├── Images ├── 01_UVGradient.jpg ├── 02_Fullscreen.png ├── 03_RaymarchingSphere.png ├── 04_RaymarchingNormal.png ├── 05_RaymarchingShading.png ├── 06_RaymarchingFloor.png ├── 07_RaymarchingMaterial.png ├── 08_RaymarchingWithUnityCamera.png ├── 10_RaymarchingReflection.jpg ├── 11_RaymarchingOpRepeat.jpg ├── 12_RaymarchingBoolean_All.jpg ├── 13_RaymarchingBoolean2.jpg ├── Collage_Fotor.jpg └── Collage_Fotor.png ├── LICENSE ├── README.md └── RaymarchingTutorial ├── .gitignore ├── Assets ├── RaymarchingTutorial.meta ├── RaymarchingTutorial │ ├── 01_UVGradient.mat │ ├── 01_UVGradient.mat.meta │ ├── 01_UVGradient.shader │ ├── 01_UVGradient.shader.meta │ ├── 01_UVGradient.unity │ ├── 01_UVGradient.unity.meta │ ├── 02_Fullscreen.mat │ ├── 02_Fullscreen.mat.meta │ ├── 02_Fullscreen.shader │ ├── 02_Fullscreen.shader.meta │ ├── 02_Fullscreen.unity │ ├── 02_Fullscreen.unity.meta │ ├── 03_RaymarchingSphere.mat │ ├── 03_RaymarchingSphere.mat.meta │ ├── 03_RaymarchingSphere.shader │ ├── 03_RaymarchingSphere.shader.meta │ ├── 03_RaymarchingSphere.unity │ ├── 03_RaymarchingSphere.unity.meta │ ├── 04_RaymarchingNormal.mat │ ├── 04_RaymarchingNormal.mat.meta │ ├── 04_RaymarchingNormal.shader │ ├── 04_RaymarchingNormal.shader.meta │ ├── 04_RaymarchingNormal.unity │ ├── 04_RaymarchingNormal.unity.meta │ ├── 05_RaymarchingShading.mat │ ├── 05_RaymarchingShading.mat.meta │ ├── 05_RaymarchingShading.shader │ ├── 05_RaymarchingShading.shader.meta │ ├── 05_RaymarchingShading.unity │ ├── 05_RaymarchingShading.unity.meta │ ├── 06_RaymarchingFloor.mat │ ├── 06_RaymarchingFloor.mat.meta │ ├── 06_RaymarchingFloor.shader │ ├── 06_RaymarchingFloor.shader.meta │ ├── 06_RaymarchingFloor.unity │ ├── 06_RaymarchingFloor.unity.meta │ ├── 07_RaymarchingMaterial.mat │ ├── 07_RaymarchingMaterial.mat.meta │ ├── 07_RaymarchingMaterial.shader │ ├── 07_RaymarchingMaterial.shader.meta │ ├── 07_RaymarchingMaterial.unity │ ├── 07_RaymarchingMaterial.unity.meta │ ├── 08_RaymarchingWithUnityCamera.mat │ ├── 08_RaymarchingWithUnityCamera.mat.meta │ ├── 08_RaymarchingWithUnityCamera.shader │ ├── 08_RaymarchingWithUnityCamera.shader.meta │ ├── 08_RaymarchingWithUnityCamera.unity │ ├── 08_RaymarchingWithUnityCamera.unity.meta │ ├── 09_RaymarchingQuadBounds.mat │ ├── 09_RaymarchingQuadBounds.mat.meta │ ├── 09_RaymarchingQuadBounds.shader │ ├── 09_RaymarchingQuadBounds.shader.meta │ ├── 09_RaymarchingQuadBounds.unity │ ├── 09_RaymarchingQuadBounds.unity.meta │ ├── 10_RaymarchingReflection.mat │ ├── 10_RaymarchingReflection.mat.meta │ ├── 10_RaymarchingReflection.shader │ ├── 10_RaymarchingReflection.shader.meta │ ├── 10_RaymarchingReflection.unity │ ├── 10_RaymarchingReflection.unity.meta │ ├── 11_RaymarchingOpRepeat.mat │ ├── 11_RaymarchingOpRepeat.mat.meta │ ├── 11_RaymarchingOpRepeat.shader │ ├── 11_RaymarchingOpRepeat.shader.meta │ ├── 11_RaymarchingOpRepeat.unity │ ├── 11_RaymarchingOpRepeat.unity.meta │ ├── 12_RaymarchingBoolean.mat │ ├── 12_RaymarchingBoolean.mat.meta │ ├── 12_RaymarchingBoolean.shader │ ├── 12_RaymarchingBoolean.shader.meta │ ├── 12_RaymarchingBoolean.unity │ ├── 12_RaymarchingBoolean.unity.meta │ ├── 13_RaymarchingBoolean2.mat │ ├── 13_RaymarchingBoolean2.mat.meta │ ├── 13_RaymarchingBoolean2.shader │ ├── 13_RaymarchingBoolean2.shader.meta │ ├── 13_RaymarchingBoolean2.unity │ ├── 13_RaymarchingBoolean2.unity.meta │ ├── Editor.meta │ ├── Editor │ │ ├── RaymarchingQuadMeshCreator.cs │ │ ├── RaymarchingQuadMeshCreator.cs.meta │ │ ├── ScreenshotResolution.cs │ │ └── ScreenshotResolution.cs.meta │ ├── Extra.meta │ ├── Extra │ │ ├── Capture.meta │ │ ├── RayCameraScene.meta │ │ ├── RayCameraScene │ │ │ ├── RayCameraScene.mat │ │ │ ├── RayCameraScene.mat.meta │ │ │ ├── RayCameraScene.shader │ │ │ ├── RayCameraScene.shader.meta │ │ │ ├── RayCameraScene.unity │ │ │ └── RayCameraScene.unity.meta │ │ ├── RightUpFoward.meta │ │ └── RightUpFoward │ │ │ ├── RightUpFoward.mat │ │ │ ├── RightUpFoward.mat.meta │ │ │ ├── RightUpFoward.shader │ │ │ ├── RightUpFoward.shader.meta │ │ │ ├── RightUpFoward.unity │ │ │ └── RightUpFoward.unity.meta │ ├── Resources.meta │ └── Resources │ │ ├── RaymarchingQuad.mesh │ │ └── RaymarchingQuad.mesh.