├── .gitignore ├── Assets ├── Materials.meta ├── Materials │ ├── FrameBufferFetch.mat │ ├── FrameBufferFetch.mat.meta │ ├── Grayscale.mat │ ├── Grayscale.mat.meta │ ├── Grayscale_B.mat │ ├── Grayscale_B.mat.meta │ ├── Grayscale_G.mat │ ├── Grayscale_G.mat.meta │ ├── Grayscale_R.mat │ ├── Grayscale_R.mat.meta │ ├── LitOpaque.mat │ ├── LitOpaque.mat.meta │ ├── LitTransparent.mat │ ├── LitTransparent.mat.meta │ ├── UI.mat │ ├── UI.mat.meta │ ├── UITextureAlphaBlend.mat │ ├── UITextureAlphaBlend.mat.meta │ ├── UITextureAlphaBlend_Stack.mat │ └── UITextureAlphaBlend_Stack.mat.meta ├── Samples.meta ├── Samples │ ├── 1_Blit.meta │ ├── 1_Blit │ │ ├── 1_BlitScene.unity │ │ ├── 1_BlitScene.unity.meta │ │ ├── README.txt │ │ └── README.txt.meta │ ├── 2_DrawRenderers.meta │ ├── 2_DrawRenderers │ │ ├── 2_DrawRenderersScene.unity │ │ ├── 2_DrawRenderersScene.unity.meta │ │ ├── README.txt │ │ └── README.txt.meta │ ├── 3_Blit_CustomRenderTarget.meta │ ├── 3_Blit_CustomRenderTarget │ │ ├── 3_Blit_CustomRenderTargetScene.unity │ │ ├── 3_Blit_CustomRenderTargetScene.unity.meta │ │ ├── README.txt │ │ └── README.txt.meta │ ├── 4_Blit_RenderTexture.meta │ ├── 4_Blit_RenderTexture │ │ ├── 4_Blit_RenderTextureScene.unity │ │ ├── 4_Blit_RenderTextureScene.unity.meta │ │ ├── README.txt │ │ ├── README.txt.meta │ │ ├── Sample4RenderTexture.renderTexture │ │ └── Sample4RenderTexture.renderTexture.meta │ ├── 5_Blit_SetCameraColor.meta │ ├── 5_Blit_SetCameraColor │ │ ├── 5_Blit_SetCameraColorScene.unity │ │ ├── 5_Blit_SetCameraColorScene.unity.meta │ │ ├── README.txt │ │ └── README.txt.meta │ ├── 6_Blit_FrameBufferFetch.meta │ ├── 6_Blit_FrameBufferFetch │ │ ├── 6_Blit_FrameBufferFetchScene.unity │ │ ├── 6_Blit_FrameBufferFetchScene.unity.meta │ │ ├── README.txt │ │ └── README.txt.meta │ ├── 7_Blit_UnsafePass.meta │ ├── 7_Blit_UnsafePass │ │ ├── 7_Blit_UnsafePassScene.unity │ │ ├── 7_Blit_UnsafePassScene.unity.meta │ │ ├── README.txt │ │ └── README.txt.meta │ ├── 8_LinearUI.meta │ ├── 8_LinearUI │ │ ├── GammaUIScene.unity │ │ ├── GammaUIScene.unity.meta │ │ ├── LinearUIScene.unity │ │ ├── LinearUIScene.unity.meta │ │ ├── README.txt │ │ └── README.txt.meta │ ├── 9_LinearUI_Stack.meta │ └── 9_LinearUI_Stack │ │ ├── LinearUIStackScene.unity │ │ ├── LinearUIStackScene.unity.meta │ │ ├── README.txt │ │ ├── README.txt.meta │ │ ├── Scripts.meta │ │ └── Scripts │ │ ├── AlphaBlendStackUIRendererFeature.cs │ │ ├── AlphaBlendStackUIRendererFeature.cs.meta │ │ ├── DrawStackUIRendererFeature.cs │ │ ├── DrawStackUIRendererFeature.cs.meta │ │ ├── StackUIRTHandle.cs │ │ └── StackUIRTHandle.cs.meta ├── Scripts.meta ├── Scripts │ ├── BlitCustomRTRendererFeature.cs │ ├── BlitCustomRTRendererFeature.cs.meta │ ├── BlitExternalRTRendererFeature.cs │ ├── BlitExternalRTRendererFeature.cs.meta │ ├── BlitFrameBufferFetchRendererFeature.cs │ ├── BlitFrameBufferFetchRendererFeature.cs.meta │ ├── BlitRendererFeature.cs │ ├── BlitRendererFeature.cs.meta │ ├── BlitSetColorBufferRendererFeature.cs │ ├── BlitSetColorBufferRendererFeature.cs.meta │ ├── BlitUnsafeRendererFeature.cs │ ├── BlitUnsafeRendererFeature.cs.meta │ ├── DrawRenderersCustomRTRendererFeature.cs │ ├── DrawRenderersCustomRTRendererFeature.cs.meta │ ├── DrawRenderersRendererFeature.cs │ └── DrawRenderersRendererFeature.cs.meta ├── Shaders.meta ├── Shaders │ ├── FrameBufferFetch.shader │ ├── FrameBufferFetch.shader.meta │ ├── Grayscale.shader │ ├── Grayscale.shader.meta │ ├── UI.shader │ ├── UI.shader.meta │ ├── UITextureAlphaBlend.shader │ ├── UITextureAlphaBlend.shader.meta │ ├── UITextureAlphaBlend_Stack.shader │ └── UITextureAlphaBlend_Stack.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 │ │ │ ├── InlineIcons.png │ │ │ ├── InlineIcons.png.meta │ │ │ ├── MixedIndexTest.asset │ │ │ └── MixedIndexTest.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 │ │ ├── SDFFunctions.hlsl │ │ ├── SDFFunctions.hlsl.meta │ │ ├── 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-HDRP LIT.shadergraph │ │ ├── TMP_SDF-HDRP LIT.shadergraph.meta │ │ ├── TMP_SDF-HDRP UNLIT.shadergraph │ │ ├── TMP_SDF-HDRP UNLIT.shadergraph.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-2-Pass.shader │ │ ├── TMP_SDF-Mobile-2-Pass.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-URP Lit.shadergraph │ │ ├── TMP_SDF-URP Lit.shadergraph.meta │ │ ├── TMP_SDF-URP Unlit.shadergraph │ │ ├── TMP_SDF-URP Unlit.shadergraph.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 ├── Textures.meta ├── Textures │ ├── I_am_Unity-Chan.png │ └── I_am_Unity-Chan.png.meta ├── URP.meta ├── URP │ ├── 1_BlitRenderer.asset │ ├── 1_BlitRenderer.asset.meta │ ├── 2_DrawRenderersRenderer.asset │ ├── 2_DrawRenderersRenderer.asset.meta │ ├── 3_Blit_CustomRenderTargetRenderer.asset │ ├── 3_Blit_CustomRenderTargetRenderer.asset.meta │ ├── 4_Blit_RenderTextureRenderer.asset │ ├── 4_Blit_RenderTextureRenderer.asset.meta │ ├── 5_Blit_SetCameraColorRenderer.asset │ ├── 5_Blit_SetCameraColorRenderer.asset.meta │ ├── 6_Blit_FrameBufferFetchRenderer.asset │ ├── 6_Blit_FrameBufferFetchRenderer.asset.meta │ ├── 7_Blit_UnsafePassRenderer.asset │ ├── 7_Blit_UnsafePassRenderer.asset.meta │ ├── 8_LinearUIRenderer.asset │ ├── 8_LinearUIRenderer.asset.meta │ ├── 9_LinearUIStackRenderer_First.asset │ ├── 9_LinearUIStackRenderer_First.asset.meta │ ├── 9_LinearUIStackRenderer_Last.asset │ ├── 9_LinearUIStackRenderer_Last.asset.meta │ ├── 9_LinearUIStackRenderer_Mid.asset │ ├── 9_LinearUIStackRenderer_Mid.asset.meta │ ├── DefaultRenderer.asset │ ├── DefaultRenderer.asset.meta │ ├── DefaultVolumeProfile.asset │ ├── DefaultVolumeProfile.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 ├── MultiplayerManager.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 └── README.txt /.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 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 55ca0c259b3c04ef692ceef3add49465 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/1_Blit/README.txt: -------------------------------------------------------------------------------- 1 | ==== 1. Blit 2 | 3 | This is an example of a basic blit using Render Graph. 