├── Assets ├── SimpleUnity3DWebView │ ├── Scripts │ │ ├── csc.rsp │ │ ├── csc.rsp.meta │ │ ├── WebView.asmdef.meta │ │ ├── ReceivedData.cs │ │ ├── ReceivedData.cs.meta │ │ ├── WebViewManager.cs.meta │ │ ├── PointerEventSource.cs.meta │ │ ├── WebViewDataReceiver.cs.meta │ │ ├── WebViewJavaBridge.cs.meta │ │ ├── WebViewTextureUpdater.cs.meta │ │ ├── WebView.asmdef │ │ ├── WebViewDataReceiver.cs │ │ ├── WebViewTextureUpdater.cs │ │ ├── PointerEventSource.cs │ │ ├── WebViewJavaBridge.cs │ │ └── WebViewManager.cs │ ├── Plugins │ │ ├── Android │ │ │ ├── res.androidlib │ │ │ │ ├── project.properties │ │ │ │ ├── AndroidManifest.xml │ │ │ │ └── res │ │ │ │ │ └── xml │ │ │ │ │ └── network_security_config.xml │ │ │ ├── .idea │ │ │ │ ├── .gitignore │ │ │ │ └── vcs.xml │ │ │ ├── webviewtexture-release.aar │ │ │ ├── mainTemplate_sample.gradle.meta │ │ │ ├── AndroidManifest_2022_sample.xml.meta │ │ │ ├── AndroidManifest_2023_sample.xml.meta │ │ │ ├── res.androidlib.meta │ │ │ ├── webviewtexture-release.aar.meta │ │ │ ├── AndroidManifest_2022_sample.xml │ │ │ ├── AndroidManifest_2023_sample.xml │ │ │ └── mainTemplate_sample.gradle │ │ └── Android.meta │ ├── Textures │ │ ├── rotate-cw@3x.png │ │ ├── chevron-left@3x.png │ │ ├── chevron-right@3x.png │ │ ├── circle-arrow-right@3x.png │ │ ├── Readme.txt.meta │ │ ├── Readme.txt │ │ ├── rotate-cw@3x.png.meta │ │ ├── chevron-left@3x.png.meta │ │ ├── chevron-right@3x.png.meta │ │ └── circle-arrow-right@3x.png.meta │ ├── Sample.meta │ ├── Sample │ │ ├── Prefabs │ │ │ └── Sample.prefab.meta │ │ ├── Prefabs.meta │ │ ├── Scripts.meta │ │ └── Scripts │ │ │ ├── AddressBarButtonHandler.cs.meta │ │ │ └── AddressBarButtonHandler.cs │ ├── Plugins.meta │ ├── Scripts.meta │ └── Textures.meta ├── TextMesh Pro │ ├── Resources │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Following Characters.txt │ │ ├── TMP Settings.asset.meta │ │ ├── Sprite Assets │ │ │ └── EmojiOne.asset.meta │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat │ │ │ └── LiberationSans SDF - Drop Shadow.mat │ │ ├── Sprite Assets.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ ├── Default Style Sheet.asset.meta │ │ │ └── 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 │ ├── Fonts │ │ ├── LiberationSans.ttf │ │ ├── LiberationSans - OFL.txt.meta │ │ ├── LiberationSans.ttf.meta │ │ └── LiberationSans - OFL.txt │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Resources.meta │ ├── Shaders.meta │ ├── Sprites.meta │ ├── Documentation.meta │ └── Shaders │ │ ├── TMP_SDF.shader.meta │ │ ├── TMPro.cginc.meta │ │ ├── TMP_Bitmap.shader.meta │ │ ├── TMP_SDF SSD.shader.meta │ │ ├── TMP_Sprite.shader.meta │ │ ├── TMPro_Mobile.cginc.meta │ │ ├── TMPro_Surface.cginc.meta │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ ├── TMP_SDF Overlay.shader.meta │ │ ├── TMP_SDF-Mobile SSD.shader.meta │ │ ├── TMP_SDF-Mobile.shader.meta │ │ ├── TMP_SDF-Surface.shader.meta │ │ ├── TMPro_Properties.cginc.meta │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ ├── TMPro.cginc │ │ ├── TMPro_Properties.cginc │ │ ├── TMP_Sprite.shader │ │ ├── TMP_SDF-Mobile SSD.shader │ │ ├── TMPro_Surface.cginc │ │ ├── TMP_Bitmap.shader │ │ ├── TMP_SDF-Surface-Mobile.shader │ │ ├── TMP_Bitmap-Custom-Atlas.shader │ │ ├── TMP_Bitmap-Mobile.shader │ │ ├── TMP_SDF-Surface.shader │ │ ├── TMPro_Mobile.cginc │ │ └── TMP_SDF-Mobile Overlay.shader ├── Scenes │ ├── QuestScene.unity.meta │ └── SampleScene.unity.meta ├── XR.meta ├── Oculus.meta ├── Plugins.meta ├── Samples.meta ├── Scenes.meta ├── Resources.meta ├── TextMesh Pro.meta ├── XR │ ├── Loaders.meta │ ├── Settings.meta │ ├── Loaders │ │ ├── OculusLoader.asset.meta │ │ └── OculusLoader.asset │ ├── Settings │ │ ├── OculusSettings.asset.meta │ │ └── OculusSettings.asset │ ├── XRGeneralSettingsPerBuildTarget.asset.meta │ └── XRGeneralSettingsPerBuildTarget.asset ├── Plugins │ ├── Android.meta │ └── Android │ │ ├── AndroidManifest.xml.meta │ │ ├── mainTemplate.gradle.meta │ │ ├── AndroidManifest.xml │ │ └── mainTemplate.gradle ├── SimpleUnity3DWebView.meta ├── Samples │ ├── Meta XR Core SDK.meta │ ├── Meta XR All-in-One SDK.meta │ ├── Meta XR Core SDK │ │ ├── 64.0.0.meta │ │ └── 64.0.0 │ │ │ ├── Sample Scenes │ │ │ ├── MRC.unity.meta │ │ │ ├── ControllerModels.unity.meta │ │ │ ├── HandTest_Custom.unity.meta │ │ │ ├── SpectatorMode.unity.meta │ │ │ ├── TrackedKeyboard.unity.meta │ │ │ ├── VirtualKeyboard.unity.meta │ │ │ ├── ControllerDrivenHandPoses.unity.meta │ │ │ ├── HandTrackingWideMotionMode.unity.meta │ │ │ ├── SimultaneousHandsAndControllers.unity.meta │ │ │ └── HandTest.unity.meta │ │ │ └── Sample Scenes.meta │ └── Meta XR All-in-One SDK │ │ ├── 64.0.0.meta │ │ └── 64.0.0 │ │ ├── Instructions.meta │ │ └── Instructions │ │ ├── SAMPLES_README.md.meta │ │ └── SAMPLES_README.md ├── Resources │ ├── OVRBuildConfig.asset.meta │ ├── OVRPlatformToolSettings.asset.meta │ ├── OculusRuntimeSettings.asset.meta │ ├── OVRBuildConfig.asset │ ├── OVRPlatformToolSettings.asset │ └── OculusRuntimeSettings.asset └── Oculus │ ├── OculusProjectConfig.asset.meta │ └── OculusProjectConfig.asset ├── Image ├── google_3d.png ├── google_3d_2.png └── openxr_force_remove_internet.png ├── .vscode ├── extensions.json ├── launch.json └── settings.json ├── ProjectSettings ├── ProjectVersion.txt ├── XRPackageSettings.asset ├── Packages │ └── com.unity.testtools.codecoverage │ │ └── Settings.json ├── ClusterInputManager.asset ├── PresetManager.asset ├── XRSettings.asset ├── VersionControlSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── EditorBuildSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── PackageManagerSettings.asset ├── EditorSettings.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── SceneTemplateSettings.json └── InputManager.asset ├── LICENSE.meta ├── README.md.meta ├── README_JP.md.meta ├── LICENSE ├── Packages └── manifest.json ├── .gitignore └── README_JP.md /Assets/SimpleUnity3DWebView/Scripts/csc.rsp: -------------------------------------------------------------------------------- 1 | -nullable:enable -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt: -------------------------------------------------------------------------------- 1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇$¥₩ # -------------------------------------------------------------------------------- /Image/google_3d.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/t-34400/SimpleUnity3DWebView/HEAD/Image/google_3d.png -------------------------------------------------------------------------------- /Image/google_3d_2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/t-34400/SimpleUnity3DWebView/HEAD/Image/google_3d_2.png -------------------------------------------------------------------------------- /.vscode/extensions.json: -------------------------------------------------------------------------------- 1 | { 2 | "recommendations": [ 3 | "visualstudiotoolsforunity.vstuc" 4 | ] 5 | } 6 | -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Plugins/Android/res.androidlib/project.properties: -------------------------------------------------------------------------------- 1 | target=android-9 2 | android.library=true -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Plugins/Android/.idea/.gitignore: -------------------------------------------------------------------------------- 1 | # Default ignored files 2 | /shelf/ 3 | /workspace.xml 4 | -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2022.3.40f1 2 | m_EditorVersionWithRevision: 2022.3.40f1 (cbdda657d2f0) 3 | -------------------------------------------------------------------------------- /ProjectSettings/XRPackageSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_Settings": [ 3 | "RemoveLegacyInputHelpersForReload" 4 | ] 5 | } -------------------------------------------------------------------------------- /Image/openxr_force_remove_internet.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/t-34400/SimpleUnity3DWebView/HEAD/Image/openxr_force_remove_internet.png -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/t-34400/SimpleUnity3DWebView/HEAD/Assets/TextMesh Pro/Sprites/EmojiOne.png -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/t-34400/SimpleUnity3DWebView/HEAD/Assets/TextMesh Pro/Fonts/LiberationSans.ttf -------------------------------------------------------------------------------- /ProjectSettings/Packages/com.unity.testtools.codecoverage/Settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "m_Dictionary": { 3 | "m_DictionaryValues": [] 4 | } 5 | } -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt: -------------------------------------------------------------------------------- 1 | )]}〕〉》」』】〙〗〟’”⦆»ヽヾーァィゥェォッャュョヮヵヶぁぃぅぇぉっゃゅょゎゕゖㇰㇱㇲㇳㇴㇵㇶㇷㇸㇹㇺㇻㇼㇽㇾㇿ々〻‐゠–〜?!‼⁇⁈⁉・、%,.:;。!?]):;=}¢°"†‡℃〆%,. -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Textures/rotate-cw@3x.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/t-34400/SimpleUnity3DWebView/HEAD/Assets/SimpleUnity3DWebView/Textures/rotate-cw@3x.png -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Textures/chevron-left@3x.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/t-34400/SimpleUnity3DWebView/HEAD/Assets/SimpleUnity3DWebView/Textures/chevron-left@3x.png -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Textures/chevron-right@3x.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/t-34400/SimpleUnity3DWebView/HEAD/Assets/SimpleUnity3DWebView/Textures/chevron-right@3x.png -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Textures/circle-arrow-right@3x.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/t-34400/SimpleUnity3DWebView/HEAD/Assets/SimpleUnity3DWebView/Textures/circle-arrow-right@3x.png -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/t-34400/SimpleUnity3DWebView/HEAD/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf 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externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Documentation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8e7e8f5a82a3a134e91c54efd2274ea9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 381dcb09d5029d14897e55f98031fca5 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/Meta XR All-in-One 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/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt: -------------------------------------------------------------------------------- 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. -------------------------------------------------------------------------------- /Assets/Samples/Meta XR All-in-One SDK/64.0.0.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8bfe48970a96e1a4c8141be496e4dd70 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/Meta XR Core SDK/64.0.0/Sample Scenes/MRC.