├── .gitignore
├── LICENSE
├── Preview.gif
├── README.md
└── src
├── .idea
└── .idea.src
│ ├── .idea
│ ├── .gitignore
│ ├── encodings.xml
│ ├── indexLayout.xml
│ ├── misc.xml
│ └── vcs.xml
│ └── riderModule.iml
├── Assets
├── Demigiant.meta
├── Demigiant
│ ├── DOTween.meta
│ └── DOTween
│ │ ├── DOTween.XML
│ │ ├── DOTween.XML.meta
│ │ ├── DOTween.dll
│ │ ├── DOTween.dll.mdb
│ │ ├── DOTween.dll.mdb.meta
│ │ ├── DOTween.dll.meta
│ │ ├── DOTween43.dll
│ │ ├── DOTween43.dll.mdb
│ │ ├── DOTween43.dll.mdb.meta
│ │ ├── DOTween43.dll.meta
│ │ ├── DOTween43.xml
│ │ ├── DOTween43.xml.meta
│ │ ├── DOTween46.dll
│ │ ├── DOTween46.dll.mdb
│ │ ├── DOTween46.dll.mdb.meta
│ │ ├── DOTween46.dll.meta
│ │ ├── DOTween46.xml
│ │ ├── DOTween46.xml.meta
│ │ ├── DOTween50.dll
│ │ ├── DOTween50.dll.mdb
│ │ ├── DOTween50.dll.mdb.meta
│ │ ├── DOTween50.dll.meta
│ │ ├── DOTween50.xml
│ │ ├── DOTween50.xml.meta
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ ├── DOTweenEditor.XML
│ │ ├── DOTweenEditor.XML.meta
│ │ ├── DOTweenEditor.dll
│ │ ├── DOTweenEditor.dll.mdb
│ │ ├── DOTweenEditor.dll.mdb.meta
│ │ ├── DOTweenEditor.dll.meta
│ │ ├── Imgs.meta
│ │ └── Imgs
│ │ │ ├── DOTweenIcon.png
│ │ │ ├── DOTweenIcon.png.meta
│ │ │ ├── Footer.png
│ │ │ ├── Footer.png.meta
│ │ │ ├── Footer_dark.png
│ │ │ ├── Footer_dark.png.meta
│ │ │ ├── Header.jpg
│ │ │ └── Header.jpg.meta
│ │ ├── readme.txt
│ │ └── readme.txt.meta
├── Example.meta
├── Example
│ ├── Example.cs
│ ├── Example.cs.meta
│ ├── Example.txt
│ ├── Example.txt.meta
│ ├── ExampleScene.unity
│ └── ExampleScene.unity.meta
├── Resources.meta
├── Resources
│ ├── DOTweenSettings.asset
│ └── DOTweenSettings.asset.meta
├── SimpleSRT.meta
├── SimpleSRT
│ ├── SRTParser.cs
│ ├── SRTParser.cs.meta
│ ├── SubtitleDisplayer.cs
│ └── SubtitleDisplayer.cs.meta
├── TextMesh Pro.meta
└── TextMesh Pro
│ ├── Documentation.meta
│ ├── Documentation
│ ├── TextMesh Pro User Guide 2016.pdf
│ └── TextMesh Pro User Guide 2016.pdf.meta
│ ├── Fonts.meta
│ ├── Fonts
│ ├── LiberationSans - OFL.txt
│ ├── LiberationSans - OFL.txt.meta
│ ├── LiberationSans.ttf
│ └── LiberationSans.ttf.meta
│ ├── Resources.meta
│ ├── Resources
│ ├── Fonts & Materials.meta
│ ├── Fonts & Materials
│ │ ├── LiberationSans SDF - Drop Shadow.mat
│ │ ├── LiberationSans SDF - Drop Shadow.mat.meta
│ │ ├── LiberationSans SDF - Fallback.asset
│ │ ├── LiberationSans SDF - Fallback.asset.meta
│ │ ├── LiberationSans SDF - Outline.mat
│ │ ├── LiberationSans SDF - Outline.mat.meta
│ │ ├── LiberationSans SDF.asset
│ │ └── LiberationSans SDF.asset.meta
│ ├── LineBreaking Following Characters.txt
│ ├── LineBreaking Following Characters.txt.meta
│ ├── LineBreaking Leading Characters.txt
│ ├── LineBreaking Leading Characters.txt.meta
│ ├── Sprite Assets.meta
│ ├── Sprite Assets
│ │ ├── EmojiOne.asset
│ │ └── EmojiOne.asset.meta
│ ├── Style Sheets.meta
│ ├── Style Sheets
│ │ ├── Default Style Sheet.asset
│ │ └── Default Style Sheet.asset.meta
│ ├── TMP Settings.asset
│ └── TMP Settings.asset.meta
│ ├── Shaders.meta
│ ├── Shaders
│ ├── TMP_Bitmap-Custom-Atlas.shader
│ ├── TMP_Bitmap-Custom-Atlas.shader.meta
│ ├── TMP_Bitmap-Mobile.shader
│ ├── TMP_Bitmap-Mobile.shader.meta
│ ├── TMP_Bitmap.shader
│ ├── TMP_Bitmap.shader.meta
│ ├── TMP_SDF Overlay.shader
│ ├── TMP_SDF Overlay.shader.meta
│ ├── TMP_SDF SSD.shader
│ ├── TMP_SDF SSD.shader.meta
│ ├── TMP_SDF-Mobile Masking.shader
│ ├── TMP_SDF-Mobile Masking.shader.meta
│ ├── TMP_SDF-Mobile Overlay.shader
│ ├── TMP_SDF-Mobile Overlay.shader.meta
│ ├── TMP_SDF-Mobile SSD.shader
│ ├── TMP_SDF-Mobile SSD.shader.meta
│ ├── TMP_SDF-Mobile.shader
│ ├── TMP_SDF-Mobile.shader.meta
│ ├── TMP_SDF-Surface-Mobile.shader
│ ├── TMP_SDF-Surface-Mobile.shader.meta
│ ├── TMP_SDF-Surface.shader
│ ├── TMP_SDF-Surface.shader.meta
│ ├── TMP_SDF.shader
│ ├── TMP_SDF.shader.meta
│ ├── TMP_Sprite.shader
│ ├── TMP_Sprite.shader.meta
│ ├── TMPro.cginc
│ ├── TMPro.cginc.meta
│ ├── TMPro_Mobile.cginc
│ ├── TMPro_Mobile.cginc.meta
│ ├── TMPro_Properties.cginc
│ ├── TMPro_Properties.cginc.meta
│ ├── TMPro_Surface.cginc
│ └── TMPro_Surface.cginc.meta
│ ├── Sprites.meta
│ └── Sprites
│ ├── EmojiOne Attribution.txt
│ ├── EmojiOne Attribution.txt.meta
│ ├── EmojiOne.json
│ ├── EmojiOne.json.meta
│ ├── EmojiOne.png
│ └── EmojiOne.png.meta
├── Logs
└── Packages-Update.log
├── Packages
├── manifest.json
└── packages-lock.json
└── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
└── XRSettings.asset
/.gitignore:
--------------------------------------------------------------------------------
1 | /src/[Ll]ibrary/
2 | /src/[Tt]emp/
3 | /src/[Oo]bj/
4 | /src/[Bb]uild/
5 | /src/[Bb]uilds/
6 | /src/Assets/AssetStoreTools*
7 |
8 | # Autogenerated VS/MD solution and project files
9 | ExportedObj/
10 | *.csproj
11 | *.unityproj
12 | *.sln
13 | *.suo
14 | *.tmp
15 | *.user
16 | *.userprefs
17 | *.pidb
18 | *.booproj
19 | *.svd
20 |
21 |
22 | # Unity3D generated meta files
23 | *.pidb.meta
24 |
25 | # Unity3D Generated File On Crash Reports
26 | sysinfo.txt
27 |
28 | # Builds
29 | *.apk
30 | *.unitypackage
31 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2017
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/Preview.gif:
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https://raw.githubusercontent.com/roguecode/Unity-Simple-SRT/c36cb15eb3bf0ecc3c2f66716543ccf16414f552/Preview.gif
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/README.md:
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1 | # Unity-Simple-SRT
2 | A super simple SRT subtitle parser
3 |
4 | It'll parse most sane SRT's, and will display them in a `Text` element, crossfading between lines depending on a `Fade Time` you set.
5 |
6 | ## To use it
7 | - Add the `Subtitle Displayer` component to something in the world.
8 | - Create two `Text` UI elements, both the same, and drag their references to the `Subtitle Displayer` component.
9 | - Rename your `.srt` file to `.txt`, then drag it to the `Subtitle` field on `Subtitle Displayer`.
10 | - Call `StartCoroutine(subtitleDisplayer.Begin())` to start the subtitles.
11 |
12 | A sub file like this:
13 | ```
14 | 1
15 | 00:00:00,000 --> 00:00:02,500
16 | Mary had
17 |
18 | 2
19 | 00:00:02,500 --> 00:00:04,500
20 | a little lamb
21 |
22 | 3
23 | 00:00:04,500 --> 00:00:06,500
24 | little lamb
25 |
26 | 4
27 | 00:00:06,500 --> 00:00:08,500
28 | little lamb
29 |
30 | 5
31 | 00:00:09,000 --> 00:00:12,000
32 | Until she didn't.
33 | ```
34 | Will result in this:
35 |
36 | 
37 |
38 | A good program to make subs is [SubtitleEdit](https://github.com/SubtitleEdit/subtitleedit/releases)
39 |
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/src/.idea/.idea.src/.idea/.gitignore:
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1 | # Default ignored files
2 | /shelf/
3 | /workspace.xml
4 | # Rider ignored files
5 | /modules.xml
6 | /contentModel.xml
7 | /.idea.src.iml
8 | /projectSettingsUpdater.xml
9 | # Datasource local storage ignored files
10 | /dataSources/
11 | /dataSources.local.xml
12 | # Editor-based HTTP Client requests
13 | /httpRequests/
14 |
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/src/.idea/.idea.src/.idea/encodings.xml:
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2 |
3 |
4 |
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/src/.idea/.idea.src/.idea/indexLayout.xml:
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2 |
3 |
4 |
5 |
6 |
7 |
8 |
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/src/.idea/.idea.src/.idea/misc.xml:
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3 |
4 |
5 |
6 |
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/src/.idea/.idea.src/.idea/vcs.xml:
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2 |
3 |
4 |
5 |
6 |
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6 |
7 |
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1 |
2 |
3 |
4 | DOTween43
5 |
6 |
7 |
8 |
9 | Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
10 | These, as all DOTween43 methods, require Unity 4.3 or later.
11 |
12 |
13 |
14 | Tweens a Material's color using the given gradient
15 | (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
16 | Also stores the image as the tween's target so it can be used for filtered operations
17 | The gradient to useThe duration of the tween
18 |
19 |
20 | Tweens a Material's named color property using the given gradient
21 | (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
22 | Also stores the image as the tween's target so it can be used for filtered operations
23 | The gradient to use
24 | The name of the material property to tween (like _Tint or _SpecColor)
25 | The duration of the tween
26 |
27 |
28 | Tweens a SpriteRenderer's color to the given value.
29 | Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
30 | The end value to reachThe duration of the tween
31 |
32 |
33 | Tweens a Material's alpha color to the given value.
34 | Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
35 | The end value to reachThe duration of the tween
36 |
37 |
38 | Tweens a SpriteRenderer's color using the given gradient
39 | (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
40 | Also stores the image as the tween's target so it can be used for filtered operations
41 | The gradient to useThe duration of the tween
42 |
43 |
44 | Tweens a Rigidbody2D's position to the given value.
45 | Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
46 | The end value to reachThe duration of the tween
47 | If TRUE the tween will smoothly snap all values to integers
48 |
49 |
50 | Tweens a Rigidbody2D's X position to the given value.
51 | Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
52 | The end value to reachThe duration of the tween
53 | If TRUE the tween will smoothly snap all values to integers
54 |
55 |
56 | Tweens a Rigidbody2D's Y position to the given value.
57 | Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
58 | The end value to reachThe duration of the tween
59 | If TRUE the tween will smoothly snap all values to integers
60 |
61 |
62 | Tweens a Rigidbody2D's rotation to the given value.
63 | Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
64 | The end value to reachThe duration of the tween
65 |
66 |
67 | Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
68 | Returns a Sequence instead of a Tweener.
69 | Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
70 | IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position
71 | The end value to reach
72 | Power of the jump (the max height of the jump is represented by this plus the final Y offset)
73 | Total number of jumps
74 | The duration of the tween
75 | If TRUE the tween will smoothly snap all values to integers
76 |
77 |
78 | Tweens a SpriteRenderer's color to the given value,
79 | in a way that allows other DOBlendableColor tweens to work together on the same target,
80 | instead than fight each other as multiple DOColor would do.
81 | Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations
82 | The value to tween toThe duration of the tween
83 |
84 |
85 |
86 |
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1 |
2 |
3 |
4 | DOTween50
5 |
6 |
7 |
8 |
9 | Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
10 | These, as all DOTween50 methods, require Unity 5.0 or later.
11 |
12 |
13 |
14 | Tweens an AudioMixer's exposed float to the given value.
15 | Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
16 | Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.
17 | Name given to the exposed float to set
18 | The end value to reachThe duration of the tween
19 |
20 |
21 |
22 | Completes all tweens that have this target as a reference
23 | (meaning tweens that were started from this target, or that had this target added as an Id)
24 | and returns the total number of tweens completed
25 | (meaning the tweens that don't have infinite loops and were not already complete)
26 |
27 | For Sequences only: if TRUE also internal Sequence callbacks will be fired,
28 | otherwise they will be ignored
29 |
30 |
31 |
32 | Kills all tweens that have this target as a reference
33 | (meaning tweens that were started from this target, or that had this target added as an Id)
34 | and returns the total number of tweens killed.
