├── .gitignore ├── .vsconfig ├── Assets ├── Example.meta ├── Example │ ├── ExampleAssets.meta │ ├── ExampleAssets │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── ConstructionLight_Mat.mat │ │ │ ├── ConstructionLight_Mat.mat.meta │ │ │ ├── DryWallPainted_Mat.mat │ │ │ ├── DryWallPainted_Mat.mat.meta │ │ │ ├── DryWall_Mat.mat │ │ │ ├── DryWall_Mat.mat.meta │ │ │ ├── Ground_Mat.mat │ │ │ ├── Ground_Mat.mat.meta │ │ │ ├── Hammer_Mat.mat │ │ │ ├── Hammer_Mat.mat.meta │ │ │ ├── HardHat_Mat.mat │ │ │ ├── HardHat_Mat.mat.meta │ │ │ ├── Jigsaw_Mat.mat │ │ │ ├── Jigsaw_Mat.mat.meta │ │ │ ├── LightBulb_Mat.mat │ │ │ ├── LightBulb_Mat.mat.meta │ │ │ ├── Liquid_Mat.mat │ │ │ ├── Liquid_Mat.mat.meta │ │ │ ├── Metal_Blue_Simple_Mat.mat │ │ │ ├── Metal_Blue_Simple_Mat.mat.meta │ │ │ ├── Metal_Simple_Mat.mat │ │ │ ├── Metal_Simple_Mat.mat.meta │ │ │ ├── OBS_Mat.mat │ │ │ ├── OBS_Mat.mat.meta │ │ │ ├── Paint1G_WAnim_Material.mat │ │ │ ├── Paint1G_WAnim_Material.mat.meta │ │ │ ├── PaintBrush_Mat.mat │ │ │ ├── PaintBrush_Mat.mat.meta │ │ │ ├── PaintLabel_Mat.mat │ │ │ ├── PaintLabel_Mat.mat.meta │ │ │ ├── Plastic_Black_Mat.mat │ │ │ ├── Plastic_Black_Mat.mat.meta │ │ │ ├── Plastic_Gray_Mat.mat │ │ │ ├── Plastic_Gray_Mat.mat.meta │ │ │ ├── Plastic_Ridges_Mat.mat │ │ │ ├── Plastic_Ridges_Mat.mat.meta │ │ │ ├── Plastic_Rough_Mat.mat │ │ │ ├── Plastic_Rough_Mat.mat.meta │ │ │ ├── Plastic_Transparent.mat │ │ │ ├── Plastic_Transparent.mat.meta │ │ │ ├── Plastic_White_Mat.mat │ │ │ ├── Plastic_White_Mat.mat.meta │ │ │ ├── Plastic_Yellow_Mat.mat │ │ │ ├── Plastic_Yellow_Mat.mat.meta │ │ │ ├── Strap_Mat.mat │ │ │ ├── Strap_Mat.mat.meta │ │ │ ├── Stud_Mat.mat │ │ │ └── Stud_Mat.mat.meta │ │ ├── Models.meta │ │ ├── Models │ │ │ ├── ConstructionLight_Low.fbx │ │ │ ├── ConstructionLight_Low.fbx.meta │ │ │ ├── Stud.fbx │ │ │ ├── Stud.fbx.meta │ │ │ ├── Workbench.fbx │ │ │ ├── Workbench.fbx.meta │ │ │ ├── Workbench_Low.fbx │ │ │ ├── Workbench_Low.fbx.meta │ │ │ ├── Workshop_Set.fbx │ │ │ ├── Workshop_Set.fbx.meta │ │ │ ├── brush_low.fbx │ │ │ ├── brush_low.fbx.meta │ │ │ ├── hammer_low.fbx │ │ │ ├── hammer_low.fbx.meta │ │ │ ├── jigsaw_low.fbx │ │ │ ├── jigsaw_low.fbx.meta │ │ │ ├── magneticlevel_low.fbx │ │ │ ├── magneticlevel_low.fbx.meta │ │ │ ├── paintbucket_low.fbx │ │ │ ├── paintbucket_low.fbx.meta │ │ │ ├── safetygoggles_low.fbx │ │ │ ├── safetygoggles_low.fbx.meta │ │ │ ├── safetyhat_low.fbx │ │ │ ├── safetyhat_low.fbx.meta │ │ │ ├── small_plane.fbx │ │ │ └── small_plane.fbx.meta │ │ ├── Prefabs.meta │ │ ├── Prefabs │ │ │ ├── Construction Light Low.prefab │ │ │ ├── Construction Light Low.prefab.meta │ │ │ ├── Paint Supplies.prefab │ │ │ ├── Paint Supplies.prefab.meta │ │ │ ├── Props.prefab │ │ │ ├── Props.prefab.meta │ │ │ ├── Workbench.prefab │ │ │ ├── Workbench.prefab.meta │ │ │ ├── Workbench_LOD0.prefab │ │ │ ├── Workbench_LOD0.prefab.meta │ │ │ ├── Workbench_LOD1.prefab │ │ │ ├── Workbench_LOD1.prefab.meta │ │ │ ├── Workshop Set.prefab │ │ │ └── Workshop Set.prefab.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── Paint1G_WAnim_Shader.shadergraph │ │ │ └── Paint1G_WAnim_Shader.shadergraph.