├── Assets
├── TextMesh Pro
│ ├── Resources
│ │ ├── LineBreaking Leading Characters.txt
│ │ ├── LineBreaking Following Characters.txt
│ │ ├── TMP Settings.asset.meta
│ │ ├── Sprite Assets
│ │ │ └── EmojiOne.asset.meta
│ │ ├── LineBreaking Following Characters.txt.meta
│ │ ├── LineBreaking Leading Characters.txt.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
│ │ ├── Sprite Assets.meta
│ │ ├── Style Sheets.meta
│ │ ├── Style Sheets
│ │ │ └── Default Style Sheet.asset.meta
│ │ ├── Fonts & Materials.meta
│ │ └── TMP Settings.asset
│ ├── Sprites
│ │ ├── EmojiOne.png
│ │ ├── EmojiOne Attribution.txt.meta
│ │ ├── EmojiOne Attribution.txt
│ │ ├── EmojiOne.json.meta
│ │ └── EmojiOne.json
│ ├── 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
│ ├── Resources.meta
│ ├── Shaders.meta
│ ├── Sprites.meta
│ ├── Documentation.meta
│ └── Shaders
│ │ ├── TMP_SDF.shader.meta
│ │ ├── TMPro.cginc.meta
│ │ ├── TMP_Bitmap.shader.meta
│ │ ├── TMP_SDF SSD.shader.meta
│ │ ├── TMP_Sprite.shader.meta
│ │ ├── TMPro_Mobile.cginc.meta
│ │ ├── TMPro_Surface.cginc.meta
│ │ ├── TMP_Bitmap-Mobile.shader.meta
│ │ ├── TMP_SDF Overlay.shader.meta
│ │ ├── TMP_SDF-Mobile SSD.shader.meta
│ │ ├── TMP_SDF-Mobile.shader.meta
│ │ ├── TMP_SDF-Surface.shader.meta
│ │ ├── TMPro_Properties.cginc.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
├── Textures
│ ├── map.png
│ ├── desk.png
│ ├── dote.png
│ ├── okno.png
│ ├── room.png
│ ├── room2.png
│ ├── coridor.png
│ ├── officer.png
│ ├── terminal.png
│ ├── dote_emrg.png
│ ├── room1_watch.png
│ ├── minigame_anim.png
│ ├── cut_scene_forest.png
│ ├── cut_scene_rain.png
│ ├── dote_non_emerg.png
│ ├── mini_game_floor1.png
│ ├── anim_door_fall_33.png
│ ├── minigame_anim_hit.png
│ ├── cut_scene_mountain_33.png
│ ├── dote.png.meta
│ ├── coridor.png.meta
│ ├── desk.png.meta
│ ├── dote_emrg.png.meta
│ ├── map.png.meta
│ ├── officer.png.meta
│ ├── okno.png.meta
│ ├── room.png.meta
│ ├── room2.png.meta
│ ├── dote_non_emerg.png.meta
│ ├── room1_watch.png.meta
│ ├── terminal.png.meta
│ ├── cut_scene_forest.png.meta
│ ├── cut_scene_rain.png.meta
│ ├── mini_game_floor1.png.meta
│ └── cut_scene_mountain_33.png.meta
├── Sounds
│ ├── knocking.ogg
│ ├── door_squeak.ogg
│ ├── door_squeak.ogg.meta
│ └── knocking.ogg.meta
├── Fonts
│ ├── OpenSans-Regular.ttf
│ ├── OpenSans-BoldItalic.ttf
│ ├── OpenSans-BoldItalic SDF.asset.meta
│ ├── OpenSans-Regular SDF.asset.meta
│ ├── OpenSans-Regular.ttf.meta
│ └── OpenSans-BoldItalic.ttf.meta
├── Prefabs
│ ├── WP.prefab.meta
│ ├── Call Icon.prefab.meta
│ ├── DoorBash.prefab.meta
│ ├── Event.prefab.meta
│ ├── Emergency Icon.prefab.meta
│ ├── Event.prefab
│ ├── Call Icon.prefab
│ ├── Emergency Icon.prefab
│ └── WP.prefab
├── Scenes
│ ├── Story.unity.meta
│ ├── Corkboard.unity.meta
│ └── SampleScene.unity.meta
├── Scripts
│ ├── Minigame.cs
│ ├── Events.meta
│ ├── MiniGames.meta
│ ├── Events
│ │ ├── IEvent.cs
│ │ ├── IEvent.cs.meta
│ │ ├── ChaseEvent.cs.meta
│ │ ├── InvadeEvent.cs.meta
│ │ ├── StoryEvent.cs.meta
│ │ ├── StoryEvent.cs
│ │ ├── InvadeEvent.cs
│ │ └── ChaseEvent.cs
│ ├── Player.cs.meta
│ ├── AnimateUI.cs.meta
│ ├── CorkManager.cs.meta
│ ├── EventPoint.cs.meta
│ ├── KnockOut.cs.meta
│ ├── Minigame.cs.meta
│ ├── Waypoint.cs.meta
│ ├── ConstantMove.cs.meta
│ ├── PoliceManager.cs.meta
│ ├── StoryManager.cs.meta
│ ├── MiniGames
│ │ ├── DoorBash.cs.meta
│ │ └── DoorBash.cs
│ ├── KnockOut.cs
│ ├── CorkManager.cs
│ ├── ConstantMove.cs
│ ├── AnimateUI.cs
│ ├── Waypoint.cs
│ ├── EventPoint.cs
│ ├── Player.cs
│ └── PoliceManager.cs
├── Editor.meta
├── Fonts.meta
├── Prefabs.meta
├── Scenes.meta
├── Scripts.meta
├── Sounds.meta
├── TextMesh Pro.meta
├── Textures.meta
├── Adaptive Performance.meta
├── Adaptive Performance
│ ├── Provider.meta
│ ├── Settings.meta
│ ├── AdaptivePerformanceGeneralSettings.asset.meta
│ ├── Provider
│ │ ├── Simulator Provider Loader.asset.meta
│ │ └── Simulator Provider Loader.asset
│ ├── Settings
│ │ └── Simulator Provider Settings.asset.meta
│ └── AdaptivePerformanceGeneralSettings.asset
