├── .gitattributes
├── .gitignore
├── Assembly-CSharp.csproj.user
├── Assets
├── Scenes.meta
├── Scenes
│ ├── DemoScene.unity
│ └── DemoScene.unity.meta
├── Scripts.meta
├── Scripts
│ ├── AudioSourceGroup.cs
│ ├── AudioSourceGroup.cs.meta
│ ├── DialogueManager.cs
│ ├── DialogueManager.cs.meta
│ ├── DialogueUtility.cs
│ ├── DialogueUtility.cs.meta
│ ├── DialogueVertexAnimator.cs
│ ├── DialogueVertexAnimator.cs.meta
│ ├── MonobehaviourExtensions.cs
│ └── MonobehaviourExtensions.cs.meta
├── TextMesh Pro.meta
├── TextMesh Pro
│ ├── Documentation.meta
│ ├── Documentation
│ │ ├── TextMesh Pro User Guide 2016.pdf
│ │ └── TextMesh Pro User Guide 2016.pdf.meta
│ ├── Fonts.meta
│ ├── Fonts
│ │ ├── LiberationSans - OFL.txt
│ │ ├── LiberationSans - OFL.txt.meta
│ │ ├── LiberationSans.ttf
│ │ └── LiberationSans.ttf.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── Fonts & Materials.meta
│ │ ├── Fonts & Materials
│ │ │ ├── LiberationSans SDF - Drop Shadow.mat
│ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta
│ │ │ ├── LiberationSans SDF - Fallback.asset
│ │ │ ├── LiberationSans SDF - Fallback.asset.meta
│ │ │ ├── LiberationSans SDF - Outline.mat
│ │ │ ├── LiberationSans SDF - Outline.mat.meta
│ │ │ ├── LiberationSans SDF.asset
│ │ │ └── LiberationSans SDF.asset.meta
│ │ ├── LineBreaking Following Characters.txt
│ │ ├── LineBreaking Following Characters.txt.meta
│ │ ├── LineBreaking Leading Characters.txt
│ │ ├── LineBreaking Leading Characters.txt.meta
│ │ ├── Shaders.meta
│ │ ├── Shaders
│ │ │ ├── TMP_Bitmap-Custom-Atlas.shader
│ │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta
│ │ │ ├── TMP_Bitmap-Mobile.shader
│ │ │ ├── TMP_Bitmap-Mobile.shader.meta
│ │ │ ├── TMP_Bitmap.shader
│ │ │ ├── TMP_Bitmap.shader.meta
│ │ │ ├── TMP_SDF Overlay.shader
│ │ │ ├── TMP_SDF Overlay.shader.meta
│ │ │ ├── TMP_SDF-Mobile Masking.shader
│ │ │ ├── TMP_SDF-Mobile Masking.shader.meta
│ │ │ ├── TMP_SDF-Mobile Overlay.shader
│ │ │ ├── TMP_SDF-Mobile Overlay.shader.meta
│ │ │ ├── TMP_SDF-Mobile.shader
│ │ │ ├── TMP_SDF-Mobile.shader.meta
│ │ │ ├── TMP_SDF-Surface-Mobile.shader
│ │ │ ├── TMP_SDF-Surface-Mobile.shader.meta
│ │ │ ├── TMP_SDF-Surface.shader
│ │ │ ├── TMP_SDF-Surface.shader.meta
│ │ │ ├── TMP_SDF.shader
│ │ │ ├── TMP_SDF.shader.meta
│ │ │ ├── TMP_Sprite.shader
│ │ │ ├── TMP_Sprite.shader.meta
│ │ │ ├── TMPro.cginc
│ │ │ ├── TMPro.cginc.meta
│ │ │ ├── TMPro_Properties.cginc
│ │ │ ├── TMPro_Properties.cginc.meta
│ │ │ ├── TMPro_Surface.cginc
│ │ │ └── TMPro_Surface.cginc.meta
│ │ ├── Sprite Assets.meta
│ │ ├── Sprite Assets
│ │ │ ├── EmojiOne.asset
│ │ │ └── EmojiOne.asset.meta
│ │ ├── Style Sheets.meta
│ │ ├── Style Sheets
│ │ │ ├── Default Style Sheet.asset
│ │ │ └── Default Style Sheet.asset.meta
│ │ ├── TMP Settings.asset
│ │ └── TMP Settings.asset.meta
│ ├── Sprites.meta
│ └── Sprites
│ │ ├── EmojiOne Attribution.txt
│ │ ├── EmojiOne Attribution.txt.meta
│ │ ├── EmojiOne.json
│ │ ├── EmojiOne.json.meta
│ │ ├── EmojiOne.png
│ │ └── EmojiOne.png.meta
├── TextboxBloop8-Bit.ogg
└── TextboxBloop8-Bit.ogg.meta
├── Logs
└── Packages-Update.log
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
└── XRSettings.asset
└── README.md
/.gitattributes:
--------------------------------------------------------------------------------
1 | # Auto detect text files and perform LF normalization
2 | * text=auto
3 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | *.sln
2 | *.csproj
3 | *.unityproj
4 | Library/
5 | MultiTest_Data/
6 | ProtoTest_Data/
7 | SCG_Data/
8 | OBS_Data/
9 | Spaceless.exe
10 | Spaceless_Data/
11 | *temp.meta
12 | Temp/
13 | *.app
14 | *.userprefs
15 | obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache
16 | OBS.exe
17 | SCG.exe
18 | MultiTest.exe
19 | *.rar
20 | *~$*
21 | player_win_x86_s.pdb
22 | Docs/WhoKnows_Too_Much_Random.xlsx
23 | *.pdb
24 | *.suo
25 | .vs\scg\v14\.suo
26 | .vs
27 | .vscode/launch.json
28 | .vscode/settings.json
29 | Assets/Editor/VSCode.cs
30 | Assets/Editor/VSCode.cs.meta
31 | SwitchIL2CPPCache
32 | SwitchIL2CPPStats
33 | PCBuild/
34 | obj/
35 | Assets/Asset Store/Cliff Rocks/
36 | Assets/Resources/AnimationTempData/
37 | Assets/Resources/AnimationTempData.meta
38 | Assets/Scripts/Utility and Extensions/NewtonSoft/Newtonsoft.Json.pdb.meta
39 | *.nsp
40 | Assets/Plugins/Sirenix/Odin Inspector/Config/Resources/Sirenix.meta
41 |
--------------------------------------------------------------------------------
/Assembly-CSharp.csproj.user:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | Default
6 |
7 |
--------------------------------------------------------------------------------
/Assets/Scenes.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: fca278fd647a99d439dfa2088f5278f1
3 | folderAsset: yes
4 | DefaultImporter:
5 | externalObjects: {}
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/Scenes/DemoScene.unity.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: c656cd5574886d645af5dbfb85e732c1
3 | DefaultImporter:
4 | externalObjects: {}
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/Scripts.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 6ec1e8f8f312cb24aa11214a7fd14ec3
3 | folderAsset: yes
4 | DefaultImporter:
5 | externalObjects: {}
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/Scripts/AudioSourceGroup.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | public class AudioSourceGroup : MonoBehaviour
4 | {
5 | public AudioSource[] typingSources;
6 | private int nextTypeSource = 0;
7 |
8 | public void PlayFromNextSource(AudioClip clip) {
9 | AudioSource nextSource = typingSources[nextTypeSource];
10 | nextSource.clip = clip;
11 | nextSource.Play();
12 | nextTypeSource = (nextTypeSource + 1) % typingSources.Length;
13 | }
14 | }
15 |
--------------------------------------------------------------------------------
/Assets/Scripts/AudioSourceGroup.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 2c077e0d59abc8e4aa731f89b19b6688
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/DialogueManager.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 | using TMPro;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | public class DialogueManager : MonoBehaviour
7 | {
8 | public TMP_Text textBox;
9 | public AudioClip typingClip;
10 | public AudioSourceGroup audioSourceGroup;
11 |
12 | public Button playDialogue1Button;
13 | public Button playDialogue2Button;
14 | public Button playDialogue3Button;
15 |
16 | [TextArea]
17 | public string dialogue1;
18 | [TextArea]
19 | public string dialogue2;
20 | [TextArea]
21 | public string dialogue3;
22 |
23 | private DialogueVertexAnimator dialogueVertexAnimator;
24 | void Awake() {
25 | dialogueVertexAnimator = new DialogueVertexAnimator(textBox, audioSourceGroup);
26 | playDialogue1Button.onClick.AddListener(delegate { PlayDialogue1(); });
27 | playDialogue2Button.onClick.AddListener(delegate { PlayDialogue2(); });
28 | playDialogue3Button.onClick.AddListener(delegate { PlayDialogue3(); });
29 | }
30 |
31 | private void PlayDialogue1() {
32 | PlayDialogue(dialogue1);
33 | }
34 |
35 | private void PlayDialogue2() {
36 | PlayDialogue(dialogue2);
37 | }
38 |
39 | private void PlayDialogue3() {
40 | PlayDialogue(dialogue3);
41 | }
42 |
43 |
44 | private Coroutine typeRoutine = null;
45 | void PlayDialogue(string message) {
46 | this.EnsureCoroutineStopped(ref typeRoutine);
47 | dialogueVertexAnimator.textAnimating = false;
48 | List commands = DialogueUtility.ProcessInputString(message, out string totalTextMessage);
49 | typeRoutine = StartCoroutine(dialogueVertexAnimator.AnimateTextIn(commands, totalTextMessage, typingClip, null));
50 | }
51 | }
52 |
--------------------------------------------------------------------------------
/Assets/Scripts/DialogueManager.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 23d6a059fd2bc464a9cba3a5ced1724d
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/DialogueUtility.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.Text.RegularExpressions;
5 | using System;
6 |
7 | public class DialogueUtility : MonoBehaviour
8 | {
9 | // grab the remainder of the text until ">" or end of string
10 | private const string REMAINDER_REGEX = "(.*?((?=>)|(/|$)))";
11 | private const string PAUSE_REGEX_STRING = "" + REMAINDER_REGEX + ")>";
12 | private static readonly Regex pauseRegex = new Regex(PAUSE_REGEX_STRING);
13 | private const string SPEED_REGEX_STRING = "" + REMAINDER_REGEX + ")>";
14 | private static readonly Regex speedRegex = new Regex(SPEED_REGEX_STRING);
15 | private const string ANIM_START_REGEX_STRING = "" + REMAINDER_REGEX + ")>";
16 | private static readonly Regex animStartRegex = new Regex(ANIM_START_REGEX_STRING);
17 | private const string ANIM_END_REGEX_STRING = "";
18 | private static readonly Regex animEndRegex = new Regex(ANIM_END_REGEX_STRING);
19 |
20 | private static readonly Dictionary pauseDictionary = new Dictionary{
21 | { "tiny", .1f },
22 | { "short", .25f },
23 | { "normal", 0.666f },
24 | { "long", 1f },
25 | { "read", 2f },
26 | };
27 |
28 | public static List ProcessInputString(string message, out string processedMessage)
29 | {
30 | List result = new List();
31 | processedMessage = message;
32 |
33 | processedMessage = HandlePauseTags(processedMessage, result);
34 | processedMessage = HandleSpeedTags(processedMessage, result);
35 | processedMessage = HandleAnimStartTags(processedMessage, result);
36 | processedMessage = HandleAnimEndTags(processedMessage, result);
37 |
38 | return result;
39 | }
40 |
41 | private static string HandleAnimEndTags(string processedMessage, List result)
42 | {
43 | MatchCollection animEndMatches = animEndRegex.Matches(processedMessage);
44 | foreach (Match match in animEndMatches)
45 | {
46 | result.Add(new DialogueCommand
47 | {
48 | position = VisibleCharactersUpToIndex(processedMessage, match.Index),
49 | type = DialogueCommandType.AnimEnd,
50 | });
51 | }
52 | processedMessage = Regex.Replace(processedMessage, ANIM_END_REGEX_STRING, "");
53 | return processedMessage;
54 | }
55 |
56 | private static string HandleAnimStartTags(string processedMessage, List result)
57 | {
58 | MatchCollection animStartMatches = animStartRegex.Matches(processedMessage);
59 | foreach (Match match in animStartMatches)
60 | {
61 | string stringVal = match.Groups["anim"].Value;
62 | result.Add(new DialogueCommand
63 | {
64 | position = VisibleCharactersUpToIndex(processedMessage, match.Index),
65 | type = DialogueCommandType.AnimStart,
66 | textAnimValue = GetTextAnimationType(stringVal)
67 | });
68 | }
69 | processedMessage = Regex.Replace(processedMessage, ANIM_START_REGEX_STRING, "");
70 | return processedMessage;
71 | }
72 |
73 | private static string HandleSpeedTags(string processedMessage, List result)
74 | {
75 | MatchCollection speedMatches = speedRegex.Matches(processedMessage);
76 | foreach (Match match in speedMatches)
77 | {
78 | string stringVal = match.Groups["speed"].Value;
79 | if (!float.TryParse(stringVal, out float val))
80 | {
81 | val = 150f;
82 | }
83 | result.Add(new DialogueCommand
84 | {
85 | position = VisibleCharactersUpToIndex(processedMessage, match.Index),
86 | type = DialogueCommandType.TextSpeedChange,
87 | floatValue = val
88 | });
89 | }
90 | processedMessage = Regex.Replace(processedMessage, SPEED_REGEX_STRING, "");
91 | return processedMessage;
92 | }
93 |
94 | private static string HandlePauseTags(string processedMessage, List result)
95 | {
96 | MatchCollection pauseMatches = pauseRegex.Matches(processedMessage);
97 | foreach (Match match in pauseMatches)
98 | {
99 | string val = match.Groups["pause"].Value;
100 | string pauseName = val;
101 | Debug.Assert(pauseDictionary.ContainsKey(pauseName), "no pause registered for '" + pauseName + "'");
102 | result.Add(new DialogueCommand
103 | {
104 | position = VisibleCharactersUpToIndex(processedMessage, match.Index),
105 | type = DialogueCommandType.Pause,
106 | floatValue = pauseDictionary[pauseName]
107 | });
108 | }
109 | processedMessage = Regex.Replace(processedMessage, PAUSE_REGEX_STRING, "");
110 | return processedMessage;
111 | }
112 |
113 | private static TextAnimationType GetTextAnimationType(string stringVal)
114 | {
115 | TextAnimationType result;
116 | try
117 | {
118 | result = (TextAnimationType)Enum.Parse(typeof(TextAnimationType), stringVal, true);
119 | }
120 | catch (ArgumentException)
121 | {
122 | Debug.LogError("Invalid Text Animation Type: " + stringVal);
123 | result = TextAnimationType.none;
124 | }
125 | return result;
126 | }
127 |
128 | private static int VisibleCharactersUpToIndex(string message, int index)
129 | {
130 | int result = 0;
131 | bool insideBrackets = false;
132 | for (int i = 0; i < index; i++)
133 | {
134 | if (message[i] == '<')
135 | {
136 | insideBrackets = true;
137 | }
138 | else if (message[i] == '>')
139 | {
140 | insideBrackets = false;
141 | result--;
142 | }
143 | if (!insideBrackets)
144 | {
145 | result++;
146 | }
147 | else if (i + 6 < index && message.Substring(i, 6) == "sprite")
148 | {
149 | result++;
150 | }
151 | }
152 | return result;
153 | }
154 | }
155 | public struct DialogueCommand
156 | {
157 | public int position;
158 | public DialogueCommandType type;
159 | public float floatValue;
160 | public string stringValue;
161 | public TextAnimationType textAnimValue;
162 | }
163 |
164 | public enum DialogueCommandType
165 | {
166 | Pause,
167 | TextSpeedChange,
168 | AnimStart,
169 | AnimEnd
170 | }
171 |
172 | public enum TextAnimationType
173 | {
174 | none,
175 | shake,
176 | wave
177 | }
178 |
--------------------------------------------------------------------------------
/Assets/Scripts/DialogueUtility.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: d4649243ed65dff45b7891eed22eb4c6
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/DialogueVertexAnimator.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using TMPro;
5 | using UnityEngine;
6 |
7 | public class DialogueVertexAnimator {
8 | public bool textAnimating = false;
9 | private bool stopAnimating = false;
10 |
11 | private readonly TMP_Text textBox;
12 | private readonly float textAnimationScale;
13 | private readonly AudioSourceGroup audioSourceGroup;
14 | public DialogueVertexAnimator(TMP_Text _textBox, AudioSourceGroup _audioSourceGroup) {
15 | textBox = _textBox;
16 | audioSourceGroup = _audioSourceGroup;
17 | textAnimationScale = textBox.fontSize;
18 | }
19 |
20 | private static readonly Color32 clear = new Color32(0, 0, 0, 0);
21 | private const float CHAR_ANIM_TIME = 0.07f;
22 | private static readonly Vector3 vecZero = Vector3.zero;
23 | public IEnumerator AnimateTextIn(List commands, string processedMessage, AudioClip voice_sound, Action onFinish) {
24 | textAnimating = true;
25 | float secondsPerCharacter = 1f / 150f;
26 | float timeOfLastCharacter = 0;
27 |
28 | TextAnimInfo[] textAnimInfo = SeparateOutTextAnimInfo(commands);
29 | TMP_TextInfo textInfo = textBox.textInfo;
30 | for (int i = 0; i < textInfo.meshInfo.Length; i++) //Clear the mesh
31 | {
32 | TMP_MeshInfo meshInfer = textInfo.meshInfo[i];
33 | if (meshInfer.vertices != null) {
34 | for (int j = 0; j < meshInfer.vertices.Length; j++) {
35 | meshInfer.vertices[j] = vecZero;
36 | }
37 | }
38 | }
39 |
40 | textBox.text = processedMessage;
41 | textBox.ForceMeshUpdate();
42 |
43 | TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
44 | Color32[][] originalColors = new Color32[textInfo.meshInfo.Length][];
45 | for (int i = 0; i < originalColors.Length; i++) {
46 | Color32[] theColors = textInfo.meshInfo[i].colors32;
47 | originalColors[i] = new Color32[theColors.Length];
48 | Array.Copy(theColors, originalColors[i], theColors.Length);
49 | }
50 | int charCount = textInfo.characterCount;
51 | float[] charAnimStartTimes = new float[charCount];
52 | for (int i = 0; i < charCount; i++) {
53 | charAnimStartTimes[i] = -1; //indicate the character as not yet started animating.
54 | }
55 | int visableCharacterIndex = 0;
56 | while (true) {
57 | if (stopAnimating) {
58 | for (int i = visableCharacterIndex; i < charCount; i++) {
59 | charAnimStartTimes[i] = Time.unscaledTime;
60 | }
61 | visableCharacterIndex = charCount;
62 | FinishAnimating(onFinish);
63 | }
64 | if (ShouldShowNextCharacter(secondsPerCharacter, timeOfLastCharacter)) {
65 | if (visableCharacterIndex <= charCount) {
66 | ExecuteCommandsForCurrentIndex(commands, visableCharacterIndex, ref secondsPerCharacter, ref timeOfLastCharacter);
67 | if (visableCharacterIndex < charCount && ShouldShowNextCharacter(secondsPerCharacter, timeOfLastCharacter)) {
68 | charAnimStartTimes[visableCharacterIndex] = Time.unscaledTime;
69 | PlayDialogueSound(voice_sound);
70 | visableCharacterIndex++;
71 | timeOfLastCharacter = Time.unscaledTime;
72 | if (visableCharacterIndex == charCount) {
73 | FinishAnimating(onFinish);
74 | }
75 | }
76 | }
77 | }
78 | for (int j = 0; j < charCount; j++) {
79 | TMP_CharacterInfo charInfo = textInfo.characterInfo[j];
80 | if (charInfo.isVisible) //Invisible characters have a vertexIndex of 0 because they have no vertices and so they should be ignored to avoid messing up the first character in the string whic also has a vertexIndex of 0
81 | {
82 | int vertexIndex = charInfo.vertexIndex;
83 | int materialIndex = charInfo.materialReferenceIndex;
84 | Color32[] destinationColors = textInfo.meshInfo[materialIndex].colors32;
85 | Color32 theColor = j < visableCharacterIndex ? originalColors[materialIndex][vertexIndex] : clear;
86 | destinationColors[vertexIndex + 0] = theColor;
87 | destinationColors[vertexIndex + 1] = theColor;
88 | destinationColors[vertexIndex + 2] = theColor;
89 | destinationColors[vertexIndex + 3] = theColor;
90 |
91 | Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices;
92 | Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
93 | float charSize = 0;
94 | float charAnimStartTime = charAnimStartTimes[j];
95 | if (charAnimStartTime >= 0) {
96 | float timeSinceAnimStart = Time.unscaledTime - charAnimStartTime;
97 | charSize = Mathf.Min(1, timeSinceAnimStart / CHAR_ANIM_TIME);
98 | }
99 |
100 | Vector3 animPosAdjustment = GetAnimPosAdjustment(textAnimInfo, j, textBox.fontSize, Time.unscaledTime);
101 | Vector3 offset = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
102 | destinationVertices[vertexIndex + 0] = ((sourceVertices[vertexIndex + 0] - offset) * charSize) + offset + animPosAdjustment;
103 | destinationVertices[vertexIndex + 1] = ((sourceVertices[vertexIndex + 1] - offset) * charSize) + offset + animPosAdjustment;
104 | destinationVertices[vertexIndex + 2] = ((sourceVertices[vertexIndex + 2] - offset) * charSize) + offset + animPosAdjustment;
105 | destinationVertices[vertexIndex + 3] = ((sourceVertices[vertexIndex + 3] - offset) * charSize) + offset + animPosAdjustment;
106 | }
107 | }
108 | textBox.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);
109 | for (int i = 0; i < textInfo.meshInfo.Length; i++) {
110 | TMP_MeshInfo theInfo = textInfo.meshInfo[i];
111 | theInfo.mesh.vertices = theInfo.vertices;
112 | textBox.UpdateGeometry(theInfo.mesh, i);
113 | }
114 | yield return null;
115 | }
116 | }
117 |
118 | private void ExecuteCommandsForCurrentIndex(List commands, int visableCharacterIndex, ref float secondsPerCharacter, ref float timeOfLastCharacter) {
119 | for (int i = 0; i < commands.Count; i++) {
120 | DialogueCommand command = commands[i];
121 | if (command.position == visableCharacterIndex) {
122 | switch (command.type) {
123 | case DialogueCommandType.Pause:
124 | timeOfLastCharacter = Time.unscaledTime + command.floatValue;
125 | break;
126 | case DialogueCommandType.TextSpeedChange:
127 | secondsPerCharacter = 1f / command.floatValue;
128 | break;
129 | }
130 | commands.RemoveAt(i);
131 | i--;
132 | }
133 | }
134 | }
135 |
136 | private void FinishAnimating(Action onFinish) {
137 | textAnimating = false;
138 | stopAnimating = false;
139 | onFinish?.Invoke();
140 | }
141 |
142 | private const float NOISE_MAGNITUDE_ADJUSTMENT = 0.06f;
143 | private const float NOISE_FREQUENCY_ADJUSTMENT = 15f;
144 | private const float WAVE_MAGNITUDE_ADJUSTMENT = 0.06f;
145 | private Vector3 GetAnimPosAdjustment(TextAnimInfo[] textAnimInfo, int charIndex, float fontSize, float time) {
146 | float x = 0;
147 | float y = 0;
148 | for (int i = 0; i < textAnimInfo.Length; i++) {
149 | TextAnimInfo info = textAnimInfo[i];
150 | if (charIndex >= info.startIndex && charIndex < info.endIndex) {
151 | if (info.type == TextAnimationType.shake) {
152 | float scaleAdjust = fontSize * NOISE_MAGNITUDE_ADJUSTMENT;
153 | x += (Mathf.PerlinNoise((charIndex + time) * NOISE_FREQUENCY_ADJUSTMENT, 0) - 0.5f) * scaleAdjust;
154 | y += (Mathf.PerlinNoise((charIndex + time) * NOISE_FREQUENCY_ADJUSTMENT, 1000) - 0.5f) * scaleAdjust;
155 | } else if (info.type == TextAnimationType.wave) {
156 | y += Mathf.Sin((charIndex * 1.5f) + (time * 6)) * fontSize * WAVE_MAGNITUDE_ADJUSTMENT;
157 | }
158 | }
159 | }
160 | return new Vector3(x, y, 0);
161 | }
162 |
163 | private static bool ShouldShowNextCharacter(float secondsPerCharacter, float timeOfLastCharacter) {
164 | return (Time.unscaledTime - timeOfLastCharacter) > secondsPerCharacter;
165 | }
166 | public void SkipToEndOfCurrentMessage() {
167 | if (textAnimating) {
168 | stopAnimating = true;
169 | }
170 | }
171 |
172 | private float timeUntilNextDialogueSound = 0;
173 | private float lastDialogueSound = 0;
174 | private void PlayDialogueSound(AudioClip voice_sound) {
175 | if (Time.unscaledTime - lastDialogueSound > timeUntilNextDialogueSound) {
176 | timeUntilNextDialogueSound = UnityEngine.Random.Range(0.02f, 0.08f);
177 | lastDialogueSound = Time.unscaledTime;
178 | audioSourceGroup.PlayFromNextSource(voice_sound); //Use Multiple Audio Sources to allow playing multiple sounds at once
179 | }
180 | }
181 |
182 | private TextAnimInfo[] SeparateOutTextAnimInfo(List commands) {
183 | List tempResult = new List();
184 | List animStartCommands = new List();
185 | List animEndCommands = new List();
186 | for (int i = 0; i < commands.Count; i++) {
187 | DialogueCommand command = commands[i];
188 | if (command.type == DialogueCommandType.AnimStart) {
189 | animStartCommands.Add(command);
190 | commands.RemoveAt(i);
191 | i--;
192 | } else if (command.type == DialogueCommandType.AnimEnd) {
193 | animEndCommands.Add(command);
194 | commands.RemoveAt(i);
195 | i--;
196 | }
197 | }
198 | if (animStartCommands.Count != animEndCommands.Count) {
199 | Debug.LogError("Unequal number of start and end animation commands. Start Commands: " + animStartCommands.Count + " End Commands: " + animEndCommands.Count);
200 | } else {
201 | for (int i = 0; i < animStartCommands.Count; i++) {
202 | DialogueCommand startCommand = animStartCommands[i];
203 | DialogueCommand endCommand = animEndCommands[i];
204 | tempResult.Add(new TextAnimInfo {
205 | startIndex = startCommand.position,
206 | endIndex = endCommand.position,
207 | type = startCommand.textAnimValue
208 | });
209 | }
210 | }
211 | return tempResult.ToArray();
212 | }
213 | }
214 |
215 | public struct TextAnimInfo {
216 | public int startIndex;
217 | public int endIndex;
218 | public TextAnimationType type;
219 | }
220 |
--------------------------------------------------------------------------------
/Assets/Scripts/DialogueVertexAnimator.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: dcef7fafd8716284392e9621424bfa6a
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/MonobehaviourExtensions.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | public static class MonobehaviourExtensions
3 | {
4 | public static void EnsureCoroutineStopped(this MonoBehaviour value, ref Coroutine routine)
5 | {
6 | if (routine != null)
7 | {
8 | value.StopCoroutine(routine);
9 | routine = null;
10 | }
11 | }
12 | }
13 |
--------------------------------------------------------------------------------
/Assets/Scripts/MonobehaviourExtensions.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 384cb39f98d5ca74f832bd42e32b3613
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.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: f54d1bd14bd3ca042bd867b519fee8cc
3 | folderAsset: yes
4 | DefaultImporter:
5 | externalObjects: {}
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Documentation.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 8e7e8f5a82a3a134e91c54efd2274ea9
3 | folderAsset: yes
4 | DefaultImporter:
5 | externalObjects: {}
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/markv12/VertexTextAnimationDemo/b41098e240fa9564d53d91a4fdc8795b2e2c87da/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 1b8d251f9af63b746bf2f7ffe00ebb9b
3 | DefaultImporter:
4 | externalObjects: {}
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Fonts.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 6ab70aee4d56447429c680537fbf93ed
3 | folderAsset: yes
4 | DefaultImporter:
5 | externalObjects: {}
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt:
--------------------------------------------------------------------------------
1 | Digitized data copyright (c) 2010 Google Corporation
2 | with Reserved Font Arimo, Tinos and Cousine.