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 ├── 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 └── UserSettings └── EditorUserSettings.asset /Images/01_UVGradient.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/gam0022/UnityBible2-RaymarchingTutorial/0ba1f9723eb82e08e14191537dbc1c2fe48e42a3/Images/01_UVGradient.jpg 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| 3 | Copyright © 2021 gam0022 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in 13 | all copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 21 | THE SOFTWARE. -------------------------------------------------------------------------------- /RaymarchingTutorial/.gitignore: -------------------------------------------------------------------------------- 1 | # vim 2 | *.swp 3 | 4 | /[Ll]ibrary/ 5 | /[Tt]emp/ 6 | /[Oo]bj/ 7 | /[Bb]uild/ 8 | /[Bb]uilds/ 9 | /Assets/AssetStoreTools* 10 | /Wiki/ 11 | /Logs/ 12 | 13 | # Autogenerated VS/MD solution and project files 14 | ExportedObj/ 15 | *.csproj 16 | *.unityproj 17 | *.sln 18 | *.suo 19 | *.tmp 20 | *.user 21 | *.userprefs 22 | *.pidb 23 | *.booproj 24 | *.svd 25 | 26 | # Unity3D generated meta files 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | sysinfo.txt 31 | 32 | # Builds 33 | *.apk 34 | 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Explorer plugin: 74 | .idea/**/mongoSettings.xml 75 | 76 | ## File-based project format: 77 | *.iws 78 | 79 | ## Plugin-specific files: 80 | 81 | # IntelliJ 82 | out/ 83 | 84 | # mpeltonen/sbt-idea plugin 85 | .idea_modules/ 86 | 87 | # JIRA plugin 88 | atlassian-ide-plugin.xml 89 | 90 | # Cursive Clojure plugin 91 | .idea/replstate.xml 92 | 93 | # Crashlytics plugin (for Android Studio and IntelliJ) 94 | com_crashlytics_export_strings.xml 95 | crashlytics.properties 96 | crashlytics-build.properties 97 | fabric.properties 98 | 99 | # .idea 100 | .idea 101 | 102 | # Unity Recorder 103 | Recordings/ 104 | Capture/ 105 | 106 | # VSCode 107 | .vscode/ 108 | Assets/ShaderlabVSCode.meta 109 | Assets/ShaderlabVSCode/ 110 | 111 | # Specific files 112 | -------------------------------------------------------------------------------- /RaymarchingTutorial/Assets/RaymarchingTutorial.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | 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6d85fae9dd9ec4b4989ecfe502007d03 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /RaymarchingTutorial/Assets/RaymarchingTutorial/13_RaymarchingBoolean2.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 42a61f957c4211f49a92c92a8bb67e86 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /RaymarchingTutorial/Assets/RaymarchingTutorial/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 731a53c483ba45acba07e00f213cf371 3 | folderAsset: yes 4 | timeCreated: 1513800482 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /RaymarchingTutorial/Assets/RaymarchingTutorial/Editor/RaymarchingQuadMeshCreator.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | using System.IO; 4 | 5 | public static class RaymarchingQuadMeshCreator 6 | { 7 | static readonly string outputPath = 8 | "Assets/RaymarchingTutorial/Resources/RaymarchingQuad.mesh"; 9 | const int expandBounds = 10000;// 拡張するサイズ 10 | 11 | [MenuItem("Tools/CreateRaymarchingQuadMesh")] 12 | static void CreateRaymarchingQuadMesh() 13 | { 14 | // MeshのAssetを作成します 15 | var mesh = new Mesh 16 | { 17 | vertices = new[] 18 | { 19 | new Vector3(1f, 1f, 0f), 20 | new Vector3(-1f, 1f, 0f), 21 | new Vector3(-1f, -1f, 0f), 22 | new Vector3(1f, -1f, 0f), 23 | }, 24 | uv = new[] 25 | { 26 | new Vector2(1f, 1f), 27 | new Vector2(0f, 1f), 28 | new Vector2(0f, 0f), 29 | new Vector2(1f, 0f), 30 | }, 31 | triangles = new[] { 0, 1, 2, 2, 3, 0 } 32 | }; 33 | mesh.RecalculateNormals(); 34 | mesh.RecalculateBounds(); 35 | 36 | // バウンディングボックスを拡張します 37 | var bounds = mesh.bounds; 38 | bounds.Expand(expandBounds); 39 | mesh.bounds = bounds; 40 | 41 | SafeCreateDirectory(Path.GetDirectoryName(outputPath)); 42 | 43 | var oldAsset = AssetDatabase.LoadAssetAtPath(outputPath); 44 | if (oldAsset) 45 | { 46 | // 既にAssetがある場合は更新します 47 | oldAsset.Clear();// Meshアセット更新の直前に Clear() が必要です 48 | EditorUtility.CopySerialized(mesh, oldAsset); 49 | AssetDatabase.SaveAssets(); 50 | } 51 | else 52 | { 53 | // まだAssetがない場合は新規作成します 54 | AssetDatabase.CreateAsset(mesh, outputPath); 55 | AssetDatabase.Refresh(); 56 | } 57 | } 58 | 59 | // ディレクトリが存在しない場合に作ります 60 | static DirectoryInfo SafeCreateDirectory(string path) 61 | { 62 | if (Directory.Exists(path)) 63 | { 64 | return null; 65 | } 66 | 67 | return Directory.CreateDirectory(path); 68 | } 69 | } 70 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8f7137eacd7042d5b17ef0efe5e744f5 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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/Assets/TextMesh Pro/Examples & Extras/Scenes/05 - Style Tags.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 70615243e2be4a81afaab9bf5d273d65 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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/Assets/TextMesh Pro/Examples & Extras/Scenes/06 - Extra Rich Text Examples.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 39a1fa96ad2a449b908fca29d4297a74 3 | DefaultImporter: 4 | userData: 5 | assetBundleName: 6 | assetBundleVariant: 7 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 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timeCreated: 1434495347 4 | licenseType: Store 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /RaymarchingTutorial/Assets/TextMesh Pro/Examples & Extras/Scenes/11 - The Style Tag.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 84ed36ad77dd4956b2ffe3769f759879 3 | timeCreated: 1488146780 4 | licenseType: Pro 5 | 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| - Style 18 | - Layout 19 | - Atlas 20 | - Kerning 21 | DefaultImporter: 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using System.Collections; 4 | using TMPro; 5 | 6 | public class ChatController : MonoBehaviour { 7 | 8 | 9 | public TMP_InputField TMP_ChatInput; 10 | 11 | public TMP_Text TMP_ChatOutput; 12 | 13 | public Scrollbar ChatScrollbar; 14 | 15 | void OnEnable() 16 | { 17 | TMP_ChatInput.onSubmit.AddListener(AddToChatOutput); 18 | 19 | } 20 | 21 | void OnDisable() 22 | { 23 | TMP_ChatInput.onSubmit.RemoveListener(AddToChatOutput); 24 | 25 | } 26 | 27 | 28 | void AddToChatOutput(string newText) 29 | { 30 | // Clear Input Field 31 | TMP_ChatInput.text = string.Empty; 32 | 33 | var timeNow = System.DateTime.Now; 34 | 35 | TMP_ChatOutput.text += "[<#FFFF80>" + timeNow.Hour.ToString("d2") + ":" + timeNow.Minute.ToString("d2") + ":" + timeNow.Second.ToString("d2") + "] " + newText + "\n"; 36 | 37 | TMP_ChatInput.ActivateInputField(); 38 | 39 | // Set the scrollbar to the bottom when next text is submitted. 40 | ChatScrollbar.value = 0; 41 | 42 | } 43 | 44 | } 45 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | } -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | //m_textMeshPro.SetText("{0:0.00}", 15.37567f); 50 | //Debug.Log(string.Format("{0:0.0000}", 15.37567f)); 51 | } 52 | 53 | 54 | void Update() 55 | { 56 | m_textMeshPro.SetText(label, m_frame % 1000); 57 | m_frame += 1 * Time.deltaTime; 58 | } 59 | 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/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 | -------------------------------------------------------------------------------- /RaymarchingTutorial/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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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 | 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