├── Media ├── logo-uis.png └── logo-uis.png.meta ├── Samples~ └── Demo │ ├── TextMesh Pro │ ├── Resources │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Following Characters.txt │ │ ├── TMP Settings.asset.meta │ │ ├── Sprite Assets │ │ │ └── EmojiOne.asset.meta │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── Sprite Assets.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ ├── Default Style Sheet.asset.meta │ │ │ └── Default Style Sheet.asset │ │ ├── Fonts & Materials.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat │ │ │ ├── LiberationSans SDF - Drop Shadow.mat │ │ │ └── LiberationSans SDF - Fallback.asset │ │ └── TMP Settings.asset │ ├── Sprites │ │ ├── EmojiOne.png │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne Attribution.txt │ │ ├── EmojiOne.json.meta │ │ ├── EmojiOne.json │ │ └── EmojiOne.png.meta │ ├── Fonts │ │ ├── LiberationSans.ttf │ │ ├── LiberationSans - OFL.txt.meta │ │ ├── LiberationSans.ttf.meta │ │ └── LiberationSans - OFL.txt │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Shaders.meta │ ├── Sprites.meta │ ├── Resources.meta │ ├── Documentation.meta │ └── Shaders │ │ ├── TMPro.cginc.meta │ │ ├── TMP_Bitmap.shader.meta │ │ ├── TMP_SDF SSD.shader.meta │ │ ├── TMP_SDF.shader.meta │ │ ├── TMP_Sprite.shader.meta │ │ ├── TMPro_Mobile.cginc.meta │ │ ├── TMP_SDF Overlay.shader.meta │ │ ├── TMP_SDF-Mobile.shader.meta │ │ ├── TMP_SDF-Surface.shader.meta │ │ ├── TMPro_Properties.cginc.meta │ │ ├── TMPro_Surface.cginc.meta │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ ├── TMP_SDF-Mobile SSD.shader.meta │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ ├── TMPro.cginc │ │ ├── TMPro_Properties.cginc │ │ ├── TMP_Sprite.shader │ │ ├── TMP_SDF-Mobile SSD.shader │ │ ├── TMPro_Surface.cginc │ │ ├── TMP_Bitmap.shader │ │ ├── TMP_SDF-Surface-Mobile.shader │ │ ├── TMP_Bitmap-Custom-Atlas.shader │ │ ├── TMP_Bitmap-Mobile.shader │ │ ├── TMP_SDF-Surface.shader │ │ ├── TMPro_Mobile.cginc │ │ ├── TMP_SDF-Mobile Overlay.shader │ │ ├── TMP_SDF-Mobile.shader │ │ └── TMP_SDF-Mobile Masking.shader │ ├── Scenes │ ├── Demo1.unity.meta │ ├── Demo2.unity.meta │ ├── Demo3.unity.meta │ ├── Demo4.unity.meta │ ├── Demo5.unity.meta │ └── Demo6.unity.meta │ ├── Prefabs.meta │ ├── Scenes.meta │ ├── Scripts.meta │ ├── TextMesh Pro.meta │ ├── Prefabs │ ├── OpenSans.asset.meta │ ├── ListItem.prefab.meta │ └── ListItem.prefab │ └── Scripts │ ├── Demo1.cs.meta │ ├── Demo2.cs.meta │ ├── Demo3.cs.meta │ ├── Demo4.cs.meta │ ├── Demo5.cs.meta │ ├── Demo6.cs.meta │ ├── Demo1.cs │ ├── Demo6.cs │ ├── Demo2.cs │ ├── Demo5.cs │ ├── Demo3.cs │ └── Demo4.cs ├── CHANGELOG.md.meta ├── LICENSE.md.meta ├── README.md.meta ├── README.ru.md.meta ├── CONTRIBUTING.md.meta ├── package.json.meta ├── CODE_OF_CONDUCT.md.meta ├── Editor.meta ├── Media.meta ├── Runtime.meta ├── Editor ├── UIS.Editor.asmdef.meta ├── ScrollerEditor.cs.meta ├── UIS.Editor.asmdef └── ScrollerEditor.cs ├── Runtime ├── UIS.Runtime.asmdef.meta ├── Scroller.cs.meta └── UIS.Runtime.asmdef ├── CHANGELOG.md ├── LICENSE.md ├── package.json ├── .gitignore ├── CODE_OF_CONDUCT.md ├── README.md ├── README.ru.md ├── Documentation~ └── index.md ├── CONTRIBUTING.md └── .editorconfig /Media/logo-uis.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mopsicus/uis/HEAD/Media/logo-uis.png -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Resources/LineBreaking Leading Characters.txt: -------------------------------------------------------------------------------- 1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇$¥₩ # -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Sprites/EmojiOne.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mopsicus/uis/HEAD/Samples~/Demo/TextMesh Pro/Sprites/EmojiOne.png -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Fonts/LiberationSans.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mopsicus/uis/HEAD/Samples~/Demo/TextMesh Pro/Fonts/LiberationSans.ttf -------------------------------------------------------------------------------- /Samples~/Demo/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%,. -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mopsicus/uis/HEAD/Samples~/Demo/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf -------------------------------------------------------------------------------- /CHANGELOG.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 58010844af9654ba79498dc7b002038c 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /LICENSE.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 75e950532365e4d5b9fab4019ea7e9fd 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /README.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c5e08dfe7d38440e0b0e39fbaf8fb810 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /README.ru.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 03deeeb7071b340ce92d699819943a1f 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /CONTRIBUTING.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 603e17dbc58ad45979c0d4b2caae56ea 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /package.json.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 43e3aa8784e05478080c5ea7f486078a 3 | PackageManifestImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /CODE_OF_CONDUCT.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8ef36a47f61764164b66db4c81da004e 3 | 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assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Samples~/Demo/Scenes/Demo2.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48da4499451f44851ad18827470b951c 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Samples~/Demo/Scenes/Demo3.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc1ed8972a0a04191bef5c8209bff04a 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Samples~/Demo/Scenes/Demo4.unity.meta: 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assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Runtime/UIS.Runtime.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 54aff94f2d13d4a43845f0e176502c4e 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Samples~/Demo/Prefabs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 60f1f4651eb1d47e39bd30bbe43df405 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Samples~/Demo/Scenes.meta: -------------------------------------------------------------------------------- 1 | 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-------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Fonts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6ab70aee4d56447429c680537fbf93ed 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e9f693669af91aa45ad615fc681ed29f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Sprites.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d0603b6d5186471b96c778c3949c7ce2 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Resources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 243e06394e614e5d99fab26083b707fa 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Documentation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8e7e8f5a82a3a134e91c54efd2274ea9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 381dcb09d5029d14897e55f98031fca5 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Samples~/Demo/Prefabs/OpenSans.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a8c90286d549d4f11a8ef619f1631209 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Samples~/Demo/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. -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/Prefabs/ListItem.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b3be0441af2d548b68eb12fb02c3c0b4 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 100100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMPro.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 128e987d567d4e2c824d754223b3f3b0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14eb328de4b8eb245bb7cea29e4ac00b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_SDF.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68e6db2ebdc24f95958faec2be5558d6 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_Sprite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf81c85f95fe47e1a27f6ae460cf182c 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c334973cef89a9840b0b0c507e0377ab 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd89cf5b9246416f84610a006f916af7 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe393ace9b354375a9cb14cdbbc28be4 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7ada0af4f174f0694ca6a487b8f543d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3997e2241185407d80309a82f9148466 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d930090c0cd643c7b55f19a38538c162 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e3b057af24249748ff873be7fafee47 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8d12adcee749c344b8117cf7c7eb912 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Runtime/Scroller.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8682fc05b41bb4bcfaafc5e888d02d41 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48bb5f55d8670e349b6e614913f9d910 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc1ede39bf3643ee8e493720e4259791 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a02a7d8c237544f1962732b55a9aebf1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85187c2149c549c5b33f0cdb02836b17 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Editor/ScrollerEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 49682b5ecd0854599ae49b3d409c4093 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /CHANGELOG.md: -------------------------------------------------------------------------------- 1 | # Change Log 2 | 3 | All notable changes to this project will be documented in this file. 4 | 5 | ## [2.0.1] - 2024-08-27 6 | ### Changed 7 | - ADDON_VIEWS_COUNT moved to property from const 8 | ### Fixed 9 | - Update the scroll position by a scrollbar 10 | 11 | ## [2.0.0] - 2024-04-02 12 | ### Release v2 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-------------------------------------------------------------------------------- /Samples~/Demo/Scripts/Demo3.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 40d2eb8f020d2450585b1b76877874b0 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Samples~/Demo/Scripts/Demo4.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d531bba42ee004c5fa8246f863ae7844 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Samples~/Demo/Scripts/Demo5.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dbc1a16294c67410fa3411f021fbad10 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Samples~/Demo/Scripts/Demo6.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3b5fdc63012bf4a5aae7769aa338ed92 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Runtime/UIS.Runtime.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "UIS.Runtime", 3 | "rootNamespace": "UIS", 4 | "references": [ 5 | "Unity.TextMeshPro" 6 | ], 7 | "includePlatforms": [], 8 | "excludePlatforms": [], 9 | "allowUnsafeCode": false, 10 | "overrideReferences": false, 11 | "precompiledReferences": [], 12 | "autoReferenced": true, 13 | "defineConstraints": [], 14 | "versionDefines": [], 15 | "noEngineReferences": false 16 | } -------------------------------------------------------------------------------- /Editor/UIS.Editor.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "UIS.Editor", 3 | "rootNamespace": "UIS", 4 | "references": [ 5 | "UIS.Runtime" 6 | ], 7 | "includePlatforms": [ 8 | "Editor" 9 | ], 10 | "excludePlatforms": [], 11 | "allowUnsafeCode": false, 12 | "overrideReferences": false, 13 | "precompiledReferences": [], 14 | "autoReferenced": true, 15 | "defineConstraints": [], 16 | "versionDefines": [], 17 | "noEngineReferences": false 18 | } -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019-2024 Mopsicus 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining 6 | a copy of this software and associated documentation files (the 7 | "Software"), to deal in the Software without restriction, including 8 | without limitation the rights to use, copy, modify, merge, publish, 9 | distribute, sublicense, and/or sell copies of the Software, and to 10 | permit persons to whom the Software is furnished to do so, subject to 11 | the following conditions: 12 | 13 | The above copyright notice and this permission notice shall be 14 | included in all copies or substantial portions of the Software. 15 | 16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 17 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND 19 | NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE 20 | LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 21 | OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 22 | WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -------------------------------------------------------------------------------- /package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "com.mopsicus.uis", 3 | "version": "2.0.0", 4 | "displayName": "UIS", 5 | "description": "UIS – script extension that allows to use the ScrollRect as an infinite spinner/scroller.", 6 | "license": "MIT", 7 | "author": "Mopsicus ", 8 | "homepage": "https://github.com/mopsicus/uis", 9 | "changelogUrl": "https://github.com/mopsicus/uis/blob/main/CHANGELOG.md", 10 | "documentationUrl": "https://github.com/mopsicus/uis/blob/main/Documentation~/index.md", 11 | "unity": "2020.3", 12 | "keywords": [ 13 | "mobile", 14 | "scrollrect", 15 | "listview", 16 | "data-driven", 17 | "unity", 18 | "list", 19 | "spinner", 20 | "ios", 21 | "android", 22 | "scroll", 23 | "plugin" 24 | ], 25 | "dependencies": {}, 26 | "repository": { 27 | "type": "git", 28 | "url": "https://github.com/mopsicus/uis.git" 29 | }, 30 | "samples": [ 31 | { 32 | "displayName": "Demo", 33 | "description": "A demo scene to show UIS usage", 34 | "path": "Samples~/Demo" 35 | } 36 | ] 37 | } -------------------------------------------------------------------------------- /Samples~/Demo/Scripts/Demo1.cs: -------------------------------------------------------------------------------- 1 | using TMPro; 2 | using UIS; 3 | using UnityEngine; 4 | using UnityEngine.SceneManagement; 5 | 6 | /// 7 | /// Demo 1 8 | /// 9 | public class Demo1 : MonoBehaviour { 10 | 11 | /// 12 | /// Link to list 13 | /// 14 | [SerializeField] 15 | Scroller List = null; 16 | 17 | /// 18 | /// Items count 19 | /// 20 | [SerializeField] 21 | int Count = 100; 22 | 23 | /// 24 | /// Init 25 | /// 26 | void Start() { 27 | List.OnFill += OnFillItem; 28 | List.OnHeight += OnHeightItem; 29 | List.InitData(Count); 30 | } 31 | 32 | /// 33 | /// Callback on fill item 34 | /// 35 | /// Item index 36 | /// Item object 37 | void OnFillItem(int index, GameObject item) { 38 | item.GetComponentInChildren().text = index.ToString(); 39 | } 40 | 41 | /// 42 | /// Callback on request item height 43 | /// 44 | /// Item index 45 | /// Current item height 46 | int OnHeightItem(int index) { 47 | return 150; 48 | } 49 | 50 | /// 51 | /// Load next demo scene 52 | /// 53 | /// Scene index 54 | public void SceneLoad(int index) { 55 | SceneManager.LoadScene(index); 56 | } 57 | } -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | 63 | # Crashlytics generated file 64 | crashlytics-build.properties 65 | 66 | # Packed Addressables 67 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 68 | 69 | # Temporary auto-generated Android Assets 70 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 71 | /[Aa]ssets/[Ss]treamingAssets/aa/* 72 | 73 | # MacOS meta data 74 | .DS_Store 75 | -------------------------------------------------------------------------------- /Samples~/Demo/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: 0 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_enableEmojiSupport: 1 38 | m_MissingCharacterSpriteUnicode: 0 39 | m_defaultColorGradientPresetsPath: Color Gradient Presets/ 40 | m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e, 41 | type: 2} 42 | m_StyleSheetsResourcePath: 43 | m_leadingCharacters: {fileID: 4900000, guid: d82c1b31c7e74239bff1220585707d2b, type: 3} 44 | m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b, 45 | type: 3} 46 | m_UseModernHangulLineBreakingRules: 0 47 | -------------------------------------------------------------------------------- /Samples~/Demo/Scripts/Demo6.