├── .gitignore ├── Assets ├── Animations.meta ├── Animations │ ├── Player.controller │ ├── Player.controller.meta │ ├── Player.meta │ └── Player │ │ ├── Death.anim │ │ ├── Death.anim.meta │ │ ├── Idle.anim │ │ ├── Idle.anim.meta │ │ ├── Jump.anim │ │ ├── Jump.anim.meta │ │ ├── Run.anim │ │ └── Run.anim.meta ├── Fonts.meta ├── Fonts │ ├── PublicPixel SDF.asset │ ├── PublicPixel SDF.asset.meta │ ├── PublicPixel.ttf │ └── PublicPixel.ttf.meta ├── Materials.meta ├── Materials │ ├── Ground.mat │ └── Ground.mat.meta ├── Prefabs.meta ├── Prefabs │ ├── Rocks.meta │ ├── Rocks │ │ ├── Rock 001.prefab │ │ ├── Rock 001.prefab.meta │ │ ├── Rock 002.prefab │ │ ├── Rock 002.prefab.meta │ │ ├── Rock 003.prefab │ │ ├── Rock 003.prefab.meta │ │ ├── Rock 004.prefab │ │ ├── Rock 004.prefab.meta │ │ ├── Rock 005.prefab │ │ ├── Rock 005.prefab.meta │ │ ├── Rock 006.prefab │ │ ├── Rock 006.prefab.meta │ │ ├── Rock 007.prefab │ │ ├── Rock 007.prefab.meta │ │ ├── Rock 008.prefab │ │ ├── Rock 008.prefab.meta │ │ ├── Rock 009.prefab │ │ ├── Rock 009.prefab.meta │ │ ├── Rock 010.prefab │ │ └── Rock 010.prefab.meta │ ├── Void.prefab │ └── Void.prefab.meta ├── Scenes.meta ├── Scenes │ ├── Main Scene.unity │ └── Main Scene.unity.meta ├── Scripts.meta ├── Scripts │ ├── GameManager.cs │ ├── GameManager.cs.meta │ ├── GroundController.cs │ ├── GroundController.cs.meta │ ├── ObstacleController.cs │ ├── ObstacleController.cs.meta │ ├── ObstacleGenerator.cs │ ├── ObstacleGenerator.cs.meta │ ├── PlayerController.cs │ └── PlayerController.cs.meta ├── Sprites.meta ├── Sprites │ ├── Environment.meta │ ├── Environment │ │ ├── Ground.png │ │ ├── Ground.png.meta │ │ ├── Rocks.meta │ │ └── Rocks │ │ │ ├── Rock001.png │ │ │ ├── Rock001.png.meta │ │ │ ├── Rock002.png │ │ │ ├── Rock002.png.meta │ │ │ ├── Rock003.png │ │ │ ├── Rock003.png.meta │ │ │ ├── Rock004.png │ │ │ ├── Rock004.png.meta │ │ │ ├── Rock005.png │ │ │ ├── Rock005.png.meta │ │ │ ├── Rock006.png │ │ │ ├── Rock006.png.meta │ │ │ ├── Rock007.png │ │ │ ├── Rock007.png.meta │ │ │ ├── Rock008.png │ │ │ ├── Rock008.png.meta │ │ │ ├── Rock009.png │ │ │ ├── Rock009.png.meta │ │ │ ├── Rock010.png │ │ │ └── Rock010.png.meta │ ├── Player.meta │ ├── Player │ │ ├── Death.meta │ │ ├── Death │ │ │ ├── PlayerDeathFrame001.png │ │ │ ├── PlayerDeathFrame001.png.meta │ │ │ ├── PlayerDeathFrame002.png │ │ │ ├── PlayerDeathFrame002.png.meta │ │ │ ├── PlayerDeathFrame003.png │ │ │ ├── PlayerDeathFrame003.png.meta │ │ │ ├── PlayerDeathFrame004.png │ │ │ ├── PlayerDeathFrame004.png.meta │ │ │ ├── PlayerDeathFrame005.png │ │ │ ├── PlayerDeathFrame005.png.meta │ │ │ ├── PlayerDeathFrame006.png │ │ │ ├── PlayerDeathFrame006.png.meta │ │ │ ├── PlayerDeathFrame007.png │ │ │ ├── PlayerDeathFrame007.png.meta │ │ │ ├── PlayerDeathFrame008.png │ │ │ ├── PlayerDeathFrame008.png.meta │ │ │ ├── PlayerDeathFrame009.png │ │ │ ├── PlayerDeathFrame009.png.meta │ │ │ ├── PlayerDeathFrame010.png │ │ │ ├── PlayerDeathFrame010.png.meta │ │ │ ├── PlayerDeathFrame011.png │ │ │ └── PlayerDeathFrame011.png.meta │ │ ├── Idle.meta │ │ ├── Idle │ │ │ ├── PlayerIdleFrame001.png │ │ │ ├── PlayerIdleFrame001.png.meta │ │ │ ├── PlayerIdleFrame002.png │ │ │ └── PlayerIdleFrame002.png.meta │ │ ├── Jump.meta │ │ ├── Jump │ │ │ ├── PlayerJumpFrame001.png │ │ │ ├── PlayerJumpFrame001.png.meta │ │ │ ├── PlayerJumpFrame002.png │ │ │ ├── PlayerJumpFrame002.png.meta │ │ │ ├── PlayerJumpFrame003.png │ │ │ ├── PlayerJumpFrame003.png.meta │ │ │ ├── PlayerJumpFrame004.png │ │ │ └── PlayerJumpFrame004.png.meta │ │ ├── Run.meta │ │ └── Run │ │ │ ├── PlayerRunFrame001.png │ │ │ ├── PlayerRunFrame001.png.meta │ │ │ ├── PlayerRunFrame002.png │ │ │ ├── PlayerRunFrame002.png.meta │ │ │ ├── PlayerRunFrame003.png │ │ │ ├── PlayerRunFrame003.png.meta │ │ │ ├── PlayerRunFrame004.png │ │ │ ├── PlayerRunFrame004.png.meta │ │ │ ├── PlayerRunFrame005.png │ │ │ ├── PlayerRunFrame005.png.meta │ │ │ ├── PlayerRunFrame006.png │ │ │ ├── PlayerRunFrame006.png.meta │ │ │ ├── PlayerRunFrame007.png │ │ │ ├── PlayerRunFrame007.png.meta │ │ │ ├── PlayerRunFrame008.png │ │ │ └── PlayerRunFrame008.png.meta │ ├── UI.meta │ └── UI │ │ ├── Retry.png │ │ └── Retry.png.meta ├── TextMesh Pro.meta └── TextMesh Pro │ ├── Documentation.meta │ ├── Documentation │ ├── TextMesh Pro User Guide 2016.pdf │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Examples & Extras.meta │ ├── Examples & Extras │ ├── Fonts.meta │ ├── Fonts │ │ ├── Anton OFL.txt │ │ ├── Anton OFL.txt.meta │ │ ├── Anton.ttf │ │ ├── Anton.ttf.meta │ │ ├── Bangers - OFL.txt │ │ ├── Bangers - OFL.txt.meta │ │ ├── Bangers.ttf │ │ ├── Bangers.ttf.meta │ │ ├── Electronic Highway Sign.TTF │ │ ├── Electronic Highway Sign.TTF.meta │ │ ├── Oswald-Bold - OFL.txt │ │ ├── Oswald-Bold - OFL.txt.meta │ │ ├── Oswald-Bold.ttf │ │ ├── Oswald-Bold.ttf.meta │ │ ├── Roboto-Bold.ttf │ │ └── Roboto-Bold.ttf.meta │ ├── Materials.meta │ ├── Materials │ │ ├── Crate - Surface Shader Scene.mat │ │ ├── Crate - Surface Shader Scene.mat.meta │ │ ├── Ground - Logo Scene.mat │ │ ├── Ground - Logo Scene.mat.meta │ │ ├── Ground - Surface Shader Scene.mat │ │ ├── Ground - Surface Shader Scene.mat.meta │ │ ├── Small Crate_diffuse.mat │ │ └── Small Crate_diffuse.mat.