ? rBody.DOLocalPath(path, duration, pathMode) 141 | : rBody.DOPath(path, duration, pathMode); 142 | } 143 | } 144 | #endif 145 | #if true // PHYSICS2D_MARKER 146 | if (!rBodyFoundAndTweened && tweenRigidbody) { 147 | Rigidbody2D rBody2D = target.GetComponent(); 148 | if (rBody2D != null) { 149 | rBodyFoundAndTweened = true; 150 | t = isLocal 151 | ? rBody2D.DOLocalPath(path, duration, pathMode) 152 | : rBody2D.DOPath(path, duration, pathMode); 153 | } 154 | } 155 | #endif 156 | if (!rBodyFoundAndTweened) { 157 | t = isLocal 158 | ? target.transform.DOLocalPath(path, duration, pathMode) 159 | : target.transform.DOPath(path, duration, pathMode); 160 | } 161 | return t; 162 | } 163 | 164 | #endregion 165 | } 166 | } 167 | } 168 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7bcaf917d9cf5b84090421a5a2abe42e 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/readme.txt: -------------------------------------------------------------------------------- 1 | DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant 2 | 3 | // IMPORTANT!!! ///////////////////////////////////////////// 4 | // Upgrading DOTween from versions older than 1.2.000 /////// 5 | // (or DOTween Pro older than 1.0.000) ////////////////////// 6 | ------------------------------------------------------------- 7 | If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully. 8 | 1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry 9 | 2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath 10 | 3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup 11 | 4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only) 12 | 13 | // GET STARTED ////////////////////////////////////////////// 14 | 15 | - After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween. 16 | - In your code, add "using DG.Tweening" to each class where you want to use DOTween. 17 | - You're ready to tween. 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-------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using DynamicScrollRect; 3 | using UnityEngine; 4 | 5 | public class DemoUI : MonoBehaviour 6 | { 7 | [SerializeField] private ScrollContent _content = null; 8 | 9 | [SerializeField] private int _itemCount = 50; 10 | 11 | private void Awake() 12 | { 13 | Application.targetFrameRate = 60; 14 | 15 | List contentDatas = new List(); 16 | 17 | for (int i = 0; i < _itemCount; i++) 18 | { 19 | contentDatas.Add(new ScrollItemData(i)); 20 | } 21 | 22 | _content.InitScrollContent(contentDatas); 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Assets/Scripts/DemoUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: afb29baba1af53d41b39ff492517e1f7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/DynamicScrollRect.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aa9c49336b6b4f8bac910c91565e57e5 3 | timeCreated: 1642845282 -------------------------------------------------------------------------------- /Assets/Scripts/DynamicScrollRect/DynamicScrollRect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7dc4d7c2d57b4367b34f501d1b07351b 3 | timeCreated: 1641997179 -------------------------------------------------------------------------------- /Assets/Scripts/DynamicScrollRect/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 16728c9dcfde4a0d8f1466006f187aab 3 | timeCreated: 1642875516 -------------------------------------------------------------------------------- /Assets/Scripts/DynamicScrollRect/Editor/DynamicScrollRectCustomEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | 3 | namespace DynamicScrollRect 4 | { 5 | [CustomEditor(typeof(DynamicScrollRect))] 6 | public class DynamicScrollRectCustomEditor : Editor 7 | { 8 | } 9 | } -------------------------------------------------------------------------------- /Assets/Scripts/DynamicScrollRect/Editor/DynamicScrollRectCustomEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6b96a655bfc1421a86ef9ad838de1b30 3 | timeCreated: 1642875579 -------------------------------------------------------------------------------- /Assets/Scripts/DynamicScrollRect/ScrollContent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2ba576c952134c278ee85170a9bfc463 3 | timeCreated: 1641997927 -------------------------------------------------------------------------------- /Assets/Scripts/DynamicScrollRect/ScrollItem.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace DynamicScrollRect 4 | { 5 | public abstract class ScrollItem : MonoBehaviour 6 | { 7 | public int Index { get; protected set; } 8 | 9 | public Vector2 GridIndex { get; protected set; } 10 | 11 | public RectTransform RectTransform => transform as RectTransform; 12 | 13 | public abstract void InitItem(int index, Vector2 gridPos, ScrollItemData data); 14 | 15 | public void Activated() 16 | { 17 | gameObject.SetActive(true); 18 | 19 | ActivatedCustomActions(); 20 | } 21 | 22 | public void Deactivated() 23 | { 24 | gameObject.SetActive(false); 25 | 26 | DeactivatedCustomActions(); 27 | } 28 | 29 | protected virtual void ActivatedCustomActions() { } 30 | protected virtual void DeactivatedCustomActions() { } 31 | } 32 | 33 | public class ScrollItem : ScrollItem 34 | where T : ScrollItemData 35 | { 36 | public sealed override void InitItem(int index, Vector2 gridPos, ScrollItemData data) 37 | { 38 | Index = index; 39 | 40 | GridIndex = gridPos; 41 | 42 | if (data is T itemData) 43 | { 44 | InitItemData(itemData); 45 | } 46 | } 47 | 48 | protected virtual void InitItemData(T data) { } 49 | } 50 | } -------------------------------------------------------------------------------- /Assets/Scripts/DynamicScrollRect/ScrollItem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ceae9e34dfc45b0bc4a4d0daade957d 3 | timeCreated: 1641998336 -------------------------------------------------------------------------------- /Assets/Scripts/DynamicScrollRect/ScrollItemData.cs: -------------------------------------------------------------------------------- 1 | namespace DynamicScrollRect 2 | { 3 | public class ScrollItemData 4 | { 5 | public int Index { get; } 6 | 7 | public ScrollItemData(int index) 8 | { 9 | Index = index; 10 | } 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /Assets/Scripts/DynamicScrollRect/ScrollItemData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8dbd9f2f0fc84b469d21d35f9e744788 3 | timeCreated: 1641998017 -------------------------------------------------------------------------------- /Assets/Scripts/ScrollItemDefault.cs: -------------------------------------------------------------------------------- 1 | using TMPro; 2 | using UnityEngine; 3 | using DynamicScrollRect; 4 | 5 | public class ScrollItemDefault : ScrollItem 6 | { 7 | [SerializeField] private DynamicScrollRect.DynamicScrollRect _dynamicScroll = null; 8 | 9 | [SerializeField] private TextMeshProUGUI _text = null; 10 | 11 | public void FocusOnItem() 12 | { 13 | _dynamicScroll.StartFocus(this); 14 | } 15 | 16 | protected override void InitItemData(ScrollItemData data) 17 | { 18 | _text.SetText(data.Index.ToString()); 19 | 20 | base.InitItemData(data); 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/Scripts/ScrollItemDefault.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ab72735fcff4768a6af86f857c4f7ac 3 | timeCreated: 1642844982 -------------------------------------------------------------------------------- /Assets/TextMesh Pro.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f54d1bd14bd3ca042bd867b519fee8cc 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | 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2016.pdf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1b8d251f9af63b746bf2f7ffe00ebb9b 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6ab70aee4d56447429c680537fbf93ed 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt: -------------------------------------------------------------------------------- 1 | Digitized data copyright (c) 2010 Google Corporation 2 | with Reserved Font Arimo, Tinos and Cousine. 3 | Copyright (c) 2012 Red Hat, Inc. 4 | with Reserved Font Name Liberation. 