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── Concrete.meta │ │ │ ├── Concrete │ │ │ ├── Ground_Albedo.tif │ │ │ ├── Ground_Albedo.tif.meta │ │ │ ├── Ground_MetallicOcculusionSmoothness.tif │ │ │ ├── Ground_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Ground_Normal.tif │ │ │ └── Ground_Normal.tif.meta │ │ │ ├── Drywall.meta │ │ │ ├── Drywall │ │ │ ├── DrywallPainted_Normal.tif │ │ │ ├── DrywallPainted_Normal.tif.meta │ │ │ ├── Drywall_Albedo.tif │ │ │ ├── Drywall_Albedo.tif.meta │ │ │ ├── Drywall_AlbedoSmoothness.tif │ │ │ ├── Drywall_AlbedoSmoothness.tif.meta │ │ │ ├── Drywall_Normal.tif │ │ │ └── Drywall_Normal.tif.meta │ │ │ ├── Metal.meta │ │ │ ├── Metal │ │ │ ├── Metal_Albedo.tif │ │ │ ├── Metal_Albedo.tif.meta │ │ │ ├── Metal_MetallicSmoothness.tif │ │ │ ├── Metal_MetallicSmoothness.tif.meta │ │ │ ├── Metal_Normal.tif │ │ │ └── Metal_Normal.tif.meta │ │ │ ├── Plastic.meta │ │ │ ├── Plastic │ │ │ ├── Elastic_MetallicOcculusionSmoothness.tif │ │ │ ├── Elastic_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Elastic_Normal.tif │ │ │ ├── Elastic_Normal.tif.meta │ │ │ ├── PlasticRidges_Albedo.tif │ │ │ ├── PlasticRidges_Albedo.tif.meta │ │ │ ├── PlasticRidges_MetallicOcculusionSmoothness.tif │ │ │ ├── PlasticRidges_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── PlasticRidges_Normal.tif │ │ │ ├── PlasticRidges_Normal.tif.meta │ │ │ ├── PlasticRough_Albedo.tif │ │ │ ├── PlasticRough_Albedo.tif.meta │ │ │ ├── PlasticRough_MetallicOcculusionSmoothness.tif │ │ │ ├── PlasticRough_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Plastic_AlbedoSmoothness.tif │ │ │ ├── Plastic_AlbedoSmoothness.tif.meta │ │ │ ├── Plastic_Normal.tif │ │ │ └── Plastic_Normal.tif.meta │ │ │ ├── Props.meta │ │ │ ├── Props │ │ │ ├── Construction_Light.meta │ │ │ ├── Construction_Light │ │ │ │ ├── ConstructionLight_Albedo.tif │ │ │ │ ├── ConstructionLight_Albedo.tif.meta │ │ │ │ ├── ConstructionLight_MetallicOcculusionSmoothness.tif │ │ │ │ └── ConstructionLight_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Hammer.meta │ │ │ ├── Hammer │ │ │ │ ├── Hammer_Albedo.tif │ │ │ │ ├── Hammer_Albedo.tif.meta │ │ │ │ ├── Hammer_MetallicOcculusionSmoothness.tif │ │ │ │ ├── Hammer_MetallicOcculusionSmoothness.tif.meta │ │ │ │ ├── Hammer_Normal.tif │ │ │ │ └── Hammer_Normal.tif.meta │ │ │ ├── HardHat.meta │ │ │ ├── HardHat │ │ │ │ ├── SafetyHat_Albedo.tif │ │ │ │ ├── SafetyHat_Albedo.tif.meta │ │ │ │ ├── SafetyHat_MetallicOcculusionSmoothness.tif │ │ │ │ ├── SafetyHat_MetallicOcculusionSmoothness.tif.meta │ │ │ │ ├── SafetyHat_Normal.tif │ │ │ │ └── SafetyHat_Normal.tif.meta │ │ │ ├── Jigsaw.meta │ │ │ ├── Jigsaw │ │ │ │ ├── Jigsaw_Albedo.tif │ │ │ │ ├── Jigsaw_Albedo.tif.meta │ │ │ │ ├── Jigsaw_MetallicOcculusionSmoothness.tif │ │ │ │ ├── Jigsaw_MetallicOcculusionSmoothness.tif.meta │ │ │ │ ├── Jigsaw_Normal.tif │ │ │ │ └── Jigsaw_Normal.tif.meta │ │ │ ├── Paint.meta │ │ │ └── Paint │ │ │ │ ├── Paint1G_Albedo.tif │ │ │ │ ├── Paint1G_Albedo.tif.meta │ │ │ │ ├── Paint1G_MetallicOcculusionRoughness.tif │ │ │ │ ├── Paint1G_MetallicOcculusionRoughness.tif.meta │ │ │ │ ├── Paint1G_Normal.tif │ │ │ │ ├── Paint1G_Normal.tif.meta │ │ │ │ ├── Paint5G_AlbedoSmoothness.tif │ │ │ │ ├── Paint5G_AlbedoSmoothness.tif.meta │ │ │ │ ├── PaintAnimMask.tif │ │ │ │ ├── PaintAnimMask.tif.meta │ │ │ │ ├── PaintLabel.tif │ │ │ │ ├── PaintLabel.tif.meta │ │ │ │ ├── Paintbrush_Albedo.tif │ │ │ │ ├── Paintbrush_Albedo.tif.meta │ │ │ │ ├── Paintbrush_MetallicOcculusionSmoothness.tif │ │ │ │ ├── Paintbrush_MetallicOcculusionSmoothness.tif.meta │ │ │ │ ├── Paintbrush_Normal.tif │ │ │ │ └── Paintbrush_Normal.tif.meta │ │ │ ├── Wood.meta │ │ │ └── Wood │ │ │ ├── OBS_Albedo.tif │ │ │ ├── OBS_Albedo.tif.meta │ │ │ ├── OBS_MetallicOcculusionSmoothness.tif │ │ │ ├── OBS_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── OBS_Normal.tif │ │ │ ├── OBS_Normal.tif.meta │ │ │ ├── Plywood_Albedo.tif │ │ │ ├── Plywood_Albedo.tif.meta │ │ │ ├── Plywood_MetallicOcculusionSmoothness.tif │ │ │ ├── Plywood_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Plywood_Normal.tif │ │ │ └── Plywood_Normal.tif.meta │ ├── Materials.meta │ ├── Materials │ │ ├── Skybox_Mat.mat │ │ └── Skybox_Mat.mat.meta │ ├── MiniRig.meta │ ├── MiniRig │ │ ├── Button.prefab │ │ ├── Button.prefab.meta │ │ ├── CtrlSampleScene.cs │ │ ├── CtrlSampleScene.cs.meta │ │ ├── Give Me More FPS.prefab │ │ ├── Give Me More FPS.prefab.meta │ │ ├── GiveMeMoreFPS.cs │ │ ├── GiveMeMoreFPS.cs.meta │ │ ├── MatBlack.mat │ │ ├── MatBlack.mat.meta │ │ ├── MatWhite.mat │ │ ├── MatWhite.mat.meta │ │ ├── MiniButton.cs │ │ ├── MiniButton.cs.meta │ │ ├── MiniRaycast.cs │ │ ├── MiniRaycast.cs.meta │ │ ├── MiniRig.cs │ │ ├── MiniRig.cs.meta │ │ ├── OculusNative.cs │ │ ├── OculusNative.cs.meta │ │ ├── Player ( MiniRig ).prefab │ │ ├── Player ( MiniRig ).prefab.meta │ │ ├── QuadLine.prefab │ │ └── QuadLine.prefab.meta │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ ├── SampleSceneLightingSettings.lighting │ ├── SampleSceneLightingSettings.lighting.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── ASW_UnlitTemplate.mat │ │ ├── ASW_UnlitTemplate.mat.meta │ │ ├── UnlitTemplate.shader │ │ ├── UnlitTemplate.shader.meta │ │ ├── UnlitTemplateFont.shader │ │ └── UnlitTemplateFont.shader.meta │ ├── TestMaterialsASW.meta │ ├── TestMaterialsASW │ │ ├── test_lit.mat │ │ ├── test_lit.mat.meta │ │ ├── test_lit.shadergraph │ │ ├── test_lit.shadergraph.meta │ │ ├── test_lit_baked.mat │ │ ├── test_lit_baked.mat.meta │ │ ├── test_lit_particles.mat │ │ ├── test_lit_particles.mat.meta │ │ ├── test_lit_shader.mat │ │ ├── test_lit_shader.mat.meta │ │ ├── test_lit_simple.mat │ │ ├── test_lit_simple.mat.meta │ │ ├── test_lit_simple_particles.mat │ │ ├── test_lit_simple_particles.mat.meta │ │ ├── test_lit_terrain.mat │ │ ├── test_lit_terrain.mat.meta │ │ ├── test_spin.cs │ │ ├── test_spin.cs.meta │ │ ├── test_unlit.mat │ │ ├── test_unlit.mat.meta │ │ ├── test_unlit.shadergraph │ │ ├── test_unlit.shadergraph.meta │ │ ├── test_unlit_2.shadergraph │ │ ├── test_unlit_2.shadergraph.meta │ │ ├── test_unlit_alpha.shadergraph │ │ ├── test_unlit_alpha.shadergraph.meta │ │ ├── test_unlit_color.shadergraph │ │ ├── test_unlit_color.shadergraph.meta │ │ ├── test_unlit_particles.mat │ │ ├── test_unlit_particles.mat.meta │ │ ├── test_unlit_shader.mat │ │ ├── test_unlit_shader.mat.meta │ │ ├── test_unlit_shader_alpha.mat │ │ ├── test_unlit_shader_alpha.mat.meta │ │ ├── test_unlit_shader_color.mat │ │ └── test_unlit_shader_color.mat.meta │ ├── TestVFX.meta │ └── TestVFX │ │ ├── VFX CustomShader.vfx │ │ ├── VFX CustomShader.vfx.meta │ │ ├── VFX Default.vfx │ │ ├── VFX Default.vfx.meta │ │ ├── VFX.shadergraph │ │ └── VFX.shadergraph.meta ├── Plugins.meta ├── Plugins │ ├── TextMesh Pro.meta │ └── TextMesh Pro │ │ ├── Documentation.meta │ │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ │ ├── Fonts.meta │ │ ├── Fonts │ │ ├── ArialBold.TTF │ │ ├── ArialBold.TTF.meta │ │ ├── LiberationSans - OFL.txt │ │ ├── LiberationSans - OFL.txt.meta │ │ ├── LiberationSans.ttf │ │ └── LiberationSans.ttf.meta │ │ ├── Resources.meta │ │ ├── Resources │ │ ├── Fonts & Materials.meta │ │ ├── Fonts & Materials │ │ │ ├── ArialBold_SDF.asset │ │ │ ├── ArialBold_SDF.asset.meta │ │ │ ├── LiberationSans SDF - Drop Shadow.mat │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ ├── LiberationSans SDF - Fallback.asset │ │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF MV.asset │ │ │ ├── LiberationSans SDF MV.asset.meta │ │ │ ├── LiberationSans SDF.asset │ │ │ ├── LiberationSans SDF.asset.meta │ │ │ ├── LiberationSans_SDF_Alt.asset │ │ │ └── LiberationSans_SDF_Alt.asset.meta │ │ ├── LineBreaking Following Characters.txt │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Sprite Assets.meta │ │ ├── Sprite Assets │ │ │ ├── EmojiOne.asset │ │ │ └── EmojiOne.asset.