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 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-------------------------------------------------------------------------------- 1 | # nullable enable 2 | 3 | using TMPro; 4 | using UnityEngine; 5 | 6 | namespace WebView 7 | { 8 | class AddressBarButtonHandler : MonoBehaviour 9 | { 10 | [SerializeField] private TMP_InputField addressBarInput = default!; 11 | [SerializeField] private WebViewManager webViewManager = default!; 12 | 13 | public void OnClicked() 14 | { 15 | var url = addressBarInput.text; 16 | if (string.IsNullOrEmpty(url)) 17 | return; 18 | 19 | webViewManager.LoadUrl(url); 20 | } 21 | } 22 | } -------------------------------------------------------------------------------- /Assets/Resources/OVRPlatformToolSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: cd7bb81df5b74b34dadbf531f381a26b, type: 3} 13 | m_Name: OVRPlatformToolSettings 14 | m_EditorClassIdentifier: 15 | riftRedistPackages: [] 16 | languagePackDirectory: 17 | assetConfigs: 18 | - configList: [] 19 | - configList: [] 20 | - configList: [] 21 | targetPlatform: 3 22 | runOvrLint: 1 23 | -------------------------------------------------------------------------------- /Assets/Resources/OculusRuntimeSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 3863570e7e6387a40ae4f323d83291e5, type: 3} 13 | m_Name: OculusRuntimeSettings 14 | m_EditorClassIdentifier: 15 | colorSpace: 7 16 | requestsVisualFaceTracking: 1 17 | requestsAudioFaceTracking: 1 18 | telemetryProjectGuid: d6e3d335-8434-4c12-ba07-31159999c308 19 | bodyTrackingFidelity: 1 20 | bodyTrackingJointSet: 0 21 | -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Plugins/Android/res.androidlib.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6bd4945bde324144cb889e280f97b7c6 3 | PluginImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | iconMap: {} 7 | executionOrder: {} 8 | defineConstraints: [] 9 | isPreloaded: 0 10 | isOverridable: 0 11 | isExplicitlyReferenced: 0 12 | validateReferences: 1 13 | platformData: 14 | - first: 15 | Android: Android 16 | second: 17 | enabled: 1 18 | settings: {} 19 | - first: 20 | Any: 21 | second: 22 | enabled: 0 23 | settings: {} 24 | - first: 25 | Editor: Editor 26 | second: 27 | enabled: 0 28 | settings: 29 | DefaultValueInitialized: true 30 | userData: 31 | assetBundleName: 32 | assetBundleVariant: 33 | -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Plugins/Android/webviewtexture-release.aar.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bb794671643956146b8db5a74b35a58c 3 | PluginImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | iconMap: {} 7 | executionOrder: {} 8 | defineConstraints: [] 9 | isPreloaded: 0 10 | isOverridable: 0 11 | isExplicitlyReferenced: 0 12 | validateReferences: 1 13 | platformData: 14 | - first: 15 | Android: Android 16 | second: 17 | enabled: 1 18 | settings: {} 19 | - first: 20 | Any: 21 | second: 22 | enabled: 0 23 | settings: {} 24 | - first: 25 | Editor: Editor 26 | second: 27 | enabled: 0 28 | settings: 29 | DefaultValueInitialized: true 30 | userData: 31 | assetBundleName: 32 | assetBundleVariant: 33 | -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Scripts/WebViewDataReceiver.cs: -------------------------------------------------------------------------------- 1 | #nullable enable 2 | 3 | using System; 4 | using UnityEngine; 5 | 6 | namespace WebView 7 | { 8 | class WebViewDataReceiver : MonoBehaviour 9 | { 10 | public static string UrlChangedMessageMethodName => nameof(OnUrlChanged); 11 | public static string JsonMessageMethodName => nameof(OnDataReceived); 12 | 13 | public event Action? UrlChanged; 14 | public event Action? DataReceived; 15 | 16 | public void OnUrlChanged(string url) 17 | { 18 | UrlChanged?.Invoke(url); 19 | } 20 | 21 | public void OnDataReceived(string json) 22 | { 23 | ReceivedData? data = JsonUtility.FromJson(json); 24 | 25 | if (data != null) 26 | DataReceived?.Invoke(data.Value); 27 | } 28 | } 29 | } -------------------------------------------------------------------------------- /Assets/Plugins/Android/AndroidManifest.xml: -------------------------------------------------------------------------------- 1 | 2 | 6 | 7 | 9 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Plugins/Android/AndroidManifest_2022_sample.xml: -------------------------------------------------------------------------------- 1 | 2 | 6 | 7 | 9 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | -------------------------------------------------------------------------------- /Assets/XR/Settings/OculusSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: c353a8f1e58cf884584123914fe63cd5, type: 3} 13 | m_Name: OculusSettings 14 | m_EditorClassIdentifier: 15 | m_StereoRenderingModeDesktop: 1 16 | m_StereoRenderingModeAndroid: 2 17 | SharedDepthBuffer: 1 18 | DepthSubmission: 0 19 | DashSupport: 1 20 | LowOverheadMode: 0 21 | OptimizeBufferDiscards: 1 22 | PhaseSync: 1 23 | SymmetricProjection: 1 24 | SubsampledLayout: 0 25 | FoveatedRenderingMethod: 0 26 | LateLatching: 0 27 | LateLatchingDebug: 0 28 | EnableTrackingOriginStageMode: 0 29 | SpaceWarp: 0 30 | TargetQuest2: 1 31 | TargetQuestPro: 0 32 | TargetQuest3: 0 33 | SystemSplashScreen: {fileID: 0} 34 | -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Scripts/WebViewTextureUpdater.cs: -------------------------------------------------------------------------------- 1 | #nullable enable 2 | 3 | using UnityEngine; 4 | 5 | namespace WebView 6 | { 7 | class WebViewTextureUpdater 8 | { 9 | private WebViewJavaBridge bridge; 10 | private Texture2D texture; 11 | 12 | private int lastFrameIndex = 0; 13 | 14 | public Texture2D Texture => texture; 15 | 16 | public WebViewTextureUpdater(WebViewJavaBridge bridge, Texture2D texture) 17 | { 18 | this.bridge = bridge; 19 | this.texture = texture; 20 | } 21 | 22 | public bool TryUpdateTexture() 23 | { 24 | var currentIndex = bridge.GetFrameIndex(); 25 | 26 | if (currentIndex == lastFrameIndex) 27 | return false; 28 | 29 | lastFrameIndex = currentIndex; 30 | 31 | var frameBytes = bridge.GetFrameBytes(); 32 | texture.LoadImage(frameBytes); 33 | texture.Apply(); 34 | 35 | return true; 36 | } 37 | } 38 | } -------------------------------------------------------------------------------- /ProjectSettings/PackageManagerSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &1 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 61 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 13964, guid: 0000000000000000e000000000000000, type: 0} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | m_EnablePreReleasePackages: 0 16 | m_EnablePackageDependencies: 0 17 | m_AdvancedSettingsExpanded: 1 18 | m_ScopedRegistriesSettingsExpanded: 1 19 | m_SeeAllPackageVersions: 0 20 | oneTimeWarningShown: 0 21 | m_Registries: 22 | - m_Id: main 23 | m_Name: 24 | m_Url: https://packages.unity.com 25 | m_Scopes: [] 26 | m_IsDefault: 1 27 | m_Capabilities: 7 28 | m_UserSelectedRegistryName: 29 | m_UserAddingNewScopedRegistry: 0 30 | m_RegistryInfoDraft: 31 | m_Modified: 0 32 | m_ErrorMessage: 33 | m_UserModificationsInstanceId: -830 34 | m_OriginalInstanceId: -832 35 | m_LoadAssets: 0 36 | -------------------------------------------------------------------------------- /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: 11 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 0 10 | m_DefaultBehaviorMode: 0 11 | m_PrefabRegularEnvironment: {fileID: 0} 12 | m_PrefabUIEnvironment: {fileID: 0} 13 | m_SpritePackerMode: 0 14 | m_SpritePackerPaddingPower: 1 15 | m_EtcTextureCompressorBehavior: 1 16 | m_EtcTextureFastCompressor: 1 17 | m_EtcTextureNormalCompressor: 2 18 | m_EtcTextureBestCompressor: 4 19 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp;asmref 20 | m_ProjectGenerationRootNamespace: 21 | m_CollabEditorSettings: 22 | inProgressEnabled: 1 23 | m_EnableTextureStreamingInEditMode: 1 24 | m_EnableTextureStreamingInPlayMode: 1 25 | m_AsyncShaderCompilation: 1 26 | m_EnterPlayModeOptionsEnabled: 0 27 | m_EnterPlayModeOptions: 3 28 | m_ShowLightmapResolutionOverlay: 1 29 | m_UseLegacyProbeSampleCount: 0 30 | m_SerializeInlineMappingsOnOneLine: 1 31 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 1 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events 10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_DashboardUrl: https://dashboard.unity3d.com 13 | m_TestInitMode: 0 14 | CrashReportingSettings: 15 | m_EventUrl: https://perf-events.cloud.unity3d.com 16 | m_Enabled: 0 17 | m_LogBufferSize: 10 18 | m_CaptureEditorExceptions: 1 19 | UnityPurchasingSettings: 20 | m_Enabled: 0 21 | m_TestMode: 0 22 | UnityAnalyticsSettings: 23 | m_Enabled: 0 24 | m_TestMode: 0 25 | m_InitializeOnStartup: 1 26 | m_PackageRequiringCoreStatsPresent: 0 27 | UnityAdsSettings: 28 | m_Enabled: 0 29 | m_InitializeOnStartup: 1 30 | m_TestMode: 0 31 | m_IosGameId: 32 | m_AndroidGameId: 33 | m_GameIds: {} 34 | m_GameId: 35 | PerformanceReportingSettings: 36 | m_Enabled: 0 37 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2024 t-34400 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 | -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Plugins/Android/AndroidManifest_2023_sample.xml: -------------------------------------------------------------------------------- 1 | 2 | 5 | 6 | 8 | 9 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | -------------------------------------------------------------------------------- /Assets/Plugins/Android/mainTemplate.gradle: -------------------------------------------------------------------------------- 1 | apply plugin: 'com.android.library' 2 | **APPLY_PLUGINS** 3 | 4 | dependencies { 5 | implementation fileTree(dir: 'libs', include: ['*.jar']) 6 | implementation "org.jetbrains.kotlin:kotlin-stdlib:2.0.21" 7 | **DEPS**} 8 | 9 | android { 10 | namespace "com.unity3d.player" 11 | ndkPath "**NDKPATH**" 12 | compileSdkVersion **APIVERSION** 13 | buildToolsVersion '**BUILDTOOLS**' 14 | 15 | compileOptions { 16 | sourceCompatibility JavaVersion.VERSION_11 17 | targetCompatibility JavaVersion.VERSION_11 18 | } 19 | 20 | defaultConfig { 21 | minSdkVersion **MINSDKVERSION** 22 | targetSdkVersion **TARGETSDKVERSION** 23 | ndk { 24 | abiFilters **ABIFILTERS** 25 | } 26 | versionCode **VERSIONCODE** 27 | versionName '**VERSIONNAME**' 28 | consumerProguardFiles 'proguard-unity.txt'**USER_PROGUARD** 29 | } 30 | 31 | lintOptions { 32 | abortOnError false 33 | } 34 | 35 | aaptOptions { 36 | noCompress = **BUILTIN_NOCOMPRESS** + unityStreamingAssets.tokenize(', ') 37 | ignoreAssetsPattern = "!.svn:!.git:!.ds_store:!*.scc:!CVS:!thumbs.db:!picasa.ini:!