5 | 6 | This Font Software is licensed under the SIL Open Font License, Version 1.1. 7 | This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL 8 | 9 | ----------------------------------------------------------- 10 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 11 | ----------------------------------------------------------- 12 | 13 | PREAMBLE 14 | The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others. 15 | 16 | The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. 17 | 18 | DEFINITIONS 19 | "Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. 20 | 21 | "Reserved Font Name" refers to any names specified as such after the copyright statement(s). 22 | 23 | "Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). 24 | 25 | "Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. 26 | 27 | "Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. 28 | 29 | PERMISSION & CONDITIONS 30 | Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions: 31 | 32 | 1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. 33 | 34 | 2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user. 35 | 36 | 3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. 37 | 38 | 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. 39 | 40 | 5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software. 41 | 42 | TERMINATION 43 | This license becomes null and void if any of the above conditions are not met. 44 | 45 | DISCLAIMER 46 | THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e59c59b81ab47f9b6ec5781fa725d2c 3 | timeCreated: 1484171296 4 | licenseType: Pro 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans.ttf: -------------------------------------------------------------------------------- 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Pass { 49 | CGPROGRAM 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 55 | 56 | 57 | #include "UnityCG.cginc" 58 | 59 | struct appdata_t { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float2 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f { 67 | float4 vertex : SV_POSITION; 68 | fixed4 color : COLOR; 69 | float2 texcoord0 : TEXCOORD0; 70 | float2 texcoord1 : TEXCOORD1; 71 | float4 mask : TEXCOORD2; 72 | }; 73 | 74 | uniform sampler2D _MainTex; 75 | uniform sampler2D _FaceTex; 76 | uniform float4 _FaceTex_ST; 77 | uniform fixed4 _FaceColor; 78 | 79 | uniform float _VertexOffsetX; 80 | uniform float _VertexOffsetY; 81 | uniform float4 _ClipRect; 82 | uniform float _MaskSoftnessX; 83 | uniform float _MaskSoftnessY; 84 | 85 | float2 UnpackUV(float uv) 86 | { 87 | float2 output; 88 | output.x = floor(uv / 4096); 89 | output.y = uv - 4096 * output.x; 90 | 91 | return output * 0.001953125; 92 | } 93 | 94 | v2f vert (appdata_t v) 95 | { 96 | float4 vert = v.vertex; 97 | vert.x += _VertexOffsetX; 98 | vert.y += _VertexOffsetY; 99 | 100 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 101 | 102 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 103 | 104 | fixed4 faceColor = v.color; 105 | faceColor *= _FaceColor; 106 | 107 | v2f OUT; 108 | OUT.vertex = vPosition; 109 | OUT.color = faceColor; 110 | OUT.texcoord0 = v.texcoord0; 111 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 112 | float2 pixelSize = vPosition.w; 113 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 114 | 115 | // Clamp _ClipRect to 16bit. 116 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 117 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 118 | 119 | return OUT; 120 | } 121 | 122 | fixed4 frag (v2f IN) : SV_Target 123 | { 124 | fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48bb5f55d8670e349b6e614913f9d910 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Mobile/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | [HDR]_Color ("Text Color", Color) = (1,1,1,1) 6 | _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 7 | 8 | _VertexOffsetX("Vertex OffsetX", float) = 0 9 | _VertexOffsetY("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _CullMode("Cull Mode", Float) = 0 22 | _ColorMask("Color Mask", Float) = 15 23 | } 24 | 25 | SubShader { 26 | 27 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 28 | 29 | Stencil 30 | { 31 | Ref[_Stencil] 32 | Comp[_StencilComp] 33 | Pass[_StencilOp] 34 | ReadMask[_StencilReadMask] 35 | WriteMask[_StencilWriteMask] 36 | } 37 | 38 | 39 | Lighting Off 40 | Cull [_CullMode] 41 | ZTest [unity_GUIZTestMode] 42 | ZWrite Off 43 | Fog { Mode Off } 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask[_ColorMask] 46 | 47 | Pass { 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | #pragma fragmentoption ARB_precision_hint_fastest 52 | 53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 55 | 56 | 57 | #include "UnityCG.cginc" 58 | 59 | struct appdata_t { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float2 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f { 67 | float4 vertex : POSITION; 68 | fixed4 color : COLOR; 69 | float2 texcoord0 : TEXCOORD0; 70 | float4 mask : TEXCOORD2; 71 | }; 72 | 73 | sampler2D _MainTex; 74 | fixed4 _Color; 75 | float _DiffusePower; 76 | 77 | uniform float _VertexOffsetX; 78 | uniform float _VertexOffsetY; 79 | uniform float4 _ClipRect; 80 | uniform float _MaskSoftnessX; 81 | uniform float _MaskSoftnessY; 82 | 83 | v2f vert (appdata_t v) 84 | { 85 | v2f OUT; 86 | float4 vert = v.vertex; 87 | vert.x += _VertexOffsetX; 88 | vert.y += _VertexOffsetY; 89 | 90 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 91 | 92 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); 93 | OUT.color = v.color; 94 | OUT.color *= _Color; 95 | OUT.color.rgb *= _DiffusePower; 96 | OUT.texcoord0 = v.texcoord0; 97 | 98 | float2 pixelSize = OUT.vertex.w; 99 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 100 | 101 | // Clamp _ClipRect to 16bit. 102 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 103 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 104 | 105 | return OUT; 106 | } 107 | 108 | fixed4 frag (v2f IN) : COLOR 109 | { 110 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); 111 | 112 | // Alternative implementation to UnityGet2DClipping with support for softness. 113 | #if UNITY_UI_CLIP_RECT 114 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 115 | color *= m.x * m.y; 116 | #endif 117 | 118 | #if UNITY_UI_ALPHACLIP 119 | clip(color.a - 0.001); 120 | #endif 121 | 122 | return color; 123 | } 124 | ENDCG 125 | } 126 | } 127 | 128 | SubShader { 129 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 130 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } 131 | Blend SrcAlpha OneMinusSrcAlpha 132 | BindChannels { 133 | Bind "Color", color 134 | Bind "Vertex", vertex 135 | Bind "TexCoord", texcoord0 136 | } 137 | Pass { 138 | SetTexture [_MainTex] { 139 | constantColor [_Color] combine constant * primary, constant * texture 140 | } 141 | } 142 | } 143 | 144 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 145 | } 146 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e3b057af24249748ff873be7fafee47 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _CullMode("Cull Mode", Float) = 0 22 | _ColorMask("Color Mask", Float) = 15 23 | } 24 | 25 | SubShader{ 26 | 27 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 28 | 29 | Stencil 30 | { 31 | Ref[_Stencil] 32 | Comp[_StencilComp] 33 | Pass[_StencilOp] 34 | ReadMask[_StencilReadMask] 35 | WriteMask[_StencilWriteMask] 36 | } 37 | 38 | 39 | Lighting Off 40 | Cull [_CullMode] 41 | ZTest [unity_GUIZTestMode] 42 | ZWrite Off 43 | Fog { Mode Off } 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask[_ColorMask] 46 | 47 | Pass { 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | 52 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 53 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 54 | 55 | 56 | #include "UnityCG.cginc" 57 | 58 | struct appdata_t { 59 | float4 vertex : POSITION; 60 | fixed4 color : COLOR; 61 | float2 texcoord0 : TEXCOORD0; 62 | float2 texcoord1 : TEXCOORD1; 63 | }; 64 | 65 | struct v2f { 66 | float4 vertex : SV_POSITION; 67 | fixed4 color : COLOR; 68 | float2 