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── Text Popup.prefab │ │ ├── Text Popup.prefab.meta │ │ ├── TextMeshPro - Prefab 1.prefab │ │ ├── TextMeshPro - Prefab 1.prefab.meta │ │ ├── TextMeshPro - Prefab 2.prefab │ │ └── TextMeshPro - Prefab 2.prefab.meta │ ├── Resources.meta │ ├── Resources │ │ ├── Color Gradient Presets.meta │ │ ├── Color Gradient Presets │ │ │ ├── Blue to Purple - Vertical.asset │ │ │ ├── Blue to Purple - Vertical.asset.meta │ │ │ ├── Dark to Light Green - Vertical.asset │ │ │ ├── Dark to Light Green - Vertical.asset.meta │ │ │ ├── Light to Dark Green - Vertical.asset │ │ │ ├── Light to Dark Green - Vertical.asset.meta │ │ │ ├── Yellow to Orange - Vertical.asset │ │ │ └── Yellow to Orange - Vertical.asset.meta │ │ ├── Fonts & Materials.meta │ │ ├── Fonts & Materials │ │ │ ├── Anton SDF - Drop Shadow.mat │ │ │ ├── Anton SDF - Drop Shadow.mat.meta │ │ │ ├── Anton SDF - Outline.mat │ │ │ ├── Anton SDF - Outline.mat.meta │ │ │ ├── Anton SDF - Sunny Days.mat │ │ │ ├── Anton SDF - Sunny Days.mat.meta │ │ │ ├── Anton SDF.asset │ │ │ ├── Anton SDF.asset.meta │ │ │ ├── Bangers SDF - Drop Shadow.mat │ │ │ ├── Bangers SDF - Drop Shadow.mat.meta │ │ │ ├── Bangers SDF - Outline.mat │ │ │ ├── Bangers SDF - Outline.mat.meta │ │ │ ├── Bangers SDF Glow.mat │ │ │ ├── Bangers SDF Glow.mat.meta │ │ │ ├── Bangers SDF Logo.mat │ │ │ ├── Bangers SDF Logo.mat.meta │ │ │ ├── Bangers SDF.asset │ │ │ ├── Bangers SDF.asset.meta │ │ │ ├── Electronic Highway Sign SDF.asset │ │ │ ├── Electronic Highway Sign SDF.asset.meta │ │ │ ├── LiberationSans SDF - Metalic Green.mat │ │ │ ├── LiberationSans SDF - Metalic Green.mat.meta │ │ │ ├── LiberationSans SDF - Overlay.mat │ │ │ ├── LiberationSans SDF - Overlay.mat.meta │ │ │ ├── LiberationSans SDF - Soft Mask.mat │ │ │ ├── LiberationSans SDF - Soft Mask.mat.meta │ │ │ ├── Oswald Bold SDF.asset │ │ │ ├── Oswald Bold SDF.asset.meta │ │ │ ├── Roboto-Bold SDF - Drop Shadow.mat │ │ │ ├── Roboto-Bold SDF - Drop Shadow.mat.meta │ │ │ ├── Roboto-Bold SDF - Surface.mat │ │ │ ├── Roboto-Bold SDF - Surface.mat.meta │ │ │ ├── Roboto-Bold SDF.asset │ │ │ └── Roboto-Bold SDF.asset.meta │ │ ├── Sprite Assets.meta │ │ └── Sprite Assets │ │ │ ├── Default Sprite Asset.asset │ │ │ ├── Default Sprite Asset.asset.meta │ │ │ ├── DropCap Numbers.asset │ │ │ └── DropCap Numbers.asset.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── 01- Single Line TextMesh Pro.unity │ │ ├── 01- Single Line TextMesh Pro.unity.meta │ │ ├── 02 - Multi-line TextMesh Pro.unity │ │ ├── 02 - Multi-line TextMesh Pro.unity.meta │ │ ├── 03 - Line Justification.unity │ │ ├── 03 - Line Justification.unity.meta │ │ ├── 04 - Word Wrapping.unity │ │ ├── 04 - Word Wrapping.unity.meta │ │ ├── 05 - Style Tags.unity │ │ ├── 05 - Style Tags.unity.meta │ │ ├── 06 - Extra Rich Text Examples.unity │ │ ├── 06 - Extra Rich Text Examples.unity.meta │ │ ├── 07 - Superscript & Subscript Example.unity │ │ ├── 07 - Superscript & Subscript Example.unity.meta │ │ ├── 08 - Improved Text Alignment.unity │ │ ├── 08 - Improved Text Alignment.unity.meta │ │ ├── 09 - Margin Tag Example.unity │ │ ├── 09 - Margin Tag Example.unity.meta │ │ ├── 10 - Bullets & Numbered List Example.unity │ │ ├── 10 - Bullets & Numbered List Example.unity.meta │ │ ├── 11 - The Style Tag.unity │ │ ├── 11 - The Style Tag.unity.meta │ │ ├── 12 - Link Example.unity │ │ ├── 12 - Link Example.unity.meta │ │ ├── 12a - Text Interactions.unity │ │ ├── 12a - Text Interactions.unity.meta │ │ ├── 13 - Soft Hyphenation.unity │ │ ├── 13 - Soft Hyphenation.unity.meta │ │ ├── 14 - Multi Font & Sprites.unity │ │ ├── 14 - Multi Font & Sprites.unity.meta │ │ ├── 15 - Inline Graphics & Sprites.unity │ │ ├── 15 - Inline Graphics & Sprites.unity.meta │ │ ├── 16 - Linked text overflow mode example.unity │ │ ├── 16 - Linked text overflow mode example.unity.meta │ │ ├── 17 - Old Computer Terminal.unity │ │ ├── 17 - Old Computer Terminal.unity.meta │ │ ├── 18 - ScrollRect & Masking & Layout.unity │ │ ├── 18 - ScrollRect & Masking & Layout.unity.meta │ │ ├── 19 - Masking Texture & Soft Mask.unity │ │ ├── 19 - Masking Texture & Soft Mask.unity.meta │ │ ├── 20 - Input Field with Scrollbar.unity │ │ ├── 20 - Input Field with Scrollbar.unity.meta │ │ ├── 21 - Script Example.unity │ │ ├── 21 - Script Example.unity.meta │ │ ├── 22 - Basic Scripting Example.unity │ │ ├── 22 - Basic Scripting Example.unity.meta │ │ ├── 23 - Animating Vertex Attributes.unity │ │ ├── 23 - Animating Vertex Attributes.unity.meta │ │ ├── 24 - Surface Shader Example.unity │ │ ├── 24 - Surface Shader Example.unity.meta │ │ ├── 25 - Sunny Days Example.unity │ │ ├── 25 - Sunny Days Example.unity.meta │ │ ├── 26 - Dropdown Placeholder Example.unity │ │ ├── 26 - Dropdown Placeholder Example.unity.meta │ │ ├── Benchmark (Floating Text).unity │ │ └── Benchmark (Floating Text).unity.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── Benchmark01.cs │ │ ├── Benchmark01.cs.meta │ │ ├── Benchmark01_UGUI.cs │ │ ├── Benchmark01_UGUI.cs.meta │ │ ├── Benchmark02.cs │ │ ├── Benchmark02.cs.meta │ │ ├── Benchmark03.cs │ │ ├── Benchmark03.cs.meta │ │ ├── Benchmark04.cs │ │ ├── Benchmark04.cs.meta │ │ ├── CameraController.cs │ │ ├── CameraController.cs.meta │ │ ├── ChatController.cs │ │ ├── ChatController.cs.meta │ │ ├── DropdownSample.cs │ │ ├── DropdownSample.cs.meta │ │ ├── EnvMapAnimator.cs │ │ ├── EnvMapAnimator.cs.meta │ │ ├── ObjectSpin.cs │ │ ├── ObjectSpin.cs.meta │ │ ├── ShaderPropAnimator.cs │ │ ├── ShaderPropAnimator.cs.meta │ │ ├── SimpleScript.cs │ │ ├── SimpleScript.cs.meta │ │ ├── SkewTextExample.cs │ │ ├── SkewTextExample.cs.meta │ │ ├── TMP_DigitValidator.cs │ │ ├── TMP_DigitValidator.cs.meta │ │ ├── TMP_ExampleScript_01.cs │ │ ├── TMP_ExampleScript_01.cs.meta │ │ ├── TMP_FrameRateCounter.cs │ │ ├── TMP_FrameRateCounter.cs.meta │ │ ├── TMP_PhoneNumberValidator.cs │ │ ├── TMP_PhoneNumberValidator.cs.meta │ │ ├── TMP_TextEventCheck.cs │ │ ├── TMP_TextEventCheck.cs.meta │ │ ├── TMP_TextEventHandler.cs │ │ ├── TMP_TextEventHandler.cs.meta │ │ ├── TMP_TextInfoDebugTool.cs │ │ ├── TMP_TextInfoDebugTool.cs.meta │ │ ├── TMP_TextSelector_A.cs │ │ ├── TMP_TextSelector_A.cs.meta │ │ ├── TMP_TextSelector_B.cs │ │ ├── TMP_TextSelector_B.cs.meta │ │ ├── TMP_UiFrameRateCounter.cs │ │ ├── TMP_UiFrameRateCounter.cs.meta │ │ ├── TMPro_InstructionOverlay.cs │ │ ├── TMPro_InstructionOverlay.cs.meta │ │ ├── TeleType.cs │ │ ├── TeleType.cs.meta │ │ ├── TextConsoleSimulator.cs │ │ ├── TextConsoleSimulator.cs.meta │ │ ├── TextMeshProFloatingText.cs │ │ ├── TextMeshProFloatingText.cs.meta │ │ ├── TextMeshSpawner.cs │ │ ├── TextMeshSpawner.cs.meta │ │ ├── VertexColorCycler.cs │ │ ├── VertexColorCycler.cs.meta │ │ ├── VertexJitter.cs │ │ ├── VertexJitter.cs.meta │ │ ├── VertexShakeA.cs │ │ ├── VertexShakeA.cs.meta │ │ ├── VertexShakeB.cs │ │ ├── VertexShakeB.cs.meta │ │ ├── VertexZoom.cs │ │ ├── VertexZoom.cs.meta │ │ ├── WarpTextExample.cs │ │ └── WarpTextExample.cs.meta │ ├── Sprites.meta │ ├── Sprites │ │ ├── Default Sprites.png │ │ ├── Default Sprites.png.meta │ │ ├── DropCap Numbers.psd │ │ └── DropCap Numbers.psd.meta │ ├── Textures.meta │ └── Textures │ │ ├── Brushed Metal 3.jpg │ │ ├── Brushed Metal 3.jpg.meta │ │ ├── Floor Cement.jpg │ │ ├── Floor Cement.jpg.meta │ │ ├── Floor Tiles 1 - diffuse.jpg │ │ ├── Floor Tiles 1 - diffuse.jpg.meta │ │ ├── Fruit Jelly (B&W).jpg │ │ ├── Fruit Jelly (B&W).jpg.meta │ │ ├── Gradient Diagonal (Color).jpg │ │ ├── Gradient Diagonal (Color).jpg.meta │ │ ├── Gradient Horizontal (Color).jpg │ │ ├── Gradient Horizontal (Color).jpg.meta │ │ ├── Gradient Vertical (Color).jpg │ │ ├── Gradient Vertical (Color).jpg.meta │ │ ├── Mask Zig-n-Zag.psd │ │ ├── Mask Zig-n-Zag.psd.meta │ │ ├── Small Crate_diffuse.jpg │ │ ├── Small Crate_diffuse.jpg.meta │ │ ├── Small Crate_normal.jpg │ │ ├── Small Crate_normal.jpg.meta │ │ ├── Sunny Days - Seamless.jpg │ │ ├── Sunny Days - Seamless.jpg.meta │ │ ├── Text Overflow - Linked Text Image 1.png │ │ ├── Text Overflow - Linked Text Image 1.png.meta │ │ ├── Text Overflow - Linked Text UI Screenshot.png │ │ ├── Text Overflow - Linked Text UI Screenshot.png.meta │ │ ├── Wipe Pattern - Circle.psd │ │ ├── Wipe Pattern - Circle.psd.meta │ │ ├── Wipe Pattern - Diagonal.psd │ │ ├── Wipe Pattern - Diagonal.psd.meta │ │ ├── Wipe Pattern - Radial Double.psd │ │ ├── Wipe Pattern - Radial Double.psd.meta │ │ ├── Wipe Pattern - Radial Quad.psd │ │ └── Wipe Pattern - Radial Quad.psd.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 ├── Endless Runner.zip ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── BurstAotSettings_StandaloneWindows.json ├── ClusterInputManager.asset ├── CommonBurstAotSettings.json ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── resources ├── endless_runner.gif ├── rocks.png ├── screenshots.png ├── vagabond-death.gif ├── vagabond-idle.gif ├── vagabond-jump.gif ├── vagabond-run-end.gif └── vagabond-run.gif /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Visual Studio Code files 30 | *.vscode 31 | 32 | # Gradle cache directory 33 | .gradle/ 34 | 35 | # Autogenerated VS/MD/Consulo solution and project files 36 | ExportedObj/ 37 | .consulo/ 38 | *.csproj 39 | *.unityproj 40 | *.sln 41 | *.suo 42 | *.tmp 43 | *.user 44 | *.userprefs 45 | *.pidb 46 | *.booproj 47 | *.svd 48 | *.pdb 49 | *.mdb 50 | *.opendb 51 | *.VC.db 52 | 53 | # Unity3D generated meta files 54 | *.pidb.meta 55 | *.pdb.meta 56 | *.mdb.meta 57 | 58 | # Unity3D generated file on crash reports 59 | sysinfo.txt 60 | 61 | # Builds 62 | *.apk 63 | *.aab 64 | *.unitypackage 65 | *.app 66 | 67 | # Crashlytics generated file 68 | crashlytics-build.properties 69 | 70 | # Packed Addressables 71 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 72 | 73 | # Temporary auto-generated Android Assets 74 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 75 | /[Aa]ssets/[Ss]treamingAssets/aa/* 76 | -------------------------------------------------------------------------------- /Assets/Animations.meta: -------------------------------------------------------------------------------- 1 | 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fileFormatVersion: 2 2 | guid: 015fc38012e2b32418a15ea266fb58e9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/GameManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc26cc47cdb9ee049b02a25b08e2f9a3 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/GroundController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class GroundController : MonoBehaviour 4 | { 5 | // MeshRenderer component reference 6 | private MeshRenderer meshRenderer; 7 | 8 | // Called when the script instance is being loaded 9 | private void Awake() 10 | { 11 | // Assign the MeshRenderer components on script initialization 12 | meshRenderer = GetComponent(); 13 | } 14 | 15 | // Called every frame 16 | private void Update() 17 | { 18 | // Calculate scrolling speed based on game speed and ground scale 19 | float speed = GameManager.Instance.gameSpeed / transform.localScale.x; 20 | 21 | // Move the main texture offset of the material to create a scrolling effect 22 | meshRenderer.material.mainTextureOffset += Vector2.right * speed * Time.deltaTime; 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Assets/Scripts/GroundController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d5456b4c46b57e549ba555cdcf434144 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/ObstacleController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class ObstacleController : MonoBehaviour 4 | { 5 | // Variable to store the left edge position 6 | private float leftEdge; 7 | 8 | // Called when the script instance is being loaded 9 | private void Start() 10 | { 11 | // Calculate the left edge position in world coordinates relative to the screen 12 | leftEdge = Camera.main.ScreenToWorldPoint(Vector3.zero).x - 2f; 13 | } 14 | 15 | // Called every frame 16 | private void Update() 17 | { 18 | // Move the obstacle to the left based on the game speed and frame time 19 | transform.position += GameManager.Instance.gameSpeed * Time.deltaTime * Vector3.left; 20 | 21 | // Check if the obstacle has moved beyond the left edge 22 | if (transform.position.x < leftEdge) 23 | { 24 | // Destroy the obstacle when it's outside the playable area 25 | Destroy(gameObject); 26 | } 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Assets/Scripts/ObstacleController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 00bc9ee85f17bf04ea2a2fc353e39ca8 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/ObstacleGenerator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class ObstacleGenerator : MonoBehaviour 4 | { 5 | // Structure to define a spawnable object 6 | [System.Serializable] 7 | public struct