├── .gitignore ├── Assets ├── Art.meta ├── Art │ ├── Animators.meta │ ├── Animators │ │ ├── EllenAnimator.controller │ │ └── EllenAnimator.controller.meta │ ├── AssetStore.meta │ ├── AssetStore │ │ ├── 3DGamekitLite.meta │ │ ├── 3DGamekitLite │ │ │ ├── Animations.meta │ │ │ ├── Animations │ │ │ │ ├── @EllenIdle.fbx │ │ │ │ ├── @EllenIdle.fbx.meta │ │ │ │ ├── @EllenRandomIdle1.fbx │ │ │ │ ├── @EllenRandomIdle1.fbx.meta │ │ │ │ ├── @EllenRandomIdle2.fbx │ │ │ │ ├── @EllenRandomIdle2.fbx.meta │ │ │ │ ├── @EllenRandomIdle3.fbx │ │ │ │ └── @EllenRandomIdle3.fbx.meta │ │ │ ├── Models.meta │ │ │ ├── Models │ │ │ │ ├── Ellen.fbx │ │ │ │ └── Ellen.fbx.meta │ │ │ ├── Textures.meta │ │ │ └── Textures │ │ │ │ ├── Ellen_Combined_Albedo.tif │ │ │ │ ├── Ellen_Combined_Albedo.tif.meta │ │ │ │ ├── Ellen_Combined_Emission.tif │ │ │ │ ├── Ellen_Combined_Emission.tif.meta │ │ │ │ ├── Ellen_Combined_MetallicSmooth.tif │ │ │ │ ├── Ellen_Combined_MetallicSmooth.tif.meta │ │ │ │ ├── Ellen_Combined_Normal.tif │ │ │ │ ├── Ellen_Combined_Normal.tif.meta │ │ │ │ ├── Ellen_Combined_Occlusion.tif │ │ │ │ ├── Ellen_Combined_Occlusion.tif.meta │ │ │ │ ├── Ellen_Combined_Specular.png │ │ │ │ └── Ellen_Combined_Specular.png.meta │ │ ├── StandardAssets.meta │ │ ├── StandardAssets │ │ │ ├── Textures.meta │ │ │ └── Textures │ │ │ │ ├── GlassStainedAlbedo.tif │ │ │ │ ├── GlassStainedAlbedo.tif.meta │ │ │ │ ├── GlassStainedNormals.tif │ │ │ │ └── GlassStainedNormals.tif.meta │ │ ├── StarterAssets.meta │ │ └── StarterAssets │ │ │ ├── Textures.meta │ │ │ └── Textures │ │ │ ├── Grid_01_BaseMap.png │ │ │ ├── Grid_01_BaseMap.png.meta │ │ │ ├── Grid_01_Emissive.png │ │ │ ├── Grid_01_Emissive.png.meta │ │ │ ├── Grid_01_Normal.png │ │ │ ├── Grid_01_Normal.png.meta │ │ │ ├── Grid_02_BaseMap.png │ │ │ └── Grid_02_BaseMap.png.meta │ ├── Textures.meta │ ├── Textures │ │ ├── ToonRamp.png │ │ └── ToonRamp.png.meta │ ├── UI.meta │ └── UI │ │ ├── GlassStainedAlbedo.tif │ │ ├── GlassStainedAlbedo.tif.meta │ │ ├── GlassStainedAlbedo_Linear.tif │ │ └── GlassStainedAlbedo_Linear.tif.meta ├── CustomShaderSamples.meta ├── CustomShaderSamples │ ├── CustomShader.meta │ ├── CustomShader │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Decal.mat │ │ │ ├── Decal.mat.meta │ │ │ ├── Ellen.mat │ │ │ ├── Ellen.mat.meta │ │ │ ├── Env01.mat │ │ │ ├── Env01.mat.meta │ │ │ ├── Env02.mat │ │ │ ├── Env02.mat.meta │ │ │ ├── Env03.mat │ │ │ ├── Env03.mat.meta │ │ │ ├── Env04.mat │ │ │ └── Env04.mat.meta │ │ ├── README.txt │ │ ├── README.txt.meta │ │ ├── Scenes.meta │ │ └── Scenes │ │ │ ├── CustomShaderDeferredScene.unity │ │ │ ├── CustomShaderDeferredScene.unity.meta │ │ │ ├── CustomShaderForwardScene.unity │ │ │ └── CustomShaderForwardScene.unity.meta │ ├── CustomShaderForwardOnly.meta │ └── CustomShaderForwardOnly │ │ ├── Materials.meta │ │ ├── Materials │ │ ├── Ellen.mat │ │ ├── Ellen.mat.meta │ │ ├── Env01.mat │ │ ├── Env01.mat.meta │ │ ├── Env02.mat │ │ ├── Env02.mat.meta │ │ ├── Env03.mat │ │ ├── Env03.mat.meta │ │ ├── Env04.mat │ │ └── Env04.mat.meta │ │ ├── README.txt │ │ ├── README.txt.meta │ │ ├── Scenes.meta │ │ └── Scenes │ │ ├── CustomShaderForwardOnlyScene.unity │ │ └── CustomShaderForwardOnlyScene.unity.meta ├── RendererFeatureSamples.meta ├── RendererFeatureSamples │ ├── StencilOutlinePass.meta │ ├── StencilOutlinePass │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Ellen.mat │ │ │ ├── Ellen.mat.meta │ │ │ ├── Env01.mat │ │ │ ├── Env01.mat.meta │ │ │ ├── Env02.mat │ │ │ ├── Env02.mat.meta │ │ │ ├── Env03.mat │ │ │ ├── Env03.mat.meta │ │ │ ├── Env04.mat │ │ │ ├── Env04.mat.meta │ │ │ ├── Outline.mat │ │ │ └── Outline.mat.meta │ │ ├── README.txt │ │ ├── README.txt.meta │ │ ├── Scenes.meta │ │ ├── Scenes │ │ │ ├── StencilOutlineDeferredScene.unity │ │ │ ├── StencilOutlineDeferredScene.unity.meta │ │ │ ├── StencilOutlineForwardScene.unity │ │ │ └── StencilOutlineForwardScene.unity.meta │ │ ├── Scripts.meta │ │ └── Scripts │ │ │ ├── OutlineRendererFeature.cs │ │ │ ├── OutlineRendererFeature.cs.meta │ │ │ ├── StencilOverrideRendererFeature.cs │ │ │ └── StencilOverrideRendererFeature.cs.meta │ ├── sRGBUI.meta │ └── sRGBUI │ │ ├── Materials.meta │ │ ├── Materials │ │ ├── AlphaBlend.mat │ │ ├── AlphaBlend.mat.meta │ │ ├── UI.mat │ │ ├── UI.mat.meta │ │ ├── Unlit.mat │ │ └── Unlit.mat.meta │ │ ├── README.txt │ │ ├── README.txt.meta │ │ ├── Scenes.meta │ │ ├── Scenes │ │ ├── CustomBlendedCustomMaterialScene.unity │ │ ├── CustomBlendedCustomMaterialScene.unity.meta │ │ ├── CustomBlendedLinearTextureScene.unity │ │ ├── CustomBlendedLinearTextureScene.unity.meta │ │ ├── CustomBlendedOverrideMaterialScene.unity │ │ ├── CustomBlendedOverrideMaterialScene.unity.meta │ │ ├── DefaultScene.unity │ │ └── DefaultScene.unity.meta │ │ ├── Scripts.meta │ │ └── Scripts │ │ ├── AlphaBlendRendererFeature.cs │ │ ├── AlphaBlendRendererFeature.cs.meta │ │ ├── UITextureRendererFeature.cs │ │ └── UITextureRendererFeature.cs.meta ├── Shaders.meta ├── Shaders │ ├── Inc.meta │ ├── Inc │ │ ├── UTJSample-LitForwardPass.hlsl │ │ ├── UTJSample-LitForwardPass.hlsl.meta │ │ ├── UTJSample-LitGBufferPass.hlsl │ │ ├── UTJSample-LitGBufferPass.hlsl.meta │ │ ├── UTJSample-LitMetaPass.hlsl │ │ ├── UTJSample-LitMetaPass.hlsl.meta │ │ ├── UTJSample-LitProperties.hlsl │ │ ├── UTJSample-LitProperties.hlsl.meta │ │ ├── UTJSample-LitToonForwardPass.hlsl │ │ ├── UTJSample-LitToonForwardPass.hlsl.meta │ │ ├── UTJSample-LitToonOutlinePass.hlsl │ │ ├── UTJSample-LitToonOutlinePass.hlsl.meta │ │ ├── UTJSample-LitToonOutlineProperties.hlsl │ │ ├── UTJSample-LitToonOutlineProperties.hlsl.meta │ │ ├── UTJSample-LitToonProperties.hlsl │ │ └── UTJSample-LitToonProperties.hlsl.meta │ ├── UTJSample-AlphaBlend.shader │ ├── UTJSample-AlphaBlend.shader.meta │ ├── UTJSample-Lit.shader │ ├── UTJSample-Lit.shader.meta │ ├── UTJSample-LitToon.shader │ ├── UTJSample-LitToon.shader.meta │ ├── UTJSample-LitToonOutline.shader │ ├── UTJSample-LitToonOutline.shader.meta │ ├── UTJSample-LitToonStencil.shader │ ├── UTJSample-LitToonStencil.shader.meta │ ├── UTJSample-OutlineStencil.shader │ ├── UTJSample-OutlineStencil.shader.meta │ ├── UTJSample-UI.shader │ └── UTJSample-UI.shader.meta ├── TextMesh Pro.meta ├── TextMesh Pro │ ├── Fonts.meta │ ├── Fonts │ │ ├── LiberationSans - OFL.txt │ │ ├── LiberationSans - OFL.txt.meta │ │ ├── LiberationSans.ttf │ │ └── LiberationSans.ttf.meta │ ├── Resources.meta │ ├── Resources │ │ ├── Fonts & Materials.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF - Drop Shadow.mat │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ ├── LiberationSans SDF - Fallback.asset │ │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF.asset │ │ │ └── LiberationSans SDF.asset.meta │ │ ├── LineBreaking Following Characters.txt │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Sprite Assets.meta │ │ ├── Sprite Assets │ │ │ ├── EmojiOne.asset │ │ │ └── EmojiOne.asset.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ ├── Default Style Sheet.asset │ │ │ └── Default Style Sheet.asset.meta │ │ ├── TMP Settings.asset │ │ └── TMP Settings.asset.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── TMP_Bitmap-Custom-Atlas.shader │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ ├── TMP_Bitmap-Mobile.shader │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ ├── TMP_Bitmap.shader │ │ ├── TMP_Bitmap.shader.meta │ │ ├── TMP_SDF Overlay.shader │ │ ├── TMP_SDF Overlay.shader.meta │ │ ├── TMP_SDF SSD.shader │ │ ├── TMP_SDF SSD.shader.meta │ │ ├── TMP_SDF-Mobile Masking.shader │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ ├── TMP_SDF-Mobile Overlay.shader │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ ├── TMP_SDF-Mobile SSD.shader │ │ ├── TMP_SDF-Mobile SSD.shader.meta │ │ ├── TMP_SDF-Mobile.shader │ │ ├── TMP_SDF-Mobile.shader.meta │ │ ├── TMP_SDF-Surface-Mobile.shader │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ ├── TMP_SDF-Surface.shader │ │ ├── TMP_SDF-Surface.shader.meta │ │ ├── TMP_SDF.shader │ │ ├── TMP_SDF.shader.meta │ │ ├── TMP_Sprite.shader │ │ ├── TMP_Sprite.shader.meta │ │ ├── TMPro.cginc │ │ ├── TMPro.cginc.meta │ │ ├── TMPro_Mobile.cginc │ │ ├── TMPro_Mobile.cginc.meta │ │ ├── TMPro_Properties.cginc │ │ ├── TMPro_Properties.cginc.meta │ │ ├── TMPro_Surface.cginc │ │ └── TMPro_Surface.cginc.meta │ ├── Sprites.meta │ └── Sprites │ │ ├── EmojiOne Attribution.txt │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne.json │ │ ├── EmojiOne.json.meta │ │ ├── EmojiOne.png │ │ └── EmojiOne.png.meta ├── URP.meta ├── URP │ ├── DeferredRenderer.asset │ ├── DeferredRenderer.asset.meta │ ├── ForwardRenderer.asset │ ├── ForwardRenderer.asset.meta │ ├── StencilOutlineRendererDeferred.asset │ ├── StencilOutlineRendererDeferred.asset.meta │ ├── StencilOutlineRendererForward.asset │ ├── StencilOutlineRendererForward.asset.meta │ ├── UILinearTextureRenderer.asset │ ├── UILinearTextureRenderer.asset.meta │ ├── UIRenderer.asset │ ├── UIRenderer.asset.meta │ ├── URP.asset │ └── URP.asset.meta ├── UniversalRenderPipelineGlobalSettings.asset └── UniversalRenderPipelineGlobalSettings.asset.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Packages │ └── com.unity.testtools.codecoverage │ │ └── Settings.json ├── 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 ├── XRSettings.asset └── boot.config └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | *.vsconfig 50 | 51 | # Unity3D generated meta files 52 | *.pidb.meta 53 | *.pdb.meta 54 | *.mdb.meta 55 | 56 | # Unity3D generated file on crash reports 57 | sysinfo.txt 58 | 59 | # Builds 60 | *.apk 61 | *.aab 62 | *.unitypackage 63 | *.app 64 | 65 | # Crashlytics generated file 66 | crashlytics-build.properties 67 | 68 | # Packed Addressables 69 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 70 | 71 | # Temporary auto-generated Android Assets 72 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 73 | /[Aa]ssets/[Ss]treamingAssets/aa/* 74 | 75 | # OS files 76 | .DS_Store 77 | -------------------------------------------------------------------------------- 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/Assets/CustomShaderSamples/CustomShader/Materials/Decal.