35 |
36 | If TRUE completes the tween before killing it
37 |
38 |
39 |
40 | Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
41 | (meaning tweens that were started from this target, or that had this target added as an Id)
42 | and returns the total number of tweens flipped.
43 |
44 |
45 |
46 |
47 | Sends to the given position all tweens that have this target as a reference
48 | (meaning tweens that were started from this target, or that had this target added as an Id)
49 | and returns the total number of tweens involved.
50 |
51 | Time position to reach
52 | (if higher than the whole tween duration the tween will simply reach its end)
53 | If TRUE will play the tween after reaching the given position, otherwise it will pause it
54 |
55 |
56 |
57 | Pauses all tweens that have this target as a reference
58 | (meaning tweens that were started from this target, or that had this target added as an Id)
59 | and returns the total number of tweens paused.
60 |
61 |
62 |
63 |
64 | Plays all tweens that have this target as a reference
65 | (meaning tweens that were started from this target, or that had this target added as an Id)
66 | and returns the total number of tweens played.
67 |
68 |
69 |
70 |
71 | Plays backwards all tweens that have this target as a reference
72 | (meaning tweens that were started from this target, or that had this target added as an Id)
73 | and returns the total number of tweens played.
74 |
75 |
76 |
77 |
78 | Plays forward all tweens that have this target as a reference
79 | (meaning tweens that were started from this target, or that had this target added as an Id)
80 | and returns the total number of tweens played.
81 |
82 |
83 |
84 |
85 | Restarts all tweens that have this target as a reference
86 | (meaning tweens that were started from this target, or that had this target added as an Id)
87 | and returns the total number of tweens restarted.
88 |
89 |
90 |
91 |
92 | Rewinds all tweens that have this target as a reference
93 | (meaning tweens that were started from this target, or that had this target added as an Id)
94 | and returns the total number of tweens rewinded.
95 |
96 |
97 |
98 |
99 | Smoothly rewinds all tweens that have this target as a reference
100 | (meaning tweens that were started from this target, or that had this target added as an Id)
101 | and returns the total number of tweens rewinded.
102 |
103 |
104 |
105 |
106 | Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
107 | (meaning tweens that were started from this target, or that had this target added as an Id)
108 | and returns the total number of tweens involved.
109 |
110 |
111 |
112 |
113 |
--------------------------------------------------------------------------------
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1 |
2 |
3 |
4 | DOTweenEditor
5 |
6 |
7 |
8 |
9 | Checks that the given editor texture use the correct import settings,
10 | and applies them if they're incorrect.
11 |
12 |
13 |
14 |
15 | Returns TRUE if addons setup is required.
16 |
17 |
18 |
19 |
20 | Returns TRUE if the file/directory at the given path exists.
21 |
22 | Path, relative to Unity's project folder
23 |
24 |
25 |
26 |
27 | Converts the given project-relative path to a full path,
28 | with backward (\) slashes).
29 |
30 |
31 |
32 |
33 | Converts the given full path to a path usable with AssetDatabase methods
34 | (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
35 |
36 |
37 |
38 |
39 | Connects to a asset.
40 | If the asset already exists at the given path, loads it and returns it.
41 | Otherwise, either returns NULL or automatically creates it before loading and returning it
42 | (depending on the given parameters).
43 |
44 | Asset type
45 | File path (relative to Unity's project folder)
46 | If TRUE and the requested asset doesn't exist, forces its creation
47 |
48 |
49 |
50 | Full path for the given loaded assembly, assembly file included
51 |
52 |
53 |
54 |
55 | Not used as menu item anymore, but as a utiity function
56 |
57 |
58 |
59 |
60 | Setups DOTween
61 |
62 | If TRUE, no warning window appears in case there is no need for setup
63 |
64 |
65 |
66 |
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/src/Assets/Demigiant/DOTween/readme.txt:
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1 | DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant
2 |
3 | // GET STARTED //////////////////////////////////////////////
4 |
5 | - After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version.
6 | - In your code, add "using DG.Tweening" to each class where you want to use DOTween.
7 | - You're ready to tween. Check out the links below for full documentation and license info.
8 |
9 |
10 | // LINKS ///////////////////////////////////////////////////////
11 |
12 | DOTween website (documentation, examples, etc): http://dotween.demigiant.com
13 | DOTween license: http://dotween.demigiant.com/license.php
14 | DOTween repository (Google Code): https://code.google.com/p/dotween/
15 |
16 | // NOTES //////////////////////////////////////////////////////
17 |
18 | - DOTween's Utility Panel can be found under "Tools > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences
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1 | using UnityEngine;
2 |
3 | public class Example : MonoBehaviour
4 | {
5 | void Start()
6 | {
7 | // Typically Begin would be called from the same place that starts the video
8 | StartCoroutine(FindObjectOfType().Begin());
9 | }
10 | }
11 |
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1 | 1
2 | 00:00:00,000 --> 00:00:02,500
3 | Mary had
4 |
5 | 2
6 | 00:00:02,500 --> 00:00:04,500
7 | a little lamb
8 |
9 | 3
10 | 00:00:04,500 --> 00:00:06,500
11 | little lamb
12 |
13 | 4
14 | 00:00:06,500 --> 00:00:08,500
15 | little lamb
16 |
17 | 5
18 | 00:00:09,000 --> 00:00:12,000
19 | Until she didn't.
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1 | using System;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class SRTParser
6 | {
7 | List _subtitles;
8 | public SRTParser(string textAssetResourcePath)
9 | {
10 | var text = Resources.Load(textAssetResourcePath);
11 | Load(text);
12 | }
13 |
14 | public SRTParser(TextAsset textAsset)
15 | {
16 | this._subtitles = Load(textAsset);
17 | }
18 |
19 | static public List Load(TextAsset textAsset)
20 | {
21 | if (textAsset == null)
22 | {
23 | Debug.LogError("Subtitle file is null");
24 | return null;
25 | }
26 |
27 | var lines = textAsset.text.Split(new[] { "\r\n", "\r", "\n" }, StringSplitOptions.None);
28 |
29 | var currentState = eReadState.Index;
30 |
31 | var subs = new List();
32 |
33 | int currentIndex = 0;
34 | double currentFrom = 0, currentTo = 0;
35 | var currentText = string.Empty;
36 | for (var l = 0; l < lines.Length; l++)
37 | {
38 | var line = lines[l];
39 |
40 | switch (currentState)
41 | {
42 | case eReadState.Index:
43 | {
44 | int index;
45 | if (Int32.TryParse(line, out index))
46 | {
47 | currentIndex = index;
48 | currentState = eReadState.Time;
49 | }
50 | }
51 | break;
52 | case eReadState.Time:
53 | {
54 | line = line.Replace(',', '.');
55 | var parts = line.Split(new[] { "-->" }, StringSplitOptions.RemoveEmptyEntries);
56 |
57 | // Parse the timestamps
58 | if (parts.Length == 2)
59 | {
60 | TimeSpan fromTime;
61 | if (TimeSpan.TryParse(parts[0], out fromTime))
62 | {
63 | TimeSpan toTime;
64 | if (TimeSpan.TryParse(parts[1], out toTime))
65 | {
66 | currentFrom = fromTime.TotalSeconds;
67 | currentTo = toTime.TotalSeconds;
68 | currentState = eReadState.Text;
69 | }
70 | }
71 | }
72 | }
73 | break;
74 | case eReadState.Text:
75 | {
76 | if (currentText != string.Empty)
77 | currentText += "\r\n";
78 |
79 | currentText += line;
80 |
81 | // When we hit an empty line, consider it the end of the text
82 | if (string.IsNullOrEmpty(line) || l == lines.Length - 1)
83 | {
84 | // Create the SubtitleBlock with the data we've aquired
85 | subs.Add(new SubtitleBlock(currentIndex, currentFrom, currentTo, currentText));
86 |
87 | // Reset stuff so we can start again for the next block
88 | currentText = string.Empty;
89 | currentState = eReadState.Index;
90 | }
91 | }
92 | break;
93 | }
94 | }
95 | return subs;
96 | }
97 |
98 | public SubtitleBlock GetForTime(float time)
99 | {
100 | if (_subtitles.Count > 0)
101 | {
102 | var subtitle = _subtitles[0];
103 |
104 | if (time >= subtitle.To)
105 | {
106 | _subtitles.RemoveAt(0);
107 |
108 | if (_subtitles.Count == 0)
109 | return null;
110 |
111 | subtitle = _subtitles[0];
112 | }
113 |
114 | if (subtitle.From > time)
115 | return SubtitleBlock.Blank;
116 |
117 | return subtitle;
118 | }
119 | return null;
120 | }
121 |
122 | enum eReadState
123 | {
124 | Index,
125 | Time,
126 | Text
127 | }
128 | }
129 |
130 | public class SubtitleBlock
131 | {
132 | static SubtitleBlock _blank;
133 | public static SubtitleBlock Blank => _blank ?? (_blank = new SubtitleBlock(0, 0, 0, string.Empty));
134 | public int Index { get; }
135 | public double Length { get; }
136 | public double From { get; }
137 | public double To { get; }
138 | public string Text { get; }
139 |
140 | public SubtitleBlock(int index, double from, double to, string text)
141 | {
142 | Index = index;
143 | From = from;
144 | To = to;
145 | Length = to - from;
146 | Text = text;
147 | }
148 | }
149 |
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/src/Assets/SimpleSRT/SubtitleDisplayer.cs:
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1 | using System.Collections;
2 | using DG.Tweening;
3 | using TMPro;
4 | using UnityEngine;
5 | using UnityEngine.UI;
6 |
7 | public class SubtitleDisplayer : MonoBehaviour
8 | {
9 | public TextAsset Subtitle;
10 | public TextMeshProUGUI Text;
11 | public TextMeshProUGUI Text2;
12 |
13 | [Range(0, 1)]
14 | public float FadeTime;
15 |
16 | private bool _isPaused;
17 | private bool _isPausedTimeSet;
18 | private float _pausedTime;
19 |
20 | void Update()
21 | {
22 | if (Input.GetKeyDown("space"))
23 | {
24 | Debug.Log("Subtitles Paused");
25 | _isPaused = !_isPaused;
26 | }
27 | }
28 |
29 | public IEnumerator Begin()
30 | {
31 | var currentlyDisplayingText = Text;
32 | var fadedOutText = Text2;
33 |
34 | currentlyDisplayingText.text = string.Empty;
35 | fadedOutText.text = string.Empty;
36 |
37 | currentlyDisplayingText.gameObject.SetActive(true);
38 | fadedOutText.gameObject.SetActive(true);
39 |
40 | yield return FadeTextOut(currentlyDisplayingText);
41 | yield return FadeTextOut(fadedOutText);
42 |
43 | var parser = new SRTParser(Subtitle);
44 |
45 | var startTime = Time.time;
46 | SubtitleBlock currentSubtitle = null;
47 | while (true)
48 | {
49 | while (_isPaused)
50 | {
51 | if (!_isPausedTimeSet)
52 | {
53 | _pausedTime = Time.time;
54 | _isPausedTimeSet = true;
55 | }
56 |
57 | yield return null;
58 | }
59 |
60 | if (_isPausedTimeSet)
61 | {
62 | startTime += Time.time - _pausedTime;
63 | _isPausedTimeSet = false;
64 | }
65 |
66 | var elapsed = Time.time - startTime;
67 |
68 | var subtitle = parser.GetForTime(elapsed);
69 | if (subtitle != null)
70 | {
71 | if (!subtitle.Equals(currentSubtitle))
72 | {
73 | currentSubtitle = subtitle;
74 |
75 | // Swap references around
76 | var temp = currentlyDisplayingText;
77 | currentlyDisplayingText = fadedOutText;
78 | fadedOutText = temp;
79 |
80 | // Switch subtitle text
81 | currentlyDisplayingText.text = currentSubtitle.Text;
82 |
83 | // And fade out the old one. Yield on this one to wait for the fade to finish before doing anything else.
84 | StartCoroutine(FadeTextOut(fadedOutText));
85 |
86 | // Yield a bit for the fade out to get part-way
87 | yield return new WaitForSeconds(FadeTime / 3);
88 |
89 | // Fade in the new current
90 | yield return FadeTextIn(currentlyDisplayingText);
91 | }
92 | yield return null;
93 | }
94 | else
95 | {
96 | //Debug.Log("Subtitles ended");
97 | StartCoroutine(FadeTextOut(currentlyDisplayingText));
98 | yield return FadeTextOut(fadedOutText);
99 | currentlyDisplayingText.gameObject.SetActive(false);
100 | fadedOutText.gameObject.SetActive(false);
101 | yield break;
102 | }
103 | }
104 | }
105 |
106 | void OnValidate()
107 | {
108 | FadeTime = (int)(FadeTime * 10) / 10f;
109 | }
110 |
111 | IEnumerator FadeTextOut(TextMeshProUGUI text)
112 | {
113 | var toColor = text.color;
114 | toColor.a = 0;
115 | yield return Fade(text, toColor, Ease.OutSine);
116 | }
117 |
118 | IEnumerator FadeTextIn(TextMeshProUGUI text)
119 | {
120 | var toColor = text.color;
121 | toColor.a = 1;
122 | yield return Fade(text, toColor, Ease.InSine);
123 | }
124 |
125 | IEnumerator Fade(TextMeshProUGUI text, Color toColor, Ease ease)
126 | {
127 | yield return DOTween.To(() => text.color, color => text.color = color, toColor, FadeTime).SetEase(ease).WaitForCompletion();
128 | }
129 | }
130 |
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1 | Digitized data copyright (c) 2010 Google Corporation
2 | with Reserved Font Arimo, Tinos and Cousine.