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using TMPro; 3 | using UIS; 4 | using UnityEngine; 5 | using UnityEngine.SceneManagement; 6 | 7 | /// 8 | /// Demo 4 9 | /// 10 | public class Demo6 : MonoBehaviour { 11 | 12 | /// 13 | /// Link to list 14 | /// 15 | [SerializeField] 16 | Scroller List = null; 17 | 18 | /// 19 | /// Link to input item 20 | /// 21 | [SerializeField] 22 | TMP_InputField ItemInput = null; 23 | 24 | /// 25 | /// Items count 26 | /// 27 | [SerializeField] 28 | int Count = 100; 29 | 30 | /// 31 | /// Items data container 32 | /// 33 | readonly List _list = new List(); 34 | 35 | /// 36 | /// Heights data container 37 | /// 38 | readonly List _heights = new List(); 39 | 40 | /// 41 | /// Init 42 | /// 43 | void Start() { 44 | List.OnFill += OnFillItem; 45 | List.OnHeight += OnHeightItem; 46 | for (var i = 0; i < Count; i++) { 47 | _list.Add(i); 48 | _heights.Add(Random.Range(100, 200)); 49 | } 50 | List.InitData(_list.Count); 51 | } 52 | 53 | /// 54 | /// Callback on fill item 55 | /// 56 | /// Item index 57 | /// Item object 58 | void OnFillItem(int index, GameObject item) { 59 | item.GetComponentInChildren().text = _list[index].ToString(); 60 | } 61 | 62 | /// 63 | /// Callback on request item height 64 | /// 65 | /// Item index 66 | /// Current item height 67 | int OnHeightItem(int index) { 68 | return _heights[index]; 69 | } 70 | 71 | /// 72 | /// Move to item index 73 | /// 74 | public void ScrollTo() { 75 | int.TryParse(ItemInput.text, out var index); 76 | List.ScrollTo(index); 77 | } 78 | 79 | /// 80 | /// Load next demo scene 81 | /// 82 | /// Scene index 83 | public void SceneLoad(int index) { 84 | SceneManager.LoadScene(index); 85 | } 86 | } -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMPro.cginc: -------------------------------------------------------------------------------- 1 | float2 UnpackUV(float uv) 2 | { 3 | float2 output; 4 | output.x = floor(uv / 4096); 5 | output.y = uv - 4096 * output.x; 6 | 7 | return output * 0.001953125; 8 | } 9 | 10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) 11 | { 12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); 13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); 14 | 15 | faceColor.rgb *= faceColor.a; 16 | outlineColor.rgb *= outlineColor.a; 17 | 18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha); 19 | 20 | faceColor *= faceAlpha; 21 | 22 | return faceColor; 23 | } 24 | 25 | float3 GetSurfaceNormal(float4 h, float bias) 26 | { 27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); 28 | 29 | h += bias+_BevelOffset; 30 | 31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); 32 | 33 | // Track outline 34 | h -= .5; 35 | h /= bevelWidth; 36 | h = saturate(h+.5); 37 | 38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); 39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); 40 | h = min(h, 1.0-_BevelClamp); 41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0; 42 | 43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); 44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); 45 | 46 | return cross(va, vb); 47 | } 48 | 49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) 50 | { 51 | // Read "height field" 52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a, 53 | tex2D(_MainTex, uv + delta.xz).a, 54 | tex2D(_MainTex, uv - delta.zy).a, 55 | tex2D(_MainTex, uv + delta.zy).a}; 56 | 57 | return GetSurfaceNormal(h, bias); 58 | } 59 | 60 | float3 GetSpecular(float3 n, float3 l) 61 | { 62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity); 63 | return _SpecularColor.rgb * spec * _SpecularPower; 64 | } 65 | 66 | float4 GetGlowColor(float d, float scale) 67 | { 68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; 69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; 70 | glow = saturate(abs(glow/(1.0 + t))); 71 | glow = 1.0-pow(glow, _GlowPower); 72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel 73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); 74 | } 75 | 76 | float4 BlendARGB(float4 overlying, float4 underlying) 77 | { 78 | overlying.rgb *= overlying.a; 79 | underlying.rgb *= underlying.a; 80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); 81 | float alpha = underlying.a + (1-underlying.a)*overlying.a; 82 | return float4(blended, alpha); 83 | } 84 | 85 | -------------------------------------------------------------------------------- /Samples~/Demo/Scripts/Demo2.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using TMPro; 3 | using UIS; 4 | using UnityEngine; 5 | using UnityEngine.SceneManagement; 6 | 7 | /// 8 | /// Demo 2 9 | /// 10 | public class Demo2 : MonoBehaviour { 11 | 12 | /// 13 | /// Link to list 14 | /// 15 | [SerializeField] 16 | Scroller List = null; 17 | 18 | /// 19 | /// Items count 20 | /// 21 | [SerializeField] 22 | int Count = 100; 23 | 24 | /// 25 | /// Count to add after pull 26 | /// 27 | [SerializeField] 28 | int PullCount = 25; 29 | 30 | /// 31 | /// Items data container 32 | /// 33 | readonly List _list = new List(); 34 | 35 | /// 36 | /// Init 37 | /// 38 | void Start() { 39 | List.OnFill += OnFillItem; 40 | List.OnHeight += OnHeightItem; 41 | List.OnPull += OnPullItem; 42 | for (var i = 0; i < Count; i++) { 43 | _list.Add(i); 44 | } 45 | List.InitData(_list.Count); 46 | } 47 | 48 | /// 49 | /// Callback on fill item 50 | /// 51 | /// Item index 52 | /// Item object 53 | void OnFillItem(int index, GameObject item) { 54 | item.GetComponentInChildren().text = _list[index].ToString(); 55 | } 56 | 57 | /// 58 | /// Callback on request item height 59 | /// 60 | /// Item index 61 | /// Current item height 62 | int OnHeightItem(int index) { 63 | return 150; 64 | } 65 | 66 | /// 67 | /// Callback after pull 68 | /// 69 | /// Director pulled from 70 | void OnPullItem(ScrollerDirection direction) { 71 | var index = _list.Count; 72 | if (direction == ScrollerDirection.Top) { 73 | for (var i = 0; i < PullCount; i++) { 74 | _list.Insert(0, index); 75 | index++; 76 | } 77 | } else { 78 | for (var i = 0; i < PullCount; i++) { 79 | _list.Add(index); 80 | index++; 81 | } 82 | } 83 | List.ApplyDataTo(_list.Count, PullCount, direction); 84 | } 85 | 86 | /// 87 | /// Load next demo scene 88 | /// 89 | /// Scene index 90 | public void SceneLoad(int index) { 91 | SceneManager.LoadScene(index); 92 | } 93 | } -------------------------------------------------------------------------------- /Samples~/Demo/Scripts/Demo5.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using TMPro; 3 | using UIS; 4 | using UnityEngine; 5 | using UnityEngine.SceneManagement; 6 | 7 | /// 8 | /// Demo 5 9 | /// 10 | public class Demo5 : MonoBehaviour { 11 | 12 | /// 13 | /// Link to list 14 | /// 15 | [SerializeField] 16 | Scroller List = null; 17 | 18 | /// 19 | /// Items count 20 | /// 21 | [SerializeField] 22 | int Count = 100; 23 | 24 | /// 25 | /// Count to add after pull 26 | /// 27 | [SerializeField] 28 | int PullCount = 25; 29 | 30 | /// 31 | /// Items data container 32 | /// 33 | readonly List _list = new List(); 34 | 35 | /// 36 | /// Widths data container 37 | /// 38 | readonly List _widths = new List(); 39 | 40 | /// 41 | /// Init 42 | /// 43 | void Start() { 44 | List.OnFill += OnFillItem; 45 | List.OnWidth += OnWidthItem; 46 | List.OnPull += OnPullItem; 47 | for (var i = 0; i < Count; i++) { 48 | _list.Add(i); 49 | _widths.Add(Random.Range(100, 200)); 50 | } 51 | List.InitData(_list.Count); 52 | } 53 | 54 | /// 55 | /// Callback on fill item 56 | /// 57 | /// Item index 58 | /// Item object 59 | void OnFillItem(int index, GameObject item) { 60 | item.GetComponentInChildren().text = _list[index].ToString(); 61 | } 62 | 63 | /// 64 | /// Callback on request item width 65 | /// 66 | /// Item index 67 | /// Current item width 68 | int OnWidthItem(int index) { 69 | return _widths[index]; 70 | } 71 | 72 | /// 73 | /// Callback after pull 74 | /// 75 | /// Director pulled from 76 | void OnPullItem(ScrollerDirection direction) { 77 | var index = _list.Count; 78 | if (direction == ScrollerDirection.Left) { 79 | for (var i = 0; i < PullCount; i++) { 80 | _list.Insert(0, index); 81 | _widths.Insert(0, Random.Range(100, 200)); 82 | index++; 83 | } 84 | } else { 85 | for (var i = 0; i < PullCount; i++) { 86 | _list.Add(index); 87 | _widths.Add(Random.Range(100, 200)); 88 | index++; 89 | } 90 | } 91 | List.ApplyDataTo(_list.Count, PullCount, direction); 92 | } 93 | 94 | /// 95 | /// Load next demo scene 96 | /// 97 | /// Scene index 98 | public void SceneLoad(int index) { 99 | SceneManager.LoadScene(index); 100 | } 101 | } -------------------------------------------------------------------------------- /Samples~/Demo/Scripts/Demo3.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using TMPro; 3 | using UIS; 4 | using UnityEngine; 5 | using UnityEngine.SceneManagement; 6 | 7 | /// 8 | /// Demo 3 9 | /// 10 | public class Demo3 : MonoBehaviour { 11 | 12 | /// 13 | /// Link to list 14 | /// 15 | [SerializeField] 16 | Scroller List = null; 17 | 18 | /// 19 | /// Items count 20 | /// 21 | [SerializeField] 22 | int Count = 100; 23 | 24 | /// 25 | /// Count to add after pull 26 | /// 27 | [SerializeField] 28 | int PullCount = 25; 29 | 30 | /// 31 | /// Items data container 32 | /// 33 | readonly List _list = new List(); 34 | 35 | /// 36 | /// Heights data container 37 | /// 38 | readonly List _heights = new List(); 39 | 40 | /// 41 | /// Init 42 | /// 43 | void Start() { 44 | List.OnFill += OnFillItem; 45 | List.OnHeight += OnHeightItem; 46 | List.OnPull += OnPullItem; 47 | for (var i = 0; i < Count; i++) { 48 | _list.Add(i); 49 | _heights.Add(Random.Range(100, 200)); 50 | } 51 | List.InitData(_list.Count); 52 | } 53 | 54 | /// 55 | /// Callback on fill item 56 | /// 57 | /// Item index 58 | /// Item object 59 | void OnFillItem(int index, GameObject item) { 60 | item.GetComponentInChildren().text = _list[index].ToString(); 61 | } 62 | 63 | /// 64 | /// Callback on request item height 65 | /// 66 | /// Item index 67 | /// Current item height 68 | int OnHeightItem(int index) { 69 | return _heights[index]; 70 | } 71 | 72 | /// 73 | /// Callback after pull 74 | /// 75 | /// Director pulled from 76 | void OnPullItem(ScrollerDirection direction) { 77 | var index = _list.Count; 78 | if (direction == ScrollerDirection.Top) { 79 | for (var i = 0; i < PullCount; i++) { 80 | _list.Insert(0, index); 81 | _heights.Insert(0, Random.Range(100, 200)); 82 | index++; 83 | } 84 | } else { 85 | for (var i = 0; i < PullCount; i++) { 86 | _list.Add(index); 87 | _heights.Add(Random.Range(100, 200)); 88 | index++; 89 | } 90 | } 91 | List.ApplyDataTo(_list.Count, PullCount, direction); 92 | } 93 | 94 | /// 95 | /// Load next demo scene 96 | /// 97 | /// Scene index 98 | public void SceneLoad(int index) { 99 | SceneManager.LoadScene(index); 100 | } 101 | } -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 51 | 52 | // API Editable properties 53 | uniform float _ShaderFlags; 54 | uniform float _WeightNormal; 55 | uniform float _WeightBold; 56 | 57 | uniform float _ScaleRatioA; 58 | uniform float _ScaleRatioB; 59 | uniform float _ScaleRatioC; 60 | 61 | uniform float _VertexOffsetX; 62 | uniform float _VertexOffsetY; 63 | 64 | //uniform float _UseClipRect; 65 | uniform float _MaskID; 66 | uniform sampler2D _MaskTex; 67 | uniform float4 _MaskCoord; 68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) 69 | //uniform float _MaskWipeControl; 70 | //uniform float _MaskEdgeSoftness; 71 | //uniform fixed4 _MaskEdgeColor; 72 | //uniform bool _MaskInverse; 73 | 74 | uniform float _MaskSoftnessX; 75 | uniform float _MaskSoftnessY; 76 | 77 | // Font Atlas properties 78 | uniform sampler2D _MainTex; 79 | uniform float _TextureWidth; 80 | uniform float _TextureHeight; 81 | uniform float _GradientScale; 82 | uniform float _ScaleX; 83 | uniform float _ScaleY; 84 | uniform float _PerspectiveFilter; 85 | uniform float _Sharpness; 86 | -------------------------------------------------------------------------------- /CODE_OF_CONDUCT.md: -------------------------------------------------------------------------------- 1 | # Code of Conduct - UIS 2 | 3 | ## Our Pledge 4 | 5 | In the interest of fostering an open and welcoming environment, we as contributors and maintainers pledge to make participation in our project and our community a harassment-free experience for everyone, regardless of age, body size, disability, ethnicity, sex characteristics, gender identity and expression, level of experience, education, socio-economic status, nationality, personal appearance, race, religion, or sexual identity and orientation. 6 | 7 | ## Our Standards 8 | 9 | Examples of behavior that contributes to a positive environment for our community include: 10 | 11 | * Demonstrating empathy and kindness toward other people 12 | * Being respectful of differing opinions, viewpoints, and experiences 13 | * Giving and gracefully accepting constructive feedback 14 | * Accepting responsibility and apologizing to those affected by our mistakes, and learning from the experience 15 | * Focusing on what is best not just for us as individuals, but for the overall community 16 | 17 | Examples of unacceptable behavior include: 18 | 19 | * The use of sexualized language or imagery, and sexual attention or advances 20 | * Trolling, insulting or derogatory comments, and personal or political attacks 21 | * Public or private harassment 22 | * Any insults or humiliation based on nationality or actions related to collective responsibility 23 | * Publishing others' private information, such as a physical or email address, without their explicit permission 24 | * Other conduct which could reasonably be considered inappropriate in a professional setting 25 | 26 | ## Our Responsibilities 27 | 28 | Project maintainers are responsible for clarifying and enforcing our standards of acceptable behavior and will take appropriate and fair corrective action in response to any instances of unacceptable behavior. 