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7208e5d99d39a45d3a03840481c2a7d4 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/CustomShaderSamples/CustomShader/Materials/Ellen.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4b8ed00749d50492392b1d6ddc6f4bbc 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/CustomShaderSamples/CustomShader/Materials/Env01.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ba1404f53c8fd4ab8bd5a89020dae227 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/CustomShaderSamples/CustomShader/Materials/Env02.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 97b43285a2a0d4e3c802e4fe18f3d5c6 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/CustomShaderSamples/CustomShader/Materials/Env03.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 54f7b63a3fa9e4897a4e8e64871bec81 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/CustomShaderSamples/CustomShader/Materials/Env04.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e476d90d9b5ca490098bcdc6de527249 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/CustomShaderSamples/CustomShader/README.txt: -------------------------------------------------------------------------------- 1 | ==== カスタムシェーダーサンプル 2 | 3 | URPのカスタムシェーダーのサンプルです。 4 | 5 | シェーダーはSimpleLitに近いBlinn-Phongライティングを実装しています。 6 | 7 | シェーダーには以下の機能が実装されています。(Shader Model 4.5以上用のSubShaderのみです) 8 | - Diffuse + Specularライティング 9 | - メインライト + 追加ライト 10 | - Normal map 11 | - Specular map 12 | - Emission map 13 | - Shadow cast + shadow receive (メインライト + 追加ライト) 14 | - Light Layers対応 15 | - Decals対応 16 | - UniversalForwardパス (Forwardレンダリング) 17 | - UniversalGBufferパス (Deferredレンダリング) 18 | - _CameraDepthTexture, _CameraNormalsTexture対応 19 | - ライトマップ (Metaパス) 20 | - SRP Batcher対応 21 | - GPU Instancing対応 22 | - Rendering Debugger対応 23 | 24 | シーン 25 | - Assets/CustomShaderSamples/CustomShader/Scenes/CustomShaderForwardScene.unity: Forwardレンダリングのシーン 26 | - Assets/CustomShaderSamples/CustomShader/Scenes/CustomShaderDeferredScene.unity: Deferredレンダリングのシーン 27 | 28 | シェーダー 29 | - Assets/Shaders/UTJSample-Lit.shader: シェーダー 30 | --- Assets/Shaders/Inc/以下に#include対象ファイルあり 31 | 32 | RendererData 33 | - Assets/URP/ForwardRenderer.asset: Forward Renderer Data 34 | - Assets/URP/DeferredRenderer.asset: Deferred Renderer Data -------------------------------------------------------------------------------- /Assets/CustomShaderSamples/CustomShader/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: db8f1d433cfd84eaa96c24be0aafc685 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/CustomShaderSamples/CustomShader/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f31f2fe388de24b74b659448e807f980 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/CustomShaderSamples/CustomShader/Scenes/CustomShaderDeferredScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3067298712e814e36a7566edd073bc30 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/CustomShaderSamples/CustomShader/Scenes/CustomShaderForwardScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e5ed18946d52b4d1eb4c7c1e45dca988 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/CustomShaderSamples/CustomShaderForwardOnly.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d3f26ff76b7fe4abf908c58fd928d440 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/CustomShaderSamples/CustomShaderForwardOnly/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9d962c5bea6d3475eb0c47a7d33a29a4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/CustomShaderSamples/CustomShaderForwardOnly/Materials/Ellen.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5799d507a0c584cf6802757eb5117489 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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-------------------------------------------------------------------------------- 1 | ==== カスタムシェーダーサンプル (ForwardOnlyパス) 2 | 3 | UniversalForwardOnlyパスを実装したカスタムシェーダーのサンプルです。 4 | 5 | シェーダーはToonライティングをUniversalForwardOnlyパスで行っており、UniversalGBufferパスは実装していません。このため、Deferredレンダリング時でもForwardパスが実行されます。Frame Debuggerでご確認ください。 6 | 7 | シーン 8 | - Assets/CustomShaderSamples/CustomShaderForwardOnly/Scenes/CustomShaderForwardOnlyScene.unity: DeferredレンダリングでUniversalForwardOnlyパスを使ったシーン 9 | 10 | シェーダー 11 | - Assets/Shaders/UTJSample-LitToon.shader: シェーダー 12 | --- Assets/Shaders/Inc/以下に#include対象ファイルあり 13 | 14 | RendererData 15 | - Assets/URP/DeferredRenderer.asset: Deferred Renderer Data -------------------------------------------------------------------------------- /Assets/CustomShaderSamples/CustomShaderForwardOnly/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a733a29b374794b798f96140bb9229c1 3 | 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-------------------------------------------------------------------------------- 1 | ==== Outlineパスサンプル 2 | 3 | Renderer Featureを使い、Normal方向にMeshを拡張するOutlineパスを実行するサンプルです。 4 | 5 | SRPDefaultUnlitでの追加パスを使ったOutlineだと「マルチパスシェーダーに該当する」を理由にSRP Batcherの対象外になってしまいます。Renderer Featureを使った実装だと元のシェーダーをSRP Batcher対象のままOutlineを描画することが可能になります。Frame Debuggerでご確認ください。 6 | 7 | また、このOutlineはStencilバッファを使い、Meshが描画されていない領域にのみOutlineが表示されるようにしています。