4 | 5 | Blit is done in 2 passes: 6 | 1. Blit the camera color to a temporary render target 7 | 2. Blit the temporary render target back to the camera color 8 | 9 | Blitting between the same source/destination render target is unsupported. 10 | 11 | Renderer 12 | - Assets/URP/1_BlitRenderer 13 | 14 | Scripts 15 | - Assets/Scripts/BlitRendererFeature.cs: Renderer Feature which performs the blit in 2 passes -------------------------------------------------------------------------------- /Assets/Samples/1_Blit/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3d75adf44cf704eb6b7b5f8b2c2a760b 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/2_DrawRenderers.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be1c042c1a5644b4d808a2a366211fed 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/2_DrawRenderers/2_DrawRenderersScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b267e033f2c0d4c6da2fb4253fbc31ad 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/2_DrawRenderers/README.txt: -------------------------------------------------------------------------------- 1 | ==== 1. DrawRenderers 2 | 3 | This is an example of a drawing renderers using Render Graph. 4 | 5 | Drawing is done with a RendererList. 6 | 7 | Renderer 8 | - Assets/URP/2_DrawRenderersRenderer 9 | 10 | Scripts 11 | - Assets/Scripts/DrawRenderersRendererFeature.cs: Renderer Feature which draws a RendererList -------------------------------------------------------------------------------- /Assets/Samples/2_DrawRenderers/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ea510bbca65244bcb729a5014a97523 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/3_Blit_CustomRenderTarget.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1fbfd91e45a2e4765b2f5fe734cb190b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/3_Blit_CustomRenderTarget/3_Blit_CustomRenderTargetScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 80df69323f1884103a6a2962b49c6c66 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/3_Blit_CustomRenderTarget/README.txt: -------------------------------------------------------------------------------- 1 | ==== 3. Blit_CustomRenderTarget 2 | 3 | This is an example of a blit to a custom render target, and not back to the camera color. 4 | 5 | The example blits the camera color to a custom render target called "_Sample3CustomRT". 6 | _Sample3CustomRT is then set as a global texture so that it can be referenced in shaders. 7 | 8 | AllowPassCulling is set to false so that the pass will not be culled. 9 | Ordinarily, this pass would be culled because no future passes reference _Sample3CustomRT, 10 | so AllowPassCulling is set to false to force the pass to be executed. 11 | 12 | Renderer 13 | - Assets/URP/3_Blit_CustomRenderTargetRenderer 14 | 15 | Scripts 16 | - Assets/Scripts/BlitCustomRTRendererFeature.cs: Renderer Feature which blits to a custom render target -------------------------------------------------------------------------------- /Assets/Samples/3_Blit_CustomRenderTarget/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5cb554fb4f3364c9487d15ba252798b2 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/4_Blit_RenderTexture.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7edffc8ab08324358bc97cad98b294e8 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/4_Blit_RenderTexture/4_Blit_RenderTextureScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 63518a9565a2946338e625dd36ccfc2a 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/4_Blit_RenderTexture/README.txt: -------------------------------------------------------------------------------- 1 | ==== 4. Blit_RenderTexture 2 | 3 | This is an example of a blit to an external render texture asset. 4 | 5 | The example uses ImportTexture to create a TextureHandle from the externally set RenderTexture "Sample4RenderTexture". 6 | 7 | Renderer 8 | - Assets/URP/4_Blit_RenderTextureRenderer 9 | 10 | Scripts 11 | - Assets/Scripts/BlitExternalRTRendererFeature.cs: Renderer Feature which blits to an external render texture -------------------------------------------------------------------------------- /Assets/Samples/4_Blit_RenderTexture/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8503b6535b4bc443886a75a125f10c0f 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/4_Blit_RenderTexture/Sample4RenderTexture.renderTexture: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!84 &8400000 4 | RenderTexture: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_Name: Sample4RenderTexture 10 | m_ImageContentsHash: 11 | serializedVersion: 2 12 | Hash: 00000000000000000000000000000000 13 | m_IsAlphaChannelOptional: 0 14 | serializedVersion: 6 15 | m_Width: 512 16 | m_Height: 256 17 | m_AntiAliasing: 1 18 | m_MipCount: -1 19 | m_DepthStencilFormat: 0 20 | m_ColorFormat: 8 21 | m_MipMap: 0 22 | m_GenerateMips: 1 23 | m_SRGB: 0 24 | m_UseDynamicScale: 0 25 | m_UseDynamicScaleExplicit: 0 26 | m_BindMS: 0 27 | m_EnableCompatibleFormat: 1 28 | m_EnableRandomWrite: 0 29 | m_TextureSettings: 30 | serializedVersion: 2 31 | m_FilterMode: 0 32 | m_Aniso: 0 33 | m_MipBias: 0 34 | m_WrapU: 1 35 | m_WrapV: 1 36 | m_WrapW: 1 37 | m_Dimension: 2 38 | m_VolumeDepth: 1 39 | m_ShadowSamplingMode: 2 40 | -------------------------------------------------------------------------------- /Assets/Samples/4_Blit_RenderTexture/Sample4RenderTexture.renderTexture.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a77fd0ac5290c45e38abdfb7483606e3 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 8400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/5_Blit_SetCameraColor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0fcbc95c6fc1044f6b726de99ca0465a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/5_Blit_SetCameraColor/5_Blit_SetCameraColorScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7b18b59cbe0e24613a445014cf40902d 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/5_Blit_SetCameraColor/README.txt: -------------------------------------------------------------------------------- 1 | ==== 5. Blit_SetCameraColor 2 | 3 | This is an example of a blit to a render target, and then set the camera color buffer to that render target. 