3 | Copyright (c) 2012 Red Hat, Inc.
4 | with Reserved Font Name Liberation.
5 |
6 | This Font Software is licensed under the SIL Open Font License, Version 1.1.
7 | This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
8 |
9 | -----------------------------------------------------------
10 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
11 | -----------------------------------------------------------
12 |
13 | PREAMBLE
14 | The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
15 |
16 | The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
17 |
18 | DEFINITIONS
19 | "Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
20 |
21 | "Reserved Font Name" refers to any names specified as such after the copyright statement(s).
22 |
23 | "Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
24 |
25 | "Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
26 |
27 | "Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
28 |
29 | PERMISSION & CONDITIONS
30 | Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
31 |
32 | 1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
33 |
34 | 2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
35 |
36 | 3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
37 |
38 | 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
39 |
40 | 5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
41 |
42 | TERMINATION
43 | This license becomes null and void if any of the above conditions are not met.
44 |
45 | DISCLAIMER
46 | THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 6e59c59b81ab47f9b6ec5781fa725d2c
3 | timeCreated: 1484171296
4 | licenseType: Pro
5 | TextScriptImporter:
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Fonts/LiberationSans.ttf:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/markv12/VertexTextAnimationDemo/b41098e240fa9564d53d91a4fdc8795b2e2c87da/Assets/TextMesh Pro/Fonts/LiberationSans.ttf
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: e3265ab4bf004d28a9537516768c1c75
3 | timeCreated: 1484171297
4 | licenseType: Pro
5 | TrueTypeFontImporter:
6 | serializedVersion: 2
7 | fontSize: 16
8 | forceTextureCase: -2
9 | characterSpacing: 1
10 | characterPadding: 0
11 | includeFontData: 1
12 | use2xBehaviour: 0
13 | fontNames: []
14 | fallbackFontReferences: []
15 | customCharacters:
16 | fontRenderingMode: 0
17 | userData:
18 | assetBundleName:
19 | assetBundleVariant:
20 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 243e06394e614e5d99fab26083b707fa
3 | folderAsset: yes
4 | DefaultImporter:
5 | externalObjects: {}
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Fonts & Materials.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 731f1baa9d144a9897cb1d341c2092b8
3 | folderAsset: yes
4 | timeCreated: 1442040525
5 | licenseType: Pro
6 | DefaultImporter:
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!21 &2100000
4 | Material:
5 | serializedVersion: 6
6 | m_ObjectHideFlags: 0
7 | m_CorrespondingSourceObject: {fileID: 0}
8 | m_PrefabInstance: {fileID: 0}
9 | m_PrefabAsset: {fileID: 0}
10 | m_Name: LiberationSans SDF - Drop Shadow
11 | m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
12 | m_ShaderKeywords: OUTLINE_ON UNDERLAY_ON
13 | m_LightmapFlags: 5
14 | m_EnableInstancingVariants: 0
15 | m_DoubleSidedGI: 0
16 | m_CustomRenderQueue: -1
17 | stringTagMap: {}
18 | disabledShaderPasses: []
19 | m_SavedProperties:
20 | serializedVersion: 3
21 | m_TexEnvs:
22 | - _BumpMap:
23 | m_Texture: {fileID: 0}
24 | m_Scale: {x: 1, y: 1}
25 | m_Offset: {x: 0, y: 0}
26 | - _Cube:
27 | m_Texture: {fileID: 0}
28 | m_Scale: {x: 1, y: 1}
29 | m_Offset: {x: 0, y: 0}
30 | - _FaceTex:
31 | m_Texture: {fileID: 0}
32 | m_Scale: {x: 1, y: 1}
33 | m_Offset: {x: 0, y: 0}
34 | - _MainTex:
35 | m_Texture: {fileID: 28684132378477856, guid: 8f586378b4e144a9851e7b34d9b748ee,
36 | type: 2}
37 | m_Scale: {x: 1, y: 1}
38 | m_Offset: {x: 0, y: 0}
39 | - _OutlineTex:
40 | m_Texture: {fileID: 0}
41 | m_Scale: {x: 1, y: 1}
42 | m_Offset: {x: 0, y: 0}
43 | m_Floats:
44 | - _Ambient: 0.5
45 | - _Bevel: 0.5
46 | - _BevelClamp: 0
47 | - _BevelOffset: 0
48 | - _BevelRoundness: 0
49 | - _BevelWidth: 0
50 | - _BumpFace: 0
51 | - _BumpOutline: 0
52 | - _ColorMask: 15
53 | - _Diffuse: 0.5
54 | - _DiffusePower: 1
55 | - _FaceDilate: 0.1
56 | - _FaceUVSpeedX: 0
57 | - _FaceUVSpeedY: 0
58 | - _GlowInner: 0.05
59 | - _GlowOffset: 0
60 | - _GlowOuter: 0.05
61 | - _GlowPower: 0.75
62 | - _GradientScale: 10
63 | - _LightAngle: 3.1416
64 | - _MaskSoftnessX: 0
65 | - _MaskSoftnessY: 0
66 | - _OutlineSoftness: 0
67 | - _OutlineUVSpeedX: 0
68 | - _OutlineUVSpeedY: 0
69 | - _OutlineWidth: 0.1
70 | - _PerspectiveFilter: 0.875
71 | - _Reflectivity: 10
72 | - _ScaleRatioA: 0.9
73 | - _ScaleRatioB: 0.73125
74 | - _ScaleRatioC: 0.64125
75 | - _ScaleX: 1
76 | - _ScaleY: 1
77 | - _ShaderFlags: 0
78 | - _Sharpness: 0
79 | - _SpecularPower: 2
80 | - _Stencil: 0
81 | - _StencilComp: 8
82 | - _StencilOp: 0
83 | - _StencilReadMask: 255
84 | - _StencilWriteMask: 255
85 | - _TextureHeight: 1024
86 | - _TextureWidth: 1024
87 | - _UnderlayDilate: 0
88 | - _UnderlayOffsetX: 0.5
89 | - _UnderlayOffsetY: -0.5
90 | - _UnderlaySoftness: 0.05
91 | - _VertexOffsetX: 0
92 | - _VertexOffsetY: 0
93 | - _WeightBold: 0.75
94 | - _WeightNormal: 0
95 | m_Colors:
96 | - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
97 | - _Color: {r: 1, g: 1, b: 1, a: 1}
98 | - _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0}
99 | - _FaceColor: {r: 1, g: 1, b: 1, a: 1}
100 | - _GlowColor: {r: 0, g: 1, b: 0, a: 0.5}
101 | - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767}
102 | - _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
103 | - _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1}
104 | - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
105 | - _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
106 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
107 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: e73a58f6e2794ae7b1b7e50b7fb811b0
3 | timeCreated: 1484172806
4 | licenseType: Pro
5 | NativeFormatImporter:
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!21 &2180264
4 | Material:
5 | serializedVersion: 6
6 | m_ObjectHideFlags: 0
7 | m_CorrespondingSourceObject: {fileID: 0}
8 | m_PrefabInstance: {fileID: 0}
9 | m_PrefabAsset: {fileID: 0}
10 | m_Name: LiberationSans SDF Material
11 | m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
12 | m_ShaderKeywords:
13 | m_LightmapFlags: 1
14 | m_EnableInstancingVariants: 0
15 | m_DoubleSidedGI: 0
16 | m_CustomRenderQueue: -1
17 | stringTagMap: {}
18 | disabledShaderPasses: []
19 | m_SavedProperties:
20 | serializedVersion: 3
21 | m_TexEnvs:
22 | - _BumpMap:
23 | m_Texture: {fileID: 0}
24 | m_Scale: {x: 1, y: 1}
25 | m_Offset: {x: 0, y: 0}
26 | - _Cube:
27 | m_Texture: {fileID: 0}
28 | m_Scale: {x: 1, y: 1}
29 | m_Offset: {x: 0, y: 0}
30 | - _DetailAlbedoMap:
31 | m_Texture: {fileID: 0}
32 | m_Scale: {x: 1, y: 1}
33 | m_Offset: {x: 0, y: 0}
34 | - _DetailMask:
35 | m_Texture: {fileID: 0}
36 | m_Scale: {x: 1, y: 1}
37 | m_Offset: {x: 0, y: 0}
38 | - _DetailNormalMap:
39 | m_Texture: {fileID: 0}
40 | m_Scale: {x: 1, y: 1}
41 | m_Offset: {x: 0, y: 0}
42 | - _EmissionMap:
43 | m_Texture: {fileID: 0}
44 | m_Scale: {x: 1, y: 1}
45 | m_Offset: {x: 0, y: 0}
46 | - _FaceTex:
47 | m_Texture: {fileID: 0}
48 | m_Scale: {x: 1, y: 1}
49 | m_Offset: {x: 0, y: 0}
50 | - _MainTex:
51 | m_Texture: {fileID: 28268798066460806}
52 | m_Scale: {x: 1, y: 1}
53 | m_Offset: {x: 0, y: 0}
54 | - _MetallicGlossMap:
55 | m_Texture: {fileID: 0}
56 | m_Scale: {x: 1, y: 1}
57 | m_Offset: {x: 0, y: 0}
58 | - _OcclusionMap:
59 | m_Texture: {fileID: 0}
60 | m_Scale: {x: 1, y: 1}
61 | m_Offset: {x: 0, y: 0}
62 | - _OutlineTex:
63 | m_Texture: {fileID: 0}
64 | m_Scale: {x: 1, y: 1}
65 | m_Offset: {x: 0, y: 0}
66 | - _ParallaxMap:
67 | m_Texture: {fileID: 0}
68 | m_Scale: {x: 1, y: 1}
69 | m_Offset: {x: 0, y: 0}
70 | m_Floats:
71 | - _Ambient: 0.5
72 | - _Bevel: 0.5
73 | - _BevelClamp: 0
74 | - _BevelOffset: 0
75 | - _BevelRoundness: 0
76 | - _BevelWidth: 0
77 | - _BumpFace: 0
78 | - _BumpOutline: 0
79 | - _BumpScale: 1
80 | - _ColorMask: 15
81 | - _Cutoff: 0.5
82 | - _DetailNormalMapScale: 1
83 | - _Diffuse: 0.5
84 | - _DstBlend: 0
85 | - _FaceDilate: 0
86 | - _FaceUVSpeedX: 0
87 | - _FaceUVSpeedY: 0
88 | - _GlossMapScale: 1
89 | - _Glossiness: 0.5
90 | - _GlossyReflections: 1
91 | - _GlowInner: 0.05
92 | - _GlowOffset: 0
93 | - _GlowOuter: 0.05
94 | - _GlowPower: 0.75
95 | - _GradientScale: 10
96 | - _LightAngle: 3.1416
97 | - _MaskSoftnessX: 0
98 | - _MaskSoftnessY: 0
99 | - _Metallic: 0
100 | - _Mode: 0
101 | - _OcclusionStrength: 1
102 | - _OutlineSoftness: 0
103 | - _OutlineUVSpeedX: 0
104 | - _OutlineUVSpeedY: 0
105 | - _OutlineWidth: 0
106 | - _Parallax: 0.02
107 | - _PerspectiveFilter: 0.875
108 | - _Reflectivity: 10
109 | - _ScaleRatioA: 0.90909094
110 | - _ScaleRatioB: 0.73125
111 | - _ScaleRatioC: 0.7386364
112 | - _ScaleX: 1
113 | - _ScaleY: 1
114 | - _ShaderFlags: 0
115 | - _Sharpness: 0
116 | - _SmoothnessTextureChannel: 0
117 | - _SpecularHighlights: 1
118 | - _SpecularPower: 2
119 | - _SrcBlend: 1
120 | - _Stencil: 0
121 | - _StencilComp: 8
122 | - _StencilOp: 0
123 | - _StencilReadMask: 255
124 | - _StencilWriteMask: 255
125 | - _TextureHeight: 512
126 | - _TextureWidth: 512
127 | - _UVSec: 0
128 | - _UnderlayDilate: 0
129 | - _UnderlayOffsetX: 0
130 | - _UnderlayOffsetY: 0
131 | - _UnderlaySoftness: 0
132 | - _VertexOffsetX: 0
133 | - _VertexOffsetY: 0
134 | - _WeightBold: 0.75
135 | - _WeightNormal: 0
136 | - _ZWrite: 1
137 | m_Colors:
138 | - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
139 | - _Color: {r: 1, g: 1, b: 1, a: 1}
140 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
141 | - _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0}
142 | - _FaceColor: {r: 1, g: 1, b: 1, a: 1}
143 | - _GlowColor: {r: 0, g: 1, b: 0, a: 0.5}
144 | - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767}
145 | - _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
146 | - _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1}
147 | - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
148 | - _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
149 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
150 | --- !u!114 &11400000
151 | MonoBehaviour:
152 | m_ObjectHideFlags: 0
153 | m_CorrespondingSourceObject: {fileID: 0}
154 | m_PrefabInstance: {fileID: 0}
155 | m_PrefabAsset: {fileID: 0}
156 | m_GameObject: {fileID: 0}
157 | m_Enabled: 1
158 | m_EditorHideFlags: 0
159 | m_Script: {fileID: 11500000, guid: 71c1514a6bd24e1e882cebbe1904ce04, type: 3}
160 | m_Name: LiberationSans SDF - Fallback
161 | m_EditorClassIdentifier:
162 | hashCode: -1699145518
163 | material: {fileID: 2180264}
164 | materialHashCode: -1183942120
165 | m_Version: 1.1.0
166 | m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
167 | m_SourceFontFile_EditorRef: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75,
168 | type: 3}
169 | m_SourceFontFile: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3}
170 | m_AtlasPopulationMode: 1
171 | m_FaceInfo:
172 | m_FamilyName: Liberation Sans
173 | m_StyleName: Regular
174 | m_PointSize: 86
175 | m_Scale: 1
176 | m_LineHeight: 98.8916
177 | m_AscentLine: 77.853516
178 | m_CapLine: 59
179 | m_MeanLine: 45
180 | m_Baseline: 0
181 | m_DescentLine: -18.22461
182 | m_SuperscriptOffset: 77.853516
183 | m_SuperscriptSize: 0.5
184 | m_SubscriptOffset: -18.22461
185 | m_SubscriptSize: 0.5
186 | m_UnderlineOffset: -12.261719
187 | m_UnderlineThickness: 6.298828
188 | m_StrikethroughOffset: 18
189 | m_StrikethroughThickness: 6.298828
190 | m_TabWidth: 24
191 | m_GlyphTable: []
192 | m_CharacterTable: []
193 | m_AtlasTextures:
194 | - {fileID: 28268798066460806}
195 | m_AtlasTextureIndex: 0
196 | m_UsedGlyphRects: []
197 | m_FreeGlyphRects:
198 | - m_X: 0
199 | m_Y: 0
200 | m_Width: 511
201 | m_Height: 511
202 | m_fontInfo:
203 | Name: Liberation Sans
204 | PointSize: 86
205 | Scale: 1
206 | CharacterCount: 250
207 | LineHeight: 98.90625
208 | Baseline: 0
209 | Ascender: 77.84375
210 | CapHeight: 59.1875
211 | Descender: -18.21875
212 | CenterLine: 0
213 | SuperscriptOffset: 77.84375
214 | SubscriptOffset: -12.261719
215 | SubSize: 0.5
216 | Underline: -12.261719
217 | UnderlineThickness: 6.298828
218 | strikethrough: 23.675
219 | strikethroughThickness: 0
220 | TabWidth: 239.0625
221 | Padding: 9
222 | AtlasWidth: 1024
223 | AtlasHeight: 1024
224 | atlas: {fileID: 0}
225 | m_AtlasWidth: 512
226 | m_AtlasHeight: 512
227 | m_AtlasPadding: 9
228 | m_AtlasRenderMode: 4169
229 | m_glyphInfoList: []
230 | m_KerningTable:
231 | kerningPairs: []
232 | m_FallbackFontAssetTable: []
233 | m_CreationSettings:
234 | sourceFontFileName:
235 | sourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
236 | pointSizeSamplingMode: 0
237 | pointSize: 86
238 | padding: 9
239 | packingMode: 4
240 | atlasWidth: 512
241 | atlasHeight: 512
242 | characterSetSelectionMode: 1
243 | characterSequence: 32 - 126, 160 - 255, 8192 - 8303, 8364, 8482, 9633
244 | referencedFontAssetGUID: 8f586378b4e144a9851e7b34d9b748ee
245 | referencedTextAssetGUID:
246 | fontStyle: 0
247 | fontStyleModifier: 0
248 | renderMode: 4169
249 | includeFontFeatures: 1
250 | m_FontWeightTable:
251 | - regularTypeface: {fileID: 0}
252 | italicTypeface: {fileID: 0}
253 | - regularTypeface: {fileID: 0}
254 | italicTypeface: {fileID: 0}
255 | - regularTypeface: {fileID: 0}
256 | italicTypeface: {fileID: 0}
257 | - regularTypeface: {fileID: 0}
258 | italicTypeface: {fileID: 0}
259 | - regularTypeface: {fileID: 0}
260 | italicTypeface: {fileID: 0}
261 | - regularTypeface: {fileID: 0}
262 | italicTypeface: {fileID: 0}
263 | - regularTypeface: {fileID: 0}
264 | italicTypeface: {fileID: 0}
265 | - regularTypeface: {fileID: 0}
266 | italicTypeface: {fileID: 0}
267 | - regularTypeface: {fileID: 0}
268 | italicTypeface: {fileID: 0}
269 | - regularTypeface: {fileID: 0}
270 | italicTypeface: {fileID: 0}
271 | fontWeights:
272 | - regularTypeface: {fileID: 0}
273 | italicTypeface: {fileID: 0}
274 | - regularTypeface: {fileID: 0}
275 | italicTypeface: {fileID: 0}
276 | - regularTypeface: {fileID: 0}
277 | italicTypeface: {fileID: 0}
278 | - regularTypeface: {fileID: 0}
279 | italicTypeface: {fileID: 0}
280 | - regularTypeface: {fileID: 0}
281 | italicTypeface: {fileID: 0}
282 | - regularTypeface: {fileID: 0}
283 | italicTypeface: {fileID: 0}
284 | - regularTypeface: {fileID: 0}
285 | italicTypeface: {fileID: 0}
286 | - regularTypeface: {fileID: 0}
287 | italicTypeface: {fileID: 0}
288 | - regularTypeface: {fileID: 0}
289 | italicTypeface: {fileID: 0}
290 | - regularTypeface: {fileID: 0}
291 | italicTypeface: {fileID: 0}
292 | normalStyle: 0
293 | normalSpacingOffset: 0
294 | boldStyle: 0.75
295 | boldSpacing: 7
296 | italicStyle: 35
297 | tabSize: 10
298 | --- !u!28 &28268798066460806
299 | Texture2D:
300 | m_ObjectHideFlags: 0
301 | m_CorrespondingSourceObject: {fileID: 0}
302 | m_PrefabInstance: {fileID: 0}
303 | m_PrefabAsset: {fileID: 0}
304 | m_Name: LiberationSans SDF Atlas
305 | m_ImageContentsHash:
306 | serializedVersion: 2
307 | Hash: 00000000000000000000000000000000
308 | m_ForcedFallbackFormat: 4
309 | m_DownscaleFallback: 0
310 | serializedVersion: 2
311 | m_Width: 0
312 | m_Height: 0
313 | m_CompleteImageSize: 0
314 | m_TextureFormat: 1
315 | m_MipCount: 1
316 | m_IsReadable: 1
317 | m_StreamingMipmaps: 0
318 | m_StreamingMipmapsPriority: 0
319 | m_AlphaIsTransparency: 0
320 | m_ImageCount: 1
321 | m_TextureDimension: 2
322 | m_TextureSettings:
323 | serializedVersion: 2
324 | m_FilterMode: 1
325 | m_Aniso: 1
326 | m_MipBias: 0
327 | m_WrapU: 0
328 | m_WrapV: 0
329 | m_WrapW: 0
330 | m_LightmapFormat: 0
331 | m_ColorSpace: 0
332 | image data: 0
333 | _typelessdata:
334 | m_StreamData:
335 | offset: 0
336 | size: 0
337 | path:
338 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 2e498d1c8094910479dc3e1b768306a4
3 | timeCreated: 1484171803
4 | licenseType: Pro
5 | NativeFormatImporter:
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!21 &2100000
4 | Material:
5 | serializedVersion: 6
6 | m_ObjectHideFlags: 0
7 | m_CorrespondingSourceObject: {fileID: 0}
8 | m_PrefabInstance: {fileID: 0}
9 | m_PrefabAsset: {fileID: 0}
10 | m_Name: LiberationSans SDF - Outline
11 | m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
12 | m_ShaderKeywords: OUTLINE_ON
13 | m_LightmapFlags: 5
14 | m_EnableInstancingVariants: 0
15 | m_DoubleSidedGI: 0
16 | m_CustomRenderQueue: -1
17 | stringTagMap: {}
18 | disabledShaderPasses: []
19 | m_SavedProperties:
20 | serializedVersion: 3
21 | m_TexEnvs:
22 | - _BumpMap:
23 | m_Texture: {fileID: 0}
24 | m_Scale: {x: 1, y: 1}
25 | m_Offset: {x: 0, y: 0}
26 | - _Cube:
27 | m_Texture: {fileID: 0}
28 | m_Scale: {x: 1, y: 1}
29 | m_Offset: {x: 0, y: 0}
30 | - _FaceTex:
31 | m_Texture: {fileID: 0}
32 | m_Scale: {x: 1, y: 1}
33 | m_Offset: {x: 0, y: 0}
34 | - _MainTex:
35 | m_Texture: {fileID: 28684132378477856, guid: 8f586378b4e144a9851e7b34d9b748ee,
36 | type: 2}
37 | m_Scale: {x: 1, y: 1}
38 | m_Offset: {x: 0, y: 0}
39 | - _OutlineTex:
40 | m_Texture: {fileID: 0}
41 | m_Scale: {x: 1, y: 1}
42 | m_Offset: {x: 0, y: 0}
43 | m_Floats:
44 | - _Ambient: 0.5
45 | - _Bevel: 0.5
46 | - _BevelClamp: 0
47 | - _BevelOffset: 0
48 | - _BevelRoundness: 0
49 | - _BevelWidth: 0
50 | - _BumpFace: 0
51 | - _BumpOutline: 0
52 | - _ColorMask: 15
53 | - _Diffuse: 0.5
54 | - _FaceDilate: 0.1
55 | - _FaceUVSpeedX: 0
56 | - _FaceUVSpeedY: 0
57 | - _GlowInner: 0.05
58 | - _GlowOffset: 0
59 | - _GlowOuter: 0.05
60 | - _GlowPower: 0.75
61 | - _GradientScale: 10
62 | - _LightAngle: 3.1416
63 | - _MaskSoftnessX: 0
64 | - _MaskSoftnessY: 0
65 | - _OutlineSoftness: 0
66 | - _OutlineUVSpeedX: 0
67 | - _OutlineUVSpeedY: 0
68 | - _OutlineWidth: 0.1
69 | - _PerspectiveFilter: 0.875
70 | - _Reflectivity: 10
71 | - _ScaleRatioA: 0.9
72 | - _ScaleRatioB: 0.73125
73 | - _ScaleRatioC: 0.64125
74 | - _ScaleX: 1
75 | - _ScaleY: 1
76 | - _ShaderFlags: 0
77 | - _Sharpness: 0
78 | - _SpecularPower: 2
79 | - _Stencil: 0
80 | - _StencilComp: 8
81 | - _StencilOp: 0
82 | - _StencilReadMask: 255
83 | - _StencilWriteMask: 255
84 | - _TextureHeight: 1024
85 | - _TextureWidth: 1024
86 | - _UnderlayDilate: 0
87 | - _UnderlayOffsetX: 0
88 | - _UnderlayOffsetY: 0
89 | - _UnderlaySoftness: 0
90 | - _VertexOffsetX: 0
91 | - _VertexOffsetY: 0
92 | - _WeightBold: 0.75
93 | - _WeightNormal: 0
94 | m_Colors:
95 | - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
96 | - _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0}
97 | - _FaceColor: {r: 1, g: 1, b: 1, a: 1}
98 | - _GlowColor: {r: 0, g: 1, b: 0, a: 0.5}
99 | - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767}
100 | - _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
101 | - _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1}
102 | - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
103 | - _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
104 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
105 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 79459efec17a4d00a321bdcc27bbc385
3 | timeCreated: 1484172856
4 | licenseType: Pro
5 | NativeFormatImporter:
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 8f586378b4e144a9851e7b34d9b748ee
3 | timeCreated: 1484171803
4 | licenseType: Pro
5 | NativeFormatImporter:
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt:
--------------------------------------------------------------------------------
1 | )]}〕〉》」』】〙〗〟’”⦆»ヽヾーァィゥェォッャュョヮヵヶぁぃぅぇぉっゃゅょゎゕゖㇰㇱㇲㇳㇴㇵㇶㇷㇸㇹㇺㇻㇼㇽㇾㇿ々〻‐゠–〜?!‼⁇⁈⁉・、%,.:;。!?]):;=}¢°"†‡℃〆%,.