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ ├── Default Style Sheet.asset │ │ │ └── Default Style Sheet.asset.meta │ │ ├── TMP Settings.asset │ │ └── TMP Settings.asset.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ ├── TMP_Bitmap-Custom-Atlas.shader │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ ├── TMP_Bitmap-Mobile.shader │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ ├── TMP_Bitmap.shader │ │ ├── TMP_Bitmap.shader.meta │ │ ├── TMP_SDF Overlay.shader │ │ ├── TMP_SDF Overlay.shader.meta │ │ ├── TMP_SDF SSD.shader │ │ ├── TMP_SDF SSD.shader.meta │ │ ├── TMP_SDF-Mobile Masking.shader │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ ├── TMP_SDF-Mobile Overlay.shader │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ ├── TMP_SDF-Mobile SSD.shader │ │ ├── TMP_SDF-Mobile SSD.shader.meta │ │ ├── TMP_SDF-Mobile.shader │ │ ├── TMP_SDF-Mobile.shader.meta │ │ ├── TMP_SDF-Mobile_MV.shader │ │ ├── TMP_SDF-Mobile_MV.shader.meta │ │ ├── TMP_SDF-Surface-Mobile.shader │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ ├── TMP_SDF-Surface.shader │ │ ├── TMP_SDF-Surface.shader.meta │ │ ├── TMP_SDF.shader │ │ ├── TMP_SDF.shader.meta │ │ ├── TMP_Sprite.shader │ │ ├── TMP_Sprite.shader.meta │ │ ├── TMPro.cginc │ │ ├── TMPro.cginc.meta │ │ ├── TMPro_Mobile.cginc │ │ ├── TMPro_Mobile.cginc.meta │ │ ├── TMPro_Properties.cginc │ │ ├── TMPro_Properties.cginc.meta │ │ ├── TMPro_Surface.cginc │ │ └── TMPro_Surface.cginc.meta │ │ ├── Sprites.meta │ │ └── Sprites │ │ ├── EmojiOne Attribution.txt │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne.json │ │ ├── EmojiOne.json.meta │ │ ├── EmojiOne.png │ │ └── EmojiOne.png.meta ├── Settings.meta ├── Settings │ ├── ForwardRenderer.asset │ ├── ForwardRenderer.asset.meta │ ├── Presets.meta │ ├── Presets │ │ ├── AudioCompressedInMemory.preset │ │ ├── AudioCompressedInMemory.preset.meta │ │ ├── AudioStreaming.preset │ │ ├── AudioStreaming.preset.meta │ │ ├── Defaults.meta │ │ ├── Defaults │ │ │ ├── AlbedoTexture_Default.preset │ │ │ ├── AlbedoTexture_Default.preset.meta │ │ │ ├── AudioDecompressOnLoad.preset │ │ │ ├── AudioDecompressOnLoad.preset.meta │ │ │ ├── DirectionalLight_Default.preset │ │ │ └── DirectionalLight_Default.preset.meta │ │ ├── NormalTexture.preset │ │ ├── NormalTexture.preset.meta │ │ ├── UtilityTexture.preset │ │ └── UtilityTexture.preset.meta │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── UniversalRP-HighQuality.asset │ ├── UniversalRP-HighQuality.asset.meta │ ├── UniversalRP-LowQuality.asset │ ├── UniversalRP-LowQuality.asset.meta │ ├── UniversalRP-MediumQuality.asset │ ├── UniversalRP-MediumQuality.asset.meta │ ├── UniversalRenderPipelineGlobalSettings.asset │ └── UniversalRenderPipelineGlobalSettings.asset.meta ├── XR.meta └── XR │ ├── Loaders.meta │ ├── Loaders │ ├── Oculus Loader.asset │ ├── Oculus Loader.asset.meta │ ├── Open XR Loader No Pre Init.asset │ ├── Open XR Loader No Pre Init.asset.meta │ ├── Open XR Loader.asset │ └── Open XR Loader.asset.meta │ ├── Settings.meta │ ├── Settings │ ├── Oculus Settings.asset │ ├── Oculus Settings.asset.meta │ ├── Open XR Package Settings.asset │ ├── Open XR Package Settings.asset.meta │ ├── OpenXR Editor Settings.asset │ └── OpenXR Editor Settings.asset.meta │ ├── XRGeneralSettings.asset │ └── XRGeneralSettings.asset.meta ├── Img ├── cube.gif ├── hub.png ├── materials.png ├── screenshot.png ├── tearing.mp4 └── urp-tear.png ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── BurstAotSettings_Android.json ├── ClusterInputManager.asset ├── CommonBurstAotSettings.json ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRPackageSettings.asset ├── XRSettings.asset └── boot.config ├── README.md └── UserSettings ├── EditorUserSettings.asset ├── Layouts ├── CurrentMaximizeLayout.dwlt └── default-2021.dwlt ├── Search.index └── Search.settings /.gitignore: -------------------------------------------------------------------------------- 1 | /[Aa]ssets/Project 2 | /[Ll]ibrary/ 3 | /[Tt]emp/ 4 | /[Oo]bj/ 5 | /[Bb]uild/ 6 | /[Bb]uilds/ 7 | /[Ll]ogs/ 8 | /[Mm]emoryCaptures/ 9 | 10 | /[Aa]ssets/Ignore.meta 11 | /[Aa]ssets/Ignore/ 12 | /[Aa]ssets/Ignore~.meta 13 | /[Aa]ssets/Ignore~/ 14 | 15 | # Asset meta data should only be ignored when the corresponding asset is also ignored 16 | !