└── Editor
│ ├── com.unity.mobile.notifications.meta
│ └── com.unity.mobile.notifications
│ ├── NotificationSettings.asset.meta
│ └── NotificationSettings.asset
├── ProjectSettings
├── ProjectVersion.txt
├── CommonBurstAotSettings.json
├── ClusterInputManager.asset
├── PresetManager.asset
├── NetworkManager.asset
├── XRSettings.asset
├── VersionControlSettings.asset
├── TimeManager.asset
├── VFXManager.asset
├── BurstAotSettings_StandaloneLinux64.json
├── AudioManager.asset
├── TagManager.asset
├── EditorBuildSettings.asset
├── UnityConnectSettings.asset
├── PackageManagerSettings.asset
├── EditorSettings.asset
├── MemorySettings.asset
├── DynamicsManager.asset
├── NotificationsSettings.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
└── GraphicsSettings.asset
├── .idea
└── .idea.hahaton
│ └── .idea
│ ├── encodings.xml
│ ├── indexLayout.xml
│ └── .gitignore
├── README.md
├── Packages
└── manifest.json
└── .gitignore
/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt:
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1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇$¥₩ #
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3 |
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1 | {
2 | "MonoBehaviour": {
3 | "Version": 4,
4 | "DisabledWarnings": ""
5 | }
6 | }
7 |
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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%,.
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/Assets/Scripts/Minigame.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Minigame : MonoBehaviour
6 | {
7 | public IEvent CallingEvent;
8 | }
9 |
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4 | "VR Device User Alert"
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1 | using System.Collections;
2 | using System.Collections.Generic;
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7 | // Start is called before the first frame update
8 | void Start()
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10 |
11 | }
12 |
13 | // Update is called once per frame
14 | void Update()
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16 |
17 | }
18 | }
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/Assets/Scripts/CorkManager.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.SceneManagement;
5 |
6 | public class CorkManager : MonoBehaviour
7 | {
8 | public GameObject Wristwatch = null;
9 |
10 | void Start()
11 | {
12 | if (PoliceManager.FoundWristwatch && Wristwatch != null)
13 | Wristwatch.SetActive(true);
14 | }
15 |
16 | public void NextShift()
17 | {
18 | SceneManager.LoadScene("SampleScene");
19 | }
20 | }
21 |
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/Assets/Scripts/MiniGames/DoorBash.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class DoorBash : MonoBehaviour
6 | {
7 | public AnimateUI GuyAnimator;
8 |
9 | private Minigame _minigame;
10 |
11 | // Start is called before the first frame update
12 | void Start()
13 | {
14 | _minigame = GetComponent();
15 | GuyAnimator.SetAnimation(0);
16 | }
17 |
18 | // Update is called once per frame
19 | void Update()
20 | {
21 |
22 | }
23 | }
24 |
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/Assets/Scripts/Events/StoryEvent.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEngine.SceneManagement;
3 |
4 | public class StoryEvent : IEvent
5 | {
6 | private static bool _hasEvent = false;
7 | public bool IsEmergent() => true;
8 |
9 | public bool StartEvent(GameObject eventPoint)
10 | {
11 | if (_hasEvent)
12 | return false;
13 |
14 | _hasEvent = true;
15 | return true;
16 | }
17 |
18 | public void Clicked()
19 | {
20 | SceneManager.LoadScene("Story");
21 | }
22 |
23 | public void Update()
24 | {
25 | }
26 | }
27 |
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/README.md:
--------------------------------------------------------------------------------
1 | # kubsu-carx-hackaton-2022
2 |
3 | My team's entry for the CarX Technologies Hackathon 2022. Took the second place! :tada:
4 |
5 | Made with Unity 2022.