29 | 30 | Project maintainers have the right and responsibility to remove, edit, or reject comments, commits, code, wiki edits, issues, and other contributions that are not aligned to this Code of Conduct, or to ban temporarily or permanently any contributor for other behaviors that they deem inappropriate, threatening, offensive, or harmful. 31 | 32 | ## Scope 33 | 34 | This Code of Conduct applies within all community spaces, and also applies when an individual is officially representing the community in public spaces. Examples of representing our community include using an official e-mail address, posting via an official social media account, or acting as an appointed representative at an online or offline event. 35 | 36 | ## Enforcement 37 | 38 | Instances of abusive, harassing, or otherwise unacceptable behavior may be reported to the community leaders responsible for enforcement at mail@mopsicus.ru. All complaints will be reviewed and investigated promptly and fairly. 39 | 40 | All community leaders are obligated to respect the privacy and security of the reporter of any incident. 41 | 42 | ## Attribution 43 | 44 | This Code of Conduct is adapted from the [Contributor Covenant](https://contributor-covenant.org/), version [1.4](https://www.contributor-covenant.org/version/1/4/code-of-conduct/code_of_conduct.md) and [2.0](https://www.contributor-covenant.org/version/2/0/code_of_conduct/code_of_conduct.md). -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _CullMode ("Cull Mode", Float) = 0 15 | _ColorMask ("Color Mask", Float) = 15 16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 17 | 18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 19 | } 20 | 21 | SubShader 22 | { 23 | Tags 24 | { 25 | "Queue"="Transparent" 26 | "IgnoreProjector"="True" 27 | "RenderType"="Transparent" 28 | "PreviewType"="Plane" 29 | "CanUseSpriteAtlas"="True" 30 | } 31 | 32 | Stencil 33 | { 34 | Ref [_Stencil] 35 | Comp [_StencilComp] 36 | Pass [_StencilOp] 37 | ReadMask [_StencilReadMask] 38 | WriteMask [_StencilWriteMask] 39 | } 40 | 41 | Cull [_CullMode] 42 | Lighting Off 43 | ZWrite Off 44 | ZTest [unity_GUIZTestMode] 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask [_ColorMask] 47 | 48 | Pass 49 | { 50 | Name "Default" 51 | CGPROGRAM 52 | #pragma vertex vert 53 | #pragma fragment frag 54 | #pragma target 2.0 55 | 56 | #include "UnityCG.cginc" 57 | #include "UnityUI.cginc" 58 | 59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 61 | 62 | struct appdata_t 63 | { 64 | float4 vertex : POSITION; 65 | float4 color : COLOR; 66 | float2 texcoord : TEXCOORD0; 67 | UNITY_VERTEX_INPUT_INSTANCE_ID 68 | }; 69 | 70 | struct v2f 71 | { 72 | float4 vertex : SV_POSITION; 73 | fixed4 color : COLOR; 74 | float2 texcoord : TEXCOORD0; 75 | float4 worldPosition : TEXCOORD1; 76 | UNITY_VERTEX_OUTPUT_STEREO 77 | }; 78 | 79 | sampler2D _MainTex; 80 | fixed4 _Color; 81 | fixed4 _TextureSampleAdd; 82 | float4 _ClipRect; 83 | float4 _MainTex_ST; 84 | 85 | v2f vert(appdata_t v) 86 | { 87 | v2f OUT; 88 | UNITY_SETUP_INSTANCE_ID(v); 89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 90 | OUT.worldPosition = v.vertex; 91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 92 | 93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 94 | 95 | OUT.color = v.color * _Color; 96 | return OUT; 97 | } 98 | 99 | fixed4 frag(v2f IN) : SV_Target 100 | { 101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 102 | 103 | #ifdef UNITY_UI_CLIP_RECT 104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 105 | #endif 106 | 107 | #ifdef UNITY_UI_ALPHACLIP 108 | clip (color.a - 0.001); 109 | #endif 110 | 111 | return color; 112 | } 113 | ENDCG 114 | } 115 | } 116 | } 117 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field SSD" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _CullMode ("Cull Mode", Float) = 0 58 | _ColorMask ("Color Mask", Float) = 15 59 | } 60 | 61 | SubShader { 62 | Tags { 63 | "Queue"="Transparent" 64 | "IgnoreProjector"="True" 65 | "RenderType"="Transparent" 66 | } 67 | 68 | Stencil 69 | { 70 | Ref [_Stencil] 71 | Comp [_StencilComp] 72 | Pass [_StencilOp] 73 | ReadMask [_StencilReadMask] 74 | WriteMask [_StencilWriteMask] 75 | } 76 | 77 | Cull [_CullMode] 78 | ZWrite Off 79 | Lighting Off 80 | Fog { Mode Off } 81 | ZTest [unity_GUIZTestMode] 82 | Blend One OneMinusSrcAlpha 83 | ColorMask [_ColorMask] 84 | 85 | Pass { 86 | CGPROGRAM 87 | #pragma vertex VertShader 88 | #pragma fragment PixShader 89 | #pragma shader_feature __ OUTLINE_ON 90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 91 | 92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 94 | 95 | #include "UnityCG.cginc" 96 | #include "UnityUI.cginc" 97 | #include "TMPro_Properties.cginc" 98 | 99 | #include "TMPro_Mobile.cginc" 100 | 101 | ENDCG 102 | } 103 | } 104 | 105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 106 | } 107 | -------------------------------------------------------------------------------- /Samples~/Demo/Scripts/Demo4.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using TMPro; 3 | using UIS; 4 | using UnityEngine; 5 | using UnityEngine.SceneManagement; 6 | 7 | /// 8 | /// Demo 4 9 | /// 10 | public class Demo4 : MonoBehaviour { 11 | 12 | /// 13 | /// Link to list 14 | /// 15 | [SerializeField] 16 | Scroller List = null; 17 | 18 | /// 19 | /// Items count 20 | /// 21 | [SerializeField] 22 | int Count = 100; 23 | 24 | /// 25 | /// Count to add after pull 26 | /// 27 | [SerializeField] 28 | int PullCount = 25; 29 | 30 | /// 31 | /// Items data container 32 | /// 33 | readonly List _list = new List(); 34 | 35 | /// 36 | /// Heights data container 37 | /// 38 | readonly List _heights = new List(); 39 | 40 | /// 41 | /// Init 42 | /// 43 | void Start() { 44 | List.OnFill += OnFillItem; 45 | List.OnHeight += OnHeightItem; 46 | List.OnPull += OnPullItem; 47 | for (var i = 0; i < Count; i++) { 48 | _list.Add(i); 49 | _heights.Add(Random.Range(100, 200)); 50 | } 51 | List.InitData(_list.Count); 52 | } 53 | 54 | /// 55 | /// Callback on fill item 56 | /// 57 | /// Item index 58 | /// Item object 59 | void OnFillItem(int index, GameObject item) { 60 | item.GetComponentInChildren().text = _list[index].ToString(); 61 | } 62 | 63 | /// 64 | /// Callback on request item height 65 | /// 66 | /// Item index 67 | /// Current item height 68 | int OnHeightItem(int index) { 69 | return _heights[index]; 70 | } 71 | 72 | /// 73 | /// Callback after pull 74 | /// 75 | /// Director pulled from 76 | void OnPullItem(ScrollerDirection direction) { 77 | var index = _list.Count; 78 | if (direction == ScrollerDirection.Top) { 79 | for (var i = 0; i < PullCount; i++) { 80 | _list.Insert(0, index); 81 | _heights.Insert(0, Random.Range(100, 200)); 82 | index++; 83 | } 84 | } else { 85 | for (var i = 0; i < PullCount; i++) { 86 | _list.Add(index); 87 | _heights.Add(Random.Range(100, 200)); 88 | index++; 89 | } 90 | } 91 | List.ApplyDataTo(_list.Count, PullCount, direction); 92 | } 93 | 94 | /// 95 | /// Remove item from list 96 | /// 97 | /// Item index 98 | public void RemoveItem(int index) { 99 | _list.RemoveAt(index); 100 | _heights.RemoveAt(index); 101 | List.Recycle(index); 102 | } 103 | 104 | /// 105 | /// Clear list 106 | /// 107 | public void RemoveAll() { 108 | List.RecycleAll(); 109 | _list.Clear(); 110 | _heights.Clear(); 111 | } 112 | 113 | /// 114 | /// Load next demo scene 115 | /// 116 | /// Scene index 117 | public void SceneLoad(int index) { 118 | SceneManager.LoadScene(index); 119 | } 120 | } -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMPro_Surface.cginc: -------------------------------------------------------------------------------- 1 | void VertShader(inout appdata_full v, out Input data) 2 | { 3 | v.vertex.x += _VertexOffsetX; 4 | v.vertex.y += _VertexOffsetY; 5 | 6 | UNITY_INITIALIZE_OUTPUT(Input, data); 7 | 8 | float bold = step(v.texcoord1.y, 0); 9 | 10 | // Generate normal for backface 11 | float3 view = ObjSpaceViewDir(v.vertex); 12 | v.normal *= sign(dot(v.normal, view)); 13 | 14 | #if USE_DERIVATIVE 15 | data.param.y = 1; 16 | #else 17 | float4 vert = v.vertex; 18 | float4 vPosition = UnityObjectToClipPos(vert); 19 | float2 pixelSize = vPosition.w; 20 | 21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); 22 | float scale = rsqrt(dot(pixelSize, pixelSize)); 23 | scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); 24 | scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 25 | data.param.y = scale; 26 | #endif 27 | 28 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 29 | 30 | v.texcoord1.xy = UnpackUV(v.texcoord1.x); 31 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); 32 | } 33 | 34 | void PixShader(Input input, inout SurfaceOutput o) 35 | { 36 | 37 | #if USE_DERIVATIVE 38 | float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); 39 | pixelSize *= _TextureWidth * .75; 40 | float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); 41 | #else 42 | float scale = input.param.y; 43 | #endif 44 | 45 | // Signed distance 46 | float c = tex2D(_MainTex, input.uv_MainTex).a; 47 | float sd = (.5 - c - input.param.x) * scale + .5; 48 | float outline = _OutlineWidth*_ScaleRatioA * scale; 49 | float softness = _OutlineSoftness*_ScaleRatioA * scale; 50 | 51 | // Color & Alpha 52 | float4 faceColor = _FaceColor; 53 | float4 outlineColor = _OutlineColor; 54 | faceColor *= input.color; 55 | outlineColor.a *= input.color.a; 56 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); 57 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); 58 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 59 | faceColor.rgb /= max(faceColor.a, 0.0001); 60 | 61 | #if BEVEL_ON 62 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); 63 | 64 | float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, 65 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a, 66 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a, 67 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; 68 | 69 | // Face Normal 70 | float3 n = GetSurfaceNormal(smp4x, input.param.x); 71 | 72 | // Bumpmap 73 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; 74 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 75 | bump = lerp(float3(0, 0, 1), bump, faceColor.a); 76 | n = normalize(n - bump); 77 | 78 | // Cubemap reflection 79 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); 80 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 81 | #else 82 | float3 n = float3(0, 0, -1); 83 | float3 emission = float3(0, 0, 0); 84 | #endif 85 | 86 | #if GLOW_ON 87 | float4 glowColor = GetGlowColor(sd, scale); 88 | glowColor.a *= input.color.a; 89 | emission += glowColor.rgb*glowColor.a; 90 | faceColor = BlendARGB(glowColor, faceColor); 91 | faceColor.rgb /= max(faceColor.a, 0.0001); 92 | #endif 93 | 94 | // Set Standard output structure 95 | o.Albedo = faceColor.rgb; 96 | o.Normal = -n; 97 | o.Emission = emission; 98 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); 99 | o.Gloss = 1; 100 | o.Alpha = faceColor.a; 101 | } 102 | -------------------------------------------------------------------------------- /Media/logo-uis.png.meta: 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113 | androidETC2FallbackOverride: 0 114 | forceMaximumCompressionQuality_BC6H_BC7: 0 115 | - serializedVersion: 3 116 | buildTarget: Android 117 | maxTextureSize: 2048 118 | resizeAlgorithm: 0 119 | textureFormat: -1 120 | textureCompression: 1 121 | compressionQuality: 50 122 | crunchedCompression: 0 123 | allowsAlphaSplitting: 0 124 | overridden: 0 125 | androidETC2FallbackOverride: 0 126 | forceMaximumCompressionQuality_BC6H_BC7: 0 127 | spriteSheet: 128 | serializedVersion: 2 129 | sprites: [] 130 | outline: [] 131 | physicsShape: [] 132 | bones: [] 133 | spriteID: 5e97eb03825dee720800000000000000 134 | internalID: 0 135 | vertices: [] 136 | indices: 137 | edges: [] 138 | weights: [] 139 | secondaryTextures: [] 140 | spritePackingTag: 141 | pSDRemoveMatte: 0 142 | pSDShowRemoveMatteOption: 0 143 | userData: 144 | assetBundleName: 145 | assetBundleVariant: 146 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_Bitmap.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _CullMode("Cull Mode", Float) = 0 22 | _ColorMask("Color Mask", Float) = 15 23 | } 24 | 25 | SubShader{ 26 | 27 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 28 | 29 | Stencil 30 | { 31 | Ref[_Stencil] 32 | Comp[_StencilComp] 33 | Pass[_StencilOp] 34 | ReadMask[_StencilReadMask] 35 | WriteMask[_StencilWriteMask] 36 | } 37 | 38 | 39 | Lighting Off 40 | Cull [_CullMode] 41 | ZTest [unity_GUIZTestMode] 42 | ZWrite Off 43 | Fog { Mode Off } 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask[_ColorMask] 46 | 47 | Pass { 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | 52 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 53 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 54 | 55 | 56 | #include "UnityCG.cginc" 57 | 58 | struct appdata_t { 59 | float4 vertex : POSITION; 60 | fixed4 color : COLOR; 61 | float2 texcoord0 : TEXCOORD0; 62 | float2 texcoord1 : TEXCOORD1; 63 | }; 64 | 65 | struct v2f { 66 | float4 vertex : SV_POSITION; 67 | fixed4 color : COLOR; 68 | float2 texcoord0 : TEXCOORD0; 69 | float2 texcoord1 : TEXCOORD1; 70 | float4 mask : TEXCOORD2; 71 | }; 72 | 73 | uniform sampler2D _MainTex; 74 | uniform sampler2D _FaceTex; 75 | uniform float4 _FaceTex_ST; 76 | uniform fixed4 _FaceColor; 77 | 78 | uniform float _VertexOffsetX; 79 | uniform float _VertexOffsetY; 80 | uniform float4 _ClipRect; 81 | uniform float _MaskSoftnessX; 82 | uniform float _MaskSoftnessY; 83 | 84 | float2 UnpackUV(float uv) 85 | { 86 | float2 output; 87 | output.x = floor(uv / 4096); 88 | output.y = uv - 4096 * output.x; 89 | 90 | return output * 0.001953125; 91 | } 92 | 93 | v2f vert (appdata_t v) 94 | { 95 | float4 vert = v.vertex; 96 | vert.x += _VertexOffsetX; 97 | vert.y += _VertexOffsetY; 98 | 99 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 100 | 101 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 102 | 103 | fixed4 faceColor = v.color; 104 | faceColor *= _FaceColor; 105 | 106 | v2f OUT; 107 | OUT.vertex = vPosition; 108 | OUT.color = faceColor; 109 | OUT.texcoord0 = v.texcoord0; 110 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 111 | float2 pixelSize = vPosition.w; 112 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 113 | 114 | // Clamp _ClipRect to 16bit. 115 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 116 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 117 | 118 | return OUT; 119 | } 120 | 121 | fixed4 frag (v2f IN) : SV_Target 122 | { 123 | fixed4 color = tex2D(_MainTex, IN.texcoord0); 124 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader: -------------------------------------------------------------------------------- 1 | // Simplified version of the SDF Surface shader : 2 | // - No support for Bevel, Bump or envmap 3 | // - Diffuse only lighting 4 | // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field (Surface)" { 7 | 8 | Properties { 9 | _FaceTex ("Fill Texture", 2D) = "white" {} 10 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) 11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 12 | 13 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 14 | _OutlineTex ("Outline Texture", 2D) = "white" {} 15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 17 | 18 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) 19 | _GlowOffset ("Offset", Range(-1,1)) = 0 20 | _GlowInner ("Inner", Range(0,1)) = 0.05 21 | _GlowOuter ("Outer", Range(0,1)) = 0.05 22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 23 | 24 | _WeightNormal ("Weight Normal", float) = 0 25 | _WeightBold ("Weight Bold", float) = 0.5 26 | 27 | // Should not be directly exposed to the user 28 | _ShaderFlags ("Flags", float) = 0 29 | _ScaleRatioA ("Scale RatioA", float) = 1 30 | _ScaleRatioB ("Scale RatioB", float) = 1 31 | _ScaleRatioC ("Scale RatioC", float) = 1 32 | 33 | _MainTex ("Font Atlas", 2D) = "white" {} 34 | _TextureWidth ("Texture Width", float) = 512 35 | _TextureHeight ("Texture Height", float) = 512 36 | _GradientScale ("Gradient Scale", float) = 5.0 37 | _ScaleX ("Scale X", float) = 1.0 38 | _ScaleY ("Scale Y", float) = 1.0 39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 40 | _Sharpness ("Sharpness", Range(-1,1)) = 0 41 | 42 | _VertexOffsetX ("Vertex OffsetX", float) = 0 43 | _VertexOffsetY ("Vertex OffsetY", float) = 0 44 | 45 | _CullMode ("Cull Mode", Float) = 0 46 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 47 | //_MaskSoftness ("Mask Softness", float) = 0 48 | } 49 | 50 | SubShader { 51 | 52 | Tags { 53 | "Queue"="Transparent" 54 | "IgnoreProjector"="True" 55 | "RenderType"="Transparent" 56 | } 57 | 58 | LOD 300 59 | Cull [_CullMode] 60 | 61 | CGPROGRAM 62 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap 63 | #pragma target 3.0 64 | #pragma shader_feature __ GLOW_ON 65 | 66 | #include "TMPro_Properties.cginc" 67 | #include "TMPro.cginc" 68 | 69 | half _FaceShininess; 70 | half _OutlineShininess; 71 | 72 | struct Input 73 | { 74 | fixed4 color : COLOR; 75 | float2 uv_MainTex; 76 | float2 uv2_FaceTex; 77 | float2 uv2_OutlineTex; 78 | float2 param; // Weight, Scale 79 | float3 viewDirEnv; 80 | }; 81 | 82 | #include "TMPro_Surface.cginc" 83 | 84 | ENDCG 85 | 86 | // Pass to render object as a shadow caster 87 | Pass 88 | { 89 | Name "Caster" 90 | Tags { "LightMode" = "ShadowCaster" } 91 | Offset 1, 1 92 | 93 | Fog {Mode Off} 94 | ZWrite On ZTest LEqual Cull Off 95 | 96 | CGPROGRAM 97 | #pragma vertex vert 98 | #pragma fragment frag 99 | #pragma multi_compile_shadowcaster 100 | #include "UnityCG.cginc" 101 | 102 | struct v2f { 103 | V2F_SHADOW_CASTER; 104 | float2 uv : TEXCOORD1; 105 | float2 uv2 : TEXCOORD3; 106 | float alphaClip : TEXCOORD2; 107 | }; 108 | 109 | uniform float4 _MainTex_ST; 110 | uniform float4 _OutlineTex_ST; 111 | float _OutlineWidth; 112 | float _FaceDilate; 113 | float _ScaleRatioA; 114 | 115 | v2f vert( appdata_base v ) 116 | { 117 | v2f o; 118 | TRANSFER_SHADOW_CASTER(o) 119 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 120 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 121 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 122 | return o; 123 | } 124 | 125 | uniform sampler2D _MainTex; 126 | 127 | float4 frag(v2f i) : COLOR 128 | { 129 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 130 | clip(texcol.a - i.alphaClip); 131 | SHADOW_CASTER_FRAGMENT(i) 132 | } 133 | ENDCG 134 | } 135 | } 136 | 137 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 138 | } 139 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/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 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | _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 | _CullMode("Cull Mode", Float) = 0 23 | _ColorMask("Color Mask", Float) = 15 24 | } 25 | 26 | SubShader{ 27 | 28 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 29 | 30 | Stencil 31 | { 32 | Ref[_Stencil] 33 | Comp[_StencilComp] 34 | Pass[_StencilOp] 35 | ReadMask[_StencilReadMask] 36 | WriteMask[_StencilWriteMask] 37 | } 38 | 39 | 40 | Lighting Off 41 | Cull [_CullMode] 42 | ZTest [unity_GUIZTestMode] 43 | ZWrite Off 44 | Fog { Mode Off } 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask[_ColorMask] 47 | 48 | Pass { 49 | CGPROGRAM 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 55 | 56 | 57 | #include "UnityCG.cginc" 58 | 59 | struct appdata_t { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float2 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f { 67 | float4 vertex : SV_POSITION; 68 | fixed4 color : COLOR; 69 | float2 texcoord0 : TEXCOORD0; 70 | float2 texcoord1 : TEXCOORD1; 71 | float4 mask : TEXCOORD2; 72 | }; 73 | 74 | uniform sampler2D _MainTex; 75 | uniform sampler2D _FaceTex; 76 | uniform float4 _FaceTex_ST; 77 | uniform fixed4 _FaceColor; 78 | 79 | uniform float _VertexOffsetX; 80 | uniform float _VertexOffsetY; 81 | uniform float4 _ClipRect; 82 | uniform float _MaskSoftnessX; 83 | uniform float _MaskSoftnessY; 84 | 85 | float2 UnpackUV(float uv) 86 | { 87 | float2 output; 88 | output.x = floor(uv / 4096); 89 | output.y = uv - 4096 * output.x; 90 | 91 | return output * 0.001953125; 92 | } 93 | 94 | v2f vert (appdata_t v) 95 | { 96 | float4 vert = v.vertex; 97 | vert.x += _VertexOffsetX; 98 | vert.y += _VertexOffsetY; 99 | 100 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 101 | 102 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 103 | 104 | fixed4 faceColor = v.color; 105 | faceColor *= _FaceColor; 106 | 107 | v2f OUT; 108 | OUT.vertex = vPosition; 109 | OUT.color = faceColor; 110 | OUT.texcoord0 = v.texcoord0; 111 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 112 | float2 pixelSize = vPosition.w; 113 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 114 | 115 | // Clamp _ClipRect to 16bit. 116 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 117 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 118 | 119 | return OUT; 120 | } 121 | 122 | fixed4 frag (v2f IN) : SV_Target 123 | { 124 | fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Mobile/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | [HDR]_Color ("Text Color", Color) = (1,1,1,1) 6 | _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 7 | 8 | _VertexOffsetX("Vertex OffsetX", float) = 0 9 | _VertexOffsetY("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _CullMode("Cull Mode", Float) = 0 22 | _ColorMask("Color Mask", Float) = 15 23 | } 24 | 25 | SubShader { 26 | 27 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 28 | 29 | Stencil 30 | { 31 | Ref[_Stencil] 32 | Comp[_StencilComp] 33 | Pass[_StencilOp] 34 | ReadMask[_StencilReadMask] 35 | WriteMask[_StencilWriteMask] 36 | } 37 | 38 | 39 | Lighting Off 40 | Cull [_CullMode] 41 | ZTest [unity_GUIZTestMode] 42 | ZWrite Off 43 | Fog { Mode Off } 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask[_ColorMask] 46 | 47 | Pass { 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | #pragma fragmentoption ARB_precision_hint_fastest 52 | 53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 55 | 56 | 57 | #include "UnityCG.cginc" 58 | 59 | struct appdata_t { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float2 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f { 67 | float4 vertex : POSITION; 68 | fixed4 color : COLOR; 69 | float2 texcoord0 : TEXCOORD0; 70 | float4 mask : TEXCOORD2; 71 | }; 72 | 73 | sampler2D _MainTex; 74 | fixed4 _Color; 75 | float _DiffusePower; 76 | 77 | uniform float _VertexOffsetX; 78 | uniform float _VertexOffsetY; 79 | uniform float4 _ClipRect; 80 | uniform float _MaskSoftnessX; 81 | uniform float _MaskSoftnessY; 82 | 83 | v2f vert (appdata_t v) 84 | { 85 | v2f OUT; 86 | float4 vert = v.vertex; 87 | vert.x += _VertexOffsetX; 88 | vert.y += _VertexOffsetY; 89 | 90 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 91 | 92 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); 93 | OUT.color = v.color; 94 | OUT.color *= _Color; 95 | OUT.color.rgb *= _DiffusePower; 96 | OUT.texcoord0 = v.texcoord0; 97 | 98 | float2 pixelSize = OUT.vertex.w; 99 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 100 | 101 | // Clamp _ClipRect to 16bit. 102 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 103 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 104 | 105 | return OUT; 106 | } 107 | 108 | fixed4 frag (v2f IN) : COLOR 109 | { 110 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); 111 | 112 | // Alternative implementation to UnityGet2DClipping with support for softness. 113 | #if UNITY_UI_CLIP_RECT 114 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 115 | color *= m.x * m.y; 116 | #endif 117 | 118 | #if UNITY_UI_ALPHACLIP 119 | clip(color.a - 0.001); 120 | #endif 121 | 122 | return color; 123 | } 124 | ENDCG 125 | } 126 | } 127 | 128 | SubShader { 129 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 130 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } 131 | Blend SrcAlpha OneMinusSrcAlpha 132 | BindChannels { 133 | Bind "Color", color 134 | Bind "Vertex", vertex 135 | Bind "TexCoord", texcoord0 136 | } 137 | Pass { 138 | SetTexture [_MainTex] { 139 | constantColor [_Color] combine constant * primary, constant * texture 140 | } 141 | } 142 | } 143 | 144 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 145 | } 146 | -------------------------------------------------------------------------------- /Samples~/Demo/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. -------------------------------------------------------------------------------- /Samples~/Demo/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 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_SDF-Surface.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Distance Field (Surface)" { 2 | 3 | Properties { 4 | _FaceTex ("Fill Texture", 2D) = "white" {} 5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 7 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) 8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 9 | 10 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 11 | _OutlineTex ("Outline Texture", 2D) = "white" {} 12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 16 | 17 | _Bevel ("Bevel", Range(0,1)) = 0.5 18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 22 | 23 | _BumpMap ("Normalmap", 2D) = "bump" {} 24 | _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 25 | _BumpFace ("Bump Face", Range(0,1)) = 0.5 26 | 27 | _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) 28 | _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) 29 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } 30 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) 31 | [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1) 32 | 33 | _FaceShininess ("Face Shininess", Range(0,1)) = 0 34 | _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 35 | 36 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) 37 | _GlowOffset ("Offset", Range(-1,1)) = 0 38 | _GlowInner ("Inner", Range(0,1)) = 0.05 39 | _GlowOuter ("Outer", Range(0,1)) = 0.05 40 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 41 | 42 | _WeightNormal ("Weight Normal", float) = 0 43 | _WeightBold ("Weight Bold", float) = 0.5 44 | 45 | // Should not be directly exposed to the user 46 | _ShaderFlags ("Flags", float) = 0 47 | _ScaleRatioA ("Scale RatioA", float) = 1 48 | _ScaleRatioB ("Scale RatioB", float) = 1 49 | _ScaleRatioC ("Scale RatioC", float) = 1 50 | 51 | _MainTex ("Font Atlas", 2D) = "white" {} 52 | _TextureWidth ("Texture Width", float) = 512 53 | _TextureHeight ("Texture Height", float) = 512 54 | _GradientScale ("Gradient Scale", float) = 5.0 55 | _ScaleX ("Scale X", float) = 1.0 56 | _ScaleY ("Scale Y", float) = 1.0 57 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 58 | _Sharpness ("Sharpness", Range(-1,1)) = 0 59 | 60 | _VertexOffsetX ("Vertex OffsetX", float) = 0 61 | _VertexOffsetY ("Vertex OffsetY", float) = 0 62 | 63 | _CullMode ("Cull Mode", Float) = 0 64 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 65 | //_MaskSoftness ("Mask Softness", float) = 0 66 | } 67 | 68 | SubShader { 69 | 70 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 71 | 72 | LOD 300 73 | Cull [_CullMode] 74 | 75 | CGPROGRAM 76 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap 77 | #pragma target 3.0 78 | #pragma shader_feature __ GLOW_ON 79 | #pragma glsl 80 | 81 | #include "TMPro_Properties.cginc" 82 | #include "TMPro.cginc" 83 | 84 | half _FaceShininess; 85 | half _OutlineShininess; 86 | 87 | struct Input 88 | { 89 | fixed4 color : COLOR; 90 | float2 uv_MainTex; 91 | float2 uv2_FaceTex; 92 | float2 uv2_OutlineTex; 93 | float2 param; // Weight, Scale 94 | float3 viewDirEnv; 95 | }; 96 | 97 | 98 | #define BEVEL_ON 1 99 | #include "TMPro_Surface.cginc" 100 | 101 | ENDCG 102 | 103 | // Pass to render object as a shadow caster 104 | Pass 105 | { 106 | Name "Caster" 107 | Tags { "LightMode" = "ShadowCaster" } 108 | Offset 1, 1 109 | 110 | Fog {Mode Off} 111 | ZWrite On 112 | ZTest LEqual 113 | Cull Off 114 | 115 | CGPROGRAM 116 | #pragma vertex vert 117 | #pragma fragment frag 118 | #pragma multi_compile_shadowcaster 119 | #include "UnityCG.cginc" 120 | 121 | struct v2f { 122 | V2F_SHADOW_CASTER; 123 | float2 uv : TEXCOORD1; 124 | float2 uv2 : TEXCOORD3; 125 | float alphaClip : TEXCOORD2; 126 | }; 127 | 128 | uniform float4 _MainTex_ST; 129 | uniform float4 _OutlineTex_ST; 130 | float _OutlineWidth; 131 | float _FaceDilate; 132 | float _ScaleRatioA; 133 | 134 | v2f vert( appdata_base v ) 135 | { 136 | v2f o; 137 | TRANSFER_SHADOW_CASTER(o) 138 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 139 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 140 | o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 141 | return o; 142 | } 143 | 144 | uniform sampler2D _MainTex; 145 | 146 | float4 frag(v2f i) : COLOR 147 | { 148 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 149 | clip(texcol.a - i.alphaClip); 150 | SHADOW_CASTER_FRAGMENT(i) 151 | } 152 | ENDCG 153 | } 154 | } 155 | 156 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 157 | } 158 | 159 | -------------------------------------------------------------------------------- /Samples~/Demo/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 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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 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ![Static Badge](https://img.shields.io/badge/english-118027) 2 | ![Static Badge](https://img.shields.io/badge/русский-0390fc) 3 |