/[Aa]ssets/**/*.meta 17 | 18 | # Uncomment this line if you wish to ignore the asset store tools plugin 19 | # /[Aa]ssets/AssetStoreTools* 20 | 21 | 22 | # Autogenerated Jetbrains Rider plugin 23 | [Aa]ssets/Plugins/Editor/JetBrains* 24 | 25 | # Visual Studio cache directory 26 | .vs/ 27 | .vscode/ 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 | *.unitypackage 61 | 62 | # Crashlytics generated file 63 | crashlytics-build.properties 64 | 65 | 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-------------------------------------------------------------------------------- /Assets/Example/MiniRig/CtrlSampleScene.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class CtrlSampleScene : MonoBehaviour 6 | { 7 | // Start is called before the first frame update 8 | void Start() 9 | { 10 | 11 | } 12 | 13 | // Update is called once per frame 14 | void Update() 15 | { 16 | 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Example/MiniRig/CtrlSampleScene.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ac4137a3c8f7da54e80e15b2921d0ca9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | 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/Assets/Example/MiniRig/MatBlack.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5358cbd358dde024cb799b74d7af5595 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Example/MiniRig/MatWhite.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3e36c5cc60e19c944a6678752125c391 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Example/MiniRig/MiniButton.cs: -------------------------------------------------------------------------------- 1 | 2 | using UnityEngine; 3 | using UnityEngine.Events; 4 | using TMPro; 5 | 6 | [ExecuteAlways] 7 | public class MiniButton : MonoBehaviour 8 | { 9 | public string label = "Label"; 10 | [Space(8)] 11 | public string valueStr; 12 | public int valueInt; 13 | [Space(8)] 14 | public UnityEvent OnPress; 15 | public void Press() => OnPress?.Invoke( this ); 16 | 17 | void OnValidate() 18 | { 19 | var label = GetComponentInChildren(); 20 | if( label ) label.text = this.label; 21 | } 22 | 23 | public void SetColor( Color color ) 24 | { 25 | if( transform.GetChild( 0 ).TryGetComponent( out MeshRenderer R ) ) 26 | R.material.SetColor( "_BaseColor", color ); 27 | } 28 | 29 | #region Invoke button press event in inspector 30 | #if UNITY_EDITOR 31 | [UnityEditor.CustomEditor(typeof(MiniButton))] 32 | class Editor : UnityEditor.Editor { 33 | public override void OnInspectorGUI() { 34 | base.OnInspectorGUI(); 35 | UnityEditor.EditorGUI.BeginDisabledGroup(!Application.isPlaying); 36 | GUILayout.Space(15); 37 | if (GUILayout.Button("Press")) ( (MiniButton) target ).Press(); 38 | UnityEditor.EditorGUI.EndDisabledGroup(); 39 | } 40 | } 41 | #endif 42 | #endregion 43 | } -------------------------------------------------------------------------------- /Assets/Example/MiniRig/MiniButton.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 12f80bef6b0227449bb0314200eeba69 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Example/MiniRig/MiniRaycast.