├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── PresetManager.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset └── InputManager.asset ├── Assets ├── TextMesh Pro │ ├── Resources │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Following Characters.txt │ │ ├── Shaders │ │ │ ├── TMPro.cginc.meta │ │ │ ├── TMP_Bitmap.shader.meta │ │ │ ├── TMP_SDF.shader.meta │ │ │ ├── TMP_SDF Overlay.shader.meta │ │ │ ├── TMP_SDF-Mobile.shader.meta │ │ │ ├── TMP_SDF-Surface.shader.meta │ │ │ ├── TMPro_Properties.cginc.meta │ │ │ ├── TMPro_Surface.cginc.meta │ │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ │ ├── TMP_Sprite.shader.meta │ │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ │ ├── TMPro.cginc │ │ │ ├── TMP_Sprite.shader │ │ │ ├── TMPro_Properties.cginc │ │ │ ├── TMP_SDF-Surface-Mobile.shader │ │ │ ├── TMP_Bitmap.shader │ │ │ ├── TMP_Bitmap-Custom-Atlas.shader │ │ │ ├── TMP_Bitmap-Mobile.shader │ │ │ ├── TMPro_Surface.cginc │ │ │ ├── TMP_SDF-Surface.shader │ │ │ ├── TMP_SDF-Mobile Overlay.shader │ │ │ └── TMP_SDF-Mobile.shader │ │ ├── TMP Settings.asset.meta │ │ ├── Sprite Assets │ │ │ ├── EmojiOne.asset.meta │ │ │ └── EmojiOne.asset │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Shaders.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ ├── LiberationSans SDF - Outline.mat │ │ │ └── LiberationSans SDF - Drop Shadow.mat │ │ ├── Sprite Assets.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ ├── Default Style Sheet.asset.meta │ │ │ └── Default Style Sheet.asset │ │ ├── Fonts & Materials.meta │ │ └── TMP Settings.asset │ ├── Sprites │ │ ├── EmojiOne.png │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne Attribution.txt │ │ ├── EmojiOne.json.meta │ │ └── EmojiOne.json │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Resources.meta │ ├── Sprites.meta │ └── Documentation.meta ├── Models │ ├── out.fbx │ └── out.fbx.meta ├── Audio │ ├── sfx_stadium_crowdloop.mp3 │ └── sfx_stadium_crowdloop.mp3.meta ├── FreeCharacter │ ├── FreeCharacter_model.FBX │ ├── Textures │ │ ├── NPC_Man_02.jpg │ │ ├── NPC_Basket_01.jpg │ │ ├── NPC_Beard_01.jpg │ │ ├── NPC_Hair_01.jpg │ │ ├── NPC_Tools_02.jpg │ │ ├── NPC_Beard_01.jpg.meta │ │ ├── NPC_Hair_01.jpg.meta │ │ ├── NPC_Man_02.jpg.meta │ │ ├── NPC_Tools_02.jpg.meta │ │ └── NPC_Basket_01.jpg.meta │ ├── FreeCharacter_Mecanim.FBX │ ├── FreeCharacter_Animations.FBX │ ├── FreeCharacter_scene.unity.meta │ ├── Prefabs.meta │ ├── Textures.meta │ ├── Materials.meta │ ├── Materials │ │ ├── NPC_Basket_01.mat.meta │ │ ├── NPC_Beard_01.mat.meta │ │ ├── NPC_Hair_01.mat.meta │ │ ├── NPC_Tools_01.mat.meta │ │ ├── NPC_man_01.mat.meta │ │ ├── NPC_man_02.mat.meta │ │ ├── NPC_man_01.mat │ │ ├── NPC_man_02.mat │ │ ├── NPC_Basket_01.mat │ │ ├── NPC_Beard_01.mat │ │ ├── NPC_Hair_01.mat │ │ └── NPC_Tools_01.mat │ ├── Prefabs │ │ ├── Lumberjack1.prefab.meta │ │ ├── Lumberjack2.prefab.meta │ │ ├── Lumberjack3.prefab.meta │ │ ├── NPC_Beard_008.prefab.meta │ │ ├── NPC_Hair_009.prefab.meta │ │ ├── NPC_Tools_Axe_004.prefab.meta │ │ ├── NPC_Tools_Axe_005.prefab.meta │ │ ├── NPC_Hair_009.prefab │ │ ├── NPC_Beard_008.prefab │ │ ├── NPC_Tools_Axe_004.prefab │ │ └── NPC_Tools_Axe_005.prefab │ ├── FreeCharacter_controller.controller.meta │ ├── FreeCharacter_controller.controller │ └── FreeCharacter_model.FBX.meta ├── Scripts │ ├── TODO.meta │ ├── Old.meta │ ├── Tests.meta │ ├── Old │ │ ├── Subject.cs.meta │ │ ├── BoxEvents.cs.meta │ │ ├── Observer.cs.meta │ │ ├── BoxEvents.cs │ │ ├── Subject.cs │ │ └── Observer.cs │ ├── BatController.cs.meta │ ├── GameController.cs.meta │ ├── PlayerController.cs.meta │ ├── Tests │ │ ├── BallTest.cs.meta │ │ └── BallTest.cs │ ├── GameBallController.cs.meta │ ├── GameSoundController.cs.meta │ ├── ScoreboardController.cs.meta │ ├── GameNotificationController.cs.meta │ ├── TODO │ ├── GameNotificationController.cs │ ├── GameSoundController.cs │ ├── BatController.cs │ ├── ScoreboardController.cs │ └── PlayerController.cs ├── Audio.meta ├── Mats.meta ├── Models.meta ├── Objects.meta ├── Prefabs.meta ├── Scenes.meta ├── Scenes │ └── SampleScene.unity.meta ├── Scripts.meta ├── Physics Mats.meta ├── TextMesh Pro.meta ├── FreeCharacter.meta ├── Mats │ ├── BallMaterial.mat.meta │ ├── GroundMat.mat.meta │ ├── ObjectMat.mat.meta │ ├── SphereMat.mat.meta │ ├── BallMaterial.mat │ ├── SphereMat.mat │ ├── GroundMat.mat │ └── ObjectMat.mat ├── Prefabs │ ├── GameBall.prefab.meta │ └── GameBall.prefab └── Physics Mats │ ├── SpaldeenBounceMat.physicMaterial.meta │ └── SpaldeenBounceMat.physicMaterial ├── .gitignore ├── Packages └── manifest.json └── README.md /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.2.0f2 2 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt: -------------------------------------------------------------------------------- 1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇〉》」$⦆¥₩ # -------------------------------------------------------------------------------- /Assets/Models/out.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/runtime/ObserverPatternBaseball/master/Assets/Models/out.fbx 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m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /Assets/Scripts/TODO: -------------------------------------------------------------------------------- 1 | 2 | Start game 3 | pitch ball 4 | 5 | ball 6 | balls ++ 7 | if balls >3 { TB = 1 } 8 | dead ball 9 | update score 10 | 11 | 12 | strike 13 | Send Event to Controller 14 | 15 | strike ++ 16 | if strikes > 2 { out } 17 | Controller update score 18 | if outs > 2 {game over} 19 | Update ball.state to dead 20 | 21 | 22 | batted ball 23 | if strike or foul { strike } 24 | if 1b {TB 1} 25 | if 2b {TB 2} 26 | if 3b {TB 3} 27 | if HR {TB 4} 28 | Send Event to Controller 29 | Controller update score 30 | Update ball.state to dead 31 | 32 | -------------------------------------------------------------------------------- /Assets/Audio/sfx_stadium_crowdloop.mp3.meta: -------------------------------------------------------------------------------- 1 | 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*.