3 | Copyright (c) 2012 Red Hat, Inc.
4 | with Reserved Font Name Liberation.
5 |
6 | This Font Software is licensed under the SIL Open Font License, Version 1.1.
7 | This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
8 |
9 | -----------------------------------------------------------
10 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
11 | -----------------------------------------------------------
12 |
13 | PREAMBLE
14 | The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
15 |
16 | The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
17 |
18 | DEFINITIONS
19 | "Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
20 |
21 | "Reserved Font Name" refers to any names specified as such after the copyright statement(s).
22 |
23 | "Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
24 |
25 | "Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
26 |
27 | "Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
28 |
29 | PERMISSION & CONDITIONS
30 | Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
31 |
32 | 1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
33 |
34 | 2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
35 |
36 | 3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
37 |
38 | 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
39 |
40 | 5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
41 |
42 | TERMINATION
43 | This license becomes null and void if any of the above conditions are not met.
44 |
45 | DISCLAIMER
46 | THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
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/src/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Bitmap Custom Atlas" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | _FaceTex ("Font Texture", 2D) = "white" {}
6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
7 |
8 | _VertexOffsetX ("Vertex OffsetX", float) = 0
9 | _VertexOffsetY ("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 | _Padding ("Padding", float) = 0
15 |
16 | _StencilComp("Stencil Comparison", Float) = 8
17 | _Stencil("Stencil ID", Float) = 0
18 | _StencilOp("Stencil Operation", Float) = 0
19 | _StencilWriteMask("Stencil Write Mask", Float) = 255
20 | _StencilReadMask("Stencil Read Mask", Float) = 255
21 |
22 | _CullMode("Cull Mode", Float) = 0
23 | _ColorMask("Color Mask", Float) = 15
24 | }
25 |
26 | SubShader{
27 |
28 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
29 |
30 | Stencil
31 | {
32 | Ref[_Stencil]
33 | Comp[_StencilComp]
34 | Pass[_StencilOp]
35 | ReadMask[_StencilReadMask]
36 | WriteMask[_StencilWriteMask]
37 | }
38 |
39 |
40 | Lighting Off
41 | Cull [_CullMode]
42 | ZTest [unity_GUIZTestMode]
43 | ZWrite Off
44 | Fog { Mode Off }
45 | Blend SrcAlpha OneMinusSrcAlpha
46 | ColorMask[_ColorMask]
47 |
48 | Pass {
49 | CGPROGRAM
50 | #pragma vertex vert
51 | #pragma fragment frag
52 |
53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
55 |
56 |
57 | #include "UnityCG.cginc"
58 |
59 | struct appdata_t {
60 | float4 vertex : POSITION;
61 | fixed4 color : COLOR;
62 | float2 texcoord0 : TEXCOORD0;
63 | float2 texcoord1 : TEXCOORD1;
64 | };
65 |
66 | struct v2f {
67 | float4 vertex : SV_POSITION;
68 | fixed4 color : COLOR;
69 | float2 texcoord0 : TEXCOORD0;
70 | float2 texcoord1 : TEXCOORD1;
71 | float4 mask : TEXCOORD2;
72 | };
73 |
74 | uniform sampler2D _MainTex;
75 | uniform sampler2D _FaceTex;
76 | uniform float4 _FaceTex_ST;
77 | uniform fixed4 _FaceColor;
78 |
79 | uniform float _VertexOffsetX;
80 | uniform float _VertexOffsetY;
81 | uniform float4 _ClipRect;
82 | uniform float _MaskSoftnessX;
83 | uniform float _MaskSoftnessY;
84 |
85 | float2 UnpackUV(float uv)
86 | {
87 | float2 output;
88 | output.x = floor(uv / 4096);
89 | output.y = uv - 4096 * output.x;
90 |
91 | return output * 0.001953125;
92 | }
93 |
94 | v2f vert (appdata_t v)
95 | {
96 | float4 vert = v.vertex;
97 | vert.x += _VertexOffsetX;
98 | vert.y += _VertexOffsetY;
99 |
100 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
101 |
102 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
103 |
104 | fixed4 faceColor = v.color;
105 | faceColor *= _FaceColor;
106 |
107 | v2f OUT;
108 | OUT.vertex = vPosition;
109 | OUT.color = faceColor;
110 | OUT.texcoord0 = v.texcoord0;
111 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
112 | float2 pixelSize = vPosition.w;
113 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
114 |
115 | // Clamp _ClipRect to 16bit.
116 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
117 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
118 |
119 | return OUT;
120 | }
121 |
122 | fixed4 frag (v2f IN) : SV_Target
123 | {
124 | fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
125 |
126 | // Alternative implementation to UnityGet2DClipping with support for softness.
127 | #if UNITY_UI_CLIP_RECT
128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
129 | color *= m.x * m.y;
130 | #endif
131 |
132 | #if UNITY_UI_ALPHACLIP
133 | clip(color.a - 0.001);
134 | #endif
135 |
136 | return color;
137 | }
138 | ENDCG
139 | }
140 | }
141 |
142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
143 | }
144 |
--------------------------------------------------------------------------------
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/src/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Mobile/Bitmap" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | [HDR]_Color ("Text Color", Color) = (1,1,1,1)
6 | _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
7 |
8 | _VertexOffsetX("Vertex OffsetX", float) = 0
9 | _VertexOffsetY("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 |
15 | _StencilComp("Stencil Comparison", Float) = 8
16 | _Stencil("Stencil ID", Float) = 0
17 | _StencilOp("Stencil Operation", Float) = 0
18 | _StencilWriteMask("Stencil Write Mask", Float) = 255
19 | _StencilReadMask("Stencil Read Mask", Float) = 255
20 |
21 | _CullMode("Cull Mode", Float) = 0
22 | _ColorMask("Color Mask", Float) = 15
23 | }
24 |
25 | SubShader {
26 |
27 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
28 |
29 | Stencil
30 | {
31 | Ref[_Stencil]
32 | Comp[_StencilComp]
33 | Pass[_StencilOp]
34 | ReadMask[_StencilReadMask]
35 | WriteMask[_StencilWriteMask]
36 | }
37 |
38 |
39 | Lighting Off
40 | Cull [_CullMode]
41 | ZTest [unity_GUIZTestMode]
42 | ZWrite Off
43 | Fog { Mode Off }
44 | Blend SrcAlpha OneMinusSrcAlpha
45 | ColorMask[_ColorMask]
46 |
47 | Pass {
48 | CGPROGRAM
49 | #pragma vertex vert
50 | #pragma fragment frag
51 | #pragma fragmentoption ARB_precision_hint_fastest
52 |
53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
55 |
56 |
57 | #include "UnityCG.cginc"
58 |
59 | struct appdata_t {
60 | float4 vertex : POSITION;
61 | fixed4 color : COLOR;
62 | float2 texcoord0 : TEXCOORD0;
63 | float2 texcoord1 : TEXCOORD1;
64 | };
65 |
66 | struct v2f {
67 | float4 vertex : POSITION;
68 | fixed4 color : COLOR;
69 | float2 texcoord0 : TEXCOORD0;
70 | float4 mask : TEXCOORD2;
71 | };
72 |
73 | sampler2D _MainTex;
74 | fixed4 _Color;
75 | float _DiffusePower;
76 |
77 | uniform float _VertexOffsetX;
78 | uniform float _VertexOffsetY;
79 | uniform float4 _ClipRect;
80 | uniform float _MaskSoftnessX;
81 | uniform float _MaskSoftnessY;
82 |
83 | v2f vert (appdata_t v)
84 | {
85 | v2f OUT;
86 | float4 vert = v.vertex;
87 | vert.x += _VertexOffsetX;
88 | vert.y += _VertexOffsetY;
89 |
90 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
91 |
92 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
93 | OUT.color = v.color;
94 | OUT.color *= _Color;
95 | OUT.color.rgb *= _DiffusePower;
96 | OUT.texcoord0 = v.texcoord0;
97 |
98 | float2 pixelSize = OUT.vertex.w;
99 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
100 |
101 | // Clamp _ClipRect to 16bit.
102 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
103 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
104 |
105 | return OUT;
106 | }
107 |
108 | fixed4 frag (v2f IN) : COLOR
109 | {
110 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
111 |
112 | // Alternative implementation to UnityGet2DClipping with support for softness.
113 | #if UNITY_UI_CLIP_RECT
114 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
115 | color *= m.x * m.y;
116 | #endif
117 |
118 | #if UNITY_UI_ALPHACLIP
119 | clip(color.a - 0.001);
120 | #endif
121 |
122 | return color;
123 | }
124 | ENDCG
125 | }
126 | }
127 |
128 | SubShader {
129 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
130 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
131 | Blend SrcAlpha OneMinusSrcAlpha
132 | BindChannels {
133 | Bind "Color", color
134 | Bind "Vertex", vertex
135 | Bind "TexCoord", texcoord0
136 | }
137 | Pass {
138 | SetTexture [_MainTex] {
139 | constantColor [_Color] combine constant * primary, constant * texture
140 | }
141 | }
142 | }
143 |
144 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
145 | }
146 |
--------------------------------------------------------------------------------
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/src/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Bitmap" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | _FaceTex ("Font Texture", 2D) = "white" {}
6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
7 |
8 | _VertexOffsetX ("Vertex OffsetX", float) = 0
9 | _VertexOffsetY ("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 |
15 | _StencilComp("Stencil Comparison", Float) = 8
16 | _Stencil("Stencil ID", Float) = 0
17 | _StencilOp("Stencil Operation", Float) = 0
18 | _StencilWriteMask("Stencil Write Mask", Float) = 255
19 | _StencilReadMask("Stencil Read Mask", Float) = 255
20 |
21 | _CullMode("Cull Mode", Float) = 0
22 | _ColorMask("Color Mask", Float) = 15
23 | }
24 |
25 | SubShader{
26 |
27 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
28 |
29 | Stencil
30 | {
31 | Ref[_Stencil]
32 | Comp[_StencilComp]
33 | Pass[_StencilOp]
34 | ReadMask[_StencilReadMask]
35 | WriteMask[_StencilWriteMask]
36 | }
37 |
38 |
39 | Lighting Off
40 | Cull [_CullMode]
41 | ZTest [unity_GUIZTestMode]
42 | ZWrite Off
43 | Fog { Mode Off }
44 | Blend SrcAlpha OneMinusSrcAlpha
45 | ColorMask[_ColorMask]
46 |
47 | Pass {
48 | CGPROGRAM
49 | #pragma vertex vert
50 | #pragma fragment frag
51 |
52 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
53 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
54 |
55 |
56 | #include "UnityCG.cginc"
57 |
58 | struct appdata_t {
59 | float4 vertex : POSITION;
60 | fixed4 color : COLOR;
61 | float2 texcoord0 : TEXCOORD0;
62 | float2 texcoord1 : TEXCOORD1;
63 | };
64 |
65 | struct v2f {
66 | float4 vertex : SV_POSITION;
67 | fixed4 color : COLOR;
68 | float2 texcoord0 : TEXCOORD0;
69 | float2 texcoord1 : TEXCOORD1;
70 | float4 mask : TEXCOORD2;
71 | };
72 |
73 | uniform sampler2D _MainTex;
74 | uniform sampler2D _FaceTex;
75 | uniform float4 _FaceTex_ST;
76 | uniform fixed4 _FaceColor;
77 |
78 | uniform float _VertexOffsetX;
79 | uniform float _VertexOffsetY;
80 | uniform float4 _ClipRect;
81 | uniform float _MaskSoftnessX;
82 | uniform float _MaskSoftnessY;
83 |
84 | float2 UnpackUV(float uv)
85 | {
86 | float2 output;
87 | output.x = floor(uv / 4096);
88 | output.y = uv - 4096 * output.x;
89 |
90 | return output * 0.001953125;
91 | }
92 |
93 | v2f vert (appdata_t v)
94 | {
95 | float4 vert = v.vertex;
96 | vert.x += _VertexOffsetX;
97 | vert.y += _VertexOffsetY;
98 |
99 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
100 |
101 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
102 |
103 | fixed4 faceColor = v.color;
104 | faceColor *= _FaceColor;
105 |
106 | v2f OUT;
107 | OUT.vertex = vPosition;
108 | OUT.color = faceColor;
109 | OUT.texcoord0 = v.texcoord0;
110 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
111 | float2 pixelSize = vPosition.w;
112 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
113 |
114 | // Clamp _ClipRect to 16bit.
115 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
116 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
117 |
118 | return OUT;
119 | }
120 |
121 | fixed4 frag (v2f IN) : SV_Target
122 | {
123 | fixed4 color = tex2D(_MainTex, IN.texcoord0);
124 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
125 |
126 | // Alternative implementation to UnityGet2DClipping with support for softness.