Forwardレンダリングだと特殊なことをする必要はありませんが、DeferredレンダリングだとURPがStencil Stateを上書きしてしまうため、別のRenderer FeatureでStencil Stateをオーバーライドしています。 8 | 9 | シーン 10 | - Assets/RendererFeatureSamples/StencilOutlinePass/Scenes/StencilOutlineForwardScene.unity: Forwardレンダリングのシーン 11 | - Assets/RendererFeatureSamples/StencilOutlinePass/Scenes/StencilOutlineDeferredScene.unity: Deferredレンダリングのシーン (追加Renderer Featureあり) 12 | 13 | シェーダー 14 | - Assets/Shaders/UTJSample-LitToonStencil.shader: Meshを描画するシェーダー (Stencil書き込みあり) 15 | --- Assets/Shaders/Inc/以下に#include対象ファイルあり 16 | - Assets/Shaders/UTJSample-OutlineStencil.shader: Outline描画パス 17 | 18 | RendererData 19 | - Assets/URP/StencilOutlineRendererForward.asset: Forward Renderer Data 20 | - Assets/URP/StencilOutlineRendererDeferred.asset: Deferred Renderer Data (追加Renderer Featureあり) 21 | 22 | Renderer Feature 23 | - Assets/RendererFeatureSamples/StencilOutlinePass/Scripts/OutlineRendererFeature.cs: Outlineを描画するRenderer Feature 24 | - Assets/RendererFeatureSamples/StencilOutlinePass/Scripts/StencilOverrideRendererFeature.cs: Stencilをオーバーライドし、書き込むRenderer Feature (Deferredレンダリングのみ) -------------------------------------------------------------------------------- /Assets/RendererFeatureSamples/StencilOutlinePass/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5c20803932b564cdc95412558b6f95ce 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | 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-------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.Universal; 4 | 5 | using System.Collections.Generic; 6 | 7 | public class OutlineRendererFeature : ScriptableRendererFeature 8 | { 9 | // Render outline pass (NOTE: This can also be done with RenderObjects) 10 | 11 | [System.Serializable] 12 | public class OutlineSettings 13 | { 14 | public string profilerTag = "OutlineRendererFeature"; 15 | 16 | public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingOpaques; 17 | public LayerMask layerMask = -1; 18 | 19 | public Material material; 20 | } 21 | 22 | public class OutlineRenderPass : ScriptableRenderPass 23 | { 24 | private string profilerTag; 25 | 26 | private Material material; 27 | 28 | private FilteringSettings filteringSettings; 29 | 30 | private List shaderTagIds; 31 | 32 | public OutlineRenderPass(string profilerTag, RenderPassEvent renderPassEvent, LayerMask layerMask, Material material) 33 | { 34 | this.profilerTag = profilerTag; 35 | this.profilingSampler = new ProfilingSampler(profilerTag); 36 | 37 | // RenderPassEvent 38 | this.renderPassEvent = renderPassEvent; 39 | 40 | // Filtering settings 41 | // Set to opaque 42 | this.filteringSettings = new FilteringSettings(RenderQueueRange.opaque, layerMask); 43 | 44 | // Target material shader pass names 45 | this.shaderTagIds = new List(); 46 | this.shaderTagIds.Add(new ShaderTagId("UniversalForward")); 47 | this.shaderTagIds.Add(new ShaderTagId("UniversalForwardOnly")); 48 | this.shaderTagIds.Add(new ShaderTagId("SRPDefaultUnlit")); 49 | 50 | this.material = material; 51 | } 52 | 53 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) 54 | { 55 | // Camera data 56 | ref CameraData cameraData = ref renderingData.cameraData; 57 | Camera camera = cameraData.camera; 58 | 59 | // Sorting criteria (default for now) 60 | SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; 61 | 62 | // DrawingSettings 63 | DrawingSettings drawingSettings = CreateDrawingSettings(this.shaderTagIds, ref renderingData, sortingCriteria); 64 | 65 | // Always use pass 0 of shader 66 | drawingSettings.overrideMaterial = this.material; 67 | drawingSettings.overrideMaterialPassIndex = 0; 68 | 69 | // Run (draw renderers) 70 | CommandBuffer cmd = CommandBufferPool.Get(this.profilerTag); 71 | using (new ProfilingScope(cmd, this.profilingSampler)) { 72 | context.ExecuteCommandBuffer(cmd); 73 | cmd.Clear(); 74 | 75 | context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref this.filteringSettings); 76 | } 77 | 78 | context.ExecuteCommandBuffer(cmd); 79 | 80 | cmd.Clear(); 81 | CommandBufferPool.Release(cmd); 82 | } 83 | } 84 | 85 | public OutlineSettings settings = new OutlineSettings(); 86 | 87 | private OutlineRenderPass renderPass; 88 | 89 | public override void Create() 90 | { 91 | this.renderPass = 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a589a774f242b4cf49318087fb20701b 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/RendererFeatureSamples/sRGBUI/README.txt: -------------------------------------------------------------------------------- 1 | ==== Linearカラースペース時のsRGB UIサンプル 2 | 3 | Renderer Featureを使い、Linearカラースペース時のsRGB UIのAlphaブレンドをGammaカラースペース時の状態に近づけるサンプルです。 4 | 5 | Linearカラースペース時にsRGBのUIを描画すると、Alphaブレンドの結果がGammaカラースペース時と異なるため、アーティストが想定しているものと違う見た目になるケースがあります。 6 | 7 | このサンプルではRenderer Featureを使い、独自にAlphaブレンドを行うことによってLinearカラースペース時でもUIの見た目をGammaカラースペース時に近づけるようにしてあります。 8 | 1. UIを_UITextureというRender Textureに書き出します。この際、UIのテクスチャがsRGBであれば、色変換を行います。 9 | 2. カメラターゲットと_UITextureを独自にAlphaブレンドし、カメラターゲットに書き出します。 10 | 11 | 1.のステップに関しては3通りの手法を使用しています。それぞれメリット・デメリットがあります。 12 | 13 | 1_1. UIを_UITextureに書き出す際、UIマテリアルをオーバーライドし、一括で色変換を行います。 