texcoord0 : TEXCOORD0; 69 | float2 texcoord1 : TEXCOORD1; 70 | float4 mask : TEXCOORD2; 71 | }; 72 | 73 | uniform sampler2D _MainTex; 74 | uniform sampler2D _FaceTex; 75 | uniform float4 _FaceTex_ST; 76 | uniform fixed4 _FaceColor; 77 | 78 | uniform float _VertexOffsetX; 79 | uniform float _VertexOffsetY; 80 | uniform float4 _ClipRect; 81 | uniform float _MaskSoftnessX; 82 | uniform float _MaskSoftnessY; 83 | 84 | float2 UnpackUV(float uv) 85 | { 86 | float2 output; 87 | output.x = floor(uv / 4096); 88 | output.y = uv - 4096 * output.x; 89 | 90 | return output * 0.001953125; 91 | } 92 | 93 | v2f vert (appdata_t v) 94 | { 95 | float4 vert = v.vertex; 96 | vert.x += _VertexOffsetX; 97 | vert.y += _VertexOffsetY; 98 | 99 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 100 | 101 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 102 | 103 | fixed4 faceColor = v.color; 104 | faceColor *= _FaceColor; 105 | 106 | v2f OUT; 107 | OUT.vertex = vPosition; 108 | OUT.color = faceColor; 109 | OUT.texcoord0 = v.texcoord0; 110 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 111 | float2 pixelSize = vPosition.w; 112 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 113 | 114 | // Clamp _ClipRect to 16bit. 115 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 116 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 117 | 118 | return OUT; 119 | } 120 | 121 | fixed4 frag (v2f IN) : SV_Target 122 | { 123 | fixed4 color = tex2D(_MainTex, IN.texcoord0); 124 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 128e987d567d4e2c824d754223b3f3b0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd89cf5b9246416f84610a006f916af7 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14eb328de4b8eb245bb7cea29e4ac00b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field - Masking" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _CullMode ("Cull Mode", Float) = 0 58 | _ColorMask ("Color Mask", Float) = 15 59 | } 60 | 61 | SubShader { 62 | Tags 63 | { 64 | "Queue"="Transparent" 65 | "IgnoreProjector"="True" 66 | "RenderType"="Transparent" 67 | } 68 | 69 | 70 | Stencil 71 | { 72 | Ref [_Stencil] 73 | Comp [_StencilComp] 74 | Pass [_StencilOp] 75 | ReadMask [_StencilReadMask] 76 | WriteMask [_StencilWriteMask] 77 | } 78 | 79 | Cull [_CullMode] 80 | ZWrite Off 81 | Lighting Off 82 | Fog { Mode Off } 83 | ZTest [unity_GUIZTestMode] 84 | Blend One OneMinusSrcAlpha 85 | ColorMask [_ColorMask] 86 | 87 | Pass { 88 | CGPROGRAM 89 | #pragma vertex VertShader 90 | #pragma fragment PixShader 91 | #pragma shader_feature __ OUTLINE_ON 92 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 93 | 94 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 95 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 96 | 97 | 98 | #include "UnityCG.cginc" 99 | #include "UnityUI.cginc" 100 | #include "TMPro_Properties.cginc" 101 | 102 | struct vertex_t { 103 | float4 vertex : POSITION; 104 | float3 normal : NORMAL; 105 | fixed4 color : COLOR; 106 | float2 texcoord0 : TEXCOORD0; 107 | float2 texcoord1 : TEXCOORD1; 108 | }; 109 | 110 | struct pixel_t { 111 | float4 vertex : SV_POSITION; 112 | fixed4 faceColor : COLOR; 113 | fixed4 outlineColor : COLOR1; 114 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 115 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 116 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 117 | #if (UNDERLAY_ON | UNDERLAY_INNER) 118 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 119 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 120 | #endif 121 | }; 122 | 123 | float _MaskWipeControl; 124 | float _MaskEdgeSoftness; 125 | fixed4 _MaskEdgeColor; 126 | bool _MaskInverse; 127 | 128 | pixel_t VertShader(vertex_t input) 129 | { 130 | float bold = step(input.texcoord1.y, 0); 131 | 132 | float4 vert = input.vertex; 133 | vert.x += _VertexOffsetX; 134 | vert.y += _VertexOffsetY; 135 | float4 vPosition = UnityObjectToClipPos(vert); 136 | 137 | float2 pixelSize = vPosition.w; 138 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 139 | 140 | float scale = rsqrt(dot(pixelSize, pixelSize)); 141 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 142 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 143 | 144 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 145 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 146 | 147 | float layerScale = scale; 148 | 149 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 150 | float bias = (0.5 - weight) * scale - 0.5; 151 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 152 | 153 | float opacity = input.color.a; 154 | #if (UNDERLAY_ON | UNDERLAY_INNER) 155 | opacity = 1.0; 156 | #endif 157 | 158 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 159 | faceColor.rgb *= faceColor.a; 160 | 161 | fixed4 outlineColor = _OutlineColor; 162 | outlineColor.a *= opacity; 163 | outlineColor.rgb *= outlineColor.a; 164 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 165 | 166 | #if (UNDERLAY_ON | UNDERLAY_INNER) 167 | 168 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 169 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 170 | 171 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 172 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 173 | float2 layerOffset = float2(x, y); 174 | #endif 175 | 176 | // Generate UV for the Masking Texture 177 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 178 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 179 | 180 | // Structure for pixel shader 181 | pixel_t output = { 182 | vPosition, 183 | faceColor, 184 | outlineColor, 185 | float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), 186 | half4(scale, bias - outline, bias + outline, bias), 187 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), 188 | #if (UNDERLAY_ON | UNDERLAY_INNER) 189 | float4(input.texcoord0 + layerOffset, input.color.a, 0), 190 | half2(layerScale, layerBias), 191 | #endif 192 | }; 193 | 194 | return output; 195 | } 196 | 197 | 198 | // PIXEL SHADER 199 | fixed4 PixShader(pixel_t input) : SV_Target 200 | { 201 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 202 | half4 c = input.faceColor * saturate(d - input.param.w); 203 | 204 | #ifdef OUTLINE_ON 205 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 206 | c *= saturate(d - input.param.y); 207 | #endif 208 | 209 | #if UNDERLAY_ON 210 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 211 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 212 | #endif 213 | 214 | #if UNDERLAY_INNER 215 | half sd = saturate(d - input.param.z); 216 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 217 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 218 | #endif 219 | 220 | // Alternative implementation to UnityGet2DClipping with support for softness. 221 | //#if UNITY_UI_CLIP_RECT 222 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 223 | c *= m.x * m.y; 224 | //#endif 225 | 226 | float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); 227 | float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; 228 | a = saturate(t / _MaskEdgeSoftness); 229 | c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); 230 | c *= a; 231 | 232 | #if (UNDERLAY_ON | UNDERLAY_INNER) 233 | c *= input.texcoord1.z; 234 | #endif 235 | 236 | #if UNITY_UI_ALPHACLIP 237 | clip(c.a - 0.001); 238 | #endif 239 | 240 | return c; 241 | } 242 | ENDCG 243 | } 244 | } 245 | 246 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 247 | } 248 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc1ede39bf3643ee8e493720e4259791 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field Overlay" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | 46 | _StencilComp ("Stencil Comparison", Float) = 8 47 | _Stencil ("Stencil ID", Float) = 0 48 | _StencilOp ("Stencil Operation", Float) = 0 49 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 50 | _StencilReadMask ("Stencil Read Mask", Float) = 255 51 | 52 | _CullMode ("Cull Mode", Float) = 0 53 | _ColorMask ("Color Mask", Float) = 15 54 | } 55 | 56 | SubShader { 57 | Tags 58 | { 59 | "Queue"="Overlay" 60 | "IgnoreProjector"="True" 61 | "RenderType"="Transparent" 62 | } 63 | 64 | 65 | Stencil 66 | { 67 | Ref [_Stencil] 68 | Comp [_StencilComp] 69 | Pass [_StencilOp] 70 | ReadMask [_StencilReadMask] 71 | WriteMask [_StencilWriteMask] 72 | } 73 | 74 | Cull [_CullMode] 75 | ZWrite Off 76 | Lighting Off 77 | Fog { Mode Off } 78 | ZTest Always 79 | Blend One OneMinusSrcAlpha 80 | ColorMask [_ColorMask] 81 | 82 | Pass { 83 | CGPROGRAM 84 | #pragma vertex VertShader 85 | #pragma fragment PixShader 86 | #pragma shader_feature __ OUTLINE_ON 87 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 88 | 89 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 90 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 91 | 92 | #include "UnityCG.cginc" 93 | #include "UnityUI.cginc" 94 | #include "TMPro_Properties.cginc" 95 | 96 | struct vertex_t { 97 | UNITY_VERTEX_INPUT_INSTANCE_ID 98 | float4 vertex : POSITION; 99 | float3 normal : NORMAL; 100 | fixed4 color : COLOR; 101 | float2 texcoord0 : TEXCOORD0; 102 | float2 texcoord1 : TEXCOORD1; 103 | }; 104 | 105 | struct pixel_t { 106 | UNITY_VERTEX_INPUT_INSTANCE_ID 107 | UNITY_VERTEX_OUTPUT_STEREO 108 | float4 vertex : SV_POSITION; 109 | fixed4 faceColor : COLOR; 110 | fixed4 outlineColor : COLOR1; 111 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 112 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 113 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 114 | #if (UNDERLAY_ON | UNDERLAY_INNER) 115 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 116 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 117 | #endif 118 | }; 119 | 120 | 121 | pixel_t VertShader(vertex_t input) 122 | { 123 | pixel_t output; 124 | 125 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 126 | UNITY_SETUP_INSTANCE_ID(input); 127 | UNITY_TRANSFER_INSTANCE_ID(input, output); 128 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 129 | 130 | float bold = step(input.texcoord1.y, 0); 131 | 132 | float4 vert = input.vertex; 133 | vert.x += _VertexOffsetX; 134 | vert.y += _VertexOffsetY; 135 | float4 vPosition = UnityObjectToClipPos(vert); 136 | 137 | float2 pixelSize = vPosition.w; 138 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 139 | 140 | float scale = rsqrt(dot(pixelSize, pixelSize)); 141 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 142 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 143 | 144 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 145 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 146 | 147 | float layerScale = scale; 148 | 149 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 150 | float bias = (0.5 - weight) * scale - 0.5; 151 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 152 | 153 | float opacity = input.color.a; 154 | #if (UNDERLAY_ON | UNDERLAY_INNER) 155 | opacity = 1.0; 156 | #endif 157 | 158 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 159 | faceColor.rgb *= faceColor.a; 160 | 161 | fixed4 outlineColor = _OutlineColor; 162 | outlineColor.a *= opacity; 163 | outlineColor.rgb *= outlineColor.a; 164 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 165 | 166 | #if (UNDERLAY_ON | UNDERLAY_INNER) 167 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 168 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 169 | 170 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 171 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 172 | float2 layerOffset = float2(x, y); 173 | #endif 174 | 175 | // Generate UV for the Masking Texture 176 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 177 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 178 | 179 | // Populate structure for pixel shader 180 | output.vertex = vPosition; 181 | output.faceColor = faceColor; 182 | output.outlineColor = outlineColor; 183 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); 184 | output.param = half4(scale, bias - outline, bias + outline, bias); 185 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 186 | #if (UNDERLAY_ON || UNDERLAY_INNER) 187 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); 188 | output.underlayParam = half2(layerScale, layerBias); 189 | #endif 190 | 191 | return output; 192 | } 193 | 194 | 195 | // PIXEL SHADER 196 | fixed4 PixShader(pixel_t input) : SV_Target 197 | { 198 | UNITY_SETUP_INSTANCE_ID(input); 199 | 200 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 201 | half4 c = input.faceColor * saturate(d - input.param.w); 202 | 203 | #ifdef OUTLINE_ON 204 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 205 | c *= saturate(d - input.param.y); 206 | #endif 207 | 208 | #if UNDERLAY_ON 209 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 210 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 211 | #endif 212 | 213 | #if UNDERLAY_INNER 214 | half sd = saturate(d - input.param.z); 215 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 216 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 217 | #endif 218 | 219 | // Alternative implementation to UnityGet2DClipping with support for softness. 220 | #if UNITY_UI_CLIP_RECT 221 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 222 | c *= m.x * m.y; 223 | #endif 224 | 225 | #if (UNDERLAY_ON | UNDERLAY_INNER) 226 | c *= input.texcoord1.z; 227 | #endif 228 | 229 | #if UNITY_UI_ALPHACLIP 230 | clip(c.a - 0.001); 231 | #endif 232 | 233 | return c; 234 | } 235 | ENDCG 236 | } 237 | } 238 | 239 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 240 | } 241 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a02a7d8c237544f1962732b55a9aebf1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field SSD" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _CullMode ("Cull Mode", Float) = 0 58 | _ColorMask ("Color Mask", Float) = 15 59 | } 60 | 61 | SubShader { 62 | Tags { 63 | "Queue"="Transparent" 64 | "IgnoreProjector"="True" 65 | "RenderType"="Transparent" 66 | } 67 | 68 | Stencil 69 | { 70 | Ref [_Stencil] 71 | Comp [_StencilComp] 72 | Pass [_StencilOp] 73 | ReadMask [_StencilReadMask] 74 | WriteMask [_StencilWriteMask] 75 | } 76 | 77 | Cull [_CullMode] 78 | ZWrite Off 79 | Lighting Off 80 | Fog { Mode Off } 81 | ZTest [unity_GUIZTestMode] 82 | Blend One OneMinusSrcAlpha 83 | ColorMask [_ColorMask] 84 | 85 | Pass { 86 | CGPROGRAM 87 | #pragma vertex VertShader 88 | #pragma fragment PixShader 89 | #pragma shader_feature __ OUTLINE_ON 90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 91 | 92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 94 | 95 | #include "UnityCG.cginc" 96 | #include "UnityUI.cginc" 97 | #include "TMPro_Properties.cginc" 98 | 99 | #include "TMPro_Mobile.cginc" 100 | 101 | ENDCG 102 | } 103 | } 104 | 105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 106 | } 107 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8d12adcee749c344b8117cf7c7eb912 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | 46 | _StencilComp ("Stencil Comparison", Float) = 8 47 | _Stencil ("Stencil ID", Float) = 0 48 | _StencilOp ("Stencil Operation", Float) = 0 49 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 50 | _StencilReadMask ("Stencil Read Mask", Float) = 255 51 | 52 | _CullMode ("Cull Mode", Float) = 0 53 | _ColorMask ("Color Mask", Float) = 15 54 | } 55 | 56 | SubShader { 57 | Tags 58 | { 59 | "Queue"="Transparent" 60 | "IgnoreProjector"="True" 61 | "RenderType"="Transparent" 62 | } 63 | 64 | 65 | Stencil 66 | { 67 | Ref [_Stencil] 68 | Comp [_StencilComp] 69 | Pass [_StencilOp] 70 | ReadMask [_StencilReadMask] 71 | WriteMask [_StencilWriteMask] 72 | } 73 | 74 | Cull [_CullMode] 75 | ZWrite Off 76 | Lighting Off 77 | Fog { Mode Off } 78 | ZTest [unity_GUIZTestMode] 79 | Blend One OneMinusSrcAlpha 80 | ColorMask [_ColorMask] 81 | 82 | Pass { 83 | CGPROGRAM 84 | #pragma vertex VertShader 85 | #pragma fragment PixShader 86 | #pragma shader_feature __ OUTLINE_ON 87 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 88 | 89 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 90 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 91 | 