127 | #if UNITY_UI_CLIP_RECT
128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
129 | color *= m.x * m.y;
130 | #endif
131 |
132 | #if UNITY_UI_ALPHACLIP
133 | clip(color.a - 0.001);
134 | #endif
135 |
136 | return color;
137 | }
138 | ENDCG
139 | }
140 | }
141 |
142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
143 | }
144 |
--------------------------------------------------------------------------------
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/src/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Distance Field Overlay" {
2 |
3 | Properties {
4 | _FaceTex ("Face Texture", 2D) = "white" {}
5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
7 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
9 |
10 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
11 | _OutlineTex ("Outline Texture", 2D) = "white" {}
12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
16 |
17 | _Bevel ("Bevel", Range(0,1)) = 0.5
18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
22 |
23 | _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
24 | [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
25 | _SpecularPower ("Specular", Range(0,4)) = 2.0
26 | _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
27 | _Diffuse ("Diffuse", Range(0,1)) = 0.5
28 | _Ambient ("Ambient", Range(1,0)) = 0.5
29 |
30 | _BumpMap ("Normal map", 2D) = "bump" {}
31 | _BumpOutline ("Bump Outline", Range(0,1)) = 0
32 | _BumpFace ("Bump Face", Range(0,1)) = 0
33 |
34 | _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
35 | _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
36 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
37 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
38 |
39 |
40 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
41 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
42 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
43 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
44 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
45 |
46 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
47 | _GlowOffset ("Offset", Range(-1,1)) = 0
48 | _GlowInner ("Inner", Range(0,1)) = 0.05
49 | _GlowOuter ("Outer", Range(0,1)) = 0.05
50 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
51 |
52 | _WeightNormal ("Weight Normal", float) = 0
53 | _WeightBold ("Weight Bold", float) = 0.5
54 |
55 | _ShaderFlags ("Flags", float) = 0
56 | _ScaleRatioA ("Scale RatioA", float) = 1
57 | _ScaleRatioB ("Scale RatioB", float) = 1
58 | _ScaleRatioC ("Scale RatioC", float) = 1
59 |
60 | _MainTex ("Font Atlas", 2D) = "white" {}
61 | _TextureWidth ("Texture Width", float) = 512
62 | _TextureHeight ("Texture Height", float) = 512
63 | _GradientScale ("Gradient Scale", float) = 5.0
64 | _ScaleX ("Scale X", float) = 1.0
65 | _ScaleY ("Scale Y", float) = 1.0
66 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
67 | _Sharpness ("Sharpness", Range(-1,1)) = 0
68 |
69 | _VertexOffsetX ("Vertex OffsetX", float) = 0
70 | _VertexOffsetY ("Vertex OffsetY", float) = 0
71 |
72 | _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
73 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
74 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
75 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
76 |
77 | _StencilComp ("Stencil Comparison", Float) = 8
78 | _Stencil ("Stencil ID", Float) = 0
79 | _StencilOp ("Stencil Operation", Float) = 0
80 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
81 | _StencilReadMask ("Stencil Read Mask", Float) = 255
82 |
83 | _CullMode ("Cull Mode", Float) = 0
84 | _ColorMask ("Color Mask", Float) = 15
85 | }
86 |
87 | SubShader {
88 |
89 | Tags
90 | {
91 | "Queue"="Overlay"
92 | "IgnoreProjector"="True"
93 | "RenderType"="Transparent"
94 | }
95 |
96 | Stencil
97 | {
98 | Ref [_Stencil]
99 | Comp [_StencilComp]
100 | Pass [_StencilOp]
101 | ReadMask [_StencilReadMask]
102 | WriteMask [_StencilWriteMask]
103 | }
104 |
105 | Cull [_CullMode]
106 | ZWrite Off
107 | Lighting Off
108 | Fog { Mode Off }
109 | ZTest Always
110 | Blend One OneMinusSrcAlpha
111 | ColorMask [_ColorMask]
112 |
113 | Pass {
114 | CGPROGRAM
115 | #pragma target 3.0
116 | #pragma vertex VertShader
117 | #pragma fragment PixShader
118 | #pragma shader_feature __ BEVEL_ON
119 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
120 | #pragma shader_feature __ GLOW_ON
121 |
122 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
123 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
124 |
125 | #include "UnityCG.cginc"
126 | #include "UnityUI.cginc"
127 | #include "TMPro_Properties.cginc"
128 | #include "TMPro.cginc"
129 |
130 | struct vertex_t {
131 | UNITY_VERTEX_INPUT_INSTANCE_ID
132 | float4 position : POSITION;
133 | float3 normal : NORMAL;
134 | fixed4 color : COLOR;
135 | float2 texcoord0 : TEXCOORD0;
136 | float2 texcoord1 : TEXCOORD1;
137 | };
138 |
139 |
140 | struct pixel_t {
141 | UNITY_VERTEX_INPUT_INSTANCE_ID
142 | UNITY_VERTEX_OUTPUT_STEREO
143 | float4 position : SV_POSITION;
144 | fixed4 color : COLOR;
145 | float2 atlas : TEXCOORD0; // Atlas
146 | float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
147 | float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
148 | float3 viewDir : TEXCOORD3;
149 |
150 | #if (UNDERLAY_ON || UNDERLAY_INNER)
151 | float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
152 | fixed4 underlayColor : COLOR1;
153 | #endif
154 | float4 textures : TEXCOORD5;
155 | };
156 |
157 | // Used by Unity internally to handle Texture Tiling and Offset.
158 | float4 _FaceTex_ST;
159 | float4 _OutlineTex_ST;
160 |
161 | pixel_t VertShader(vertex_t input)
162 | {
163 | pixel_t output;
164 |
165 | UNITY_INITIALIZE_OUTPUT(pixel_t, output);
166 | UNITY_SETUP_INSTANCE_ID(input);
167 | UNITY_TRANSFER_INSTANCE_ID(input,output);
168 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
169 |
170 | float bold = step(input.texcoord1.y, 0);
171 |
172 | float4 vert = input.position;
173 | vert.x += _VertexOffsetX;
174 | vert.y += _VertexOffsetY;
175 |
176 | float4 vPosition = UnityObjectToClipPos(vert);
177 |
178 | float2 pixelSize = vPosition.w;
179 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
180 | float scale = rsqrt(dot(pixelSize, pixelSize));
181 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
182 | if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
183 |
184 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
185 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
186 |
187 | float bias =(.5 - weight) + (.5 / scale);
188 |
189 | float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
190 |
191 | #if GLOW_ON
192 | alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
193 | #endif
194 |
195 | alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
196 |
197 | #if (UNDERLAY_ON || UNDERLAY_INNER)
198 | float4 underlayColor = _UnderlayColor;
199 | underlayColor.rgb *= underlayColor.a;
200 |
201 | float bScale = scale;
202 | bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
203 | float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
204 |
205 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
206 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
207 | float2 bOffset = float2(x, y);
208 | #endif
209 |
210 | // Generate UV for the Masking Texture
211 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
212 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
213 |
214 | // Support for texture tiling and offset
215 | float2 textureUV = UnpackUV(input.texcoord1.x);
216 | float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
217 | float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
218 |
219 |
220 | output.position = vPosition;
221 | output.color = input.color;
222 | output.atlas = input.texcoord0;
223 | output.param = float4(alphaClip, scale, bias, weight);
224 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
225 | output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
226 | #if (UNDERLAY_ON || UNDERLAY_INNER)
227 | output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
228 | output.underlayColor = underlayColor;
229 | #endif
230 | output.textures = float4(faceUV, outlineUV);
231 |
232 | return output;
233 | }
234 |
235 |
236 | fixed4 PixShader(pixel_t input) : SV_Target
237 | {
238 | UNITY_SETUP_INSTANCE_ID(input);
239 |
240 | float c = tex2D(_MainTex, input.atlas).a;
241 |
242 | #ifndef UNDERLAY_ON
243 | clip(c - input.param.x);
244 | #endif
245 |
246 | float scale = input.param.y;
247 | float bias = input.param.z;
248 | float weight = input.param.w;
249 | float sd = (bias - c) * scale;
250 |
251 | float outline = (_OutlineWidth * _ScaleRatioA) * scale;
252 | float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
253 |
254 | half4 faceColor = _FaceColor;
255 | half4 outlineColor = _OutlineColor;
256 |
257 | faceColor.rgb *= input.color.rgb;
258 |
259 | faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
260 | outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
261 |
262 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
263 |
264 | #if BEVEL_ON
265 | float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
266 | float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
267 |
268 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
269 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
270 | n = normalize(n- bump);
271 |
272 | float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
273 |
274 | float3 col = GetSpecular(n, light);
275 | faceColor.rgb += col*faceColor.a;
276 | faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
277 | faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
278 |
279 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
280 | faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
281 | #endif
282 |
283 | #if UNDERLAY_ON
284 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
285 | faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
286 | #endif
287 |
288 | #if UNDERLAY_INNER
289 | float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
290 | faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
291 | #endif
292 |
293 | #if GLOW_ON
294 | float4 glowColor = GetGlowColor(sd, scale);
295 | faceColor.rgb += glowColor.rgb * glowColor.a;
296 | #endif
297 |
298 | // Alternative implementation to UnityGet2DClipping with support for softness.
299 | #if UNITY_UI_CLIP_RECT
300 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
301 | faceColor *= m.x * m.y;
302 | #endif
303 |
304 | #if UNITY_UI_ALPHACLIP
305 | clip(faceColor.a - 0.001);
306 | #endif
307 |
308 | return faceColor * input.color.a;
309 | }
310 |
311 | ENDCG
312 | }
313 | }
314 |
315 | Fallback "TextMeshPro/Mobile/Distance Field"
316 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
317 | }
318 |
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/src/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader:
--------------------------------------------------------------------------------
1 | // Simplified SDF shader:
2 | // - No Shading Option (bevel / bump / env map)
3 | // - No Glow Option
4 | // - Softness is applied on both side of the outline
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field - Masking" {
7 |
8 | Properties {
9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
11 |
12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
15 |
16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
21 |
22 | _WeightNormal ("Weight Normal", float) = 0
23 | _WeightBold ("Weight Bold", float) = .5
24 |
25 | _ShaderFlags ("Flags", float) = 0
26 | _ScaleRatioA ("Scale RatioA", float) = 1
27 | _ScaleRatioB ("Scale RatioB", float) = 1
28 | _ScaleRatioC ("Scale RatioC", float) = 1
29 |
30 | _MainTex ("Font Atlas", 2D) = "white" {}
31 | _TextureWidth ("Texture Width", float) = 512
32 | _TextureHeight ("Texture Height", float) = 512
33 | _GradientScale ("Gradient Scale", float) = 5
34 | _ScaleX ("Scale X", float) = 1
35 | _ScaleY ("Scale Y", float) = 1
36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
37 | _Sharpness ("Sharpness", Range(-1,1)) = 0
38 |
39 | _VertexOffsetX ("Vertex OffsetX", float) = 0
40 | _VertexOffsetY ("Vertex OffsetY", float) = 0
41 |
42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
45 | _MaskTex ("Mask Texture", 2D) = "white" {}
46 | _MaskInverse ("Inverse", float) = 0
47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
50 |
51 | _StencilComp ("Stencil Comparison", Float) = 8
52 | _Stencil ("Stencil ID", Float) = 0
53 | _StencilOp ("Stencil Operation", Float) = 0
54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
55 | _StencilReadMask ("Stencil Read Mask", Float) = 255
56 |
57 | _CullMode ("Cull Mode", Float) = 0
58 | _ColorMask ("Color Mask", Float) = 15
59 | }
60 |
61 | SubShader {
62 | Tags
63 | {
64 | "Queue"="Transparent"
65 | "IgnoreProjector"="True"
66 | "RenderType"="Transparent"
67 | }
68 |
69 |
70 | Stencil
71 | {
72 | Ref [_Stencil]
73 | Comp [_StencilComp]
74 | Pass [_StencilOp]
75 | ReadMask [_StencilReadMask]
76 | WriteMask [_StencilWriteMask]
77 | }
78 |
79 | Cull [_CullMode]
80 | ZWrite Off
81 | Lighting Off
82 | Fog { Mode Off }
83 | ZTest [unity_GUIZTestMode]
84 | Blend One OneMinusSrcAlpha
85 | ColorMask [_ColorMask]
86 |
87 | Pass {
88 | CGPROGRAM
89 | #pragma vertex VertShader
90 | #pragma fragment PixShader
91 | #pragma shader_feature __ OUTLINE_ON
92 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
93 |
94 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
95 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
96 |
97 |
98 | #include "UnityCG.cginc"
99 | #include "UnityUI.cginc"
100 | #include "TMPro_Properties.cginc"
101 |
102 | struct vertex_t {
103 | float4 vertex : POSITION;
104 | float3 normal : NORMAL;
105 | fixed4 color : COLOR;
106 | float2 texcoord0 : TEXCOORD0;
107 | float2 texcoord1 : TEXCOORD1;
108 | };
109 |
110 | struct pixel_t {
111 | float4 vertex : SV_POSITION;
112 | fixed4 faceColor : COLOR;
113 | fixed4 outlineColor : COLOR1;
114 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
115 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
116 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
117 | #if (UNDERLAY_ON | UNDERLAY_INNER)
118 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
119 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
120 | #endif
121 | };
122 |
123 | float _MaskWipeControl;
124 | float _MaskEdgeSoftness;
125 | fixed4 _MaskEdgeColor;
126 | bool _MaskInverse;
127 |
128 | pixel_t VertShader(vertex_t input)
129 | {
130 | float bold = step(input.texcoord1.y, 0);
131 |
132 | float4 vert = input.vertex;
133 | vert.x += _VertexOffsetX;
134 | vert.y += _VertexOffsetY;
135 | float4 vPosition = UnityObjectToClipPos(vert);
136 |
137 | float2 pixelSize = vPosition.w;
138 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
139 |
140 | float scale = rsqrt(dot(pixelSize, pixelSize));
141 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
142 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
143 |
144 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
145 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
146 |
147 | float layerScale = scale;
148 |
149 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
150 | float bias = (0.5 - weight) * scale - 0.5;
151 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
152 |
153 | float opacity = input.color.a;
154 | #if (UNDERLAY_ON | UNDERLAY_INNER)
155 | opacity = 1.0;
156 | #endif
157 |
158 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
159 | faceColor.rgb *= faceColor.a;
160 |
161 | fixed4 outlineColor = _OutlineColor;
162 | outlineColor.a *= opacity;
163 | outlineColor.rgb *= outlineColor.a;
164 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
165 |
166 | #if (UNDERLAY_ON | UNDERLAY_INNER)
167 |
168 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
169 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
170 |
171 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
172 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
173 | float2 layerOffset = float2(x, y);
174 | #endif
175 |
176 | // Generate UV for the Masking Texture
177 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
178 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
179 |
180 | // Structure for pixel shader
181 | pixel_t output = {
182 | vPosition,
183 | faceColor,
184 | outlineColor,
185 | float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
186 | half4(scale, bias - outline, bias + outline, bias),
187 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
188 | #if (UNDERLAY_ON | UNDERLAY_INNER)
189 | float4(input.texcoord0 + layerOffset, input.color.a, 0),
190 | half2(layerScale, layerBias),
191 | #endif
192 | };
193 |
194 | return output;
195 | }
196 |
197 |
198 | // PIXEL SHADER
199 | fixed4 PixShader(pixel_t input) : SV_Target
200 | {
201 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
202 | half4 c = input.faceColor * saturate(d - input.param.w);
203 |
204 | #ifdef OUTLINE_ON
205 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
206 | c *= saturate(d - input.param.y);
207 | #endif
208 |
209 | #if UNDERLAY_ON
210 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
211 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
212 | #endif
213 |
214 | #if UNDERLAY_INNER
215 | half sd = saturate(d - input.param.z);
216 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
217 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
218 | #endif
219 |
220 | // Alternative implementation to UnityGet2DClipping with support for softness.