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: fade42e8bc714b018fac513c043d323b
3 | timeCreated: 1425440388
4 | licenseType: Store
5 | TextScriptImporter:
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt:
--------------------------------------------------------------------------------
1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇〉》」$⦆¥₩ #
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: d82c1b31c7e74239bff1220585707d2b
3 | timeCreated: 1425440388
4 | licenseType: Store
5 | TextScriptImporter:
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 99f836c9cb9345dba2e72c4a1f2d0695
3 | folderAsset: yes
4 | timeCreated: 1436068007
5 | licenseType: Pro
6 | DefaultImporter:
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Bitmap Custom Atlas" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | _FaceTex ("Font Texture", 2D) = "white" {}
6 | _FaceColor ("Text Color", Color) = (1,1,1,1)
7 |
8 | _VertexOffsetX ("Vertex OffsetX", float) = 0
9 | _VertexOffsetY ("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 | _Padding ("Padding", float) = 0
15 |
16 | _StencilComp("Stencil Comparison", Float) = 8
17 | _Stencil("Stencil ID", Float) = 0
18 | _StencilOp("Stencil Operation", Float) = 0
19 | _StencilWriteMask("Stencil Write Mask", Float) = 255
20 | _StencilReadMask("Stencil Read Mask", Float) = 255
21 |
22 | _ColorMask("Color Mask", Float) = 15
23 | }
24 |
25 | SubShader{
26 |
27 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
28 |
29 | Stencil
30 | {
31 | Ref[_Stencil]
32 | Comp[_StencilComp]
33 | Pass[_StencilOp]
34 | ReadMask[_StencilReadMask]
35 | WriteMask[_StencilWriteMask]
36 | }
37 |
38 |
39 | Lighting Off
40 | Cull [_CullMode]
41 | ZTest [unity_GUIZTestMode]
42 | ZWrite Off
43 | Fog { Mode Off }
44 | Blend SrcAlpha OneMinusSrcAlpha
45 | ColorMask[_ColorMask]
46 |
47 | Pass {
48 | CGPROGRAM
49 | #pragma vertex vert
50 | #pragma fragment frag
51 |
52 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
53 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
54 |
55 |
56 | #include "UnityCG.cginc"
57 |
58 | struct appdata_t {
59 | float4 vertex : POSITION;
60 | fixed4 color : COLOR;
61 | float2 texcoord0 : TEXCOORD0;
62 | float2 texcoord1 : TEXCOORD1;
63 | };
64 |
65 | struct v2f {
66 | float4 vertex : SV_POSITION;
67 | fixed4 color : COLOR;
68 | float2 texcoord0 : TEXCOORD0;
69 | float2 texcoord1 : TEXCOORD1;
70 | float4 mask : TEXCOORD2;
71 | };
72 |
73 | uniform sampler2D _MainTex;
74 | uniform sampler2D _FaceTex;
75 | uniform float4 _FaceTex_ST;
76 | uniform fixed4 _FaceColor;
77 |
78 | uniform float _VertexOffsetX;
79 | uniform float _VertexOffsetY;
80 | uniform float4 _ClipRect;
81 | uniform float _MaskSoftnessX;
82 | uniform float _MaskSoftnessY;
83 |
84 | float2 UnpackUV(float uv)
85 | {
86 | float2 output;
87 | output.x = floor(uv / 4096);
88 | output.y = uv - 4096 * output.x;
89 |
90 | return output * 0.001953125;
91 | }
92 |
93 | v2f vert (appdata_t v)
94 | {
95 | float4 vert = v.vertex;
96 | vert.x += _VertexOffsetX;
97 | vert.y += _VertexOffsetY;
98 |
99 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
100 |
101 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
102 |
103 | fixed4 faceColor = v.color;
104 | faceColor *= _FaceColor;
105 |
106 | v2f OUT;
107 | OUT.vertex = vPosition;
108 | OUT.color = faceColor;
109 | OUT.texcoord0 = v.texcoord0;
110 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
111 | float2 pixelSize = vPosition.w;
112 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
113 |
114 | // Clamp _ClipRect to 16bit.
115 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
116 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
117 |
118 | return OUT;
119 | }
120 |
121 | fixed4 frag (v2f IN) : SV_Target
122 | {
123 | fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
124 |
125 | // Alternative implementation to UnityGet2DClipping with support for softness.
126 | #if UNITY_UI_CLIP_RECT
127 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
128 | color *= m.x * m.y;
129 | #endif
130 |
131 | #if UNITY_UI_ALPHACLIP
132 | clip(color.a - 0.001);
133 | #endif
134 |
135 | return color;
136 | }
137 | ENDCG
138 | }
139 | }
140 |
141 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
142 | }
143 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 48bb5f55d8670e349b6e614913f9d910
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Mobile/Bitmap" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | _Color ("Text Color", Color) = (1,1,1,1)
6 | _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
7 |
8 | _VertexOffsetX("Vertex OffsetX", float) = 0
9 | _VertexOffsetY("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 |
15 | _StencilComp("Stencil Comparison", Float) = 8
16 | _Stencil("Stencil ID", Float) = 0
17 | _StencilOp("Stencil Operation", Float) = 0
18 | _StencilWriteMask("Stencil Write Mask", Float) = 255
19 | _StencilReadMask("Stencil Read Mask", Float) = 255
20 |
21 | _ColorMask("Color Mask", Float) = 15
22 | }
23 |
24 | SubShader {
25 |
26 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
27 |
28 | Stencil
29 | {
30 | Ref[_Stencil]
31 | Comp[_StencilComp]
32 | Pass[_StencilOp]
33 | ReadMask[_StencilReadMask]
34 | WriteMask[_StencilWriteMask]
35 | }
36 |
37 |
38 | Lighting Off
39 | Cull Off
40 | ZTest [unity_GUIZTestMode]
41 | ZWrite Off
42 | Fog { Mode Off }
43 | Blend SrcAlpha OneMinusSrcAlpha
44 | ColorMask[_ColorMask]
45 |
46 | Pass {
47 | CGPROGRAM
48 | #pragma vertex vert
49 | #pragma fragment frag
50 | #pragma fragmentoption ARB_precision_hint_fastest
51 |
52 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
53 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
54 |
55 |
56 | #include "UnityCG.cginc"
57 |
58 | struct appdata_t {
59 | float4 vertex : POSITION;
60 | fixed4 color : COLOR;
61 | float2 texcoord0 : TEXCOORD0;
62 | float2 texcoord1 : TEXCOORD1;
63 | };
64 |
65 | struct v2f {
66 | float4 vertex : POSITION;
67 | fixed4 color : COLOR;
68 | float2 texcoord0 : TEXCOORD0;
69 | float4 mask : TEXCOORD2;
70 | };
71 |
72 | sampler2D _MainTex;
73 | fixed4 _Color;
74 | float _DiffusePower;
75 |
76 | uniform float _VertexOffsetX;
77 | uniform float _VertexOffsetY;
78 | uniform float4 _ClipRect;
79 | uniform float _MaskSoftnessX;
80 | uniform float _MaskSoftnessY;
81 |
82 | v2f vert (appdata_t v)
83 | {
84 | v2f OUT;
85 | float4 vert = v.vertex;
86 | vert.x += _VertexOffsetX;
87 | vert.y += _VertexOffsetY;
88 |
89 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
90 |
91 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
92 | OUT.color = v.color;
93 | OUT.color *= _Color;
94 | OUT.color.rgb *= _DiffusePower;
95 | OUT.texcoord0 = v.texcoord0;
96 |
97 | float2 pixelSize = OUT.vertex.w;
98 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
99 |
100 | // Clamp _ClipRect to 16bit.
101 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
102 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
103 |
104 | return OUT;
105 | }
106 |
107 | fixed4 frag (v2f IN) : COLOR
108 | {
109 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
110 |
111 | // Alternative implementation to UnityGet2DClipping with support for softness.
112 | #if UNITY_UI_CLIP_RECT
113 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
114 | color *= m.x * m.y;
115 | #endif
116 |
117 | #if UNITY_UI_ALPHACLIP
118 | clip(color.a - 0.001);
119 | #endif
120 |
121 | return color;
122 | }
123 | ENDCG
124 | }
125 | }
126 |
127 | SubShader {
128 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
129 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
130 | Blend SrcAlpha OneMinusSrcAlpha
131 | BindChannels {
132 | Bind "Color", color
133 | Bind "Vertex", vertex
134 | Bind "TexCoord", texcoord0
135 | }
136 | Pass {
137 | SetTexture [_MainTex] {
138 | constantColor [_Color] combine constant * primary, constant * texture
139 | }
140 | }
141 | }
142 |
143 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
144 | }
145 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 1e3b057af24249748ff873be7fafee47
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Bitmap" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | _FaceTex ("Font Texture", 2D) = "white" {}
6 | _FaceColor ("Text Color", Color) = (1,1,1,1)
7 |
8 | _VertexOffsetX ("Vertex OffsetX", float) = 0
9 | _VertexOffsetY ("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 |
15 | _StencilComp("Stencil Comparison", Float) = 8
16 | _Stencil("Stencil ID", Float) = 0
17 | _StencilOp("Stencil Operation", Float) = 0
18 | _StencilWriteMask("Stencil Write Mask", Float) = 255
19 | _StencilReadMask("Stencil Read Mask", Float) = 255
20 |
21 | _ColorMask("Color Mask", Float) = 15
22 | }
23 |
24 | SubShader{
25 |
26 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
27 |
28 | Stencil
29 | {
30 | Ref[_Stencil]
31 | Comp[_StencilComp]
32 | Pass[_StencilOp]
33 | ReadMask[_StencilReadMask]
34 | WriteMask[_StencilWriteMask]
35 | }
36 |
37 |
38 | Lighting Off
39 | Cull [_CullMode]
40 | ZTest [unity_GUIZTestMode]
41 | ZWrite Off
42 | Fog { Mode Off }
43 | Blend SrcAlpha OneMinusSrcAlpha
44 | ColorMask[_ColorMask]
45 |
46 | Pass {
47 | CGPROGRAM
48 | #pragma vertex vert
49 | #pragma fragment frag
50 |
51 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
52 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
53 |
54 |
55 | #include "UnityCG.cginc"
56 |
57 | struct appdata_t {
58 | float4 vertex : POSITION;
59 | fixed4 color : COLOR;
60 | float2 texcoord0 : TEXCOORD0;
61 | float2 texcoord1 : TEXCOORD1;
62 | };
63 |
64 | struct v2f {
65 | float4 vertex : SV_POSITION;
66 | fixed4 color : COLOR;
67 | float2 texcoord0 : TEXCOORD0;
68 | float2 texcoord1 : TEXCOORD1;
69 | float4 mask : TEXCOORD2;
70 | };
71 |
72 | uniform sampler2D _MainTex;
73 | uniform sampler2D _FaceTex;
74 | uniform float4 _FaceTex_ST;
75 | uniform fixed4 _FaceColor;
76 |
77 | uniform float _VertexOffsetX;
78 | uniform float _VertexOffsetY;
79 | uniform float4 _ClipRect;
80 | uniform float _MaskSoftnessX;
81 | uniform float _MaskSoftnessY;
82 |
83 | float2 UnpackUV(float uv)
84 | {
85 | float2 output;
86 | output.x = floor(uv / 4096);
87 | output.y = uv - 4096 * output.x;
88 |
89 | return output * 0.001953125;
90 | }
91 |
92 | v2f vert (appdata_t v)
93 | {
94 | float4 vert = v.vertex;
95 | vert.x += _VertexOffsetX;
96 | vert.y += _VertexOffsetY;
97 |
98 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
99 |
100 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
101 |
102 | fixed4 faceColor = v.color;
103 | faceColor *= _FaceColor;
104 |
105 | v2f OUT;
106 | OUT.vertex = vPosition;
107 | OUT.color = faceColor;
108 | OUT.texcoord0 = v.texcoord0;
109 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
110 | float2 pixelSize = vPosition.w;
111 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
112 |
113 | // Clamp _ClipRect to 16bit.
114 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
115 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
116 |
117 | return OUT;
118 | }
119 |
120 | fixed4 frag (v2f IN) : SV_Target
121 | {
122 | fixed4 color = tex2D(_MainTex, IN.texcoord0);
123 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
124 |
125 | // Alternative implementation to UnityGet2DClipping with support for softness.
126 | #if UNITY_UI_CLIP_RECT
127 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
128 | color *= m.x * m.y;
129 | #endif
130 |
131 | #if UNITY_UI_ALPHACLIP
132 | clip(color.a - 0.001);
133 | #endif
134 |
135 | return color;
136 | }
137 | ENDCG
138 | }
139 | }
140 |
141 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
142 | }
143 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 128e987d567d4e2c824d754223b3f3b0
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Distance Field Overlay" {
2 |
3 | Properties {
4 | _FaceTex ("Face Texture", 2D) = "white" {}
5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
7 | _FaceColor ("Face Color", Color) = (1,1,1,1)
8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
9 |
10 | _OutlineColor ("Outline Color", Color) = (0,0,0,1)
11 | _OutlineTex ("Outline Texture", 2D) = "white" {}
12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
16 |
17 | _Bevel ("Bevel", Range(0,1)) = 0.5
18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
22 |
23 | _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
24 | _SpecularColor ("Specular", Color) = (1,1,1,1)
25 | _SpecularPower ("Specular", Range(0,4)) = 2.0
26 | _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
27 | _Diffuse ("Diffuse", Range(0,1)) = 0.5
28 | _Ambient ("Ambient", Range(1,0)) = 0.5
29 |
30 | _BumpMap ("Normal map", 2D) = "bump" {}
31 | _BumpOutline ("Bump Outline", Range(0,1)) = 0
32 | _BumpFace ("Bump Face", Range(0,1)) = 0
33 |
34 | _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
35 | _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
36 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
37 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
38 |
39 |
40 | _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
41 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
42 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
43 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
44 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
45 |
46 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
47 | _GlowOffset ("Offset", Range(-1,1)) = 0
48 | _GlowInner ("Inner", Range(0,1)) = 0.05
49 | _GlowOuter ("Outer", Range(0,1)) = 0.05
50 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
51 |
52 | _WeightNormal ("Weight Normal", float) = 0
53 | _WeightBold ("Weight Bold", float) = 0.5
54 |
55 | _ShaderFlags ("Flags", float) = 0
56 | _ScaleRatioA ("Scale RatioA", float) = 1
57 | _ScaleRatioB ("Scale RatioB", float) = 1
58 | _ScaleRatioC ("Scale RatioC", float) = 1
59 |
60 | _MainTex ("Font Atlas", 2D) = "white" {}
61 | _TextureWidth ("Texture Width", float) = 512
62 | _TextureHeight ("Texture Height", float) = 512
63 | _GradientScale ("Gradient Scale", float) = 5.0
64 | _ScaleX ("Scale X", float) = 1.0
65 | _ScaleY ("Scale Y", float) = 1.0
66 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
67 | _Sharpness ("Sharpness", Range(-1,1)) = 0
68 |
69 | _VertexOffsetX ("Vertex OffsetX", float) = 0
70 | _VertexOffsetY ("Vertex OffsetY", float) = 0
71 |
72 | _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
73 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
74 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
75 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
76 |
77 | _StencilComp ("Stencil Comparison", Float) = 8
78 | _Stencil ("Stencil ID", Float) = 0
79 | _StencilOp ("Stencil Operation", Float) = 0
80 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
81 | _StencilReadMask ("Stencil Read Mask", Float) = 255
82 |
83 | _ColorMask ("Color Mask", Float) = 15
84 | }
85 |
86 | SubShader {
87 |
88 | Tags
89 | {
90 | "Queue"="Overlay"
91 | "IgnoreProjector"="True"
92 | "RenderType"="Transparent"
93 | }
94 |
95 | Stencil
96 | {
97 | Ref [_Stencil]
98 | Comp [_StencilComp]
99 | Pass [_StencilOp]
100 | ReadMask [_StencilReadMask]
101 | WriteMask [_StencilWriteMask]
102 | }
103 |
104 | Cull [_CullMode]
105 | ZWrite Off
106 | Lighting Off
107 | Fog { Mode Off }
108 | ZTest Always
109 | Blend One OneMinusSrcAlpha
110 | ColorMask [_ColorMask]
111 |
112 | Pass {
113 | CGPROGRAM
114 | #pragma target 3.0
115 | #pragma vertex VertShader
116 | #pragma fragment PixShader
117 | #pragma shader_feature __ BEVEL_ON
118 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
119 | #pragma shader_feature __ GLOW_ON
120 |
121 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
122 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
123 |
124 | #include "UnityCG.cginc"
125 | #include "UnityUI.cginc"
126 | #include "TMPro_Properties.cginc"
127 | #include "TMPro.cginc"
128 |
129 | struct vertex_t {
130 | UNITY_VERTEX_INPUT_INSTANCE_ID
131 | float4 position : POSITION;
132 | float3 normal : NORMAL;
133 | fixed4 color : COLOR;
134 | float2 texcoord0 : TEXCOORD0;
135 | float2 texcoord1 : TEXCOORD1;
136 | };
137 |
138 |
139 | struct pixel_t {
140 | UNITY_VERTEX_INPUT_INSTANCE_ID
141 | UNITY_VERTEX_OUTPUT_STEREO
142 | float4 position : SV_POSITION;
143 | fixed4 color : COLOR;
144 | float2 atlas : TEXCOORD0; // Atlas
145 | float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
146 | float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
147 | float3 viewDir : TEXCOORD3;
148 |
149 | #if (UNDERLAY_ON || UNDERLAY_INNER)
150 | float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
151 | fixed4 underlayColor : COLOR1;
152 | #endif
153 | float4 textures : TEXCOORD5;
154 | };
155 |
156 | // Used by Unity internally to handle Texture Tiling and Offset.
157 | float4 _FaceTex_ST;
158 | float4 _OutlineTex_ST;
159 |
160 | pixel_t VertShader(vertex_t input)
161 | {
162 | pixel_t output;
163 |
164 | UNITY_INITIALIZE_OUTPUT(pixel_t, output);
165 | UNITY_SETUP_INSTANCE_ID(input);
166 | UNITY_TRANSFER_INSTANCE_ID(input,output);
167 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
168 |
169 | float bold = step(input.texcoord1.y, 0);
170 |
171 | float4 vert = input.position;
172 | vert.x += _VertexOffsetX;
173 | vert.y += _VertexOffsetY;
174 |
175 | float4 vPosition = UnityObjectToClipPos(vert);
176 |
177 | float2 pixelSize = vPosition.w;
178 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
179 | float scale = rsqrt(dot(pixelSize, pixelSize));
180 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
181 | if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
182 |
183 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
184 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
185 |
186 | float bias =(.5 - weight) + (.5 / scale);
187 |
188 | float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
189 |
190 | #if GLOW_ON
191 | alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
192 | #endif
193 |
194 | alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
195 |
196 | #if (UNDERLAY_ON || UNDERLAY_INNER)
197 | float4 underlayColor = _UnderlayColor;
198 | underlayColor.rgb *= underlayColor.a;
199 |
200 | float bScale = scale;
201 | bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
202 | float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
203 |
204 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
205 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
206 | float2 bOffset = float2(x, y);
207 | #endif
208 |
209 | // Generate UV for the Masking Texture
210 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
211 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
212 |
213 | // Support for texture tiling and offset
214 | float2 textureUV = UnpackUV(input.texcoord1.x);
215 | float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
216 | float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
217 |
218 |
219 | output.position = vPosition;
220 | output.color = input.color;
221 | output.atlas = input.texcoord0;
222 | output.param = float4(alphaClip, scale, bias, weight);
223 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
224 | output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
225 | #if (UNDERLAY_ON || UNDERLAY_INNER)
226 | output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
227 | output.underlayColor = underlayColor;
228 | #endif
229 | output.textures = float4(faceUV, outlineUV);
230 |
231 | return output;
232 | }
233 |
234 |
235 | fixed4 PixShader(pixel_t input) : SV_Target
236 | {
237 | UNITY_SETUP_INSTANCE_ID(input);
238 |
239 | float c = tex2D(_MainTex, input.atlas).a;
240 |
241 | #ifndef UNDERLAY_ON
242 | clip(c - input.param.x);
243 | #endif
244 |
245 | float scale = input.param.y;
246 | float bias = input.param.z;
247 | float weight = input.param.w;
248 | float sd = (bias - c) * scale;
249 |
250 | float outline = (_OutlineWidth * _ScaleRatioA) * scale;
251 | float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
252 |
253 | half4 faceColor = _FaceColor;
254 | half4 outlineColor = _OutlineColor;
255 |
256 | faceColor.rgb *= input.color.rgb;
257 |
258 | faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
259 | outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
260 |
261 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
262 |
263 | #if BEVEL_ON
264 | float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
265 | float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
266 |
267 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
268 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
269 | n = normalize(n- bump);
270 |
271 | float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
272 |
273 | float3 col = GetSpecular(n, light);
274 | faceColor.rgb += col*faceColor.a;
275 | faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
276 | faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
277 |
278 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
279 | faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
280 | #endif
281 |
282 | #if UNDERLAY_ON
283 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
284 | faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
285 | #endif
286 |
287 | #if UNDERLAY_INNER
288 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
289 | faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
290 | #endif
291 |
292 | #if GLOW_ON
293 | float4 glowColor = GetGlowColor(sd, scale);
294 | faceColor.rgb += glowColor.rgb * glowColor.a;
295 | #endif
296 |
297 | // Alternative implementation to UnityGet2DClipping with support for softness.