14 | メリット: 各UIコンポーネントに特別な処理・操作を施す必要がありません。Renderer Featureが一括で処理してくれます。 15 | デメリット: 各UIコンポーネントが同じマテリアルで描画されるため、マテリアル個別のプロパティを設定すると無視されてしまいます。 16 | MaskなどのIMaterialModifier使用のコンポーネントや、スクリプトからマテリアルプロパティを操作しているものが該当します。 17 | また、TextMeshProは専用のマテリアルを使用するため、この手法では描画することができません。 18 | 19 | 1_2. sRGBテクスチャを使用するImageコンポーネントに、色変換を行う専用のマテリアルを指定します。UIを_UITextureに書き出す際にマテリアルオーバーライドを設定しません。 20 | メリット: マテリアルオーバーライドを設定しないため、マテリアルプロパティの設定が維持されます。MaskやTextMeshProも使用できます。 21 | デメリット: sRGBテクスチャを使用するコンポーネントに専用マテリアルを指定する処理が必要です。 22 | 23 | 1_3. sRGBテクスチャをTextureImporter設定でLinearテクスチャに指定します (sRGB Color Textureのチェックを外す)。UIを_UITextureに書き出す際にマテリアルオーバーライドを設定しません。 24 | メリット: マテリアルオーバーライドを設定しないため、マテリアルプロパティの設定が維持されます。MaskやTextMeshProも使用できます。 25 | また、Imageコンポーネントなどに専用のマテリアルを指定する必要もありません。 26 | デメリット: 納品される各sRGBテクスチャをLinearテクスチャに変換する必要があります。また、若干色味に差が出る可能性があります。 27 | 28 | シーン 29 | - Assets/RendererFeatureSamples/sRGBUI/Scenes/DefaultScene.unity: 何も施していないシーン。このシーンでカラースペースをGamma/Linear両方で確認すると、Alphaブレンドの結果が異なることがわかります。 30 | - Alphaブレンドを施しているシーンは下記になります。これらのシーンをLinearカラースペースで確認すると、DefaultSceneのGamma時に近くなっていることがわかります。 31 | --- Assets/RendererFeatureSamples/sRGBUI/Scenes/CustomBlendedOverrideMaterialScene.unity: 手法1_1のシーンです。TextMeshProは描画指定いません。 32 | --- Assets/RendererFeatureSamples/sRGBUI/Scenes/CustomBlendedCustomMaterialScene.unity: 手法1_2のシーンです。 33 | --- Assets/RendererFeatureSamples/sRGBUI/Scenes/CustomBlendedLinearTextureScene.unity: 手法1_3のシーンです。 34 | 35 | シェーダー 36 | - Assets/Shaders/UTJSample-UI.shader: UIを描画するシェーダー 37 | - Assets/Shaders/UTJSample-AlphaBlend.shader.shader: Alphaブレンドを行うシェーダー 38 | 39 | RendererData 40 | - Assets/URP/UIRenderer.asset: Render Featureを追加してあるRenderer Data 41 | 42 | Renderer Feature 43 | - Assets/RendererFeatureSamples/sRGBUI/Scripts/UITextureRendererFeature.cs: UIを描画するRenderer Feature 44 | - Assets/RendererFeatureSamples/sRGBUI/Scripts/AlphaBlendRendererFeature.cs: Alphaブレンドを行うRenderer Feature 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-------------------------------------------------------------------------------- /Assets/RendererFeatureSamples/sRGBUI/Scripts/AlphaBlendRendererFeature.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using UnityEngine.Rendering.Universal; 4 | 5 | using System.Collections.Generic; 6 | 7 | public class AlphaBlendRendererFeature : ScriptableRendererFeature 8 | { 9 | // Blend UI texture with camera color target 10 | 11 | [System.Serializable] 12 | public class AlphaBlendSettings 13 | { 14 | public string profilerTag = "AlphaBlendRendererFeature"; 15 | public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingTransparents; 16 | public Material blendMaterial = null; 17 | } 18 | 19 | public class AlphaBlendRenderPass : ScriptableRenderPass 20 | { 21 | private string profilerTag; 22 | 23 | private Material material; 24 | 25 | private RenderTargetIdentifier cameraColorRenderTargetIdentifier; 26 | private RenderTargetHandle tempRTHandle; 27 | 28 | public AlphaBlendRenderPass(string profilerTag, RenderPassEvent renderPassEvent, Material material) 29 | { 30 | this.profilerTag = profilerTag; 31 | this.profilingSampler = new ProfilingSampler(profilerTag); 32 | 33 | this.material = material; 34 | 35 | this.renderPassEvent = renderPassEvent; 36 | } 37 | 38 | public void Setup(RenderTargetIdentifier cameraColorRenderTargetIdentifier) 39 | { 40 | this.cameraColorRenderTargetIdentifier = cameraColorRenderTargetIdentifier; 41 | } 42 | 43 | public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) 44 | { 45 | // Called before Execute 46 | 47 | // Setup temporary RenderTexture handle 48 | cmd.GetTemporaryRT(this.tempRTHandle.id, cameraTextureDescriptor); 49 | } 50 | 51 | public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) 52 | { 53 | // Camera data 54 | ref CameraData cameraData = ref renderingData.cameraData; 55 | Camera camera = cameraData.camera; 56 | 57 | // Create command buffer 58 | CommandBuffer commandBuffer = CommandBufferPool.Get(this.profilerTag); 59 | 60 | // Blit with blend material to temporary render texture 61 | Blit(commandBuffer, this.cameraColorRenderTargetIdentifier, this.tempRTHandle.Identifier(), this.material); 62 | 63 | // Blit back into camera target 64 | Blit(commandBuffer, this.tempRTHandle.Identifier(), this.cameraColorRenderTargetIdentifier); 65 | 66 | // Execute 67 | context.ExecuteCommandBuffer(commandBuffer); 68 | 69 | // Cleanup 70 | commandBuffer.Clear(); 71 | CommandBufferPool.Release(commandBuffer); 72 | } 73 | 74 | public override void FrameCleanup(CommandBuffer cmd) 75 | { 76 | // Called after Execute 77 | 78 | // Relase temporary RenderTexture 79 | cmd.ReleaseTemporaryRT(this.tempRTHandle.id); 80 | } 81 | } 82 | 83 | public AlphaBlendSettings settings = new AlphaBlendSettings(); 84 | 85 | private AlphaBlendRenderPass renderPass; 86 | 87 | public override void Create() 88 | { 89 | this.renderPass = new AlphaBlendRenderPass( 90 | settings.profilerTag, 91 | settings.renderPassEvent, 92 | settings.blendMaterial 93 | ); 94 | } 95 | 96 | public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) 97 | { 