6 |
7 | ## The team
8 |
9 | **Quaternion**:
10 |
11 | 1. Ivan Kuzmenko - [@rndtrash](https://github.com/rndtrash) - leader, programmer
12 | 2. Evgeniy Tataryan - [@keisei1305](https://github.com/keisei1305) - programmer
13 | 3. Anastasiya Frolova - [https://vk.com/club170195832](https://vk.com/club170195832) - artist
14 | 4. Alexander Gontarev - [YARO (2.5k+ HOURS IN DOTA!)](https://steamcommunity.com/id/qshortcut/) - artist
15 |
16 | The work everyone did was roughly equal, so I see no point in noting who made what :)
17 |
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/Assets/Scripts/Events/InvadeEvent.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEngine;
3 |
4 | public class InvadeEvent : IEvent
5 | {
6 | public bool IsEmergent() => false;
7 |
8 | private DateTime _timer;
9 | private GameObject _eventPoint;
10 |
11 | public bool StartEvent(GameObject eventPoint)
12 | {
13 | _eventPoint = eventPoint;
14 | _timer = DateTime.UtcNow;
15 | return true;
16 | }
17 |
18 | public void Clicked()
19 | {
20 |
21 | }
22 |
23 | public void Update()
24 | {
25 | if ((DateTime.UtcNow - _timer).TotalSeconds >= 30f)
26 | {
27 | var ep = _eventPoint.GetComponent();
28 | ep.StopEvent();
29 | }
30 | }
31 | }
--------------------------------------------------------------------------------
/Assets/Scripts/Events/ChaseEvent.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEngine;
3 |
4 | public class ChaseEvent : IEvent
5 | {
6 | public bool IsEmergent() => false;
7 |
8 | private DateTime _timer;
9 | private GameObject _eventPoint;
10 |
11 | public bool StartEvent(GameObject eventPoint)
12 | {
13 | _eventPoint = eventPoint;
14 | _timer = DateTime.UtcNow;
15 | return true;
16 | }
17 |
18 | public void Clicked()
19 | {
20 | PoliceManager.Instance.StartMinigame(0, this);
21 | }
22 |
23 | public void Update()
24 | {
25 | if ((DateTime.UtcNow - _timer).TotalSeconds >= 20f)
26 | {
27 | var ep = _eventPoint.GetComponent();
28 | ep.StopEvent();
29 | }
30 | }
31 | }
32 |
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/Assets/Scripts/ConstantMove.cs:
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1 | using UnityEngine;
2 |
3 | public class ConstantMove : MonoBehaviour
4 | {
5 | public GameObject Follow;
6 | public float TargetZ = -90;
7 |
8 | private RectTransform _transform;
9 | private RectTransform _followT;
10 |
11 | private void Start()
12 | {
13 | _transform = GetComponent();
14 |
15 | GetTransform();
16 | }
17 |
18 | public void SetFollow(GameObject follow)
19 | {
20 | Follow = follow;
21 | GetTransform();
22 | }
23 |
24 | private void GetTransform()
25 | {
26 | _followT = Follow.GetComponent();
27 | }
28 |
29 | void Update()
30 | {
31 | _transform.eulerAngles = new Vector3(_transform.eulerAngles.x, _transform.eulerAngles.y, TargetZ);
32 | if (Follow is not null)
33 | _transform.anchoredPosition = Vector2.Lerp(_transform.anchoredPosition, _followT.anchoredPosition, Time.deltaTime);
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35 | }
36 |
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using UnityEngine.UI;
6 |
7 | public class AnimateUI : MonoBehaviour
8 | {
9 | [System.Serializable]
10 | public struct Animation
11 | {
12 | public float Time;
13 | public Sprite[] Sprites;
14 | }
15 |
16 | public Animation[] Animations;
17 |
18 | private int _animation = -1;
19 | private Image _sprite;
20 | private DateTime _start;
21 |
22 | private void Start()
23 | {
24 | _sprite = GetComponent();
25 | _start = DateTime.UtcNow;
26 | }
27 |
28 | public void SetAnimation(int index)
29 | {
30 | if (index >= Animations.Length)
31 | return;
32 |
33 | _animation = index;
34 | _start = DateTime.UtcNow;
35 | }
36 |
37 | private void Update()
38 | {
39 | if (_animation == -1)
40 | return;
41 |
42 | _sprite.sprite = Animations[_animation]
43 | .Sprites[
44 | (int)((DateTime.UtcNow - _start).TotalSeconds / Animations[_animation].Sprites.Length *
45 | Animations[_animation].Time) % Animations[_animation].Sprites.Length];
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47 | }
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/Assets/Scripts/Waypoint.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using Unity.VisualScripting;
5 | using UnityEngine;
6 |
7 | public class Waypoint : MonoBehaviour
8 | {
9 | public GameObject[] Connections;
10 |
11 | private Waypoint[] _waypoints;
12 | private float[] _weights;
13 |
14 | private Transform t;
15 |
16 | private void Start()
17 | {
18 | if (Connections.Length == 0)
19 | throw new Exception("У этой точки нет соединений!");
20 |
21 | t = GetComponent();
22 |