298 | #if UNITY_UI_CLIP_RECT
299 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
300 | faceColor *= m.x * m.y;
301 | #endif
302 |
303 | #if UNITY_UI_ALPHACLIP
304 | clip(faceColor.a - 0.001);
305 | #endif
306 |
307 | return faceColor * input.color.a;
308 | }
309 |
310 | ENDCG
311 | }
312 | }
313 |
314 | Fallback "TextMeshPro/Mobile/Distance Field"
315 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
316 | }
317 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: dd89cf5b9246416f84610a006f916af7
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader:
--------------------------------------------------------------------------------
1 | // Simplified SDF shader:
2 | // - No Shading Option (bevel / bump / env map)
3 | // - No Glow Option
4 | // - Softness is applied on both side of the outline
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field - Masking" {
7 |
8 | Properties {
9 | _FaceColor ("Face Color", Color) = (1,1,1,1)
10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
11 |
12 | _OutlineColor ("Outline Color", Color) = (0,0,0,1)
13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
15 |
16 | _UnderlayColor ("Border Color", Color) = (0,0,0,.5)
17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
21 |
22 | _WeightNormal ("Weight Normal", float) = 0
23 | _WeightBold ("Weight Bold", float) = .5
24 |
25 | _ShaderFlags ("Flags", float) = 0
26 | _ScaleRatioA ("Scale RatioA", float) = 1
27 | _ScaleRatioB ("Scale RatioB", float) = 1
28 | _ScaleRatioC ("Scale RatioC", float) = 1
29 |
30 | _MainTex ("Font Atlas", 2D) = "white" {}
31 | _TextureWidth ("Texture Width", float) = 512
32 | _TextureHeight ("Texture Height", float) = 512
33 | _GradientScale ("Gradient Scale", float) = 5
34 | _ScaleX ("Scale X", float) = 1
35 | _ScaleY ("Scale Y", float) = 1
36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
37 | _Sharpness ("Sharpness", Range(-1,1)) = 0
38 |
39 | _VertexOffsetX ("Vertex OffsetX", float) = 0
40 | _VertexOffsetY ("Vertex OffsetY", float) = 0
41 |
42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
45 | _MaskTex ("Mask Texture", 2D) = "white" {}
46 | _MaskInverse ("Inverse", float) = 0
47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
50 |
51 | _StencilComp ("Stencil Comparison", Float) = 8
52 | _Stencil ("Stencil ID", Float) = 0
53 | _StencilOp ("Stencil Operation", Float) = 0
54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
55 | _StencilReadMask ("Stencil Read Mask", Float) = 255
56 |
57 | _ColorMask ("Color Mask", Float) = 15
58 | }
59 |
60 | SubShader {
61 | Tags
62 | {
63 | "Queue"="Transparent"
64 | "IgnoreProjector"="True"
65 | "RenderType"="Transparent"
66 | }
67 |
68 |
69 | Stencil
70 | {
71 | Ref [_Stencil]
72 | Comp [_StencilComp]
73 | Pass [_StencilOp]
74 | ReadMask [_StencilReadMask]
75 | WriteMask [_StencilWriteMask]
76 | }
77 |
78 | Cull [_CullMode]
79 | ZWrite Off
80 | Lighting Off
81 | Fog { Mode Off }
82 | ZTest [unity_GUIZTestMode]
83 | Blend One OneMinusSrcAlpha
84 | ColorMask [_ColorMask]
85 |
86 | Pass {
87 | CGPROGRAM
88 | #pragma vertex VertShader
89 | #pragma fragment PixShader
90 | #pragma shader_feature __ OUTLINE_ON
91 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
92 |
93 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
94 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
95 |
96 |
97 | #include "UnityCG.cginc"
98 | #include "UnityUI.cginc"
99 | #include "TMPro_Properties.cginc"
100 |
101 | struct vertex_t {
102 | float4 vertex : POSITION;
103 | float3 normal : NORMAL;
104 | fixed4 color : COLOR;
105 | float2 texcoord0 : TEXCOORD0;
106 | float2 texcoord1 : TEXCOORD1;
107 | };
108 |
109 | struct pixel_t {
110 | float4 vertex : SV_POSITION;
111 | fixed4 faceColor : COLOR;
112 | fixed4 outlineColor : COLOR1;
113 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
114 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
115 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
116 | #if (UNDERLAY_ON | UNDERLAY_INNER)
117 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
118 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
119 | #endif
120 | };
121 |
122 | float _MaskWipeControl;
123 | float _MaskEdgeSoftness;
124 | fixed4 _MaskEdgeColor;
125 | bool _MaskInverse;
126 |
127 | pixel_t VertShader(vertex_t input)
128 | {
129 | float bold = step(input.texcoord1.y, 0);
130 |
131 | float4 vert = input.vertex;
132 | vert.x += _VertexOffsetX;
133 | vert.y += _VertexOffsetY;
134 | float4 vPosition = UnityObjectToClipPos(vert);
135 |
136 | float2 pixelSize = vPosition.w;
137 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
138 |
139 | float scale = rsqrt(dot(pixelSize, pixelSize));
140 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
141 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
142 |
143 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
144 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
145 |
146 | float layerScale = scale;
147 |
148 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
149 | float bias = (0.5 - weight) * scale - 0.5;
150 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
151 |
152 | float opacity = input.color.a;
153 | #if (UNDERLAY_ON | UNDERLAY_INNER)
154 | opacity = 1.0;
155 | #endif
156 |
157 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
158 | faceColor.rgb *= faceColor.a;
159 |
160 | fixed4 outlineColor = _OutlineColor;
161 | outlineColor.a *= opacity;
162 | outlineColor.rgb *= outlineColor.a;
163 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
164 |
165 | #if (UNDERLAY_ON | UNDERLAY_INNER)
166 |
167 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
168 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
169 |
170 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
171 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
172 | float2 layerOffset = float2(x, y);
173 | #endif
174 |
175 | // Generate UV for the Masking Texture
176 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
177 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
178 |
179 | // Structure for pixel shader
180 | pixel_t output = {
181 | vPosition,
182 | faceColor,
183 | outlineColor,
184 | float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
185 | half4(scale, bias - outline, bias + outline, bias),
186 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
187 | #if (UNDERLAY_ON | UNDERLAY_INNER)
188 | float4(input.texcoord0 + layerOffset, input.color.a, 0),
189 | half2(layerScale, layerBias),
190 | #endif
191 | };
192 |
193 | return output;
194 | }
195 |
196 |
197 | // PIXEL SHADER
198 | fixed4 PixShader(pixel_t input) : SV_Target
199 | {
200 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
201 | half4 c = input.faceColor * saturate(d - input.param.w);
202 |
203 | #ifdef OUTLINE_ON
204 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
205 | c *= saturate(d - input.param.y);
206 | #endif
207 |
208 | #if UNDERLAY_ON
209 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
210 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
211 | #endif
212 |
213 | #if UNDERLAY_INNER
214 | half sd = saturate(d - input.param.z);
215 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
216 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
217 | #endif
218 |
219 | // Alternative implementation to UnityGet2DClipping with support for softness.
220 | #if UNITY_UI_CLIP_RECT
221 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
222 | c *= m.x * m.y;
223 | #endif
224 |
225 | float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
226 | float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
227 | a = saturate(t / _MaskEdgeSoftness);
228 | c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
229 | c *= a;
230 |
231 | #if (UNDERLAY_ON | UNDERLAY_INNER)
232 | c *= input.texcoord1.z;
233 | #endif
234 |
235 | #if UNITY_UI_ALPHACLIP
236 | clip(c.a - 0.001);
237 | #endif
238 |
239 | return c;
240 | }
241 | ENDCG
242 | }
243 | }
244 |
245 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
246 | }
247 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: bc1ede39bf3643ee8e493720e4259791
3 | timeCreated: 1463704911
4 | licenseType: Pro
5 | ShaderImporter:
6 | defaultTextures: []
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader:
--------------------------------------------------------------------------------
1 | // Simplified SDF shader:
2 | // - No Shading Option (bevel / bump / env map)
3 | // - No Glow Option
4 | // - Softness is applied on both side of the outline
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field Overlay" {
7 |
8 | Properties {
9 | _FaceColor ("Face Color", Color) = (1,1,1,1)
10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
11 |
12 | _OutlineColor ("Outline Color", Color) = (0,0,0,1)
13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
15 |
16 | _UnderlayColor ("Border Color", Color) = (0,0,0,.5)
17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
21 |
22 | _WeightNormal ("Weight Normal", float) = 0
23 | _WeightBold ("Weight Bold", float) = .5
24 |
25 | _ShaderFlags ("Flags", float) = 0
26 | _ScaleRatioA ("Scale RatioA", float) = 1
27 | _ScaleRatioB ("Scale RatioB", float) = 1
28 | _ScaleRatioC ("Scale RatioC", float) = 1
29 |
30 | _MainTex ("Font Atlas", 2D) = "white" {}
31 | _TextureWidth ("Texture Width", float) = 512
32 | _TextureHeight ("Texture Height", float) = 512
33 | _GradientScale ("Gradient Scale", float) = 5
34 | _ScaleX ("Scale X", float) = 1
35 | _ScaleY ("Scale Y", float) = 1
36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
37 | _Sharpness ("Sharpness", Range(-1,1)) = 0
38 |
39 | _VertexOffsetX ("Vertex OffsetX", float) = 0
40 | _VertexOffsetY ("Vertex OffsetY", float) = 0
41 |
42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
45 |
46 | _StencilComp ("Stencil Comparison", Float) = 8
47 | _Stencil ("Stencil ID", Float) = 0
48 | _StencilOp ("Stencil Operation", Float) = 0
49 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
50 | _StencilReadMask ("Stencil Read Mask", Float) = 255
51 |
52 | _ColorMask ("Color Mask", Float) = 15
53 | }
54 |
55 | SubShader {
56 | Tags
57 | {
58 | "Queue"="Overlay"
59 | "IgnoreProjector"="True"
60 | "RenderType"="Transparent"
61 | }
62 |
63 |
64 | Stencil
65 | {
66 | Ref [_Stencil]
67 | Comp [_StencilComp]
68 | Pass [_StencilOp]
69 | ReadMask [_StencilReadMask]
70 | WriteMask [_StencilWriteMask]
71 | }
72 |
73 | Cull [_CullMode]
74 | ZWrite Off
75 | Lighting Off
76 | Fog { Mode Off }
77 | ZTest Always
78 | Blend One OneMinusSrcAlpha
79 | ColorMask [_ColorMask]
80 |
81 | Pass {
82 | CGPROGRAM
83 | #pragma vertex VertShader
84 | #pragma fragment PixShader
85 | #pragma shader_feature __ OUTLINE_ON
86 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
87 |
88 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
89 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
90 |
91 | #include "UnityCG.cginc"
92 | #include "UnityUI.cginc"
93 | #include "TMPro_Properties.cginc"
94 |
95 | struct vertex_t {
96 | UNITY_VERTEX_INPUT_INSTANCE_ID
97 | float4 vertex : POSITION;
98 | float3 normal : NORMAL;
99 | fixed4 color : COLOR;
100 | float2 texcoord0 : TEXCOORD0;
101 | float2 texcoord1 : TEXCOORD1;
102 | };
103 |
104 | struct pixel_t {
105 | UNITY_VERTEX_INPUT_INSTANCE_ID
106 | UNITY_VERTEX_OUTPUT_STEREO
107 | float4 vertex : SV_POSITION;
108 | fixed4 faceColor : COLOR;
109 | fixed4 outlineColor : COLOR1;
110 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
111 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
112 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
113 | #if (UNDERLAY_ON | UNDERLAY_INNER)
114 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
115 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
116 | #endif
117 | };
118 |
119 |
120 | pixel_t VertShader(vertex_t input)
121 | {
122 | pixel_t output;
123 |
124 | UNITY_INITIALIZE_OUTPUT(pixel_t, output);
125 | UNITY_SETUP_INSTANCE_ID(input);
126 | UNITY_TRANSFER_INSTANCE_ID(input, output);
127 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
128 |
129 | float bold = step(input.texcoord1.y, 0);
130 |
131 | float4 vert = input.vertex;
132 | vert.x += _VertexOffsetX;
133 | vert.y += _VertexOffsetY;
134 | float4 vPosition = UnityObjectToClipPos(vert);
135 |
136 | float2 pixelSize = vPosition.w;
137 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
138 |
139 | float scale = rsqrt(dot(pixelSize, pixelSize));
140 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
141 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
142 |
143 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
144 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
145 |
146 | float layerScale = scale;
147 |
148 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
149 | float bias = (0.5 - weight) * scale - 0.5;
150 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
151 |
152 | float opacity = input.color.a;
153 | #if (UNDERLAY_ON | UNDERLAY_INNER)
154 | opacity = 1.0;
155 | #endif
156 |
157 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
158 | faceColor.rgb *= faceColor.a;
159 |
160 | fixed4 outlineColor = _OutlineColor;
161 | outlineColor.a *= opacity;
162 | outlineColor.rgb *= outlineColor.a;
163 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
164 |
165 | #if (UNDERLAY_ON | UNDERLAY_INNER)
166 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
167 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
168 |
169 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
170 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
171 | float2 layerOffset = float2(x, y);
172 | #endif
173 |
174 | // Generate UV for the Masking Texture
175 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
176 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
177 |
178 | // Populate structure for pixel shader
179 | output.vertex = vPosition;
180 | output.faceColor = faceColor;
181 | output.outlineColor = outlineColor;
182 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
183 | output.param = half4(scale, bias - outline, bias + outline, bias);
184 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
185 | #if (UNDERLAY_ON || UNDERLAY_INNER)
186 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
187 | output.underlayParam = half2(layerScale, layerBias);
188 | #endif
189 |
190 | return output;
191 | }
192 |
193 |
194 | // PIXEL SHADER
195 | fixed4 PixShader(pixel_t input) : SV_Target
196 | {
197 | UNITY_SETUP_INSTANCE_ID(input);
198 |
199 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
200 | half4 c = input.faceColor * saturate(d - input.param.w);
201 |
202 | #ifdef OUTLINE_ON
203 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
204 | c *= saturate(d - input.param.y);
205 | #endif
206 |
207 | #if UNDERLAY_ON
208 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
209 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
210 | #endif
211 |
212 | #if UNDERLAY_INNER
213 | half sd = saturate(d - input.param.z);
214 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
215 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
216 | #endif
217 |
218 | // Alternative implementation to UnityGet2DClipping with support for softness.
219 | #if UNITY_UI_CLIP_RECT
220 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
221 | c *= m.x * m.y;
222 | #endif
223 |
224 | #if (UNDERLAY_ON | UNDERLAY_INNER)
225 | c *= input.texcoord1.z;
226 | #endif
227 |
228 | #if UNITY_UI_ALPHACLIP
229 | clip(c.a - 0.001);
230 | #endif
231 |
232 | return c;
233 | }
234 | ENDCG
235 | }
236 | }
237 |
238 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
239 | }
240 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: a02a7d8c237544f1962732b55a9aebf1
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader:
--------------------------------------------------------------------------------
1 | // Simplified SDF shader:
2 | // - No Shading Option (bevel / bump / env map)
3 | // - No Glow Option
4 | // - Softness is applied on both side of the outline
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field" {
7 |
8 | Properties {
9 | _FaceColor ("Face Color", Color) = (1,1,1,1)
10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
11 |
12 | _OutlineColor ("Outline Color", Color) = (0,0,0,1)
13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
15 |
16 | _UnderlayColor ("Border Color", Color) = (0,0,0,.5)
17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
21 |
22 | _WeightNormal ("Weight Normal", float) = 0
23 | _WeightBold ("Weight Bold", float) = .5
24 |
25 | _ShaderFlags ("Flags", float) = 0
26 | _ScaleRatioA ("Scale RatioA", float) = 1
27 | _ScaleRatioB ("Scale RatioB", float) = 1
28 | _ScaleRatioC ("Scale RatioC", float) = 1
29 |
30 | _MainTex ("Font Atlas", 2D) = "white" {}
31 | _TextureWidth ("Texture Width", float) = 512
32 | _TextureHeight ("Texture Height", float) = 512
33 | _GradientScale ("Gradient Scale", float) = 5
34 | _ScaleX ("Scale X", float) = 1
35 | _ScaleY ("Scale Y", float) = 1
36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
37 | _Sharpness ("Sharpness", Range(-1,1)) = 0
38 |
39 | _VertexOffsetX ("Vertex OffsetX", float) = 0
40 | _VertexOffsetY ("Vertex OffsetY", float) = 0
41 |
42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
45 |
46 | _StencilComp ("Stencil Comparison", Float) = 8
47 | _Stencil ("Stencil ID", Float) = 0
48 | _StencilOp ("Stencil Operation", Float) = 0
49 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
50 | _StencilReadMask ("Stencil Read Mask", Float) = 255
51 |
52 | _ColorMask ("Color Mask", Float) = 15
53 | }
54 |
55 | SubShader {
56 | Tags
57 | {
58 | "Queue"="Transparent"
59 | "IgnoreProjector"="True"
60 | "RenderType"="Transparent"
61 | }
62 |
63 |
64 | Stencil
65 | {
66 | Ref [_Stencil]
67 | Comp [_StencilComp]
68 | Pass [_StencilOp]
69 | ReadMask [_StencilReadMask]
70 | WriteMask [_StencilWriteMask]
71 | }
72 |
73 | Cull [_CullMode]
74 | ZWrite Off
75 | Lighting Off
76 | Fog { Mode Off }
77 | ZTest [unity_GUIZTestMode]
78 | Blend One OneMinusSrcAlpha
79 | ColorMask [_ColorMask]
80 |
81 | Pass {
82 | CGPROGRAM
83 | #pragma vertex VertShader
84 | #pragma fragment PixShader
85 | #pragma shader_feature __ OUTLINE_ON
86 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
87 |
88 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
89 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
90 |
91 | #include "UnityCG.cginc"
92 | #include "UnityUI.cginc"
93 | #include "TMPro_Properties.cginc"
94 |
95 | struct vertex_t {
96 | UNITY_VERTEX_INPUT_INSTANCE_ID
97 | float4 vertex : POSITION;
98 | float3 normal : NORMAL;
99 | fixed4 color : COLOR;
100 | float2 texcoord0 : TEXCOORD0;
101 | float2 texcoord1 : TEXCOORD1;
102 | };
103 |
104 | struct pixel_t {
105 | UNITY_VERTEX_INPUT_INSTANCE_ID
106 | UNITY_VERTEX_OUTPUT_STEREO
107 | float4 vertex : SV_POSITION;
108 | fixed4 faceColor : COLOR;
109 | fixed4 outlineColor : COLOR1;
110 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
111 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
112 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
113 | #if (UNDERLAY_ON | UNDERLAY_INNER)
114 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
115 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
116 | #endif
117 | };
118 |
119 |
120 | pixel_t VertShader(vertex_t input)
121 | {
122 | pixel_t output;
123 |
124 | UNITY_INITIALIZE_OUTPUT(pixel_t, output);
125 | UNITY_SETUP_INSTANCE_ID(input);
126 | UNITY_TRANSFER_INSTANCE_ID(input, output);
127 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
128 |
129 | float bold = step(input.texcoord1.y, 0);
130 |
131 | float4 vert = input.vertex;
132 | vert.x += _VertexOffsetX;
133 | vert.y += _VertexOffsetY;
134 | float4 vPosition = UnityObjectToClipPos(vert);
135 |
136 | float2 pixelSize = vPosition.w;
137 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
138 |
139 | float scale = rsqrt(dot(pixelSize, pixelSize));
140 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
141 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
142 |
143 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
144 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
145 |
146 | float layerScale = scale;
147 |
148 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
149 | float bias = (0.5 - weight) * scale - 0.5;
150 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
151 |
152 | float opacity = input.color.a;
153 | #if (UNDERLAY_ON | UNDERLAY_INNER)
154 | opacity = 1.0;
155 | #endif
156 |
157 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
158 | faceColor.rgb *= faceColor.a;
159 |
160 | fixed4 outlineColor = _OutlineColor;
161 | outlineColor.a *= opacity;
162 | outlineColor.rgb *= outlineColor.a;
163 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
164 |
165 | #if (UNDERLAY_ON | UNDERLAY_INNER)
166 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
167 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
168 |
169 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
170 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
171 | float2 layerOffset = float2(x, y);
172 | #endif
173 |
174 | // Generate UV for the Masking Texture
175 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
176 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
177 |
178 | // Populate structure for pixel shader
179 | output.vertex = vPosition;
180 | output.faceColor = faceColor;
181 | output.outlineColor = outlineColor;
182 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
183 | output.param = half4(scale, bias - outline, bias + outline, bias);
184 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
185 | #if (UNDERLAY_ON || UNDERLAY_INNER)
186 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
187 | output.underlayParam = half2(layerScale, layerBias);
188 | #endif
189 |
190 | return output;
191 | }
192 |
193 |
194 | // PIXEL SHADER
195 | fixed4 PixShader(pixel_t input) : SV_Target
196 | {
197 | UNITY_SETUP_INSTANCE_ID(input);
198 |
199 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
200 | half4 c = input.faceColor * saturate(d - input.param.w);
201 |
202 | #ifdef OUTLINE_ON
203 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
204 | c *= saturate(d - input.param.y);
205 | #endif
206 |
207 | #if UNDERLAY_ON
208 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
209 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
210 | #endif
211 |
212 | #if UNDERLAY_INNER
213 | half sd = saturate(d - input.param.z);
214 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
215 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
216 | #endif
217 |
218 | // Alternative implementation to UnityGet2DClipping with support for softness.