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | 38 | # Mac OSX 39 | .DS_Store 40 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - PostProcessing 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /Assets/Scripts/Tests/BallTest.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | // STUB GOES IN GAMECONTROLLER LATER 6 | namespace VRStickball{ 7 | 8 | [RequireComponent(typeof(GameBallController))] 9 | 10 | public class BallTest : MonoBehaviour { 11 | public GameBallController ball; 12 | 13 | // Use this for initialization 14 | void Start () { 15 | 16 | ball.OnStrike += Handle_OnStrike; 17 | //Debug.Log("[BallTest] Start()" + ball.OnStrike); 18 | } 19 | 20 | protected void Handle_OnStrike() { 21 | Debug.Log("[BallTest] Handle_OnStrike() STRIKE !!!"); 22 | } 23 | } 24 | 25 | } 26 | 27 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 2 10 | m_DefaultBehaviorMode: 0 11 | m_SpritePackerMode: 0 12 | m_SpritePackerPaddingPower: 1 13 | m_EtcTextureCompressorBehavior: 1 14 | m_EtcTextureFastCompressor: 1 15 | m_EtcTextureNormalCompressor: 2 16 | m_EtcTextureBestCompressor: 4 17 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 18 | m_ProjectGenerationRootNamespace: 19 | m_UserGeneratedProjectSuffix: 20 | m_CollabEditorSettings: 21 | inProgressEnabled: 1 22 | -------------------------------------------------------------------------------- /Assets/Scripts/GameNotificationController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | 6 | namespace VRStickball { 7 | 8 | public class GameNotificationController : MonoBehaviour { 9 | 10 | public GameObject notifcationOut; 11 | 12 | // Use this for initialization 13 | void Start () { 14 | 15 | notifcationOut.SetActive (false); 16 | 17 | } 18 | 19 | // Update is called once per frame 20 | void Update () { 21 | 22 | } 23 | 24 | public void displayOut () { 25 | // set out to visible 26 | notifcationOut.SetActive (true); 27 | } 28 | 29 | public void clearNotifications() { 30 | Debug.Log("[gameNotificationController] clearNotifications "); 31 | notifcationOut.SetActive (false); 32 | } 33 | } 34 | 35 | } 36 | 37 | -------------------------------------------------------------------------------- /Assets/Scripts/Old/BoxEvents.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace ObserverPattern { 6 | 7 | //Events 8 | public abstract class BoxEvents { 9 | public abstract float GetJumpForce(); 10 | } 11 | 12 | public class JumpLittle:BoxEvents { 13 | 14 | public override float GetJumpForce() 15 | { 16 | return 60f; 17 | } 18 | 19 | } 20 | 21 | public class JumpMedium : BoxEvents 22 | { 23 | 24 | public override float GetJumpForce() 25 | { 26 | return 90f; 27 | } 28 | 29 | } 30 | 31 | public class JumpHigh : BoxEvents 32 | { 33 | 34 | public override float GetJumpForce() 35 | { 36 | return 120f; 37 | } 38 | 39 | } 40 | 41 | } -------------------------------------------------------------------------------- /Assets/FreeCharacter/Materials/NPC_man_01.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInternal: 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m_PrefabInternal: {fileID: 0} 9 | m_Name: NPC_man_02 10 | m_Shader: {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _MainTex: 22 | m_Texture: {fileID: 2800000, guid: f94e08adda63d1c4da0478c4c04da0bb, type: 3} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | m_Floats: [] 26 | m_Colors: 27 | - _Color: {r: 1, g: 1, b: 1, a: 1} 28 | -------------------------------------------------------------------------------- /Assets/Scripts/GameSoundController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace VRStickball { 6 | 7 | public class GameSoundController : MonoBehaviour { 8 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| m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Assets/Scripts/Old/Subject.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using 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-------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace ObserverPattern 6 | { 7 | 8 | //Wants to know when another object does something interesting 9 | public abstract class Observer 10 | { 11 | public abstract void OnNotify(); 12 | } 13 | 14 | public class Box : Observer 15 | { 16 | 17 | // the bo game object which will do something 18 | GameObject boxObj; 19 | 20 | // What will happen when this box gets an event 21 | BoxEvents boxEvent; 22 | 23 | 24 | 25 | public Box(GameObject boxObj, BoxEvents boxEvent) 26 | { 27 | this.boxObj = boxObj; 28 | this.boxEvent = boxEvent; 29 | 30 | } 31 | 32 | // what the box will do if the event fits it 33 | public override void OnNotify() 34 | { 35 | Jump(boxEvent.GetJumpForce()); 36 | } 37 | 38 | // to scale this get the event and see if it corresponds to the event the observer is subscribing to 39 | 40 | //public 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-------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace VRStickball { 6 | 7 | public class BatController : MonoBehaviour { 8 | 9 | //player character physics properties 10 | private Transform _transform; 11 | private Rigidbody _rigidbody; 12 | private CapsuleCollider _collider; 13 | 14 | public float speed = 90.0f; 15 | public float direction = 1.0f; 16 | 17 | private float posX; 18 | private float posY; 19 | private float posZ; 20 | 21 | 22 | void Awake() { 23 | _transform = GetComponent(); 24 | _rigidbody = GetComponent(); 25 | _collider = GetComponent(); 26 | } 27 | 28 | // Use this for initialization 29 | void Start () { 30 | 31 | } 32 | 33 | // Update is called once per frame 34 | 35 | void FixedUpdate () { 36 | 37 | posX = _rigidbody.transform.position.y; 38 | posY = _rigidbody.transform.position.y; 39 | posZ = _rigidbody.transform.position.z; 40 | //float dir = direction * speed; 41 | //Debug.Log("[BatController] FixedUpdate rotation.z = " + _rigidbody.transform.rotation.z); 42 | _rigidbody.transform.Rotate (new Vector3(0f, 0f , -800f) * Time.fixedDeltaTime); 