*~" 38 | }**PACKAGING_OPTIONS** 39 | } 40 | **IL_CPP_BUILD_SETUP** 41 | **SOURCE_BUILD_SETUP** 42 | **EXTERNAL_SOURCES** 43 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 11 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 0 23 | m_ReuseCollisionCallbacks: 1 24 | m_ClothInterCollisionSettingsToggle: 0 25 | m_ContactPairsMode: 0 26 | m_BroadphaseType: 0 27 | m_WorldBounds: 28 | m_Center: {x: 0, y: 0, z: 0} 29 | m_Extent: {x: 250, y: 250, z: 250} 30 | m_WorldSubdivisions: 8 31 | m_FrictionType: 0 32 | m_EnableEnhancedDeterminism: 0 33 | m_EnableUnifiedHeightmaps: 1 34 | m_DefaultMaxAngluarSpeed: 7 35 | -------------------------------------------------------------------------------- /ProjectSettings/MemorySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!387306366 &1 4 | MemorySettings: 5 | m_ObjectHideFlags: 0 6 | m_EditorMemorySettings: 7 | m_MainAllocatorBlockSize: -1 8 | m_ThreadAllocatorBlockSize: -1 9 | m_MainGfxBlockSize: -1 10 | m_ThreadGfxBlockSize: -1 11 | m_CacheBlockSize: -1 12 | m_TypetreeBlockSize: -1 13 | m_ProfilerBlockSize: -1 14 | m_ProfilerEditorBlockSize: -1 15 | m_BucketAllocatorGranularity: -1 16 | m_BucketAllocatorBucketsCount: -1 17 | m_BucketAllocatorBlockSize: -1 18 | m_BucketAllocatorBlockCount: -1 19 | m_ProfilerBucketAllocatorGranularity: -1 20 | m_ProfilerBucketAllocatorBucketsCount: -1 21 | m_ProfilerBucketAllocatorBlockSize: -1 22 | m_ProfilerBucketAllocatorBlockCount: -1 23 | m_TempAllocatorSizeMain: -1 24 | m_JobTempAllocatorBlockSize: -1 25 | m_BackgroundJobTempAllocatorBlockSize: -1 26 | m_JobTempAllocatorReducedBlockSize: -1 27 | m_TempAllocatorSizeGIBakingWorker: -1 28 | m_TempAllocatorSizeNavMeshWorker: -1 29 | m_TempAllocatorSizeAudioWorker: -1 30 | m_TempAllocatorSizeCloudWorker: -1 31 | m_TempAllocatorSizeGfx: -1 32 | m_TempAllocatorSizeJobWorker: -1 33 | m_TempAllocatorSizeBackgroundWorker: -1 34 | m_TempAllocatorSizePreloadManager: -1 35 | m_PlatformMemorySettings: {} 36 | -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Plugins/Android/mainTemplate_sample.gradle: -------------------------------------------------------------------------------- 1 | apply plugin: 'com.android.library' 2 | **APPLY_PLUGINS** 3 | 4 | dependencies { 5 | implementation fileTree(dir: 'libs', include: ['*.jar']) 6 | implementation "org.jetbrains.kotlin:kotlin-stdlib:2.0.21" 7 | **DEPS**} 8 | 9 | android { 10 | namespace "com.unity3d.player" 11 | ndkPath "**NDKPATH**" 12 | compileSdkVersion **APIVERSION** 13 | buildToolsVersion '**BUILDTOOLS**' 14 | 15 | compileOptions { 16 | sourceCompatibility JavaVersion.VERSION_11 17 | targetCompatibility JavaVersion.VERSION_11 18 | } 19 | 20 | defaultConfig { 21 | minSdkVersion **MINSDKVERSION** 22 | targetSdkVersion **TARGETSDKVERSION** 23 | ndk { 24 | abiFilters **ABIFILTERS** 25 | } 26 | versionCode **VERSIONCODE** 27 | versionName '**VERSIONNAME**' 28 | consumerProguardFiles 'proguard-unity.txt'**USER_PROGUARD** 29 | } 30 | 31 | lintOptions { 32 | abortOnError false 33 | } 34 | 35 | aaptOptions { 36 | noCompress = **BUILTIN_NOCOMPRESS** + unityStreamingAssets.tokenize(', ') 37 | ignoreAssetsPattern = "!.svn:!.git:!.ds_store:!*.scc:!CVS:!thumbs.db:!picasa.ini:!*~" 38 | }**PACKAGING_OPTIONS** 39 | } 40 | **IL_CPP_BUILD_SETUP** 41 | **SOURCE_BUILD_SETUP** 42 | **EXTERNAL_SOURCES** 43 | -------------------------------------------------------------------------------- /Assets/Oculus/OculusProjectConfig.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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However, some of its dependencies (like Meta XR Core SDK) may contain small samples. To show all packages and import their samples: 4 | 5 | 1. If using Unity Editor 2021, first navigate to **Edit** -> **Project Settings** -> **Package Manager**, and make sure **Show Dependencies** is checked. 6 | 2. Navigate to **Window** > **Package Manager**. 7 | 3. In the top bar of the window, switch the dropdown from **Packages: My Assets** to **Packages: In Project**. 8 | 4. Click on an installed package (marked with a green check) to show package details. 9 | 5. If the installed package has samples, a "Samples" section will appear either under the package description or as a section tab, depending on the Unity Editor version. 10 | 6. Go to the samples section, and click import to add the samples into your project. 11 | 12 | Larger samples can be found on Github: https://github.com/oculus-samples. A good starting point for samples of common features, including samples from the legacy Oculus Integrations SDK, is the Unity-StarterSamples repository: https://developer.oculus.com/documentation/unity/unity-starter-samples/ 13 | 14 | Additionally, the following SDKs have separate UPM packages for their samples: 15 | * Interaction SDK Samples: https://developer.oculus.com/downloads/package/meta-xr-interaction-sdk-ovr-samples 16 | * Meta XR Simulator Samples: https://developer.oculus.com/downloads/package/meta-xr-simulator-samples 17 | 18 | Still having trouble? See documentation on samples for Meta XR SDKs (https://developer.oculus.com/documentation/unity/unity-import-samples/), or reach out to us via the Meta Quest Developer Forums: https://communityforums.atmeta.com/t5/Developer/ct-p/developer 19 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.meta.xr.sdk.core": "64.0.0", 4 | "com.meta.xr.sdk.interaction": "64.0.0", 5 | "com.meta.xr.sdk.interaction.ovr": "64.0.0", 6 | "com.meta.xr.sdk.interaction.ovr.samples": "64.0.0", 7 | "com.unity.collab-proxy": "2.4.3", 8 | "com.unity.feature.development": "1.0.1", 9 | "com.unity.textmeshpro": "3.0.8", 10 | "com.unity.timeline": "1.7.6", 11 | "com.unity.ugui": "1.0.0", 12 | "com.unity.visualscripting": "1.9.4", 13 | "com.unity.xr.oculus": "4.2.0", 14 | "com.unity.modules.ai": "1.0.0", 15 | "com.unity.modules.androidjni": "1.0.0", 16 | "com.unity.modules.animation": "1.0.0", 17 | "com.unity.modules.assetbundle": "1.0.0", 18 | "com.unity.modules.audio": "1.0.0", 19 | "com.unity.modules.cloth": "1.0.0", 20 | "com.unity.modules.director": "1.0.0", 21 | "com.unity.modules.imageconversion": "1.0.0", 22 | "com.unity.modules.imgui": "1.0.0", 23 | "com.unity.modules.jsonserialize": "1.0.0", 24 | "com.unity.modules.particlesystem": "1.0.0", 25 | "com.unity.modules.physics": "1.0.0", 26 | "com.unity.modules.physics2d": "1.0.0", 27 | "com.unity.modules.screencapture": "1.0.0", 28 | "com.unity.modules.terrain": "1.0.0", 29 | "com.unity.modules.terrainphysics": "1.0.0", 30 | "com.unity.modules.tilemap": "1.0.0", 31 | "com.unity.modules.ui": "1.0.0", 32 | "com.unity.modules.uielements": "1.0.0", 33 | "com.unity.modules.umbra": "1.0.0", 34 | "com.unity.modules.unityanalytics": "1.0.0", 35 | "com.unity.modules.unitywebrequest": "1.0.0", 36 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 37 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 38 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 39 | "com.unity.modules.unitywebrequestwww": "1.0.0", 40 | "com.unity.modules.vehicles": "1.0.0", 41 | "com.unity.modules.video": "1.0.0", 42 | "com.unity.modules.vr": "1.0.0", 43 | "com.unity.modules.wind": "1.0.0", 44 | "com.unity.modules.xr": "1.0.0" 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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Write a post on your blog or just share a link on Twitter. 74 | 75 | 76 | 77 | **************************** 78 | 79 | 80 | C O N T A C T S 81 | 82 | 83 | http://evericons.com 84 | evericons@gmail.com 85 | 86 | Follow us on Twitter: 87 | https://twitter.com/snocireve 88 | 89 | ____________________________ 90 | 91 | 92 | Aleksey Popov 93 | 94 | http://alekseypopov.com/ 95 | 96 | https://dribbble.com/AlekseyPopov 97 | https://twitter.com/AlekseyPopov 98 | 99 | 100 | https://t.me/moodboardpicker 101 | 102 | 103 | **************************** 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | ... don't forget to read a Bonus.txt 116 | 117 | 118 | 119 | 120 | -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 13 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} 16 | m_LegacyDeferred: 17 | m_Mode: 1 18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} 19 | m_DepthNormals: 20 | m_Mode: 1 21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} 22 | m_MotionVectors: 23 | m_Mode: 1 24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0} 25 | m_LightHalo: 26 | m_Mode: 1 27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0} 28 | m_LensFlare: 29 | m_Mode: 1 30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} 31 | m_AlwaysIncludedShaders: 32 | - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} 33 | - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0} 34 | - {fileID: 15105, guid: 0000000000000000f000000000000000, type: 0} 35 | - {fileID: 15106, guid: 0000000000000000f000000000000000, type: 0} 36 | - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} 37 | - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} 38 | m_PreloadedShaders: [] 39 | m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, 40 | type: 0} 41 | m_CustomRenderPipeline: {fileID: 0} 42 | m_TransparencySortMode: 0 43 | m_TransparencySortAxis: {x: 0, y: 0, z: 1} 44 | m_DefaultRenderingPath: 1 45 | m_DefaultMobileRenderingPath: 1 46 | m_TierSettings: [] 47 | m_LightmapStripping: 0 48 | m_FogStripping: 0 49 | m_InstancingStripping: 0 50 | m_LightmapKeepPlain: 1 51 | m_LightmapKeepDirCombined: 1 52 | m_LightmapKeepDynamicPlain: 1 53 | m_LightmapKeepDynamicDirCombined: 1 54 | m_LightmapKeepShadowMask: 1 55 | m_LightmapKeepSubtractive: 1 56 | m_FogKeepLinear: 1 57 | m_FogKeepExp: 1 58 | m_FogKeepExp2: 1 59 | m_AlbedoSwatchInfos: [] 60 | m_LightsUseLinearIntensity: 0 61 | m_LightsUseColorTemperature: 0 62 | m_LogWhenShaderIsCompiled: 0 63 | m_AllowEnlightenSupportForUpgradedProject: 0 64 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | .utmp/ 6 | /[Ll]ibrary/ 7 | /[Tt]emp/ 8 | /[Oo]bj/ 9 | /[Bb]uild/ 10 | /[Bb]uilds/ 11 | /[Ll]ogs/ 12 | /[Uu]ser[Ss]ettings/ 13 | *.log 14 | 15 | # By default unity supports Blender asset imports, *.blend1 blender files do not need to be commited to version control. 16 | *.blend1 17 | *.blend1.meta 18 | 19 | # MemoryCaptures can get excessive in size. 20 | # They also could contain extremely sensitive data 21 | /[Mm]emoryCaptures/ 22 | 23 | # Recordings can get excessive in size 24 | /[Rr]ecordings/ 25 | 26 | # Uncomment this line if you wish to ignore the asset store tools plugin 27 | # /[Aa]ssets/AssetStoreTools* 28 | 29 | # Autogenerated Jetbrains Rider plugin 30 | /[Aa]ssets/Plugins/Editor/JetBrains* 31 | # Jetbrains Rider personal-layer settings 32 | *.DotSettings.user 33 | 34 | # Visual Studio cache directory 35 | .vs/ 36 | 37 | # Gradle cache directory 38 | .gradle/ 39 | 40 | # Autogenerated VS/MD/Consulo solution and project files 41 | ExportedObj/ 42 | .consulo/ 43 | *.csproj 44 | *.unityproj 45 | *.sln 46 | *.suo 47 | *.tmp 48 | *.user 49 | *.userprefs 50 | *.pidb 51 | *.booproj 52 | *.svd 53 | *.pdb 54 | *.mdb 55 | *.opendb 56 | *.VC.db 57 | 58 | # Unity3D generated meta files 59 | *.pidb.meta 60 | *.pdb.meta 61 | *.mdb.meta 62 | 63 | # Unity3D generated file on crash reports 64 | sysinfo.txt 65 | 66 | # Mono auto generated files 67 | mono_crash.* 68 | 69 | # Builds 70 | *.apk 71 | *.aab 72 | *.unitypackage 73 | *.unitypackage.meta 74 | *.app 75 | 76 | # Crashlytics generated file 77 | crashlytics-build.properties 78 | 79 | # TestRunner generated files 80 | InitTestScene*.unity* 81 | 82 | # Addressables default ignores, before user customizations 83 | /ServerData 84 | /[Aa]ssets/StreamingAssets/aa* 85 | /[Aa]ssets/AddressableAssetsData/link.xml* 86 | /[Aa]ssets/Addressables_Temp* 87 | # By default, Addressables content builds will generate addressables_content_state.bin 88 | # files in platform-specific subfolders, for example: 89 | # /Assets/AddressableAssetsData/OSX/addressables_content_state.bin 90 | /[Aa]ssets/AddressableAssetsData/*/*.bin* 91 | 92 | # Visual Scripting auto-generated files 93 | /[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db 94 | /[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db.meta 95 | /[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers 96 | /[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers.meta 97 | 98 | # Auto-generated scenes by play mode tests 99 | /[Aa]ssets/[Ii]nit[Tt]est[Ss]cene*.unity* -------------------------------------------------------------------------------- /Assets/XR/XRGeneralSettingsPerBuildTarget.