92 | #include "UnityCG.cginc" 93 | #include "UnityUI.cginc" 94 | #include "TMPro_Properties.cginc" 95 | 96 | struct vertex_t { 97 | UNITY_VERTEX_INPUT_INSTANCE_ID 98 | float4 vertex : POSITION; 99 | float3 normal : NORMAL; 100 | fixed4 color : COLOR; 101 | float2 texcoord0 : TEXCOORD0; 102 | float2 texcoord1 : TEXCOORD1; 103 | }; 104 | 105 | struct pixel_t { 106 | UNITY_VERTEX_INPUT_INSTANCE_ID 107 | UNITY_VERTEX_OUTPUT_STEREO 108 | float4 vertex : SV_POSITION; 109 | fixed4 faceColor : COLOR; 110 | fixed4 outlineColor : COLOR1; 111 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 112 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 113 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 114 | #if (UNDERLAY_ON | UNDERLAY_INNER) 115 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 116 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 117 | #endif 118 | }; 119 | 120 | 121 | pixel_t VertShader(vertex_t input) 122 | { 123 | pixel_t output; 124 | 125 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 126 | UNITY_SETUP_INSTANCE_ID(input); 127 | UNITY_TRANSFER_INSTANCE_ID(input, output); 128 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 129 | 130 | float bold = step(input.texcoord1.y, 0); 131 | 132 | float4 vert = input.vertex; 133 | vert.x += _VertexOffsetX; 134 | vert.y += _VertexOffsetY; 135 | float4 vPosition = UnityObjectToClipPos(vert); 136 | 137 | float2 pixelSize = vPosition.w; 138 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 139 | 140 | float scale = rsqrt(dot(pixelSize, pixelSize)); 141 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 142 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 143 | 144 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 145 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 146 | 147 | float layerScale = scale; 148 | 149 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 150 | float bias = (0.5 - weight) * scale - 0.5; 151 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 152 | 153 | float opacity = input.color.a; 154 | #if (UNDERLAY_ON | UNDERLAY_INNER) 155 | opacity = 1.0; 156 | #endif 157 | 158 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 159 | faceColor.rgb *= faceColor.a; 160 | 161 | fixed4 outlineColor = _OutlineColor; 162 | outlineColor.a *= opacity; 163 | outlineColor.rgb *= outlineColor.a; 164 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 165 | 166 | #if (UNDERLAY_ON | UNDERLAY_INNER) 167 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 168 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 169 | 170 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 171 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 172 | float2 layerOffset = float2(x, y); 173 | #endif 174 | 175 | // Generate UV for the Masking Texture 176 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 177 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 178 | 179 | // Populate structure for pixel shader 180 | output.vertex = vPosition; 181 | output.faceColor = faceColor; 182 | output.outlineColor = outlineColor; 183 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); 184 | output.param = half4(scale, bias - outline, bias + outline, bias); 185 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 186 | #if (UNDERLAY_ON || UNDERLAY_INNER) 187 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); 188 | output.underlayParam = half2(layerScale, layerBias); 189 | #endif 190 | 191 | return output; 192 | } 193 | 194 | 195 | // PIXEL SHADER 196 | fixed4 PixShader(pixel_t input) : SV_Target 197 | { 198 | UNITY_SETUP_INSTANCE_ID(input); 199 | 200 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 201 | half4 c = input.faceColor * saturate(d - input.param.w); 202 | 203 | #ifdef OUTLINE_ON 204 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 205 | c *= saturate(d - input.param.y); 206 | #endif 207 | 208 | #if UNDERLAY_ON 209 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 210 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 211 | #endif 212 | 213 | #if UNDERLAY_INNER 214 | half sd = saturate(d - input.param.z); 215 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 216 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 217 | #endif 218 | 219 | // Alternative implementation to UnityGet2DClipping with support for softness. 220 | #if UNITY_UI_CLIP_RECT 221 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 222 | c *= m.x * m.y; 223 | #endif 224 | 225 | #if (UNDERLAY_ON | UNDERLAY_INNER) 226 | c *= input.texcoord1.z; 227 | #endif 228 | 229 | #if UNITY_UI_ALPHACLIP 230 | clip(c.a - 0.001); 231 | #endif 232 | 233 | return c; 234 | } 235 | ENDCG 236 | } 237 | } 238 | 239 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 240 | } 241 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe393ace9b354375a9cb14cdbbc28be4 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader: -------------------------------------------------------------------------------- 1 | // Simplified version of the SDF Surface shader : 2 | // - No support for Bevel, Bump or envmap 3 | // - Diffuse only lighting 4 | // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field (Surface)" { 7 | 8 | Properties { 9 | _FaceTex ("Fill Texture", 2D) = "white" {} 10 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) 11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 12 | 13 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 14 | _OutlineTex ("Outline Texture", 2D) = "white" {} 15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 17 | 18 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) 19 | _GlowOffset ("Offset", Range(-1,1)) = 0 20 | _GlowInner ("Inner", Range(0,1)) = 0.05 21 | _GlowOuter ("Outer", Range(0,1)) = 0.05 22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 23 | 24 | _WeightNormal ("Weight Normal", float) = 0 25 | _WeightBold ("Weight Bold", float) = 0.5 26 | 27 | // Should not be directly exposed to the user 28 | _ShaderFlags ("Flags", float) = 0 29 | _ScaleRatioA ("Scale RatioA", float) = 1 30 | _ScaleRatioB ("Scale RatioB", float) = 1 31 | _ScaleRatioC ("Scale RatioC", float) = 1 32 | 33 | _MainTex ("Font Atlas", 2D) = "white" {} 34 | _TextureWidth ("Texture Width", float) = 512 35 | _TextureHeight ("Texture Height", float) = 512 36 | _GradientScale ("Gradient Scale", float) = 5.0 37 | _ScaleX ("Scale X", float) = 1.0 38 | _ScaleY ("Scale Y", float) = 1.0 39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 40 | _Sharpness ("Sharpness", Range(-1,1)) = 0 41 | 42 | _VertexOffsetX ("Vertex OffsetX", float) = 0 43 | _VertexOffsetY ("Vertex OffsetY", float) = 0 44 | 45 | _CullMode ("Cull Mode", Float) = 0 46 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 47 | //_MaskSoftness ("Mask Softness", float) = 0 48 | } 49 | 50 | SubShader { 51 | 52 | Tags { 53 | "Queue"="Transparent" 54 | "IgnoreProjector"="True" 55 | "RenderType"="Transparent" 56 | } 57 | 58 | LOD 300 59 | Cull [_CullMode] 60 | 61 | CGPROGRAM 62 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap 63 | #pragma target 3.0 64 | #pragma shader_feature __ GLOW_ON 65 | 66 | #include "TMPro_Properties.cginc" 67 | #include "TMPro.cginc" 68 | 69 | half _FaceShininess; 70 | half _OutlineShininess; 71 | 72 | struct Input 73 | { 74 | fixed4 color : COLOR; 75 | float2 uv_MainTex; 76 | float2 uv2_FaceTex; 77 | float2 uv2_OutlineTex; 78 | float2 param; // Weight, Scale 79 | float3 viewDirEnv; 80 | }; 81 | 82 | #include "TMPro_Surface.cginc" 83 | 84 | ENDCG 85 | 86 | // Pass to render object as a shadow caster 87 | Pass 88 | { 89 | Name "Caster" 90 | Tags { "LightMode" = "ShadowCaster" } 91 | Offset 1, 1 92 | 93 | Fog {Mode Off} 94 | ZWrite On ZTest LEqual Cull Off 95 | 96 | CGPROGRAM 97 | #pragma vertex vert 98 | #pragma fragment frag 99 | #pragma multi_compile_shadowcaster 100 | #include "UnityCG.cginc" 101 | 102 | struct v2f { 103 | V2F_SHADOW_CASTER; 104 | float2 uv : TEXCOORD1; 105 | float2 uv2 : TEXCOORD3; 106 | float alphaClip : TEXCOORD2; 107 | }; 108 | 109 | uniform float4 _MainTex_ST; 110 | uniform float4 _OutlineTex_ST; 111 | float _OutlineWidth; 112 | float _FaceDilate; 113 | float _ScaleRatioA; 114 | 115 | v2f vert( appdata_base v ) 116 | { 117 | v2f o; 118 | TRANSFER_SHADOW_CASTER(o) 119 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 120 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 121 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 122 | return o; 123 | } 124 | 125 | uniform sampler2D _MainTex; 126 | 127 | float4 frag(v2f i) : COLOR 128 | { 129 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 130 | clip(texcol.a - i.alphaClip); 131 | SHADOW_CASTER_FRAGMENT(i) 132 | } 133 | ENDCG 134 | } 135 | } 136 | 137 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 138 | } 139 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85187c2149c549c5b33f0cdb02836b17 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Distance Field (Surface)" { 2 | 3 | Properties { 4 | _FaceTex ("Fill Texture", 2D) = "white" {} 5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 7 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) 8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 9 | 10 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 11 | _OutlineTex ("Outline Texture", 2D) = "white" {} 12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 16 | 17 | _Bevel ("Bevel", Range(0,1)) = 0.5 18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 22 | 23 | _BumpMap ("Normalmap", 2D) = "bump" {} 24 | _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 25 | _BumpFace ("Bump Face", Range(0,1)) = 0.5 26 | 27 | _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) 28 | _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) 29 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } 30 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) 31 | [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1) 32 | 33 | _FaceShininess ("Face Shininess", Range(0,1)) = 0 34 | _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 35 | 36 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) 37 | _GlowOffset ("Offset", Range(-1,1)) = 0 38 | _GlowInner ("Inner", Range(0,1)) = 0.05 39 | _GlowOuter ("Outer", Range(0,1)) = 0.05 40 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 41 | 42 | _WeightNormal ("Weight Normal", float) = 0 43 | _WeightBold ("Weight Bold", float) = 0.5 44 | 45 | // Should not be directly exposed to the user 46 | _ShaderFlags ("Flags", float) = 0 47 | _ScaleRatioA ("Scale RatioA", float) = 1 48 | _ScaleRatioB ("Scale RatioB", float) = 1 49 | _ScaleRatioC ("Scale RatioC", float) = 1 50 | 51 | _MainTex ("Font Atlas", 2D) = "white" {} 52 | _TextureWidth ("Texture Width", float) = 512 53 | _TextureHeight ("Texture Height", float) = 512 54 | _GradientScale ("Gradient Scale", float) = 5.0 55 | _ScaleX ("Scale X", float) = 1.0 56 | _ScaleY ("Scale Y", float) = 1.0 57 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 58 | _Sharpness ("Sharpness", Range(-1,1)) = 0 59 | 60 | _VertexOffsetX ("Vertex OffsetX", float) = 0 61 | _VertexOffsetY ("Vertex OffsetY", float) = 0 62 | 63 | _CullMode ("Cull Mode", Float) = 0 64 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 65 | //_MaskSoftness ("Mask Softness", float) = 0 66 | } 67 | 68 | SubShader { 69 | 70 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 71 | 72 | LOD 300 73 | Cull [_CullMode] 74 | 75 | CGPROGRAM 76 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap 77 | #pragma target 3.0 78 | #pragma shader_feature __ GLOW_ON 79 | #pragma glsl 80 | 81 | #include "TMPro_Properties.cginc" 82 | #include "TMPro.cginc" 83 | 84 | half _FaceShininess; 85 | half _OutlineShininess; 86 | 87 | struct Input 88 | { 89 | fixed4 color : COLOR; 90 | float2 uv_MainTex; 91 | float2 uv2_FaceTex; 92 | float2 uv2_OutlineTex; 93 | float2 param; // Weight, Scale 94 | float3 viewDirEnv; 95 | }; 96 | 97 | 98 | #define BEVEL_ON 1 99 | #include "TMPro_Surface.cginc" 100 | 101 | ENDCG 102 | 103 | // Pass to render object as a shadow caster 104 | Pass 105 | { 106 | Name "Caster" 107 | Tags { "LightMode" = "ShadowCaster" } 108 | Offset 1, 1 109 | 110 | Fog {Mode Off} 111 | ZWrite On 112 | ZTest LEqual 113 | Cull Off 114 | 115 | CGPROGRAM 116 | #pragma vertex vert 117 | #pragma fragment frag 118 | #pragma multi_compile_shadowcaster 119 | #include "UnityCG.cginc" 120 | 121 | struct v2f { 122 | V2F_SHADOW_CASTER; 123 | float2 uv : TEXCOORD1; 124 | float2 uv2 : TEXCOORD3; 125 | float alphaClip : TEXCOORD2; 126 | }; 127 | 128 | uniform float4 _MainTex_ST; 129 | uniform float4 _OutlineTex_ST; 130 | float _OutlineWidth; 131 | float _FaceDilate; 132 | float _ScaleRatioA; 133 | 134 | v2f vert( appdata_base v ) 135 | { 136 | v2f o; 137 | TRANSFER_SHADOW_CASTER(o) 138 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 139 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 140 | o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 141 | return o; 142 | } 143 | 144 | uniform sampler2D _MainTex; 145 | 146 | float4 frag(v2f i) : COLOR 147 | { 148 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 149 | clip(texcol.a - i.alphaClip); 150 | SHADOW_CASTER_FRAGMENT(i) 151 | } 152 | ENDCG 153 | } 154 | } 155 | 156 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 157 | } 158 | 159 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7ada0af4f174f0694ca6a487b8f543d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68e6db2ebdc24f95958faec2be5558d6 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _CullMode ("Cull Mode", Float) = 0 15 | _ColorMask ("Color Mask", Float) = 15 16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 17 | 18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 19 | } 20 | 21 | SubShader 22 | { 23 | Tags 24 | { 25 | "Queue"="Transparent" 26 | "IgnoreProjector"="True" 27 | "RenderType"="Transparent" 28 | "PreviewType"="Plane" 29 | "CanUseSpriteAtlas"="True" 30 | } 31 | 32 | Stencil 33 | { 34 | Ref [_Stencil] 35 | Comp [_StencilComp] 36 | Pass [_StencilOp] 37 | ReadMask [_StencilReadMask] 38 | WriteMask [_StencilWriteMask] 39 | } 40 | 41 | Cull [_CullMode] 42 | Lighting Off 43 | ZWrite Off 44 | ZTest [unity_GUIZTestMode] 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask [_ColorMask] 47 | 48 | Pass 49 | { 50 | Name "Default" 51 | CGPROGRAM 52 | #pragma vertex vert 53 | #pragma fragment frag 54 | #pragma target 2.0 55 | 56 | #include "UnityCG.cginc" 57 | #include "UnityUI.cginc" 58 | 59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 61 | 62 | struct appdata_t 63 | { 64 | float4 vertex : POSITION; 65 | float4 color : COLOR; 66 | float2 texcoord : TEXCOORD0; 67 | UNITY_VERTEX_INPUT_INSTANCE_ID 68 | }; 69 | 70 | struct v2f 71 | { 72 | float4 vertex : SV_POSITION; 73 | fixed4 color : COLOR; 74 | float2 texcoord : TEXCOORD0; 75 | float4 worldPosition : TEXCOORD1; 76 | UNITY_VERTEX_OUTPUT_STEREO 77 | }; 78 | 79 | sampler2D _MainTex; 80 | fixed4 _Color; 81 | fixed4 _TextureSampleAdd; 82 | float4 _ClipRect; 83 | float4 _MainTex_ST; 84 | 85 | v2f vert(appdata_t v) 86 | { 87 | v2f OUT; 88 | UNITY_SETUP_INSTANCE_ID(v); 89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 90 | OUT.worldPosition = v.vertex; 91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 92 | 93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 94 | 95 | OUT.color = v.color * _Color; 96 | return OUT; 97 | } 98 | 99 | fixed4 frag(v2f IN) : SV_Target 100 | { 101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 102 | 103 | #ifdef UNITY_UI_CLIP_RECT 104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 105 | #endif 106 | 107 | #ifdef UNITY_UI_ALPHACLIP 108 | clip (color.a - 0.001); 109 | #endif 110 | 111 | return color; 112 | } 113 | ENDCG 114 | } 115 | } 116 | } 117 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf81c85f95fe47e1a27f6ae460cf182c 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro.cginc: -------------------------------------------------------------------------------- 1 | float2 UnpackUV(float uv) 2 | { 3 | float2 output; 4 | output.x = floor(uv / 4096); 5 | output.y = uv - 4096 * output.x; 6 | 7 | return