4 | UIS (Unity infinite scroller) 5 |

6 |

UIS

7 |

Unity infinite scroller for ScrollRect component

8 |

9 | Quick start · Documentation · Report Bug 10 |

11 | 12 | # 💬 Overview 13 | 14 | This extension allows you to use the `ScrollRect` control as an infinite scroller/spinner. It is a fast, easy and mobile-friendly way to create lists with thousands of rows without lags and jitters. 15 | 16 | ### Problem 17 | 18 | In Unity, you can use the `ScrollRect` control to scroll multiple objects in the UI. But when there are too many objects in the container, you will see lags and jitter when scrolling. 19 | 20 | ### Solution 21 | 22 | This script uses a data-driven method to scroll and display list items. This means that you have the data of the list items and their height or width, and the script creates and shows only those items that fit on the screen. When you want to scroll the list, the list items at the top or bottom move in opposite directions. 23 | 24 | # ✨ Features 25 | 26 | - easy, light, mobile-friendly, just one script 27 | - list items are fully customizable to fit your project 28 | - dynamic, data-driven lists 29 | - efficient reusing of list items 30 | - `pull-to-refresh` feature 31 | - `scroll-to` feature 32 | - diffirent list items height/width support 33 | 34 | # 🚀 Usage 35 | 36 | ### Installation 37 | 38 | Get it from [releases page](https://github.com/mopsicus/uis/releases) or add the line to `Packages/manifest.json` and module will be installed directly from Git url: 39 | 40 | ``` 41 | "com.mopsicus.uis": "https://github.com/mopsicus/uis.git", 42 | ``` 43 | 44 | ### Quick start 45 | 46 | See the samples section to get a [demo app](./Samples~/Demo). This demo contains 6 scenes with different ways to use UIS. It will show you how to initiate and use it in your app, how to use pull-to-refresh feature, how to use lists with different height/width of elements. 47 | 48 | _Tested in Unity 2020.3.x._ 49 | 50 | ### How to use 51 | 52 | 1. Add `UIS` to uses section 53 | 2. Add `Scroll View` component to game object on UI canvas 54 | 3. Add `Scroller` script after it 55 | 4. Setup script as you need 56 | 5. Add callbacks and init list 57 | 58 | ```csharp 59 | using UIS; 60 | using UnityEngine; 61 | 62 | public class Demo : MonoBehaviour { 63 | 64 | [SerializeField] 65 | Scroller List = null; 66 | 67 | void Start() { 68 | List.OnFill += OnFillItem; 69 | List.OnHeight += OnHeightItem; 70 | List.InitData(100); 71 | } 72 | 73 | void OnFillItem(int index, GameObject item) { 74 | // get data from your storage, JSON, etc 75 | // 76 | // var data = jsonArray[index]; for example 77 | // 78 | // fill list item 79 | // 80 | // item.GetComponent().Set(data); 81 | } 82 | 83 | int OnHeightItem(int index) { 84 | // get item height from your storage, JSON, etc 85 | // or calc it here and return 86 | // 87 | return 100; 88 | } 89 | } 90 | ``` 91 | 92 | Read the [docs](Documentation~/index.md) for more details. 93 | 94 | # 🏗️ Contributing 95 | 96 | We invite you to contribute and help improve UIS. Please see [contributing document](./CONTRIBUTING.md). 🤗 97 | 98 | You also can contribute to the uis project by: 99 | 100 | - Helping other users 101 | - Monitoring the issue queue 102 | - Sharing it to your socials 103 | - Referring it in your projects 104 | 105 | ### Environment setup 106 | 107 | For a better experience, you can set up an environment for local development. Since this project is developed with VS Code, all settings are provided for it. 108 | 109 | 1. Use `Monokai Pro` or `eppz!` theme 110 | 2. Use `FiraCode` font 111 | 3. Install extensions: 112 | - C# 113 | - C# Dev Kit 114 | - Unity 115 | 4. Enable `Inlay Hints` in C# extension 116 | 5. Install `Visual Studio Editor` package in Unity 117 | 6. Put `.editorconfig` in root project directory 118 | 7. Be cool 119 | 120 | # 🤝 Support 121 | 122 | You can support the project by using any of the ways below: 123 | 124 | * Bitcoin (BTC): 1VccPXdHeiUofzEj4hPfvVbdnzoKkX8TJ 125 | * USDT (TRC20): TMHacMp461jHH2SHJQn8VkzCPNEMrFno7m 126 | * TON: UQDVp346KxR6XxFeYc3ksZ_jOuYjztg7b4lEs6ulEWYmJb0f 127 | * Visa, Mastercard via [Boosty](https://boosty.to/mopsicus/donate) 128 | * MIR via [CloudTips](https://pay.cloudtips.ru/p/9f507669) 129 | 130 | # ✉️ Contact 131 | 132 | Before you ask a question, it is best to search for existing [issues](https://github.com/mopsicus/uis/issues) that might help you. Anyway, you can ask any questions and send suggestions by [email](mailto:mail@mopsicus.ru) or [Telegram](https://t.me/mopsicus). 133 | 134 | # 🔑 License 135 | 136 | UIS is licensed under the [MIT License](./LICENSE.md). Use it for free and be happy. 🎉 -------------------------------------------------------------------------------- /README.ru.md: -------------------------------------------------------------------------------- 1 | ![Static Badge](https://img.shields.io/badge/english-118027) 2 | ![Static Badge](https://img.shields.io/badge/русский-0390fc) 3 |