4 | 5 | Normally, a blit requires 2 passes to blit back to the camera color: 6 | 1. Blit the camera color to an interim render target 7 | 2. Blit the interim render target back to the camera color 8 | 9 | However, it is possible to directly set the interim render target as the new camera color buffer RTHandle. 10 | By doing this, 1 blit operation is saved, improving performance. 11 | 12 | Note that this will only work if there is only 1 camera (i.e. no overlay cameras), and the blit is not already writing to the backbuffer (i.e. at RenderPassEvent.AfterRendering). 13 | If you are using a camera stack, you will need to save the result to an external render target (by using ImportTexture, as seen in Sample 4), and manually pass it to the next camera. 14 | 15 | Renderer 16 | - Assets/URP/5_Blit_SetCameraColorRenderer 17 | 18 | Scripts 19 | - Assets/Scripts/BlitSetColorBufferRendererFeature.cs: Renderer Feature which blits to a render target, and sets the camera color buffer to that render target -------------------------------------------------------------------------------- /Assets/Samples/5_Blit_SetCameraColor/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b5e989f2548c84ae688fbe949878e8e5 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/6_Blit_FrameBufferFetch.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7261fbe3823cd4549bbfdc8a22d5860c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/6_Blit_FrameBufferFetch/6_Blit_FrameBufferFetchScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 409f32b95408f4117ab1c7e2447a0089 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/6_Blit_FrameBufferFetch/README.txt: -------------------------------------------------------------------------------- 1 | ==== 6. Blit_FrameBufferFetch 2 | 3 | This is an example of a blit using frame buffer fetch. 4 | 5 | Frame buffer fetch is an optimization mostly utilized on mobile GPUs, where a pass can directly access the frame buffer output from the previous pass. 6 | 7 | The blit still uses 2 passes: 8 | 1. Blit the camera color to an interim render target 9 | 2. Blit the interim render target back to the camera color 10 | 11 | However, the second blit's shader utilizes frame buffer fetch. 12 | By doing this, the 2 passes are merged, improving performance. 13 | You can see the passes merged in the Render Graph Viewer, and compare it with the standard blit in Sample 1, where the passes are not merged. 14 | 15 | In order to use frame buffer fetch in a shader, use LOAD_FRAMEBUFFER_X_INPUT. 16 | See Assets/Shaders/FrameBufferFetch.shader for reference. 17 | 18 | NOTE: Frame buffer fetch is only supported when native render pass is enabled. 19 | Native render pass is not supported on DX12 and OpenGL/GLES. 20 | 21 | For these graphics APIs, you will need to write a fallback which does not use frame buffer fetch. 22 | The _RENDER_PASS_ENABLED keyword can be used to check if native render pass is enabled. 23 | 24 | However, as of Unity 6000.0.4f1, _RENDER_PASS_ENABLED in only set in the deferred rendering path. 25 | If you are using the forward rendering path, you will need to provide a separate shader as a fallback. 26 | 27 | Renderer 28 | - Assets/URP/6_Blit_FrameBufferFetchRenderer 29 | 30 | Shader 31 | - Assets/Shaders/FrameBufferFetch.shader 32 | 33 | Scripts 34 | - Assets/Scripts/BlitFrameBufferFetchRendererFeature.cs: Renderer Feature which blits using frame buffer fetch -------------------------------------------------------------------------------- /Assets/Samples/6_Blit_FrameBufferFetch/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 86ffc862cfbac4041bba90508b3d8734 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/7_Blit_UnsafePass.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fb5010de97ba941699c936cd0e98fa94 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/7_Blit_UnsafePass/7_Blit_UnsafePassScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e1e0ec9529337455d93f5454c54795d1 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/7_Blit_UnsafePass/README.txt: -------------------------------------------------------------------------------- 1 | ==== 7. Blit_UnsafePass 2 | 3 | This is an example of a blit using an UnsafePass, instead of a RasterPass. 4 | 5 | A RasterPass can only write to a single render target. 6 | This can make it cumbersome to write a Renderer Feature which requires many writes, as you will need to provide a separate RasterPass for each. 7 | 8 | There are no restrictions in an UnsafePass, allowing you to perform all of your operations in a single pass. 9 | 10 | As a downside, UnsafePasses are never merged, which may have an impact on performance. 11 | 12 | UnsafePasses are useful for initially porting your existing Renderer Features to Render Graph, and for Renderer Features where pass merging isn't possible. 13 | 14 | Renderer 15 | - Assets/URP/7_Blit_UnsafePassRenderer 16 | 17 | Scripts 18 | - Assets/Scripts/BlitUnsafeRendererFeature.cs: Renderer Feature which blits to a render target, and sets the camera color buffer to that render target -------------------------------------------------------------------------------- /Assets/Samples/7_Blit_UnsafePass/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 794625ac7a3344c7784c25a0cf7d9091 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/8_LinearUI.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7105f8402bd864d25a2a5d7230d4982f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/8_LinearUI/GammaUIScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cc0fdcc965f074c98b73722da9b558d2 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/8_LinearUI/LinearUIScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 01da4f25511d9454b9aecc381aa4516e 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/8_LinearUI/README.txt: -------------------------------------------------------------------------------- 1 | ==== 8. LinearUI 2 | 3 | This is a practical example of a real-world use case which occurs when rendering sRGB UI in Linear color space. 