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class MiniRaycast : MonoBehaviour 6 | { 7 | public bool isLeftHand = false; 8 | public LayerMask layerMask; 9 | 10 | MiniRig rig; 11 | 12 | void Start() 13 | { 14 | rig = GetComponentInParent(); 15 | if( rig == null ) Debug.LogError("Rig not found"); 16 | if( isLeftHand ) rig.onLeftTrigger += () => triggerPressed = true; 17 | else rig.onRightTrigger += () => triggerPressed = true; 18 | } 19 | 20 | bool triggerPressed = false; 21 | MiniButton lastButton; 22 | 23 | float idle = 0; 24 | 25 | void Update() 26 | { 27 | // restore button color 28 | if( lastButton != null ) 29 | { 30 | lastButton.SetColor( Color.black ); 31 | lastButton = null; 32 | } 33 | 34 | // press cooldown 35 | if( ( idle -= Time.deltaTime ) > 0 ) return; 36 | 37 | // raycast for colliders 38 | RaycastHit[] hits = new RaycastHit[ 1 ]; 39 | var ray = new Ray( transform.position, transform.forward ); 40 | var c = Physics.RaycastNonAlloc( ray, hits , 4f, layerMask, QueryTriggerInteraction.Collide ); 41 | if( c == 0 ) return; 42 | 43 | // Lookup for a button 44 | var button = hits[ 0 ].transform.GetComponentInParent(); 45 | if( button == null ) return; 46 | 47 | if( triggerPressed ) 48 | { 49 | // Debug.Log("[Event:ButtonClick] " + button.label + ", " + button.valueStr + ", " + button.valueInt ); 50 | 51 | triggerPressed = false; 52 | button.Press(); // invoke event 53 | idle = 0.2f; // 200 ms 54 | } 55 | else button.SetColor( Color.blue ); // focus 56 | 57 | lastButton = button; 58 | } 59 | } 60 | -------------------------------------------------------------------------------- /Assets/Example/MiniRig/MiniRaycast.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3fd7589b7469cbe45bf317dd50763bbc 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- 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userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Example/TestMaterialsASW/test_spin.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | public class test_spin : MonoBehaviour { 3 | void Update() => transform.Rotate( new Vector3( 45, 15, 95 ) * Time.deltaTime, Space.Self ); 4 | } -------------------------------------------------------------------------------- /Assets/Example/TestMaterialsASW/test_spin.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 066c7aef50e204b468198dc19f0da360 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | 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-------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field SSD" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _CullMode ("Cull Mode", Float) = 0 58 | _ColorMask ("Color Mask", Float) = 15 59 | } 60 | 61 | SubShader { 62 | Tags { 63 | "Queue"="Transparent" 64 | "IgnoreProjector"="True" 65 | "RenderType"="Transparent" 66 | } 67 | 68 | Stencil 69 | { 70 | Ref [_Stencil] 71 | Comp [_StencilComp] 72 | Pass [_StencilOp] 73 | ReadMask [_StencilReadMask] 74 | WriteMask [_StencilWriteMask] 75 | } 76 | 77 | Cull [_CullMode] 78 | ZWrite Off 79 | Lighting Off 80 | Fog { Mode Off } 81 | ZTest [unity_GUIZTestMode] 82 | Blend One OneMinusSrcAlpha 83 | ColorMask [_ColorMask] 84 | 85 | Pass { 86 | CGPROGRAM 87 | #pragma vertex VertShader 88 | #pragma fragment PixShader 89 | #pragma shader_feature __ OUTLINE_ON 90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 91 | 92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 94 | 95 | #include "UnityCG.cginc" 96 | #include "UnityUI.cginc" 97 | #include "TMPro_Properties.cginc" 98 | 99 | #include "TMPro_Mobile.cginc" 100 | 101 | ENDCG 102 | } 103 | } 104 | 105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 106 | } 107 | -------------------------------------------------------------------------------- /Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8d12adcee749c344b8117cf7c7eb912 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe393ace9b354375a9cb14cdbbc28be4 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Mobile_MV.