221 | //#if UNITY_UI_CLIP_RECT
222 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
223 | c *= m.x * m.y;
224 | //#endif
225 |
226 | float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
227 | float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
228 | a = saturate(t / _MaskEdgeSoftness);
229 | c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
230 | c *= a;
231 |
232 | #if (UNDERLAY_ON | UNDERLAY_INNER)
233 | c *= input.texcoord1.z;
234 | #endif
235 |
236 | #if UNITY_UI_ALPHACLIP
237 | clip(c.a - 0.001);
238 | #endif
239 |
240 | return c;
241 | }
242 | ENDCG
243 | }
244 | }
245 |
246 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
247 | }
248 |
--------------------------------------------------------------------------------
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/src/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader:
--------------------------------------------------------------------------------
1 | // Simplified SDF shader:
2 | // - No Shading Option (bevel / bump / env map)
3 | // - No Glow Option
4 | // - Softness is applied on both side of the outline
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field Overlay" {
7 |
8 | Properties {
9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
11 |
12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
15 |
16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
21 |
22 | _WeightNormal ("Weight Normal", float) = 0
23 | _WeightBold ("Weight Bold", float) = .5
24 |
25 | _ShaderFlags ("Flags", float) = 0
26 | _ScaleRatioA ("Scale RatioA", float) = 1
27 | _ScaleRatioB ("Scale RatioB", float) = 1
28 | _ScaleRatioC ("Scale RatioC", float) = 1
29 |
30 | _MainTex ("Font Atlas", 2D) = "white" {}
31 | _TextureWidth ("Texture Width", float) = 512
32 | _TextureHeight ("Texture Height", float) = 512
33 | _GradientScale ("Gradient Scale", float) = 5
34 | _ScaleX ("Scale X", float) = 1
35 | _ScaleY ("Scale Y", float) = 1
36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
37 | _Sharpness ("Sharpness", Range(-1,1)) = 0
38 |
39 | _VertexOffsetX ("Vertex OffsetX", float) = 0
40 | _VertexOffsetY ("Vertex OffsetY", float) = 0
41 |
42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
45 |
46 | _StencilComp ("Stencil Comparison", Float) = 8
47 | _Stencil ("Stencil ID", Float) = 0
48 | _StencilOp ("Stencil Operation", Float) = 0
49 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
50 | _StencilReadMask ("Stencil Read Mask", Float) = 255
51 |
52 | _CullMode ("Cull Mode", Float) = 0
53 | _ColorMask ("Color Mask", Float) = 15
54 | }
55 |
56 | SubShader {
57 | Tags
58 | {
59 | "Queue"="Overlay"
60 | "IgnoreProjector"="True"
61 | "RenderType"="Transparent"
62 | }
63 |
64 |
65 | Stencil
66 | {
67 | Ref [_Stencil]
68 | Comp [_StencilComp]
69 | Pass [_StencilOp]
70 | ReadMask [_StencilReadMask]
71 | WriteMask [_StencilWriteMask]
72 | }
73 |
74 | Cull [_CullMode]
75 | ZWrite Off
76 | Lighting Off
77 | Fog { Mode Off }
78 | ZTest Always
79 | Blend One OneMinusSrcAlpha
80 | ColorMask [_ColorMask]
81 |
82 | Pass {
83 | CGPROGRAM
84 | #pragma vertex VertShader
85 | #pragma fragment PixShader
86 | #pragma shader_feature __ OUTLINE_ON
87 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
88 |
89 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
90 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
91 |
92 | #include "UnityCG.cginc"
93 | #include "UnityUI.cginc"
94 | #include "TMPro_Properties.cginc"
95 |
96 | struct vertex_t {
97 | UNITY_VERTEX_INPUT_INSTANCE_ID
98 | float4 vertex : POSITION;
99 | float3 normal : NORMAL;
100 | fixed4 color : COLOR;
101 | float2 texcoord0 : TEXCOORD0;
102 | float2 texcoord1 : TEXCOORD1;
103 | };
104 |
105 | struct pixel_t {
106 | UNITY_VERTEX_INPUT_INSTANCE_ID
107 | UNITY_VERTEX_OUTPUT_STEREO
108 | float4 vertex : SV_POSITION;
109 | fixed4 faceColor : COLOR;
110 | fixed4 outlineColor : COLOR1;
111 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
112 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
113 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
114 | #if (UNDERLAY_ON | UNDERLAY_INNER)
115 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
116 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
117 | #endif
118 | };
119 |
120 |
121 | pixel_t VertShader(vertex_t input)
122 | {
123 | pixel_t output;
124 |
125 | UNITY_INITIALIZE_OUTPUT(pixel_t, output);
126 | UNITY_SETUP_INSTANCE_ID(input);
127 | UNITY_TRANSFER_INSTANCE_ID(input, output);
128 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
129 |
130 | float bold = step(input.texcoord1.y, 0);
131 |
132 | float4 vert = input.vertex;
133 | vert.x += _VertexOffsetX;
134 | vert.y += _VertexOffsetY;
135 | float4 vPosition = UnityObjectToClipPos(vert);
136 |
137 | float2 pixelSize = vPosition.w;
138 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
139 |
140 | float scale = rsqrt(dot(pixelSize, pixelSize));
141 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
142 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
143 |
144 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
145 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
146 |
147 | float layerScale = scale;
148 |
149 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
150 | float bias = (0.5 - weight) * scale - 0.5;
151 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
152 |
153 | float opacity = input.color.a;
154 | #if (UNDERLAY_ON | UNDERLAY_INNER)
155 | opacity = 1.0;
156 | #endif
157 |
158 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
159 | faceColor.rgb *= faceColor.a;
160 |
161 | fixed4 outlineColor = _OutlineColor;
162 | outlineColor.a *= opacity;
163 | outlineColor.rgb *= outlineColor.a;
164 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
165 |
166 | #if (UNDERLAY_ON | UNDERLAY_INNER)
167 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
168 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
169 |
170 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
171 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
172 | float2 layerOffset = float2(x, y);
173 | #endif
174 |
175 | // Generate UV for the Masking Texture
176 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
177 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
178 |
179 | // Populate structure for pixel shader
180 | output.vertex = vPosition;
181 | output.faceColor = faceColor;
182 | output.outlineColor = outlineColor;
183 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
184 | output.param = half4(scale, bias - outline, bias + outline, bias);
185 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
186 | #if (UNDERLAY_ON || UNDERLAY_INNER)
187 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
188 | output.underlayParam = half2(layerScale, layerBias);
189 | #endif
190 |
191 | return output;
192 | }
193 |
194 |
195 | // PIXEL SHADER
196 | fixed4 PixShader(pixel_t input) : SV_Target
197 | {
198 | UNITY_SETUP_INSTANCE_ID(input);
199 |
200 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
201 | half4 c = input.faceColor * saturate(d - input.param.w);
202 |
203 | #ifdef OUTLINE_ON
204 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
205 | c *= saturate(d - input.param.y);
206 | #endif
207 |
208 | #if UNDERLAY_ON
209 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
210 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
211 | #endif
212 |
213 | #if UNDERLAY_INNER
214 | half sd = saturate(d - input.param.z);
215 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
216 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
217 | #endif
218 |
219 | // Alternative implementation to UnityGet2DClipping with support for softness.
220 | #if UNITY_UI_CLIP_RECT
221 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
222 | c *= m.x * m.y;
223 | #endif
224 |
225 | #if (UNDERLAY_ON | UNDERLAY_INNER)
226 | c *= input.texcoord1.z;
227 | #endif
228 |
229 | #if UNITY_UI_ALPHACLIP
230 | clip(c.a - 0.001);
231 | #endif
232 |
233 | return c;
234 | }
235 | ENDCG
236 | }
237 | }
238 |
239 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
240 | }
241 |
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/src/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta:
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/src/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader:
--------------------------------------------------------------------------------
1 | // Simplified SDF shader:
2 | // - No Shading Option (bevel / bump / env map)
3 | // - No Glow Option
4 | // - Softness is applied on both side of the outline
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field SSD" {
7 |
8 | Properties {
9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
11 |
12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
15 |
16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
21 |
22 | _WeightNormal ("Weight Normal", float) = 0
23 | _WeightBold ("Weight Bold", float) = .5
24 |
25 | _ShaderFlags ("Flags", float) = 0
26 | _ScaleRatioA ("Scale RatioA", float) = 1
27 | _ScaleRatioB ("Scale RatioB", float) = 1
28 | _ScaleRatioC ("Scale RatioC", float) = 1
29 |
30 | _MainTex ("Font Atlas", 2D) = "white" {}
31 | _TextureWidth ("Texture Width", float) = 512
32 | _TextureHeight ("Texture Height", float) = 512
33 | _GradientScale ("Gradient Scale", float) = 5
34 | _ScaleX ("Scale X", float) = 1
35 | _ScaleY ("Scale Y", float) = 1
36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
37 | _Sharpness ("Sharpness", Range(-1,1)) = 0
38 |
39 | _VertexOffsetX ("Vertex OffsetX", float) = 0
40 | _VertexOffsetY ("Vertex OffsetY", float) = 0
41 |
42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
45 | _MaskTex ("Mask Texture", 2D) = "white" {}
46 | _MaskInverse ("Inverse", float) = 0
47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
50 |
51 | _StencilComp ("Stencil Comparison", Float) = 8
52 | _Stencil ("Stencil ID", Float) = 0
53 | _StencilOp ("Stencil Operation", Float) = 0
54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
55 | _StencilReadMask ("Stencil Read Mask", Float) = 255
56 |
57 | _CullMode ("Cull Mode", Float) = 0
58 | _ColorMask ("Color Mask", Float) = 15
59 | }
60 |
61 | SubShader {
62 | Tags {
63 | "Queue"="Transparent"
64 | "IgnoreProjector"="True"
65 | "RenderType"="Transparent"
66 | }
67 |
68 | Stencil
69 | {
70 | Ref [_Stencil]
71 | Comp [_StencilComp]
72 | Pass [_StencilOp]
73 | ReadMask [_StencilReadMask]
74 | WriteMask [_StencilWriteMask]
75 | }
76 |
77 | Cull [_CullMode]
78 | ZWrite Off
79 | Lighting Off
80 | Fog { Mode Off }
81 | ZTest [unity_GUIZTestMode]
82 | Blend One OneMinusSrcAlpha
83 | ColorMask [_ColorMask]
84 |
85 | Pass {
86 | CGPROGRAM
87 | #pragma vertex VertShader
88 | #pragma fragment PixShader
89 | #pragma shader_feature __ OUTLINE_ON
90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
91 |
92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
94 |
95 | #include "UnityCG.cginc"
96 | #include "UnityUI.cginc"
97 | #include "TMPro_Properties.cginc"
98 |
99 | #include "TMPro_Mobile.cginc"
100 |
101 | ENDCG
102 | }
103 | }
104 |
105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
106 | }
107 |
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--------------------------------------------------------------------------------
/src/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader:
--------------------------------------------------------------------------------
1 | // Simplified SDF shader:
2 | // - No Shading Option (bevel / bump / env map)
3 | // - No Glow Option
4 | // - Softness is applied on both side of the outline
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field" {
7 |
8 | Properties {
9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
11 |
12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
15 |
16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
21 |
22 | _WeightNormal ("Weight Normal", float) = 0
23 | _WeightBold ("Weight Bold", float) = .5
24 |
25 | _ShaderFlags ("Flags", float) = 0
26 | _ScaleRatioA ("Scale RatioA", float) = 1
27 | _ScaleRatioB ("Scale RatioB", float) = 1
28 | _ScaleRatioC ("Scale RatioC", float) = 1
29 |
30 | _MainTex ("Font Atlas", 2D) = "white" {}
31 | _TextureWidth ("Texture Width", float) = 512
32 | _TextureHeight ("Texture Height", float) = 512
33 | _GradientScale ("Gradient Scale", float) = 5
34 | _ScaleX ("Scale X", float) = 1
35 | _ScaleY ("Scale Y", float) = 1
36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
37 | _Sharpness ("Sharpness", Range(-1,1)) = 0
38 |
39 | _VertexOffsetX ("Vertex OffsetX", float) = 0
40 | _VertexOffsetY ("Vertex OffsetY", float) = 0
41 |
42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
45 |
46 | _StencilComp ("Stencil Comparison", Float) = 8
47 | _Stencil ("Stencil ID", Float) = 0
48 | _StencilOp ("Stencil Operation", Float) = 0
49 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
50 | _StencilReadMask ("Stencil Read Mask", Float) = 255
51 |
52 | _CullMode ("Cull Mode", Float) = 0
53 | _ColorMask ("Color Mask", Float) = 15
54 | }
55 |
56 | SubShader {
57 | Tags
58 | {
59 | "Queue"="Transparent"
60 | "IgnoreProjector"="True"
61 | "RenderType"="Transparent"
62 | }
63 |
64 |
65 | Stencil
66 | {
67 | Ref [_Stencil]
68 | Comp [_StencilComp]
69 | Pass [_StencilOp]
70 | ReadMask [_StencilReadMask]
71 | WriteMask [_StencilWriteMask]
72 | }
73 |
74 | Cull [_CullMode]
75 | ZWrite Off
76 | Lighting Off
77 | Fog { Mode Off }
78 | ZTest [unity_GUIZTestMode]
79 | Blend One OneMinusSrcAlpha
80 | ColorMask [_ColorMask]
81 |
82 | Pass {
83 | CGPROGRAM
84 | #pragma vertex VertShader
85 | #pragma fragment PixShader
86 | #pragma shader_feature __ OUTLINE_ON
87 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
88 |