98 | // Pass camera color target RenderTextureHandle to render pass 99 | this.renderPass.Setup(renderer.cameraColorTarget); 100 | 101 | renderer.EnqueuePass(this.renderPass); 102 | } 103 | } 104 | 105 | 106 | -------------------------------------------------------------------------------- /Assets/RendererFeatureSamples/sRGBUI/Scripts/AlphaBlendRendererFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3e230b6ccb7024becbc8236bbec11940 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/RendererFeatureSamples/sRGBUI/Scripts/UITextureRendererFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0e19809fb806843b598609c6554f7596 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c51ab2e6045444598b3bc91a0245bc94 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/Inc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6cd95badb4cdd4c5983abc7e82c9c2c7 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/Inc/UTJSample-LitForwardPass.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4549ebc13fe3148a4a0d0938c704c4f6 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Shaders/Inc/UTJSample-LitGBufferPass.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c41152dfd16144bc4b02b167b3d39814 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Shaders/Inc/UTJSample-LitMetaPass.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef UTJSAMPLE_LIT_META_PASS_INCLUDED 2 | #define UTJSAMPLE_LIT_META_PASS_INCLUDED 3 | 4 | // Custom meta pass which also handles emission 5 | 6 | // URP includes (base meta pass functions) 7 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/MetaPass.hlsl" 8 | 9 | // Texture samplers 10 | TEXTURE2D(_BaseMap); 11 | SAMPLER(sampler_BaseMap); 12 | TEXTURE2D(_EmissionMap); 13 | SAMPLER(sampler_EmissionMap); 14 | 15 | struct Attributes 16 | { 17 | float4 positionOS : POSITION; // Object-space position 18 | float3 normalOS : NORMAL; // Object-space normal 19 | float2 uv0 : TEXCOORD0; 20 | float2 uv1 : TEXCOORD1; 21 | float2 uv2 : TEXCOORD2; 22 | }; 23 | 24 | struct Varyings 25 | { 26 | float4 positionCS : SV_POSITION; // Clip-space position 27 | float2 uv : TEXCOORD0; 28 | // For editor visualization 29 | #ifdef EDITOR_VISUALIZATION 30 | float2 visualizationUV : TEXCOORD1; 31 | float4 lightCoord : TEXCOORD2; 32 | #endif 33 | }; 34 | 35 | // Vertex function 36 | Varyings LitMetaVert(Attributes input) 37 | { 38 | Varyings output; 39 | 40 | // Set output using built-in meta pass functions 41 | output.positionCS = UnityMetaVertexPosition(input.positionOS.xyz, input.uv1, input.uv2); 42 | output.uv = TRANSFORM_TEX(input.uv0, _BaseMap); 43 | #ifdef EDITOR_VISUALIZATION 44 | UnityEditorVizData(input.positionOS.xyz, input.uv0, input.uv1, input.uv2, output.visualizationUV, output.lightCoord); 45 | #endif 46 | return output; 47 | } 48 | 49 | // Fragment function 50 | half4 LitMetaFrag(Varyings input) : SV_Target 51 | { 52 | half4 color; 53 | 54 | float2 uv = input.uv; 55 | 56 | // Construct MetaInput data 57 | UnityMetaInput metaInput; 58 | // Albedo (base color) 59 | metaInput.Albedo = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv).rgb * _BaseColor.rgb; 60 | // Emission 61 | metaInput.Emission = SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, uv).rgb * _EmissionColor; 62 | 63 | #ifdef EDITOR_VISUALIZATION 64 | // For editor visualization 65 | metaInput.VizUV = input.visualizationUV; 66 | metaInput.LightCoord = input.lightCoord; 67 | #endif 68 | 69 | // Final color (built-in meta pass) 70 | color = UnityMetaFragment(metaInput); 71 | 72 | return color; 73 | } 74 | 75 | #endif -------------------------------------------------------------------------------- /Assets/Shaders/Inc/UTJSample-LitMetaPass.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1353196f2dc5148238d553a39deda1b5 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Shaders/Inc/UTJSample-LitProperties.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef UTJSAMPLE_LIT_PROPERTIES_INCLUDED 2 | #define UTJSAMPLE_LIT_PROPERTIES_INCLUDED 3 | 4 | // Material properties, put in UnityPerMaterial cbuffer for SRP compatibility 5 | CBUFFER_START(UnityPerMaterial) 6 | half4 _BaseColor; 7 | float4 _BaseMap_ST; 8 | float _BumpScale; 9 | half3 _EmissionColor; 10 | half4 _SpecularColor; 11 | CBUFFER_END 12 | 13 | #endif 14 | -------------------------------------------------------------------------------- /Assets/Shaders/Inc/UTJSample-LitProperties.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2b6eb1550d69a4897befd1431a15afe7 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Shaders/Inc/UTJSample-LitToonForwardPass.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7e1af692636814fc28a511c3879fc9db 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Shaders/Inc/UTJSample-LitToonOutlinePass.