219 | #if UNITY_UI_CLIP_RECT
220 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
221 | c *= m.x * m.y;
222 | #endif
223 |
224 | #if (UNDERLAY_ON | UNDERLAY_INNER)
225 | c *= input.texcoord1.z;
226 | #endif
227 |
228 | #if UNITY_UI_ALPHACLIP
229 | clip(c.a - 0.001);
230 | #endif
231 |
232 | return c;
233 | }
234 | ENDCG
235 | }
236 | }
237 |
238 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
239 | }
240 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: fe393ace9b354375a9cb14cdbbc28be4
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader:
--------------------------------------------------------------------------------
1 | // Simplified version of the SDF Surface shader :
2 | // - No support for Bevel, Bump or envmap
3 | // - Diffuse only lighting
4 | // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
7 |
8 | Properties {
9 | _FaceTex ("Fill Texture", 2D) = "white" {}
10 | _FaceColor ("Fill Color", Color) = (1,1,1,1)
11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
12 |
13 | _OutlineColor ("Outline Color", Color) = (0,0,0,1)
14 | _OutlineTex ("Outline Texture", 2D) = "white" {}
15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
17 |
18 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
19 | _GlowOffset ("Offset", Range(-1,1)) = 0
20 | _GlowInner ("Inner", Range(0,1)) = 0.05
21 | _GlowOuter ("Outer", Range(0,1)) = 0.05
22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
23 |
24 | _WeightNormal ("Weight Normal", float) = 0
25 | _WeightBold ("Weight Bold", float) = 0.5
26 |
27 | // Should not be directly exposed to the user
28 | _ShaderFlags ("Flags", float) = 0
29 | _ScaleRatioA ("Scale RatioA", float) = 1
30 | _ScaleRatioB ("Scale RatioB", float) = 1
31 | _ScaleRatioC ("Scale RatioC", float) = 1
32 |
33 | _MainTex ("Font Atlas", 2D) = "white" {}
34 | _TextureWidth ("Texture Width", float) = 512
35 | _TextureHeight ("Texture Height", float) = 512
36 | _GradientScale ("Gradient Scale", float) = 5.0
37 | _ScaleX ("Scale X", float) = 1.0
38 | _ScaleY ("Scale Y", float) = 1.0
39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
40 | _Sharpness ("Sharpness", Range(-1,1)) = 0
41 |
42 | _VertexOffsetX ("Vertex OffsetX", float) = 0
43 | _VertexOffsetY ("Vertex OffsetY", float) = 0
44 |
45 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
46 | //_MaskSoftness ("Mask Softness", float) = 0
47 | }
48 |
49 | SubShader {
50 |
51 | Tags {
52 | "Queue"="Transparent"
53 | "IgnoreProjector"="True"
54 | "RenderType"="Transparent"
55 | }
56 |
57 | LOD 300
58 | Cull [_CullMode]
59 |
60 | CGPROGRAM
61 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
62 | #pragma target 3.0
63 | #pragma shader_feature __ GLOW_ON
64 |
65 | #include "TMPro_Properties.cginc"
66 | #include "TMPro.cginc"
67 |
68 | half _FaceShininess;
69 | half _OutlineShininess;
70 |
71 | struct Input
72 | {
73 | fixed4 color : COLOR;
74 | float2 uv_MainTex;
75 | float2 uv2_FaceTex;
76 | float2 uv2_OutlineTex;
77 | float2 param; // Weight, Scale
78 | float3 viewDirEnv;
79 | };
80 |
81 | #include "TMPro_Surface.cginc"
82 |
83 | ENDCG
84 |
85 | // Pass to render object as a shadow caster
86 | Pass
87 | {
88 | Name "Caster"
89 | Tags { "LightMode" = "ShadowCaster" }
90 | Offset 1, 1
91 |
92 | Fog {Mode Off}
93 | ZWrite On ZTest LEqual Cull Off
94 |
95 | CGPROGRAM
96 | #pragma vertex vert
97 | #pragma fragment frag
98 | #pragma multi_compile_shadowcaster
99 | #include "UnityCG.cginc"
100 |
101 | struct v2f {
102 | V2F_SHADOW_CASTER;
103 | float2 uv : TEXCOORD1;
104 | float2 uv2 : TEXCOORD3;
105 | float alphaClip : TEXCOORD2;
106 | };
107 |
108 | uniform float4 _MainTex_ST;
109 | uniform float4 _OutlineTex_ST;
110 | float _OutlineWidth;
111 | float _FaceDilate;
112 | float _ScaleRatioA;
113 |
114 | v2f vert( appdata_base v )
115 | {
116 | v2f o;
117 | TRANSFER_SHADOW_CASTER(o)
118 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
119 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
120 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
121 | return o;
122 | }
123 |
124 | uniform sampler2D _MainTex;
125 |
126 | float4 frag(v2f i) : COLOR
127 | {
128 | fixed4 texcol = tex2D(_MainTex, i.uv).a;
129 | clip(texcol.a - i.alphaClip);
130 | SHADOW_CASTER_FRAGMENT(i)
131 | }
132 | ENDCG
133 | }
134 | }
135 |
136 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
137 | }
138 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 85187c2149c549c5b33f0cdb02836b17
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Distance Field (Surface)" {
2 |
3 | Properties {
4 | _FaceTex ("Fill Texture", 2D) = "white" {}
5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
7 | _FaceColor ("Fill Color", Color) = (1,1,1,1)
8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
9 |
10 | _OutlineColor ("Outline Color", Color) = (0,0,0,1)
11 | _OutlineTex ("Outline Texture", 2D) = "white" {}
12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
16 |
17 | _Bevel ("Bevel", Range(0,1)) = 0.5
18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
22 |
23 | _BumpMap ("Normalmap", 2D) = "bump" {}
24 | _BumpOutline ("Bump Outline", Range(0,1)) = 0.5
25 | _BumpFace ("Bump Face", Range(0,1)) = 0.5
26 |
27 | _ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
28 | _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
29 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
30 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
31 | _SpecColor ("Specular Color", Color) = (0,0,0,1)
32 |
33 | _FaceShininess ("Face Shininess", Range(0,1)) = 0
34 | _OutlineShininess ("Outline Shininess", Range(0,1)) = 0
35 |
36 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
37 | _GlowOffset ("Offset", Range(-1,1)) = 0
38 | _GlowInner ("Inner", Range(0,1)) = 0.05
39 | _GlowOuter ("Outer", Range(0,1)) = 0.05
40 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
41 |
42 | _WeightNormal ("Weight Normal", float) = 0
43 | _WeightBold ("Weight Bold", float) = 0.5
44 |
45 | // Should not be directly exposed to the user
46 | _ShaderFlags ("Flags", float) = 0
47 | _ScaleRatioA ("Scale RatioA", float) = 1
48 | _ScaleRatioB ("Scale RatioB", float) = 1
49 | _ScaleRatioC ("Scale RatioC", float) = 1
50 |
51 | _MainTex ("Font Atlas", 2D) = "white" {}
52 | _TextureWidth ("Texture Width", float) = 512
53 | _TextureHeight ("Texture Height", float) = 512
54 | _GradientScale ("Gradient Scale", float) = 5.0
55 | _ScaleX ("Scale X", float) = 1.0
56 | _ScaleY ("Scale Y", float) = 1.0
57 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
58 | _Sharpness ("Sharpness", Range(-1,1)) = 0
59 |
60 | _VertexOffsetX ("Vertex OffsetX", float) = 0
61 | _VertexOffsetY ("Vertex OffsetY", float) = 0
62 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
63 | //_MaskSoftness ("Mask Softness", float) = 0
64 | }
65 |
66 | SubShader {
67 |
68 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
69 |
70 | LOD 300
71 | Cull [_CullMode]
72 |
73 | CGPROGRAM
74 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
75 | #pragma target 3.0
76 | #pragma shader_feature __ GLOW_ON
77 | #pragma glsl
78 |
79 | #include "TMPro_Properties.cginc"
80 | #include "TMPro.cginc"
81 |
82 | half _FaceShininess;
83 | half _OutlineShininess;
84 |
85 | struct Input
86 | {
87 | fixed4 color : COLOR;
88 | float2 uv_MainTex;
89 | float2 uv2_FaceTex;
90 | float2 uv2_OutlineTex;
91 | float2 param; // Weight, Scale
92 | float3 viewDirEnv;
93 | };
94 |
95 |
96 | #define BEVEL_ON 1
97 | #include "TMPro_Surface.cginc"
98 |
99 | ENDCG
100 |
101 | // Pass to render object as a shadow caster
102 | Pass
103 | {
104 | Name "Caster"
105 | Tags { "LightMode" = "ShadowCaster" }
106 | Offset 1, 1
107 |
108 | Fog {Mode Off}
109 | ZWrite On
110 | ZTest LEqual
111 | Cull Off
112 |
113 | CGPROGRAM
114 | #pragma vertex vert
115 | #pragma fragment frag
116 | #pragma multi_compile_shadowcaster
117 | #include "UnityCG.cginc"
118 |
119 | struct v2f {
120 | V2F_SHADOW_CASTER;
121 | float2 uv : TEXCOORD1;
122 | float2 uv2 : TEXCOORD3;
123 | float alphaClip : TEXCOORD2;
124 | };
125 |
126 | uniform float4 _MainTex_ST;
127 | uniform float4 _OutlineTex_ST;
128 | float _OutlineWidth;
129 | float _FaceDilate;
130 | float _ScaleRatioA;
131 |
132 | v2f vert( appdata_base v )
133 | {
134 | v2f o;
135 | TRANSFER_SHADOW_CASTER(o)
136 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
137 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
138 | o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
139 | return o;
140 | }
141 |
142 | uniform sampler2D _MainTex;
143 |
144 | float4 frag(v2f i) : COLOR
145 | {
146 | fixed4 texcol = tex2D(_MainTex, i.uv).a;
147 | clip(texcol.a - i.alphaClip);
148 | SHADOW_CASTER_FRAGMENT(i)
149 | }
150 | ENDCG
151 | }
152 | }
153 |
154 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
155 | }
156 |
157 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: f7ada0af4f174f0694ca6a487b8f543d
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Distance Field" {
2 |
3 | Properties {
4 | _FaceTex ("Face Texture", 2D) = "white" {}
5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
7 | _FaceColor ("Face Color", Color) = (1,1,1,1)
8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
9 |
10 | _OutlineColor ("Outline Color", Color) = (0,0,0,1)
11 | _OutlineTex ("Outline Texture", 2D) = "white" {}
12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
16 |
17 | _Bevel ("Bevel", Range(0,1)) = 0.5
18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
22 |
23 | _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
24 | _SpecularColor ("Specular", Color) = (1,1,1,1)
25 | _SpecularPower ("Specular", Range(0,4)) = 2.0
26 | _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
27 | _Diffuse ("Diffuse", Range(0,1)) = 0.5
28 | _Ambient ("Ambient", Range(1,0)) = 0.5
29 |
30 | _BumpMap ("Normal map", 2D) = "bump" {}
31 | _BumpOutline ("Bump Outline", Range(0,1)) = 0
32 | _BumpFace ("Bump Face", Range(0,1)) = 0
33 |
34 | _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
35 | _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
36 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
37 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
38 |
39 |
40 | _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
41 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
42 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
43 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
44 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
45 |
46 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5)
47 | _GlowOffset ("Offset", Range(-1,1)) = 0
48 | _GlowInner ("Inner", Range(0,1)) = 0.05
49 | _GlowOuter ("Outer", Range(0,1)) = 0.05
50 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
51 |
52 | _WeightNormal ("Weight Normal", float) = 0
53 | _WeightBold ("Weight Bold", float) = 0.5
54 |
55 | _ShaderFlags ("Flags", float) = 0
56 | _ScaleRatioA ("Scale RatioA", float) = 1
57 | _ScaleRatioB ("Scale RatioB", float) = 1
58 | _ScaleRatioC ("Scale RatioC", float) = 1
59 |
60 | _MainTex ("Font Atlas", 2D) = "white" {}
61 | _TextureWidth ("Texture Width", float) = 512
62 | _TextureHeight ("Texture Height", float) = 512
63 | _GradientScale ("Gradient Scale", float) = 5.0
64 | _ScaleX ("Scale X", float) = 1.0
65 | _ScaleY ("Scale Y", float) = 1.0
66 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
67 | _Sharpness ("Sharpness", Range(-1,1)) = 0
68 |
69 | _VertexOffsetX ("Vertex OffsetX", float) = 0
70 | _VertexOffsetY ("Vertex OffsetY", float) = 0
71 |
72 | _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
73 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
74 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
75 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
76 |
77 | _StencilComp ("Stencil Comparison", Float) = 8
78 | _Stencil ("Stencil ID", Float) = 0
79 | _StencilOp ("Stencil Operation", Float) = 0
80 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
81 | _StencilReadMask ("Stencil Read Mask", Float) = 255
82 |
83 | _ColorMask ("Color Mask", Float) = 15
84 | }
85 |
86 | SubShader {
87 |
88 | Tags
89 | {
90 | "Queue"="Transparent"
91 | "IgnoreProjector"="True"
92 | "RenderType"="Transparent"
93 | }
94 |
95 | Stencil
96 | {
97 | Ref [_Stencil]
98 | Comp [_StencilComp]
99 | Pass [_StencilOp]
100 | ReadMask [_StencilReadMask]
101 | WriteMask [_StencilWriteMask]
102 | }
103 |
104 | Cull [_CullMode]
105 | ZWrite Off
106 | Lighting Off
107 | Fog { Mode Off }
108 | ZTest [unity_GUIZTestMode]
109 | Blend One OneMinusSrcAlpha
110 | ColorMask [_ColorMask]
111 |
112 | Pass {
113 | CGPROGRAM
114 | #pragma target 3.0
115 | #pragma vertex VertShader
116 | #pragma fragment PixShader
117 | #pragma shader_feature __ BEVEL_ON
118 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
119 | #pragma shader_feature __ GLOW_ON
120 |
121 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
122 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
123 |
124 | #include "UnityCG.cginc"
125 | #include "UnityUI.cginc"
126 | #include "TMPro_Properties.cginc"
127 | #include "TMPro.cginc"
128 |
129 | struct vertex_t {
130 | UNITY_VERTEX_INPUT_INSTANCE_ID
131 | float4 position : POSITION;
132 | float3 normal : NORMAL;
133 | fixed4 color : COLOR;
134 | float2 texcoord0 : TEXCOORD0;
135 | float2 texcoord1 : TEXCOORD1;
136 | };
137 |
138 |
139 | struct pixel_t {
140 | UNITY_VERTEX_INPUT_INSTANCE_ID
141 | UNITY_VERTEX_OUTPUT_STEREO
142 | float4 position : SV_POSITION;
143 | fixed4 color : COLOR;
144 | float2 atlas : TEXCOORD0; // Atlas
145 | float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
146 | float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
147 | float3 viewDir : TEXCOORD3;
148 |
149 | #if (UNDERLAY_ON || UNDERLAY_INNER)
150 | float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
151 | fixed4 underlayColor : COLOR1;
152 | #endif
153 | float4 textures : TEXCOORD5;
154 | };
155 |
156 | // Used by Unity internally to handle Texture Tiling and Offset.
157 | float4 _FaceTex_ST;
158 | float4 _OutlineTex_ST;
159 |
160 | pixel_t VertShader(vertex_t input)
161 | {
162 | pixel_t output;
163 |
164 | UNITY_INITIALIZE_OUTPUT(pixel_t, output);
165 | UNITY_SETUP_INSTANCE_ID(input);
166 | UNITY_TRANSFER_INSTANCE_ID(input,output);
167 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
168 |
169 | float bold = step(input.texcoord1.y, 0);
170 |
171 | float4 vert = input.position;
172 | vert.x += _VertexOffsetX;
173 | vert.y += _VertexOffsetY;
174 |
175 | float4 vPosition = UnityObjectToClipPos(vert);
176 |
177 | float2 pixelSize = vPosition.w;
178 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
179 | float scale = rsqrt(dot(pixelSize, pixelSize));
180 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
181 | if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
182 |
183 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
184 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
185 |
186 | float bias =(.5 - weight) + (.5 / scale);
187 |
188 | float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
189 |
190 | #if GLOW_ON
191 | alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
192 | #endif
193 |
194 | alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
195 |
196 | #if (UNDERLAY_ON || UNDERLAY_INNER)
197 | float4 underlayColor = _UnderlayColor;
198 | underlayColor.rgb *= underlayColor.a;
199 |
200 | float bScale = scale;
201 | bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
202 | float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
203 |
204 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
205 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
206 | float2 bOffset = float2(x, y);
207 | #endif
208 |
209 | // Generate UV for the Masking Texture
210 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
211 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
212 |
213 | // Support for texture tiling and offset
214 | float2 textureUV = UnpackUV(input.texcoord1.x);
215 | float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
216 | float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
217 |
218 |
219 | output.position = vPosition;
220 | output.color = input.color;
221 | output.atlas = input.texcoord0;
222 | output.param = float4(alphaClip, scale, bias, weight);
223 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
224 | output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
225 | #if (UNDERLAY_ON || UNDERLAY_INNER)
226 | output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
227 | output.underlayColor = underlayColor;
228 | #endif
229 | output.textures = float4(faceUV, outlineUV);
230 |
231 | return output;
232 | }
233 |
234 |
235 | fixed4 PixShader(pixel_t input) : SV_Target
236 | {
237 | UNITY_SETUP_INSTANCE_ID(input);
238 |
239 | float c = tex2D(_MainTex, input.atlas).a;
240 |
241 | #ifndef UNDERLAY_ON
242 | clip(c - input.param.x);
243 | #endif
244 |
245 | float scale = input.param.y;
246 | float bias = input.param.z;
247 | float weight = input.param.w;
248 | float sd = (bias - c) * scale;
249 |
250 | float outline = (_OutlineWidth * _ScaleRatioA) * scale;
251 | float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
252 |
253 | half4 faceColor = _FaceColor;
254 | half4 outlineColor = _OutlineColor;
255 |
256 | faceColor.rgb *= input.color.rgb;
257 |
258 | faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
259 | outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
260 |
261 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
262 |
263 | #if BEVEL_ON
264 | float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
265 | float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
266 |
267 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
268 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
269 | n = normalize(n- bump);
270 |
271 | float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
272 |
273 | float3 col = GetSpecular(n, light);
274 | faceColor.rgb += col*faceColor.a;
275 | faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
276 | faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
277 |
278 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
279 | faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
280 | #endif
281 |
282 | #if UNDERLAY_ON
283 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
284 | faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
285 | #endif
286 |
287 | #if UNDERLAY_INNER
288 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
289 | faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
290 | #endif
291 |
292 | #if GLOW_ON
293 | float4 glowColor = GetGlowColor(sd, scale);
294 | faceColor.rgb += glowColor.rgb * glowColor.a;
295 | #endif
296 |
297 | // Alternative implementation to UnityGet2DClipping with support for softness.
298 | #if UNITY_UI_CLIP_RECT
299 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
300 | faceColor *= m.x * m.y;
301 | #endif
302 |
303 | #if UNITY_UI_ALPHACLIP
304 | clip(faceColor.a - 0.001);
305 | #endif
306 |
307 | return faceColor * input.color.a;
308 | }
309 |
310 | ENDCG
311 | }
312 | }
313 |
314 | Fallback "TextMeshPro/Mobile/Distance Field"
315 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
316 | }
317 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 68e6db2ebdc24f95958faec2be5558d6
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Sprite"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Sprite Texture", 2D) = "white" {}
6 | _Color ("Tint", Color) = (1,1,1,1)
7 |
8 | _StencilComp ("Stencil Comparison", Float) = 8
9 | _Stencil ("Stencil ID", Float) = 0
10 | _StencilOp ("Stencil Operation", Float) = 0
11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
12 | _StencilReadMask ("Stencil Read Mask", Float) = 255
13 |
14 | _ColorMask ("Color Mask", Float) = 15
15 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
16 |
17 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
18 | }
19 |
20 | SubShader
21 | {
22 | Tags
23 | {
24 | "Queue"="Transparent"
25 | "IgnoreProjector"="True"
26 | "RenderType"="Transparent"
27 | "PreviewType"="Plane"
28 | "CanUseSpriteAtlas"="True"
29 | }
30 |
31 | Stencil
32 | {
33 | Ref [_Stencil]
34 | Comp [_StencilComp]
35 | Pass [_StencilOp]
36 | ReadMask [_StencilReadMask]
37 | WriteMask [_StencilWriteMask]
38 | }
39 |
40 | Cull Off
41 | Lighting Off
42 | ZWrite Off
43 | ZTest [unity_GUIZTestMode]
44 | Blend SrcAlpha OneMinusSrcAlpha
45 | ColorMask [_ColorMask]
46 |
47 | Pass
48 | {
49 | CGPROGRAM
50 | #pragma vertex vert
51 | #pragma fragment frag
52 |
53 | #include "UnityCG.cginc"
54 | #include "UnityUI.cginc"
55 |
56 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
57 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
58 |
59 | struct appdata_t
60 | {
61 | float4 vertex : POSITION;
62 | float4 color : COLOR;
63 | float2 texcoord : TEXCOORD0;
64 | };
65 |
66 | struct v2f
67 | {
68 | float4 vertex : SV_POSITION;
69 | fixed4 color : COLOR;
70 | half2 texcoord : TEXCOORD0;
71 | float4 worldPosition : TEXCOORD1;
72 | };
73 |
74 | fixed4 _Color;
75 | fixed4 _TextureSampleAdd;
76 | float4 _ClipRect;
77 |
78 | v2f vert(appdata_t IN)
79 | {
80 | v2f OUT;
81 | OUT.worldPosition = IN.vertex;
82 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
83 |
84 | OUT.texcoord = IN.texcoord;
85 |
86 | #ifdef UNITY_HALF_TEXEL_OFFSET
87 | OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
88 | #endif
89 |
90 | OUT.color = IN.color * _Color;
91 | return OUT;
92 | }
93 |
94 | sampler2D _MainTex;
95 |
96 | fixed4 frag(v2f IN) : SV_Target
97 | {
98 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
99 |
100 | #if UNITY_UI_CLIP_RECT
101 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
102 | #endif
103 |
104 | #ifdef UNITY_UI_ALPHACLIP
105 | clip (color.a - 0.001);
106 | #endif
107 |
108 | return color;
109 | }
110 | ENDCG
111 | }
112 | }
113 | }
114 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: cf81c85f95fe47e1a27f6ae460cf182c
3 | timeCreated: 1450517184
4 | licenseType: Pro
5 | ShaderImporter:
6 | defaultTextures: []
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc:
--------------------------------------------------------------------------------
1 | float2 UnpackUV(float uv)
2 | {
3 | float2 output;
4 | output.x = floor(uv / 4096);
5 | output.y = uv - 4096 * output.x;
6 |
7 | return output * 0.001953125;
8 | }
9 |
10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
11 | {
12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
14 |
15 | faceColor.rgb *= faceColor.a;
16 | outlineColor.rgb *= outlineColor.a;
17 |
18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha);
19 |
20 | faceColor *= faceAlpha;
21 |
22 | return faceColor;
23 | }
24 |
25 | float3 GetSurfaceNormal(float4 h, float bias)
26 | {
27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
28 |
29 | h += bias+_BevelOffset;
30 |
31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
32 |
33 | // Track outline
34 | h -= .5;
35 | h /= bevelWidth;
36 | h = saturate(h+.5);
37 |
38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
40 | h = min(h, 1.0-_BevelClamp);
41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0;
42 |
43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
45 |
46 | return cross(va, vb);
47 | }
48 |
49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
50 | {
51 | // Read "height field"
52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a,
53 | tex2D(_MainTex, uv + delta.xz).a,
54 | tex2D(_MainTex, uv - delta.zy).a,
55 | tex2D(_MainTex, uv + delta.zy).a};
56 |
57 | return GetSurfaceNormal(h, bias);
58 | }
59 |
60 | float3 GetSpecular(float3 n, float3 l)
61 | {
62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
63 | return _SpecularColor.rgb * spec * _SpecularPower;
64 | }
65 |
66 | float4 GetGlowColor(float d, float scale)
67 | {
68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
70 | glow = saturate(abs(glow/(1.0 + t)));
71 | glow = 1.0-pow(glow, _GlowPower);
72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
74 | }
75 |
76 | float4 BlendARGB(float4 overlying, float4 underlying)
77 | {
78 | overlying.rgb *= overlying.a;
79 | underlying.rgb *= underlying.a;
80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
81 | float alpha = underlying.a + (1-underlying.a)*overlying.a;
82 | return float4(blended, alpha);
83 | }
84 |
85 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 407bc68d299748449bbf7f48ee690f8d
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc:
--------------------------------------------------------------------------------
1 | // UI Editable properties
2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance
3 | uniform float _FaceUVSpeedX;
4 | uniform float _FaceUVSpeedY;
5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity
6 | uniform float _FaceDilate; // v[ 0, 1]
7 | uniform float _OutlineSoftness; // v[ 0, 1]
8 |
9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
10 | uniform float _OutlineUVSpeedX;
11 | uniform float _OutlineUVSpeedY;
12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
13 | uniform float _OutlineWidth; // v[ 0, 1]
14 |
15 | uniform float _Bevel; // v[ 0, 1]
16 | uniform float _BevelOffset; // v[-1, 1]
17 | uniform float _BevelWidth; // v[-1, 1]
18 | uniform float _BevelClamp; // v[ 0, 1]
19 | uniform float _BevelRoundness; // v[ 0, 1]
20 |
21 | uniform sampler2D _BumpMap; // Normal map
22 | uniform float _BumpOutline; // v[ 0, 1]
23 | uniform float _BumpFace; // v[ 0, 1]
24 |
25 | uniform samplerCUBE _Cube; // Cube / sphere map
26 | uniform fixed4 _ReflectFaceColor; // RGB intensity
27 | uniform fixed4 _ReflectOutlineColor;
28 | //uniform float _EnvTiltX; // v[-1, 1]
29 | //uniform float _EnvTiltY; // v[-1, 1]
30 | uniform float3 _EnvMatrixRotation;
31 | uniform float4x4 _EnvMatrix;
32 |
33 | uniform fixed4 _SpecularColor; // RGB intensity
34 | uniform float _LightAngle; // v[ 0,Tau]
35 | uniform float _SpecularPower; // v[ 0, 1]
36 | uniform float _Reflectivity; // v[ 5, 15]
37 | uniform float _Diffuse; // v[ 0, 1]
38 | uniform float _Ambient; // v[ 0, 1]
39 |
40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
41 | uniform float _UnderlayOffsetX; // v[-1, 1]
42 | uniform float _UnderlayOffsetY; // v[-1, 1]
43 | uniform float _UnderlayDilate; // v[-1, 1]
44 | uniform float _UnderlaySoftness; // v[ 0, 1]
45 |
46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity
47 | uniform float _GlowOffset; // v[-1, 1]
48 | uniform float _GlowOuter; // v[ 0, 1]
49 | uniform float _GlowInner; // v[ 0, 1]
50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
51 |
52 | // API Editable properties
53 | uniform float _ShaderFlags;
54 | uniform float _WeightNormal;
55 | uniform float _WeightBold;
56 |
57 | uniform float _ScaleRatioA;
58 | uniform float _ScaleRatioB;
59 | uniform float _ScaleRatioC;
60 |
61 | uniform float _VertexOffsetX;
62 | uniform float _VertexOffsetY;
63 |
64 | //uniform float _UseClipRect;
65 | uniform float _MaskID;
66 | uniform sampler2D _MaskTex;
67 | uniform float4 _MaskCoord;
68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
69 | //uniform float _MaskWipeControl;
70 | //uniform float _MaskEdgeSoftness;
71 | //uniform fixed4 _MaskEdgeColor;
72 | //uniform bool _MaskInverse;
73 |
74 | uniform float _MaskSoftnessX;
75 | uniform float _MaskSoftnessY;
76 |
77 | // Font Atlas properties
78 | uniform sampler2D _MainTex;
79 | uniform float _TextureWidth;
80 | uniform float _TextureHeight;
81 | uniform float _GradientScale;
82 | uniform float _ScaleX;
83 | uniform float _ScaleY;
84 | uniform float _PerspectiveFilter;
85 | uniform float _Sharpness;
86 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 3997e2241185407d80309a82f9148466
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc:
--------------------------------------------------------------------------------
1 | void VertShader(inout appdata_full v, out Input data)
2 | {
3 | v.vertex.x += _VertexOffsetX;
4 | v.vertex.y += _VertexOffsetY;
5 |
6 | UNITY_INITIALIZE_OUTPUT(Input, data);
7 |
8 | float bold = step(v.texcoord1.y, 0);
9 |
10 | // Generate normal for backface
11 | float3 view = ObjSpaceViewDir(v.vertex);
12 | v.normal *= sign(dot(v.normal, view));