4 | 5 | Since the alpha blending result is different between Gamma and Linear color space, the final UI coloring will appear off (i.e not what the UI artist intended) when viewed in Linear color space. 6 | 7 | We address this by implementing Renderer Features to perform the alpha blending manually. The steps are as follows: 8 | 1. Render the UI into a custom render target named _UITexture. If the UI texture is sRGB, we perform a color conversion. 9 | 2. Manually blend _UITexture on top of the camera RenderTarget, via a blit. 10 | 11 | Renderer 12 | - Assets/URP/8_LinearUIRenderer 13 | 14 | Shaders 15 | - Assets/Shaders/UI.shader: Custom UI shader which performs color conversion when in Linear color space (only used on Image components using a sRGB texture) 16 | - Assets/Shaders/UITextureAlphaBlend: Alpha blend _UITexture on top of the camera color 17 | 18 | Scripts 19 | - Assets/Scripts/DrawRenderersCustomRTRendererFeature.cs: Renderer Feature which draws renderers into a custom render target 20 | - Assets/Scripts/BlitRendererFeature.cs: Renderer Feature which performs a standard blit in 2 RasterPasses -------------------------------------------------------------------------------- /Assets/Samples/8_LinearUI/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d687c0d157df14b91a0d14c12706be8f 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/9_LinearUI_Stack.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 89cadfcaa3c974bccb9ac5e8bf183a42 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/9_LinearUI_Stack/LinearUIStackScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47e03ad33e18a4081934caf37d800ccf 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/9_LinearUI_Stack/README.txt: -------------------------------------------------------------------------------- 1 | ==== 9. LinearUI_Stack 2 | 3 | This is a practical example of a real-world use case which occurs when rendering sRGB UI in Linear color space. 4 | 5 | Since the alpha blending result is different between Gamma and Linear color space, the final UI coloring will appear off (i.e not what the UI artist intended) when viewed in Linear color space. 6 | 7 | We address this by implementing Renderer Features to perform the alpha blending manually. The steps are as follows: 8 | 1. Render the UI into a custom render target named "_UIStackTexture". If a UI sprite's texture is sRGB, we also perform a color conversion. 9 | 2. Manually blend _UIStackTexture on top of the camera RenderTarget, via a blit. 10 | 11 | In this scenario, there is a camera stack with multiple overlay cameras. Each overlay camera renders a separate canvas. 12 | 13 | We want to render all of the overlay cameras' UI into a single render target (_UIStackTexture), so we need to maintain a RTHandle externally, and pass it to each camera. 14 | 15 | Additionally, we only want to clear the color on _UIStackTexture on the first overlay camera, but not on the following cameras. 16 | This is because we need to draw each camera's UI layer on top of the previous cameras' results. 17 | 18 | Renderer 19 | - Assets/URP/9_LinearUIStackRenderer_First: Renderer for first overlay camera in the stack. Clears the color on _UIStackTexture 20 | - Assets/URP/9_LinearUIStackRenderer_Mid: Renderer for middle overlay cameras. Does not clear color on _UIStackTexture, so that the UI can be drawn on top of prior overlay cameras' results 21 | - Assets/URP/9_LinearUIStackRenderer_Last: Renderer for last overlay camera. Performs the final alpha blend with the camera color 22 | 23 | Shaders 24 | - Assets/Shaders/UI.shader: Custom UI shader which performs color conversion when in Linear color space (only used on Image components using a sRGB texture) 25 | - Assets/Shaders/UITextureAlphaBlend: Alpha blend _UIStackTexture on top of the camera color 26 | 27 | Scripts 28 | - Assets/Samples/9_LinearUI_Stack/Scripts/DrawStackUIRendererFeature.cs: Renderer Feature which draws UI into an external render target 29 | - Assets/Samples/9_LinearUI_Stack/Scripts/AlphaBlendStackUIRendererFeature.cs: Renderer Feature which performs the final alpha blend with the camera color 30 | - Assets/Samples/9_LinearUI_Stack/Scripts/StackUIRTHandle.cs: MonoBehaviour which holds the RenderTexture and RTHandle for _UIStackTexture, and passes it to each Renderer Feature -------------------------------------------------------------------------------- /Assets/Samples/9_LinearUI_Stack/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f5b11508a51f943cb96127b6d6a5e7fc 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/9_LinearUI_Stack/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 56e91ea0e19104062817c9f4261dded1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/9_LinearUI_Stack/Scripts/AlphaBlendStackUIRendererFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ef036e4eab2c403797cc2b4ffd76057 3 | -------------------------------------------------------------------------------- /Assets/Samples/9_LinearUI_Stack/Scripts/DrawStackUIRendererFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3a137a66ce095405fbd34640790dd47a 3 | -------------------------------------------------------------------------------- /Assets/Samples/9_LinearUI_Stack/Scripts/StackUIRTHandle.