43 | 44 | //_rigidbody.transform.localRotation *= Quaternion.AngleAxis(speed * Time.deltaTime, new Vector3(0f, 0f, dir)); 45 | // if (_rigidbody.transform.position.y < 0.84f || _rigidbody.transform.position.y > 1.0f) { 46 | // _rigidbody.transform.position = (new Vector3(1.23f, 0.95f, -0.43f)); 47 | // _rigidbody.transform.Rotate (new Vector3(0f, 0f , -180f) * Time.fixedDeltaTime); 48 | 49 | // } else if (_rigidbody.transform.rotation.z > 100) { 50 | // direction = direction * -1.0f; 51 | // } 52 | 53 | } 54 | 55 | void Update () { 56 | 57 | } 58 | } 59 | 60 | 61 | } 62 | -------------------------------------------------------------------------------- /Assets/Scripts/ScoreboardController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace VRStickball { 6 | 7 | public class ScoreboardController : MonoBehaviour { 8 | 9 | public TextMesh gameStateTextMesh; 10 | public TextMesh ballStateTextMesh; 11 | public TextMesh ballsTextMesh; 12 | public TextMesh strikesTextMesh; 13 | public TextMesh outsTextMesh; 14 | 15 | public TextMesh runsTextMesh; 16 | 17 | public GameObject indicator_1b; 18 | public GameObject indicator_2b; 19 | public GameObject indicator_3b; 20 | 21 | 22 | void Awake() { 23 | //Debug.Log("[ScoreboardController] SetBallState()"); 24 | } 25 | 26 | // Use this for initialization 27 | void Start () { 28 | 29 | } 30 | 31 | // Update is called once per frame 32 | void Update () { 33 | 34 | } 35 | public void SetGameState(string gamestate) { 36 | gameStateTextMesh.text = gamestate; 37 | Debug.Log("[ScoreboardController] SetGameState()"); 38 | } 39 | 40 | public void SetBallState(string ballstate) { 41 | ballStateTextMesh.text = ballstate; 42 | //Debug.Log("[ScoreboardController] SetBallState()"); 43 | } 44 | 45 | public void SetRuns(string runs) { 46 | runsTextMesh.text = runs; 47 | } 48 | 49 | public void SetBalls(string balls) { 50 | ballsTextMesh.text = balls; 51 | } 52 | 53 | public void SetStrikes(string strikes) { 54 | strikesTextMesh.text = strikes; 55 | } 56 | public void SetOuts(string outs) { 57 | outsTextMesh.text = outs; 58 | } 59 | 60 | public void SetTB(bool[] bases) { 61 | Debug.Log("[ScoreboardController] SetTB() bases: " + bases[0] + " " + bases[1] + " " + bases[2] ); 62 | if (bases[0]==true) { 63 | indicator_1b.GetComponent ().material.color = Color.green; 64 | } 65 | 66 | if (bases[1]==true) { 67 | indicator_2b.GetComponent ().material.color = Color.green; 68 | } 69 | 70 | if (bases[2]==true) { 71 | indicator_3b.GetComponent ().material.color = Color.green; 72 | } 73 | } 74 | } 75 | } 76 | 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11 | https://www.raywenderlich.com/2799-intermediate-unity-3d-for-ios-part-2-3 12 | 13 | 14 | Observer Pattern 15 | _gameController is a singleton in the gameBall. 16 | When the gameball interacts with objects it sends an event to the Game Controller. 17 | 18 | _gameController then communicates through public functions to different parts of the game depending on its state. 19 | 20 | Scoreboard Controller 21 | Updates the Scoreboard on the wall and baserunner indicators 22 | 23 | SoundController 24 | Controls the ambient sounds and notificaiton sounds. Ball sound will be in the gameball 25 | 26 | Notification Controller 27 | Puts notifications in the view of the user such as "Out" "single" & "Homerun" 28 | 29 | Player Controller 30 | Controls the pitcher including animation states 31 | 32 | 33 | Scoring 34 | Game Controller 35 | variables 36 | total bases vars 37 | used to track the total bases of the current ball (batter) 38 | _newTotalBases = 0; 39 | 40 | baserunner indicator vars for scoreboard 41 | _runnerOnFirst = false; 42 | 43 | used to track the total runs for this at bat 44 | _newRuns = 0; 45 | 46 | used to track the total runs for the player (user) 47 | _totalRuns 48 | 49 | functions 50 | Ball interacts with something and sends event 51 | event fires funciton in Controller. function sends updatescore() 52 | each function sets _newTotalbases unless its a ball or strike 53 | 54 | UpdateScore(); 55 | uses if/else to determine strikeout vs walk 56 | _newTotalBases is updated here for walks only 57 | 58 | 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-------------------------------------------------------------------------------- 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 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Other lights can affect it, but it will be per-vertex/SH. 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field (Surface)" { 7 | 8 | Properties { 9 | _FaceTex ("Fill Texture", 2D) = "white" {} 10 | _FaceColor ("Fill Color", Color) = (1,1,1,1) 11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 12 | 13 | _OutlineColor ("Outline Color", Color) = (0,0,0,1) 14 | _OutlineTex ("Outline Texture", 2D) = "white" {} 15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 17 | 18 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5) 19 | _GlowOffset ("Offset", Range(-1,1)) = 0 20 | _GlowInner ("Inner", Range(0,1)) = 0.05 21 | _GlowOuter ("Outer", Range(0,1)) = 0.05 22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 23 | 24 | _WeightNormal ("Weight Normal", float) = 0 25 | _WeightBold ("Weight Bold", float) = 0.5 26 | 27 | // Should not be directly exposed to the user 28 | _ShaderFlags ("Flags", float) = 0 29 | _ScaleRatioA ("Scale RatioA", float) = 1 30 | _ScaleRatioB ("Scale RatioB", float) = 1 31 | _ScaleRatioC ("Scale RatioC", float) = 1 32 | 33 | _MainTex ("Font Atlas", 2D) = "white" {} 34 | _TextureWidth ("Texture Width", float) = 512 35 | _TextureHeight ("Texture Height", float) = 512 36 | _GradientScale ("Gradient Scale", float) = 5.0 37 | _ScaleX ("Scale X", float) = 1.0 38 | _ScaleY ("Scale Y", float) = 1.0 39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 40 | 41 | _VertexOffsetX ("Vertex OffsetX", float) = 0 42 | _VertexOffsetY ("Vertex OffsetY", float) = 0 43 | 44 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 45 | //_MaskSoftness ("Mask Softness", float) = 