SpawnableObject 8 | { 9 | public GameObject prefab; 10 | [Range(0f, 1f)] 11 | public float spawnChance; 12 | } 13 | 14 | // Array of spawnable objects 15 | public SpawnableObject[] objects; 16 | 17 | // Minimum and maximum spawn rates 18 | public float minSpawnRate = 1f; 19 | public float maxSpawnRate = 2f; 20 | 21 | // Variable to store the last spawned object 22 | private GameObject lastSpawnedObject; 23 | 24 | // Called when the script instance is being loaded and enabled 25 | private void OnEnable() 26 | { 27 | // Invoke the Spawn method after a random delay within the specified range 28 | Invoke(nameof(Spawn), Random.Range(minSpawnRate, maxSpawnRate)); 29 | } 30 | 31 | // Called when the script instance is being disabled 32 | private void OnDisable() 33 | { 34 | // Cancel any ongoing Invoke calls to prevent unwanted spawns 35 | CancelInvoke(); 36 | } 37 | 38 | // Method to spawn obstacles based on their spawn chances 39 | private void Spawn() 40 | { 41 | // Generate a random spawn chance value 42 | float spawnChance = Random.value; 43 | 44 | // Iterate through the array of spawnable objects 45 | foreach (var obj in objects) 46 | { 47 | // Check if the generated spawn chance is less than the object's spawn chance 48 | if (spawnChance < obj.spawnChance) 49 | { 50 | // Check if the selected object is the same as the last spawned object 51 | if (lastSpawnedObject != null && obj.prefab == lastSpawnedObject) 52 | { 53 | // If it's the same, skip this iteration and generate a new random spawn chance 54 | Spawn(); 55 | return; 56 | } 57 | 58 | // Instantiate the chosen obstacle prefab and position it based on the generator's position 59 | GameObject obstacle = Instantiate(obj.prefab); 60 | obstacle.transform.position += transform.position; 61 | 62 | // Update the last spawned object 63 | lastSpawnedObject = obj.prefab; 64 | 65 | // Exit the loop after spawning one object 66 | break; 67 | } 68 | else 69 | { 70 | // If the spawn chance is not low enough, subtract the object's spawn chance from it 71 | spawnChance -= obj.spawnChance; 72 | } 73 | } 74 | 75 | // Invoke the Spawn method again after a new random delay within the specified range 76 | Invoke(nameof(Spawn), Random.Range(minSpawnRate, maxSpawnRate)); 77 | } 78 | } 79 | -------------------------------------------------------------------------------- /Assets/Scripts/ObstacleGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 93e8f1180ea3f274a9ded0d74281a796 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/PlayerController.cs.meta: -------------------------------------------------------------------------------- 1 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| userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/07 - Superscript & Subscript Example.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 03ec435d4b7140e9b2d87f79136d8374 3 | labels: 4 | - Mesh 5 | - Text 6 | - Rendering 7 | - TextMesh 8 | - TextMeshPro 9 | - Font 10 | - Dynamic 11 | - Pro 12 | - Fonts 13 | - Advanced 14 | - GUI 15 | - Scene 16 | - Styles 17 | - Style 18 | - Layout 19 | - Atlas 20 | - Kerning 21 | DefaultImporter: 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/08 - Improved Text Alignment.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5fe2257128d9401fad0790f581dc8a6f 3 | DefaultImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/09 - Margin Tag Example.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 349f38d3606449708c7340d26740e1e2 3 | timeCreated: 1434495347 4 | licenseType: Store 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/10 - Bullets & Numbered List Example.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c3f814e1d12c45568daf3dd9a86a0e61 3 | timeCreated: 1464165314 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | 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9442cda25baa4a0bb544c4d095b00caa 3 | timeCreated: 1480388889 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/17 - Old Computer Terminal.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3e2e4d7b0bed4cf9ab827e9f32448f69 3 | timeCreated: 1435300594 4 | licenseType: Store 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/18 - ScrollRect & Masking & Layout.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 03f9d74cec8e4b94a29d2dfd177c821b 3 | timeCreated: 1445416487 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/19 - Masking Texture & Soft Mask.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9abcd5bd764646568a6ea70d00f9264c 3 | timeCreated: 1465858578 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/20 - Input Field with Scrollbar.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 337f92480dd24675aae9e79210fb1ad9 3 | timeCreated: 1487199155 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/21 - Script Example.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50f52f9274434ecfb34dd87f0836f323 3 | labels: 4 | - Mesh 5 | - Text 6 | - Rendering 7 | - TextMesh 8 | - TextMeshPro 9 | - Font 10 | - Dynamic 11 | - Pro 12 | - Fonts 13 | - Advanced 14 | - GUI 15 | - Scene 16 | - Styles 17 | - Style 18 | - Layout 19 | - Atlas 20 | - Kerning 21 | DefaultImporter: 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/22 - Basic Scripting Example.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6250f98e58fe4abbaada5d84b7ca846d 3 | timeCreated: 1449626883 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/23 - Animating Vertex Attributes.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 54e994244b4b467e8583cf2da6dcc716 3 | timeCreated: 1461311052 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/24 - Surface Shader Example.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8c4969fd8ba94a68b07cf11f3e7a5137 3 | labels: 4 | - Mesh 5 | - Text 6 | - Rendering 7 | - TextMesh 8 | - TextMeshPro 9 | - Font 10 | - Dynamic 11 | - Pro 12 | - Fonts 13 | - Advanced 14 | - GUI 15 | - Scene 16 | - Styles 17 | - Style 18 | - Layout 19 | - Atlas 20 | - Kerning 21 | DefaultImporter: 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/25 - Sunny Days Example.