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 75b0a897c55aa4154ba0caa5f7ad3707 -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f4c0b254b9f394b9e8d063ae7bfa00cc 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/BlitCustomRTRendererFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e3ca4a9c12b18499cbaeddfba7835546 -------------------------------------------------------------------------------- /Assets/Scripts/BlitExternalRTRendererFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 804f1307215a74818ae3bf08b9179da7 -------------------------------------------------------------------------------- /Assets/Scripts/BlitFrameBufferFetchRendererFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce98749f636a5432c86ad4e94e4844bf -------------------------------------------------------------------------------- /Assets/Scripts/BlitRendererFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 91dd4ca3c640e4e59b067eeaf0b5ea8e -------------------------------------------------------------------------------- /Assets/Scripts/BlitSetColorBufferRendererFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 707a303571ea9410eb1fdcc7e8556a70 -------------------------------------------------------------------------------- /Assets/Scripts/BlitUnsafeRendererFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6bf306d6ae8264431b7367128132565b -------------------------------------------------------------------------------- /Assets/Scripts/DrawRenderersCustomRTRendererFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3dc17b5139ebd45afa98f58ed09a9551 -------------------------------------------------------------------------------- /Assets/Scripts/DrawRenderersRendererFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0143e103e46b543978436653ab1f639a -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9fd46deaa227c43959616fa739ed098f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/FrameBufferFetch.shader: -------------------------------------------------------------------------------- 1 | Shader "UTJSample/FrameBufferFetch" 2 | { 3 | // NOTE: Frame buffer fetch is only supported if native render pass is enabled 4 | // DX12 and OpenGL/GLES do not support native render pass, so this shader 5 | // will not work on these graphics APIs 6 | 7 | SubShader 8 | { 9 | Tags { "RenderPipeline" = "UniversalPipeline" } 10 | ZWrite Off 11 | Cull Off 12 | Pass 13 | { 14 | HLSLPROGRAM 15 | 16 | #pragma vertex Vert 17 | #pragma fragment Frag 18 | 19 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 20 | #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" 21 | 22 | // Declare frame buffer input (half precision) 23 | FRAMEBUFFER_INPUT_X_HALF(0); 24 | 25 | half4 Frag(Varyings input) : SV_Target 26 | { 27 | // Load frame buffer input from previous pass 28 | half4 color = LOAD_FRAMEBUFFER_X_INPUT(0, input.positionCS.xy); 29 | 30 | return color; 31 | } 32 | 33 | ENDHLSL 34 | } 35 | } 36 | } -------------------------------------------------------------------------------- /Assets/Shaders/FrameBufferFetch.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: efd9b93ed5068478696ba6259a1cf6f8 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Grayscale.shader: -------------------------------------------------------------------------------- 1 | Shader "UTJSample/Grayscale" 2 | { 3 | Properties 4 | { 5 | _Grayscale("Grayscale", Range(0, 1)) = 1 6 | _TintColor("Tint Color", Color) = (1, 1, 1, 1) 7 | } 8 | 9 | SubShader 10 | { 11 | Tags { "RenderPipeline" = "UniversalPipeline" } 12 | ZWrite Off 13 | Cull Off 14 | Pass 15 | { 16 | HLSLPROGRAM 17 | 18 | #pragma vertex Vert 19 | #pragma fragment Frag 20 | 21 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 22 | #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" 23 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" 24 | 25 | CBUFFER_START(UnityPerMaterial) 26 | half _Grayscale; 27 | half3 _TintColor; 28 | CBUFFER_END 29 | 30 | half4 Frag(Varyings input) : SV_Target 31 | { 32 | half4 color; 33 | 34 | float2 uv = input.texcoord; 35 | 36 | half4 blitTex = SAMPLE_TEXTURE2D(_BlitTexture, sampler_PointClamp, uv); 37 | 38 | color.rgb = lerp(blitTex.rgb, Luminance(blitTex.rgb) * _TintColor, _Grayscale); 39 | color.a = blitTex.a; 40 | 41 | return color; 42 | } 43 | 44 | ENDHLSL 45 | } 46 | } 47 | } -------------------------------------------------------------------------------- /Assets/Shaders/Grayscale.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0ff62b398c4b24bbda64e804969ed548 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/UI.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 88e15ce6808864511a768af74f101ff5 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/UITextureAlphaBlend.shader: -------------------------------------------------------------------------------- 1 | Shader "UTJSample/UITextureAlphaBlend" 2 | { 3 | SubShader 4 | { 5 | Tags { "RenderPipeline" = "UniversalPipeline" } 6 | ZWrite Off 7 | Cull Off 8 | Pass 9 | { 10 | HLSLPROGRAM 11 | 12 | #pragma vertex Vert // Vertex function from Blit.hlsl 13 | #pragma fragment frag 14 | 15 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 16 | #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" 17 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" 18 | 19 | // UI texture rendered into from DrawRenderersCustomRTRendererFeature 20 | TEXTURE2D(_UITexture); 21 | 22 | half4 frag (Varyings input) : SV_Target 23 | { 24 | // Sample built-in _BlitTexture for Blitter API (camera texture) 25 | half4 cameraTex = SAMPLE_TEXTURE2D(_BlitTexture, sampler_PointClamp, input.texcoord); 26 | 27 | // Convert camera texture to sRGB before blend 28 | cameraTex.rgb = FastLinearToSRGB(cameraTex.rgb); 29 | 30 | // Sample UI texture 31 | half4 uiTex = SAMPLE_TEXTURE2D(_UITexture, sampler_PointClamp, input.texcoord); 32 | 33 | half4 color; 34 | 35 | // Alpha blend UI on top of camera 36 | color.rgb = cameraTex.rgb * (1 - uiTex.a) + uiTex.rgb; 37 | 38 | // Convert result to Linear 39 | color.rgb = FastSRGBToLinear(color.rgb); 40 | color.a = 1; 41 | 42 | return color; 43 | } 44 | ENDHLSL 45 | } 46 | } 47 | } -------------------------------------------------------------------------------- /Assets/Shaders/UITextureAlphaBlend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 639e094343d694c388448d82fddb0fa8 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/UITextureAlphaBlend_Stack.shader: -------------------------------------------------------------------------------- 1 | Shader "UTJSample/UITextureAlphaBlend_Stack" 2 | { 3 | SubShader 4 | { 5 | Tags { "RenderPipeline" = "UniversalPipeline" } 6 | ZWrite Off 7 | Cull Off 8 | Pass 9 | { 10 | HLSLPROGRAM 11 | 12 | #pragma vertex Vert // Vertex function from Blit.hlsl 13 | #pragma fragment frag 14 | 15 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 16 | #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" 17 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" 18 | 19 | // UI texture rendered into from DrawStackUIRendererFeature 20 | TEXTURE2D(_UIStackTexture); 21 | 22 | half4 frag (Varyings input) : SV_Target 23 | { 24 | // Sample built-in _BlitTexture for Blitter API (camera texture) 25 | half4 cameraTex = SAMPLE_TEXTURE2D(_BlitTexture, sampler_PointClamp, input.texcoord); 26 | 27 | // Convert camera texture to sRGB before blend 28 | cameraTex.rgb = FastLinearToSRGB(cameraTex.rgb); 29 | 30 | // Sample UI texture 31 | half4 uiTex = SAMPLE_TEXTURE2D(_UIStackTexture, sampler_PointClamp, input.texcoord); 32 | 33 | half4 color; 34 | 35 | // Alpha blend UI on top of camera 36 | color.rgb = cameraTex.rgb * (1 - uiTex.a) + uiTex.rgb; 37 | 38 | // Convert result to Linear 39 | color.rgb = FastSRGBToLinear(color.rgb); 40 | color.a = 1; 41 | 42 | return color; 43 | } 44 | ENDHLSL 45 | } 46 | } 47 | } -------------------------------------------------------------------------------- /Assets/Shaders/UITextureAlphaBlend_Stack.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9172268274cc5427ba82a28d4f97cde8 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f54d1bd14bd3ca042bd867b519fee8cc 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6ab70aee4d56447429c680537fbf93ed 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt: -------------------------------------------------------------------------------- 1 | Digitized data copyright (c) 2010 Google Corporation 2 | with Reserved Font Arimo, Tinos and Cousine. 3 | Copyright (c) 2012 Red Hat, Inc. 4 | with Reserved Font Name Liberation. 5 | 6 | This Font Software is licensed under the SIL Open Font License, Version 1.1. 7 | This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL 8 | 9 | ----------------------------------------------------------- 10 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 11 | ----------------------------------------------------------- 12 | 13 | PREAMBLE 14 | The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others. 15 | 16 | The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. 17 | 18 | DEFINITIONS 19 | "Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. 20 | 21 | "Reserved Font Name" refers to any names specified as such after the copyright statement(s). 22 | 23 | "Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). 24 | 25 | "Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. 26 | 27 | "Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. 28 | 29 | PERMISSION & CONDITIONS 30 | Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions: 31 | 32 | 1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. 33 | 34 | 2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user. 35 | 36 | 3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. 37 | 38 | 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. 39 | 40 | 5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software. 41 | 42 | TERMINATION 43 | This license becomes null and void if any of the above conditions are not met. 44 | 45 | DISCLAIMER 46 | THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e59c59b81ab47f9b6ec5781fa725d2c 3 | timeCreated: 1484171296 4 | licenseType: Pro 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans.ttf: -------------------------------------------------------------------------------- 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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 | _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 | #include "UnityUI.cginc" 59 | 60 | struct appdata_t 61 | { 62 | float4 vertex : POSITION; 63 | fixed4 color : COLOR; 64 | float4 texcoord0 : TEXCOORD0; 65 | float2 texcoord1 : TEXCOORD1; 66 | }; 67 | 68 | struct v2f 69 | { 70 | float4 vertex : SV_POSITION; 71 | fixed4 color : COLOR; 72 | float2 texcoord0 : TEXCOORD0; 73 | float2 texcoord1 : TEXCOORD1; 74 | float4 mask : TEXCOORD2; 75 | }; 76 | 77 | uniform sampler2D _MainTex; 78 | uniform sampler2D _FaceTex; 79 | uniform float4 _FaceTex_ST; 80 | uniform fixed4 _FaceColor; 81 | 82 | uniform float _VertexOffsetX; 83 | uniform float _VertexOffsetY; 84 | uniform float4 _ClipRect; 85 | uniform float _MaskSoftnessX; 86 | uniform float _MaskSoftnessY; 87 | uniform float _UIMaskSoftnessX; 88 | uniform float _UIMaskSoftnessY; 89 | uniform int _UIVertexColorAlwaysGammaSpace; 90 | 91 | v2f vert (appdata_t v) 92 | { 93 | float4 vert = v.vertex; 94 | vert.x += _VertexOffsetX; 95 | vert.y += _VertexOffsetY; 96 | 97 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 98 | 99 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 100 | 101 | if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) 102 | { 103 | v.color.rgb = UIGammaToLinear(v.color.rgb); 104 | } 105 | fixed4 faceColor = v.color; 106 | faceColor *= _FaceColor; 107 | 108 | v2f OUT; 109 | OUT.vertex = vPosition; 110 | OUT.color = faceColor; 111 | OUT.texcoord0 = v.texcoord0; 112 | OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex); 113 | float2 pixelSize = vPosition.w; 114 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 115 | 116 | // Clamp _ClipRect to 16bit. 117 | const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 118 | const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); 119 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); 120 | 121 | return OUT; 122 | } 123 | 124 | fixed4 frag (v2f IN) : SV_Target 125 | { 126 | fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; 127 | 128 | // Alternative implementation to UnityGet2DClipping with support for softness. 