4 | UIS (Unity infinite scroller) 5 |

6 |

UIS

7 |

Бесконечный Unity скроллер для ScrollRect компонента

8 |

9 | Быстрый старт · Документация · Отчёт об ошибке 10 |

11 | 12 | # 💬 Описание 13 | 14 | Этот скрипт позволяет использовать компонент `ScrollRect` как бесконечный скроллер. Это быстрый, простой и удобный для мобильных UI, способ создания прокручивающихся списков с сотнями элементов, без задержек и рывков. 15 | 16 | ### Проблема 17 | 18 | В Unity вы можете использовать компонент `ScrollRect` для прокрутки множества объектов UI. Но когда внутри списка прокрутки содержится много объектов, он начинает работать с рывками, анимация прокрутки становится не плавная. 19 | 20 | ### Решение 21 | 22 | Этот скрипт использует data-driven подход для прокрутки и отображения элементов списка. Это означает что данные для отображения, а также ширина/высота элементов, хранятся отдельно от отображаемых объектов. Скрипт создаёт и показывает только те элементы которые помещаются на экране. Когда вы прокручиваете такой список, то элемент который пропадает с экрана, перемещается и появляется с другой стороны. 23 | 24 | # ✨ Особенности 25 | 26 | - быстрый, простой и удобный для мобильных UI 27 | - элементы списка полностью настраиваемые 28 | - диманические, data-driven списки 29 | - эффективное повторное использование элементов списка 30 | - функция `pull-to-refresh` 31 | - функция `scroll-to` 32 | - поддержка элементов с разной высотой/шириной 33 | 34 | # 🚀 Использование 35 | 36 | ### Установка 37 | 38 | Скачайте пакет со страницы [релизов](https://github.com/mopsicus/uis/releases) или добавьте строчку ниже в ваш файл `Packages/manifest.json` и пакет будет установлен по адресу Git репозитория: 39 | 40 | ``` 41 | "com.mopsicus.uis": "https://github.com/mopsicus/uis.git", 42 | ``` 43 | 44 | ### Быстрый старт 45 | 46 | Посмотрите пример использования в [демо](./Samples~/Demo). Это демо содержит 6 сцен с разными вариантами использования скроллера. Демо подскажет как инициализировать и использовать UIS в своём проекте, как использовать функцию `pull-to-refresh`, как работать со списками где элементы разной высоты или ширины. 47 | 48 | _Протестировано в Unity 2020.3.x._ 49 | 50 | ### Как начать использовать 51 | 52 | 1. Добавьте `UIS` в секцию `uses` 53 | 2. Добавьте `Scroll View` компонент на UI канвас 54 | 3. Добавьте скрипт `Scroller` к этом объекту 55 | 4. Настройте скрипт через инспектор 56 | 5. Добавьте обработчики и инициализируйте список 57 | 58 | ```csharp 59 | using UIS; 60 | using UnityEngine; 61 | 62 | public class Demo : MonoBehaviour { 63 | 64 | [SerializeField] 65 | Scroller List = null; 66 | 67 | void Start() { 68 | List.OnFill += OnFillItem; 69 | List.OnHeight += OnHeightItem; 70 | List.InitData(100); 71 | } 72 | 73 | void OnFillItem(int index, GameObject item) { 74 | // возьмите данные для конкретного элемента 75 | // из вашей БД, JSON, и т.п. 76 | // 77 | // var data = jsonArray[index]; например 78 | // 79 | // примените данные к элементу списка 80 | // 81 | // item.GetComponent().Set(data); 82 | } 83 | 84 | int OnHeightItem(int index) { 85 | // возьмите данные о высоте конкретного элемента 86 | // из вашей БД, JSON, и т.п. 87 | // 88 | // или вычислите динамически 89 | // 90 | return 100; 91 | } 92 | } 93 | ``` 94 | 95 | Описание всех функций читайте в [документации](Documentation~/index.md). 96 | 97 | 98 | # 🏗️ Развитие 99 | 100 | Мы приглашаем вас внести свой вклад и помочь улучшить UIS. Пожалуйста, ознакомьтесь с [документом](./CONTRIBUTING.md). 🤗 101 | 102 | Вы также можете внести свой вклад в проект: 103 | 104 | - Помогая другим пользователям 105 | - Мониторя список существующих проблем 106 | - Рассказав о проекте в своих соцсетях 107 | - Используя его в своих проектах 108 | 109 | ### Настройка окружения 110 | 111 | Настройте своё окружение для локальной разработки для удобства и "синхронизации" с текущим проектом. Так как UIS разрабатывается с использованием редактора VS Code, то все настройки и рекомендации предложены для него. 112 | 113 | 1. Используйте `Monokai Pro` или `eppz!` тему 114 | 2. Используйте `FiraCode` шрифт 115 | 3. Установите расширения: 116 | - C# 117 | - C# Dev Kit 118 | - Unity 119 | 4. Включите `Inlay Hints` в настройках C# расширения 120 | 5. Установить пакет `Visual Studio Editor` в редакторе Unity 121 | 6. Поместите файл `.editorconfig` в корневую папку проекта 122 | 7. Ура! 123 | 124 | # 🤝 Поддержка 125 | 126 | Вы можете поддержать проект любым из способов ниже: 127 | 128 | * Bitcoin (BTC): 1VccPXdHeiUofzEj4hPfvVbdnzoKkX8TJ 129 | * USDT (TRC20): TMHacMp461jHH2SHJQn8VkzCPNEMrFno7m 130 | * TON: UQDVp346KxR6XxFeYc3ksZ_jOuYjztg7b4lEs6ulEWYmJb0f 131 | * Карты Visa, Mastercard через [Boosty](https://boosty.to/mopsicus/donate) 132 | * Карты МИР через [CloudTips](https://pay.cloudtips.ru/p/9f507669) 133 | 134 | # ✉️ Контактная информация 135 | 136 | Перед тем как задать вопрос, лучшим решением будет посмотреть уже существующие [проблемы](https://github.com/mopsicus/uis/issues), это может помочь. В любом случае, вы можете задать любой вопрос или отправить предложение по [email](mailto:mail@mopsicus.ru) или [Telegram](https://t.me/mopsicus). 137 | 138 | # 🔑 Лицензия 139 | 140 | UIS выпущен под лицензией [MIT](./LICENSE.md). Используйте бесплатно и радуйтесь. 🎉 -------------------------------------------------------------------------------- /Documentation~/index.md: -------------------------------------------------------------------------------- 1 | # UIS documentation 2 | 3 | UIS aka Unity infinite scroller is an extension allows you to use the `ScrollRect` control as an infinite scroller/spinner. 4 | 5 | ## Introduction 6 | 7 | UIS uses a data-driven method to scroll and display list items. When items on one side disappear, they are moved and displayed on the other side. This saves a lot of memory and is very fast. 8 | 9 | ## Setup 10 | 11 | 1. Add `UIS` to uses section 12 | 2. Add `Scroll View` component to game object on UI canvas 13 | 3. Add `Scroller` script after it 14 | 4. Add handlers to your code 15 | 5. Init list 16 | 17 | ```charp 18 | using UIS; 19 | using UnityEngine; 20 | 21 | public class Demo : MonoBehaviour { 22 | 23 | /// 24 | /// Link to list 25 | /// 26 | [SerializeField] 27 | Scroller List = null; 28 | 29 | /// 30 | /// Init list 31 | /// 32 | void Start() { 33 | List.OnFill += OnFillItem; 34 | List.OnHeight += OnHeightItem; 35 | List.OnWidth += OnWidthItem; // for horizontal scroller 36 | List.InitData(100); 37 | } 38 | 39 | /// 40 | /// Callback on fill item 41 | /// 42 | /// Item index 43 | /// Item object 44 | void OnFillItem(int index, GameObject item) { 45 | ... 46 | } 47 | 48 | /// 49 | /// Callback on request item height 50 | /// 51 | /// Item index 52 | /// Current item height 53 | int OnHeightItem(int index) { 54 | ... 55 | } 56 | } 57 | ``` 58 | 59 | When you call `InitData`, UIS creates list items from the prefab and displays them. If you place the game objects in the container yourself, UIS will not create any more list items. 60 | 61 | The second parameter of `InitData` method determines on which side the list will be initiated. 62 | 63 | ## Customization in the inspector 64 | 65 | `Prefab` – link to list item prefab 66 | 67 | `Padding` – padding for list: top/bottom and left/right 68 | 69 | `Spacing` – spacing between list items 70 | 71 | `Labels` – customize labels for pull-to-refresh 72 | 73 | `Pull directions` – switch on/ff pull-to-refresh function for each side 74 | 75 | `Offsets` – customize pull-to-refresh labels 76 | offsets and pull value for drag 77 | 78 | `Parent container` – you can set container size by another game object with RectTransform 79 | 80 | `AddonViewsCount` – views count which created on initialization to make gap for scrolling 81 | 82 | ## Recycle 83 | 84 | UIS doesn't destroy or create list items each time. When you did the first initialization, UIS created the pool of elements and uses them for scrolling. And when you call `Recycle(int index)` or `RecycleAll()`, the items are not destroyed, they are just "hidden" and remain in that state until they are needed again. 85 | 86 | `Recycle(int index)` – remove item by index from list (not from from your data stotage) 87 | 88 | `RecycleAll()` – clear list 89 | 90 | ## Pull to refresh 91 | 92 | To enable pull-to-refresh for your list, check the direction checkbox in the inspector, add a handler to your code, and apply new items to the list. 93 | 94 | ```csharp 95 | /// 96 | /// Init list 97 | /// 98 | void Start() { 99 | List.OnFill += OnFillItem; 100 | List.OnHeight += OnHeightItem; 101 | List.OnPull += OnPullItem; 102 | ... 103 | } 104 | 105 | /// 106 | /// Callback after pull 107 | /// 108 | /// Director pulled from 109 | void OnPullItem(ScrollerDirection direction) { 110 | if (direction == ScrollerDirection.Top) { 111 | // load data and insert it to your storage 112 | // new data will be displayed at the top 113 | } else { 114 | // load data and add it to your storage 115 | // new data will be displayed at the bottom 116 | } 117 | // call ApplyDataTo to update Scroller and show new data 118 | // pass current list items count, new loaded items count and direction 119 | List.ApplyDataTo(_list.Count, PullCount, direction); 120 | } 121 | ``` 122 | 123 | ## Scroll to 124 | 125 | You can scroll list to the desired item by calling `ScrollTo` method. Pass item index and list will be scrolled to the desired position. 126 | 127 | > [!NOTE] 128 | > If you pass an index greater than the number of elements – list will scroll to the end. 129 | 130 | ## Change prefab 131 | 132 | You can change the prefab of a list item at runtime. This is a rare situation, but it can be useful. To do that, apply new prefab to Scroller, call `RefreshViews` and next call `InitData` again. 133 | 134 | ```csharp 135 | /// 136 | /// Apply new prefab 137 | /// 138 | void OnPullItem() { 139 | List.Prefab = NewPrefab; 140 | List.RefreshViews(_listData.Count); 141 | List.InitData(_listData.Count); 142 | } 143 | ``` 144 | 145 | The Scroller will then display items with the new prefab. 146 | 147 | ## Runtime methods 148 | 149 | `GetAllViews()` – return all list game objects 150 | 151 | `RefreshViews(int count)` – update prefab of game objects, recalculate sizes and positions 152 | 153 | `UpdateVisible()` – update visible items on the screen, `OnFill` will be called 154 | 155 | `Recycle(int index)` – remove list item by index 156 | 157 | `RecycleAll()` – remove all items 158 | 159 | `ScrollTo(int index)` – scroll list to desired list item 160 | 161 | `ApplyDataTo(int count, int newCount, ScrollerDirection direction)` – add new items to list from desired direction 162 | 163 | `InitData(int count, bool isOtherSide)` – init and show list items 164 | 165 | `NormalizedPosition` – current normalized position of ScrollRect 166 | 167 | `ViewsCount` – current list game objects count 168 | 169 | `IsInited` – flag to check list initialization state -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMPro_Mobile.cginc: -------------------------------------------------------------------------------- 1 | struct vertex_t { 2 | UNITY_VERTEX_INPUT_INSTANCE_ID 3 | float4 position : POSITION; 4 | float3 normal : NORMAL; 5 | float4 color : COLOR; 6 | float2 texcoord0 : TEXCOORD0; 7 | float2 texcoord1 : TEXCOORD1; 8 | }; 9 | 10 | struct pixel_t { 11 | UNITY_VERTEX_INPUT_INSTANCE_ID 12 | UNITY_VERTEX_OUTPUT_STEREO 13 | float4 position : SV_POSITION; 14 | float4 faceColor : COLOR; 15 | float4 outlineColor : COLOR1; 16 | float4 texcoord0 : TEXCOORD0; 17 | float4 param : TEXCOORD1; // weight, scaleRatio 18 | float2 mask : TEXCOORD2; 19 | #if (UNDERLAY_ON || UNDERLAY_INNER) 20 | float4 texcoord2 : TEXCOORD3; 21 | float4 underlayColor : COLOR2; 22 | #endif 23 | }; 24 | 25 | float4 SRGBToLinear(float4 rgba) { 26 | return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); 27 | } 28 | 29 | pixel_t VertShader(vertex_t input) 30 | { 31 | pixel_t output; 32 | 33 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 34 | UNITY_SETUP_INSTANCE_ID(input); 35 | UNITY_TRANSFER_INSTANCE_ID(input, output); 36 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 37 | 38 | float bold = step(input.texcoord1.y, 0); 39 | 40 | float4 vert = input.position; 41 | vert.x += _VertexOffsetX; 42 | vert.y += _VertexOffsetY; 43 | 44 | float4 vPosition = UnityObjectToClipPos(vert); 45 | 46 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 47 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 48 | 49 | // Generate UV for the Masking Texture 50 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 51 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 52 | 53 | float4 color = input.color; 54 | #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) 55 | color = SRGBToLinear(input.color); 56 | #endif 57 | 58 | float opacity = color.a; 59 | #if (UNDERLAY_ON | UNDERLAY_INNER) 60 | opacity = 1.0; 61 | #endif 62 | 63 | float4 faceColor = float4(color.rgb, opacity) * _FaceColor; 64 | faceColor.rgb *= faceColor.a; 65 | 66 | float4 outlineColor = _OutlineColor; 67 | outlineColor.a *= opacity; 68 | outlineColor.rgb *= outlineColor.a; 69 | 70 | output.position = vPosition; 71 | output.faceColor = faceColor; 72 | output.outlineColor = outlineColor; 73 | output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); 74 | output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); 75 | 76 | float2 mask = float2(0, 0); 77 | #if UNITY_UI_CLIP_RECT 78 | mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; 79 | #endif 80 | output.mask = mask; 81 | 82 | #if (UNDERLAY_ON || UNDERLAY_INNER) 83 | float4 underlayColor = _UnderlayColor; 84 | underlayColor.rgb *= underlayColor.a; 85 | 86 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 87 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 88 | 89 | output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); 90 | output.underlayColor = underlayColor; 91 | #endif 92 | 93 | return output; 94 | } 95 | 96 | float4 PixShader(pixel_t input) : SV_Target 97 | { 98 | UNITY_SETUP_INSTANCE_ID(input); 99 | 100 | float d = tex2D(_MainTex, input.texcoord0.xy).a; 101 | 102 | float2 UV = input.texcoord0.xy; 103 | float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; 104 | 105 | #if (UNDERLAY_ON | UNDERLAY_INNER) 106 | float layerScale = scale; 107 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 108 | float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 109 | #endif 110 | 111 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 112 | 113 | float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); 114 | 115 | #ifdef OUTLINE_ON 116 | float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); 117 | faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); 118 | faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); 119 | #endif 120 | 121 | #if UNDERLAY_ON 122 | d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; 123 | faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); 124 | #endif 125 | 126 | #if UNDERLAY_INNER 127 | float bias = input.param.x * scale - 0.5; 128 | float sd = saturate(d * scale - bias - input.param.z); 129 | d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; 130 | faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); 131 | #endif 132 | 133 | #ifdef MASKING 134 | float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); 135 | float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; 136 | a = saturate(t / _MaskEdgeSoftness); 137 | faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); 138 | faceColor *= a; 139 | #endif 140 | 141 | // Alternative implementation to UnityGet2DClipping with support for softness 142 | #if UNITY_UI_CLIP_RECT 143 | float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); 144 | float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); 145 | faceColor *= m.x * m.y; 146 | #endif 147 | 148 | #if (UNDERLAY_ON | UNDERLAY_INNER) 149 | faceColor *= input.texcoord2.z; 150 | #endif 151 | 152 | #if UNITY_UI_ALPHACLIP 153 | clip(faceColor.a - 0.001); 154 | #endif 155 | 156 | return faceColor; 157 | } 158 | -------------------------------------------------------------------------------- /CONTRIBUTING.md: -------------------------------------------------------------------------------- 1 | # Contributing to UIS 2 | 3 | First off, thanks for taking the time to contribute! ❤️ 4 | 5 | All types of contributions are encouraged and valued. See the sections below for different ways to help and details about how this project handles them. Please make sure to read the relevant section before making your contribution. It will make it a lot easier for us maintainers and smooth out the experience for all involved. The community looks forward to your contributions. 🎉 6 | 7 | > [!NOTE] 8 | > And if you like the project, but just don't have time to contribute, that's fine. There are other easy ways to support the project and show your appreciation, which we would also be very happy about: 9 | > - Star the project 10 | > - Tweet about it 11 | > - Refer this project in your project's readme 12 | > - Donate in any way convenient for you 13 | > - Mention the project at local meetups and tell your friends/colleagues 14 | 15 | ## Code of Conduct 16 | 17 | This project and everyone participating in it is governed by the [UIS Code of Conduct](./CODE_OF_CONDUCT.md). By participating, you are expected to uphold this code. Please report unacceptable behavior to mail@mopsicus.ru. 18 | 19 | ## I have a question 20 | 21 | Before you ask a question, it is best to search for existing [Issues](https://github.com/mopsicus/uis/issues) that might help you. In case you have found a suitable issue and still need clarification, you can write your question in this issue. It is also advisable to search the internet for answers first. 22 | 23 | If you then still feel the need to ask a question and need clarification, we recommend the following: 24 | 25 | - Open an [Issue](https://github.com/mopsicus/uis/issues/new) 26 | - Provide as much context as you can about what you're running into 27 | - Provide project and platform versions (unity, android, ios, webgl, etc), depending on what seems relevant 28 | 29 | We will then take care of the issue as soon as possible. 30 | 31 | ## Types of Contributions 32 | 33 | Thanks for taking the time to contribute, once again! Please check out the options for how you can start contributing. 34 | 35 | > [!IMPORTANT] 36 | > When contributing to this project, you must agree that you have authored 100% of the content, that you have the necessary rights to the content and that the content you contribute may be provided under the project license. 