89 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
90 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
91 |
92 | #include "UnityCG.cginc"
93 | #include "UnityUI.cginc"
94 | #include "TMPro_Properties.cginc"
95 |
96 | struct vertex_t {
97 | UNITY_VERTEX_INPUT_INSTANCE_ID
98 | float4 vertex : POSITION;
99 | float3 normal : NORMAL;
100 | fixed4 color : COLOR;
101 | float2 texcoord0 : TEXCOORD0;
102 | float2 texcoord1 : TEXCOORD1;
103 | };
104 |
105 | struct pixel_t {
106 | UNITY_VERTEX_INPUT_INSTANCE_ID
107 | UNITY_VERTEX_OUTPUT_STEREO
108 | float4 vertex : SV_POSITION;
109 | fixed4 faceColor : COLOR;
110 | fixed4 outlineColor : COLOR1;
111 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
112 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
113 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
114 | #if (UNDERLAY_ON | UNDERLAY_INNER)
115 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
116 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
117 | #endif
118 | };
119 |
120 |
121 | pixel_t VertShader(vertex_t input)
122 | {
123 | pixel_t output;
124 |
125 | UNITY_INITIALIZE_OUTPUT(pixel_t, output);
126 | UNITY_SETUP_INSTANCE_ID(input);
127 | UNITY_TRANSFER_INSTANCE_ID(input, output);
128 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
129 |
130 | float bold = step(input.texcoord1.y, 0);
131 |
132 | float4 vert = input.vertex;
133 | vert.x += _VertexOffsetX;
134 | vert.y += _VertexOffsetY;
135 | float4 vPosition = UnityObjectToClipPos(vert);
136 |
137 | float2 pixelSize = vPosition.w;
138 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
139 |
140 | float scale = rsqrt(dot(pixelSize, pixelSize));
141 | scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
142 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
143 |
144 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
145 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
146 |
147 | float layerScale = scale;
148 |
149 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
150 | float bias = (0.5 - weight) * scale - 0.5;
151 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
152 |
153 | float opacity = input.color.a;
154 | #if (UNDERLAY_ON | UNDERLAY_INNER)
155 | opacity = 1.0;
156 | #endif
157 |
158 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
159 | faceColor.rgb *= faceColor.a;
160 |
161 | fixed4 outlineColor = _OutlineColor;
162 | outlineColor.a *= opacity;
163 | outlineColor.rgb *= outlineColor.a;
164 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
165 |
166 | #if (UNDERLAY_ON | UNDERLAY_INNER)
167 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
168 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
169 |
170 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
171 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
172 | float2 layerOffset = float2(x, y);
173 | #endif
174 |
175 | // Generate UV for the Masking Texture
176 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
177 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
178 |
179 | // Populate structure for pixel shader
180 | output.vertex = vPosition;
181 | output.faceColor = faceColor;
182 | output.outlineColor = outlineColor;
183 | output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
184 | output.param = half4(scale, bias - outline, bias + outline, bias);
185 | output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
186 | #if (UNDERLAY_ON || UNDERLAY_INNER)
187 | output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
188 | output.underlayParam = half2(layerScale, layerBias);
189 | #endif
190 |
191 | return output;
192 | }
193 |
194 |
195 | // PIXEL SHADER
196 | fixed4 PixShader(pixel_t input) : SV_Target
197 | {
198 | UNITY_SETUP_INSTANCE_ID(input);
199 |
200 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
201 | half4 c = input.faceColor * saturate(d - input.param.w);
202 |
203 | #ifdef OUTLINE_ON
204 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
205 | c *= saturate(d - input.param.y);
206 | #endif
207 |
208 | #if UNDERLAY_ON
209 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
210 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
211 | #endif
212 |
213 | #if UNDERLAY_INNER
214 | half sd = saturate(d - input.param.z);
215 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
216 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
217 | #endif
218 |
219 | // Alternative implementation to UnityGet2DClipping with support for softness.
220 | #if UNITY_UI_CLIP_RECT
221 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
222 | c *= m.x * m.y;
223 | #endif
224 |
225 | #if (UNDERLAY_ON | UNDERLAY_INNER)
226 | c *= input.texcoord1.z;
227 | #endif
228 |
229 | #if UNITY_UI_ALPHACLIP
230 | clip(c.a - 0.001);
231 | #endif
232 |
233 | return c;
234 | }
235 | ENDCG
236 | }
237 | }
238 |
239 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
240 | }
241 |
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/src/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta:
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/src/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader:
--------------------------------------------------------------------------------
1 | // Simplified version of the SDF Surface shader :
2 | // - No support for Bevel, Bump or envmap
3 | // - Diffuse only lighting
4 | // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
7 |
8 | Properties {
9 | _FaceTex ("Fill Texture", 2D) = "white" {}
10 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
12 |
13 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
14 | _OutlineTex ("Outline Texture", 2D) = "white" {}
15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
17 |
18 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
19 | _GlowOffset ("Offset", Range(-1,1)) = 0
20 | _GlowInner ("Inner", Range(0,1)) = 0.05
21 | _GlowOuter ("Outer", Range(0,1)) = 0.05
22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
23 |
24 | _WeightNormal ("Weight Normal", float) = 0
25 | _WeightBold ("Weight Bold", float) = 0.5
26 |
27 | // Should not be directly exposed to the user
28 | _ShaderFlags ("Flags", float) = 0
29 | _ScaleRatioA ("Scale RatioA", float) = 1
30 | _ScaleRatioB ("Scale RatioB", float) = 1
31 | _ScaleRatioC ("Scale RatioC", float) = 1
32 |
33 | _MainTex ("Font Atlas", 2D) = "white" {}
34 | _TextureWidth ("Texture Width", float) = 512
35 | _TextureHeight ("Texture Height", float) = 512
36 | _GradientScale ("Gradient Scale", float) = 5.0
37 | _ScaleX ("Scale X", float) = 1.0
38 | _ScaleY ("Scale Y", float) = 1.0
39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
40 | _Sharpness ("Sharpness", Range(-1,1)) = 0
41 |
42 | _VertexOffsetX ("Vertex OffsetX", float) = 0
43 | _VertexOffsetY ("Vertex OffsetY", float) = 0
44 |
45 | _CullMode ("Cull Mode", Float) = 0
46 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
47 | //_MaskSoftness ("Mask Softness", float) = 0
48 | }
49 |
50 | SubShader {
51 |
52 | Tags {
53 | "Queue"="Transparent"
54 | "IgnoreProjector"="True"
55 | "RenderType"="Transparent"
56 | }
57 |
58 | LOD 300
59 | Cull [_CullMode]
60 |
61 | CGPROGRAM
62 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
63 | #pragma target 3.0
64 | #pragma shader_feature __ GLOW_ON
65 |
66 | #include "TMPro_Properties.cginc"
67 | #include "TMPro.cginc"
68 |
69 | half _FaceShininess;
70 | half _OutlineShininess;
71 |
72 | struct Input
73 | {
74 | fixed4 color : COLOR;
75 | float2 uv_MainTex;
76 | float2 uv2_FaceTex;
77 | float2 uv2_OutlineTex;
78 | float2 param; // Weight, Scale
79 | float3 viewDirEnv;
80 | };
81 |
82 | #include "TMPro_Surface.cginc"
83 |
84 | ENDCG
85 |
86 | // Pass to render object as a shadow caster
87 | Pass
88 | {
89 | Name "Caster"
90 | Tags { "LightMode" = "ShadowCaster" }
91 | Offset 1, 1
92 |
93 | Fog {Mode Off}
94 | ZWrite On ZTest LEqual Cull Off
95 |
96 | CGPROGRAM
97 | #pragma vertex vert
98 | #pragma fragment frag
99 | #pragma multi_compile_shadowcaster
100 | #include "UnityCG.cginc"
101 |
102 | struct v2f {
103 | V2F_SHADOW_CASTER;
104 | float2 uv : TEXCOORD1;
105 | float2 uv2 : TEXCOORD3;
106 | float alphaClip : TEXCOORD2;
107 | };
108 |
109 | uniform float4 _MainTex_ST;
110 | uniform float4 _OutlineTex_ST;
111 | float _OutlineWidth;
112 | float _FaceDilate;
113 | float _ScaleRatioA;
114 |
115 | v2f vert( appdata_base v )
116 | {
117 | v2f o;
118 | TRANSFER_SHADOW_CASTER(o)
119 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
120 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
121 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
122 | return o;
123 | }
124 |
125 | uniform sampler2D _MainTex;
126 |
127 | float4 frag(v2f i) : COLOR
128 | {
129 | fixed4 texcol = tex2D(_MainTex, i.uv).a;
130 | clip(texcol.a - i.alphaClip);
131 | SHADOW_CASTER_FRAGMENT(i)
132 | }
133 | ENDCG
134 | }
135 | }
136 |
137 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
138 | }
139 |
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/src/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader:
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1 | Shader "TextMeshPro/Distance Field (Surface)" {
2 |
3 | Properties {
4 | _FaceTex ("Fill Texture", 2D) = "white" {}
5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
7 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
9 |
10 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
11 | _OutlineTex ("Outline Texture", 2D) = "white" {}
12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
16 |
17 | _Bevel ("Bevel", Range(0,1)) = 0.5
18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
22 |
23 | _BumpMap ("Normalmap", 2D) = "bump" {}
24 | _BumpOutline ("Bump Outline", Range(0,1)) = 0.5
25 | _BumpFace ("Bump Face", Range(0,1)) = 0.5
26 |
27 | _ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
28 | _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
29 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
30 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
31 | [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
32 |
33 | _FaceShininess ("Face Shininess", Range(0,1)) = 0
34 | _OutlineShininess ("Outline Shininess", Range(0,1)) = 0
35 |
36 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
37 | _GlowOffset ("Offset", Range(-1,1)) = 0
38 | _GlowInner ("Inner", Range(0,1)) = 0.05
39 | _GlowOuter ("Outer", Range(0,1)) = 0.05
40 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
41 |
42 | _WeightNormal ("Weight Normal", float) = 0
43 | _WeightBold ("Weight Bold", float) = 0.5
44 |
45 | // Should not be directly exposed to the user
46 | _ShaderFlags ("Flags", float) = 0
47 | _ScaleRatioA ("Scale RatioA", float) = 1
48 | _ScaleRatioB ("Scale RatioB", float) = 1
49 | _ScaleRatioC ("Scale RatioC", float) = 1
50 |
51 | _MainTex ("Font Atlas", 2D) = "white" {}
52 | _TextureWidth ("Texture Width", float) = 512
53 | _TextureHeight ("Texture Height", float) = 512
54 | _GradientScale ("Gradient Scale", float) = 5.0
55 | _ScaleX ("Scale X", float) = 1.0
56 | _ScaleY ("Scale Y", float) = 1.0
57 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
58 | _Sharpness ("Sharpness", Range(-1,1)) = 0
59 |
60 | _VertexOffsetX ("Vertex OffsetX", float) = 0
61 | _VertexOffsetY ("Vertex OffsetY", float) = 0
62 |
63 | _CullMode ("Cull Mode", Float) = 0
64 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
65 | //_MaskSoftness ("Mask Softness", float) = 0
66 | }
67 |
68 | SubShader {
69 |
70 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
71 |
72 | LOD 300
73 | Cull [_CullMode]
74 |
75 | CGPROGRAM
76 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
77 | #pragma target 3.0
78 | #pragma shader_feature __ GLOW_ON
79 | #pragma glsl
80 |
81 | #include "TMPro_Properties.cginc"
82 | #include "TMPro.cginc"
83 |
84 | half _FaceShininess;
85 | half _OutlineShininess;
86 |
87 | struct Input
88 | {
89 | fixed4 color : COLOR;
90 | float2 uv_MainTex;
91 | float2 uv2_FaceTex;
92 | float2 uv2_OutlineTex;
93 | float2 param; // Weight, Scale
94 | float3 viewDirEnv;
95 | };
96 |
97 |
98 | #define BEVEL_ON 1
99 | #include "TMPro_Surface.cginc"
100 |
101 | ENDCG
102 |
103 | // Pass to render object as a shadow caster
104 | Pass
105 | {
106 | Name "Caster"
107 | Tags { "LightMode" = "ShadowCaster" }
108 | Offset 1, 1
109 |
110 | Fog {Mode Off}
111 | ZWrite On
112 | ZTest LEqual
113 | Cull Off
114 |
115 | CGPROGRAM
116 | #pragma vertex vert
117 | #pragma fragment frag
118 | #pragma multi_compile_shadowcaster
119 | #include "UnityCG.cginc"
120 |
121 | struct v2f {
122 | V2F_SHADOW_CASTER;
123 | float2 uv : TEXCOORD1;
124 | float2 uv2 : TEXCOORD3;
125 | float alphaClip : TEXCOORD2;
126 | };
127 |
128 | uniform float4 _MainTex_ST;
129 | uniform float4 _OutlineTex_ST;
130 | float _OutlineWidth;
131 | float _FaceDilate;
132 | float _ScaleRatioA;
133 |
134 | v2f vert( appdata_base v )
135 | {
136 | v2f o;
137 | TRANSFER_SHADOW_CASTER(o)
138 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
139 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
140 | o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
141 | return o;
142 | }
143 |
144 | uniform sampler2D _MainTex;
145 |
146 | float4 frag(v2f i) : COLOR
147 | {
148 | fixed4 texcol = tex2D(_MainTex, i.uv).a;
149 | clip(texcol.a - i.alphaClip);
150 | SHADOW_CASTER_FRAGMENT(i)
151 | }
152 | ENDCG
153 | }
154 | }
155 |
156 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
157 | }
158 |
159 |
--------------------------------------------------------------------------------
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/src/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 | CGPROGRAM
51 | #pragma vertex vert
52 | #pragma fragment frag
53 |
54 | #include "UnityCG.cginc"
55 | #include "UnityUI.cginc"
56 |
57 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