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f9b4c22e15cff344ba9fc6542a58dd07 3 | timeCreated: 1472854817 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/26 - Dropdown Placeholder Example.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0851605490a599b46b6ac5cb681d93ea 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scenes/Benchmark (Floating Text).unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 16177da2e3254cee91944756d5f8ddd3 3 | labels: 4 | - Mesh 5 | - Text 6 | - Rendering 7 | - TextMesh 8 | - TextMeshPro 9 | - Font 10 | - Dynamic 11 | - Pro 12 | - Fonts 13 | - Advanced 14 | - GUI 15 | - Scene 16 | - Styles 17 | - Style 18 | - Layout 19 | - Atlas 20 | - Kerning 21 | DefaultImporter: 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3979ce59e55144c89a2b3b3f8dcf7fd3 3 | folderAsset: yes 4 | timeCreated: 1436068007 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f970ea55f9f84bf79b05dab180b8c125 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8ef7be1c625941f7ba8ed7cc71718c0d 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e8538afcddc14efbb5d9e94b7ae50197 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - TheFont: {instanceID: 0} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a73109742c8d47ac822895a473300c29 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - TheFont: {instanceID: 0} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class Benchmark04 : MonoBehaviour 9 | { 10 | 11 | public int SpawnType = 0; 12 | 13 | public int MinPointSize = 12; 14 | public int MaxPointSize = 64; 15 | public int Steps = 4; 16 | 17 | private Transform m_Transform; 18 | //private TextMeshProFloatingText floatingText_Script; 19 | //public Material material; 20 | 21 | 22 | void Start() 23 | { 24 | m_Transform = transform; 25 | 26 | float lineHeight = 0; 27 | float orthoSize = Camera.main.orthographicSize = Screen.height / 2; 28 | float ratio = (float)Screen.width / Screen.height; 29 | 30 | for (int i = MinPointSize; i <= MaxPointSize; i += Steps) 31 | { 32 | if (SpawnType == 0) 33 | { 34 | // TextMesh Pro Implementation 35 | GameObject go = new GameObject("Text - " + i + " Pts"); 36 | 37 | if (lineHeight > orthoSize * 2) return; 38 | 39 | go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 0); 40 | 41 | TextMeshPro textMeshPro = go.AddComponent(); 42 | 43 | //textMeshPro.fontSharedMaterial = material; 44 | //textMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont; 45 | //textMeshPro.anchor = AnchorPositions.Left; 46 | textMeshPro.rectTransform.pivot = new Vector2(0, 0.5f); 47 | 48 | textMeshPro.enableWordWrapping = false; 49 | textMeshPro.extraPadding = true; 50 | textMeshPro.isOrthographic = true; 51 | textMeshPro.fontSize = i; 52 | 53 | textMeshPro.text = i + " pts - Lorem ipsum dolor sit..."; 54 | textMeshPro.color = new Color32(255, 255, 255, 255); 55 | 56 | lineHeight += i; 57 | } 58 | else 59 | { 60 | // TextMesh Implementation 61 | // Causes crashes since atlas needed exceeds 4096 X 4096 62 | /* 63 | GameObject go = new GameObject("Arial " + i); 64 | 65 | //if (lineHeight > orthoSize * 2 * 0.9f) return; 66 | 67 | go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 1); 68 | 69 | TextMesh textMesh = go.AddComponent(); 70 | textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font; 71 | textMesh.renderer.sharedMaterial = textMesh.font.material; 72 | textMesh.anchor = TextAnchor.MiddleLeft; 73 | textMesh.fontSize = i * 10; 74 | 75 | textMesh.color = new Color32(255, 255, 255, 255); 76 | textMesh.text = i + " pts - Lorem ipsum dolor sit..."; 77 | 78 | lineHeight += i; 79 | */ 80 | } 81 | } 82 | } 83 | 84 | } 85 | } 86 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dc20866c0d5e413ab7559440e15333ae 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - TheFont: {instanceID: 0} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2d687537154440a3913a9a3c7977978c 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using TMPro; 4 | 5 | public class ChatController : MonoBehaviour { 6 | 7 | 8 | public TMP_InputField ChatInputField; 9 | 10 | public TMP_Text ChatDisplayOutput; 11 | 12 | public Scrollbar ChatScrollbar; 13 | 14 | void OnEnable() 15 | { 16 | ChatInputField.onSubmit.AddListener(AddToChatOutput); 17 | } 18 | 19 | void OnDisable() 20 | { 21 | ChatInputField.onSubmit.RemoveListener(AddToChatOutput); 22 | } 23 | 24 | 25 | void AddToChatOutput(string newText) 26 | { 27 | // Clear Input Field 28 | ChatInputField.text = string.Empty; 29 | 30 | var timeNow = System.DateTime.Now; 31 | 32 | string formattedInput = "[<#FFFF80>" + timeNow.Hour.ToString("d2") + ":" + timeNow.Minute.ToString("d2") + ":" + timeNow.Second.ToString("d2") + "] " + newText; 33 | 34 | if (ChatDisplayOutput != null) 35 | { 36 | // No special formatting for first entry 37 | // Add line feed before each subsequent entries 38 | if (ChatDisplayOutput.text == string.Empty) 39 | ChatDisplayOutput.text = formattedInput; 40 | else 41 | ChatDisplayOutput.text += "\n" + formattedInput; 42 | } 43 | 44 | // Keep Chat input field active 45 | ChatInputField.ActivateInputField(); 46 | 47 | // Set the scrollbar to the bottom when next text is submitted. 