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &-9017467053123899447 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: f4c3631f5e58749a59194e0cf6baf6d5, type: 3} 13 | m_Name: Standalone Providers 14 | m_EditorClassIdentifier: 15 | m_RequiresSettingsUpdate: 0 16 | m_AutomaticLoading: 0 17 | m_AutomaticRunning: 0 18 | m_Loaders: 19 | - {fileID: 11400000, guid: c8ecb60a4e0045546b8f3952f2dbc766, type: 2} 20 | --- !u!114 &-4545684829528786406 21 | MonoBehaviour: 22 | 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m_LoaderManagerInstance: {fileID: -1709363425124539650} 80 | m_InitManagerOnStart: 1 81 | -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Scripts/PointerEventSource.cs: -------------------------------------------------------------------------------- 1 | #nullable enable 2 | 3 | using System; 4 | 5 | using UnityEngine; 6 | using UnityEngine.EventSystems; 7 | 8 | namespace WebView 9 | { 10 | class PointerEventSource : MonoBehaviour, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler, IDragHandler 11 | { 12 | private RectTransform rect = default!; 13 | 14 | public event Action? OnPointerExit; 15 | public event Action? OnPointerDown; 16 | public event Action? OnPointerUp; 17 | public event Action? OnDrag; 18 | 19 | #if UNITY_EDITOR 20 | [SerializeField] private bool showLogs = false; 21 | #endif 22 | 23 | void Start() 24 | { 25 | if(transform is RectTransform rectTransform) 26 | { 27 | rect = rectTransform; 28 | } 29 | else 30 | { 31 | Debug.LogError("Component disabled: GameObject does not have a RectTransform"); 32 | enabled = false; 33 | } 34 | } 35 | 36 | void IPointerExitHandler.OnPointerExit(PointerEventData eventData) 37 | { 38 | OnPointerExit?.Invoke(); 39 | #if UNITY_EDITOR 40 | if(showLogs) 41 | { 42 | Debug.Log("OnPointerExit"); 43 | } 44 | #endif 45 | } 46 | 47 | void IPointerDownHandler.OnPointerDown(PointerEventData eventData) 48 | { 49 | var clickPoint = GetClickPoint(eventData); 50 | OnPointerDown?.Invoke(clickPoint); 51 | #if UNITY_EDITOR 52 | if(showLogs) 53 | { 54 | Debug.Log($"OnPointerDown: {clickPoint}"); 55 | } 56 | #endif 57 | } 58 | 59 | void IPointerUpHandler.OnPointerUp(PointerEventData eventData) 60 | { 61 | var clickPoint = GetClickPoint(eventData); 62 | OnPointerUp?.Invoke(clickPoint); 63 | #if UNITY_EDITOR 64 | if(showLogs) 65 | { 66 | Debug.Log($"OnPointerUp: {clickPoint}"); 67 | } 68 | #endif 69 | } 70 | 71 | void IDragHandler.OnDrag(PointerEventData eventData) 72 | { 73 | var clickPoint = GetClickPoint(eventData); 74 | OnDrag?.Invoke(clickPoint); 75 | #if UNITY_EDITOR 76 | if(showLogs) 77 | { 78 | Debug.Log($"OnDrag: {clickPoint}"); 79 | } 80 | #endif 81 | } 82 | 83 | private Vector2 GetClickPoint(PointerEventData eventData) 84 | { 85 | var rayCast = eventData.pointerCurrentRaycast; 86 | var screenPosition = eventData.pressEventCamera.WorldToScreenPoint(rayCast.worldPosition); 87 | 88 | RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, screenPosition, eventData.pressEventCamera, out var localPoint); 89 | 90 | var clickPoint = new Vector2(localPoint.x / rect.rect.width + 0.5f, localPoint.y / rect.rect.height + 0.5f); 91 | return clickPoint; 92 | } 93 | } 94 | } -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 51 | 52 | // API Editable properties 53 | uniform float _ShaderFlags; 54 | uniform float _WeightNormal; 55 | uniform float _WeightBold; 56 | 57 | uniform float _ScaleRatioA; 58 | uniform float _ScaleRatioB; 59 | uniform float _ScaleRatioC; 60 | 61 | uniform float _VertexOffsetX; 62 | uniform float _VertexOffsetY; 63 | 64 | //uniform float _UseClipRect; 65 | uniform float _MaskID; 66 | uniform sampler2D _MaskTex; 67 | uniform float4 _MaskCoord; 68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) 69 | //uniform float _MaskWipeControl; 70 | //uniform float _MaskEdgeSoftness; 71 | //uniform fixed4 _MaskEdgeColor; 72 | //uniform bool _MaskInverse; 73 | 74 | uniform float _MaskSoftnessX; 75 | uniform float _MaskSoftnessY; 76 | 77 | // Font Atlas properties 78 | uniform sampler2D _MainTex; 79 | uniform float _TextureWidth; 80 | uniform float _TextureHeight; 81 | uniform float _GradientScale; 82 | uniform float _ScaleX; 83 | uniform float _ScaleY; 84 | uniform float _PerspectiveFilter; 85 | uniform float _Sharpness; 86 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _CullMode ("Cull Mode", Float) = 0 15 | _ColorMask ("Color Mask", Float) = 15 16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 17 | 18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 19 | } 20 | 21 | SubShader 22 | { 23 | Tags 24 | { 25 | "Queue"="Transparent" 26 | "IgnoreProjector"="True" 27 | "RenderType"="Transparent" 28 | "PreviewType"="Plane" 29 | "CanUseSpriteAtlas"="True" 30 | } 31 | 32 | Stencil 33 | { 34 | Ref [_Stencil] 35 | Comp [_StencilComp] 36 | Pass [_StencilOp] 37 | ReadMask [_StencilReadMask] 38 | WriteMask [_StencilWriteMask] 39 | } 40 | 41 | Cull [_CullMode] 42 | Lighting Off 43 | ZWrite Off 44 | ZTest [unity_GUIZTestMode] 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask [_ColorMask] 47 | 48 | Pass 49 | { 50 | Name "Default" 51 | CGPROGRAM 52 | #pragma vertex vert 53 | #pragma fragment frag 54 | #pragma target 2.0 55 | 56 | #include "UnityCG.cginc" 57 | #include "UnityUI.cginc" 58 | 59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 61 | 62 | struct appdata_t 63 | { 64 | float4 vertex : POSITION; 65 | float4 color : COLOR; 66 | float2 texcoord : TEXCOORD0; 67 | UNITY_VERTEX_INPUT_INSTANCE_ID 68 | }; 69 | 70 | struct v2f 71 | { 72 | float4 vertex : SV_POSITION; 73 | fixed4 color : COLOR; 74 | float2 texcoord : TEXCOORD0; 75 | float4 worldPosition : TEXCOORD1; 76 | UNITY_VERTEX_OUTPUT_STEREO 77 | }; 78 | 79 | sampler2D _MainTex; 80 | fixed4 _Color; 81 | fixed4 _TextureSampleAdd; 82 | float4 _ClipRect; 83 | float4 _MainTex_ST; 84 | 85 | v2f vert(appdata_t v) 86 | { 87 | v2f OUT; 88 | UNITY_SETUP_INSTANCE_ID(v); 89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 90 | OUT.worldPosition = v.vertex; 91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 92 | 93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 94 | 95 | OUT.color = v.color * _Color; 96 | return OUT; 97 | } 98 | 99 | fixed4 frag(v2f IN) : SV_Target 100 | { 101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 102 | 103 | #ifdef UNITY_UI_CLIP_RECT 104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 105 | #endif 106 | 107 | #ifdef UNITY_UI_ALPHACLIP 108 | clip (color.a - 0.001); 109 | #endif 110 | 111 | return color; 112 | } 113 | ENDCG 114 | } 115 | } 116 | } 117 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.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_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: LiberationSans SDF - Outline 11 | m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3} 12 | m_ShaderKeywords: OUTLINE_ON 13 | m_LightmapFlags: 5 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _BumpMap: 23 | m_Texture: {fileID: 0} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | - _Cube: 27 | m_Texture: {fileID: 0} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | - _FaceTex: 31 | m_Texture: {fileID: 0} 32 | m_Scale: {x: 1, y: 1} 33 | m_Offset: {x: 0, y: 0} 34 | - _MainTex: 35 | m_Texture: {fileID: 28684132378477856, guid: 8f586378b4e144a9851e7b34d9b748ee, 36 | type: 2} 37 | m_Scale: {x: 1, y: 1} 38 | m_Offset: {x: 0, y: 0} 39 | - _OutlineTex: 40 | m_Texture: {fileID: 0} 41 | m_Scale: {x: 1, y: 1} 42 | m_Offset: {x: 0, y: 0} 43 | m_Floats: 44 | - _Ambient: 0.5 45 | - _Bevel: 0.5 46 | - _BevelClamp: 0 47 | - _BevelOffset: 0 48 | - _BevelRoundness: 0 49 | - _BevelWidth: 0 50 | - _BumpFace: 0 51 | - _BumpOutline: 0 52 | - _ColorMask: 15 53 | - _Diffuse: 0.5 54 | - _FaceDilate: 0.1 55 | - _FaceUVSpeedX: 0 56 | - _FaceUVSpeedY: 0 57 | - _GlowInner: 0.05 58 | - _GlowOffset: 0 59 | - _GlowOuter: 0.05 60 | - _GlowPower: 0.75 61 | - _GradientScale: 10 62 | - _LightAngle: 3.1416 63 | - _MaskSoftnessX: 0 64 | - _MaskSoftnessY: 0 65 | - _OutlineSoftness: 0 66 | - _OutlineUVSpeedX: 0 67 | - _OutlineUVSpeedY: 0 68 | - _OutlineWidth: 0.1 69 | - _PerspectiveFilter: 0.875 70 | - _Reflectivity: 10 71 | - _ScaleRatioA: 0.9 72 | - _ScaleRatioB: 0.73125 73 | - _ScaleRatioC: 0.64125 74 | - _ScaleX: 1 75 | - _ScaleY: 1 76 | - _ShaderFlags: 0 77 | - _Sharpness: 0 78 | - _SpecularPower: 2 79 | - _Stencil: 0 80 | - _StencilComp: 8 81 | - _StencilOp: 0 82 | - _StencilReadMask: 255 83 | - _StencilWriteMask: 255 84 | - _TextureHeight: 1024 85 | - _TextureWidth: 1024 86 | - _UnderlayDilate: 0 87 | - _UnderlayOffsetX: 0 88 | - _UnderlayOffsetY: 0 89 | - _UnderlaySoftness: 0 90 | - _VertexOffsetX: 0 91 | - _VertexOffsetY: 0 92 | - _WeightBold: 0.75 93 | - _WeightNormal: 0 94 | m_Colors: 95 | - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} 96 | - _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0} 97 | - _FaceColor: {r: 1, g: 1, b: 1, a: 1} 98 | - _GlowColor: {r: 0, g: 1, b: 0, a: 0.5} 99 | - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767} 100 | - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} 101 | - _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1} 102 | - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} 103 | - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} 104 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} 105 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.