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef UTJSAMPLE_LIT_TOON_OUTLINE_PASS_INCLUDED 2 | #define UTJSAMPLE_LIT_TOON_OUTLINE_PASS_INCLUDED 3 | 4 | // Outline pass 5 | 6 | // Attributes 7 | struct Attributes 8 | { 9 | float4 positionOS : POSITION; // Object-space position 10 | float3 normalOS : NORMAL; // Object-space normal 11 | 12 | UNITY_VERTEX_INPUT_INSTANCE_ID 13 | }; 14 | 15 | // Varyings 16 | struct Varyings 17 | { 18 | half fogFactor : TEXCOORD0; // Fog Factor 19 | float4 positionCS : SV_POSITION; // Clip-space position 20 | 21 | UNITY_VERTEX_INPUT_INSTANCE_ID 22 | UNITY_VERTEX_OUTPUT_STEREO 23 | }; 24 | 25 | // Vertex function 26 | Varyings LitToonOutlineVert(Attributes input) 27 | { 28 | Varyings output; 29 | 30 | // GPU instancing 31 | UNITY_SETUP_INSTANCE_ID(input); 32 | UNITY_TRANSFER_INSTANCE_ID(input, output); 33 | // Stereo 34 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 35 | 36 | // Transformations 37 | // See Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl for individual transformation functions 38 | float3 normalWS = TransformObjectToWorldNormal(input.normalOS); 39 | float3 normalCS = TransformWorldToHClipDir(normalWS); 40 | float4 positionCS = TransformObjectToHClip(input.positionOS.xyz); 41 | 42 | // Apply normal-based outline (expand vertex in normal direction) 43 | half2 outlineNormal = normalize(normalCS.xy); 44 | positionCS.xy += (outlineNormal / _ScreenParams.xy) * _OutlineThickness * positionCS.w * 2; 45 | 46 | // Set output 47 | output.positionCS = positionCS; 48 | output.fogFactor = ComputeFogFactor(positionCS.z);; 49 | 50 | return output; 51 | } 52 | 53 | // Fragment function 54 | half4 LitToonOutlineFrag(Varyings input) : SV_Target 55 | { 56 | // Instancing 57 | UNITY_SETUP_INSTANCE_ID(input); 58 | // Stereo 59 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 60 | 61 | half4 color = half4(_OutlineColor, 1); 62 | 63 | // Mix fog 64 | color.rgb = MixFog(color.rgb, input.fogFactor); 65 | 66 | return color; 67 | } 68 | 69 | #endif 70 | -------------------------------------------------------------------------------- /Assets/Shaders/Inc/UTJSample-LitToonOutlinePass.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0ec6016ce812443dba07145713115e6c 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Shaders/Inc/UTJSample-LitToonOutlineProperties.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef UTJSAMPLE_LIT_TOON_OUTLINE_PROPERTIES_INCLUDED 2 | #define UTJSAMPLE_LIT_TOON_OUTLINE_PROPERTIES_INCLUDED 3 | 4 | // Material properties, put in UnityPerMaterial cbuffer for SRP compatibility 5 | CBUFFER_START(UnityPerMaterial) 6 | half4 _BaseColor; 7 | float4 _BaseMap_ST; 8 | float _BumpScale; 9 | half3 _EmissionColor; 10 | half4 _SpecularColor; 11 | float _ShadowRampBlend; 12 | half3 _OutlineColor; 13 | float _OutlineThickness; 14 | CBUFFER_END 15 | 16 | #endif 17 | -------------------------------------------------------------------------------- /Assets/Shaders/Inc/UTJSample-LitToonOutlineProperties.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 004095751fb75456f8081f88c19ddebf 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Shaders/Inc/UTJSample-LitToonProperties.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef UTJSAMPLE_LIT_TOON_PROPERTIES_INCLUDED 2 | #define UTJSAMPLE_LIT_TOON_PROPERTIES_INCLUDED 3 | 4 | // Material properties, put in UnityPerMaterial cbuffer for SRP compatibility 5 | CBUFFER_START(UnityPerMaterial) 6 | half4 _BaseColor; 7 | float4 _BaseMap_ST; 8 | float _BumpScale; 9 | half3 _EmissionColor; 10 | half4 _SpecularColor; 11 | float _ShadowRampBlend; 12 | CBUFFER_END 13 | 14 | #endif 15 | -------------------------------------------------------------------------------- /Assets/Shaders/Inc/UTJSample-LitToonProperties.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e5908f06eaedd4d1ea0888cbb2e27ee0 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Shaders/UTJSample-AlphaBlend.shader: -------------------------------------------------------------------------------- 1 | Shader "UTJSample/AlphaBlend" 2 | { 3 | // Blend camera color texture and UI texture 4 | 5 | SubShader 6 | { 7 | Pass 8 | { 9 | HLSLPROGRAM 10 | 11 | #pragma vertex vert 12 | #pragma fragment frag 13 | 14 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 15 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" 16 | 17 | struct Attributes 18 | { 19 | float2 uv : TEXCOORD0; 20 | float4 positionOS : POSITION; 21 | }; 22 | 23 | struct Varyings 24 | { 25 | float2 uv : TEXCOORD0; 26 | float4 positionCS : SV_POSITION; 27 | }; 28 | 29 | // Camera color texture 30 | TEXTURE2D(_CameraColorTexture); 31 | SAMPLER(sampler_CameraColorTexture); 32 | 33 | // UI texture rendered into from UITextureRendererFeature 34 | TEXTURE2D(_UITexture); 35 | SAMPLER(sampler_UITexture); 36 | 37 | Varyings vert (Attributes input) 38 | { 39 | Varyings output; 40 | 41 | output.positionCS = TransformObjectToHClip(input.positionOS.xyz); 42 | output.uv = input.uv; 43 | 44 | return output; 45 | } 46 | 47 | half4 frag (Varyings input) : SV_Target 48 | { 49 | // Texture sampling 50 | half4 cameraTex = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, input.uv); 51 | half4 uiTex = SAMPLE_TEXTURE2D(_UITexture, sampler_UITexture, input.uv); 52 | 53 | // Convert camera texture to sRGB before blend 54 | cameraTex.rgb = FastLinearToSRGB(cameraTex.rgb); 55 | 56 | half4 color; 57 | 58 | // Alpha blend