13 |
14 | #if USE_DERIVATIVE
15 | data.param.y = 1;
16 | #else
17 | float4 vert = v.vertex;
18 | float4 vPosition = UnityObjectToClipPos(vert);
19 | float2 pixelSize = vPosition.w;
20 |
21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
22 | float scale = rsqrt(dot(pixelSize, pixelSize));
23 | scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
24 | scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
25 | data.param.y = scale;
26 | #endif
27 |
28 | //float opacity = v.color.a;
29 |
30 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
31 |
32 | v.texcoord1.xy = UnpackUV(v.texcoord1.x);
33 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
34 | }
35 |
36 | void PixShader(Input input, inout SurfaceOutput o)
37 | {
38 |
39 | #if USE_DERIVATIVE | BEVEL_ON
40 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
41 |
42 | float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
43 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
44 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
45 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
46 | #endif
47 |
48 | #if USE_DERIVATIVE
49 | // Screen space scaling reciprocal with anisotropic correction
50 | float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w));
51 | float2 res = float2(_TextureWidth * input.param.y, _TextureHeight);
52 | float2 tdx = ddx(input.uv_MainTex)*res;
53 | float2 tdy = ddy(input.uv_MainTex)*res;
54 | float lx = length(tdx);
55 | float ly = length(tdy);
56 | float s = sqrt(min(lx, ly) / max(lx, ly));
57 | s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal)));
58 | float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s;
59 | #else
60 | float scale = input.param.y;
61 | #endif
62 |
63 | // Signed distance
64 | float c = tex2D(_MainTex, input.uv_MainTex).a;
65 | float sd = (.5 - c - input.param.x) * scale + .5;
66 | float outline = _OutlineWidth*_ScaleRatioA * scale;
67 | float softness = _OutlineSoftness*_ScaleRatioA * scale;
68 |
69 | // Color & Alpha
70 | float4 faceColor = _FaceColor;
71 | float4 outlineColor = _OutlineColor;
72 | faceColor *= input.color;
73 | outlineColor.a *= input.color.a;
74 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
75 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
76 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
77 | faceColor.rgb /= max(faceColor.a, 0.0001);
78 |
79 |
80 | #if BEVEL_ON
81 | // Face Normal
82 | float3 n = GetSurfaceNormal(smp4x, input.param.x);
83 |
84 | // Bumpmap
85 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
86 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
87 | bump = lerp(float3(0, 0, 1), bump, faceColor.a);
88 | n = normalize(n - bump);
89 |
90 | // Cubemap reflection
91 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
92 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
93 | #else
94 | float3 n = float3(0, 0, -1);
95 | float3 emission = float3(0, 0, 0);
96 | #endif
97 |
98 |
99 |
100 | #if GLOW_ON
101 | float4 glowColor = GetGlowColor(sd, scale);
102 | glowColor.a *= input.color.a;
103 | emission += glowColor.rgb*glowColor.a;
104 | faceColor = BlendARGB(glowColor, faceColor);
105 | faceColor.rgb /= max(faceColor.a, 0.0001);
106 | #endif
107 |
108 | // Set Standard output structure
109 | o.Albedo = faceColor.rgb;
110 | o.Normal = -n;
111 | o.Emission = emission;
112 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
113 | o.Gloss = 1;
114 | o.Alpha = faceColor.a;
115 | }
116 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: d930090c0cd643c7b55f19a38538c162
3 | ShaderImporter:
4 | defaultTextures: []
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Sprite Assets.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 512a49d95c0c4332bdd98131869c23c9
3 | folderAsset: yes
4 | timeCreated: 1441876896
5 | licenseType: Pro
6 | DefaultImporter:
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: c41005c129ba4d66911b75229fd70b45
3 | timeCreated: 1480316912
4 | licenseType: Pro
5 | NativeFormatImporter:
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Style Sheets.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 4aecb92fff08436c8303b10eab8da368
3 | folderAsset: yes
4 | timeCreated: 1441876950
5 | licenseType: Pro
6 | DefaultImporter:
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!114 &11400000
4 | MonoBehaviour:
5 | m_ObjectHideFlags: 0
6 | m_PrefabParentObject: {fileID: 0}
7 | m_PrefabInternal: {fileID: 0}
8 | m_GameObject: {fileID: 0}
9 | m_Enabled: 1
10 | m_EditorHideFlags: 0
11 | m_Script: {fileID: 11500000, guid: ab2114bdc8544297b417dfefe9f1e410, type: 3}
12 | m_Name: Default Style Sheet
13 | m_EditorClassIdentifier:
14 | m_StyleList:
15 | - m_Name: H1
16 | m_HashCode: 2425
17 | m_OpeningDefinition: <#40ff80>*
18 | m_ClosingDefinition: '*'
19 | m_OpeningTagArray: 3c00000073000000690000007a000000650000003d00000032000000650000006d0000003e0000003c000000620000003e0000003c000000230000003400000030000000660000006600000038000000300000003e0000002a000000
20 | m_ClosingTagArray: 2a0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f000000620000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000
21 | - m_Name: Quote
22 | m_HashCode: 92254330
23 | m_OpeningDefinition:
24 | m_ClosingDefinition:
25 | m_OpeningTagArray: 3c000000690000003e0000003c00000073000000690000007a000000650000003d0000003700000035000000250000003e0000003c0000006d000000610000007200000067000000690000006e0000003d0000003100000030000000250000003e000000
26 | m_ClosingTagArray: 3c0000002f000000690000003e0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f00000077000000690000006400000074000000680000003e0000003c0000002f0000006d000000610000007200000067000000690000006e0000003e000000
27 | - m_Name: Link
28 | m_HashCode: 2687968
29 | m_OpeningDefinition: <#40a0ff>
30 | m_ClosingDefinition:
31 | m_OpeningTagArray: 3c000000750000003e0000003c000000230000003400000030000000610000003000000066000000660000003e0000003c0000006c000000690000006e0000006b0000003d0000002200000049000000440000005f0000003000000031000000220000003e000000
32 | m_ClosingTagArray: 3c0000002f000000750000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e0000003c0000002f0000006c000000690000006e0000006b0000003e000000
33 | - m_Name: Title
34 | m_HashCode: 98732960
35 | m_OpeningDefinition:
36 | m_ClosingDefinition:
37 | m_OpeningTagArray: 3c00000073000000690000007a000000650000003d000000310000003200000035000000250000003e0000003c000000620000003e0000003c000000610000006c00000069000000670000006e0000003d00000063000000650000006e0000007400000065000000720000003e000000
38 | m_ClosingTagArray: 3c0000002f00000073000000690000007a000000650000003e0000003c0000002f000000620000003e0000003c0000002f000000610000006c00000069000000670000006e0000003e000000
39 | - m_Name: H2
40 | m_HashCode: 2426
41 | m_OpeningDefinition: <#4080FF>
42 | m_ClosingDefinition:
43 | m_OpeningTagArray: 3c00000073000000690000007a000000650000003d000000310000002e00000035000000650000006d0000003e0000003c000000620000003e0000003c000000230000003400000030000000380000003000000046000000460000003e000000
44 | m_ClosingTagArray: 3c0000002f00000073000000690000007a000000650000003e0000003c0000002f000000620000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000
45 | - m_Name: H3
46 | m_HashCode: 2427
47 | m_OpeningDefinition: <#FF8040>
48 | m_ClosingDefinition:
49 | m_OpeningTagArray: 3c00000073000000690000007a000000650000003d000000310000002e0000003100000037000000650000006d0000003e0000003c000000620000003e0000003c000000230000004600000046000000380000003000000034000000300000003e000000
50 | m_ClosingTagArray: 3c0000002f00000073000000690000007a000000650000003e0000003c0000002f000000620000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000
51 | - m_Name: C1
52 | m_HashCode: 2194
53 | m_OpeningDefinition:
54 | m_ClosingDefinition:
55 | m_OpeningTagArray: 3c000000630000006f0000006c0000006f000000720000003d000000230000006600000066000000660000006600000034000000300000003e000000
56 | m_ClosingTagArray: 3c0000002f000000630000006f0000006c0000006f000000720000003e000000
57 | - m_Name: C2
58 | m_HashCode: 2193
59 | m_OpeningDefinition:
60 | m_ClosingDefinition:
61 | m_OpeningTagArray: 3c000000630000006f0000006c0000006f000000720000003d000000230000006600000066000000340000003000000046000000460000003e0000003c00000073000000690000007a000000650000003d000000310000003200000035000000250000003e000000
62 | m_ClosingTagArray: 3c0000002f000000630000006f0000006c0000006f000000720000003e0000003c0000002f00000073000000690000007a000000650000003e000000
63 | - m_Name: C3
64 | m_HashCode: 2192
65 | m_OpeningDefinition:
66 | m_ClosingDefinition:
67 | m_OpeningTagArray: 3c000000630000006f0000006c0000006f000000720000003d000000230000003800000030000000410000003000000046000000460000003e0000003c000000620000003e000000
68 | m_ClosingTagArray: 3c0000002f000000630000006f0000006c0000006f000000720000003e0000003c0000002f000000620000003e000000
69 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: f952c082cb03451daed3ee968ac6c63e
3 | timeCreated: 1432805430
4 | licenseType: Store
5 | NativeFormatImporter:
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/TMP Settings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!114 &11400000
4 | MonoBehaviour:
5 | m_ObjectHideFlags: 0
6 | m_CorrespondingSourceObject: {fileID: 0}
7 | m_PrefabInstance: {fileID: 0}
8 | m_PrefabAsset: {fileID: 0}
9 | m_GameObject: {fileID: 0}
10 | m_Enabled: 1
11 | m_EditorHideFlags: 0
12 | m_Script: {fileID: 11500000, guid: 2705215ac5b84b70bacc50632be6e391, type: 3}
13 | m_Name: TMP Settings
14 | m_EditorClassIdentifier:
15 | m_enableWordWrapping: 1
16 | m_enableKerning: 1
17 | m_enableExtraPadding: 0
18 | m_enableTintAllSprites: 0
19 | m_enableParseEscapeCharacters: 1
20 | m_EnableRaycastTarget: 1
21 | m_GetFontFeaturesAtRuntime: 1
22 | m_missingGlyphCharacter: 0
23 | m_warningsDisabled: 1
24 | m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
25 | m_defaultFontAssetPath: Fonts & Materials/
26 | m_defaultFontSize: 36
27 | m_defaultAutoSizeMinRatio: 0.5
28 | m_defaultAutoSizeMaxRatio: 2
29 | m_defaultTextMeshProTextContainerSize: {x: 20, y: 5}
30 | m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
31 | m_autoSizeTextContainer: 0
32 | m_fallbackFontAssets: []
33 | m_matchMaterialPreset: 1
34 | m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45,
35 | type: 2}
36 | m_defaultSpriteAssetPath: Sprite Assets/
37 | m_defaultColorGradientPresetsPath: Color Gradient Presets/
38 | m_enableEmojiSupport: 1
39 | m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e,
40 | type: 2}
41 | m_leadingCharacters: {fileID: 4900000, guid: d82c1b31c7e74239bff1220585707d2b, type: 3}
42 | m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b,
43 | type: 3}
44 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 3f5b5dff67a942289a9defa416b206f3
3 | timeCreated: 1436653997
4 | licenseType: Pro
5 | NativeFormatImporter:
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Sprites.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: d0603b6d5186471b96c778c3949c7ce2
3 | folderAsset: yes
4 | DefaultImporter:
5 | externalObjects: {}
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt:
--------------------------------------------------------------------------------
1 | This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
2 |
3 | Please visit their website to view the complete set of their emojis and review their licensing terms.
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 381dcb09d5029d14897e55f98031fca5
3 | TextScriptImporter:
4 | externalObjects: {}
5 | userData:
6 | assetBundleName:
7 | assetBundleVariant:
8 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Sprites/EmojiOne.json:
--------------------------------------------------------------------------------
1 | {"frames": [
2 |
3 | {
4 | "filename": "1f60a.png",
5 | "frame": {"x":0,"y":0,"w":128,"h":128},
6 | "rotated": false,
7 | "trimmed": false,
8 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
9 | "sourceSize": {"w":128,"h":128},
10 | "pivot": {"x":0.5,"y":0.5}
11 | },
12 | {
13 | "filename": "1f60b.png",
14 | "frame": {"x":128,"y":0,"w":128,"h":128},
15 | "rotated": false,
16 | "trimmed": false,
17 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
18 | "sourceSize": {"w":128,"h":128},
19 | "pivot": {"x":0.5,"y":0.5}
20 | },
21 | {
22 | "filename": "1f60d.png",
23 | "frame": {"x":256,"y":0,"w":128,"h":128},
24 | "rotated": false,
25 | "trimmed": false,
26 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
27 | "sourceSize": {"w":128,"h":128},
28 | "pivot": {"x":0.5,"y":0.5}
29 | },
30 | {
31 | "filename": "1f60e.png",
32 | "frame": {"x":384,"y":0,"w":128,"h":128},
33 | "rotated": false,
34 | "trimmed": false,
35 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
36 | "sourceSize": {"w":128,"h":128},
37 | "pivot": {"x":0.5,"y":0.5}
38 | },
39 | {
40 | "filename": "1f600.png",
41 | "frame": {"x":0,"y":128,"w":128,"h":128},
42 | "rotated": false,
43 | "trimmed": false,
44 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
45 | "sourceSize": {"w":128,"h":128},
46 | "pivot": {"x":0.5,"y":0.5}
47 | },
48 | {
49 | "filename": "1f601.png",
50 | "frame": {"x":128,"y":128,"w":128,"h":128},
51 | "rotated": false,
52 | "trimmed": false,
53 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
54 | "sourceSize": {"w":128,"h":128},
55 | "pivot": {"x":0.5,"y":0.5}
56 | },
57 | {
58 | "filename": "1f602.png",
59 | "frame": {"x":256,"y":128,"w":128,"h":128},
60 | "rotated": false,
61 | "trimmed": false,
62 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
63 | "sourceSize": {"w":128,"h":128},
64 | "pivot": {"x":0.5,"y":0.5}
65 | },
66 | {
67 | "filename": "1f603.png",
68 | "frame": {"x":384,"y":128,"w":128,"h":128},
69 | "rotated": false,
70 | "trimmed": false,
71 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
72 | "sourceSize": {"w":128,"h":128},
73 | "pivot": {"x":0.5,"y":0.5}
74 | },
75 | {
76 | "filename": "1f604.png",
77 | "frame": {"x":0,"y":256,"w":128,"h":128},
78 | "rotated": false,
79 | "trimmed": false,
80 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
81 | "sourceSize": {"w":128,"h":128},
82 | "pivot": {"x":0.5,"y":0.5}
83 | },
84 | {
85 | "filename": "1f605.png",
86 | "frame": {"x":128,"y":256,"w":128,"h":128},
87 | "rotated": false,
88 | "trimmed": false,
89 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
90 | "sourceSize": {"w":128,"h":128},
91 | "pivot": {"x":0.5,"y":0.5}
92 | },
93 | {
94 | "filename": "1f606.png",
95 | "frame": {"x":256,"y":256,"w":128,"h":128},
96 | "rotated": false,
97 | "trimmed": false,
98 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
99 | "sourceSize": {"w":128,"h":128},
100 | "pivot": {"x":0.5,"y":0.5}
101 | },
102 | {
103 | "filename": "1f609.png",
104 | "frame": {"x":384,"y":256,"w":128,"h":128},
105 | "rotated": false,
106 | "trimmed": false,
107 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
108 | "sourceSize": {"w":128,"h":128},
109 | "pivot": {"x":0.5,"y":0.5}
110 | },
111 | {
112 | "filename": "1f618.png",
113 | "frame": {"x":0,"y":384,"w":128,"h":128},
114 | "rotated": false,
115 | "trimmed": false,
116 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
117 | "sourceSize": {"w":128,"h":128},
118 | "pivot": {"x":0.5,"y":0.5}
119 | },
120 | {
121 | "filename": "1f923.png",
122 | "frame": {"x":128,"y":384,"w":128,"h":128},
123 | "rotated": false,
124 | "trimmed": false,
125 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
126 | "sourceSize": {"w":128,"h":128},
127 | "pivot": {"x":0.5,"y":0.5}
128 | },
129 | {
130 | "filename": "263a.png",
131 | "frame": {"x":256,"y":384,"w":128,"h":128},
132 | "rotated": false,
133 | "trimmed": false,
134 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
135 | "sourceSize": {"w":128,"h":128},
136 | "pivot": {"x":0.5,"y":0.5}
137 | },
138 | {
139 | "filename": "2639.png",
140 | "frame": {"x":384,"y":384,"w":128,"h":128},
141 | "rotated": false,
142 | "trimmed": false,
143 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
144 | "sourceSize": {"w":128,"h":128},
145 | "pivot": {"x":0.5,"y":0.5}
146 | }],
147 | "meta": {
148 | "app": "http://www.codeandweb.com/texturepacker",
149 | "version": "1.0",
150 | "image": "EmojiOne.png",
151 | "format": "RGBA8888",
152 | "size": {"w":512,"h":512},
153 | "scale": "1",
154 | "smartupdate": "$TexturePacker:SmartUpdate:196a26a2e149d875b91ffc8fa3581e76:fc928c7e275404b7e0649307410475cb:424723c3774975ddb2053fd5c4b85f6e$"
155 | }
156 | }
157 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Sprites/EmojiOne.json.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 8f05276190cf498a8153f6cbe761d4e6
3 | timeCreated: 1480316860
4 | licenseType: Pro
5 | TextScriptImporter:
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Sprites/EmojiOne.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/markv12/VertexTextAnimationDemo/b41098e240fa9564d53d91a4fdc8795b2e2c87da/Assets/TextMesh Pro/Sprites/EmojiOne.png
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Sprites/EmojiOne.png.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: dffef66376be4fa480fb02b19edbe903
3 | TextureImporter:
4 | fileIDToRecycleName:
5 | 21300000: EmojiOne_0
6 | 21300002: EmojiOne_1
7 | 21300004: EmojiOne_2
8 | 21300006: EmojiOne_3
9 | 21300008: EmojiOne_4
10 | 21300010: EmojiOne_6
11 | 21300012: EmojiOne_7
12 | 21300014: EmojiOne_8
13 | 21300016: EmojiOne_9
14 | 21300018: EmojiOne_10
15 | 21300020: EmojiOne_11
16 | 21300022: EmojiOne_12
17 | 21300024: EmojiOne_13
18 | 21300026: EmojiOne_5
19 | 21300028: EmojiOne_14
20 | externalObjects: {}
21 | serializedVersion: 5
22 | mipmaps:
23 | mipMapMode: 0
24 | enableMipMap: 1
25 | sRGBTexture: 1
26 | linearTexture: 0
27 | fadeOut: 0
28 | borderMipMap: 0
29 | mipMapsPreserveCoverage: 0
30 | alphaTestReferenceValue: 0.5
31 | mipMapFadeDistanceStart: 1
32 | mipMapFadeDistanceEnd: 3
33 | bumpmap:
34 | convertToNormalMap: 0
35 | externalNormalMap: 0
36 | heightScale: 0.25
37 | normalMapFilter: 0
38 | isReadable: 0
39 | grayScaleToAlpha: 0
40 | generateCubemap: 6
41 | cubemapConvolution: 0
42 | seamlessCubemap: 0
43 | textureFormat: -1
44 | maxTextureSize: 2048
45 | textureSettings:
46 | serializedVersion: 2
47 | filterMode: -1
48 | aniso: -1
49 | mipBias: -1
50 | wrapU: 1
51 | wrapV: 1
52 | wrapW: 1
53 | nPOTScale: 0
54 | lightmap: 0
55 | compressionQuality: 50
56 | spriteMode: 2
57 | spriteExtrude: 1
58 | spriteMeshType: 1
59 | alignment: 0
60 | spritePivot: {x: 0.5, y: 0.5}
61 | spriteBorder: {x: 0, y: 0, z: 0, w: 0}
62 | spritePixelsToUnits: 100
63 | alphaUsage: 1
64 | alphaIsTransparency: 1
65 | spriteTessellationDetail: -1
66 | textureType: 0
67 | textureShape: 1
68 | singleChannelComponent: 0
69 | maxTextureSizeSet: 0
70 | compressionQualitySet: 0
71 | textureFormatSet: 0
72 | platformSettings:
73 | - serializedVersion: 2
74 | buildTarget: DefaultTexturePlatform
75 | maxTextureSize: 512
76 | resizeAlgorithm: 0
77 | textureFormat: -1
78 | textureCompression: 1
79 | compressionQuality: 50
80 | crunchedCompression: 0
81 | allowsAlphaSplitting: 0
82 | overridden: 0
83 | androidETC2FallbackOverride: 0
84 | - serializedVersion: 2
85 | buildTarget: Standalone
86 | maxTextureSize: 512
87 | resizeAlgorithm: 0
88 | textureFormat: -1
89 | textureCompression: 1
90 | compressionQuality: 50
91 | crunchedCompression: 0
92 | allowsAlphaSplitting: 0
93 | overridden: 0
94 | androidETC2FallbackOverride: 0
95 | - serializedVersion: 2
96 | buildTarget: iPhone
97 | maxTextureSize: 512
98 | resizeAlgorithm: 0
99 | textureFormat: -1
100 | textureCompression: 1
101 | compressionQuality: 50
102 | crunchedCompression: 0
103 | allowsAlphaSplitting: 0
104 | overridden: 0
105 | androidETC2FallbackOverride: 0
106 | - serializedVersion: 2
107 | buildTarget: Android
108 | maxTextureSize: 512
109 | resizeAlgorithm: 0
110 | textureFormat: -1
111 | textureCompression: 1
112 | compressionQuality: 50
113 | crunchedCompression: 0
114 | allowsAlphaSplitting: 0
115 | overridden: 0
116 | androidETC2FallbackOverride: 0
117 | spriteSheet:
118 | serializedVersion: 2
119 | sprites:
120 | - serializedVersion: 2
121 | name: EmojiOne_0
122 | rect:
123 | serializedVersion: 2
124 | x: 0
125 | y: 384
126 | width: 128
127 | height: 128
128 | alignment: 0
129 | pivot: {x: 0.5, y: 0.5}
130 | border: {x: 0, y: 0, z: 0, w: 0}
131 | outline: []
132 | physicsShape: []
133 | tessellationDetail: 0
134 | bones: []
135 | spriteID: 4bcc36da2108f2c4ba3de5c921d25c3c
136 | vertices: []
137 | indices:
138 | edges: []
139 | weights: []
140 | - serializedVersion: 2
141 | name: EmojiOne_1
142 | rect:
143 | serializedVersion: 2
144 | x: 128
145 | y: 384
146 | width: 128
147 | height: 128
148 | alignment: 0
149 | pivot: {x: 0.5, y: 0.5}
150 | border: {x: 0, y: 0, z: 0, w: 0}
151 | outline: []
152 | physicsShape: []
153 | tessellationDetail: 0
154 | bones: []
155 | spriteID: e9eea8093eaeaee4d901c4553f572c22
156 | vertices: []
157 | indices:
158 | edges: []
159 | weights: []
160 | - serializedVersion: 2
161 | name: EmojiOne_2
162 | rect:
163 | serializedVersion: 2
164 | x: 256
165 | y: 384
166 | width: 128
167 | height: 128
168 | alignment: 0
169 | pivot: {x: 0.5, y: 0.5}
170 | border: {x: 0, y: 0, z: 0, w: 0}
171 | outline: []
172 | physicsShape: []
173 | tessellationDetail: 0
174 | bones: []
175 | spriteID: 49451da35411dcc42a3692e39b0fde70
176 | vertices: []
177 | indices:
178 | edges: []
179 | weights: []
180 | - serializedVersion: 2
181 | name: EmojiOne_3
182 | rect:
183 | serializedVersion: 2
184 | x: 384
185 | y: 384
186 | width: 128
187 | height: 128
188 | alignment: 0
189 | pivot: {x: 0.5, y: 0.5}
190 | border: {x: 0, y: 0, z: 0, w: 0}
191 | outline: []
192 | physicsShape: []
193 | tessellationDetail: 0
194 | bones: []
195 | spriteID: f65709664b924904790c850a50ca82bc
196 | vertices: []
197 | indices:
198 | edges: []
199 | weights: []
200 | - serializedVersion: 2
201 | name: EmojiOne_4
202 | rect:
203 | serializedVersion: 2
204 | x: 0
205 | y: 256
206 | width: 128
207 | height: 128
208 | alignment: 0
209 | pivot: {x: 0.5, y: 0.5}
210 | border: {x: 0, y: 0, z: 0, w: 0}
211 | outline: []
212 | physicsShape: []
213 | tessellationDetail: 0
214 | bones: []
215 | spriteID: 5b92c568a5ec9ad4b9ed90e271f1c9a8
216 | vertices: []
217 | indices:
218 | edges: []
219 | weights: []
220 | - serializedVersion: 2
221 | name: EmojiOne_6
222 | rect:
223 | serializedVersion: 2
224 | x: 256
225 | y: 256
226 | width: 128
227 | height: 128
228 | alignment: 0
229 | pivot: {x: 0.5, y: 0.5}
230 | border: {x: 0, y: 0, z: 0, w: 0}
231 | outline: []
232 | physicsShape: []
233 | tessellationDetail: 0
234 | bones: []
235 | spriteID: b10f2b48b7281594bb8a24a6511a35af
236 | vertices: []
237 | indices:
238 | edges: []
239 | weights: []
240 | - serializedVersion: 2
241 | name: EmojiOne_7
242 | rect:
243 | serializedVersion: 2
244 | x: 384
245 | y: 256
246 | width: 128
247 | height: 128
248 | alignment: 0
249 | pivot: {x: 0.5, y: 0.5}
250 | border: {x: 0, y: 0, z: 0, w: 0}
251 | outline: []
252 | physicsShape: []
253 | tessellationDetail: 0
254 | bones: []
255 | spriteID: 10a600f9329dc2246a897e89f4d283cd
256 | vertices: []
257 | indices:
258 | edges: []
259 | weights: []
260 | - serializedVersion: 2
261 | name: EmojiOne_8
262 | rect:
263 | serializedVersion: 2
264 | x: 0
265 | y: 128
266 | width: 128
267 | height: 128
268 | alignment: 0
269 | pivot: {x: 0.5, y: 0.5}
270 | border: {x: 0, y: 0, z: 0, w: 0}
271 | outline: []
272 | physicsShape: []
273 | tessellationDetail: 0
274 | bones: []
275 | spriteID: 66cffa363b90ab14787d8a5b90cf4502
276 | vertices: []
277 | indices:
278 | edges: []
279 | weights: []
280 | - serializedVersion: 2
281 | name: EmojiOne_9
282 | rect:
283 | serializedVersion: 2
284 | x: 128
285 | y: 128
286 | width: 128
287 | height: 128
288 | alignment: 0
289 | pivot: {x: 0.5, y: 0.5}
290 | border: {x: 0, y: 0, z: 0, w: 0}
291 | outline: []
292 | physicsShape: []
293 | tessellationDetail: 0
294 | bones: []
295 | spriteID: 55cf3d409c9b89349b1e1bdc1cc224ad
296 | vertices: []
297 | indices:
298 | edges: []
299 | weights: []
300 | - serializedVersion: 2
301 | name: EmojiOne_10
302 | rect:
303 | serializedVersion: 2
304 | x: 256
305 | y: 128
306 | width: 128
307 | height: 128
308 | alignment: 0
309 | pivot: {x: 0.5, y: 0.5}
310 | border: {x: 0, y: 0, z: 0, w: 0}
311 | outline: []
312 | physicsShape: []
313 | tessellationDetail: 0
314 | bones: []
315 | spriteID: 2a9e58eaf96feef42bcefa1cf257193f
316 | vertices: []
317 | indices:
318 | edges: []
319 | weights: []
320 | - serializedVersion: 2
321 | name: EmojiOne_11
322 | rect:
323 | serializedVersion: 2
324 | x: 384
325 | y: 128
326 | width: 128
327 | height: 128
328 | alignment: 0
329 | pivot: {x: 0.5, y: 0.5}
330 | border: {x: 0, y: 0, z: 0, w: 0}
331 | outline: []
332 | physicsShape: []
333 | tessellationDetail: 0
334 | bones: []
335 | spriteID: 2489120affc155840ae6a7be2e93ce19
336 | vertices: []
337 | indices:
338 | edges: []
339 | weights: []
340 | - serializedVersion: 2
341 | name: EmojiOne_12
342 | rect:
343 | serializedVersion: 2
344 | x: 0
345 | y: 0
346 | width: 128
347 | height: 128
348 | alignment: 0
349 | pivot: {x: 0.5, y: 0.5}
350 | border: {x: 0, y: 0, z: 0, w: 0}
351 | outline: []
352 | physicsShape: []
353 | tessellationDetail: 0
354 | bones: []
355 | spriteID: 412349a150598d14da4d7140df5c0286
356 | vertices: []
357 | indices:
358 | edges: []
359 | weights: []
360 | - serializedVersion: 2
361 | name: EmojiOne_13
362 | rect:
363 | serializedVersion: 2
364 | x: 128
365 | y: 0
366 | width: 128
367 | height: 128
368 | alignment: 0
369 | pivot: {x: 0.5, y: 0.5}
370 | border: {x: 0, y: 0, z: 0, w: 0}
371 | outline: []
372 | physicsShape: []
373 | tessellationDetail: 0
374 | bones: []
375 | spriteID: a937464b42bb3634782dea34c6becb6c
376 | vertices: []
377 | indices:
378 | edges: []
379 | weights: []
380 | - serializedVersion: 2
381 | name: EmojiOne_5
382 | rect:
383 | serializedVersion: 2
384 | x: 256
385 | y: 0
386 | width: 128
387 | height: 128
388 | alignment: 0
389 | pivot: {x: 0, y: 0}
390 | border: {x: 0, y: 0, z: 0, w: 0}
391 | outline: []
392 | physicsShape: []
393 | tessellationDetail: 0
394 | bones: []
395 | spriteID: b0f933b217682124dbfc5e6b89abe3d0
396 | vertices: []
397 | indices:
398 | edges: []
399 | weights: []
400 | - serializedVersion: 2
401 | name: EmojiOne_14
402 | rect:
403 | serializedVersion: 2
404 | x: 128
405 | y: 256
406 | width: 128
407 | height: 128
408 | alignment: 0
409 | pivot: {x: 0, y: 0}
410 | border: {x: 0, y: 0, z: 0, w: 0}
411 | outline: []
412 | physicsShape: []
413 | tessellationDetail: 0
414 | bones: []
415 | spriteID: f7235c763afe4434e8bb666750a41096
416 | vertices: []
417 | indices:
418 | edges: []
419 | weights: []
420 | outline: []
421 | physicsShape: []
422 | bones: []
423 | spriteID: 3e32d8f5477abfc43b19066e8ad5032e
424 | vertices: []
425 | indices:
426 | edges: []
427 | weights: []
428 | spritePackingTag:
429 | userData:
430 | assetBundleName:
431 | assetBundleVariant:
432 |
--------------------------------------------------------------------------------
/Assets/TextboxBloop8-Bit.ogg:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/markv12/VertexTextAnimationDemo/b41098e240fa9564d53d91a4fdc8795b2e2c87da/Assets/TextboxBloop8-Bit.ogg
--------------------------------------------------------------------------------
/Assets/TextboxBloop8-Bit.ogg.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 816ffca42227c8644896b8dea841a7aa
3 | AudioImporter:
4 | externalObjects: {}
5 | serializedVersion: 6
6 | defaultSettings:
7 | loadType: 0
8 | sampleRateSetting: 0
9 | sampleRateOverride: 44100
10 | compressionFormat: 1
11 | quality: 1
12 | conversionMode: 0
13 | platformSettingOverrides: {}
14 | forceToMono: 0
15 | normalize: 1
16 | preloadAudioData: 1
17 | loadInBackground: 0
18 | ambisonic: 0
19 | 3D: 1
20 | userData:
21 | assetBundleName:
22 | assetBundleVariant:
23 |
--------------------------------------------------------------------------------
/Logs/Packages-Update.log:
--------------------------------------------------------------------------------
1 |
2 | === Sat Sep 7 19:37:26 2019
3 |
4 | Packages were changed.