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 91fe0954976bcd6408f20edba06e8751 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85187c2149c549c5b33f0cdb02836b17 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7ada0af4f174f0694ca6a487b8f543d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/TextMesh Pro/Shaders/TMP_SDF.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68e6db2ebdc24f95958faec2be5558d6 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/TextMesh Pro/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _CullMode ("Cull Mode", Float) = 0 15 | _ColorMask ("Color Mask", Float) = 15 16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 17 | 18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 19 | } 20 | 21 | SubShader 22 | { 23 | Tags 24 | { 25 | "Queue"="Transparent" 26 | "IgnoreProjector"="True" 27 | "RenderType"="Transparent" 28 | "PreviewType"="Plane" 29 | "CanUseSpriteAtlas"="True" 30 | } 31 | 32 | Stencil 33 | { 34 | Ref [_Stencil] 35 | Comp [_StencilComp] 36 | Pass [_StencilOp] 37 | ReadMask [_StencilReadMask] 38 | WriteMask [_StencilWriteMask] 39 | } 40 | 41 | Cull [_CullMode] 42 | Lighting Off 43 | ZWrite Off 44 | ZTest [unity_GUIZTestMode] 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask [_ColorMask] 47 | 48 | Pass 49 | { 50 | Name "Default" 51 | CGPROGRAM 52 | #pragma vertex vert 53 | #pragma fragment frag 54 | #pragma target 2.0 55 | 56 | #include "UnityCG.cginc" 57 | #include "UnityUI.cginc" 58 | 59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 61 | 62 | struct appdata_t 63 | { 64 | float4 vertex : POSITION; 65 | float4 color : COLOR; 66 | float2 texcoord : TEXCOORD0; 67 | UNITY_VERTEX_INPUT_INSTANCE_ID 68 | }; 69 | 70 | struct v2f 71 | { 72 | float4 vertex : SV_POSITION; 73 | fixed4 color : COLOR; 74 | float2 texcoord : TEXCOORD0; 75 | float4 worldPosition : TEXCOORD1; 76 | UNITY_VERTEX_OUTPUT_STEREO 77 | }; 78 | 79 | sampler2D _MainTex; 80 | fixed4 _Color; 81 | fixed4 _TextureSampleAdd; 82 | float4 _ClipRect; 83 | float4 _MainTex_ST; 84 | 85 | v2f vert(appdata_t v) 86 | { 87 | v2f OUT; 88 | UNITY_SETUP_INSTANCE_ID(v); 89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 90 | OUT.worldPosition = v.vertex; 91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 92 | 93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 94 | 95 | OUT.color = v.color * _Color; 96 | return OUT; 97 | } 98 | 99 | fixed4 frag(v2f IN) : SV_Target 100 | { 101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 102 | 103 | #ifdef UNITY_UI_CLIP_RECT 104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 105 | #endif 106 | 107 | #ifdef UNITY_UI_ALPHACLIP 108 | clip (color.a - 0.001); 109 | #endif 110 | 111 | return color; 112 | } 113 | ENDCG 114 | } 115 | } 116 | } 117 | -------------------------------------------------------------------------------- /Assets/Plugins/TextMesh Pro/Shaders/TMP_Sprite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf81c85f95fe47e1a27f6ae460cf182c 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/TextMesh Pro/Shaders/TMPro.cginc: -------------------------------------------------------------------------------- 1 | float2 UnpackUV(float uv) 2 | { 3 | float2 output; 4 | output.x = floor(uv / 4096); 5 | output.y = uv - 4096 * output.x; 6 | 7 | return output * 0.001953125; 8 | } 9 | 10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) 11 | { 12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); 13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); 