0 46 | } 47 | 48 | SubShader { 49 | 50 | Tags { 51 | "Queue"="Transparent" 52 | "IgnoreProjector"="True" 53 | "RenderType"="Transparent" 54 | } 55 | 56 | LOD 300 57 | Cull [_CullMode] 58 | 59 | CGPROGRAM 60 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap 61 | #pragma target 3.0 62 | #pragma shader_feature __ GLOW_ON 63 | 64 | #include "TMPro_Properties.cginc" 65 | #include "TMPro.cginc" 66 | 67 | half _FaceShininess; 68 | half _OutlineShininess; 69 | 70 | struct Input 71 | { 72 | fixed4 color : COLOR; 73 | float2 uv_MainTex; 74 | float2 uv2_FaceTex; 75 | float2 uv2_OutlineTex; 76 | float2 param; // Weight, Scale 77 | float3 viewDirEnv; 78 | }; 79 | 80 | #include "TMPro_Surface.cginc" 81 | 82 | ENDCG 83 | 84 | // Pass to render object as a shadow caster 85 | Pass 86 | { 87 | Name "Caster" 88 | Tags { "LightMode" = "ShadowCaster" } 89 | Offset 1, 1 90 | 91 | Fog {Mode Off} 92 | ZWrite On ZTest LEqual Cull Off 93 | 94 | CGPROGRAM 95 | #pragma vertex vert 96 | #pragma fragment frag 97 | #pragma multi_compile_shadowcaster 98 | #include "UnityCG.cginc" 99 | 100 | struct v2f { 101 | V2F_SHADOW_CASTER; 102 | float2 uv : TEXCOORD1; 103 | float2 uv2 : TEXCOORD3; 104 | float alphaClip : TEXCOORD2; 105 | }; 106 | 107 | uniform float4 _MainTex_ST; 108 | uniform float4 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-------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | _FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _ColorMask("Color Mask", Float) = 15 22 | } 23 | 24 | SubShader{ 25 | 26 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 27 | 28 | Stencil 29 | { 30 | Ref[_Stencil] 31 | Comp[_StencilComp] 32 | Pass[_StencilOp] 33 | ReadMask[_StencilReadMask] 34 | WriteMask[_StencilWriteMask] 35 | } 36 | 37 | 38 | Lighting Off 39 | Cull [_CullMode] 40 | ZTest [unity_GUIZTestMode] 41 | ZWrite Off 42 | Fog { Mode Off } 43 | Blend SrcAlpha OneMinusSrcAlpha 44 | ColorMask[_ColorMask] 45 | 46 | Pass { 47 | CGPROGRAM 48 | #pragma vertex vert 49 | #pragma fragment frag 50 | 51 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 52 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 53 | 54 | 55 | #include "UnityCG.cginc" 56 | 57 | struct appdata_t { 58 | float4 vertex : POSITION; 59 | fixed4 color : COLOR; 60 | float2 texcoord0 : TEXCOORD0; 61 | float2 texcoord1 : TEXCOORD1; 62 | }; 63 | 64 | struct v2f { 65 | float4 vertex : SV_POSITION; 66 | fixed4 color : COLOR; 67 | float2 texcoord0 : TEXCOORD0; 68 | float2 texcoord1 : TEXCOORD1; 69 | float4 mask : TEXCOORD2; 70 | }; 71 | 72 | uniform sampler2D _MainTex; 73 | uniform sampler2D _FaceTex; 74 | uniform float4 _FaceTex_ST; 75 | uniform fixed4 _FaceColor; 76 | 77 | uniform float _VertexOffsetX; 78 | uniform float _VertexOffsetY; 79 | uniform float4 _ClipRect; 80 | uniform float _MaskSoftnessX; 81 | uniform float _MaskSoftnessY; 82 | 83 | float2 UnpackUV(float uv) 84 | { 85 | float2 output; 86 | output.x = floor(uv / 4096); 87 | output.y = uv - 4096 * output.x; 88 | 89 | return output * 0.001953125; 90 | } 91 | 92 | v2f vert (appdata_t v) 93 | { 94 | float4 vert = v.vertex; 95 | vert.x += _VertexOffsetX; 96 | vert.y += _VertexOffsetY; 97 | 98 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 99 | 100 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 101 | 102 | fixed4 faceColor = v.color; 103 | faceColor *= _FaceColor; 104 | 105 | v2f OUT; 106 | OUT.vertex = vPosition; 107 | OUT.color = faceColor; 108 | OUT.texcoord0 = v.texcoord0; 109 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 110 | float2 pixelSize = vPosition.w; 111 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 112 | 113 | // Clamp _ClipRect to 16bit. 114 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 115 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 116 | 117 | return OUT; 118 | } 119 | 120 | fixed4 frag (v2f IN) : SV_Target 121 | { 122 | fixed4 color = tex2D(_MainTex, IN.texcoord0); 123 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); 124 | 125 | // Alternative implementation to UnityGet2DClipping with support for softness. 126 | #if UNITY_UI_CLIP_RECT 127 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 128 | color *= m.x * m.y; 129 | #endif 130 | 131 | #if UNITY_UI_ALPHACLIP 132 | clip(color.a - 0.001); 133 | #endif 134 | 135 | return color; 136 | } 137 | ENDCG 138 | } 139 | } 140 | 141 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 142 | } 143 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap Custom Atlas" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | _FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | _Padding ("Padding", float) = 0 15 | 16 | _StencilComp("Stencil Comparison", Float) = 8 17 | _Stencil("Stencil ID", Float) = 0 18 | _StencilOp("Stencil Operation", Float) = 0 19 | _StencilWriteMask("Stencil Write Mask", Float) = 255 20 | _StencilReadMask("Stencil Read Mask", Float) = 255 21 | 22 | _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) * tex2D(_FaceTex, IN.texcoord1) * IN.color; 124 | 125 | // Alternative implementation to UnityGet2DClipping with support for softness. 126 | #if UNITY_UI_CLIP_RECT 127 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 128 | color *= m.x * m.y; 129 | #endif 130 | 131 | #if UNITY_UI_ALPHACLIP 132 | clip(color.a - 0.001); 133 | #endif 134 | 135 | return color; 136 | } 137 | ENDCG 138 | } 139 | } 140 | 141 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 142 | } 143 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Mobile/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _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 | _ColorMask("Color Mask", Float) = 15 22 | } 23 | 24 | SubShader { 25 | 26 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 27 | 28 | Stencil 29 | { 30 | Ref[_Stencil] 31 | Comp[_StencilComp] 32 | Pass[_StencilOp] 33 | ReadMask[_StencilReadMask] 34 | WriteMask[_StencilWriteMask] 35 | } 36 | 37 | 38 | Lighting Off 39 | Cull Off 40 | ZTest [unity_GUIZTestMode] 41 | ZWrite Off 42 | Fog { Mode Off } 43 | Blend SrcAlpha