58 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
59 |
60 | struct appdata_t
61 | {
62 | float4 vertex : POSITION;
63 | float4 color : COLOR;
64 | float2 texcoord : TEXCOORD0;
65 | };
66 |
67 | struct v2f
68 | {
69 | float4 vertex : SV_POSITION;
70 | fixed4 color : COLOR;
71 | half2 texcoord : TEXCOORD0;
72 | float4 worldPosition : TEXCOORD1;
73 | };
74 |
75 | fixed4 _Color;
76 | fixed4 _TextureSampleAdd;
77 | float4 _ClipRect;
78 |
79 | v2f vert(appdata_t IN)
80 | {
81 | v2f OUT;
82 | OUT.worldPosition = IN.vertex;
83 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
84 |
85 | OUT.texcoord = IN.texcoord;
86 |
87 | #ifdef UNITY_HALF_TEXEL_OFFSET
88 | OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
89 | #endif
90 |
91 | OUT.color = IN.color * _Color;
92 | return OUT;
93 | }
94 |
95 | sampler2D _MainTex;
96 |
97 | fixed4 frag(v2f IN) : SV_Target
98 | {
99 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
100 |
101 | #if UNITY_UI_CLIP_RECT
102 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
103 | #endif
104 |
105 | #ifdef UNITY_UI_ALPHACLIP
106 | clip (color.a - 0.001);
107 | #endif
108 |
109 | return color;
110 | }
111 | ENDCG
112 | }
113 | }
114 | }
115 |
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/src/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 |
--------------------------------------------------------------------------------
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/src/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc:
--------------------------------------------------------------------------------
1 | struct vertex_t {
2 | UNITY_VERTEX_INPUT_INSTANCE_ID
3 | float4 position : POSITION;
4 | float3 normal : NORMAL;
5 | float4 color : COLOR;
6 | float2 texcoord0 : TEXCOORD0;
7 | float2 texcoord1 : TEXCOORD1;
8 | };
9 |
10 | struct pixel_t {
11 | UNITY_VERTEX_INPUT_INSTANCE_ID
12 | UNITY_VERTEX_OUTPUT_STEREO
13 | float4 position : SV_POSITION;
14 | float4 faceColor : COLOR;
15 | float4 outlineColor : COLOR1;
16 | float4 texcoord0 : TEXCOORD0;
17 | float4 param : TEXCOORD1; // weight, scaleRatio
18 | float2 mask : TEXCOORD2;
19 | #if (UNDERLAY_ON || UNDERLAY_INNER)
20 | float4 texcoord2 : TEXCOORD3;
21 | float4 underlayColor : COLOR2;
22 | #endif
23 | };
24 |
25 | float4 SRGBToLinear(float4 rgba) {
26 | return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
27 | }
28 |
29 | pixel_t VertShader(vertex_t input)
30 | {
31 | pixel_t output;
32 |
33 | UNITY_INITIALIZE_OUTPUT(pixel_t, output);
34 | UNITY_SETUP_INSTANCE_ID(input);
35 | UNITY_TRANSFER_INSTANCE_ID(input, output);
36 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
37 |
38 | float bold = step(input.texcoord1.y, 0);
39 |
40 | float4 vert = input.position;
41 | vert.x += _VertexOffsetX;
42 | vert.y += _VertexOffsetY;
43 |
44 | float4 vPosition = UnityObjectToClipPos(vert);
45 |
46 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
47 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
48 |
49 | // Generate UV for the Masking Texture
50 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
51 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
52 |
53 | float4 color = input.color;
54 | #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
55 | color = SRGBToLinear(input.color);
56 | #endif
57 |
58 | float opacity = color.a;
59 | #if (UNDERLAY_ON | UNDERLAY_INNER)
60 | opacity = 1.0;
61 | #endif
62 |
63 | float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
64 | faceColor.rgb *= faceColor.a;
65 |
66 | float4 outlineColor = _OutlineColor;
67 | outlineColor.a *= opacity;
68 | outlineColor.rgb *= outlineColor.a;
69 |
70 | output.position = vPosition;
71 | output.faceColor = faceColor;
72 | output.outlineColor = outlineColor;
73 | output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
74 | output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
75 |
76 | float2 mask = float2(0, 0);
77 | #if UNITY_UI_CLIP_RECT
78 | mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;
79 | #endif
80 | output.mask = mask;
81 |
82 | #if (UNDERLAY_ON || UNDERLAY_INNER)
83 | float4 underlayColor = _UnderlayColor;
84 | underlayColor.rgb *= underlayColor.a;
85 |
86 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
87 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
88 |
89 | output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
90 | output.underlayColor = underlayColor;
91 | #endif
92 |
93 | return output;
94 | }
95 |
96 | float4 PixShader(pixel_t input) : SV_Target
97 | {
98 | UNITY_SETUP_INSTANCE_ID(input);
99 |
100 | float d = tex2D(_MainTex, input.texcoord0.xy).a;
101 |
102 | float2 UV = input.texcoord0.xy;
103 | float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
104 |
105 | #if (UNDERLAY_ON | UNDERLAY_INNER)
106 | float layerScale = scale;
107 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
108 | float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
109 | #endif
110 |
111 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
112 |
113 | float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
114 |
115 | #ifdef OUTLINE_ON
116 | float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
117 | faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
118 | faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
119 | #endif
120 |
121 | #if UNDERLAY_ON
122 | d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
123 | faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
124 | #endif
125 |
126 | #if UNDERLAY_INNER
127 | float bias = input.param.x * scale - 0.5;
128 | float sd = saturate(d * scale - bias - input.param.z);
129 | d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
130 | faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
131 | #endif
132 |
133 | #ifdef MASKING
134 | float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
135 | float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
136 | a = saturate(t / _MaskEdgeSoftness);
137 | faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);
138 | faceColor *= a;
139 | #endif
140 |
141 | // Alternative implementation to UnityGet2DClipping with support for softness
142 | #if UNITY_UI_CLIP_RECT
143 | float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
144 | float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
145 | faceColor *= m.x * m.y;
146 | #endif
147 |
148 | #if (UNDERLAY_ON | UNDERLAY_INNER)
149 | faceColor *= input.texcoord2.z;
150 | #endif
151 |
152 | #if UNITY_UI_ALPHACLIP
153 | clip(faceColor.a - 0.001);
154 | #endif
155 |
156 | return faceColor;
157 | }
158 |
--------------------------------------------------------------------------------
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/src/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc:
--------------------------------------------------------------------------------
1 | // UI Editable properties
2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance
3 | uniform float _FaceUVSpeedX;
4 | uniform float _FaceUVSpeedY;
5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity
6 | uniform float _FaceDilate; // v[ 0, 1]
7 | uniform float _OutlineSoftness; // v[ 0, 1]
8 |
9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
10 | uniform float _OutlineUVSpeedX;
11 | uniform float _OutlineUVSpeedY;
12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
13 | uniform float _OutlineWidth; // v[ 0, 1]
14 |
15 | uniform float _Bevel; // v[ 0, 1]
16 | uniform float _BevelOffset; // v[-1, 1]
17 | uniform float _BevelWidth; // v[-1, 1]
18 | uniform float _BevelClamp; // v[ 0, 1]
19 | uniform float _BevelRoundness; // v[ 0, 1]
20 |
21 | uniform sampler2D _BumpMap; // Normal map
22 | uniform float _BumpOutline; // v[ 0, 1]
23 | uniform float _BumpFace; // v[ 0, 1]
24 |
25 | uniform samplerCUBE _Cube; // Cube / sphere map
26 | uniform fixed4 _ReflectFaceColor; // RGB intensity
27 | uniform fixed4 _ReflectOutlineColor;
28 | //uniform float _EnvTiltX; // v[-1, 1]
29 | //uniform float _EnvTiltY; // v[-1, 1]
30 | uniform float3 _EnvMatrixRotation;
31 | uniform float4x4 _EnvMatrix;
32 |
33 | uniform fixed4 _SpecularColor; // RGB intensity
34 | uniform float _LightAngle; // v[ 0,Tau]
35 | uniform float _SpecularPower; // v[ 0, 1]
36 | uniform float _Reflectivity; // v[ 5, 15]
37 | uniform float _Diffuse; // v[ 0, 1]
38 | uniform float _Ambient; // v[ 0, 1]
39 |
40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
41 | uniform float _UnderlayOffsetX; // v[-1, 1]
42 | uniform float _UnderlayOffsetY; // v[-1, 1]
43 | uniform float _UnderlayDilate; // v[-1, 1]
44 | uniform float _UnderlaySoftness; // v[ 0, 1]
45 |
46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity
47 | uniform float _GlowOffset; // v[-1, 1]
48 | uniform float _GlowOuter; // v[ 0, 1]
49 | uniform float _GlowInner; // v[ 0, 1]
50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
51 |
52 | // API Editable properties
53 | uniform float _ShaderFlags;
54 | uniform float _WeightNormal;
55 | uniform float _WeightBold;
56 |
57 | uniform float _ScaleRatioA;
58 | uniform float _ScaleRatioB;
59 | uniform float _ScaleRatioC;
60 |
61 | uniform float _VertexOffsetX;
62 | uniform float _VertexOffsetY;
63 |
64 | //uniform float _UseClipRect;
65 | uniform float _MaskID;
66 | uniform sampler2D _MaskTex;
67 | uniform float4 _MaskCoord;
68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
69 | //uniform float _MaskWipeControl;
70 | //uniform float _MaskEdgeSoftness;
71 | //uniform fixed4 _MaskEdgeColor;
72 | //uniform bool _MaskInverse;
73 |
74 | uniform float _MaskSoftnessX;
75 | uniform float _MaskSoftnessY;
76 |
77 | // Font Atlas properties
78 | uniform sampler2D _MainTex;
79 | uniform float _TextureWidth;
80 | uniform float _TextureHeight;
81 | uniform float _GradientScale;
82 | uniform float _ScaleX;
83 | uniform float _ScaleY;
84 | uniform float _PerspectiveFilter;
85 | uniform float _Sharpness;
86 |
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/src/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc:
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1 | void VertShader(inout appdata_full v, out Input data)
2 | {
3 | v.vertex.x += _VertexOffsetX;
4 | v.vertex.y += _VertexOffsetY;
5 |
6 | UNITY_INITIALIZE_OUTPUT(Input, data);
7 |
8 | float bold = step(v.texcoord1.y, 0);
9 |
10 | // Generate normal for backface
11 | float3 view = ObjSpaceViewDir(v.vertex);
12 | v.normal *= sign(dot(v.normal, view));
13 |
14 | #if USE_DERIVATIVE
15 | data.param.y = 1;
16 | #else
17 | float4 vert = v.vertex;
18 | float4 vPosition = UnityObjectToClipPos(vert);
19 | float2 pixelSize = vPosition.w;
20 |
21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
22 | float scale = rsqrt(dot(pixelSize, pixelSize));
23 | scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
24 | scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
25 | data.param.y = scale;
26 | #endif
27 |
28 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
29 |
30 | v.texcoord1.xy = UnpackUV(v.texcoord1.x);
31 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
32 | }
33 |
34 | void PixShader(Input input, inout SurfaceOutput o)
35 | {
36 |
37 | #if USE_DERIVATIVE
38 | float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
39 | pixelSize *= _TextureWidth * .75;
40 | float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
41 | #else
42 | float scale = input.param.y;
43 | #endif
44 |
45 | // Signed distance
46 | float c = tex2D(_MainTex, input.uv_MainTex).a;
47 | float sd = (.5 - c - input.param.x) * scale + .5;
48 | float outline = _OutlineWidth*_ScaleRatioA * scale;
49 | float softness = _OutlineSoftness*_ScaleRatioA * scale;
50 |
51 | // Color & Alpha
52 | float4 faceColor = _FaceColor;
53 | float4 outlineColor = _OutlineColor;
54 | faceColor *= input.color;
55 | outlineColor.a *= input.color.a;
56 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
57 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
58 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
59 | faceColor.rgb /= max(faceColor.a, 0.0001);
60 |
61 | #if BEVEL_ON
62 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
63 |
64 | float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
65 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
66 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
67 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
68 |
69 | // Face Normal
70 | float3 n = GetSurfaceNormal(smp4x, input.param.x);
71 |
72 | // Bumpmap
73 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
74 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
75 | bump = lerp(float3(0, 0, 1), bump, faceColor.a);
76 | n = normalize(n - bump);
77 |
78 | // Cubemap reflection
79 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
80 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
81 | #else
82 | float3 n = float3(0, 0, -1);
83 | float3 emission = float3(0, 0, 0);
84 | #endif
85 |
86 | #if GLOW_ON
87 | float4 glowColor = GetGlowColor(sd, scale);
88 | glowColor.a *= input.color.a;
89 | emission += glowColor.rgb*glowColor.a;
90 | faceColor = BlendARGB(glowColor, faceColor);
91 | faceColor.rgb /= max(faceColor.a, 0.0001);
92 | #endif
93 |
94 | // Set Standard output structure
95 | o.Albedo = faceColor.rgb;
96 | o.Normal = -n;
97 | o.Emission = emission;
98 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
99 | o.Gloss = 1;
100 | o.Alpha = faceColor.a;
101 | }
102 |
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/src/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt:
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1 | This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
2 |
3 | Please visit their website to view the complete set of their emojis and review their licensing terms.