output * 0.001953125; 8 | } 9 | 10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) 11 | { 12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); 13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); 14 | 15 | faceColor.rgb *= faceColor.a; 16 | outlineColor.rgb *= outlineColor.a; 17 | 18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha); 19 | 20 | faceColor *= faceAlpha; 21 | 22 | return faceColor; 23 | } 24 | 25 | float3 GetSurfaceNormal(float4 h, float bias) 26 | { 27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); 28 | 29 | h += bias+_BevelOffset; 30 | 31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); 32 | 33 | // Track outline 34 | h -= .5; 35 | h /= bevelWidth; 36 | h = saturate(h+.5); 37 | 38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); 39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); 40 | h = min(h, 1.0-_BevelClamp); 41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0; 42 | 43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); 44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); 45 | 46 | return cross(va, vb); 47 | } 48 | 49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) 50 | { 51 | // Read "height field" 52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a, 53 | tex2D(_MainTex, uv + delta.xz).a, 54 | tex2D(_MainTex, uv - delta.zy).a, 55 | tex2D(_MainTex, uv + delta.zy).a}; 56 | 57 | return GetSurfaceNormal(h, bias); 58 | } 59 | 60 | float3 GetSpecular(float3 n, float3 l) 61 | { 62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity); 63 | return _SpecularColor.rgb * spec * _SpecularPower; 64 | } 65 | 66 | float4 GetGlowColor(float d, float scale) 67 | { 68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; 69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; 70 | glow = saturate(abs(glow/(1.0 + t))); 71 | glow = 1.0-pow(glow, _GlowPower); 72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel 73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); 74 | } 75 | 76 | float4 BlendARGB(float4 overlying, float4 underlying) 77 | { 78 | overlying.rgb *= overlying.a; 79 | underlying.rgb *= underlying.a; 80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); 81 | float alpha = underlying.a + (1-underlying.a)*overlying.a; 82 | return float4(blended, alpha); 83 | } 84 | 85 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc: -------------------------------------------------------------------------------- 1 | struct vertex_t { 2 | UNITY_VERTEX_INPUT_INSTANCE_ID 3 | float4 position : POSITION; 4 | float3 normal : NORMAL; 5 | float4 color : COLOR; 6 | float2 texcoord0 : TEXCOORD0; 7 | float2 texcoord1 : TEXCOORD1; 8 | }; 9 | 10 | struct pixel_t { 11 | UNITY_VERTEX_INPUT_INSTANCE_ID 12 | UNITY_VERTEX_OUTPUT_STEREO 13 | float4 position : SV_POSITION; 14 | float4 faceColor : COLOR; 15 | float4 outlineColor : COLOR1; 16 | float4 texcoord0 : TEXCOORD0; 17 | float4 param : TEXCOORD1; // weight, scaleRatio 18 | float2 mask : TEXCOORD2; 19 | #if (UNDERLAY_ON || UNDERLAY_INNER) 20 | float4 texcoord2 : TEXCOORD3; 21 | float4 underlayColor : COLOR2; 22 | #endif 23 | }; 24 | 25 | float4 SRGBToLinear(float4 rgba) { 26 | return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); 27 | } 28 | 29 | pixel_t VertShader(vertex_t input) 30 | { 31 | pixel_t output; 32 | 33 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 34 | UNITY_SETUP_INSTANCE_ID(input); 35 | UNITY_TRANSFER_INSTANCE_ID(input, output); 36 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 37 | 38 | float bold = step(input.texcoord1.y, 0); 39 | 40 | float4 vert = input.position; 41 | vert.x += _VertexOffsetX; 42 | vert.y += _VertexOffsetY; 43 | 44 | float4 vPosition = UnityObjectToClipPos(vert); 45 | 46 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 47 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 48 | 49 | // Generate UV for the Masking Texture 50 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 51 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 52 | 53 | float4 color = input.color; 54 | #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) 55 | color = SRGBToLinear(input.color); 56 | #endif 57 | 58 | float opacity = color.a; 59 | #if (UNDERLAY_ON | UNDERLAY_INNER) 60 | opacity = 1.0; 61 | #endif 62 | 63 | float4 faceColor = float4(color.rgb, opacity) * _FaceColor; 64 | faceColor.rgb *= faceColor.a; 65 | 66 | float4 outlineColor = _OutlineColor; 67 | outlineColor.a *= opacity; 68 | outlineColor.rgb *= outlineColor.a; 69 | 70 | output.position = vPosition; 71 | output.faceColor = faceColor; 72 | output.outlineColor = outlineColor; 73 | output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); 74 | output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); 75 | 76 | float2 mask = float2(0, 0); 77 | #if UNITY_UI_CLIP_RECT 78 | mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; 79 | #endif 80 | output.mask = mask; 81 | 82 | #if (UNDERLAY_ON || UNDERLAY_INNER) 83 | float4 underlayColor = _UnderlayColor; 84 | underlayColor.rgb *= underlayColor.a; 85 | 86 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 87 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 88 | 89 | output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); 90 | output.underlayColor = underlayColor; 91 | #endif 92 | 93 | return output; 94 | } 95 | 96 | float4 PixShader(pixel_t input) : SV_Target 97 | { 98 | UNITY_SETUP_INSTANCE_ID(input); 99 | 100 | float d = tex2D(_MainTex, input.texcoord0.xy).a; 101 | 102 | float2 UV = input.texcoord0.xy; 103 | float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; 104 | 105 | #if (UNDERLAY_ON | UNDERLAY_INNER) 106 | float layerScale = scale; 107 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 108 | float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 109 | #endif 110 | 111 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 112 | 113 | float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); 114 | 115 | #ifdef OUTLINE_ON 116 | float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); 117 | faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); 118 | faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); 119 | #endif 120 | 121 | #if UNDERLAY_ON 122 | d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; 123 | faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); 124 | #endif 125 | 126 | #if UNDERLAY_INNER 127 | float bias = input.param.x * scale - 0.5; 128 | float sd = saturate(d * scale - bias - input.param.z); 129 | d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; 130 | faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); 131 | #endif 132 | 133 | #ifdef MASKING 134 | float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); 135 | float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; 136 | a = saturate(t / _MaskEdgeSoftness); 137 | faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); 138 | faceColor *= a; 139 | #endif 140 | 141 | // Alternative implementation to UnityGet2DClipping with support for softness 142 | #if UNITY_UI_CLIP_RECT 143 | float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); 144 | float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); 145 | faceColor *= m.x * m.y; 146 | #endif 147 | 148 | #if (UNDERLAY_ON | UNDERLAY_INNER) 149 | faceColor *= input.texcoord2.z; 150 | #endif 151 | 152 | #if UNITY_UI_ALPHACLIP 153 | clip(faceColor.a - 0.001); 154 | #endif 155 | 156 | return faceColor; 157 | } 158 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c334973cef89a9840b0b0c507e0377ab 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 51 | 52 | // API Editable properties 53 | uniform float _ShaderFlags; 54 | uniform float _WeightNormal; 55 | uniform float _WeightBold; 56 | 57 | uniform float _ScaleRatioA; 58 | uniform float _ScaleRatioB; 59 | uniform float _ScaleRatioC; 60 | 61 | uniform float _VertexOffsetX; 62 | uniform float _VertexOffsetY; 63 | 64 | //uniform float _UseClipRect; 65 | uniform float _MaskID; 66 | uniform sampler2D _MaskTex; 67 | uniform float4 _MaskCoord; 