UI on top of camera 59 | color.rgb = cameraTex.rgb * (1 - uiTex.a) + uiTex.rgb; 60 | 61 | // Convert result to Linear 62 | color.rgb = FastSRGBToLinear(color.rgb); 63 | color.a = 1; 64 | 65 | return color; 66 | } 67 | ENDHLSL 68 | } 69 | } 70 | } 71 | -------------------------------------------------------------------------------- /Assets/Shaders/UTJSample-AlphaBlend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8205dd61259084a4cadabb35f6b249ea 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Shaders/UTJSample-Lit.shader.meta: 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-------------------------------------------------------------------------------- 1 | Shader "UTJSample/OutlineStencil" 2 | { 3 | Properties 4 | { 5 | // Outline 6 | _OutlineColor("Outline Color", Color) = (0, 0, 0, 1) 7 | _OutlineThickness("Outline Thickness", Float) = 1 8 | } 9 | 10 | // SM 4.5 subshader 11 | SubShader 12 | { 13 | Tags 14 | { 15 | "Queue" = "Geometry" 16 | "RenderType" = "Opaque" 17 | "RenderPipeline" = "UniversalPipeline" 18 | "IgnoreProjector" = "True" 19 | "ShaderModel"="4.5" 20 | } 21 | LOD 200 22 | 23 | // Outline pass 24 | Pass 25 | { 26 | Name "Outline" 27 | Tags { "LightMode" = "SRPDefaultUnlit" } 28 | 29 | Cull Front 30 | 31 | // Stencil operation (masked by model) 32 | Stencil 33 | { 34 | Ref 1 35 | ReadMask 1 36 | Comp Greater 37 | } 38 | 39 | HLSLPROGRAM 40 | 41 | // Exclude unsupported platforms 42 | #pragma exclude_renderers gles gles3 glcore 43 | #pragma target 4.5 44 | 45 | // Vertex/fragment functions 46 | #pragma vertex LitToonOutlineVert 47 | 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Pro/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e9f693669af91aa45ad615fc681ed29f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48bb5f55d8670e349b6e614913f9d910 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e3b057af24249748ff873be7fafee47 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /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_Bitmap.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 128e987d567d4e2c824d754223b3f3b0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd89cf5b9246416f84610a006f916af7 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14eb328de4b8eb245bb7cea29e4ac00b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc1ede39bf3643ee8e493720e4259791 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a02a7d8c237544f1962732b55a9aebf1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/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/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/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_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/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/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/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/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/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/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/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/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/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3997e2241185407d80309a82f9148466 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d930090c0cd643c7b55f19a38538c162 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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-------------------------------------------------------------------------------- /ProjectSettings/VersionControlSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!890905787 &1 4 | VersionControlSettings: 5 | m_ObjectHideFlags: 0 6 | m_Mode: Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /ProjectSettings/boot.config: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/robin-boucher/CEDEC2022-URP/05f771b8b2c3843d03cbf7026a5b4c2b587a4d0e/ProjectSettings/boot.config -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # CEDEC2022-URP 2 | このレポジトリはCEDEC 2022のUnity Technologies JapanによるURP講演の補助資料です。カスタムシェーダー及びRenderer Featureのサンプルが含まれています。 3 | 4 | 各サンプルにはREADME.txtファイルが同梱されているので、サンプルの説明はそちらをご参照ください。 5 | 6 | 本プロジェクトはUnity 2021.3 LTSを使用しています。 7 | 8 | ## サンプル一覧 9 | 10 | ### カスタムシェーダーサンプル 11 | Assets/CustomShaderSamples/CustomShader/ 12 | 13 | ### カスタムシェーダーサンプル (ForwardOnlyパス) 14 | Assets/CustomShaderSamples/CustomShaderForwardOnly/ 15 | 16 | ### Outlineパスサンプル 17 | Assets/RendererFeatureSamples/StencilOutlinePass/ 18 | 19 | ### Linearカラースペース時のsRGB UIサンプル 20 | Assets/RendererFeatureSamples/sRGBUI/ 21 | 22 | ## 使用アセット 23 | 24 | このサンプルプロジェクトでは下記のUnity公式アセットを使用しています。 25 | 26 | [3D Game Kit Lite](https://assetstore.unity.com/packages/templates/tutorials/3d-game-kit-lite-135162) 27 | [Starter Assets - Third Person Character Controller](https://assetstore.unity.com/packages/essentials/starter-assets-third-person-character-controller-196526) 28 | [Standard Assets](https://assetstore.unity.com/packages/essentials/asset-packs/standard-assets-for-unity-2018-4-32351) 29 | --------------------------------------------------------------------------------