23 | _waypoints = new Waypoint[Connections.Length];
24 | _weights = new float[Connections.Length];
25 | for (var i = 0; i < Connections.Length; i++)
26 | {
27 | var go = Connections[i];
28 | var goT = go.GetComponent();
29 |
30 | var weight = Vector3.Distance(t.position, goT.position);
31 | _weights[i] = weight;
32 |
33 | _waypoints[i] = go.GetComponent();
34 | }
35 | }
36 |
37 | public GameObject[] Navigate(GameObject destination)
38 | {
39 | return PrivateNavigate(destination, new GameObject[]{});
40 | }
41 |
42 | public bool IsNear(GameObject point)
43 | {
44 | return Connections.Contains(point);
45 | }
46 |
47 | private GameObject[] PrivateNavigate(GameObject destination, GameObject[] visited)
48 | {
49 | if (destination == this.GameObject())
50 | return visited;
51 |
52 | var visitedH = new HashSet(visited);
53 | if (visitedH.Contains(this.GameObject()))
54 | return visited;
55 |
56 | visitedH.Add(this.GameObject());
57 |
58 | GameObject[] min = null;
59 | for (var i = 0; i < Connections.Length; i++)
60 | {
61 | if (visitedH.Contains(Connections[i]))
62 | continue;
63 |
64 | var result = _waypoints[i].PrivateNavigate(destination, visitedH.ToArray());
65 | if (min is null || result.Length < min.Length)
66 | min = result;
67 | }
68 |
69 | return min;
70 | }
71 |
72 | private void OnMouseDown()
73 | {
74 | var p = GameObject.FindWithTag("Player");
75 | var pl = p.GetComponent();
76 | pl.StartMovement(this.GameObject());
77 | }
78 | }
79 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Shaders/TMPro.cginc:
--------------------------------------------------------------------------------
1 | float2 UnpackUV(float uv)
2 | {
3 | float2 output;
4 | output.x = floor(uv / 4096);
5 | output.y = uv - 4096 * output.x;
6 |
7 | return output * 0.001953125;
8 | }
9 |
10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
11 | {
12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
14 |
15 | faceColor.rgb *= faceColor.a;
16 | outlineColor.rgb *= outlineColor.a;
17 |
18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha);
19 |
20 | faceColor *= faceAlpha;
21 |
22 | return faceColor;
23 | }
24 |
25 | float3 GetSurfaceNormal(float4 h, float bias)
26 | {
27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
28 |
29 | h += bias+_BevelOffset;
30 |
31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
32 |
33 | // Track outline
34 | h -= .5;
35 | h /= bevelWidth;
36 | h = saturate(h+.5);
37 |
38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
40 | h = min(h, 1.0-_BevelClamp);
41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0;
42 |
43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
45 |
46 | return cross(va, vb);
47 | }
48 |
49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
50 | {
51 | // Read "height field"
52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a,
53 | tex2D(_MainTex, uv + delta.xz).a,
54 | tex2D(_MainTex, uv - delta.zy).a,
55 | tex2D(_MainTex, uv + delta.zy).a};
56 |
57 | return GetSurfaceNormal(h, bias);
58 | }
59 |
60 | float3 GetSpecular(float3 n, float3 l)
61 | {
62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
63 | return _SpecularColor.rgb * spec * _SpecularPower;
64 | }
65 |
66 | float4 GetGlowColor(float d, float scale)
67 | {
68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
70 | glow = saturate(abs(glow/(1.0 + t)));
71 | glow = 1.0-pow(glow, _GlowPower);
72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
74 | }
75 |
76 | float4 BlendARGB(float4 overlying, float4 underlying)
77 | {
78 | overlying.rgb *= overlying.a;
79 | underlying.rgb *= underlying.a;
80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
81 | float alpha = underlying.a + (1-underlying.a)*overlying.a;
82 | return float4(blended, alpha);
83 | }
84 |
85 |
--------------------------------------------------------------------------------
/Assets/Scripts/EventPoint.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using Unity.VisualScripting;
5 | using UnityEngine;
6 | using Object = UnityEngine.Object;
7 | using Random = UnityEngine.Random;
8 |
9 | public class EventPoint : MonoBehaviour
10 | {
11 | public Object EmergentIcon;
12 | public Object CallIcon;
13 |
14 | public IEvent[] PossibleEvents =
15 | {
16 | new StoryEvent(),
17 | new InvadeEvent(),
18 | //new ChaseEvent()
19 | };
20 |
21 | private PoliceManager _policeManager;
22 | private IEvent _activeEvent = null;
23 | private DateTime _lastActivation;
24 | private Object _popup = null;
25 |
26 | private void Start()
27 | {
28 | _lastActivation = DateTime.UtcNow;
29 | _policeManager = GameObject.FindWithTag("PoliceManager").GetComponent();