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_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: LiberationSans SDF - Drop Shadow 11 | m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3} 12 | m_ShaderKeywords: OUTLINE_ON UNDERLAY_ON 13 | m_LightmapFlags: 5 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _BumpMap: 23 | m_Texture: {fileID: 0} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | - _Cube: 27 | m_Texture: {fileID: 0} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | - _FaceTex: 31 | m_Texture: {fileID: 0} 32 | m_Scale: {x: 1, y: 1} 33 | m_Offset: {x: 0, y: 0} 34 | - _MainTex: 35 | m_Texture: {fileID: 28684132378477856, guid: 8f586378b4e144a9851e7b34d9b748ee, 36 | type: 2} 37 | m_Scale: {x: 1, y: 1} 38 | m_Offset: {x: 0, y: 0} 39 | - _OutlineTex: 40 | m_Texture: {fileID: 0} 41 | m_Scale: {x: 1, y: 1} 42 | m_Offset: {x: 0, y: 0} 43 | m_Floats: 44 | - _Ambient: 0.5 45 | - _Bevel: 0.5 46 | - _BevelClamp: 0 47 | - _BevelOffset: 0 48 | - _BevelRoundness: 0 49 | - _BevelWidth: 0 50 | - _BumpFace: 0 51 | - _BumpOutline: 0 52 | - _ColorMask: 15 53 | - _Diffuse: 0.5 54 | - _DiffusePower: 1 55 | - _FaceDilate: 0.1 56 | - _FaceUVSpeedX: 0 57 | - _FaceUVSpeedY: 0 58 | - _GlowInner: 0.05 59 | - _GlowOffset: 0 60 | - _GlowOuter: 0.05 61 | - _GlowPower: 0.75 62 | - _GradientScale: 10 63 | - _LightAngle: 3.1416 64 | - _MaskSoftnessX: 0 65 | - _MaskSoftnessY: 0 66 | - _OutlineSoftness: 0 67 | - _OutlineUVSpeedX: 0 68 | - _OutlineUVSpeedY: 0 69 | - _OutlineWidth: 0.1 70 | - _PerspectiveFilter: 0.875 71 | - _Reflectivity: 10 72 | - _ScaleRatioA: 0.9 73 | - _ScaleRatioB: 0.73125 74 | - _ScaleRatioC: 0.64125 75 | - _ScaleX: 1 76 | - _ScaleY: 1 77 | - _ShaderFlags: 0 78 | - _Sharpness: 0 79 | - _SpecularPower: 2 80 | - _Stencil: 0 81 | - _StencilComp: 8 82 | - _StencilOp: 0 83 | - _StencilReadMask: 255 84 | - _StencilWriteMask: 255 85 | - _TextureHeight: 1024 86 | - _TextureWidth: 1024 87 | - _UnderlayDilate: 0 88 | - _UnderlayOffsetX: 0.5 89 | - _UnderlayOffsetY: -0.5 90 | - _UnderlaySoftness: 0.05 91 | - _VertexOffsetX: 0 92 | - _VertexOffsetY: 0 93 | - _WeightBold: 0.75 94 | - _WeightNormal: 0 95 | m_Colors: 96 | - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} 97 | - _Color: {r: 1, g: 1, b: 1, a: 1} 98 | - _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0} 99 | - _FaceColor: {r: 1, g: 1, b: 1, a: 1} 100 | - _GlowColor: {r: 0, g: 1, b: 0, a: 0.5} 101 | - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767} 102 | - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} 103 | - _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1} 104 | - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} 105 | - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} 106 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} 107 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field SSD" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _CullMode ("Cull Mode", Float) = 0 58 | _ColorMask ("Color Mask", Float) = 15 59 | } 60 | 61 | SubShader { 62 | Tags { 63 | "Queue"="Transparent" 64 | "IgnoreProjector"="True" 65 | "RenderType"="Transparent" 66 | } 67 | 68 | Stencil 69 | { 70 | Ref [_Stencil] 71 | Comp [_StencilComp] 72 | Pass [_StencilOp] 73 | ReadMask [_StencilReadMask] 74 | WriteMask [_StencilWriteMask] 75 | } 76 | 77 | Cull [_CullMode] 78 | ZWrite Off 79 | Lighting Off 80 | Fog { Mode Off } 81 | ZTest [unity_GUIZTestMode] 82 | Blend One OneMinusSrcAlpha 83 | ColorMask [_ColorMask] 84 | 85 | Pass { 86 | CGPROGRAM 87 | #pragma vertex VertShader 88 | #pragma fragment PixShader 89 | #pragma shader_feature __ OUTLINE_ON 90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 91 | 92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 94 | 95 | #include "UnityCG.cginc" 96 | #include "UnityUI.cginc" 97 | #include "TMPro_Properties.cginc" 98 | 99 | #include "TMPro_Mobile.cginc" 100 | 101 | ENDCG 102 | } 103 | } 104 | 105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 106 | } 107 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc: -------------------------------------------------------------------------------- 1 | void VertShader(inout appdata_full v, out Input data) 2 | { 3 | v.vertex.x += _VertexOffsetX; 4 | v.vertex.y += _VertexOffsetY; 5 | 6 | UNITY_INITIALIZE_OUTPUT(Input, data); 7 | 8 | float bold = step(v.texcoord1.y, 0); 9 | 10 | // Generate normal for backface 11 | float3 view = ObjSpaceViewDir(v.vertex); 12 | v.normal *= sign(dot(v.normal, view)); 13 | 14 | #if USE_DERIVATIVE 15 | data.param.y = 1; 16 | #else 17 | float4 vert = v.vertex; 18 | float4 vPosition = UnityObjectToClipPos(vert); 19 | float2 pixelSize = vPosition.w; 20 | 21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); 22 | float scale = rsqrt(dot(pixelSize, pixelSize)); 23 | scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); 24 | scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 25 | data.param.y = scale; 26 | #endif 27 | 28 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 29 | 30 | v.texcoord1.xy = UnpackUV(v.texcoord1.x); 31 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); 32 | } 33 | 34 | void PixShader(Input input, inout SurfaceOutput o) 35 | { 36 | 37 | #if USE_DERIVATIVE 38 | float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); 39 | pixelSize *= _TextureWidth * .75; 40 | float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); 41 | #else 42 | float scale = input.param.y; 43 | #endif 44 | 45 | // Signed distance 46 | float c = tex2D(_MainTex, input.uv_MainTex).a; 47 | float sd = (.5 - c - input.param.x) * scale + .5; 48 | float outline = _OutlineWidth*_ScaleRatioA * scale; 49 | float softness = _OutlineSoftness*_ScaleRatioA * scale; 50 | 51 | // Color & Alpha 52 | float4 faceColor = _FaceColor; 53 | float4 outlineColor = _OutlineColor; 54 | faceColor *= input.color; 55 | outlineColor.a *= input.color.a; 56 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); 57 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); 58 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 59 | faceColor.rgb /= max(faceColor.a, 0.0001); 60 | 61 | #if BEVEL_ON 62 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); 63 | 64 | float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, 65 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a, 66 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a, 67 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; 68 | 69 | // Face Normal 70 | float3 n = GetSurfaceNormal(smp4x, input.param.x); 71 | 72 | // Bumpmap 73 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; 74 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 75 | bump = lerp(float3(0, 0, 1), bump, faceColor.a); 76 | n = normalize(n - bump); 77 | 78 | // Cubemap reflection 79 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); 80 | float3 emission = reflcol.rgb * 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| "type": "UnityEngine.PhysicsMaterial2D", 67 | "defaultInstantiationMode": 0 68 | }, 69 | { 70 | "userAdded": false, 71 | "type": "UnityEngine.Rendering.PostProcessing.PostProcessProfile", 72 | "defaultInstantiationMode": 0 73 | }, 74 | { 75 | "userAdded": false, 76 | "type": "UnityEngine.Rendering.PostProcessing.PostProcessResources", 77 | "defaultInstantiationMode": 0 78 | }, 79 | { 80 | "userAdded": false, 81 | "type": "UnityEngine.Rendering.VolumeProfile", 82 | "defaultInstantiationMode": 0 83 | }, 84 | { 85 | "userAdded": false, 86 | "type": "UnityEditor.SceneAsset", 87 | "defaultInstantiationMode": 1 88 | }, 89 | { 90 | "userAdded": false, 91 | "type": "UnityEngine.Shader", 92 | "defaultInstantiationMode": 1 93 | }, 94 | { 95 | "userAdded": false, 96 | "type": "UnityEngine.ShaderVariantCollection", 97 | "defaultInstantiationMode": 1 98 | }, 99 | { 100 | "userAdded": false, 101 | "type": "UnityEngine.Texture", 102 | "defaultInstantiationMode": 0 103 | }, 104 | { 105 | "userAdded": false, 106 | "type": "UnityEngine.Texture2D", 107 | "defaultInstantiationMode": 0 108 | }, 109 | { 110 | "userAdded": false, 111 | "type": "UnityEngine.Timeline.TimelineAsset", 112 | "defaultInstantiationMode": 0 113 | } 114 | ], 115 | "defaultDependencyTypeInfo": { 116 | "userAdded": false, 117 | "type": "", 118 | "defaultInstantiationMode": 1 119 | }, 120 | "newSceneOverride": 0 121 | } -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _CullMode("Cull Mode", Float) = 0 22 | _ColorMask("Color Mask", Float) = 15 23 | } 24 | 25 | SubShader{ 26 | 27 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 28 | 29 | Stencil 30 | { 31 | Ref[_Stencil] 32 | Comp[_StencilComp] 33 | Pass[_StencilOp] 34 | ReadMask[_StencilReadMask] 35 | WriteMask[_StencilWriteMask] 36 | } 37 | 38 | 39 | Lighting Off 40 | Cull [_CullMode] 41 | ZTest [unity_GUIZTestMode] 42 | ZWrite Off 43 | Fog { Mode Off } 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask[_ColorMask] 46 | 47 | Pass { 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | 52 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 53 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 54 | 55 | 56 | #include "UnityCG.cginc" 57 | 58 | struct appdata_t { 59 | float4 vertex : POSITION; 60 | fixed4 color : COLOR; 61 | float2 texcoord0 : TEXCOORD0; 62 | float2 texcoord1 : TEXCOORD1; 63 | }; 64 | 65 | struct v2f { 66 | float4 vertex : SV_POSITION; 67 | fixed4 color : COLOR; 68 | float2 texcoord0 : TEXCOORD0; 69 | float2 texcoord1 : TEXCOORD1; 70 | float4 mask : TEXCOORD2; 71 | }; 72 | 73 | uniform sampler2D _MainTex; 74 | uniform sampler2D _FaceTex; 75 | uniform float4 _FaceTex_ST; 76 | uniform fixed4 _FaceColor; 77 | 78 | uniform float _VertexOffsetX; 79 | uniform float _VertexOffsetY; 80 | uniform float4 _ClipRect; 81 | uniform float _MaskSoftnessX; 82 | uniform float _MaskSoftnessY; 83 | 84 | float2 UnpackUV(float uv) 85 | { 86 | float2 output; 87 | output.x = floor(uv / 4096); 88 | output.y = uv - 4096 * output.x; 89 | 90 | return output * 0.001953125; 91 | } 92 | 93 | v2f vert (appdata_t v) 94 | { 95 | float4 vert = v.vertex; 96 | vert.x += _VertexOffsetX; 97 | vert.y += _VertexOffsetY; 98 | 99 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 100 | 101 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 102 | 103 | fixed4 faceColor = v.color; 104 | faceColor *= _FaceColor; 105 | 106 | v2f OUT; 107 | OUT.vertex = vPosition; 108 | OUT.color = faceColor; 109 | OUT.texcoord0 = v.texcoord0; 110 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 111 | float2 pixelSize = vPosition.w; 112 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 113 | 114 | // Clamp _ClipRect to 16bit. 115 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 116 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 117 | 118 | return OUT; 119 | } 120 | 121 | fixed4 frag (v2f IN) : SV_Target 122 | { 123 | fixed4 color = tex2D(_MainTex, IN.texcoord0); 124 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader: -------------------------------------------------------------------------------- 1 | // Simplified version of the SDF Surface shader : 2 | // - No support for Bevel, Bump or envmap 3 | // - Diffuse only lighting 4 | // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field (Surface)" { 7 | 8 | Properties { 9 | _FaceTex ("Fill Texture", 2D) = "white" {} 10 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) 11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 12 | 13 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 14 | _OutlineTex ("Outline Texture", 2D) = "white" {} 15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 17 | 18 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) 19 | _GlowOffset ("Offset", Range(-1,1)) = 0 20 | _GlowInner ("Inner", Range(0,1)) = 0.05 21 | _GlowOuter ("Outer", Range(0,1)) = 0.05 22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 23 | 24 | _WeightNormal ("Weight Normal", float) = 0 25 | _WeightBold ("Weight Bold", float) = 0.5 26 | 27 | // Should not be directly exposed to the user 28 | _ShaderFlags ("Flags", float) = 0 29 | _ScaleRatioA ("Scale RatioA", float) = 1 30 | _ScaleRatioB ("Scale RatioB", float) = 1 31 | _ScaleRatioC ("Scale RatioC", float) = 1 32 | 33 | _MainTex ("Font Atlas", 2D) = "white" {} 34 | _TextureWidth ("Texture Width", float) = 512 35 | _TextureHeight ("Texture Height", float) = 512 36 | _GradientScale ("Gradient Scale", float) = 5.0 37 | _ScaleX ("Scale X", float) = 1.0 38 | _ScaleY ("Scale Y", float) = 1.0 39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 40 | _Sharpness ("Sharpness", Range(-1,1)) = 0 41 | 42 | _VertexOffsetX ("Vertex OffsetX", float) = 0 43 | _VertexOffsetY ("Vertex OffsetY", float) = 0 44 | 45 | _CullMode ("Cull Mode", Float) = 0 46 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 47 | //_MaskSoftness ("Mask Softness", float) = 0 48 | } 49 | 50 | SubShader { 51 | 52 | Tags { 53 | "Queue"="Transparent" 54 | "IgnoreProjector"="True" 55 | "RenderType"="Transparent" 56 | } 57 | 58 | LOD 300 59 | Cull [_CullMode] 60 | 61 | CGPROGRAM 62 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap 63 | #pragma target 3.0 64 | #pragma shader_feature __ GLOW_ON 65 | 66 | #include "TMPro_Properties.cginc" 67 | #include "TMPro.cginc" 68 | 69 | half _FaceShininess; 70 | half _OutlineShininess; 71 | 72 | struct Input 73 | { 74 | fixed4 color : COLOR; 75 | float2 uv_MainTex; 76 | float2 uv2_FaceTex; 77 | float2 uv2_OutlineTex; 78 | float2 param; // Weight, Scale 79 | float3 viewDirEnv; 80 | }; 81 | 82 | #include "TMPro_Surface.cginc" 83 | 84 | ENDCG 85 | 86 | // Pass to render object as a shadow caster 87 | Pass 88 | { 89 | Name "Caster" 90 | Tags { "LightMode" = "ShadowCaster" } 91 | Offset 1, 1 92 | 93 | Fog {Mode Off} 94 | ZWrite On ZTest LEqual Cull Off 95 | 96 | CGPROGRAM 97 | #pragma vertex vert 98 | #pragma fragment frag 99 | #pragma multi_compile_shadowcaster 100 | #include "UnityCG.cginc" 101 | 102 | struct v2f { 103 | V2F_SHADOW_CASTER; 104 | float2 uv : TEXCOORD1; 105 | float2 uv2 : TEXCOORD3; 106 | float alphaClip : TEXCOORD2; 107 | }; 108 | 109 | uniform float4 _MainTex_ST; 110 | uniform float4 _OutlineTex_ST; 111 | float _OutlineWidth; 112 | float _FaceDilate; 113 | float _ScaleRatioA; 114 | 115 | v2f vert( appdata_base v ) 116 | { 117 | v2f o; 118 | TRANSFER_SHADOW_CASTER(o) 119 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 120 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 121 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 122 | return o; 123 | } 124 | 125 | uniform sampler2D _MainTex; 126 | 127 | float4 frag(v2f i) : COLOR 128 | { 129 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 130 | clip(texcol.a - i.alphaClip); 131 | SHADOW_CASTER_FRAGMENT(i) 132 | } 133 | ENDCG 134 | } 135 | } 136 | 137 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 138 | } 139 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap Custom Atlas" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | _Padding ("Padding", float) = 0 15 | 16 | _StencilComp("Stencil Comparison", Float) = 8 17 | _Stencil("Stencil ID", Float) = 0 18 | _StencilOp("Stencil Operation", Float) = 0 19 | _StencilWriteMask("Stencil Write Mask", Float) = 255 20 | _StencilReadMask("Stencil Read Mask", Float) = 255 21 | 22 | _CullMode("Cull Mode", Float) = 0 23 | _ColorMask("Color Mask", Float) = 15 24 | } 25 | 26 | SubShader{ 27 | 28 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 29 | 30 | Stencil 31 | { 32 | Ref[_Stencil] 33 | Comp[_StencilComp] 34 | Pass[_StencilOp] 35 | ReadMask[_StencilReadMask] 36 | WriteMask[_StencilWriteMask] 37 | } 38 | 39 | 40 | Lighting Off 41 | Cull [_CullMode] 42 | ZTest [unity_GUIZTestMode] 43 | ZWrite Off 44 | Fog { Mode Off } 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask[_ColorMask] 47 | 48 | Pass { 49 | CGPROGRAM 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 55 | 56 | 57 | #include "UnityCG.cginc" 58 | 59 | struct appdata_t { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float2 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f { 67 | float4 vertex : SV_POSITION; 68 | fixed4 color : COLOR; 69 | float2 texcoord0 : TEXCOORD0; 70 | float2 texcoord1 : TEXCOORD1; 71 | float4 mask : TEXCOORD2; 72 | }; 73 | 74 | uniform sampler2D _MainTex; 75 | uniform sampler2D _FaceTex; 76 | uniform float4 _FaceTex_ST; 77 | uniform fixed4 _FaceColor; 78 | 79 | uniform float _VertexOffsetX; 80 | uniform float _VertexOffsetY; 81 | uniform float4 _ClipRect; 82 | uniform float _MaskSoftnessX; 83 | uniform float _MaskSoftnessY; 84 | 85 | float2 UnpackUV(float uv) 86 | { 87 | float2 output; 88 | output.x = floor(uv / 4096); 89 | output.y = uv - 4096 * output.x; 90 | 91 | return output * 0.001953125; 92 | } 93 | 94 | v2f vert (appdata_t v) 95 | { 96 | float4 vert = v.vertex; 97 | vert.x += _VertexOffsetX; 98 | vert.y += _VertexOffsetY; 99 | 100 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 101 | 102 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 103 | 104 | fixed4 faceColor = v.color; 105 | faceColor *= _FaceColor; 106 | 107 | v2f OUT; 108 | OUT.vertex = vPosition; 109 | OUT.color = faceColor; 110 | OUT.texcoord0 = v.texcoord0; 111 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 112 | float2 pixelSize = vPosition.w; 113 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 114 | 115 | // Clamp _ClipRect to 16bit. 116 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 117 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 118 | 119 | return OUT; 120 | } 121 | 122 | fixed4 frag (v2f IN) : SV_Target 123 | { 124 | fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Mobile/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | [HDR]_Color ("Text Color", Color) = (1,1,1,1) 6 | _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 7 | 8 | _VertexOffsetX("Vertex OffsetX", float) = 0 9 | _VertexOffsetY("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _CullMode("Cull Mode", Float) = 0 22 | _ColorMask("Color Mask", Float) = 15 23 | } 24 | 25 | SubShader { 26 | 27 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 28 | 29 | Stencil 30 | { 31 | Ref[_Stencil] 32 | Comp[_StencilComp] 33 | Pass[_StencilOp] 34 | ReadMask[_StencilReadMask] 35 | WriteMask[_StencilWriteMask] 36 | } 37 | 38 | 39 | Lighting Off 40 | Cull [_CullMode] 41 | ZTest [unity_GUIZTestMode] 42 | ZWrite Off 43 | Fog { Mode Off } 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask[_ColorMask] 46 | 47 | Pass { 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | #pragma fragmentoption ARB_precision_hint_fastest 52 | 53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 55 | 56 | 57 | #include "UnityCG.cginc" 58 | 59 | struct appdata_t { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float2 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f { 67 | float4 vertex : POSITION; 68 | fixed4 color : COLOR; 69 | float2 texcoord0 : TEXCOORD0; 70 | float4 mask : TEXCOORD2; 71 | }; 72 | 73 | sampler2D _MainTex; 74 | fixed4 _Color; 75 | float _DiffusePower; 76 | 77 | uniform float _VertexOffsetX; 78 | uniform float _VertexOffsetY; 79 | uniform float4 _ClipRect; 80 | uniform float _MaskSoftnessX; 81 | uniform float _MaskSoftnessY; 82 | 83 | v2f vert (appdata_t v) 84 | { 85 | v2f OUT; 86 | float4 vert = v.vertex; 87 | vert.x += _VertexOffsetX; 88 | vert.y += _VertexOffsetY; 89 | 90 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 91 | 92 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); 93 | OUT.color = v.color; 94 | OUT.color *= _Color; 95 | OUT.color.rgb *= _DiffusePower; 96 | OUT.texcoord0 = v.texcoord0; 97 | 98 | float2 pixelSize = OUT.vertex.w; 99 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 100 | 101 | // Clamp _ClipRect to 16bit. 102 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 103 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 104 | 105 | return OUT; 106 | } 107 | 108 | fixed4 frag (v2f IN) : COLOR 109 | { 110 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); 111 | 112 | // Alternative implementation to UnityGet2DClipping with support for softness. 113 | #if UNITY_UI_CLIP_RECT 114 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 115 | color *= m.x * m.y; 116 | #endif 117 | 118 | #if UNITY_UI_ALPHACLIP 119 | clip(color.a - 0.001); 120 | #endif 121 | 122 | return color; 123 | } 124 | ENDCG 125 | } 126 | } 127 | 128 | SubShader { 129 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 130 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } 131 | Blend SrcAlpha OneMinusSrcAlpha 132 | BindChannels { 133 | Bind "Color", color 134 | Bind "Vertex", vertex 135 | Bind "TexCoord", texcoord0 136 | } 137 | Pass { 138 | SetTexture [_MainTex] { 139 | constantColor [_Color] combine constant * primary, constant * texture 140 | } 141 | } 142 | } 143 | 144 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 145 | } 146 | -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Scripts/WebViewJavaBridge.cs: -------------------------------------------------------------------------------- 1 | #nullable enable 2 | 3 | using System; 4 | using UnityEngine; 5 | 6 | namespace WebView 7 | { 8 | class WebViewJavaBridge : IDisposable 9 | { 10 | private AndroidJavaObject bridge; 11 | 12 | private readonly Vector2 normalizedTouchSlop; 13 | private Vector2 normalizedDownPoint; 14 | 15 | public WebViewJavaBridge( 16 | string id, 17 | int width, int height, 18 | long intervalMSec, 19 | Vector2 normalizedTouchSlop, 20 | string receiverObjectName, 21 | string urlChangedMessageMethodName, 22 | string jsonMessageMethodName) 23 | { 24 | using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) 25 | { 26 | using (AndroidJavaObject activity = unityPlayer.GetStatic("currentActivity")) 27 | { 28 | var resolver = new AndroidJavaObject( 29 | "com.t34400.webviewtexture.unitybridge.UnityPlayerEnvironmentResolver" 30 | ); 31 | 32 | #if !UNITY_2023_1_OR_NEWER 33 | resolver.Call("registerLegacyUnityPlayer", activity.Get("mUnityPlayer")); 34 | # endif 35 | 36 | bridge = new AndroidJavaObject( 37 | "com.t34400.webviewtexture.unitybridge.WebViewUnityBridge", 38 | activity, 39 | resolver, 40 | id, 41 | width, height, 42 | intervalMSec, 43 | receiverObjectName, 44 | urlChangedMessageMethodName, 45 | jsonMessageMethodName 46 | ); 47 | } 48 | } 49 | } 50 | 51 | public int GetFrameIndex() => bridge.Call("getFrameIndex"); 52 | public byte[] GetFrameBytes() 53 | { 54 | var sbytes = bridge.Call("getFrameBytes"); 55 | return Array.ConvertAll(sbytes, b => unchecked((byte)b)); 56 | } 57 | 58 | public void SetKeyboardEnabled(bool enabled) => bridge.Call("setKeyboardEnabled", enabled); 59 | public void LoadUrl(string url) => bridge.Call("loadUrl", url); 60 | public void Reload() => bridge.Call("reload"); 61 | public void GoBack() => bridge.Call("goBack"); 62 | public void GoForward() => bridge.Call("goForward"); 63 | public void EvaluateJavascript(string script) => bridge.Call("evaluateJavascript", script); 64 | 65 | public void StartUpdate() => bridge.Call("startUpdate"); 66 | public void StopUpdate() => bridge.Call("stopUpdate"); 67 | 68 | public void SendTouchDown(Vector2 normalizedPoint) => SendTouchDown(normalizedPoint.x, normalizedPoint.y); 69 | public void SendTouchMove(Vector2 normalizedPoint) => SendTouchMove(normalizedPoint.x, normalizedPoint.y); 70 | public void SendTouchUp(Vector2 normalizedPoint) => SendTouchUp(normalizedPoint.x, normalizedPoint.y); 71 | public void SendTouchDown(float x, float y) 72 | { 73 | normalizedDownPoint = new Vector2(x, y); 74 | 75 | bridge.Call("sendTouchDown", x, 1f - y); 76 | } 77 | 78 | public void SendTouchMove(float x, float y) 79 | { 80 | if (!IsTouchSlopExceeded(x, y)) 81 | { 82 | return; 83 | } 84 | 85 | bridge.Call("sendTouchMove", x, 1f - y); 86 | } 87 | 88 | public void SendTouchUp(float x, float y) 89 | { 90 | if (!IsTouchSlopExceeded(x, y)) 91 | { 92 | x = normalizedDownPoint.x; 93 | y = normalizedDownPoint.y; 94 | } 95 | 96 | bridge.Call("sendTouchUp", x, 1f - y); 97 | } 98 | 99 | public void Dispose() 100 | { 101 | bridge.Call("destory"); 102 | bridge.Dispose(); 103 | } 104 | 105 | private bool IsTouchSlopExceeded(float x, float y) 106 | { 107 | return Mathf.Abs(normalizedDownPoint.x - x) > normalizedTouchSlop.x 108 | || Mathf.Abs(normalizedDownPoint.y - y) > normalizedTouchSlop.y; 109 | } 110 | } 111 | } -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt: -------------------------------------------------------------------------------- 1 | Digitized data copyright (c) 2010 Google Corporation 2 | with Reserved Font Arimo, Tinos and Cousine. 