5 | Update Mode: mergeDefaultDependencies
6 |
7 | The following packages were added:
8 | com.unity.analytics@3.2.2
9 | com.unity.purchasing@2.0.3
10 | com.unity.ads@2.0.8
11 | com.unity.textmeshpro@1.4.1
12 | com.unity.package-manager-ui@2.0.7
13 | com.unity.collab-proxy@1.2.15
14 | com.unity.modules.ai@1.0.0
15 | com.unity.modules.animation@1.0.0
16 | com.unity.modules.assetbundle@1.0.0
17 | com.unity.modules.audio@1.0.0
18 | com.unity.modules.cloth@1.0.0
19 | com.unity.modules.director@1.0.0
20 | com.unity.modules.imageconversion@1.0.0
21 | com.unity.modules.imgui@1.0.0
22 | com.unity.modules.jsonserialize@1.0.0
23 | com.unity.modules.particlesystem@1.0.0
24 | com.unity.modules.physics@1.0.0
25 | com.unity.modules.physics2d@1.0.0
26 | com.unity.modules.screencapture@1.0.0
27 | com.unity.modules.terrain@1.0.0
28 | com.unity.modules.terrainphysics@1.0.0
29 | com.unity.modules.tilemap@1.0.0
30 | com.unity.modules.ui@1.0.0
31 | com.unity.modules.uielements@1.0.0
32 | com.unity.modules.umbra@1.0.0
33 | com.unity.modules.unityanalytics@1.0.0
34 | com.unity.modules.unitywebrequest@1.0.0
35 | com.unity.modules.unitywebrequestassetbundle@1.0.0
36 | com.unity.modules.unitywebrequestaudio@1.0.0
37 | com.unity.modules.unitywebrequesttexture@1.0.0
38 | com.unity.modules.unitywebrequestwww@1.0.0
39 | com.unity.modules.vehicles@1.0.0
40 | com.unity.modules.video@1.0.0
41 | com.unity.modules.vr@1.0.0
42 | com.unity.modules.wind@1.0.0
43 | com.unity.modules.xr@1.0.0
44 |
45 | === Sun Nov 1 13:05:56 2020
46 |
47 | Packages were changed.
48 | Update Mode: updateDependencies
49 |
50 | The following packages were added:
51 | com.unity.2d.sprite@1.0.0
52 | com.unity.2d.tilemap@1.0.0
53 | com.unity.ide.rider@1.1.4
54 | com.unity.ide.vscode@1.2.1
55 | com.unity.modules.androidjni@1.0.0
56 | com.unity.multiplayer-hlapi@1.0.6
57 | com.unity.test-framework@1.1.16
58 | com.unity.timeline@1.2.6
59 | com.unity.ugui@1.0.0
60 | com.unity.xr.legacyinputhelpers@2.1.4
61 | The following packages were updated:
62 | com.unity.ads from version 2.0.8 to 3.4.7
63 | com.unity.analytics from version 3.2.2 to 3.3.5
64 | com.unity.collab-proxy from version 1.2.15 to 1.2.16
65 | com.unity.purchasing from version 2.0.3 to 2.0.6
66 | com.unity.textmeshpro from version 1.4.1 to 2.0.1
67 | The following packages were removed:
68 | com.unity.package-manager-ui@2.0.7
69 |
--------------------------------------------------------------------------------
/Packages/manifest.json:
--------------------------------------------------------------------------------
1 | {
2 | "dependencies": {
3 | "com.unity.2d.sprite": "1.0.0",
4 | "com.unity.2d.tilemap": "1.0.0",
5 | "com.unity.analytics": "3.3.5",
6 | "com.unity.collab-proxy": "1.2.16",
7 | "com.unity.ide.rider": "1.1.4",
8 | "com.unity.ide.vscode": "1.2.1",
9 | "com.unity.multiplayer-hlapi": "1.0.6",
10 | "com.unity.textmeshpro": "2.1.3",
11 | "com.unity.ugui": "1.0.0",
12 | "com.unity.xr.legacyinputhelpers": "2.1.4",
13 | "com.unity.modules.ai": "1.0.0",
14 | "com.unity.modules.androidjni": "1.0.0",
15 | "com.unity.modules.animation": "1.0.0",
16 | "com.unity.modules.assetbundle": "1.0.0",
17 | "com.unity.modules.audio": "1.0.0",
18 | "com.unity.modules.cloth": "1.0.0",
19 | "com.unity.modules.director": "1.0.0",
20 | "com.unity.modules.imageconversion": "1.0.0",
21 | "com.unity.modules.imgui": "1.0.0",
22 | "com.unity.modules.jsonserialize": "1.0.0",
23 | "com.unity.modules.particlesystem": "1.0.0",
24 | "com.unity.modules.physics": "1.0.0",
25 | "com.unity.modules.physics2d": "1.0.0",
26 | "com.unity.modules.screencapture": "1.0.0",
27 | "com.unity.modules.terrain": "1.0.0",
28 | "com.unity.modules.terrainphysics": "1.0.0",
29 | "com.unity.modules.tilemap": "1.0.0",
30 | "com.unity.modules.ui": "1.0.0",
31 | "com.unity.modules.uielements": "1.0.0",
32 | "com.unity.modules.umbra": "1.0.0",
33 | "com.unity.modules.unityanalytics": "1.0.0",
34 | "com.unity.modules.unitywebrequest": "1.0.0",
35 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
36 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
37 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
38 | "com.unity.modules.unitywebrequestwww": "1.0.0",
39 | "com.unity.modules.vehicles": "1.0.0",
40 | "com.unity.modules.video": "1.0.0",
41 | "com.unity.modules.vr": "1.0.0",
42 | "com.unity.modules.wind": "1.0.0",
43 | "com.unity.modules.xr": "1.0.0"
44 | }
45 | }
46 |
--------------------------------------------------------------------------------
/Packages/packages-lock.json:
--------------------------------------------------------------------------------
1 | {
2 | "dependencies": {
3 | "com.unity.2d.sprite": {
4 | "version": "1.0.0",
5 | "depth": 0,
6 | "source": "builtin",
7 | "dependencies": {}
8 | },
9 | "com.unity.2d.tilemap": {
10 | "version": "1.0.0",
11 | "depth": 0,
12 | "source": "builtin",
13 | "dependencies": {}
14 | },
15 | "com.unity.analytics": {
16 | "version": "3.3.5",
17 | "depth": 0,
18 | "source": "registry",
19 | "dependencies": {
20 | "com.unity.ugui": "1.0.0"
21 | },
22 | "url": "https://packages.unity.com"
23 | },
24 | "com.unity.collab-proxy": {
25 | "version": "1.2.16",
26 | "depth": 0,
27 | "source": "registry",
28 | "dependencies": {},
29 | "url": "https://packages.unity.com"
30 | },
31 | "com.unity.ext.nunit": {
32 | "version": "1.0.0",
33 | "depth": 2,
34 | "source": "registry",
35 | "dependencies": {},
36 | "url": "https://packages.unity.com"
37 | },
38 | "com.unity.ide.rider": {
39 | "version": "1.1.4",
40 | "depth": 0,
41 | "source": "registry",
42 | "dependencies": {
43 | "com.unity.test-framework": "1.1.1"
44 | },
45 | "url": "https://packages.unity.com"
46 | },
47 | "com.unity.ide.vscode": {
48 | "version": "1.2.1",
49 | "depth": 0,
50 | "source": "registry",
51 | "dependencies": {},
52 | "url": "https://packages.unity.com"
53 | },
54 | "com.unity.multiplayer-hlapi": {
55 | "version": "1.0.6",
56 | "depth": 0,
57 | "source": "registry",
58 | "dependencies": {
59 | "nuget.mono-cecil": "0.1.6-preview"
60 | },
61 | "url": "https://packages.unity.com"
62 | },
63 | "com.unity.test-framework": {
64 | "version": "1.1.16",
65 | "depth": 1,
66 | "source": "registry",
67 | "dependencies": {
68 | "com.unity.ext.nunit": "1.0.0",
69 | "com.unity.modules.imgui": "1.0.0",
70 | "com.unity.modules.jsonserialize": "1.0.0"
71 | },
72 | "url": "https://packages.unity.com"
73 | },
74 | "com.unity.textmeshpro": {
75 | "version": "2.1.3",
76 | "depth": 0,
77 | "source": "registry",
78 | "dependencies": {
79 | "com.unity.ugui": "1.0.0"
80 | },
81 | "url": "https://packages.unity.com"
82 | },
83 | "com.unity.ugui": {
84 | "version": "1.0.0",
85 | "depth": 0,
86 | "source": "builtin",
87 | "dependencies": {
88 | "com.unity.modules.ui": "1.0.0",
89 | "com.unity.modules.imgui": "1.0.0"
90 | }
91 | },
92 | "com.unity.xr.legacyinputhelpers": {
93 | "version": "2.1.4",
94 | "depth": 0,
95 | "source": "registry",
96 | "dependencies": {},
97 | "url": "https://packages.unity.com"
98 | },
99 | "nuget.mono-cecil": {
100 | "version": "0.1.6-preview",
101 | "depth": 1,
102 | "source": "registry",
103 | "dependencies": {},
104 | "url": "https://packages.unity.com"
105 | },
106 | "com.unity.modules.ai": {
107 | "version": "1.0.0",
108 | "depth": 0,
109 | "source": "builtin",
110 | "dependencies": {}
111 | },
112 | "com.unity.modules.androidjni": {
113 | "version": "1.0.0",
114 | "depth": 0,
115 | "source": "builtin",
116 | "dependencies": {}
117 | },
118 | "com.unity.modules.animation": {
119 | "version": "1.0.0",
120 | "depth": 0,
121 | "source": "builtin",
122 | "dependencies": {}
123 | },
124 | "com.unity.modules.assetbundle": {
125 | "version": "1.0.0",
126 | "depth": 0,
127 | "source": "builtin",
128 | "dependencies": {}
129 | },
130 | "com.unity.modules.audio": {
131 | "version": "1.0.0",
132 | "depth": 0,
133 | "source": "builtin",
134 | "dependencies": {}
135 | },
136 | "com.unity.modules.cloth": {
137 | "version": "1.0.0",
138 | "depth": 0,
139 | "source": "builtin",
140 | "dependencies": {
141 | "com.unity.modules.physics": "1.0.0"
142 | }
143 | },
144 | "com.unity.modules.director": {
145 | "version": "1.0.0",
146 | "depth": 0,
147 | "source": "builtin",
148 | "dependencies": {
149 | "com.unity.modules.audio": "1.0.0",
150 | "com.unity.modules.animation": "1.0.0"
151 | }
152 | },
153 | "com.unity.modules.imageconversion": {
154 | "version": "1.0.0",
155 | "depth": 0,
156 | "source": "builtin",
157 | "dependencies": {}
158 | },
159 | "com.unity.modules.imgui": {
160 | "version": "1.0.0",
161 | "depth": 0,
162 | "source": "builtin",
163 | "dependencies": {}
164 | },
165 | "com.unity.modules.jsonserialize": {
166 | "version": "1.0.0",
167 | "depth": 0,
168 | "source": "builtin",
169 | "dependencies": {}
170 | },
171 | "com.unity.modules.particlesystem": {
172 | "version": "1.0.0",
173 | "depth": 0,
174 | "source": "builtin",
175 | "dependencies": {}
176 | },
177 | "com.unity.modules.physics": {
178 | "version": "1.0.0",
179 | "depth": 0,
180 | "source": "builtin",
181 | "dependencies": {}
182 | },
183 | "com.unity.modules.physics2d": {
184 | "version": "1.0.0",
185 | "depth": 0,
186 | "source": "builtin",
187 | "dependencies": {}
188 | },
189 | "com.unity.modules.screencapture": {
190 | "version": "1.0.0",
191 | "depth": 0,
192 | "source": "builtin",
193 | "dependencies": {
194 | "com.unity.modules.imageconversion": "1.0.0"
195 | }
196 | },
197 | "com.unity.modules.subsystems": {
198 | "version": "1.0.0",
199 | "depth": 1,
200 | "source": "builtin",
201 | "dependencies": {
202 | "com.unity.modules.jsonserialize": "1.0.0"
203 | }
204 | },
205 | "com.unity.modules.terrain": {
206 | "version": "1.0.0",
207 | "depth": 0,
208 | "source": "builtin",
209 | "dependencies": {}
210 | },
211 | "com.unity.modules.terrainphysics": {
212 | "version": "1.0.0",
213 | "depth": 0,
214 | "source": "builtin",
215 | "dependencies": {
216 | "com.unity.modules.physics": "1.0.0",
217 | "com.unity.modules.terrain": "1.0.0"
218 | }
219 | },
220 | "com.unity.modules.tilemap": {
221 | "version": "1.0.0",
222 | "depth": 0,
223 | "source": "builtin",
224 | "dependencies": {
225 | "com.unity.modules.physics2d": "1.0.0"
226 | }
227 | },
228 | "com.unity.modules.ui": {
229 | "version": "1.0.0",
230 | "depth": 0,
231 | "source": "builtin",
232 | "dependencies": {}
233 | },
234 | "com.unity.modules.uielements": {
235 | "version": "1.0.0",
236 | "depth": 0,
237 | "source": "builtin",
238 | "dependencies": {
239 | "com.unity.modules.imgui": "1.0.0",
240 | "com.unity.modules.jsonserialize": "1.0.0"
241 | }
242 | },
243 | "com.unity.modules.umbra": {
244 | "version": "1.0.0",
245 | "depth": 0,
246 | "source": "builtin",
247 | "dependencies": {}
248 | },
249 | "com.unity.modules.unityanalytics": {
250 | "version": "1.0.0",
251 | "depth": 0,
252 | "source": "builtin",
253 | "dependencies": {
254 | "com.unity.modules.unitywebrequest": "1.0.0",
255 | "com.unity.modules.jsonserialize": "1.0.0"
256 | }
257 | },
258 | "com.unity.modules.unitywebrequest": {
259 | "version": "1.0.0",
260 | "depth": 0,
261 | "source": "builtin",
262 | "dependencies": {}
263 | },
264 | "com.unity.modules.unitywebrequestassetbundle": {
265 | "version": "1.0.0",
266 | "depth": 0,
267 | "source": "builtin",
268 | "dependencies": {
269 | "com.unity.modules.assetbundle": "1.0.0",
270 | "com.unity.modules.unitywebrequest": "1.0.0"
271 | }
272 | },
273 | "com.unity.modules.unitywebrequestaudio": {
274 | "version": "1.0.0",
275 | "depth": 0,
276 | "source": "builtin",
277 | "dependencies": {
278 | "com.unity.modules.unitywebrequest": "1.0.0",
279 | "com.unity.modules.audio": "1.0.0"
280 | }
281 | },
282 | "com.unity.modules.unitywebrequesttexture": {
283 | "version": "1.0.0",
284 | "depth": 0,
285 | "source": "builtin",
286 | "dependencies": {
287 | "com.unity.modules.unitywebrequest": "1.0.0",
288 | "com.unity.modules.imageconversion": "1.0.0"
289 | }
290 | },
291 | "com.unity.modules.unitywebrequestwww": {
292 | "version": "1.0.0",
293 | "depth": 0,
294 | "source": "builtin",
295 | "dependencies": {
296 | "com.unity.modules.unitywebrequest": "1.0.0",
297 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
298 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
299 | "com.unity.modules.audio": "1.0.0",
300 | "com.unity.modules.assetbundle": "1.0.0",
301 | "com.unity.modules.imageconversion": "1.0.0"
302 | }
303 | },
304 | "com.unity.modules.vehicles": {
305 | "version": "1.0.0",
306 | "depth": 0,
307 | "source": "builtin",
308 | "dependencies": {
309 | "com.unity.modules.physics": "1.0.0"
310 | }
311 | },
312 | "com.unity.modules.video": {
313 | "version": "1.0.0",
314 | "depth": 0,
315 | "source": "builtin",
316 | "dependencies": {
317 | "com.unity.modules.audio": "1.0.0",
318 | "com.unity.modules.ui": "1.0.0",
319 | "com.unity.modules.unitywebrequest": "1.0.0"
320 | }
321 | },
322 | "com.unity.modules.vr": {
323 | "version": "1.0.0",
324 | "depth": 0,
325 | "source": "builtin",
326 | "dependencies": {
327 | "com.unity.modules.jsonserialize": "1.0.0",
328 | "com.unity.modules.physics": "1.0.0",
329 | "com.unity.modules.xr": "1.0.0"
330 | }
331 | },
332 | "com.unity.modules.wind": {
333 | "version": "1.0.0",
334 | "depth": 0,
335 | "source": "builtin",
336 | "dependencies": {}
337 | },
338 | "com.unity.modules.xr": {
339 | "version": "1.0.0",
340 | "depth": 0,
341 | "source": "builtin",
342 | "dependencies": {
343 | "com.unity.modules.physics": "1.0.0",
344 | "com.unity.modules.jsonserialize": "1.0.0",
345 | "com.unity.modules.subsystems": "1.0.0"
346 | }
347 | }
348 | }
349 | }
350 |
--------------------------------------------------------------------------------
/ProjectSettings/AudioManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!11 &1
4 | AudioManager:
5 | m_ObjectHideFlags: 0
6 | m_Volume: 1
7 | Rolloff Scale: 1
8 | Doppler Factor: 1
9 | Default Speaker Mode: 2
10 | m_SampleRate: 0
11 | m_DSPBufferSize: 1024
12 | m_VirtualVoiceCount: 512
13 | m_RealVoiceCount: 32
14 | m_SpatializerPlugin:
15 | m_AmbisonicDecoderPlugin:
16 | m_DisableAudio: 0
17 | m_VirtualizeEffects: 1
18 |
--------------------------------------------------------------------------------
/ProjectSettings/ClusterInputManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!236 &1
4 | ClusterInputManager:
5 | m_ObjectHideFlags: 0
6 | m_Inputs: []
7 |
--------------------------------------------------------------------------------
/ProjectSettings/DynamicsManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!55 &1
4 | PhysicsManager:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 8
7 | m_Gravity: {x: 0, y: -9.81, z: 0}
8 | m_DefaultMaterial: {fileID: 0}
9 | m_BounceThreshold: 2
10 | m_SleepThreshold: 0.005
11 | m_DefaultContactOffset: 0.01
12 | m_DefaultSolverIterations: 6
13 | m_DefaultSolverVelocityIterations: 1
14 | m_QueriesHitBackfaces: 0
15 | m_QueriesHitTriggers: 1
16 | m_EnableAdaptiveForce: 0
17 | m_ClothInterCollisionDistance: 0
18 | m_ClothInterCollisionStiffness: 0
19 | m_ContactsGeneration: 1
20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
21 | m_AutoSimulation: 1
22 | m_AutoSyncTransforms: 0
23 | m_ReuseCollisionCallbacks: 1
24 | m_ClothInterCollisionSettingsToggle: 0
25 | m_ContactPairsMode: 0
26 | m_BroadphaseType: 0
27 | m_WorldBounds:
28 | m_Center: {x: 0, y: 0, z: 0}
29 | m_Extent: {x: 250, y: 250, z: 250}
30 | m_WorldSubdivisions: 8
31 |
--------------------------------------------------------------------------------
/ProjectSettings/EditorBuildSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!1045 &1
4 | EditorBuildSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_Scenes: []
8 | m_configObjects: {}
9 |
--------------------------------------------------------------------------------
/ProjectSettings/EditorSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!159 &1
4 | EditorSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 9
7 | m_ExternalVersionControlSupport: Visible Meta Files
8 | m_SerializationMode: 2
9 | m_LineEndingsForNewScripts: 2
10 | m_DefaultBehaviorMode: 1
11 | m_PrefabRegularEnvironment: {fileID: 0}
12 | m_PrefabUIEnvironment: {fileID: 0}
13 | m_SpritePackerMode: 4
14 | m_SpritePackerPaddingPower: 1
15 | m_EtcTextureCompressorBehavior: 1
16 | m_EtcTextureFastCompressor: 1
17 | m_EtcTextureNormalCompressor: 2
18 | m_EtcTextureBestCompressor: 4
19 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmref
20 | m_ProjectGenerationRootNamespace:
21 | m_CollabEditorSettings:
22 | inProgressEnabled: 1
23 | m_EnableTextureStreamingInEditMode: 1
24 | m_EnableTextureStreamingInPlayMode: 1
25 | m_AsyncShaderCompilation: 1
26 | m_EnterPlayModeOptionsEnabled: 0
27 | m_EnterPlayModeOptions: 3
28 | m_ShowLightmapResolutionOverlay: 1
29 | m_UseLegacyProbeSampleCount: 1
30 | m_AssetPipelineMode: 1
31 | m_CacheServerMode: 0
32 | m_CacheServerEndpoint:
33 | m_CacheServerNamespacePrefix: default
34 | m_CacheServerEnableDownload: 1
35 | m_CacheServerEnableUpload: 1
36 |
--------------------------------------------------------------------------------
/ProjectSettings/GraphicsSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!30 &1
4 | GraphicsSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 12
7 | m_Deferred:
8 | m_Mode: 1
9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0}
10 | m_DeferredReflections:
11 | m_Mode: 1
12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0}
13 | m_ScreenSpaceShadows:
14 | m_Mode: 1
15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0}
16 | m_LegacyDeferred:
17 | m_Mode: 1
18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0}
19 | m_DepthNormals:
20 | m_Mode: 1
21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0}
22 | m_MotionVectors:
23 | m_Mode: 1
24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0}
25 | m_LightHalo:
26 | m_Mode: 1
27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0}
28 | m_LensFlare:
29 | m_Mode: 1
30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0}
31 | m_AlwaysIncludedShaders:
32 | - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
33 | - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
34 | - {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0}
35 | m_PreloadedShaders: []
36 | m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
37 | type: 0}
38 | m_CustomRenderPipeline: {fileID: 0}
39 | m_TransparencySortMode: 0
40 | m_TransparencySortAxis: {x: 0, y: 0, z: 1}
41 | m_DefaultRenderingPath: 1
42 | m_DefaultMobileRenderingPath: 1
43 | m_TierSettings: []
44 | m_LightmapStripping: 0
45 | m_FogStripping: 0
46 | m_InstancingStripping: 0
47 | m_LightmapKeepPlain: 1
48 | m_LightmapKeepDirCombined: 1
49 | m_LightmapKeepDynamicPlain: 1
50 | m_LightmapKeepDynamicDirCombined: 1
51 | m_LightmapKeepShadowMask: 1
52 | m_LightmapKeepSubtractive: 1
53 | m_FogKeepLinear: 1
54 | m_FogKeepExp: 1
55 | m_FogKeepExp2: 1
56 | m_AlbedoSwatchInfos: []
57 | m_LightsUseLinearIntensity: 0
58 | m_LightsUseColorTemperature: 0
59 |
--------------------------------------------------------------------------------
/ProjectSettings/InputManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!13 &1
4 | InputManager:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_Axes:
8 | - serializedVersion: 3