37 | 38 | ### Reporting Bugs 39 | 40 | A good bug report shouldn’t leave others needing to chase you up for more information. Therefore, we ask you to investigate carefully, collect information and describe the issue in detail in your report. Please complete the following steps in advance to help us fix any potential bug as fast as possible: 41 | 42 | - Make sure that you are using the latest version 43 | - Determine if your bug is really a bug and not an error on your side e.g. using incompatible environment components/versions 44 | - To see if other users have experienced (and potentially already solved) the same issue you are having, check if there is not already a bug report existing for your bug or error in the [bug tracker](https://github.com/mopsicus/uis/issues?q=label%3Abug) 45 | - Collect information about the bug: 46 | - Stack trace (Traceback) 47 | - OS, Platform and Version (Windows, Linux, macOS, x86, ARM) 48 | - Unity version 49 | - Platform target (Android, iOS, WebGL) 50 | - Version of the interpreter, compiler, SDK, runtime environment, package manager, depending on what seems relevant 51 | - Possibly your input and the output 52 | - Can you reliably reproduce the issue? And can you also reproduce it with older versions? 53 | 54 | ### Suggesting Enhancements 55 | 56 | This section guides you through submitting an enhancement suggestion for UIS, including completely new features and minor improvements to existing functionality. Following these guidelines will help maintainers and the community to understand your suggestion and find related suggestions. 57 | 58 | - Make sure that you are using the latest version 59 | - Perform a [search](https://github.com/mopsicus/uis/issues) to see if the enhancement has already been suggested. If it has, add a comment to the existing issue instead of opening a new one 60 | - Enhancement suggestions are tracked as [GitHub issues](https://github.com/mopsicus/uis/issues) 61 | - Create new issue 62 | - Use a **clear and descriptive title** for the issue to identify the suggestion 63 | - Provide a **step-by-step description of the suggested enhancement** in as many details as possible 64 | - **Explain why this enhancement would be useful** to most UIS users. You may also want to point out the other projects that solved it better and which could serve as inspiration 65 | 66 | ### Implementing Features 67 | 68 | Look through the [GitHub issues](https://github.com/mopsicus/uis/issues) for features. Anything tagged with "enhancement" is open to whoever wants to implement it. 69 | 70 | Ready to contribute? Here are the simple steps for local development: 71 | 72 | 1. [Fork](https://github.com/mopsicus/uis/fork) UIS repo on GitHub 73 | 2. Clone your fork locally: 74 | ``` 75 | git clone git@github.com:YOUR_USERNAME/uis.git 76 | ``` 77 | 3. Make sure you have the minimum 2020.3.x version of Unity installed 78 | 4. Create a branch for local development: 79 | ``` 80 | git checkout -b uis-bugfix-or-feature 81 | ``` 82 | 5. Implement what you wanted. Please make sure you add comments and stick to the existing code style 83 | 6. Use `.editorconfig` file to format and check warnings 84 | 7. Make sure there are no errors or warnings after assembly 85 | 8. Please, follow the [Conventional Commits](https://www.conventionalcommits.org), when you make a commit 86 | 9. Commit your changes and push your branch to GitHub: 87 | ``` 88 | git add . 89 | git commit -m "feat(editor): Add background change" 90 | git push origin uis-bugfix-or-feature 91 | ``` 92 | 10. Submit a [pull request](https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/proposing-changes-to-your-work-with-pull-requests/creating-a-pull-request) through the GitHub website 93 | 94 | See [documentation](Documentation~/index.md) for more details. 95 | -------------------------------------------------------------------------------- /Samples~/Demo/Prefabs/ListItem.prefab: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1 &1213794582161676 4 | GameObject: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | serializedVersion: 6 10 | m_Component: 11 | - component: {fileID: 224987539535312474} 12 | - component: {fileID: 222212662094385272} 13 | - component: {fileID: 114215457755591672} 14 | m_Layer: 5 15 | m_Name: ListItem 16 | m_TagString: Untagged 17 | m_Icon: {fileID: 0} 18 | 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m_VertexBufferAutoSizeReduction: 0 205 | m_useMaxVisibleDescender: 1 206 | m_pageToDisplay: 1 207 | m_margin: {x: 0, y: 0, z: 0, w: 0} 208 | m_isUsingLegacyAnimationComponent: 0 209 | m_isVolumetricText: 0 210 | m_hasFontAssetChanged: 0 211 | m_baseMaterial: {fileID: 0} 212 | m_maskOffset: {x: 0, y: 0, z: 0, w: 0} 213 | -------------------------------------------------------------------------------- /Editor/ScrollerEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | namespace UIS { 5 | 6 | [CustomEditor(typeof(Scroller))] 7 | public class ScrollerEditor : Editor { 8 | 9 | /// 10 | /// Scroller target 11 | /// 12 | Scroller _target; 13 | 14 | /// 15 | /// Serialized target object 16 | /// 17 | SerializedObject _object; 18 | 19 | /// 20 | /// Item list prefab 21 | /// 22 | SerializedProperty _prefab; 23 | 24 | /// 25 | /// Top padding 26 | /// 27 | SerializedProperty _topPadding; 28 | 29 | /// 30 | /// Bottom padding 31 | /// 32 | SerializedProperty _bottomPadding; 33 | 34 | /// 35 | /// Spacing between items 36 | /// 37 | SerializedProperty _itemSpacing; 38 | 39 | /// 40 | /// Label font asset 41 | /// 42 | SerializedProperty _labelsFont; 43 | 44 | /// 45 | /// Label font color 46 | /// 47 | SerializedProperty _fontColor; 48 | 49 | /// 50 | /// Label font size 51 | /// 52 | SerializedProperty _fontSize; 53 | 54 | /// 55 | /// Pull top text label 56 | /// 57 | SerializedProperty _topPullLabel; 58 | 59 | /// 60 | /// Release top text label 61 | /// 62 | SerializedProperty _topReleaseLabel; 63 | 64 | /// 65 | /// Pull bottom text label 66 | /// 67 | SerializedProperty _bottomPullLabel; 68 | 69 | /// 70 | /// Release bottom text label 71 | /// 72 | SerializedProperty _bottomReleaseLabel; 73 | 74 | /// 75 | /// Can we pull from top 76 | /// 77 | SerializedProperty _isPullTop; 78 | 79 | /// 80 | /// Can we pull from bottom 81 | /// 82 | SerializedProperty _isPullBottom; 83 | 84 | /// 85 | /// Left padding 86 | /// 87 | SerializedProperty _leftPadding; 88 | 89 | /// 90 | /// Right padding 91 | /// 92 | SerializedProperty _rightPadding; 93 | 94 | /// 95 | /// Pull left text label 96 | /// 97 | SerializedProperty _leftPullLabel; 98 | 99 | /// 100 | /// Release left text label 101 | /// 102 | SerializedProperty _leftReleaseLabel; 103 | 104 | /// 105 | /// Pull right text label 106 | /// 107 | SerializedProperty _rightPullLabel; 108 | 109 | /// 110 | /// Release right text label 111 | /// 112 | SerializedProperty _rightReleaseLabel; 113 | 114 | /// 115 | /// Can we pull from left 116 | /// 117 | SerializedProperty _isPullLeft; 118 | 119 | /// 120 | /// Can we pull from right 121 | /// 122 | SerializedProperty _isPullRight; 123 | 124 | /// 125 | /// Coefficient when labels should action 126 | /// 127 | SerializedProperty _pullValue; 128 | 129 | /// 130 | /// Label position offset 131 | /// 132 | SerializedProperty _labelOffset; 133 | 134 | /// 135 | /// Container for calc width/height if anchors exists 136 | /// 137 | SerializedProperty _parentContainer; 138 | 139 | /// 140 | /// Init data 141 | /// 142 | void OnEnable() { 143 | _target = (Scroller)target; 144 | _object = new SerializedObject(target); 145 | _prefab = _object.FindProperty("Prefab"); 146 | _topPadding = _object.FindProperty("TopPadding"); 147 | _bottomPadding = _object.FindProperty("BottomPadding"); 148 | _itemSpacing = _object.FindProperty("ItemSpacing"); 149 | _labelsFont = _object.FindProperty("LabelsFont"); 150 | _fontColor = _object.FindProperty("FontColor"); 151 | _fontSize = _object.FindProperty("FontSize"); 152 | _topPullLabel = _object.FindProperty("TopPullLabel"); 153 | _topReleaseLabel = _object.FindProperty("TopReleaseLabel"); 154 | _bottomPullLabel = _object.FindProperty("BottomPullLabel"); 155 | _bottomReleaseLabel = _object.FindProperty("BottomReleaseLabel"); 156 | _isPullTop = _object.FindProperty("IsPullTop"); 157 | _isPullBottom = _object.FindProperty("IsPullBottom"); 158 | _leftPadding = _object.FindProperty("LeftPadding"); 159 | _rightPadding = _object.FindProperty("RightPadding"); 160 | _leftPullLabel = _object.FindProperty("LeftPullLabel"); 161 | _leftReleaseLabel = _object.FindProperty("LeftReleaseLabel"); 162 | _rightPullLabel = _object.FindProperty("RightPullLabel"); 163 | _rightReleaseLabel = _object.FindProperty("RightReleaseLabel"); 164 | _isPullLeft = _object.FindProperty("IsPullLeft"); 165 | _isPullRight = _object.FindProperty("IsPullRight"); 166 | _pullValue = _object.FindProperty("PullValue"); 167 | _labelOffset = _object.FindProperty("LabelOffset"); 168 | _parentContainer = _object.FindProperty("ParentContainer"); 169 | } 170 | 171 | /// 172 | /// Draw inspector 173 | /// 174 | public override void OnInspectorGUI() { 175 | _object.Update(); 176 | EditorGUI.BeginChangeCheck(); 177 | _target.Type = GUILayout.Toolbar(_target.Type, new string[] { "Vertical", "Horizontal" }); 178 | switch (_target.Type) { 179 | case 0: 180 | EditorGUILayout.PropertyField(_prefab); 181 | EditorGUILayout.PropertyField(_topPadding); 182 | EditorGUILayout.PropertyField(_bottomPadding); 183 | EditorGUILayout.PropertyField(_itemSpacing); 184 | EditorGUILayout.PropertyField(_labelsFont); 185 | EditorGUILayout.PropertyField(_fontColor); 186 | EditorGUILayout.PropertyField(_fontSize); 187 | EditorGUILayout.PropertyField(_topPullLabel); 188 | EditorGUILayout.PropertyField(_topReleaseLabel); 189 | EditorGUILayout.PropertyField(_bottomPullLabel); 190 | EditorGUILayout.PropertyField(_bottomReleaseLabel); 191 | EditorGUILayout.PropertyField(_isPullTop); 192 | EditorGUILayout.PropertyField(_isPullBottom); 193 | EditorGUILayout.PropertyField(_pullValue); 194 | EditorGUILayout.PropertyField(_labelOffset); 195 | EditorGUILayout.PropertyField(_parentContainer); 196 | break; 197 | case 1: 198 | EditorGUILayout.PropertyField(_prefab); 199 | EditorGUILayout.PropertyField(_leftPadding); 200 | EditorGUILayout.PropertyField(_rightPadding); 201 | EditorGUILayout.PropertyField(_itemSpacing); 202 | EditorGUILayout.PropertyField(_labelsFont); 203 | EditorGUILayout.PropertyField(_fontColor); 204 | EditorGUILayout.PropertyField(_fontSize); 205 | EditorGUILayout.PropertyField(_leftPullLabel); 206 | EditorGUILayout.PropertyField(_leftReleaseLabel); 207 | EditorGUILayout.PropertyField(_rightPullLabel); 208 | EditorGUILayout.PropertyField(_rightReleaseLabel); 209 | EditorGUILayout.PropertyField(_isPullLeft); 210 | EditorGUILayout.PropertyField(_isPullRight); 211 | EditorGUILayout.PropertyField(_pullValue); 212 | EditorGUILayout.PropertyField(_labelOffset); 213 | EditorGUILayout.PropertyField(_parentContainer); 214 | break; 215 | default: 216 | break; 217 | } 218 | if (EditorGUI.EndChangeCheck()) { 219 | _object.ApplyModifiedProperties(); 220 | } 221 | } 222 | } 223 | } -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field Overlay" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | 46 | _StencilComp ("Stencil Comparison", Float) = 8 47 | _Stencil ("Stencil ID", Float) = 0 48 | _StencilOp ("Stencil Operation", Float) = 0 49 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 50 | _StencilReadMask ("Stencil Read Mask", Float) = 255 51 | 52 | _CullMode ("Cull Mode", Float) = 0 53 | _ColorMask ("Color Mask", Float) = 15 54 | } 55 | 56 | SubShader { 57 | Tags 58 | { 59 | "Queue"="Overlay" 60 | "IgnoreProjector"="True" 61 | "RenderType"="Transparent" 62 | } 63 | 64 | 65 | Stencil 66 | { 67 | Ref [_Stencil] 68 | Comp [_StencilComp] 69 | Pass [_StencilOp] 70 | ReadMask [_StencilReadMask] 71 | WriteMask [_StencilWriteMask] 72 | } 73 | 74 | Cull [_CullMode] 75 | ZWrite Off 76 | Lighting Off 77 | Fog { Mode Off } 78 | ZTest Always 79 | Blend One OneMinusSrcAlpha 80 | ColorMask [_ColorMask] 81 | 82 | Pass { 83 | CGPROGRAM 84 | #pragma vertex VertShader 85 | #pragma fragment PixShader 86 | #pragma shader_feature __ OUTLINE_ON 87 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 88 | 89 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 90 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 91 | 92 | #include "UnityCG.cginc" 93 | #include "UnityUI.cginc" 94 | #include "TMPro_Properties.cginc" 95 | 96 | struct vertex_t { 97 | UNITY_VERTEX_INPUT_INSTANCE_ID 98 | float4 vertex : POSITION; 99 | float3 normal : NORMAL; 100 | fixed4 color : COLOR; 101 | float2 texcoord0 : TEXCOORD0; 102 | float2 texcoord1 : TEXCOORD1; 103 | }; 104 | 105 | struct pixel_t { 106 | UNITY_VERTEX_INPUT_INSTANCE_ID 107 | UNITY_VERTEX_OUTPUT_STEREO 108 | float4 vertex : SV_POSITION; 109 | fixed4 faceColor : COLOR; 110 | fixed4 outlineColor : COLOR1; 111 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 112 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 113 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 114 | #if (UNDERLAY_ON | UNDERLAY_INNER) 115 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 116 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 117 | #endif 118 | }; 119 | 120 | 121 | pixel_t VertShader(vertex_t input) 122 | { 123 | pixel_t output; 124 | 125 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 126 | UNITY_SETUP_INSTANCE_ID(input); 127 | UNITY_TRANSFER_INSTANCE_ID(input, output); 128 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 129 | 130 | float bold = step(input.texcoord1.y, 0); 131 | 132 | float4 vert = input.vertex; 133 | vert.x += _VertexOffsetX; 134 | vert.y += _VertexOffsetY; 135 | float4 vPosition = UnityObjectToClipPos(vert); 136 | 137 | float2 pixelSize = vPosition.w; 138 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 139 | 140 | float scale = rsqrt(dot(pixelSize, pixelSize)); 141 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 142 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 143 | 144 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 145 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 146 | 147 | float layerScale = scale; 148 | 149 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 150 | float bias = (0.5 - weight) * scale - 0.5; 151 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 152 | 153 | float opacity = input.color.a; 154 | #if (UNDERLAY_ON | UNDERLAY_INNER) 155 | opacity = 1.0; 156 | #endif 157 | 158 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 159 | faceColor.rgb *= faceColor.a; 160 | 161 | fixed4 outlineColor = _OutlineColor; 162 | outlineColor.a *= opacity; 163 | outlineColor.rgb *= outlineColor.a; 164 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 165 | 166 | #if (UNDERLAY_ON | UNDERLAY_INNER) 167 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 168 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 169 | 170 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 171 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 172 | float2 layerOffset = float2(x, y); 173 | #endif 174 | 175 | // Generate UV for the Masking Texture 176 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 177 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 178 | 179 | // Populate structure for pixel shader 180 | output.vertex = vPosition; 181 | output.faceColor = faceColor; 182 | output.outlineColor = outlineColor; 183 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); 184 | output.param = half4(scale, bias - outline, bias + outline, bias); 185 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 186 | #if (UNDERLAY_ON || UNDERLAY_INNER) 187 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); 188 | output.underlayParam = half2(layerScale, layerBias); 189 | #endif 190 | 191 | return output; 192 | } 193 | 194 | 195 | // PIXEL SHADER 196 | fixed4 PixShader(pixel_t input) : SV_Target 197 | { 198 | UNITY_SETUP_INSTANCE_ID(input); 199 | 200 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 201 | half4 c = input.faceColor * saturate(d - input.param.w); 202 | 203 | #ifdef OUTLINE_ON 204 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 205 | c *= saturate(d - input.param.y); 206 | #endif 207 | 208 | #if UNDERLAY_ON 209 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 210 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 211 | #endif 212 | 213 | #if UNDERLAY_INNER 214 | half sd = saturate(d - input.param.z); 215 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 216 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 217 | #endif 218 | 219 | // Alternative implementation to UnityGet2DClipping with support for softness. 