OneMinusSrcAlpha 44 | ColorMask[_ColorMask] 45 | 46 | Pass { 47 | CGPROGRAM 48 | #pragma vertex vert 49 | #pragma fragment frag 50 | #pragma fragmentoption ARB_precision_hint_fastest 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 : POSITION; 67 | fixed4 color : COLOR; 68 | float2 texcoord0 : TEXCOORD0; 69 | float4 mask : TEXCOORD2; 70 | }; 71 | 72 | sampler2D _MainTex; 73 | fixed4 _Color; 74 | float _DiffusePower; 75 | 76 | uniform float _VertexOffsetX; 77 | uniform float _VertexOffsetY; 78 | uniform float4 _ClipRect; 79 | uniform float _MaskSoftnessX; 80 | uniform float _MaskSoftnessY; 81 | 82 | v2f vert (appdata_t v) 83 | { 84 | v2f OUT; 85 | float4 vert = v.vertex; 86 | vert.x += _VertexOffsetX; 87 | vert.y += _VertexOffsetY; 88 | 89 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 90 | 91 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); 92 | OUT.color = v.color; 93 | OUT.color *= _Color; 94 | OUT.color.rgb *= _DiffusePower; 95 | OUT.texcoord0 = v.texcoord0; 96 | 97 | float2 pixelSize = OUT.vertex.w; 98 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 99 | 100 | // Clamp _ClipRect to 16bit. 101 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 102 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 103 | 104 | return OUT; 105 | } 106 | 107 | fixed4 frag (v2f IN) : COLOR 108 | { 109 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); 110 | 111 | // Alternative implementation to UnityGet2DClipping with support for softness. 112 | #if UNITY_UI_CLIP_RECT 113 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 114 | color *= m.x * m.y; 115 | #endif 116 | 117 | #if UNITY_UI_ALPHACLIP 118 | clip(color.a - 0.001); 119 | #endif 120 | 121 | return color; 122 | } 123 | ENDCG 124 | } 125 | } 126 | 127 | SubShader { 128 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 129 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } 130 | Blend SrcAlpha OneMinusSrcAlpha 131 | BindChannels { 132 | Bind "Color", color 133 | Bind "Vertex", vertex 134 | Bind "TexCoord", texcoord0 135 | } 136 | Pass { 137 | SetTexture [_MainTex] { 138 | constantColor [_Color] combine constant * primary, constant * texture 139 | } 140 | } 141 | } 142 | 143 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 144 | } 145 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayerController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace VRStickball { 6 | 7 | [RequireComponent (typeof (Animation))] 8 | 9 | public class PlayerController : MonoBehaviour { 10 | 11 | public delegate void PlayerAnimationFinished(string animation); 12 | public PlayerAnimationFinished OnPlayerAnimationFinished = null; 13 | 14 | private Vector3 _shotPosition = Vector3.zero; 15 | 16 | public Vector3 ShotPosition { 17 | get { 18 | return _shotPosition; 19 | } 20 | 21 | set { 22 | _shotPosition = value; 23 | } 24 | } 25 | 26 | public enum PlayerStateEnum { 27 | Idle, 28 | Walk, 29 | Lumbering 30 | } 31 | 32 | // initial player state 33 | private PlayerStateEnum _state = PlayerStateEnum.Idle; 34 | 35 | // Current Animation 36 | private AnimationClip _currentAnimation = null; 37 | 38 | // Animations 39 | public AnimationClip animIdle; 40 | public AnimationClip animSwing; 41 | public AnimationClip animWalk; 42 | 43 | // elapsed time of animation 44 | private float _elapsedStateTime = 0.0f; 45 | //player character physics properties 46 | private Transform _transform; 47 | private Animation _animation; 48 | private CapsuleCollider _collider; 49 | 50 | 51 | // dont need [holding ball] 52 | private bool _holdingBall = false; 53 | 54 | 55 | void Awake () { 56 | // set physics props 57 | _transform = GetComponent(); 58 | _collider = GetComponent(); 59 | _animation = GetComponent(); 60 | 61 | Debug.Log("[PlayerController] Awake() _animation: " + _animation); 62 | 63 | 64 | } 65 | 66 | 67 | // Use this for initialization 68 | void Start () { 69 | 70 | InitAnimations(); 71 | //_currentAnimation = animIdle; 72 | 73 | } 74 | 75 | // Update is called once per frame 76 | void Update () { 77 | 78 | } 79 | 80 | public bool IsHoldingBall { 81 | get { 82 | return _holdingBall; 83 | } 84 | } 85 | 86 | public PlayerStateEnum State { 87 | 88 | get { 89 | return _state; 90 | } 91 | 92 | set { 93 | CancelInvoke("OnAnimationFinished"); 94 | 95 | _state = value; 96 | _elapsedStateTime = 0.0f; 97 | 98 | switch( _state ){ 99 | case PlayerStateEnum.Idle: 100 | SetCurrentAnimation( animIdle ); 101 | break; 102 | 103 | case PlayerStateEnum.Walk: 104 | SetCurrentAnimation( animWalk ); 105 | break; 106 | 107 | case PlayerStateEnum.Lumbering: 108 | SetCurrentAnimation( animSwing ); 109 | break; 110 | 111 | } 112 | 113 | } 114 | } 115 | 116 | public float ElapsedStateTime { 117 | get { 118 | return _elapsedStateTime; 119 | } 120 | } 121 | 122 | private void InitAnimations() { 123 | //_animation.Stop(); 124 | _animation [animIdle.name].wrapMode = WrapMode.Loop; 125 | _animation [animWalk.name].wrapMode = WrapMode.Loop; 126 | _animation [animSwing.name].wrapMode = WrapMode.Once; 127 | 128 | } 129 | 130 | public bool IsAnimating { 131 | get { 132 | return _animation.isPlaying; 133 | } 134 | } 135 | 136 | public AnimationClip CurrentAnimation { 137 | get {return _currentAnimation; } 138 | set {SetCurrentAnimation(value); } 139 | } 140 | 141 | public void SetCurrentAnimation(AnimationClip animationClip) { 142 | 143 | _currentAnimation = animationClip; 144 | Debug.Log("[PlayerController] SetCurrentAnimation _animation: " + _currentAnimation.name ); 145 | if(_animation != null) { 146 | _animation [_currentAnimation.name].time = 0.0f; 147 | _animation.CrossFade(_currentAnimation.name, 0.1f); 148 | Debug.Log("[PlayerController] SetCurrentAnimation _currentAnimaton.name: " + _currentAnimation.name ); 149 | 150 | } 151 | 152 | if (_currentAnimation.wrapMode != WrapMode.Loop) { 153 | Invoke ("OnAnimationFinished", _animation [_currentAnimation.name].length / _animation [_currentAnimation.name].speed); 154 | } 155 | 156 | } 157 | 158 | 159 | 160 | } 161 | 