30 | }
31 |
32 | public void StopEvent()
33 | {
34 | Destroy(_popup);
35 | _activeEvent = null;
36 | _lastActivation = DateTime.UtcNow;
37 | _policeManager.EndEvent();
38 | }
39 |
40 | private void Update()
41 | {
42 | if (_activeEvent is null)
43 | {
44 | if ((DateTime.UtcNow - _lastActivation).TotalSeconds <= 5f || !_policeManager.HasFreeEvents())
45 | return;
46 |
47 | _lastActivation = DateTime.UtcNow;
48 | var activate = Random.Range(0f, 1f) > 0.1f;
49 |
50 | if (activate)
51 | {
52 |
53 | _activeEvent = PossibleEvents[Random.Range(0, PossibleEvents.Length)];
54 | if (!_activeEvent.StartEvent(this.GameObject()))
55 | return;
56 |
57 | _policeManager.AddEvent();
58 |
59 | _popup = Instantiate(_activeEvent.IsEmergent() ? EmergentIcon : CallIcon, transform);
60 | }
61 | }
62 | else
63 | {
64 | _activeEvent.Update();
65 | }
66 | }
67 |
68 | private void OnMouseDown()
69 | {
70 | if (_activeEvent is not null && !_policeManager.EventInProgress)
71 | {
72 | if (Vector3.Distance(GameObject.FindWithTag("Player").GetComponent().position,
73 | transform.position) > 2f)
74 | {
75 | Debug.LogWarning("Слишком далеко, подъедь к точке!");
76 | Debug.LogWarning($"{Vector3.Distance(GameObject.FindWithTag("Player").GetComponent().position, transform.position)}");
77 | return;
78 | }
79 |
80 | _policeManager.EventInProgress = true;
81 | _activeEvent.Clicked();
82 | }
83 | }
84 | }
85 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc:
--------------------------------------------------------------------------------
1 | // UI Editable properties
2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance
3 | uniform float _FaceUVSpeedX;
4 | uniform float _FaceUVSpeedY;
5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity
6 | uniform float _FaceDilate; // v[ 0, 1]
7 | uniform float _OutlineSoftness; // v[ 0, 1]
8 |
9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
10 | uniform float _OutlineUVSpeedX;
11 | uniform float _OutlineUVSpeedY;
12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
13 | uniform float _OutlineWidth; // v[ 0, 1]
14 |
15 | uniform float _Bevel; // v[ 0, 1]
16 | uniform float _BevelOffset; // v[-1, 1]
17 | uniform float _BevelWidth; // v[-1, 1]
18 | uniform float _BevelClamp; // v[ 0, 1]
19 | uniform float _BevelRoundness; // v[ 0, 1]
20 |
21 | uniform sampler2D _BumpMap; // Normal map
22 | uniform float _BumpOutline; // v[ 0, 1]
23 | uniform float _BumpFace; // v[ 0, 1]
24 |
25 | uniform samplerCUBE _Cube; // Cube / sphere map
26 | uniform fixed4 _ReflectFaceColor; // RGB intensity
27 | uniform fixed4 _ReflectOutlineColor;
28 | //uniform float _EnvTiltX; // v[-1, 1]
29 | //uniform float _EnvTiltY; // v[-1, 1]
30 | uniform float3 _EnvMatrixRotation;
31 | uniform float4x4 _EnvMatrix;
32 |
33 | uniform fixed4 _SpecularColor; // RGB intensity
34 | uniform float _LightAngle; // v[ 0,Tau]
35 | uniform float _SpecularPower; // v[ 0, 1]
36 | uniform float _Reflectivity; // v[ 5, 15]
37 | uniform float _Diffuse; // v[ 0, 1]
38 | uniform float _Ambient; // v[ 0, 1]
39 |
40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
41 | uniform float _UnderlayOffsetX; // v[-1, 1]
42 | uniform float _UnderlayOffsetY; // v[-1, 1]
43 | uniform float _UnderlayDilate; // v[-1, 1]
44 | uniform float _UnderlaySoftness; // v[ 0, 1]
45 |
46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity
47 | uniform float _GlowOffset; // v[-1, 1]
48 | uniform float _GlowOuter; // v[ 0, 1]
49 | uniform float _GlowInner; // v[ 0, 1]
50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
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/Scripts/Player.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | public class Player : MonoBehaviour
7 | {
8 | public float Speed = 0.5f;
9 |
10 | public GameObject PlayerStart;
11 |
12 | public GameObject WaypointStart
13 | {
14 | get => _waypointStart;
15 | set
16 | {
17 | _waypointStart = value;
18 | _waypointStartT = value.GetComponent();
19 | }
20 | }
21 | public GameObject WaypointFinish
22 | {
23 | get => _waypointFinish;
24 | set
25 | {
26 | _waypointFinish = value;
27 | _waypointFinishT = value.GetComponent();
28 | }
29 | }
30 |
31 | private DateTime _start;
32 | private float _timeToReach;
33 | // private Queue Path;
34 |
35 | private GameObject _waypointStart;
36 | private GameObject _waypointFinish;
37 |
38 | private Transform _transform;
39 | private Transform _waypointStartT;
40 | private Transform _waypointFinishT;
41 |
42 | private void Start()
43 | {
44 | _transform = GetComponent();
45 | // Path = new();
46 |
47 | WaypointStart = WaypointFinish = PlayerStart;