68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) 69 | //uniform float _MaskWipeControl; 70 | //uniform float _MaskEdgeSoftness; 71 | //uniform fixed4 _MaskEdgeColor; 72 | //uniform bool _MaskInverse; 73 | 74 | uniform float _MaskSoftnessX; 75 | uniform float _MaskSoftnessY; 76 | 77 | // Font Atlas properties 78 | uniform sampler2D _MainTex; 79 | uniform float _TextureWidth; 80 | uniform float _TextureHeight; 81 | uniform float _GradientScale; 82 | uniform float _ScaleX; 83 | uniform float _ScaleY; 84 | uniform float _PerspectiveFilter; 85 | uniform float _Sharpness; 86 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3997e2241185407d80309a82f9148466 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc: -------------------------------------------------------------------------------- 1 | void VertShader(inout appdata_full v, out Input data) 2 | { 3 | v.vertex.x += _VertexOffsetX; 4 | v.vertex.y += _VertexOffsetY; 5 | 6 | UNITY_INITIALIZE_OUTPUT(Input, data); 7 | 8 | float bold = step(v.texcoord1.y, 0); 9 | 10 | // Generate normal for backface 11 | float3 view = ObjSpaceViewDir(v.vertex); 12 | v.normal *= sign(dot(v.normal, view)); 13 | 14 | #if USE_DERIVATIVE 15 | data.param.y = 1; 16 | #else 17 | float4 vert = v.vertex; 18 | float4 vPosition = UnityObjectToClipPos(vert); 19 | float2 pixelSize = vPosition.w; 20 | 21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); 22 | float scale = rsqrt(dot(pixelSize, pixelSize)); 23 | scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); 24 | scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 25 | data.param.y = scale; 26 | #endif 27 | 28 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 29 | 30 | v.texcoord1.xy = UnpackUV(v.texcoord1.x); 31 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); 32 | } 33 | 34 | void PixShader(Input input, inout SurfaceOutput o) 35 | { 36 | 37 | #if USE_DERIVATIVE 38 | float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); 39 | pixelSize *= _TextureWidth * .75; 40 | float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); 41 | #else 42 | float scale = input.param.y; 43 | #endif 44 | 45 | // Signed distance 46 | float c = tex2D(_MainTex, input.uv_MainTex).a; 47 | float sd = (.5 - c - input.param.x) * scale + .5; 48 | float outline = _OutlineWidth*_ScaleRatioA * scale; 49 | float softness = _OutlineSoftness*_ScaleRatioA * scale; 50 | 51 | // Color & Alpha 52 | float4 faceColor = _FaceColor; 53 | float4 outlineColor = _OutlineColor; 54 | faceColor *= input.color; 55 | outlineColor.a *= input.color.a; 56 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); 57 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); 58 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 59 | faceColor.rgb /= max(faceColor.a, 0.0001); 60 | 61 | #if BEVEL_ON 62 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); 63 | 64 | float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, 65 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a, 66 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a, 67 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; 68 | 69 | // Face Normal 70 | float3 n = GetSurfaceNormal(smp4x, input.param.x); 71 | 72 | // Bumpmap 73 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; 74 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 75 | bump = lerp(float3(0, 0, 1), bump, faceColor.a); 76 | n = normalize(n - bump); 77 | 78 | // Cubemap reflection 79 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); 80 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 81 | #else 82 | float3 n = float3(0, 0, -1); 83 | float3 emission = float3(0, 0, 0); 84 | #endif 85 | 86 | #if GLOW_ON 87 | float4 glowColor = GetGlowColor(sd, scale); 88 | glowColor.a *= input.color.a; 89 | emission += glowColor.rgb*glowColor.a; 90 | faceColor = BlendARGB(glowColor, faceColor); 91 | faceColor.rgb /= max(faceColor.a, 0.0001); 92 | #endif 93 | 94 | // Set Standard output structure 95 | o.Albedo = faceColor.rgb; 96 | o.Normal = -n; 97 | o.Emission = emission; 98 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); 99 | o.Gloss = 1; 100 | o.Alpha = faceColor.a; 101 | } 102 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d930090c0cd643c7b55f19a38538c162 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites.meta: 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[![CodeFactor](https://www.codefactor.io/repository/github/bugrahanakbulut/unity-infinite-scroll/badge/main)](https://www.codefactor.io/repository/github/bugrahanakbulut/unity-infinite-scroll/overview/main) 2 | 3 | # Unity-Infinite-Scroll 4 | Unity UI Optimized Scroll Rect to represent large number of entities with less rect transform. Currently only vertical scroll supported. 5 | 6 | DynamicScrollRect does not rely any layout group element to keep entities organized. You can use vertical, horizontal or grid orientation without using any built-in layout element. 7 | 8 | ![Alt Text](https://github.com/bugrahanakbulut/Unity-Infinite-Scroll/blob/main/Assets/Resources/scroll_infinite.gif) 9 | ![Alt Text](https://github.com/bugrahanakbulut/Unity-Infinite-Scroll/blob/main/Assets/Resources/scroll_jumpback.gif) 10 | ![Alt Text](https://github.com/bugrahanakbulut/Unity-Infinite-Scroll/blob/main/Assets/Resources/horizontal_scroll.gif) 11 | 12 | 13 | ## For Custom Usage 14 | 15 | By inheriting from ScrollItemData and ScrollItem you can create your custom scroll entities. You should be aware of CustomScrollItem inherited from monobehaviour so its' file name and class name must be identical to attach component to game object. 16 | 17 | ```cs 18 | 19 | public class CustomScrollItemData : ScrollItemData 20 | { 21 | // Some arbitrary fields and properties 22 | 23 | public CustomScrollItemData(int index) : base(index) 24 | { 25 | 26 | } 27 | } 28 | 29 | public class CustomScrollItem : ScrollItem 30 | { 31 | protected override void InitItemData(CustomScrollItemData data) 32 | { 33 | base.InitItemData(data); 34 | } 35 | 36 | protected override void ActivatedCustomActions() 37 | { 38 | base.ActivatedCustomActions(); 39 | } 40 | 41 | protected override void DeactivatedCustomActions() 42 | { 43 | base.DeactivatedCustomActions(); 44 | } 45 | } 46 | ``` 47 | 48 | ## Focusing Items 49 | 50 | Scroll rect can make focus easily when entities outside of the viewport. You can add offset to focus or determine focus duration from focus settings on DynamicScrollRect component. 51 | 52 |

53 | animated 54 |

55 | 56 | 57 | 58 | ## TODO 59 | 60 | This project still in under development so there might be some naughty bugs :D. If you met some of them or you need to implement any feature top of it, and if you get stuck please feel free to contact. There are some feature I will be implement in near future : 61 | 62 | - [x] Focus Item :tada: 63 | - [X] Horizontal Movement Support :tada: 64 | - [ ] Handling changes in entities (adding, removing etc.) throughout application life-time 65 | 66 | 67 | ## Contact & Some Additional Notes 68 | The project is done for educational purpose and may include some files that I do not own. If you own anything and don't want it to be in the project or if you have any questions or comments, please feel free to contact me. 69 | 70 | 71 | -------------------------------------------------------------------------------- /UserSettings/EditorUserSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!162 &1 4 | EditorUserSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_ConfigSettings: 8 | RecentlyUsedScenePath-0: 9 | value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d 10 | flags: 0 11 | vcSharedLogLevel: 12 | value: 0d5e400f0650 13 | flags: 0 14 | m_VCAutomaticAdd: 1 15 | m_VCDebugCom: 0 16 | m_VCDebugCmd: 0 17 | m_VCDebugOut: 0 18 | m_SemanticMergeMode: 2 19 | m_VCShowFailedCheckout: 1 20 | m_VCOverwriteFailedCheckoutAssets: 1 21 | m_VCProjectOverlayIcons: 1 22 | m_VCHierarchyOverlayIcons: 1 23 | m_VCOtherOverlayIcons: 1 24 | m_VCAllowAsyncUpdate: 1 25 | --------------------------------------------------------------------------------