220 | #if UNITY_UI_CLIP_RECT 221 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 222 | c *= m.x * m.y; 223 | #endif 224 | 225 | #if (UNDERLAY_ON | UNDERLAY_INNER) 226 | c *= input.texcoord1.z; 227 | #endif 228 | 229 | #if UNITY_UI_ALPHACLIP 230 | clip(c.a - 0.001); 231 | #endif 232 | 233 | return c; 234 | } 235 | ENDCG 236 | } 237 | } 238 | 239 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 240 | } 241 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | 46 | _StencilComp ("Stencil Comparison", Float) = 8 47 | _Stencil ("Stencil ID", Float) = 0 48 | _StencilOp ("Stencil Operation", Float) = 0 49 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 50 | _StencilReadMask ("Stencil Read Mask", Float) = 255 51 | 52 | _CullMode ("Cull Mode", Float) = 0 53 | _ColorMask ("Color Mask", Float) = 15 54 | } 55 | 56 | SubShader { 57 | Tags 58 | { 59 | "Queue"="Transparent" 60 | "IgnoreProjector"="True" 61 | "RenderType"="Transparent" 62 | } 63 | 64 | 65 | Stencil 66 | { 67 | Ref [_Stencil] 68 | Comp [_StencilComp] 69 | Pass [_StencilOp] 70 | ReadMask [_StencilReadMask] 71 | WriteMask [_StencilWriteMask] 72 | } 73 | 74 | Cull [_CullMode] 75 | ZWrite Off 76 | Lighting Off 77 | Fog { Mode Off } 78 | ZTest [unity_GUIZTestMode] 79 | Blend One OneMinusSrcAlpha 80 | ColorMask [_ColorMask] 81 | 82 | Pass { 83 | CGPROGRAM 84 | #pragma vertex VertShader 85 | #pragma fragment PixShader 86 | #pragma shader_feature __ OUTLINE_ON 87 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 88 | 89 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 90 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 91 | 92 | #include "UnityCG.cginc" 93 | #include "UnityUI.cginc" 94 | #include "TMPro_Properties.cginc" 95 | 96 | struct vertex_t { 97 | UNITY_VERTEX_INPUT_INSTANCE_ID 98 | float4 vertex : POSITION; 99 | float3 normal : NORMAL; 100 | fixed4 color : COLOR; 101 | float2 texcoord0 : TEXCOORD0; 102 | float2 texcoord1 : TEXCOORD1; 103 | }; 104 | 105 | struct pixel_t { 106 | UNITY_VERTEX_INPUT_INSTANCE_ID 107 | UNITY_VERTEX_OUTPUT_STEREO 108 | float4 vertex : SV_POSITION; 109 | fixed4 faceColor : COLOR; 110 | fixed4 outlineColor : COLOR1; 111 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 112 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 113 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 114 | #if (UNDERLAY_ON | UNDERLAY_INNER) 115 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 116 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 117 | #endif 118 | }; 119 | 120 | 121 | pixel_t VertShader(vertex_t input) 122 | { 123 | pixel_t output; 124 | 125 | UNITY_INITIALIZE_OUTPUT(pixel_t, output); 126 | UNITY_SETUP_INSTANCE_ID(input); 127 | UNITY_TRANSFER_INSTANCE_ID(input, output); 128 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 129 | 130 | float bold = step(input.texcoord1.y, 0); 131 | 132 | float4 vert = input.vertex; 133 | vert.x += _VertexOffsetX; 134 | vert.y += _VertexOffsetY; 135 | float4 vPosition = UnityObjectToClipPos(vert); 136 | 137 | float2 pixelSize = vPosition.w; 138 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 139 | 140 | float scale = rsqrt(dot(pixelSize, pixelSize)); 141 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 142 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 143 | 144 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 145 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 146 | 147 | float layerScale = scale; 148 | 149 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 150 | float bias = (0.5 - weight) * scale - 0.5; 151 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 152 | 153 | float opacity = input.color.a; 154 | #if (UNDERLAY_ON | UNDERLAY_INNER) 155 | opacity = 1.0; 156 | #endif 157 | 158 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 159 | faceColor.rgb *= faceColor.a; 160 | 161 | fixed4 outlineColor = _OutlineColor; 162 | outlineColor.a *= opacity; 163 | outlineColor.rgb *= outlineColor.a; 164 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 165 | 166 | #if (UNDERLAY_ON | UNDERLAY_INNER) 167 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 168 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 169 | 170 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 171 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 172 | float2 layerOffset = float2(x, y); 173 | #endif 174 | 175 | // Generate UV for the Masking Texture 176 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 177 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 178 | 179 | // Populate structure for pixel shader 180 | output.vertex = vPosition; 181 | output.faceColor = faceColor; 182 | output.outlineColor = outlineColor; 183 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); 184 | output.param = half4(scale, bias - outline, bias + outline, bias); 185 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 186 | #if (UNDERLAY_ON || UNDERLAY_INNER) 187 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); 188 | output.underlayParam = half2(layerScale, layerBias); 189 | #endif 190 | 191 | return output; 192 | } 193 | 194 | 195 | // PIXEL SHADER 196 | fixed4 PixShader(pixel_t input) : SV_Target 197 | { 198 | UNITY_SETUP_INSTANCE_ID(input); 199 | 200 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 201 | half4 c = input.faceColor * saturate(d - input.param.w); 202 | 203 | #ifdef OUTLINE_ON 204 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 205 | c *= saturate(d - input.param.y); 206 | #endif 207 | 208 | #if UNDERLAY_ON 209 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 210 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 211 | #endif 212 | 213 | #if UNDERLAY_INNER 214 | half sd = saturate(d - input.param.z); 215 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 216 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 217 | #endif 218 | 219 | // Alternative implementation to UnityGet2DClipping with support for softness. 220 | #if UNITY_UI_CLIP_RECT 221 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 222 | c *= m.x * m.y; 223 | #endif 224 | 225 | #if (UNDERLAY_ON | UNDERLAY_INNER) 226 | c *= input.texcoord1.z; 227 | #endif 228 | 229 | #if UNITY_UI_ALPHACLIP 230 | clip(c.a - 0.001); 231 | #endif 232 | 233 | return c; 234 | } 235 | ENDCG 236 | } 237 | } 238 | 239 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 240 | } 241 | -------------------------------------------------------------------------------- /.editorconfig: -------------------------------------------------------------------------------- 1 | # Dotnet code style settings: 2 | [*.cs] 3 | indent_style = space 4 | indent_size = 4 5 | insert_final_newline = true 6 | charset = utf-8 7 | 8 | # Sort using and Import directives with System.* appearing first 9 | csharp_using_directive_placement = outside_namespace:silent 10 | dotnet_sort_system_directives_first = true 11 | dotnet_separate_import_directive_groups = false 12 | 13 | # Avoid "this." and "Me." if not necessary 14 | dotnet_style_qualification_for_field = false:refactoring 15 | dotnet_style_qualification_for_property = false:refactoring 16 | dotnet_style_qualification_for_method = false:refactoring 17 | dotnet_style_qualification_for_event = false:refactoring 18 | 19 | # Use language keywords instead of framework type names for type references 20 | dotnet_style_predefined_type_for_locals_parameters_members = true:suggestion 21 | dotnet_style_predefined_type_for_member_access = true:suggestion 22 | 23 | # Suggest more modern language features when available 24 | dotnet_style_object_initializer = true:suggestion 25 | dotnet_style_collection_initializer = true:suggestion 26 | dotnet_style_coalesce_expression = true:suggestion 27 | dotnet_style_null_propagation = true:suggestion 28 | dotnet_style_explicit_tuple_names = true:suggestion 29 | 30 | # Whitespace options 31 | dotnet_style_allow_multiple_blank_lines_experimental = false 32 | 33 | # IDE0055: Fix formatting 34 | dotnet_diagnostic.IDE0055.severity = warning 35 | 36 | # Newline settings 37 | csharp_new_line_before_open_brace = false 38 | csharp_new_line_before_else = false 39 | csharp_new_line_before_catch = false 40 | csharp_new_line_before_finally = false 41 | csharp_new_line_before_members_in_object_initializers = false 42 | csharp_new_line_before_members_in_anonymous_types = false 43 | csharp_new_line_between_query_expression_clauses = false 44 | 45 | # Indentation preferences 46 | csharp_indent_block_contents = true 47 | csharp_indent_braces = false 48 | csharp_indent_case_contents = true 49 | csharp_indent_case_contents_when_block = true 50 | csharp_indent_switch_labels = true 51 | csharp_indent_labels = flush_left 52 | 53 | # Whitespace options 54 | csharp_style_allow_embedded_statements_on_same_line_experimental = false 55 | csharp_style_allow_blank_lines_between_consecutive_braces_experimental = false 56 | csharp_style_allow_blank_line_after_colon_in_constructor_initializer_experimental = false 57 | csharp_style_allow_blank_line_after_token_in_conditional_expression_experimental = false 58 | csharp_style_allow_blank_line_after_token_in_arrow_expression_clause_experimental = false 59 | 60 | # # Prefer "var" everywhere 61 | csharp_style_var_for_built_in_types = true:suggestion 62 | csharp_style_var_when_type_is_apparent = true:suggestion 63 | csharp_style_var_elsewhere = true:suggestion 64 | 65 | # Prefer method-like constructs to have a block body 66 | csharp_style_expression_bodied_methods = false:none 67 | csharp_style_expression_bodied_constructors = false:none 68 | csharp_style_expression_bodied_operators = false:none 69 | 70 | csharp_preferred_modifier_order = public,private,protected,internal,static,extern,new,virtual,abstract,sealed,override,readonly,unsafe,volatile,async:suggestion 71 | 72 | # Prefer property-like constructs to have an expression-body 73 | csharp_style_expression_bodied_properties = true:none 74 | csharp_style_expression_bodied_indexers = true:none 75 | csharp_style_expression_bodied_accessors = true:none 76 | 77 | # Suggest more modern language features when available 78 | csharp_style_pattern_matching_over_is_with_cast_check = true:suggestion 79 | csharp_style_pattern_matching_over_as_with_null_check = true:suggestion 80 | csharp_style_inlined_variable_declaration = true:suggestion 81 | csharp_style_throw_expression = true:suggestion 82 | csharp_style_conditional_delegate_call = true:suggestion 83 | csharp_style_prefer_extended_property_pattern = true:suggestion 84 | 85 | # Space preferences 86 | csharp_space_after_cast = false 87 | csharp_space_after_colon_in_inheritance_clause = true 88 | csharp_space_after_comma = true 89 | csharp_space_after_dot = false 90 | csharp_space_after_keywords_in_control_flow_statements = true 91 | csharp_space_after_semicolon_in_for_statement = true 92 | csharp_space_around_binary_operators = before_and_after 93 | csharp_space_around_declaration_statements = do_not_ignore 94 | csharp_space_before_colon_in_inheritance_clause = true 95 | csharp_space_before_comma = false 96 | csharp_space_before_dot = false 97 | csharp_space_before_open_square_brackets = false 98 | csharp_space_before_semicolon_in_for_statement = false 99 | csharp_space_between_empty_square_brackets = false 100 | csharp_space_between_method_call_empty_parameter_list_parentheses = false 101 | csharp_space_between_method_call_name_and_opening_parenthesis = false 102 | csharp_space_between_method_call_parameter_list_parentheses = false 103 | csharp_space_between_method_declaration_empty_parameter_list_parentheses = false 104 | csharp_space_between_method_declaration_name_and_open_parenthesis = false 105 | csharp_space_between_method_declaration_parameter_list_parentheses = false 106 | csharp_space_between_parentheses = false 107 | csharp_space_between_square_brackets = false 108 | 109 | # Blank lines 110 | csharp_blank_lines_around_region = 0 111 | csharp_blank_lines_inside_region = 0 112 | csharp_keep_blank_lines_in_declarations = 1 113 | csharp_remove_blank_lines_near_braces_in_declarations = true 114 | csharp_blank_lines_between_using_groups = 1 115 | csharp_blank_lines_after_using_list = 1 116 | csharp_blank_lines_around_namespace = 1 117 | csharp_blank_lines_inside_namespace = 0 118 | csharp_blank_lines_after_file_scoped_namespace_directive = 1 119 | csharp_blank_lines_around_type = 1 120 | csharp_blank_lines_around_single_line_type = 0 121 | csharp_blank_lines_inside_type = 0 122 | csharp_blank_lines_around_field = 0 123 | csharp_blank_lines_around_single_line_field = 0 124 | csharp_blank_lines_around_property = 1 125 | csharp_blank_lines_around_single_line_property = 0 126 | csharp_blank_lines_around_auto_property = 0 127 | csharp_blank_lines_around_single_line_auto_property = 0 128 | csharp_blank_lines_around_invocable = 1 129 | csharp_blank_lines_around_single_line_invocable = 0 130 | csharp_keep_blank_lines_in_code = 1 131 | csharp_remove_blank_lines_near_braces_in_code = true 132 | csharp_blank_lines_around_local_method = 0 133 | csharp_blank_lines_around_single_line_local_method = 0 134 | csharp_blank_lines_around_block_case_section = 0 135 | csharp_blank_lines_around_multiline_case_section = 0 136 | 137 | # Access modifiers 138 | dotnet_style_require_accessibility_modifiers = omit_if_default:warning 139 | 140 | # Blocks are allowed 141 | csharp_prefer_braces = true 142 | csharp_preserve_single_line_blocks = true 143 | csharp_preserve_single_line_statements = true 144 | 145 | dotnet_diagnostic.IDE0001.severity = warning 146 | dotnet_diagnostic.IDE0002.severity = warning 147 | 148 | # Using directive is unnecessary. 149 | dotnet_diagnostic.IDE0005.severity = warning 150 | 151 | # invalid switch. 152 | dotnet_diagnostic.IDE0010.severity = silent 153 | 154 | # add braces. 155 | dotnet_diagnostic.IDE0011.severity = warning 156 | 157 | # IDE0040: Add accessibility modifiers 158 | dotnet_diagnostic.IDE0040.severity = suggestion 159 | 160 | # IDE0060: Remove unused parameter 161 | dotnet_diagnostic.IDE0060.severity = warning 162 | 163 | # IDE0052: Remove unread private member 164 | dotnet_diagnostic.IDE0052.severity = warning 165 | 166 | # IDE0059: Unnecessary assignment to a value 167 | dotnet_diagnostic.IDE0059.severity = warning 168 | 169 | # CA1012: Abstract types should not have public constructors 170 | dotnet_diagnostic.CA1012.severity = warning 171 | 172 | # CA1822: Make member static 173 | dotnet_diagnostic.CA1822.severity = warning 174 | 175 | # Prefer "var" everywhere 176 | dotnet_diagnostic.IDE0007.severity = warning 177 | csharp_style_var_for_built_in_types = true:warning 178 | csharp_style_var_when_type_is_apparent = true:warning 179 | csharp_style_var_elsewhere = true:warning 180 | 181 | # csharp_style_allow_embedded_statements_on_same_line_experimental 182 | dotnet_diagnostic.IDE2001.severity = silent 183 | 184 | # csharp_style_allow_blank_lines_between_consecutive_braces_experimental 185 | dotnet_diagnostic.IDE2002.severity = warning 186 | 187 | # csharp_style_allow_blank_line_after_colon_in_constructor_initializer_experimental 188 | dotnet_diagnostic.IDE2004.severity = warning 189 | 190 | # csharp_style_allow_blank_line_after_token_in_conditional_expression_experimental 191 | dotnet_diagnostic.IDE2005.severity = warning 192 | 193 | # csharp_style_allow_blank_line_after_token_in_arrow_expression_clause_experimental 194 | dotnet_diagnostic.IDE2006.severity = warning 195 | 196 | # CS4014 Because this call is not awaited, execution of the current method continues before the call is completed 197 | dotnet_diagnostic.CS4014.severity = silent 198 | 199 | # csharp_style_implicit_object_creation_when_type_is_apparent 200 | dotnet_diagnostic.IDE0090.severity = silent 201 | -------------------------------------------------------------------------------- /Samples~/Demo/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field - Masking" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _CullMode ("Cull Mode", Float) = 0 58 | _ColorMask ("Color Mask", Float) = 15 59 | } 60 | 61 | SubShader { 62 | Tags 63 | { 64 | "Queue"="Transparent" 65 | "IgnoreProjector"="True" 66 | "RenderType"="Transparent" 67 | } 68 | 69 | 70 | Stencil 71 | { 72 | Ref [_Stencil] 73 | Comp [_StencilComp] 74 | Pass [_StencilOp] 75 | ReadMask [_StencilReadMask] 76 | WriteMask [_StencilWriteMask] 77 | } 78 | 79 | Cull [_CullMode] 80 | ZWrite Off 81 | Lighting Off 82 | Fog { Mode Off } 83 | ZTest [unity_GUIZTestMode] 84 | Blend One OneMinusSrcAlpha 85 | ColorMask [_ColorMask] 86 | 87 | Pass { 88 | CGPROGRAM 89 | #pragma vertex VertShader 90 | #pragma fragment PixShader 91 | #pragma shader_feature __ OUTLINE_ON 92 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 93 | 94 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 95 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 96 | 97 | 98 | #include "UnityCG.cginc" 99 | #include "UnityUI.cginc" 100 | #include "TMPro_Properties.cginc" 101 | 102 | struct vertex_t { 103 | float4 vertex : POSITION; 104 | float3 normal : NORMAL; 105 | fixed4 color : COLOR; 106 | float2 texcoord0 : TEXCOORD0; 107 | float2 texcoord1 : TEXCOORD1; 108 | }; 109 | 110 | struct pixel_t { 111 | float4 vertex : SV_POSITION; 112 | fixed4 faceColor : COLOR; 113 | fixed4 outlineColor : COLOR1; 114 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 115 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 116 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 117 | #if (UNDERLAY_ON | UNDERLAY_INNER) 118 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 119 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 120 | #endif 121 | }; 122 | 123 | float _MaskWipeControl; 124 | float _MaskEdgeSoftness; 125 | fixed4 _MaskEdgeColor; 126 | bool _MaskInverse; 127 | 128 | pixel_t VertShader(vertex_t input) 129 | { 130 | float bold = step(input.texcoord1.y, 0); 131 | 132 | float4 vert = input.vertex; 133 | vert.x += _VertexOffsetX; 134 | vert.y += _VertexOffsetY; 135 | float4 vPosition = UnityObjectToClipPos(vert); 136 | 137 | float2 pixelSize = vPosition.w; 138 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 139 | 140 | float scale = rsqrt(dot(pixelSize, pixelSize)); 141 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); 142 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 143 | 144 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 145 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 146 | 147 | float layerScale = scale; 148 | 149 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 150 | float bias = (0.5 - weight) * scale - 0.5; 151 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 152 | 153 | float opacity = input.color.a; 154 | #if (UNDERLAY_ON | UNDERLAY_INNER) 155 | opacity = 1.0; 156 | #endif 157 | 158 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 159 | faceColor.rgb *= faceColor.a; 160 | 161 | fixed4 outlineColor = _OutlineColor; 162 | outlineColor.a *= opacity; 163 | outlineColor.rgb *= outlineColor.a; 164 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 165 | 166 | #if (UNDERLAY_ON | UNDERLAY_INNER) 167 | 168 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 169 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 170 | 171 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 172 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 173 | float2 layerOffset = float2(x, y); 174 | #endif 175 | 176 | // Generate UV for the Masking Texture 177 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 178 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 179 | 180 | // Structure for pixel shader 181 | pixel_t output = { 182 | vPosition, 183 | faceColor, 184 | outlineColor, 185 | float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), 186 | half4(scale, bias - outline, bias + outline, bias), 187 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), 188 | #if (UNDERLAY_ON | UNDERLAY_INNER) 189 | float4(input.texcoord0 + layerOffset, input.color.a, 0), 190 | half2(layerScale, layerBias), 191 | #endif 192 | }; 193 | 194 | return output; 195 | } 196 | 197 | 198 | // PIXEL SHADER 199 | fixed4 PixShader(pixel_t input) : SV_Target 200 | { 201 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 202 | half4 c = input.faceColor * saturate(d - input.param.w); 203 | 204 | #ifdef OUTLINE_ON 205 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 206 | c *= saturate(d - input.param.y); 207 | #endif 208 | 209 | #if UNDERLAY_ON 210 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 211 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 212 | #endif 213 | 214 | #if UNDERLAY_INNER 215 | half sd = saturate(d - input.param.z); 216 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 217 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 218 | #endif 219 | 220 | // Alternative implementation to 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