162 | } 163 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc: -------------------------------------------------------------------------------- 1 | void VertShader(inout appdata_full v, out Input data) 2 | { 3 | v.vertex.x += _VertexOffsetX; 4 | v.vertex.y += _VertexOffsetY; 5 | 6 | UNITY_INITIALIZE_OUTPUT(Input, data); 7 | 8 | float bold = step(v.texcoord1.y, 0); 9 | 10 | // Generate normal for backface 11 | float3 view = ObjSpaceViewDir(v.vertex); 12 | v.normal *= sign(dot(v.normal, view)); 13 | 14 | #if USE_DERIVATIVE 15 | data.param.y = 1; 16 | #else 17 | float4 vert = v.vertex; 18 | float4 vPosition = UnityObjectToClipPos(vert); 19 | float2 pixelSize = vPosition.w; 20 | 21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); 22 | float scale = rsqrt(dot(pixelSize, pixelSize)); 23 | scale *= abs(v.texcoord1.y) * _GradientScale * 1.5; 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 | //float opacity = v.color.a; 29 | 30 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 31 | 32 | v.texcoord1.xy = UnpackUV(v.texcoord1.x); 33 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); 34 | } 35 | 36 | void PixShader(Input input, inout SurfaceOutput o) 37 | { 38 | 39 | #if USE_DERIVATIVE | BEVEL_ON 40 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); 41 | 42 | float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a, 43 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a, 44 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a, 45 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; 46 | #endif 47 | 48 | #if USE_DERIVATIVE 49 | // Screen space scaling reciprocal with anisotropic correction 50 | float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w)); 51 | float2 res = float2(_TextureWidth * input.param.y, _TextureHeight); 52 | float2 tdx = ddx(input.uv_MainTex)*res; 53 | float2 tdy = ddy(input.uv_MainTex)*res; 54 | float lx = length(tdx); 55 | float ly = length(tdy); 56 | float s = sqrt(min(lx, ly) / max(lx, ly)); 57 | s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal))); 58 | float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s; 59 | #else 60 | float scale = input.param.y; 61 | #endif 62 | 63 | // Signed distance 64 | float c = tex2D(_MainTex, input.uv_MainTex).a; 65 | float sd = (.5 - c - input.param.x) * scale + .5; 66 | float outline = _OutlineWidth*_ScaleRatioA * scale; 67 | float softness = _OutlineSoftness*_ScaleRatioA * scale; 68 | 69 | // Color & Alpha 70 | float4 faceColor = _FaceColor; 71 | float4 outlineColor = _OutlineColor; 72 | faceColor *= input.color; 73 | outlineColor.a *= input.color.a; 74 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); 75 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); 76 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 77 | faceColor.rgb /= max(faceColor.a, 0.0001); 78 | 79 | 80 | #if BEVEL_ON 81 | // Face Normal 82 | float3 n = GetSurfaceNormal(smp4x, input.param.x); 83 | 84 | // Bumpmap 85 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; 86 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 87 | bump = lerp(float3(0, 0, 1), bump, faceColor.a); 88 | n = normalize(n - bump); 89 | 90 | // Cubemap reflection 91 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); 92 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 93 | #else 94 | float3 n = float3(0, 0, -1); 95 | float3 emission = float3(0, 0, 0); 96 | #endif 97 | 98 | 99 | 100 | #if GLOW_ON 101 | float4 glowColor = GetGlowColor(sd, scale); 102 | glowColor.a *= input.color.a; 103 | emission += glowColor.rgb*glowColor.a; 104 | faceColor = BlendARGB(glowColor, faceColor); 105 | faceColor.rgb /= max(faceColor.a, 0.0001); 106 | #endif 107 | 108 | // Set Standard output structure 109 | o.Albedo = faceColor.rgb; 110 | o.Normal = -n; 111 | o.Emission = emission; 112 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); 113 | o.Gloss = 1; 114 | o.Alpha = faceColor.a; 115 | } 116 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne.json: -------------------------------------------------------------------------------- 1 | {"frames": [ 2 | 3 | { 4 | "filename": "1f60a.png", 5 | "frame": {"x":0,"y":0,"w":128,"h":128}, 6 | "rotated": false, 7 | "trimmed": false, 8 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 9 | "sourceSize": {"w":128,"h":128}, 10 | "pivot": {"x":0.5,"y":0.5} 11 | }, 12 | { 13 | "filename": "1f60b.png", 14 | "frame": {"x":128,"y":0,"w":128,"h":128}, 15 | "rotated": false, 16 | "trimmed": false, 17 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 18 | "sourceSize": {"w":128,"h":128}, 19 | "pivot": {"x":0.5,"y":0.5} 20 | }, 21 | { 22 | "filename": 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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 | _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 | _GlowColor ("Color", Color) = (0, 1, 0, 0.5) 37 | 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Coords", vector) = (0,0,0,0) 62 | //_MaskSoftness ("Mask Softness", float) = 0 63 | } 64 | 65 | SubShader { 66 | 67 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 68 | 69 | LOD 300 70 | Cull [_CullMode] 71 | 72 | CGPROGRAM 73 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap 74 | #pragma target 3.0 75 | #pragma shader_feature __ GLOW_ON 76 | #pragma glsl 77 | 78 | #include "TMPro_Properties.cginc" 79 | #include "TMPro.cginc" 80 | 81 | half _FaceShininess; 82 | half _OutlineShininess; 83 | 84 | struct Input 85 | { 86 | fixed4 color : COLOR; 87 | float2 uv_MainTex; 88 | float2 uv2_FaceTex; 89 | float2 uv2_OutlineTex; 90 | float2 param; // Weight, Scale 91 | float3 viewDirEnv; 92 | }; 93 | 94 | 95 | #define BEVEL_ON 1 96 | #include "TMPro_Surface.cginc" 97 | 98 | ENDCG 99 | 100 | // Pass to render object as a shadow caster 101 | Pass 102 | { 103 | Name "Caster" 104 | Tags { "LightMode" = "ShadowCaster" } 105 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/Assets/TextMesh Pro/Resources/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 | _FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | _OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | _UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | 38 | _VertexOffsetX ("Vertex OffsetX", float) = 0 39 | _VertexOffsetY ("Vertex OffsetY", float) = 0 40 | 41 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 42 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 43 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 44 | 45 | _StencilComp ("Stencil Comparison", Float) = 8 46 | _Stencil ("Stencil ID", Float) = 0 47 | _StencilOp ("Stencil Operation", Float) = 0 48 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 49 | _StencilReadMask ("Stencil Read Mask", Float) = 255 50 | 51 | _ColorMask ("Color Mask", Float) = 15 52 | } 53 | 54 | SubShader { 55 | Tags 56 | { 57 | "Queue"="Overlay" 58 | "IgnoreProjector"="True" 59 | "RenderType"="Transparent" 60 | } 61 | 62 | 63 | Stencil 64 | { 65 | Ref [_Stencil] 66 | Comp [_StencilComp] 67 | Pass [_StencilOp] 68 | ReadMask [_StencilReadMask] 69 | WriteMask [_StencilWriteMask] 70 | } 71 | 72 | Cull [_CullMode] 73 | ZWrite Off 74 | Lighting Off 75 | Fog { Mode Off } 76 | ZTest Always 77 | Blend One OneMinusSrcAlpha 78 | ColorMask [_ColorMask] 79 | 80 | Pass { 81 | CGPROGRAM 82 | #pragma vertex VertShader 83 | #pragma fragment PixShader 84 | #pragma shader_feature __ OUTLINE_ON 85 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 86 | 87 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 88 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 89 | 90 | #include "UnityCG.cginc" 91 | #include "UnityUI.cginc" 92 | #include "TMPro_Properties.cginc" 93 | 94 | struct vertex_t { 95 | float4 vertex : POSITION; 96 | float3 normal : NORMAL; 97 | fixed4 color : COLOR; 98 | float2 texcoord0 : TEXCOORD0; 99 | float2 texcoord1 : TEXCOORD1; 100 | }; 101 | 102 | struct pixel_t { 103 | float4 vertex : SV_POSITION; 104 | fixed4 faceColor : COLOR; 105 | fixed4 outlineColor : COLOR1; 106 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 107 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 108 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 109 | #if (UNDERLAY_ON | UNDERLAY_INNER) 110 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 111 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 112 | #endif 113 | }; 114 | 115 | 116 | pixel_t VertShader(vertex_t input) 117 | { 118 | float bold = step(input.texcoord1.y, 0); 119 | 120 | float4 vert = input.vertex; 121 | vert.x += _VertexOffsetX; 122 | vert.y += _VertexOffsetY; 123 | float4 vPosition = UnityObjectToClipPos(vert); 124 | 125 | float2 pixelSize = vPosition.w; 126 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 127 | 128 | float scale = rsqrt(dot(pixelSize, pixelSize)); 129 | scale *= abs(input.texcoord1.y) * _GradientScale * 1.5; 130 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 131 | 132 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 133 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 134 | 135 | float layerScale = scale; 136 | 137 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 138 | float bias = (0.5 - weight) * scale - 0.5; 139 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 140 | 141 | float opacity = input.color.a; 142 | #if (UNDERLAY_ON | UNDERLAY_INNER) 143 | opacity = 1.0; 144 | #endif 145 | 146 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 147 | faceColor.rgb *= faceColor.a; 148 | 149 | fixed4 outlineColor = _OutlineColor; 150 | outlineColor.a *= opacity; 151 | outlineColor.rgb *= outlineColor.a; 152 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 153 | 154 | #if (UNDERLAY_ON | UNDERLAY_INNER) 155 | 156 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 157 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 158 | 159 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 160 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 161 | float2 layerOffset = float2(x, y); 162 | #endif 163 | 164 | // Generate UV for the Masking Texture 165 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 166 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 167 | 168 | // Structure for pixel shader 169 | pixel_t output = { 170 | vPosition, 171 | faceColor, 172 | outlineColor, 173 | float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), 174 | half4(scale, bias - outline, bias + outline, bias), 175 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), 176 | #if (UNDERLAY_ON | UNDERLAY_INNER) 177 | float4(input.texcoord0 + layerOffset, input.color.a, 0), 178 | half2(layerScale, layerBias), 179 | #endif 180 | }; 181 | 182 | return output; 183 | } 184 | 185 | 186 | // PIXEL SHADER 187 | fixed4 PixShader(pixel_t input) : SV_Target 188 | { 189 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 190 | half4 c = input.faceColor * saturate(d - input.param.w); 191 | 192 | #ifdef OUTLINE_ON 193 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 194 | c *= saturate(d - input.param.y); 195 | #endif 196 | 197 | #if UNDERLAY_ON 198 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 199 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 200 | #endif 201 | 202 | #if UNDERLAY_INNER 203 | half sd = saturate(d - input.param.z); 204 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 205 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 206 | #endif 207 | 208 | // Alternative implementation to UnityGet2DClipping with support for softness. 