48 | ChatScrollbar.value = 0; 49 | } 50 | 51 | } 52 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 53d91f98a2664f5cb9af11de72ac54ec 3 | timeCreated: 1487197841 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs: -------------------------------------------------------------------------------- 1 | using TMPro; 2 | using UnityEngine; 3 | 4 | public class DropdownSample: MonoBehaviour 5 | { 6 | [SerializeField] 7 | private TextMeshProUGUI text = null; 8 | 9 | [SerializeField] 10 | private TMP_Dropdown dropdownWithoutPlaceholder = null; 11 | 12 | [SerializeField] 13 | private TMP_Dropdown dropdownWithPlaceholder = null; 14 | 15 | public void OnButtonClick() 16 | { 17 | text.text = dropdownWithPlaceholder.value > -1 ? "Selected values:\n" + dropdownWithoutPlaceholder.value + " - " + dropdownWithPlaceholder.value : "Error: Please make a selection"; 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ac1eb05af6d391b4eb0f4c070a99f1d0 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using TMPro; 4 | 5 | public class EnvMapAnimator : MonoBehaviour { 6 | 7 | //private Vector3 TranslationSpeeds; 8 | public Vector3 RotationSpeeds; 9 | private TMP_Text m_textMeshPro; 10 | private Material m_material; 11 | 12 | 13 | void Awake() 14 | { 15 | //Debug.Log("Awake() on Script called."); 16 | m_textMeshPro = GetComponent(); 17 | m_material = m_textMeshPro.fontSharedMaterial; 18 | } 19 | 20 | // Use this for initialization 21 | IEnumerator Start () 22 | { 23 | Matrix4x4 matrix = new Matrix4x4(); 24 | 25 | while (true) 26 | { 27 | //matrix.SetTRS(new Vector3 (Time.time * TranslationSpeeds.x, Time.time * TranslationSpeeds.y, Time.time * TranslationSpeeds.z), Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one); 28 | matrix.SetTRS(Vector3.zero, Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one); 29 | 30 | m_material.SetMatrix("_EnvMatrix", matrix); 31 | 32 | yield return null; 33 | } 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a4b6f99e8bc54541bbd149b014ff441c 3 | timeCreated: 1449025325 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class ObjectSpin : MonoBehaviour 9 | { 10 | 11 | #pragma warning disable 0414 12 | 13 | public float SpinSpeed = 5; 14 | public int RotationRange = 15; 15 | private Transform m_transform; 16 | 17 | private float m_time; 18 | private Vector3 m_prevPOS; 19 | private Vector3 m_initial_Rotation; 20 | private Vector3 m_initial_Position; 21 | private Color32 m_lightColor; 22 | private int frames = 0; 23 | 24 | public enum MotionType { Rotation, BackAndForth, Translation }; 25 | public MotionType Motion; 26 | 27 | void Awake() 28 | { 29 | m_transform = transform; 30 | m_initial_Rotation = m_transform.rotation.eulerAngles; 31 | m_initial_Position = m_transform.position; 32 | 33 | Light light = GetComponent(); 34 | m_lightColor = light != null ? light.color : Color.black; 35 | } 36 | 37 | 38 | // Update is called once per frame 39 | void Update() 40 | { 41 | if (Motion == MotionType.Rotation) 42 | { 43 | m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0); 44 | } 45 | else if (Motion == MotionType.BackAndForth) 46 | { 47 | m_time += SpinSpeed * Time.deltaTime; 48 | m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z); 49 | } 50 | else 51 | { 52 | m_time += SpinSpeed * Time.deltaTime; 53 | 54 | float x = 15 * Mathf.Cos(m_time * .95f); 55 | float y = 10; // *Mathf.Sin(m_time * 1f) * Mathf.Cos(m_time * 1f); 56 | float z = 0f; // *Mathf.Sin(m_time * .9f); 57 | 58 | m_transform.position = m_initial_Position + new Vector3(x, z, y); 59 | 60 | // Drawing light patterns because they can be cool looking. 61 | //if (frames > 2) 62 | // Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f); 63 | 64 | m_prevPOS = m_transform.position; 65 | frames += 1; 66 | } 67 | } 68 | } 69 | } -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4f19c7f94c794c5097d8bd11e39c750d 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class ShaderPropAnimator : MonoBehaviour 9 | { 10 | 11 | private Renderer m_Renderer; 12 | private Material m_Material; 13 | 14 | public AnimationCurve GlowCurve; 15 | 16 | public float m_frame; 17 | 18 | void Awake() 19 | { 20 | // Cache a reference to object's renderer 21 | m_Renderer = GetComponent(); 22 | 23 | // Cache a reference to object's material and create an instance by doing so. 24 | m_Material = m_Renderer.material; 25 | } 26 | 27 | void Start() 28 | { 29 | StartCoroutine(AnimateProperties()); 30 | } 31 | 32 | IEnumerator AnimateProperties() 33 | { 34 | //float lightAngle; 35 | float glowPower; 36 | m_frame = Random.Range(0f, 1f); 37 | 38 | while (true) 39 | { 40 | //lightAngle = (m_Material.GetFloat(ShaderPropertyIDs.ID_LightAngle) + Time.deltaTime) % 6.2831853f; 41 | //m_Material.SetFloat(ShaderPropertyIDs.ID_LightAngle, lightAngle); 42 | 43 | glowPower = GlowCurve.Evaluate(m_frame); 44 | m_Material.SetFloat(ShaderUtilities.ID_GlowPower, glowPower); 45 | 46 | m_frame += Time.deltaTime * Random.Range(0.2f, 0.3f); 47 | yield return new WaitForEndOfFrame(); 48 | } 49 | } 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2787a46a4dc848c1b4b7b9307b614bfd 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class SimpleScript : MonoBehaviour 9 | { 10 | 11 | private TextMeshPro m_textMeshPro; 12 | //private TMP_FontAsset m_FontAsset; 13 | 14 | private const string label = "The <#0050FF>count is: {0:2}"; 15 | private float m_frame; 16 | 17 | 18 | void Start() 19 | { 20 | // Add new TextMesh Pro Component 21 | m_textMeshPro = gameObject.AddComponent(); 22 | 23 | m_textMeshPro.autoSizeTextContainer = true; 24 | 25 | // Load the Font Asset to be used. 26 | //m_FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset; 27 | //m_textMeshPro.font = m_FontAsset; 28 | 29 | // Assign Material to TextMesh Pro Component 30 | //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material; 31 | //m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON"); 32 | 33 | // Set various font settings. 34 | m_textMeshPro.fontSize = 48; 35 | 36 | m_textMeshPro.alignment = TextAlignmentOptions.Center; 37 | 38 | //m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation. 39 | //m_textMeshPro.enableAutoSizing = true; 40 | 41 | //m_textMeshPro.characterSpacing = 0.2f; 42 | //m_textMeshPro.wordSpacing = 0.1f; 43 | 44 | //m_textMeshPro.enableCulling = true; 45 | m_textMeshPro.enableWordWrapping = false; 46 | 47 | //textMeshPro.fontColor = new Color32(255, 255, 255, 255); 48 | } 49 | 50 | 51 | void Update() 52 | { 53 | m_textMeshPro.SetText(label, m_frame % 1000); 54 | m_frame += 1 * Time.deltaTime; 55 | } 56 | 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9eff140b25d64601aabc6ba32245d099 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d412675cfb3441efa3bf8dcd9b7624dc 3 | timeCreated: 1458801336 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | 4 | 5 | namespace TMPro 6 | { 7 | /// 8 | /// EXample of a Custom Character Input Validator to only allow digits from 0 to 9. 