129 | #if UNITY_UI_CLIP_RECT 130 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 131 | color *= m.x * m.y; 132 | #endif 133 | 134 | #if UNITY_UI_ALPHACLIP 135 | clip(color.a - 0.001); 136 | #endif 137 | 138 | return color; 139 | } 140 | ENDCG 141 | } 142 | } 143 | 144 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 145 | } 146 | -------------------------------------------------------------------------------- /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 | _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 | #include "UnityUI.cginc" 58 | 59 | struct appdata_t 60 | { 61 | float4 vertex : POSITION; 62 | fixed4 color : COLOR; 63 | float4 texcoord0 : TEXCOORD0; 64 | float2 texcoord1 : TEXCOORD1; 65 | }; 66 | 67 | struct v2f 68 | { 69 | float4 vertex : SV_POSITION; 70 | fixed4 color : COLOR; 71 | float2 texcoord0 : TEXCOORD0; 72 | float2 texcoord1 : TEXCOORD1; 73 | float4 mask : TEXCOORD2; 74 | }; 75 | 76 | uniform sampler2D _MainTex; 77 | uniform sampler2D _FaceTex; 78 | uniform float4 _FaceTex_ST; 79 | uniform fixed4 _FaceColor; 80 | 81 | uniform float _VertexOffsetX; 82 | uniform float _VertexOffsetY; 83 | uniform float4 _ClipRect; 84 | uniform float _MaskSoftnessX; 85 | uniform float _MaskSoftnessY; 86 | uniform float _UIMaskSoftnessX; 87 | uniform float _UIMaskSoftnessY; 88 | uniform int _UIVertexColorAlwaysGammaSpace; 89 | 90 | v2f vert (appdata_t v) 91 | { 92 | float4 vert = v.vertex; 93 | vert.x += _VertexOffsetX; 94 | vert.y += _VertexOffsetY; 95 | 96 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 97 | 98 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 99 | 100 | if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) 101 | { 102 | v.color.rgb = UIGammaToLinear(v.color.rgb); 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(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 | const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 117 | const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); 118 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); 119 | 120 | return OUT; 121 | } 122 | 123 | fixed4 frag (v2f IN) : SV_Target 124 | { 125 | fixed4 color = tex2D(_MainTex, IN.texcoord0); 126 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); 127 | 128 | // Alternative implementation to UnityGet2DClipping with support for softness. 129 | #if UNITY_UI_CLIP_RECT 130 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 131 | color *= m.x * m.y; 132 | #endif 133 | 134 | #if UNITY_UI_ALPHACLIP 135 | clip(color.a - 0.001); 136 | #endif 137 | 138 | return color; 139 | } 140 | ENDCG 141 | } 142 | } 143 | 144 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 145 | } 146 | -------------------------------------------------------------------------------- /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-HDRP LIT.shadergraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ca2ed216f98028c4dae6c5224a952b3c 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} 11 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f63d574838ccfb44f84acc05fed0af48 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} 11 | -------------------------------------------------------------------------------- /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 | _FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | _OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | _UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _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-2-Pass.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0178fcb869bafef4690d177d31d17db8 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 | _FaceColor ("Fill Color", Color) = (1,1,1,1) 11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 12 | 13 | _OutlineColor ("Outline Color", Color) = (0,0,0,1) 14 | _OutlineTex ("Outline Texture", 2D) = "white" {} 15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 17 | 18 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5) 19 | _GlowOffset ("Offset", Range(-1,1)) = 0 20 | _GlowInner ("Inner", Range(0,1)) = 0.05 21 | _GlowOuter ("Outer", Range(0,1)) = 0.05 22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 23 | 24 | _WeightNormal ("Weight Normal", float) = 0 25 | _WeightBold ("Weight Bold", float) = 0.5 26 | 27 | // Should not be directly exposed to the user 28 | _ShaderFlags ("Flags", float) = 0 29 | _ScaleRatioA ("Scale RatioA", float) = 1 30 | _ScaleRatioB ("Scale RatioB", float) = 1 31 | _ScaleRatioC ("Scale RatioC", float) = 1 32 | 33 | _MainTex ("Font Atlas", 2D) = "white" {} 34 | _TextureWidth ("Texture Width", float) = 512 35 | _TextureHeight ("Texture Height", float) = 512 36 | _GradientScale ("Gradient Scale", float) = 5.0 37 | _ScaleX ("Scale X", float) = 1.0 38 | _ScaleY ("Scale Y", float) = 1.0 39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 40 | _Sharpness ("Sharpness", Range(-1,1)) = 0 41 | 42 | _VertexOffsetX ("Vertex OffsetX", float) = 0 43 | _VertexOffsetY ("Vertex OffsetY", float) = 0 44 | 45 | _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 | { 104 | V2F_SHADOW_CASTER; 105 | float2 uv : TEXCOORD1; 106 | float2 uv2 : TEXCOORD3; 107 | float alphaClip : TEXCOORD2; 108 | }; 109 | 110 | uniform float4 _MainTex_ST; 111 | uniform float4 _OutlineTex_ST; 112 | float _OutlineWidth; 113 | float _FaceDilate; 114 | float _ScaleRatioA; 115 | 116 | v2f vert( appdata_base v ) 117 | { 118 | v2f o; 119 | TRANSFER_SHADOW_CASTER(o) 120 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 121 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 122 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 123 | return o; 124 | } 125 | 126 | uniform sampler2D _MainTex; 127 | 128 | float4 frag(v2f i) : COLOR 129 | { 130 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 131 | clip(texcol.a - i.alphaClip); 132 | SHADOW_CASTER_FRAGMENT(i) 133 | } 134 | ENDCG 135 | } 136 | } 137 | 138 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 139 | } 140 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta: 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-------------------------------------------------------------------------------- 