209 | #if UNITY_UI_CLIP_RECT 210 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 211 | c *= m.x * m.y; 212 | #endif 213 | 214 | #if (UNDERLAY_ON | UNDERLAY_INNER) 215 | c *= input.texcoord1.z; 216 | #endif 217 | 218 | #if UNITY_UI_ALPHACLIP 219 | clip(c.a - 0.001); 220 | #endif 221 | 222 | return c; 223 | } 224 | ENDCG 225 | } 226 | } 227 | 228 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 229 | } 230 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/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 | _FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | _OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | _UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | 38 | _VertexOffsetX ("Vertex OffsetX", float) = 0 39 | _VertexOffsetY ("Vertex OffsetY", float) = 0 40 | 41 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 42 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 43 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 44 | 45 | _StencilComp ("Stencil Comparison", Float) = 8 46 | _Stencil ("Stencil ID", Float) = 0 47 | _StencilOp ("Stencil Operation", Float) = 0 48 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 49 | _StencilReadMask ("Stencil Read Mask", Float) = 255 50 | 51 | _ColorMask ("Color Mask", Float) = 15 52 | } 53 | 54 | SubShader { 55 | Tags 56 | { 57 | "Queue"="Transparent" 58 | "IgnoreProjector"="True" 59 | "RenderType"="Transparent" 60 | } 61 | 62 | 63 | Stencil 64 | { 65 | Ref [_Stencil] 66 | Comp [_StencilComp] 67 | Pass [_StencilOp] 68 | ReadMask [_StencilReadMask] 69 | WriteMask [_StencilWriteMask] 70 | } 71 | 72 | Cull [_CullMode] 73 | ZWrite Off 74 | Lighting Off 75 | Fog { Mode Off } 76 | ZTest [unity_GUIZTestMode] 77 | Blend One OneMinusSrcAlpha 78 | ColorMask [_ColorMask] 79 | 80 | Pass { 81 | CGPROGRAM 82 | #pragma vertex VertShader 83 | #pragma fragment PixShader 84 | #pragma shader_feature __ OUTLINE_ON 85 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 86 | 87 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 88 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 89 | 90 | #include "UnityCG.cginc" 91 | #include "UnityUI.cginc" 92 | #include "TMPro_Properties.cginc" 93 | 94 | struct vertex_t { 95 | float4 vertex : POSITION; 96 | float3 normal : NORMAL; 97 | fixed4 color : COLOR; 98 | float2 texcoord0 : TEXCOORD0; 99 | float2 texcoord1 : TEXCOORD1; 100 | }; 101 | 102 | struct pixel_t { 103 | float4 vertex : SV_POSITION; 104 | fixed4 faceColor : COLOR; 105 | fixed4 outlineColor : COLOR1; 106 | float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV 107 | half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) 108 | half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) 109 | #if (UNDERLAY_ON | UNDERLAY_INNER) 110 | float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved 111 | half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) 112 | #endif 113 | }; 114 | 115 | 116 | pixel_t VertShader(vertex_t input) 117 | { 118 | float bold = step(input.texcoord1.y, 0); 119 | 120 | float4 vert = input.vertex; 121 | vert.x += _VertexOffsetX; 122 | vert.y += _VertexOffsetY; 123 | float4 vPosition = UnityObjectToClipPos(vert); 124 | 125 | float2 pixelSize = vPosition.w; 126 | pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); 127 | 128 | float scale = rsqrt(dot(pixelSize, pixelSize)); 129 | scale *= abs(input.texcoord1.y) * _GradientScale * 1.5; 130 | if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 131 | 132 | float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; 133 | weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; 134 | 135 | float layerScale = scale; 136 | 137 | scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); 138 | float bias = (0.5 - weight) * scale - 0.5; 139 | float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; 140 | 141 | float opacity = input.color.a; 142 | #if (UNDERLAY_ON | UNDERLAY_INNER) 143 | opacity = 1.0; 144 | #endif 145 | 146 | fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; 147 | faceColor.rgb *= faceColor.a; 148 | 149 | fixed4 outlineColor = _OutlineColor; 150 | outlineColor.a *= opacity; 151 | outlineColor.rgb *= outlineColor.a; 152 | outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); 153 | 154 | #if (UNDERLAY_ON | UNDERLAY_INNER) 155 | 156 | layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); 157 | float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); 158 | 159 | float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; 160 | float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; 161 | float2 layerOffset = float2(x, y); 162 | #endif 163 | 164 | // Generate UV for the Masking Texture 165 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 166 | float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); 167 | 168 | // Structure for pixel shader 169 | pixel_t output = { 170 | vPosition, 171 | faceColor, 172 | outlineColor, 173 | float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), 174 | half4(scale, bias - outline, bias + outline, bias), 175 | half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), 176 | #if (UNDERLAY_ON | UNDERLAY_INNER) 177 | float4(input.texcoord0 + layerOffset, input.color.a, 0), 178 | half2(layerScale, layerBias), 179 | #endif 180 | }; 181 | 182 | return output; 183 | } 184 | 185 | 186 | // PIXEL SHADER 187 | fixed4 PixShader(pixel_t input) : SV_Target 188 | { 189 | half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; 190 | half4 c = input.faceColor * saturate(d - input.param.w); 191 | 192 | #ifdef OUTLINE_ON 193 | c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); 194 | c *= saturate(d - input.param.y); 195 | #endif 196 | 197 | #if UNDERLAY_ON 198 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 199 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); 200 | #endif 201 | 202 | #if UNDERLAY_INNER 203 | half sd = saturate(d - input.param.z); 204 | d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 205 | c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); 206 | #endif 207 | 208 | // Alternative implementation to UnityGet2DClipping with support for softness. 209 | #if UNITY_UI_CLIP_RECT 210 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); 211 | c *= m.x * m.y; 212 | #endif 213 | 214 | #if (UNDERLAY_ON | UNDERLAY_INNER) 215 | c *= input.texcoord1.z; 216 | #endif 217 | 218 | #if UNITY_UI_ALPHACLIP 219 | clip(c.a - 0.001); 220 | #endif 221 | 222 | return c; 223 | } 224 | ENDCG 225 | } 226 | } 227 | 228 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 229 | } 230 | --------------------------------------------------------------------------------