48 | _transform.position = PlayerStart.transform.position;
49 | }
50 |
51 | // Update is called once per frame
52 | private void Update()
53 | {
54 | Navigate();
55 | }
56 |
57 | public void StartMovement(GameObject wp)
58 | {
59 | /*var path = WaypointFinish.GetComponent().Navigate(wp);
60 | Path.Clear();
61 | foreach (var p in path)
62 | {
63 | Path.Enqueue(p);
64 | }
65 |
66 | if (Path.Count == 0)
67 | return;
68 |
69 | if (WaypointStart == WaypointFinish)
70 | {
71 | WaypointFinish = Path.Dequeue();
72 | }*/
73 | if (WaypointStart != WaypointFinish)
74 | {
75 | Debug.LogWarning("Ещё не доехал!");
76 | return;
77 | }
78 |
79 | if (!WaypointFinish.GetComponent().IsNear(wp))
80 | {
81 | Debug.LogWarning("Точка не рядом!");
82 | return;
83 | }
84 |
85 | WaypointFinish = wp;
86 |
87 | _start = DateTime.UtcNow;
88 | _timeToReach = Vector3.Distance(_waypointStartT.position, _waypointFinishT.position) / Speed;
89 | }
90 |
91 | private void Navigate()
92 | {
93 | if (/*Path.Count == 0 || */WaypointStart == WaypointFinish || _timeToReach == 0)
94 | return;
95 |
96 | var difference = (float) (DateTime.UtcNow - _start).TotalSeconds;
97 |
98 | if (difference >= _timeToReach)
99 | {
100 | //var next = Path.Dequeue();
101 | WaypointStart = WaypointFinish;
102 | //WaypointFinish = next;
103 | }
104 | else
105 | {
106 | transform.position =
107 | Vector3.Lerp(_waypointStartT.position, _waypointFinishT.position, difference / _timeToReach);
108 | }
109 | }
110 | }
111 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Sprite"
2 | {
3 | Properties
4 | {
5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
6 | _Color ("Tint", Color) = (1,1,1,1)
7 |
8 | _StencilComp ("Stencil Comparison", Float) = 8
9 | _Stencil ("Stencil ID", Float) = 0
10 | _StencilOp ("Stencil Operation", Float) = 0
11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
12 | _StencilReadMask ("Stencil Read Mask", Float) = 255
13 |
14 | _CullMode ("Cull Mode", Float) = 0
15 | _ColorMask ("Color Mask", Float) = 15
16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
17 |
18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
19 | }
20 |
21 | SubShader
22 | {
23 | Tags
24 | {
25 | "Queue"="Transparent"
26 | "IgnoreProjector"="True"
27 | "RenderType"="Transparent"
28 | "PreviewType"="Plane"
29 | "CanUseSpriteAtlas"="True"
30 | }
31 |
32 | Stencil
33 | {
34 | Ref [_Stencil]
35 | Comp [_StencilComp]
36 | Pass [_StencilOp]
37 | ReadMask [_StencilReadMask]
38 | WriteMask [_StencilWriteMask]
39 | }
40 |
41 | Cull [_CullMode]
42 | Lighting Off
43 | ZWrite Off
44 | ZTest [unity_GUIZTestMode]
45 | Blend SrcAlpha OneMinusSrcAlpha
46 | ColorMask [_ColorMask]
47 |
48 | Pass
49 | {
50 | Name "Default"
51 | CGPROGRAM
52 | #pragma vertex vert
53 | #pragma fragment frag
54 | #pragma target 2.0
55 |
56 | #include "UnityCG.cginc"
57 | #include "UnityUI.cginc"
58 |
59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
61 |
62 | struct appdata_t
63 | {
64 | float4 vertex : POSITION;
65 | float4 color : COLOR;
66 | float2 texcoord : TEXCOORD0;
67 | UNITY_VERTEX_INPUT_INSTANCE_ID
68 | };
69 |
70 | struct v2f
71 | {
72 | float4 vertex : SV_POSITION;
73 | fixed4 color : COLOR;
74 | float2 texcoord : TEXCOORD0;
75 | float4 worldPosition : TEXCOORD1;
76 | UNITY_VERTEX_OUTPUT_STEREO
77 | };
78 |
79 | sampler2D _MainTex;
80 | fixed4 _Color;
81 | fixed4 _TextureSampleAdd;
82 | float4 _ClipRect;
83 | float4 _MainTex_ST;
84 |
85 | v2f vert(appdata_t v)
86 | {
87 | v2f OUT;
88 | UNITY_SETUP_INSTANCE_ID(v);
89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
90 | OUT.worldPosition = v.vertex;
91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
92 |
93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
94 |
95 | OUT.color = v.color * _Color;
96 | return OUT;
97 | }
98 |
99 | fixed4 frag(v2f IN) : SV_Target
100 | {
101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
102 |
103 | #ifdef UNITY_UI_CLIP_RECT
104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
105 | #endif
106 |
107 | #ifdef UNITY_UI_ALPHACLIP
108 | clip (color.a - 0.001);
109 | #endif
110 |
111 | return color;
112 | }
113 | ENDCG
114 | }
115 | }
116 | }
117 |
--------------------------------------------------------------------------------
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24 | m_Scale: {x: 1, y: 1}
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56 | - _FaceUVSpeedY: 0
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58 | - _GlowOffset: 0
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60 | - _GlowPower: 0.75
61 | - _GradientScale: 10
62 | - _LightAngle: 3.1416