3 | Copyright (c) 2012 Red Hat, Inc. 4 | with Reserved Font Name Liberation. 5 | 6 | This Font Software is licensed under the SIL Open Font License, Version 1.1. 7 | This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL 8 | 9 | ----------------------------------------------------------- 10 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 11 | ----------------------------------------------------------- 12 | 13 | PREAMBLE 14 | The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others. 15 | 16 | The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. 17 | 18 | DEFINITIONS 19 | "Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. 20 | 21 | "Reserved Font Name" refers to any names specified as such after the copyright statement(s). 22 | 23 | "Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). 24 | 25 | "Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. 26 | 27 | "Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. 28 | 29 | PERMISSION & CONDITIONS 30 | Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions: 31 | 32 | 1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. 33 | 34 | 2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user. 35 | 36 | 3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. 37 | 38 | 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. 39 | 40 | 5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software. 41 | 42 | TERMINATION 43 | This license becomes null and void if any of the above conditions are not met. 44 | 45 | DISCLAIMER 46 | THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. -------------------------------------------------------------------------------- /Assets/TextMesh Pro/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": "1f60d.png", 23 | "frame": {"x":256,"y":0,"w":128,"h":128}, 24 | "rotated": false, 25 | "trimmed": false, 26 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 27 | "sourceSize": {"w":128,"h":128}, 28 | "pivot": {"x":0.5,"y":0.5} 29 | }, 30 | { 31 | "filename": "1f60e.png", 32 | "frame": {"x":384,"y":0,"w":128,"h":128}, 33 | "rotated": false, 34 | "trimmed": false, 35 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 36 | "sourceSize": {"w":128,"h":128}, 37 | "pivot": {"x":0.5,"y":0.5} 38 | }, 39 | { 40 | "filename": "1f600.png", 41 | "frame": {"x":0,"y":128,"w":128,"h":128}, 42 | "rotated": false, 43 | "trimmed": false, 44 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 45 | "sourceSize": {"w":128,"h":128}, 46 | "pivot": {"x":0.5,"y":0.5} 47 | }, 48 | { 49 | "filename": "1f601.png", 50 | "frame": {"x":128,"y":128,"w":128,"h":128}, 51 | 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"1f605.png", 86 | "frame": {"x":128,"y":256,"w":128,"h":128}, 87 | "rotated": false, 88 | "trimmed": false, 89 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 90 | "sourceSize": {"w":128,"h":128}, 91 | "pivot": {"x":0.5,"y":0.5} 92 | }, 93 | { 94 | "filename": "1f606.png", 95 | "frame": {"x":256,"y":256,"w":128,"h":128}, 96 | "rotated": false, 97 | "trimmed": false, 98 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 99 | "sourceSize": {"w":128,"h":128}, 100 | "pivot": {"x":0.5,"y":0.5} 101 | }, 102 | { 103 | "filename": "1f609.png", 104 | "frame": {"x":384,"y":256,"w":128,"h":128}, 105 | "rotated": false, 106 | "trimmed": false, 107 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 108 | "sourceSize": {"w":128,"h":128}, 109 | "pivot": {"x":0.5,"y":0.5} 110 | }, 111 | { 112 | "filename": "1f618.png", 113 | "frame": {"x":0,"y":384,"w":128,"h":128}, 114 | "rotated": false, 115 | "trimmed": false, 116 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 117 | "sourceSize": {"w":128,"h":128}, 118 | "pivot": {"x":0.5,"y":0.5} 119 | }, 120 | { 121 | "filename": "1f923.png", 122 | "frame": {"x":128,"y":384,"w":128,"h":128}, 123 | "rotated": false, 124 | "trimmed": false, 125 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 126 | "sourceSize": {"w":128,"h":128}, 127 | "pivot": {"x":0.5,"y":0.5} 128 | }, 129 | { 130 | "filename": "263a.png", 131 | "frame": {"x":256,"y":384,"w":128,"h":128}, 132 | "rotated": false, 133 | "trimmed": false, 134 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 135 | "sourceSize": {"w":128,"h":128}, 136 | "pivot": {"x":0.5,"y":0.5} 137 | }, 138 | { 139 | "filename": "2639.png", 140 | "frame": {"x":384,"y":384,"w":128,"h":128}, 141 | "rotated": false, 142 | "trimmed": false, 143 | "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128}, 144 | "sourceSize": {"w":128,"h":128}, 145 | "pivot": {"x":0.5,"y":0.5} 146 | }], 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}, 153 | "scale": "1", 154 | "smartupdate": "$TexturePacker:SmartUpdate:196a26a2e149d875b91ffc8fa3581e76:fc928c7e275404b7e0649307410475cb:424723c3774975ddb2053fd5c4b85f6e$" 155 | } 156 | } 157 | -------------------------------------------------------------------------------- /Assets/SimpleUnity3DWebView/Scripts/WebViewManager.cs: -------------------------------------------------------------------------------- 1 | #nullable enable 2 | 3 | using System; 4 | using UnityEngine; 5 | using UnityEngine.Events; 6 | using UnityEngine.UI; 7 | 8 | namespace WebView 9 | { 10 | public class WebViewManager : MonoBehaviour 11 | { 12 | [SerializeField] private RawImage webViewImage = default!; 13 | [SerializeField] private PointerEventSource pointerEventSource = default!; 14 | [SerializeField] private int textureWidth = 1280; 15 | [SerializeField] private int intervalMSec = 100; 16 | [SerializeField] private string defaultUrl = "https://www.google.com/"; 17 | [SerializeField] private Vector2 normalizedTouchSlop = Vector2.one * 0.05f; 18 | 19 | [Header("Texture Properties")] 20 | [SerializeField] private bool defaultMipChain = true; 21 | [SerializeField] private FilterMode defaultFilterMode = FilterMode.Trilinear; 22 | [Range(0, 16)] 23 | [SerializeField] private int defaultAnisoLebel = 8; 24 | 25 | [Header("Events")] 26 | [SerializeField] private UnityEvent urlChanged = default!; 27 | [SerializeField] private UnityEvent dataReceived = default!; 28 | 29 | private WebViewJavaBridge? bridge; 30 | private WebViewDataReceiver? receiver; 31 | private WebViewTextureUpdater? textureUpdater; 32 | 33 | public Texture Texture => webViewImage.texture; 34 | 35 | public void LoadUrl(string url) => bridge?.LoadUrl(url); 36 | public void Reload() => bridge?.Reload(); 37 | public void GoBack() => bridge?.GoBack(); 38 | public void GoForward() => bridge?.GoForward(); 39 | public void SetKeyboardInputEnabled(bool enabled) => bridge?.SetKeyboardEnabled(enabled); 40 | public void EvaluateJavascript(string script) => bridge?.EvaluateJavascript(script); 41 | 42 | private void Start() 43 | { 44 | var id = Guid.NewGuid().ToString(); 45 | 46 | var imageRectSize = webViewImage.rectTransform.sizeDelta; 47 | var aspect = imageRectSize.y / imageRectSize.x; 48 | var textureHeight = (int) Mathf.Abs(textureWidth * aspect); 49 | 50 | var receiverObject = new GameObject(id); 51 | receiverObject.transform.parent = transform; 52 | 53 | receiver = receiverObject.AddComponent(); 54 | receiver.UrlChanged += urlChanged.Invoke; 55 | receiver.DataReceived += dataReceived.Invoke; 56 | 57 | bridge = new( 58 | id, 59 | textureWidth, textureHeight, 60 | intervalMSec, 61 | normalizedTouchSlop, 62 | id, 63 | WebViewDataReceiver.UrlChangedMessageMethodName, 64 | WebViewDataReceiver.JsonMessageMethodName 65 | ); 66 | 67 | var texture = new Texture2D(textureWidth, textureHeight, TextureFormat.RGBA32, defaultMipChain); 68 | texture.filterMode = defaultFilterMode; 69 | texture.anisoLevel = defaultAnisoLebel; 70 | webViewImage.texture = texture; 71 | 72 | textureUpdater = new WebViewTextureUpdater(bridge, texture); 73 | 74 | pointerEventSource.OnPointerDown += bridge.SendTouchDown; 75 | pointerEventSource.OnPointerUp += bridge.SendTouchUp; 76 | pointerEventSource.OnDrag += bridge.SendTouchMove; 77 | 78 | if (!string.IsNullOrEmpty(defaultUrl)) 79 | bridge.LoadUrl(defaultUrl); 80 | 81 | bridge.StartUpdate(); 82 | } 83 | 84 | private void OnEnable() 85 | { 86 | bridge?.StartUpdate(); 87 | } 88 | 89 | private void Update() 90 | { 91 | if (textureUpdater == null) 92 | return; 93 | 94 | if (textureUpdater.TryUpdateTexture()) 95 | { 96 | webViewImage.texture = textureUpdater.Texture; 97 | } 98 | } 99 | 100 | private void OnDisable() 101 | { 102 | bridge?.StopUpdate(); 103 | } 104 | 105 | private void OnDestroy() 106 | { 107 | if (receiver != null) 108 | { 109 | receiver.UrlChanged -= urlChanged.Invoke; 110 | receiver.DataReceived -= dataReceived.Invoke; 111 | } 112 | 113 | if (pointerEventSource != null && bridge != null) 114 | { 115 | pointerEventSource.OnPointerDown -= bridge.SendTouchDown; 116 | pointerEventSource.OnPointerUp -= bridge.SendTouchUp; 117 | pointerEventSource.OnDrag -= bridge.SendTouchMove; 118 | } 119 | 120 | bridge?.Dispose(); 121 | bridge = null; 122 | } 123 | } 124 | } -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 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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 | -------------------------------------------------------------------------------- /ProjectSettings/InputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!13 &1 4 | InputManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Axes: 8 | - serializedVersion: 3 9 | m_Name: Horizontal 10 | descriptiveName: 11 | descriptiveNegativeName: 12 | negativeButton: left 13 | positiveButton: right 14 | altNegativeButton: a 15 | altPositiveButton: d 16 | gravity: 3 17 | dead: 0.001 18 | sensitivity: 3 19 | snap: 1 20 | invert: 0 21 | type: 0 22 | axis: 0 23 | joyNum: 0 24 | - serializedVersion: 3 25 | m_Name: Vertical 26 | descriptiveName: 27 | descriptiveNegativeName: 28 | negativeButton: down 29 | positiveButton: up 30 | altNegativeButton: s 31 | altPositiveButton: w 32 | gravity: 3 33 | dead: 0.001 34 | sensitivity: 3 35 | snap: 1 36 | invert: 0 37 | type: 0 38 | axis: 0 39 | joyNum: 0 40 | - serializedVersion: 3 41 | m_Name: Fire1 42 | descriptiveName: 43 | descriptiveNegativeName: 44 | negativeButton: 45 | positiveButton: left ctrl 46 | altNegativeButton: 47 | altPositiveButton: mouse 0 48 | gravity: 1000 49 | dead: 0.001 50 | sensitivity: 1000 51 | snap: 0 52 | invert: 0 53 | type: 0 54 | axis: 0 55 | joyNum: 0 56 | - serializedVersion: 3 57 | m_Name: Fire2 58 | descriptiveName: 59 | descriptiveNegativeName: 60 | negativeButton: 61 | positiveButton: left alt 62 | altNegativeButton: 63 | altPositiveButton: mouse 1 64 | gravity: 1000 65 | dead: 0.001 66 | sensitivity: 1000 67 | snap: 0 68 | invert: 0 69 | type: 0 70 | axis: 0 71 | joyNum: 0 72 | - serializedVersion: 3 73 | m_Name: Fire3 74 | descriptiveName: 75 | descriptiveNegativeName: 76 | negativeButton: 77 | positiveButton: left shift 78 | altNegativeButton: 79 | altPositiveButton: mouse 2 80 | gravity: 1000 81 | dead: 0.001 82 | sensitivity: 1000 83 | snap: 0 84 | invert: 0 85 | type: 0 86 | axis: 0 87 | joyNum: 0 88 | - serializedVersion: 3 89 | m_Name: Jump 90 | descriptiveName: 91 | descriptiveNegativeName: 92 | negativeButton: 93 | positiveButton: space 94 | altNegativeButton: 95 | altPositiveButton: 96 | gravity: 1000 97 | dead: 0.001 98 | sensitivity: 1000 99 | snap: 0 100 | invert: 0 101 | type: 0 102 | axis: 0 103 | joyNum: 0 104 | - serializedVersion: 3 105 | m_Name: Mouse X 106 | descriptiveName: 107 | descriptiveNegativeName: 108 | negativeButton: 109 | positiveButton: 110 | altNegativeButton: 111 | altPositiveButton: 112 | gravity: 0 113 | dead: 0 114 | sensitivity: 0.1 115 | snap: 0 116 | invert: 0 117 | type: 1 118 | axis: 0 119 | joyNum: 0 120 | - serializedVersion: 3 121 | m_Name: Mouse Y 122 | descriptiveName: 123 | descriptiveNegativeName: 124 | negativeButton: 125 | positiveButton: 126 | altNegativeButton: 127 | altPositiveButton: 128 | gravity: 0 129 | dead: 0 130 | sensitivity: 0.1 131 | snap: 0 132 | invert: 0 133 | type: 1 134 | axis: 1 135 | joyNum: 0 136 | - serializedVersion: 3 137 | m_Name: Mouse ScrollWheel 138 | descriptiveName: 139 | descriptiveNegativeName: 140 | negativeButton: 141 | positiveButton: 142 | altNegativeButton: 143 | altPositiveButton: 144 | gravity: 0 145 | dead: 0 146 | sensitivity: 0.1 147 | snap: 0 148 | invert: 0 149 | type: 1 150 | axis: 2 151 | joyNum: 0 152 | - serializedVersion: 3 153 | m_Name: Horizontal 154 | descriptiveName: 155 | descriptiveNegativeName: 156 | negativeButton: 157 | positiveButton: 158 | altNegativeButton: 159 | altPositiveButton: 160 | gravity: 0 161 | dead: 0.19 162 | sensitivity: 1 163 | snap: 0 164 | invert: 0 165 | type: 2 166 | axis: 0 167 | joyNum: 0 168 | - serializedVersion: 3 169 | m_Name: Vertical 170 | descriptiveName: 171 | descriptiveNegativeName: 172 | negativeButton: 173 | positiveButton: 174 | altNegativeButton: 175 | altPositiveButton: 176 | gravity: 0 177 | dead: 0.19 178 | sensitivity: 1 179 | snap: 0 180 | invert: 1 181 | type: 2 182 | axis: 1 183 | joyNum: 0 184 | - serializedVersion: 3 185 | m_Name: Fire1 186 | descriptiveName: 187 | descriptiveNegativeName: 188 | negativeButton: 189 | positiveButton: joystick button 0 190 | altNegativeButton: 191 | altPositiveButton: 192 | gravity: 1000 193 | dead: 0.001 194 | sensitivity: 1000 195 | snap: 0 196 | invert: 0 197 | type: 0 198 | axis: 0 199 | joyNum: 0 200 | - serializedVersion: 3 201 | m_Name: Fire2 202 | descriptiveName: 203 | descriptiveNegativeName: 204 | negativeButton: 205 | positiveButton: joystick button 1 206 | altNegativeButton: 207 | altPositiveButton: 208 | gravity: 1000 209 | dead: 0.001 210 | sensitivity: 1000 211 | snap: 0 212 | invert: 0 213 | type: 0 214 | axis: 0 215 | joyNum: 0 216 | - serializedVersion: 3 217 | m_Name: Fire3 218 | descriptiveName: 219 | descriptiveNegativeName: 220 | negativeButton: 221 | positiveButton: joystick button 2 222 | altNegativeButton: 223 | altPositiveButton: 224 | gravity: 1000 225 | dead: 0.001 226 | sensitivity: 1000 227 | snap: 0 228 | invert: 0 229 | type: 0 230 | axis: 0 231 | joyNum: 0 232 | - serializedVersion: 3 233 | m_Name: Jump 234 | descriptiveName: 235 | descriptiveNegativeName: 236 | negativeButton: 237 | positiveButton: joystick button 3 238 | altNegativeButton: 239 | altPositiveButton: 240 | gravity: 1000 241 | dead: 0.001 242 | sensitivity: 1000 243 | snap: 0 244 | invert: 0 245 | type: 0 246 | axis: 0 247 | joyNum: 0 248 | - serializedVersion: 3 249 | m_Name: Submit 250 | descriptiveName: 251 | descriptiveNegativeName: 252 | negativeButton: 253 | positiveButton: return 254 | altNegativeButton: 255 | altPositiveButton: joystick button 0 256 | gravity: 1000 257 | dead: 0.001 258 | sensitivity: 1000 259 | snap: 0 260 | invert: 0 261 | type: 0 262 | axis: 0 263 | joyNum: 0 264 | - serializedVersion: 3 265 | m_Name: Submit 266 | descriptiveName: 267 | descriptiveNegativeName: 268 | negativeButton: 269 | positiveButton: enter 270 | altNegativeButton: 271 | altPositiveButton: space 272 | gravity: 1000 273 | dead: 0.001 274 | sensitivity: 1000 275 | snap: 0 276 | invert: 0 277 | type: 0 278 | axis: 0 279 | joyNum: 0 280 | - serializedVersion: 3 281 | m_Name: Cancel 282 | descriptiveName: 283 | descriptiveNegativeName: 284 | negativeButton: 285 | positiveButton: escape 286 | altNegativeButton: 287 | altPositiveButton: joystick button 1 288 | gravity: 1000 289 | dead: 0.001 290 | sensitivity: 1000 291 | snap: 0 292 | invert: 0 293 | type: 0 294 | axis: 0 295 | joyNum: 0 296 | -------------------------------------------------------------------------------- /README_JP.md: -------------------------------------------------------------------------------- 1 | # Simple Unity 3D WebView for Android (or Meta Quest etc.) 2 | 3 | Simple Unity 3D WebViewは,UnityのAndroidビルドアプリ上で3D WebViewを表示するためのシンプルなライブラリ. 4 | 5 | [![License: MIT](https://img.shields.io/badge/License-MIT-yellow.svg)](https://opensource.org/licenses/MIT) 6 | [![CodeFactor](https://www.codefactor.io/repository/github/t-34400/simpleunity3dwebview/badge)](https://www.codefactor.io/repository/github/t-34400/simpleunity3dwebview) 7 | 8 | 9 | 10 | ## 導入 11 | 12 | 1. [パッケージ](https://github.com/t-34400/SimpleUnity3DWebView/releases)をインストールする([公式マニュアル](https://docs.unity3d.com/Manual/upm-ui-local.html)). 13 | 2. File > Build Settings > PlatformからAndroidを選択し,Switch Platformボタンを押す. 14 | 3. Player Settingsボタンを押し,AndroidタブのPublishing Settings > Build > Custom Main Manifestにチェックを入れ,下のパスを確認する. 15 | 4. 確認したパスに生成された`AndroidManifest.xml`を開き,以下を変更する. 16 | - manifestタグ内に,``タグを追加する. 17 | - applicationタグに,`android:networkSecurityConfig="@xml/network_security_config"`と`android:hardwareAccelerated="true"`を追加する 18 | - activityタグのandroid:nameを`com.t34400.webviewtexture.WebViewUnityPlayerActivity`に変更する. 19 | - サンプル 20 | ```xml 21 | 22 | 26 | 27 | 29 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | ``` 40 | 41 | ## 使い方 42 | 43 | 1. 適当な`Canvas`に`RawImage`オブジェクトを作成し,`PointerEventSource`コンポーネントを追加する. 44 | 2. 適当なGameObjectに`WebViewBitmapReceiver`コンポーネントを追加し,以下のようにインスペクタを更新する. 45 | - ImageとPointer Event Sourceに先ほどの`RawImage`をアタッチする. 46 | - Web View SizeにWebブラウザの画面サイズ(px)を指定する(Webサイトのレイアウトに影響). 47 | - Texture Sizeにテクスチャ化されたWebページのサイズ(px)を指定する. 48 | - Interval Secにテクスチャ更新の最高頻度を指定する. 49 | 3. 適当なGameObjectに`WebViewControllerClient`コンポーネントを追加し,以下のようにインスペクタを更新する. 50 | - Web View Bitmap Receiverに先ほどのGameObjectをアタッチする. 51 | - Load Urlに初期URLを指定する. 52 | 4. デバイスに応じてUIの操作に必要なコンポーネント(XR Interaction Toolkit, Oculus Interaction SDKなど)を追加する. 53 | 54 | サンプルプレハブが`Assets/SamplePrefabs`に設置されているので,適宜参照する. 55 | 56 | ## Webブラウザの操作方法 57 | 58 | - RawImageの上でクリック・ドラッグするとタッチ操作できる. 59 | - その他,デバイスに対応したUI操作コンポーネント(XR Interaction Toolkit, Oculus Interaction SDKなど)を追加すると,それらのUI操作に応じて操作できる. 60 | - より具体的には,`UnityEngine.EventSystems`名前空間の`IPointerExitHandler`, `IPointerDownHandler`, `IPointerUpHandler`, `IDragHandler`に対応していればよい. 61 | - `WebViewControllerClient`の各種メソッドから,URLの読み込み,リロード,戻る・進む,JavaScriptの実行,画面の更新の開始・停止ができる. 62 | - `void LoadUrl(string url)`: URLの読み込み 63 | - `void Reload()`: リロード 64 | - `void GoBack()`: 戻る 65 | - `void GoForward()`: 進む 66 | - `void SetKeyboardInputEnabled(bool isEnabled)`: キーボード入力の有効化/無効化 67 | - `void EvaluateJavascript(string script)`: JavaScriptの実行 68 | - `void StartUpdate()`: 画面の更新の開始 69 | - `void StopUpdate()`: 画面の更新の停止 70 | 71 | 72 | ## Webページからの値の取得 73 | - Javascript上で`Android.sendJsonData('タイプ文字列', 'データ文字列')`を呼び出すと,`WebViewBitmapReceiver`の`UnityEvent dataReceived`イベントが呼び出される. 74 | - イベントの引数は,`Android.sendJsonData('タイプ文字列', 'データ文字列')`で送ったそれぞれの引数である. 75 | - イベントの処理を行うコンポーネントに,`public void DoSomething(string type, string dataString)`という形式のメソッドを定義すると,`WebViewBitmapReceiver`のインスペクタから`dataReceived`のリスナとして登録できる. 76 | - サンプル: 77 | ```c# 78 | using UnityEngine; 79 | using WebView; 80 | 81 | public class TestComponent : MonoBehaviour 82 | { 83 | private const string MY_SCRIPT = 84 | "const data = { id: 100, name: 't34400' };" + 85 | "try {" + 86 | " const dataJson = JSON.stringify(data);" + 87 | " Android.sendJsonData('YOUR_TYPE', dataJson);" + 88 | "} catch(e) {" + 89 | " console.error(e.message);" + 90 | "}"; 91 | 92 | [SerializeField] private WebViewControllerClient webViewControllerClient; 93 | 94 | // 受け取ったデータの処理(このメソッドを`WebViewBitmapReceiver`のインスペクタに登録する) 95 | public void DataReceived(string type, string data) 96 | { 97 | if(type.Equals("YOUR_TYPE")) 98 | { 99 | var idNameData = JsonUtility.FromJson(data); 100 | Debug.Log($"ID: {idNameData.id}, Name: {idNameData.name}"); 101 | } 102 | } 103 | 104 | private void Update() 105 | { 106 | // Javascript上でAndroid.sendJsonData()を呼び出し 107 | webViewControllerClient.EvaluateJavascript(MY_SCRIPT); 108 | } 109 | 110 | [System.Serializable] 111 | public struct IdNameData 112 | { 113 | public int id; 114 | public string name; 115 | } 116 | } 117 | ``` 118 | 119 | ## 非SSL接続で使えない特定のAPIを有効にする 120 | 121 | 1. `Assets/Plugins/Android/res.androidlib/res/xml/network_security_config.xml`を開く(UnityEditor上では表示できないので,他の方法で開く) 122 | 2. タグに`[ホスト名]`を追加する. 123 | - デフォルトでは,localhostのみこの機能を有効化してある. 124 | 125 | ## 注意 126 | - WebViewのJavaScriptのコンソールへの出力は,Logcatに`WebViewConsole`をタグとして出力される. 127 | - AndroidのネイティブからUnityへのWebViewテクスチャ渡しはシンプルにCPUで行っているため,テクスチャサイズが大きかったり更新頻度が早すぎると処理が重くなる可能性がある. 128 | - キーボードの文字入力については,inputタグとtextareaタグについては対応しているが,やや不安定. 129 | - AndroidのNative側からのメッセージはWebViewBitmapReceiverがアタッチされているGameObject名を対象に送信されるため,シーンの他のオブジェクトと異なる名前にすること. 130 | - 同じシーンに複数のWebViewを配置する場合は,それぞれ別の名前にすること 131 | - OpenXRを使用している場合は,`Project Settings` > `OpenXR` > `Meta Quest Support`の`Force Remove Internet`のチェックを外す. 132 | - Unity OpenXR 1.9.1以前のバージョンではこのチェックが外れていてもインターネット権限を削除する不具合が存在するため,`Packages/manifest.json`のOpenXRのバージョンを1.9.1にするか,ビルド時にPost gradleを使ってOpenXRが権限を削除した後に再度Manifestに追加する. 133 | 134 | 135 | - Meta Quest上で使用する場合は,`AndroidManifest.xml`に以下のpermissionを追加する. 136 | 137 | ```xml 138 | 140 | ``` 141 | 142 | ## ライセンス 143 | [MITライセンス](./LICENSE) 144 | 145 | ## 謝辞 146 | 147 | サンプルプレハブのボタンアイコンは、[Evericons](http://evericons.com)よりCC0 1.0 Universalライセンスのもとでお借りしています.Evericonsのご厚意に感謝申し上げます. 148 | -------------------------------------------------------------------------------- /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 | --------------------------------------------------------------------------------