9 | /// 10 | [Serializable] 11 | //[CreateAssetMenu(fileName = "InputValidator - Digits.asset", menuName = "TextMeshPro/Input Validators/Digits", order = 100)] 12 | public class TMP_DigitValidator : TMP_InputValidator 13 | { 14 | // Custom text input validation function 15 | public override char Validate(ref string text, ref int pos, char ch) 16 | { 17 | if (ch >= '0' && ch <= '9') 18 | { 19 | text += ch; 20 | pos += 1; 21 | return ch; 22 | } 23 | 24 | return (char)0; 25 | } 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1a7eb92a01ed499a987bde9def05fbce 3 | timeCreated: 1473112765 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using System.Collections; 4 | using TMPro; 5 | 6 | 7 | namespace TMPro.Examples 8 | { 9 | 10 | public class TMP_ExampleScript_01 : MonoBehaviour 11 | { 12 | public enum objectType { TextMeshPro = 0, TextMeshProUGUI = 1 }; 13 | 14 | public objectType ObjectType; 15 | public bool isStatic; 16 | 17 | private TMP_Text m_text; 18 | 19 | //private TMP_InputField m_inputfield; 20 | 21 | 22 | private const string k_label = "The count is <#0080ff>{0}"; 23 | private int count; 24 | 25 | void Awake() 26 | { 27 | // Get a reference to the TMP text component if one already exists otherwise add one. 28 | // This example show the convenience of having both TMP components derive from TMP_Text. 29 | if (ObjectType == 0) 30 | m_text = GetComponent() ?? gameObject.AddComponent(); 31 | else 32 | m_text = GetComponent() ?? gameObject.AddComponent(); 33 | 34 | // Load a new font asset and assign it to the text object. 35 | m_text.font = Resources.Load("Fonts & Materials/Anton SDF"); 36 | 37 | // Load a new material preset which was created with the context menu duplicate. 38 | m_text.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF - Drop Shadow"); 39 | 40 | // Set the size of the font. 41 | m_text.fontSize = 120; 42 | 43 | // Set the text 44 | m_text.text = "A <#0080ff>simple line of text."; 45 | 46 | // Get the preferred width and height based on the supplied width and height as opposed to the actual size of the current text container. 47 | Vector2 size = m_text.GetPreferredValues(Mathf.Infinity, Mathf.Infinity); 48 | 49 | // Set the size of the RectTransform based on the new calculated values. 50 | m_text.rectTransform.sizeDelta = new Vector2(size.x, size.y); 51 | } 52 | 53 | 54 | void Update() 55 | { 56 | if (!isStatic) 57 | { 58 | m_text.SetText(k_label, count % 1000); 59 | count += 1; 60 | } 61 | } 62 | 63 | } 64 | } 65 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6f2c5b59b6874405865e2616e4ec276a 3 | timeCreated: 1449625634 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 686ec78b56aa445795335fbadafcfaa4 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 83680ab1a69f4102ac67d1459fe76e1f 3 | timeCreated: 1473056437 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | 4 | namespace TMPro.Examples 5 | { 6 | public class TMP_TextEventCheck : MonoBehaviour 7 | { 8 | 9 | public TMP_TextEventHandler TextEventHandler; 10 | 11 | private TMP_Text m_TextComponent; 12 | 13 | void OnEnable() 14 | { 15 | if (TextEventHandler != null) 16 | { 17 | // Get a reference to the text component 18 | m_TextComponent = TextEventHandler.GetComponent(); 19 | 20 | TextEventHandler.onCharacterSelection.AddListener(OnCharacterSelection); 21 | TextEventHandler.onSpriteSelection.AddListener(OnSpriteSelection); 22 | TextEventHandler.onWordSelection.AddListener(OnWordSelection); 23 | TextEventHandler.onLineSelection.AddListener(OnLineSelection); 24 | TextEventHandler.onLinkSelection.AddListener(OnLinkSelection); 25 | } 26 | } 27 | 28 | 29 | void OnDisable() 30 | { 31 | if (TextEventHandler != null) 32 | { 33 | TextEventHandler.onCharacterSelection.RemoveListener(OnCharacterSelection); 34 | TextEventHandler.onSpriteSelection.RemoveListener(OnSpriteSelection); 35 | TextEventHandler.onWordSelection.RemoveListener(OnWordSelection); 36 | TextEventHandler.onLineSelection.RemoveListener(OnLineSelection); 37 | TextEventHandler.onLinkSelection.RemoveListener(OnLinkSelection); 38 | } 39 | } 40 | 41 | 42 | void OnCharacterSelection(char c, int index) 43 | { 44 | Debug.Log("Character [" + c + "] at Index: " + index + " has been selected."); 45 | } 46 | 47 | void OnSpriteSelection(char c, int index) 48 | { 49 | Debug.Log("Sprite [" + c + "] at Index: " + index + " has been selected."); 50 | } 51 | 52 | void OnWordSelection(string word, int firstCharacterIndex, int length) 53 | { 54 | Debug.Log("Word [" + word + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected."); 55 | } 56 | 57 | void OnLineSelection(string lineText, int firstCharacterIndex, int length) 58 | { 59 | Debug.Log("Line [" + lineText + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected."); 60 | } 61 | 62 | void OnLinkSelection(string linkID, string linkText, int linkIndex) 63 | { 64 | if (m_TextComponent != null) 65 | { 66 | TMP_LinkInfo linkInfo = m_TextComponent.textInfo.linkInfo[linkIndex]; 67 | } 68 | 69 | Debug.Log("Link Index: " + linkIndex + " with ID [" + linkID + "] and Text \"" + linkText + "\" has been selected."); 70 | } 71 | 72 | } 73 | } 74 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d736ce056cf444ca96e424f4d9c42b76 3 | timeCreated: 1480416736 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1312ae25639a4bae8e25ae223209cc50 3 | timeCreated: 1452811039 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 21256c5b62f346f18640dad779911e20 3 | timeCreated: 1430348781 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/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 103e0a6a1d404693b9fb1a5173e0e979 3 | timeCreated: 1452811039 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a05dcd8be7ec4ccbb35c26219884aa37 3 | timeCreated: 1435531209 