63 | - _MaskSoftnessX: 0
64 | - _MaskSoftnessY: 0
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93 | - _WeightNormal: 0
94 | m_Colors:
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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}
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/Assets/Scripts/PoliceManager.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using TMPro;
5 | using UnityEngine;
6 | using UnityEngine.UI;
7 | using UnityEngine.PlayerLoop;
8 | using UnityEngine.SceneManagement;
9 |
10 | public class PoliceManager : MonoBehaviour
11 | {
12 | public static PoliceManager Instance;
13 | public static bool FoundWristwatch = false;
14 |
15 | public float ShiftLength = 5 * 60; // В секундах, 5 минуты
16 |
17 | public GameObject Clock;
18 |
19 | public GameObject GamePanel;
20 | public GameObject Terminal;
21 |
22 | public UnityEngine.Object[] GamePrefabs;
23 |
24 | public bool EventInProgress = false;
25 |
26 | private DateTime _shiftStart;
27 | private int _lastMinutes = 0;
28 |
29 | private TextMeshProUGUI _clockText;
30 |
31 | private bool _endingShift;
32 |
33 | private int _runningEvents = 0;
34 |
35 | private void Start()
36 | {
37 | Instance = this;
38 |
39 | _clockText = Clock.GetComponent();
40 |
41 | StartShift();
42 | }
43 |
44 | public void StartMinigame(int minigameIndex, IEvent callingEvent)
45 | {
46 | var game = (GameObject) Instantiate(GamePrefabs[minigameIndex], GamePanel.transform);
47 | game.GetComponent().CallingEvent = callingEvent;
48 | Terminal.SetActive(true);
49 | }
50 |
51 | public void EndMinigame()
52 | {
53 | Terminal.SetActive(false);
54 | }
55 |
56 | public void AddEvent()
57 | {
58 | _runningEvents++;
59 | }
60 |
61 | public void EndEvent()
62 | {
63 | if (_runningEvents <= 0)
64 | throw new Exception("Ивентов высвобождено больше, чем их было!");
65 |
66 | _runningEvents--;
67 | }
68 |
69 | public bool HasFreeEvents()
70 | {
71 | return _runningEvents < 5;
72 | }
73 |
74 | public void StartShift()
75 | {
76 | _shiftStart = DateTime.UtcNow - TimeSpan.FromSeconds(ShiftLength * (5f / 24f));
77 | _endingShift = false;
78 | }
79 |
80 | private void Update()
81 | {
82 | if (_endingShift)
83 | return;
84 |
85 | var time = (float) (DateTime.UtcNow - _shiftStart).TotalSeconds;
86 | int minutes = (int) (time / ShiftLength * (24 * 60));
87 |
88 | if (minutes != _lastMinutes)
89 | {
90 | _lastMinutes = minutes % (24 * 60);
91 |
92 | UpdateClock();
93 |
94 | if (minutes >= 23 * 60 + 30) // Конец смены в 23:30
95 | {
96 | _endingShift = true;
97 | Debug.LogWarning("Конец смены!");
98 | StartCoroutine(EndShift());
99 | return;
100 | }
101 | }
102 | }
103 |
104 | private void UpdateClock()
105 | {
106 | int mins = _lastMinutes % 60;
107 | int hours = _lastMinutes / 60;
108 | string suffix = "AM";
109 | if (hours > 12)
110 | {
111 | hours -= 12;
112 | suffix = "PM";
113 | }
114 |
115 | _clockText.text = $"{hours:00}:{mins:00}{suffix}";
116 | }
117 |
118 | private IEnumerator EndShift()
119 | {
120 | yield return new WaitForSeconds(5);
121 |
122 | SceneManager.LoadScene("Corkboard");
123 | }
124 | }
125 |
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/Assets/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 |
--------------------------------------------------------------------------------
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/.gitignore:
--------------------------------------------------------------------------------
1 | # Created by https://www.toptal.com/developers/gitignore/api/unity,rider
2 | # Edit at https://www.toptal.com/developers/gitignore?templates=unity,rider
3 |
4 | ### Rider ###
5 | # Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio, WebStorm and Rider
6 | # Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839
7 |
8 | # User-specific stuff
9 | .idea/**/workspace.xml
10 | .idea/**/tasks.xml
11 | .idea/**/usage.statistics.xml
12 | .idea/**/dictionaries
13 | .idea/**/shelf
14 |
15 | # AWS User-specific
16 | .idea/**/aws.xml
17 |
18 | # Generated files
19 | .idea/**/contentModel.xml
20 |
21 | # Sensitive or high-churn files
22 | .idea/**/dataSources/
23 | .idea/**/dataSources.ids
24 | .idea/**/dataSources.local.xml
25 | .idea/**/sqlDataSources.xml
26 | .idea/**/dynamic.xml
27 | .idea/**/uiDesigner.xml
28 | .idea/**/dbnavigator.xml
29 |
30 | # Gradle
31 | .idea/**/gradle.xml
32 | .idea/**/libraries
33 |
34 | # Gradle and Maven with auto-import
35 | # When using Gradle or Maven with auto-import, you should exclude module files,
36 | # since they will be recreated, and may cause churn. Uncomment if using
37 | # auto-import.