9 | m_Name: Horizontal
10 | descriptiveName:
11 | descriptiveNegativeName:
12 | negativeButton: left
13 | positiveButton: right
14 | altNegativeButton: a
15 | altPositiveButton: d
16 | gravity: 3
17 | dead: 0.001
18 | sensitivity: 3
19 | snap: 1
20 | invert: 0
21 | type: 0
22 | axis: 0
23 | joyNum: 0
24 | - serializedVersion: 3
25 | m_Name: Vertical
26 | descriptiveName:
27 | descriptiveNegativeName:
28 | negativeButton: down
29 | positiveButton: up
30 | altNegativeButton: s
31 | altPositiveButton: w
32 | gravity: 3
33 | dead: 0.001
34 | sensitivity: 3
35 | snap: 1
36 | invert: 0
37 | type: 0
38 | axis: 0
39 | joyNum: 0
40 | - serializedVersion: 3
41 | m_Name: Fire1
42 | descriptiveName:
43 | descriptiveNegativeName:
44 | negativeButton:
45 | positiveButton: left ctrl
46 | altNegativeButton:
47 | altPositiveButton: mouse 0
48 | gravity: 1000
49 | dead: 0.001
50 | sensitivity: 1000
51 | snap: 0
52 | invert: 0
53 | type: 0
54 | axis: 0
55 | joyNum: 0
56 | - serializedVersion: 3
57 | m_Name: Fire2
58 | descriptiveName:
59 | descriptiveNegativeName:
60 | negativeButton:
61 | positiveButton: left alt
62 | altNegativeButton:
63 | altPositiveButton: mouse 1
64 | gravity: 1000
65 | dead: 0.001
66 | sensitivity: 1000
67 | snap: 0
68 | invert: 0
69 | type: 0
70 | axis: 0
71 | joyNum: 0
72 | - serializedVersion: 3
73 | m_Name: Fire3
74 | descriptiveName:
75 | descriptiveNegativeName:
76 | negativeButton:
77 | positiveButton: left shift
78 | altNegativeButton:
79 | altPositiveButton: mouse 2
80 | gravity: 1000
81 | dead: 0.001
82 | sensitivity: 1000
83 | snap: 0
84 | invert: 0
85 | type: 0
86 | axis: 0
87 | joyNum: 0
88 | - serializedVersion: 3
89 | m_Name: Jump
90 | descriptiveName:
91 | descriptiveNegativeName:
92 | negativeButton:
93 | positiveButton: space
94 | altNegativeButton:
95 | altPositiveButton:
96 | gravity: 1000
97 | dead: 0.001
98 | sensitivity: 1000
99 | snap: 0
100 | invert: 0
101 | type: 0
102 | axis: 0
103 | joyNum: 0
104 | - serializedVersion: 3
105 | m_Name: Mouse X
106 | descriptiveName:
107 | descriptiveNegativeName:
108 | negativeButton:
109 | positiveButton:
110 | altNegativeButton:
111 | altPositiveButton:
112 | gravity: 0
113 | dead: 0
114 | sensitivity: 0.1
115 | snap: 0
116 | invert: 0
117 | type: 1
118 | axis: 0
119 | joyNum: 0
120 | - serializedVersion: 3
121 | m_Name: Mouse Y
122 | descriptiveName:
123 | descriptiveNegativeName:
124 | negativeButton:
125 | positiveButton:
126 | altNegativeButton:
127 | altPositiveButton:
128 | gravity: 0
129 | dead: 0
130 | sensitivity: 0.1
131 | snap: 0
132 | invert: 0
133 | type: 1
134 | axis: 1
135 | joyNum: 0
136 | - serializedVersion: 3
137 | m_Name: Mouse ScrollWheel
138 | descriptiveName:
139 | descriptiveNegativeName:
140 | negativeButton:
141 | positiveButton:
142 | altNegativeButton:
143 | altPositiveButton:
144 | gravity: 0
145 | dead: 0
146 | sensitivity: 0.1
147 | snap: 0
148 | invert: 0
149 | type: 1
150 | axis: 2
151 | joyNum: 0
152 | - serializedVersion: 3
153 | m_Name: Horizontal
154 | descriptiveName:
155 | descriptiveNegativeName:
156 | negativeButton:
157 | positiveButton:
158 | altNegativeButton:
159 | altPositiveButton:
160 | gravity: 0
161 | dead: 0.19
162 | sensitivity: 1
163 | snap: 0
164 | invert: 0
165 | type: 2
166 | axis: 0
167 | joyNum: 0
168 | - serializedVersion: 3
169 | m_Name: Vertical
170 | descriptiveName:
171 | descriptiveNegativeName:
172 | negativeButton:
173 | positiveButton:
174 | altNegativeButton:
175 | altPositiveButton:
176 | gravity: 0
177 | dead: 0.19
178 | sensitivity: 1
179 | snap: 0
180 | invert: 1
181 | type: 2
182 | axis: 1
183 | joyNum: 0
184 | - serializedVersion: 3
185 | m_Name: Fire1
186 | descriptiveName:
187 | descriptiveNegativeName:
188 | negativeButton:
189 | positiveButton: joystick button 0
190 | altNegativeButton:
191 | altPositiveButton:
192 | gravity: 1000
193 | dead: 0.001
194 | sensitivity: 1000
195 | snap: 0
196 | invert: 0
197 | type: 0
198 | axis: 0
199 | joyNum: 0
200 | - serializedVersion: 3
201 | m_Name: Fire2
202 | descriptiveName:
203 | descriptiveNegativeName:
204 | negativeButton:
205 | positiveButton: joystick button 1
206 | altNegativeButton:
207 | altPositiveButton:
208 | gravity: 1000
209 | dead: 0.001
210 | sensitivity: 1000
211 | snap: 0
212 | invert: 0
213 | type: 0
214 | axis: 0
215 | joyNum: 0
216 | - serializedVersion: 3
217 | m_Name: Fire3
218 | descriptiveName:
219 | descriptiveNegativeName:
220 | negativeButton:
221 | positiveButton: joystick button 2
222 | altNegativeButton:
223 | altPositiveButton:
224 | gravity: 1000
225 | dead: 0.001
226 | sensitivity: 1000
227 | snap: 0
228 | invert: 0
229 | type: 0
230 | axis: 0
231 | joyNum: 0
232 | - serializedVersion: 3
233 | m_Name: Jump
234 | descriptiveName:
235 | descriptiveNegativeName:
236 | negativeButton:
237 | positiveButton: joystick button 3
238 | altNegativeButton:
239 | altPositiveButton:
240 | gravity: 1000
241 | dead: 0.001
242 | sensitivity: 1000
243 | snap: 0
244 | invert: 0
245 | type: 0
246 | axis: 0
247 | joyNum: 0
248 | - serializedVersion: 3
249 | m_Name: Submit
250 | descriptiveName:
251 | descriptiveNegativeName:
252 | negativeButton:
253 | positiveButton: return
254 | altNegativeButton:
255 | altPositiveButton: joystick button 0
256 | gravity: 1000
257 | dead: 0.001
258 | sensitivity: 1000
259 | snap: 0
260 | invert: 0
261 | type: 0
262 | axis: 0
263 | joyNum: 0
264 | - serializedVersion: 3
265 | m_Name: Submit
266 | descriptiveName:
267 | descriptiveNegativeName:
268 | negativeButton:
269 | positiveButton: enter
270 | altNegativeButton:
271 | altPositiveButton: space
272 | gravity: 1000
273 | dead: 0.001
274 | sensitivity: 1000
275 | snap: 0
276 | invert: 0
277 | type: 0
278 | axis: 0
279 | joyNum: 0
280 | - serializedVersion: 3
281 | m_Name: Cancel
282 | descriptiveName:
283 | descriptiveNegativeName:
284 | negativeButton:
285 | positiveButton: escape
286 | altNegativeButton:
287 | altPositiveButton: joystick button 1
288 | gravity: 1000
289 | dead: 0.001
290 | sensitivity: 1000
291 | snap: 0
292 | invert: 0
293 | type: 0
294 | axis: 0
295 | joyNum: 0
296 |
--------------------------------------------------------------------------------
/ProjectSettings/NavMeshAreas.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!126 &1
4 | NavMeshProjectSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | areas:
8 | - name: Walkable
9 | cost: 1
10 | - name: Not Walkable
11 | cost: 1
12 | - name: Jump
13 | cost: 2
14 | - name:
15 | cost: 1
16 | - name:
17 | cost: 1
18 | - name:
19 | cost: 1
20 | - name:
21 | cost: 1
22 | - name:
23 | cost: 1
24 | - name:
25 | cost: 1
26 | - name:
27 | cost: 1
28 | - name:
29 | cost: 1
30 | - name:
31 | cost: 1
32 | - name:
33 | cost: 1
34 | - name:
35 | cost: 1
36 | - name:
37 | cost: 1
38 | - name:
39 | cost: 1
40 | - name:
41 | cost: 1
42 | - name:
43 | cost: 1
44 | - name:
45 | cost: 1
46 | - name:
47 | cost: 1
48 | - name:
49 | cost: 1
50 | - name:
51 | cost: 1
52 | - name:
53 | cost: 1
54 | - name:
55 | cost: 1
56 | - name:
57 | cost: 1
58 | - name:
59 | cost: 1
60 | - name:
61 | cost: 1
62 | - name:
63 | cost: 1
64 | - name:
65 | cost: 1
66 | - name:
67 | cost: 1
68 | - name:
69 | cost: 1
70 | - name:
71 | cost: 1
72 | m_LastAgentTypeID: -887442657
73 | m_Settings:
74 | - serializedVersion: 2
75 | agentTypeID: 0
76 | agentRadius: 0.5
77 | agentHeight: 2
78 | agentSlope: 45
79 | agentClimb: 0.75
80 | ledgeDropHeight: 0
81 | maxJumpAcrossDistance: 0
82 | minRegionArea: 2
83 | manualCellSize: 0
84 | cellSize: 0.16666667
85 | manualTileSize: 0
86 | tileSize: 256
87 | accuratePlacement: 0
88 | debug:
89 | m_Flags: 0
90 | m_SettingNames:
91 | - Humanoid
92 |
--------------------------------------------------------------------------------
/ProjectSettings/NetworkManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!149 &1
4 | NetworkManager:
5 | m_ObjectHideFlags: 0
6 | m_DebugLevel: 0
7 | m_Sendrate: 15
8 | m_AssetToPrefab: {}
9 |
--------------------------------------------------------------------------------
/ProjectSettings/Physics2DSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!19 &1
4 | Physics2DSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 4
7 | m_Gravity: {x: 0, y: -9.81}
8 | m_DefaultMaterial: {fileID: 0}
9 | m_VelocityIterations: 8
10 | m_PositionIterations: 3
11 | m_VelocityThreshold: 1
12 | m_MaxLinearCorrection: 0.2
13 | m_MaxAngularCorrection: 8
14 | m_MaxTranslationSpeed: 100
15 | m_MaxRotationSpeed: 360
16 | m_BaumgarteScale: 0.2
17 | m_BaumgarteTimeOfImpactScale: 0.75
18 | m_TimeToSleep: 0.5
19 | m_LinearSleepTolerance: 0.01
20 | m_AngularSleepTolerance: 2
21 | m_DefaultContactOffset: 0.01
22 | m_JobOptions:
23 | serializedVersion: 2
24 | useMultithreading: 0
25 | useConsistencySorting: 0
26 | m_InterpolationPosesPerJob: 100
27 | m_NewContactsPerJob: 30
28 | m_CollideContactsPerJob: 100
29 | m_ClearFlagsPerJob: 200
30 | m_ClearBodyForcesPerJob: 200
31 | m_SyncDiscreteFixturesPerJob: 50
32 | m_SyncContinuousFixturesPerJob: 50
33 | m_FindNearestContactsPerJob: 100
34 | m_UpdateTriggerContactsPerJob: 100
35 | m_IslandSolverCostThreshold: 100
36 | m_IslandSolverBodyCostScale: 1
37 | m_IslandSolverContactCostScale: 10
38 | m_IslandSolverJointCostScale: 10
39 | m_IslandSolverBodiesPerJob: 50
40 | m_IslandSolverContactsPerJob: 50
41 | m_AutoSimulation: 1
42 | m_QueriesHitTriggers: 1
43 | m_QueriesStartInColliders: 1
44 | m_CallbacksOnDisable: 1
45 | m_ReuseCollisionCallbacks: 1
46 | m_AutoSyncTransforms: 0
47 | m_AlwaysShowColliders: 0
48 | m_ShowColliderSleep: 1
49 | m_ShowColliderContacts: 0
50 | m_ShowColliderAABB: 0
51 | m_ContactArrowScale: 0.2
52 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
53 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
54 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
55 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
56 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
57 |
--------------------------------------------------------------------------------
/ProjectSettings/PresetManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!1386491679 &1
4 | PresetManager:
5 | m_ObjectHideFlags: 0
6 | m_DefaultList:
7 | - type:
8 | m_NativeTypeID: 20
9 | m_ManagedTypePPtr: {fileID: 0}
10 | m_ManagedTypeFallback:
11 | defaultPresets:
12 | - m_Preset: {fileID: 2655988077585873504, guid: bfcfc320427f8224bbb7a96f3d3aebad,
13 | type: 2}
14 |
--------------------------------------------------------------------------------
/ProjectSettings/ProjectVersion.txt:
--------------------------------------------------------------------------------
1 | m_EditorVersion: 2019.4.9f1
2 | m_EditorVersionWithRevision: 2019.4.9f1 (50fe8a171dd9)
3 |
--------------------------------------------------------------------------------
/ProjectSettings/QualitySettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!47 &1
4 | QualitySettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 5
7 | m_CurrentQuality: 3
8 | m_QualitySettings:
9 | - serializedVersion: 2
10 | name: Very Low
11 | pixelLightCount: 0
12 | shadows: 0
13 | shadowResolution: 0
14 | shadowProjection: 1
15 | shadowCascades: 1
16 | shadowDistance: 15
17 | shadowNearPlaneOffset: 3
18 | shadowCascade2Split: 0.33333334
19 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
20 | shadowmaskMode: 0
21 | blendWeights: 1
22 | textureQuality: 1
23 | anisotropicTextures: 0
24 | antiAliasing: 0
25 | softParticles: 0
26 | softVegetation: 0
27 | realtimeReflectionProbes: 0
28 | billboardsFaceCameraPosition: 0
29 | vSyncCount: 0
30 | lodBias: 0.3
31 | maximumLODLevel: 0
32 | particleRaycastBudget: 4
33 | asyncUploadTimeSlice: 2
34 | asyncUploadBufferSize: 16
35 | resolutionScalingFixedDPIFactor: 1
36 | excludedTargetPlatforms: []
37 | - serializedVersion: 2
38 | name: Low
39 | pixelLightCount: 0
40 | shadows: 0
41 | shadowResolution: 0
42 | shadowProjection: 1
43 | shadowCascades: 1
44 | shadowDistance: 20
45 | shadowNearPlaneOffset: 3
46 | shadowCascade2Split: 0.33333334
47 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
48 | shadowmaskMode: 0
49 | blendWeights: 2
50 | textureQuality: 0
51 | anisotropicTextures: 0
52 | antiAliasing: 0
53 | softParticles: 0
54 | softVegetation: 0
55 | realtimeReflectionProbes: 0
56 | billboardsFaceCameraPosition: 0
57 | vSyncCount: 0
58 | lodBias: 0.4
59 | maximumLODLevel: 0
60 | particleRaycastBudget: 16
61 | asyncUploadTimeSlice: 2
62 | asyncUploadBufferSize: 16
63 | resolutionScalingFixedDPIFactor: 1
64 | excludedTargetPlatforms: []
65 | - serializedVersion: 2
66 | name: Medium
67 | pixelLightCount: 1
68 | shadows: 0
69 | shadowResolution: 0
70 | shadowProjection: 1
71 | shadowCascades: 1
72 | shadowDistance: 20
73 | shadowNearPlaneOffset: 3
74 | shadowCascade2Split: 0.33333334
75 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
76 | shadowmaskMode: 0
77 | blendWeights: 2
78 | textureQuality: 0
79 | anisotropicTextures: 0
80 | antiAliasing: 0
81 | softParticles: 0
82 | softVegetation: 0
83 | realtimeReflectionProbes: 0
84 | billboardsFaceCameraPosition: 0
85 | vSyncCount: 1
86 | lodBias: 0.7
87 | maximumLODLevel: 0
88 | particleRaycastBudget: 64
89 | asyncUploadTimeSlice: 2
90 | asyncUploadBufferSize: 16
91 | resolutionScalingFixedDPIFactor: 1
92 | excludedTargetPlatforms: []
93 | - serializedVersion: 2
94 | name: High
95 | pixelLightCount: 2
96 | shadows: 0
97 | shadowResolution: 1
98 | shadowProjection: 1
99 | shadowCascades: 2
100 | shadowDistance: 40
101 | shadowNearPlaneOffset: 3
102 | shadowCascade2Split: 0.33333334
103 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
104 | shadowmaskMode: 1
105 | blendWeights: 2
106 | textureQuality: 0
107 | anisotropicTextures: 0
108 | antiAliasing: 0
109 | softParticles: 0
110 | softVegetation: 1
111 | realtimeReflectionProbes: 0
112 | billboardsFaceCameraPosition: 0
113 | vSyncCount: 1
114 | lodBias: 1
115 | maximumLODLevel: 0
116 | particleRaycastBudget: 256
117 | asyncUploadTimeSlice: 2
118 | asyncUploadBufferSize: 16
119 | resolutionScalingFixedDPIFactor: 1
120 | excludedTargetPlatforms: []
121 | - serializedVersion: 2
122 | name: Very High
123 | pixelLightCount: 3
124 | shadows: 0
125 | shadowResolution: 2
126 | shadowProjection: 1
127 | shadowCascades: 2
128 | shadowDistance: 70
129 | shadowNearPlaneOffset: 3
130 | shadowCascade2Split: 0.33333334
131 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
132 | shadowmaskMode: 1
133 | blendWeights: 4
134 | textureQuality: 0
135 | anisotropicTextures: 0
136 | antiAliasing: 0
137 | softParticles: 0
138 | softVegetation: 1
139 | realtimeReflectionProbes: 0
140 | billboardsFaceCameraPosition: 0
141 | vSyncCount: 1
142 | lodBias: 1.5
143 | maximumLODLevel: 0
144 | particleRaycastBudget: 1024
145 | asyncUploadTimeSlice: 2
146 | asyncUploadBufferSize: 16
147 | resolutionScalingFixedDPIFactor: 1
148 | excludedTargetPlatforms: []
149 | - serializedVersion: 2
150 | name: Ultra
151 | pixelLightCount: 4
152 | shadows: 0
153 | shadowResolution: 0
154 | shadowProjection: 1
155 | shadowCascades: 4
156 | shadowDistance: 150
157 | shadowNearPlaneOffset: 3
158 | shadowCascade2Split: 0.33333334
159 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
160 | shadowmaskMode: 1
161 | blendWeights: 4
162 | textureQuality: 0
163 | anisotropicTextures: 0
164 | antiAliasing: 0
165 | softParticles: 0
166 | softVegetation: 1
167 | realtimeReflectionProbes: 0
168 | billboardsFaceCameraPosition: 0
169 | vSyncCount: 1
170 | lodBias: 2
171 | maximumLODLevel: 0
172 | particleRaycastBudget: 4096
173 | asyncUploadTimeSlice: 2
174 | asyncUploadBufferSize: 16
175 | resolutionScalingFixedDPIFactor: 1
176 | excludedTargetPlatforms: []
177 | m_PerPlatformDefaultQuality:
178 | Android: 2
179 | Nintendo 3DS: 5
180 | Nintendo Switch: 5
181 | PS4: 5
182 | PSM: 5
183 | PSP2: 2
184 | Standalone: 5
185 | Tizen: 2
186 | WebGL: 3
187 | WiiU: 5
188 | Windows Store Apps: 5
189 | XboxOne: 5
190 | iPhone: 2
191 | tvOS: 2
192 |
--------------------------------------------------------------------------------
/ProjectSettings/TagManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!78 &1
4 | TagManager:
5 | serializedVersion: 2
6 | tags: []
7 | layers:
8 | - Default
9 | - TransparentFX
10 | - Ignore Raycast
11 | -
12 | - Water
13 | - UI
14 | -
15 | -
16 | -
17 | -
18 | -
19 | -
20 | -
21 | -
22 | -
23 | -
24 | -
25 | -
26 | -
27 | -
28 | -
29 | -
30 | -
31 | -
32 | -
33 | -
34 | -
35 | -
36 | -
37 | -
38 | -
39 | -
40 | m_SortingLayers:
41 | - name: Default
42 | uniqueID: 0
43 | locked: 0
44 |
--------------------------------------------------------------------------------
/ProjectSettings/TimeManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!5 &1
4 | TimeManager:
5 | m_ObjectHideFlags: 0
6 | Fixed Timestep: 0.02
7 | Maximum Allowed Timestep: 0.1
8 | m_TimeScale: 1
9 | Maximum Particle Timestep: 0.03
10 |
--------------------------------------------------------------------------------
/ProjectSettings/UnityConnectSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!310 &1
4 | UnityConnectSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 1
7 | m_Enabled: 0
8 | m_TestMode: 0
9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events
11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com
12 | m_TestInitMode: 0
13 | CrashReportingSettings:
14 | m_EventUrl: https://perf-events.cloud.unity3d.com
15 | m_Enabled: 0
16 | m_LogBufferSize: 10
17 | m_CaptureEditorExceptions: 1
18 | UnityPurchasingSettings:
19 | m_Enabled: 0
20 | m_TestMode: 0
21 | UnityAnalyticsSettings:
22 | m_Enabled: 0
23 | m_TestMode: 0
24 | m_InitializeOnStartup: 1
25 | UnityAdsSettings:
26 | m_Enabled: 0
27 | m_InitializeOnStartup: 1
28 | m_TestMode: 0
29 | m_IosGameId:
30 | m_AndroidGameId:
31 | m_GameIds: {}
32 | m_GameId:
33 | PerformanceReportingSettings:
34 | m_Enabled: 0
35 |
--------------------------------------------------------------------------------
/ProjectSettings/VFXManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!937362698 &1
4 | VFXManager:
5 | m_ObjectHideFlags: 0
6 | m_IndirectShader: {fileID: 0}
7 | m_CopyBufferShader: {fileID: 0}
8 | m_SortShader: {fileID: 0}
9 | m_RenderPipeSettingsPath:
10 | m_FixedTimeStep: 0.016666668
11 | m_MaxDeltaTime: 0.05
12 |
--------------------------------------------------------------------------------
/ProjectSettings/XRSettings.asset:
--------------------------------------------------------------------------------
1 | {
2 | "m_SettingKeys": [
3 | "VR Device Disabled",
4 | "VR Device User Alert"
5 | ],
6 | "m_SettingValues": [
7 | "False",
8 | "False"
9 | ]
10 | }
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Vertex Text Animation Demo
2 |
3 | Based on code from:
4 |
5 | Batbarian (Steam)
6 |
7 | Kingdom of Night (Steam)
8 |
9 | Video Tutorial
10 |
11 | Important Classes/Functions:
12 |
13 | `DialogueManager.cs` Line 45 `PlayDialogue` Starts the text animation
14 |
15 | `DialogueUtility.cs` Line 28 `ProcessInputString` Parses the text and pulls out any special tags/commands
16 |
17 | `DialogueVertexAnimator.cs` Line 23 `AnimateTextIn` Takes the processed text and dialogue commands and performs the text vertex animation
18 |
--------------------------------------------------------------------------------