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147 | "meta": {
148 | "app": "http://www.codeandweb.com/texturepacker",
149 | "version": "1.0",
150 | "image": "EmojiOne.png",
151 | "format": "RGBA8888",
152 | "size": {"w":512,"h":512},
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155 | }
156 | }
157 |
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/src/Logs/Packages-Update.log:
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1 |
2 | === Mon Mar 8 15:25:19 2021
3 |
4 | Packages were changed.
5 | Update Mode: resetToDefaultDependencies
6 |
7 | The following packages were added:
8 | com.unity.collab-proxy@1.2.16
9 | com.unity.ide.rider@1.1.4
10 | com.unity.ide.vscode@1.2.1
11 | com.unity.modules.ai@1.0.0
12 | com.unity.modules.androidjni@1.0.0
13 | com.unity.modules.animation@1.0.0
14 | com.unity.modules.assetbundle@1.0.0
15 | com.unity.modules.audio@1.0.0
16 | com.unity.modules.cloth@1.0.0
17 | com.unity.modules.director@1.0.0
18 | com.unity.modules.imageconversion@1.0.0
19 | com.unity.modules.imgui@1.0.0
20 | com.unity.modules.jsonserialize@1.0.0
21 | com.unity.modules.particlesystem@1.0.0
22 | com.unity.modules.physics@1.0.0
23 | com.unity.modules.physics2d@1.0.0
24 | com.unity.modules.screencapture@1.0.0
25 | com.unity.modules.terrain@1.0.0
26 | com.unity.modules.terrainphysics@1.0.0
27 | com.unity.modules.tilemap@1.0.0
28 | com.unity.modules.ui@1.0.0
29 | com.unity.modules.uielements@1.0.0
30 | com.unity.modules.umbra@1.0.0
31 | com.unity.modules.unityanalytics@1.0.0
32 | com.unity.modules.unitywebrequest@1.0.0
33 | com.unity.modules.unitywebrequestassetbundle@1.0.0
34 | com.unity.modules.unitywebrequestaudio@1.0.0
35 | com.unity.modules.unitywebrequesttexture@1.0.0
36 | com.unity.modules.unitywebrequestwww@1.0.0
37 | com.unity.modules.vehicles@1.0.0
38 | com.unity.modules.video@1.0.0
39 | com.unity.modules.vr@1.0.0
40 | com.unity.modules.wind@1.0.0
41 | com.unity.modules.xr@1.0.0
42 | com.unity.test-framework@1.1.16
43 | com.unity.textmeshpro@2.1.1
44 | com.unity.timeline@1.2.16
45 | com.unity.ugui@1.0.0
46 |
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/src/Packages/manifest.json:
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1 | {
2 | "dependencies": {
3 | "com.unity.collab-proxy": "1.2.16",
4 | "com.unity.ide.rider": "1.1.4",
5 | "com.unity.ide.vscode": "1.2.1",
6 | "com.unity.test-framework": "1.1.16",
7 | "com.unity.textmeshpro": "2.1.1",
8 | "com.unity.timeline": "1.2.16",
9 | "com.unity.ugui": "1.0.0",
10 | "com.unity.modules.ai": "1.0.0",
11 | "com.unity.modules.androidjni": "1.0.0",
12 | "com.unity.modules.animation": "1.0.0",
13 | "com.unity.modules.assetbundle": "1.0.0",
14 | "com.unity.modules.audio": "1.0.0",
15 | "com.unity.modules.cloth": "1.0.0",
16 | "com.unity.modules.director": "1.0.0",
17 | "com.unity.modules.imageconversion": "1.0.0",
18 | "com.unity.modules.imgui": "1.0.0",
19 | "com.unity.modules.jsonserialize": "1.0.0",
20 | "com.unity.modules.particlesystem": "1.0.0",
21 | "com.unity.modules.physics": "1.0.0",
22 | "com.unity.modules.physics2d": "1.0.0",
23 | "com.unity.modules.screencapture": "1.0.0",
24 | "com.unity.modules.terrain": "1.0.0",
25 | "com.unity.modules.terrainphysics": "1.0.0",
26 | "com.unity.modules.tilemap": "1.0.0",
27 | "com.unity.modules.ui": "1.0.0",
28 | "com.unity.modules.uielements": "1.0.0",
29 | "com.unity.modules.umbra": "1.0.0",
30 | "com.unity.modules.unityanalytics": "1.0.0",
31 | "com.unity.modules.unitywebrequest": "1.0.0",
32 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
33 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
34 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
35 | "com.unity.modules.unitywebrequestwww": "1.0.0",
36 | "com.unity.modules.vehicles": "1.0.0",
37 | "com.unity.modules.video": "1.0.0",
38 | "com.unity.modules.vr": "1.0.0",
39 | "com.unity.modules.wind": "1.0.0",
40 | "com.unity.modules.xr": "1.0.0"
41 | }
42 | }
43 |
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/src/Packages/packages-lock.json:
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1 | {
2 | "dependencies": {
3 | "com.unity.collab-proxy": {
4 | "version": "1.2.16",
5 | "depth": 0,
6 | "source": "registry",
7 | "dependencies": {},
8 | "url": "https://packages.unity.com"
9 | },
10 | "com.unity.ext.nunit": {
11 | "version": "1.0.0",
12 | "depth": 1,
13 | "source": "registry",
14 | "dependencies": {},
15 | "url": "https://packages.unity.com"
16 | },
17 | "com.unity.ide.rider": {
18 | "version": "1.1.4",
19 | "depth": 0,
20 | "source": "registry",
21 | "dependencies": {
22 | "com.unity.test-framework": "1.1.1"
23 | },
24 | "url": "https://packages.unity.com"
25 | },
26 | "com.unity.ide.vscode": {
27 | "version": "1.2.1",
28 | "depth": 0,
29 | "source": "registry",
30 | "dependencies": {},
31 | "url": "https://packages.unity.com"
32 | },
33 | "com.unity.test-framework": {
34 | "version": "1.1.16",
35 | "depth": 0,
36 | "source": "registry",
37 | "dependencies": {
38 | "com.unity.ext.nunit": "1.0.0",
39 | "com.unity.modules.imgui": "1.0.0",
40 | "com.unity.modules.jsonserialize": "1.0.0"
41 | },
42 | "url": "https://packages.unity.com"
43 | },
44 | "com.unity.textmeshpro": {
45 | "version": "2.1.1",
46 | "depth": 0,
47 | "source": "registry",
48 | "dependencies": {
49 | "com.unity.ugui": "1.0.0"
50 | },
51 | "url": "https://packages.unity.com"
52 | },
53 | "com.unity.timeline": {
54 | "version": "1.2.16",
55 | "depth": 0,
56 | "source": "registry",
57 | "dependencies": {},
58 | "url": "https://packages.unity.com"
59 | },
60 | "com.unity.ugui": {
61 | "version": "1.0.0",
62 | "depth": 0,
63 | "source": "builtin",
64 | "dependencies": {
65 | "com.unity.modules.ui": "1.0.0",
66 | "com.unity.modules.imgui": "1.0.0"
67 | }
68 | },
69 | "com.unity.modules.ai": {
70 | "version": "1.0.0",
71 | "depth": 0,
72 | "source": "builtin",
73 | "dependencies": {}
74 | },
75 | "com.unity.modules.androidjni": {
76 | "version": "1.0.0",
77 | "depth": 0,
78 | "source": "builtin",
79 | "dependencies": {}
80 | },
81 | "com.unity.modules.animation": {
82 | "version": "1.0.0",
83 | "depth": 0,
84 | "source": "builtin",
85 | "dependencies": {}
86 | },
87 | "com.unity.modules.assetbundle": {
88 | "version": "1.0.0",
89 | "depth": 0,
90 | "source": "builtin",
91 | "dependencies": {}
92 | },
93 | "com.unity.modules.audio": {
94 | "version": "1.0.0",
95 | "depth": 0,
96 | "source": "builtin",
97 | "dependencies": {}
98 | },
99 | "com.unity.modules.cloth": {
100 | "version": "1.0.0",
101 | "depth": 0,
102 | "source": "builtin",
103 | "dependencies": {
104 | "com.unity.modules.physics": "1.0.0"
105 | }
106 | },
107 | "com.unity.modules.director": {
108 | "version": "1.0.0",
109 | "depth": 0,
110 | "source": "builtin",
111 | "dependencies": {
112 | "com.unity.modules.audio": "1.0.0",
113 | "com.unity.modules.animation": "1.0.0"
114 | }
115 | },
116 | "com.unity.modules.imageconversion": {
117 | "version": "1.0.0",
118 | "depth": 0,
119 | "source": "builtin",
120 | "dependencies": {}
121 | },
122 | "com.unity.modules.imgui": {
123 | "version": "1.0.0",
124 | "depth": 0,
125 | "source": "builtin",
126 | "dependencies": {}
127 | },
128 | "com.unity.modules.jsonserialize": {
129 | "version": "1.0.0",
130 | "depth": 0,
131 | "source": "builtin",
132 | "dependencies": {}
133 | },
134 | "com.unity.modules.particlesystem": {
135 | "version": "1.0.0",
136 | "depth": 0,
137 | "source": "builtin",
138 | "dependencies": {}
139 | },
140 | "com.unity.modules.physics": {
141 | "version": "1.0.0",
142 | "depth": 0,
143 | "source": "builtin",
144 | "dependencies": {}
145 | },
146 | "com.unity.modules.physics2d": {
147 | "version": "1.0.0",
148 | "depth": 0,
149 | "source": "builtin",
150 | "dependencies": {}
151 | },
152 | "com.unity.modules.screencapture": {
153 | "version": "1.0.0",
154 | "depth": 0,
155 | "source": "builtin",
156 | "dependencies": {
157 | "com.unity.modules.imageconversion": "1.0.0"
158 | }
159 | },
160 | "com.unity.modules.subsystems": {
161 | "version": "1.0.0",
162 | "depth": 1,
163 | "source": "builtin",
164 | "dependencies": {
165 | "com.unity.modules.jsonserialize": "1.0.0"
166 | }
167 | },
168 | "com.unity.modules.terrain": {
169 | "version": "1.0.0",
170 | "depth": 0,
171 | "source": "builtin",
172 | "dependencies": {}
173 | },
174 | "com.unity.modules.terrainphysics": {
175 | "version": "1.0.0",
176 | "depth": 0,
177 | "source": "builtin",
178 | "dependencies": {
179 | "com.unity.modules.physics": "1.0.0",
180 | "com.unity.modules.terrain": "1.0.0"
181 | }
182 | },
183 | "com.unity.modules.tilemap": {
184 | "version": "1.0.0",
185 | "depth": 0,
186 | "source": "builtin",
187 | "dependencies": {
188 | "com.unity.modules.physics2d": "1.0.0"
189 | }
190 | },
191 | "com.unity.modules.ui": {
192 | "version": "1.0.0",
193 | "depth": 0,
194 | "source": "builtin",
195 | "dependencies": {}
196 | },
197 | "com.unity.modules.uielements": {
198 | "version": "1.0.0",
199 | "depth": 0,
200 | "source": "builtin",
201 | "dependencies": {
202 | "com.unity.modules.imgui": "1.0.0",
203 | "com.unity.modules.jsonserialize": "1.0.0"
204 | }
205 | },
206 | "com.unity.modules.umbra": {
207 | "version": "1.0.0",
208 | "depth": 0,
209 | "source": "builtin",
210 | "dependencies": {}
211 | },
212 | "com.unity.modules.unityanalytics": {
213 | "version": "1.0.0",
214 | "depth": 0,
215 | "source": "builtin",
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221 | "com.unity.modules.unitywebrequest": {
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223 | "depth": 0,
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233 | "com.unity.modules.unitywebrequest": "1.0.0"
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263 | "com.unity.modules.assetbundle": "1.0.0",
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267 | "com.unity.modules.vehicles": {
268 | "version": "1.0.0",
269 | "depth": 0,
270 | "source": "builtin",
271 | "dependencies": {
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276 | "version": "1.0.0",
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282 | "com.unity.modules.unitywebrequest": "1.0.0"
283 | }
284 | },
285 | "com.unity.modules.vr": {
286 | "version": "1.0.0",
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288 | "source": "builtin",
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291 | "com.unity.modules.physics": "1.0.0",
292 | "com.unity.modules.xr": "1.0.0"
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295 | "com.unity.modules.wind": {
296 | "version": "1.0.0",
297 | "depth": 0,
298 | "source": "builtin",
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307 | "com.unity.modules.jsonserialize": "1.0.0",
308 | "com.unity.modules.subsystems": "1.0.0"
309 | }
310 | }
311 | }
312 | }
313 |
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1 | {
2 | "m_SettingKeys": [
3 | "VR Device Disabled",
4 | "VR Device User Alert"
5 | ],
6 | "m_SettingValues": [
7 | "False",
8 | "False"
9 | ]
10 | }
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