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 | _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 | float4 mask : TEXCOORD2; 77 | UNITY_VERTEX_OUTPUT_STEREO 78 | }; 79 | 80 | sampler2D _MainTex; 81 | fixed4 _Color; 82 | fixed4 _TextureSampleAdd; 83 | float4 _ClipRect; 84 | float4 _MainTex_ST; 85 | float _UIMaskSoftnessX; 86 | float _UIMaskSoftnessY; 87 | int _UIVertexColorAlwaysGammaSpace; 88 | 89 | v2f vert(appdata_t v) 90 | { 91 | v2f OUT; 92 | UNITY_SETUP_INSTANCE_ID(v); 93 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 94 | float4 vPosition = UnityObjectToClipPos(v.vertex); 95 | OUT.worldPosition = v.vertex; 96 | OUT.vertex = vPosition; 97 | 98 | float2 pixelSize = vPosition.w; 99 | pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 100 | 101 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 102 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 103 | OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); 104 | 105 | if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) 106 | { 107 | v.color.rgb = UIGammaToLinear(v.color.rgb); 108 | } 109 | OUT.color = v.color * _Color; 110 | return OUT; 111 | } 112 | 113 | fixed4 frag(v2f IN) : SV_Target 114 | { 115 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 116 | 117 | #if UNITY_UI_CLIP_RECT 118 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 119 | color *= m.x * m.y; 120 | #endif 121 | 122 | #ifdef UNITY_UI_ALPHACLIP 123 | clip (color.a - 0.001); 124 | #endif 125 | 126 | return color; 127 | } 128 | ENDCG 129 | } 130 | } 131 | } 132 | -------------------------------------------------------------------------------- /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: Version 2.0 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 _MaskSoftnessX; 70 | uniform float _MaskSoftnessY; 71 | 72 | // Font Atlas properties 73 | uniform sampler2D _MainTex; 74 | uniform float _TextureWidth; 75 | uniform float _TextureHeight; 76 | uniform float _GradientScale; 77 | uniform float _ScaleX; 78 | uniform float _ScaleY; 79 | uniform float _PerspectiveFilter; 80 | uniform float _Sharpness; 81 | -------------------------------------------------------------------------------- /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.texcoord.w, 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.texcoord.w) * _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 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); 30 | } 31 | 32 | void PixShader(Input input, inout SurfaceOutput o) 33 | { 34 | 35 | #if USE_DERIVATIVE 36 | float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); 37 | pixelSize *= _TextureWidth * .75; 38 | float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); 39 | #else 40 | float scale = input.param.y; 41 | #endif 42 | 43 | // Signed distance 44 | float c = tex2D(_MainTex, input.uv_MainTex).a; 45 | float sd = (.5 - c - input.param.x) * scale + .5; 46 | float outline = _OutlineWidth*_ScaleRatioA * scale; 47 | float softness = _OutlineSoftness*_ScaleRatioA * scale; 48 | 49 | // Color & Alpha 50 | float4 faceColor = _FaceColor; 51 | float4 outlineColor = _OutlineColor; 52 | faceColor *= input.color; 53 | outlineColor.a *= input.color.a; 54 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); 55 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); 56 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 57 | faceColor.rgb /= max(faceColor.a, 0.0001); 58 | 59 | #if BEVEL_ON 60 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); 61 | 62 | float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, 63 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a, 64 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a, 65 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; 66 | 67 | // Face Normal 68 | float3 n = GetSurfaceNormal(smp4x, input.param.x); 69 | 70 | // Bumpmap 71 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; 72 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 73 | bump = lerp(float3(0, 0, 1), bump, faceColor.a); 74 | n = normalize(n - bump); 75 | 76 | // Cubemap reflection 77 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); 78 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 79 | #else 80 | float3 n = float3(0, 0, -1); 81 | float3 emission = float3(0, 0, 0); 82 | #endif 83 | 84 | #if GLOW_ON 85 | float4 glowColor = GetGlowColor(sd, scale); 86 | glowColor.a *= input.color.a; 87 | emission += glowColor.rgb*glowColor.a; 88 | faceColor = BlendARGB(glowColor, faceColor); 89 | faceColor.rgb /= max(faceColor.a, 0.0001); 90 | #endif 91 | 92 | // Set Standard output structure 93 | o.Albedo = faceColor.rgb; 94 | o.Normal = -n; 95 | o.Emission = emission; 96 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); 97 | o.Gloss = 1; 98 | o.Alpha = faceColor.a; 99 | } 100 | -------------------------------------------------------------------------------- /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: d0603b6d5186471b96c778c3949c7ce2 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt: -------------------------------------------------------------------------------- 1 | This sample of 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-------------------------------------------------------------------------------- 1 | ==== Unity 6 Preview Renderer Feature examples utilizing Render Graph 2 | 3 | This is a collection of example Renderer Features for Unity 6 Preview/URP 17. 4 | 5 | URP 17 integrates the Render Graph API, which significantly changes the way custom render passes are written. 6 | 7 | This collection contains examples of commonly used features, such as fullscreen blit and drawing renderers. 8 | 9 | The examples are in the Assets/Samples directory. Each sample has an accompanying README.txt. 10 | 11 | NOTE: There are also official URP Render Graph examples available in the Package Manager. You can import them from the Universal RP package in the "Samples" tab. --------------------------------------------------------------------------------