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - TextPopup_Prefab_01: {fileID: 22450954, guid: b06f0e6c1dfa4356ac918da1bb32c603, 9 | type: 2} 10 | executionOrder: 0 11 | icon: {instanceID: 0} 12 | userData: 13 | assetBundleName: 14 | assetBundleVariant: 15 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 24b0dc2d1d494adbbec1f4db26b4cf83 3 | timeCreated: 1448607572 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c3c1afeda5e545e0b19add5373896d2e 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class TeleType : MonoBehaviour 9 | { 10 | 11 | 12 | //[Range(0, 100)] 13 | //public int RevealSpeed = 50; 14 | 15 | private string label01 = "Example of using <#ffa000>Graphics Inline with Text in TextMesh<#40a0ff>Pro and Unity"; 16 | private string label02 = "Example of using <#ffa000>Graphics Inline with Text in TextMesh<#40a0ff>Pro and Unity"; 17 | 18 | 19 | private TMP_Text m_textMeshPro; 20 | 21 | 22 | void Awake() 23 | { 24 | // Get Reference to TextMeshPro Component 25 | m_textMeshPro = GetComponent(); 26 | m_textMeshPro.text = label01; 27 | m_textMeshPro.enableWordWrapping = true; 28 | m_textMeshPro.alignment = TextAlignmentOptions.Top; 29 | 30 | 31 | 32 | //if (GetComponentInParent(typeof(Canvas)) as Canvas == null) 33 | //{ 34 | // GameObject canvas = new GameObject("Canvas", typeof(Canvas)); 35 | // gameObject.transform.SetParent(canvas.transform); 36 | // canvas.GetComponent().renderMode = RenderMode.ScreenSpaceOverlay; 37 | 38 | // // Set RectTransform Size 39 | // gameObject.GetComponent().sizeDelta = new Vector2(500, 300); 40 | // m_textMeshPro.fontSize = 48; 41 | //} 42 | 43 | 44 | } 45 | 46 | 47 | IEnumerator Start() 48 | { 49 | 50 | // Force and update of the mesh to get valid information. 51 | m_textMeshPro.ForceMeshUpdate(); 52 | 53 | 54 | int totalVisibleCharacters = m_textMeshPro.textInfo.characterCount; // Get # of Visible Character in text object 55 | int counter = 0; 56 | int visibleCount = 0; 57 | 58 | while (true) 59 | { 60 | visibleCount = counter % (totalVisibleCharacters + 1); 61 | 62 | m_textMeshPro.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display? 63 | 64 | // Once the last character has been revealed, wait 1.0 second and start over. 65 | if (visibleCount >= totalVisibleCharacters) 66 | { 67 | yield return new WaitForSeconds(1.0f); 68 | m_textMeshPro.text = label02; 69 | yield return new WaitForSeconds(1.0f); 70 | m_textMeshPro.text = label01; 71 | yield return new WaitForSeconds(1.0f); 72 | } 73 | 74 | counter += 1; 75 | 76 | yield return new WaitForSeconds(0.05f); 77 | } 78 | 79 | //Debug.Log("Done revealing the text."); 80 | } 81 | 82 | } 83 | } -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e32c266ee6204b21a427753cb0694c81 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 43bcd35a1c0c40ccb6d472893fe2093f 3 | timeCreated: 1435298333 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/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a4d4c76e63944cba8c7d00f56334b98c 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - TheFont: {instanceID: 0} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class TextMeshSpawner : MonoBehaviour 9 | { 10 | 11 | public int SpawnType = 0; 12 | public int NumberOfNPC = 12; 13 | 14 | public Font TheFont; 15 | 16 | private TextMeshProFloatingText floatingText_Script; 17 | 18 | void Awake() 19 | { 20 | 21 | } 22 | 23 | void Start() 24 | { 25 | 26 | for (int i = 0; i < NumberOfNPC; i++) 27 | { 28 | if (SpawnType == 0) 29 | { 30 | // TextMesh Pro Implementation 31 | //go.transform.localScale = new Vector3(2, 2, 2); 32 | GameObject go = new GameObject(); //"NPC " + i); 33 | go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); 34 | 35 | //go.transform.position = new Vector3(0, 1.01f, 0); 36 | //go.renderer.castShadows = false; 37 | //go.renderer.receiveShadows = false; 38 | //go.transform.rotation = Quaternion.Euler(0, Random.Range(0, 360), 0); 39 | 40 | TextMeshPro textMeshPro = go.AddComponent(); 41 | //textMeshPro.FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont; 42 | //textMeshPro.anchor = AnchorPositions.Bottom; 43 | textMeshPro.fontSize = 96; 44 | 45 | textMeshPro.text = "!"; 46 | textMeshPro.color = new Color32(255, 255, 0, 255); 47 | //textMeshPro.Text = "!"; 48 | 49 | 50 | // Spawn Floating Text 51 | floatingText_Script = go.AddComponent(); 52 | floatingText_Script.SpawnType = 0; 53 | } 54 | else 55 | { 56 | // TextMesh Implementation 57 | GameObject go = new GameObject(); //"NPC " + i); 58 | go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); 59 | 60 | //go.transform.position = new Vector3(0, 1.01f, 0); 61 | 62 | TextMesh textMesh = go.AddComponent(); 63 | textMesh.GetComponent().sharedMaterial = TheFont.material; 64 | textMesh.font = TheFont; 65 | textMesh.anchor = TextAnchor.LowerCenter; 66 | textMesh.fontSize = 96; 67 | 68 | textMesh.color = new Color32(255, 255, 0, 255); 69 | textMesh.text = "!"; 70 | 71 | // Spawn Floating Text 72 | floatingText_Script = go.AddComponent(); 73 | floatingText_Script.SpawnType = 1; 74 | } 75 | } 76 | } 77 | 78 | } 79 | } 80 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 76c11bbcfddf44e0ba17d6c2751c8d84 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - TheFont: {instanceID: 0} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta: 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-------------------------------------------------------------------------------- /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 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-------------------------------------------------------------------------------- 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.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.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.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.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.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)] 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