14 | 15 | faceColor.rgb *= faceColor.a; 16 | outlineColor.rgb *= outlineColor.a; 17 | 18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha); 19 | 20 | faceColor *= faceAlpha; 21 | 22 | return faceColor; 23 | } 24 | 25 | float3 GetSurfaceNormal(float4 h, float bias) 26 | { 27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); 28 | 29 | h += bias+_BevelOffset; 30 | 31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); 32 | 33 | // Track outline 34 | h -= .5; 35 | h /= bevelWidth; 36 | h = saturate(h+.5); 37 | 38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); 39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); 40 | h = min(h, 1.0-_BevelClamp); 41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0; 42 | 43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); 44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); 45 | 46 | return cross(va, vb); 47 | } 48 | 49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) 50 | { 51 | // Read "height field" 52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a, 53 | tex2D(_MainTex, uv + delta.xz).a, 54 | tex2D(_MainTex, uv - delta.zy).a, 55 | tex2D(_MainTex, uv + delta.zy).a}; 56 | 57 | return GetSurfaceNormal(h, bias); 58 | } 59 | 60 | float3 GetSpecular(float3 n, float3 l) 61 | { 62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity); 63 | return _SpecularColor.rgb * spec * _SpecularPower; 64 | } 65 | 66 | float4 GetGlowColor(float d, float scale) 67 | { 68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; 69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; 70 | glow = saturate(abs(glow/(1.0 + t))); 71 | glow = 1.0-pow(glow, _GlowPower); 72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel 73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); 74 | } 75 | 76 | float4 BlendARGB(float4 overlying, float4 underlying) 77 | { 78 | overlying.rgb *= overlying.a; 79 | underlying.rgb *= underlying.a; 80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); 81 | float alpha = underlying.a + (1-underlying.a)*overlying.a; 82 | return float4(blended, alpha); 83 | } 84 | 85 | -------------------------------------------------------------------------------- /Assets/Plugins/TextMesh Pro/Shaders/TMPro.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c334973cef89a9840b0b0c507e0377ab 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Plugins/TextMesh Pro/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 51 | 52 | // API Editable properties 53 | uniform float _ShaderFlags; 54 | uniform float _WeightNormal; 55 | uniform float _WeightBold; 56 | 57 | uniform float _ScaleRatioA; 58 | uniform float _ScaleRatioB; 59 | uniform float _ScaleRatioC; 60 | 61 | uniform float _VertexOffsetX; 62 | uniform float _VertexOffsetY; 63 | 64 | //uniform float _UseClipRect; 65 | uniform float _MaskID; 66 | uniform sampler2D _MaskTex; 67 | uniform float4 _MaskCoord; 68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) 69 | //uniform float _MaskWipeControl; 70 | //uniform float _MaskEdgeSoftness; 71 | //uniform fixed4 _MaskEdgeColor; 72 | //uniform bool _MaskInverse; 73 | 74 | uniform float _MaskSoftnessX; 75 | uniform float _MaskSoftnessY; 76 | 77 | // Font Atlas properties 78 | uniform sampler2D _MainTex; 79 | uniform float _TextureWidth; 80 | uniform float _TextureHeight; 81 | uniform float _GradientScale; 82 | uniform float _ScaleX; 83 | uniform float _ScaleY; 84 | uniform float _PerspectiveFilter; 85 | uniform float _Sharpness; 86 | -------------------------------------------------------------------------------- /Assets/Plugins/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta: 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