38 | # .idea/artifacts
39 | # .idea/compiler.xml
40 | # .idea/jarRepositories.xml
41 | # .idea/modules.xml
42 | # .idea/*.iml
43 | # .idea/modules
44 | # *.iml
45 | # *.ipr
46 |
47 | # CMake
48 | cmake-build-*/
49 |
50 | # Mongo Explorer plugin
51 | .idea/**/mongoSettings.xml
52 |
53 | # File-based project format
54 | *.iws
55 |
56 | # IntelliJ
57 | out/
58 |
59 | # mpeltonen/sbt-idea plugin
60 | .idea_modules/
61 |
62 | # JIRA plugin
63 | atlassian-ide-plugin.xml
64 |
65 | # Cursive Clojure plugin
66 | .idea/replstate.xml
67 |
68 | # SonarLint plugin
69 | .idea/sonarlint/
70 |
71 | # Crashlytics plugin (for Android Studio and IntelliJ)
72 | com_crashlytics_export_strings.xml
73 | crashlytics.properties
74 | crashlytics-build.properties
75 | fabric.properties
76 |
77 | # Editor-based Rest Client
78 | .idea/httpRequests
79 |
80 | # Android studio 3.1+ serialized cache file
81 | .idea/caches/build_file_checksums.ser
82 |
83 | ### Unity ###
84 | # This .gitignore file should be placed at the root of your Unity project directory
85 | #
86 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
87 | /[Ll]ibrary/
88 | /[Tt]emp/
89 | /[Oo]bj/
90 | /[Bb]uild/
91 | /[Bb]uilds/
92 | /[Ll]ogs/
93 | /[Uu]ser[Ss]ettings/
94 |
95 | # MemoryCaptures can get excessive in size.
96 | # They also could contain extremely sensitive data
97 | /[Mm]emoryCaptures/
98 |
99 | # Recordings can get excessive in size
100 | /[Rr]ecordings/
101 |
102 | # Uncomment this line if you wish to ignore the asset store tools plugin
103 | # /[Aa]ssets/AssetStoreTools*
104 |
105 | # Autogenerated Jetbrains Rider plugin
106 | /[Aa]ssets/Plugins/Editor/JetBrains*
107 |
108 | # Visual Studio cache directory
109 | .vs/
110 |
111 | # Gradle cache directory
112 | .gradle/
113 |
114 | # Autogenerated VS/MD/Consulo solution and project files
115 | ExportedObj/
116 | .consulo/
117 | *.csproj
118 | *.unityproj
119 | *.sln
120 | *.suo
121 | *.tmp
122 | *.user
123 | *.userprefs
124 | *.pidb
125 | *.booproj
126 | *.svd
127 | *.pdb
128 | *.mdb
129 | *.opendb
130 | *.VC.db
131 |
132 | # Unity3D generated meta files
133 | *.pidb.meta
134 | *.pdb.meta
135 | *.mdb.meta
136 |
137 | # Unity3D generated file on crash reports
138 | sysinfo.txt
139 |
140 | # Builds
141 | *.apk
142 | *.aab
143 | *.unitypackage
144 | *.app
145 |
146 | # Crashlytics generated file
147 |
148 | # Packed Addressables
149 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
150 |
151 | # Temporary auto-generated Android Assets
152 | /[Aa]ssets/[Ss]treamingAssets/aa.meta
153 | /[Aa]ssets/[Ss]treamingAssets/aa/*
154 |
155 | # End of https://www.toptal.com/developers/gitignore/api/unity,rider
156 |
--------------------------------------------------------------------------------
/Assets/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 |
--------------------------------------------------------------------------------
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102 | m_LightmapKeepPlain: 1
103 | m_LightmapKeepDirCombined: 1
104 | m_LightmapKeepDynamicPlain: 1
105 | m_LightmapKeepDynamicDirCombined: 1
106 | m_LightmapKeepShadowMask: 1
107 | m_LightmapKeepSubtractive: 1
108 | m_FogKeepLinear: 1
109 | m_FogKeepExp: 1
110 | m_FogKeepExp2: 1
111 | m_AlbedoSwatchInfos: []
112 | m_LightsUseLinearIntensity: 0
113 | m_LightsUseColorTemperature: 0
114 | m_DefaultRenderingLayerMask: 1
115 | m_LogWhenShaderIsCompiled: 0
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/Assets/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 |
--------------------------------------------------------------------------------
/Assets/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 |
--------------------------------------------------------------------------------
/Assets/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 |
--------------------------------------------------------------------------------
/Assets/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 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt:
--------------------------------------------------------------------------------
1 | Digitized data copyright (c) 2010 Google Corporation
2 | with Reserved Font Arimo, Tinos and Cousine.
3 | Copyright (c) 2012 Red Hat, Inc.
4 | with Reserved Font Name Liberation.
5 |
6 | This Font Software is licensed under the SIL Open Font License, Version 1.1.
7 | This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
8 |
9 | -----------------------------------------------------------
10 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
11 | -----------------------------------------------------------
12 |
13 | PREAMBLE
14 | The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
15 |
16 | The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
17 |
18 | DEFINITIONS
19 | "Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
20 |
21 | "Reserved Font Name" refers to any names specified as such after the copyright statement(s).
22 |
23 | "Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
24 |
25 | "Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
26 |
27 | "Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
28 |
29 | PERMISSION & CONDITIONS
30 | Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
31 |
32 | 1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
33 |
34 | 2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
35 |
36 | 3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
37 |
38 | 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
39 |
40 | 5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
41 |
42 | TERMINATION
43 | This license becomes null and void if any of the above conditions are not met.
44 |
45 | DISCLAIMER
46 | THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
--------------------------------------------------------------------------------
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152 | "size": {"w":512,"h":512},
153 | "scale": "1",
154 | "smartupdate": "$TexturePacker:SmartUpdate:196a26a2e149d875b91ffc8fa3581e76:fc928c7e275404b7e0649307410475cb:424723c3774975ddb2053fd5c4b85f6e$"
155 | }
156 | }
157 |
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/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader:
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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 |
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