new CameraSystem to control the camera
increased unity version
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--- !u!114 &8784791655809883562
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m_CustomRenderQueue: -1
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--- !u!114 &7520083345365257739
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--- !u!114 &7520083345365257739
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m_CustomRenderQueue: -1
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stringTagMap:
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stringTagMap:
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serializedVersion: 3
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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m_CustomRenderQueue: -1
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serializedVersion: 3
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@@ -97,6 +98,7 @@ Material:
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
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m_BuildTextureStacks: []
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+4
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m_CustomRenderQueue: -1
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m_CustomRenderQueue: -1
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stringTagMap:
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stringTagMap:
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disabledShaderPasses:
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serializedVersion: 3
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@@ -85,6 +86,7 @@ Material:
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
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m_BuildTextureStacks: []
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m_BuildTextureStacks: []
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--- !u!114 &508518431769478191
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--- !u!114 &508518431769478191
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 11
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@@ -33,7 +33,8 @@ Material:
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m_CustomRenderQueue: -1
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m_CustomRenderQueue: -1
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stringTagMap:
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disabledShaderPasses:
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serializedVersion: 3
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
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serializedVersion: 3
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+4
-1
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m_CustomRenderQueue: -1
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m_CustomRenderQueue: -1
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serializedVersion: 3
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m_Offset: {x: 0, y: 0}
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+4
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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Material:
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Material:
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serializedVersion: 3
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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Material:
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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Material:
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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m_lineSpacingMax: 0
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m_paragraphSpacing: 0
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m_parseCtrlCharacters: 1
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m_isOrthographic: 1
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m_isOrthographic: 1
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m_isCullingEnabled: 0
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@@ -6881,6 +6916,8 @@ ParticleSystemRenderer:
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m_ReflectionProbeUsage: 0
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m_ReflectionProbeUsage: 0
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m_RayTracingMode: 0
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m_RayTracingMode: 0
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_RendererPriority: 0
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m_Materials:
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m_Materials:
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@@ -6919,13 +6956,15 @@ ParticleSystemRenderer:
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m_RenderAlignment: 0
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m_RenderAlignment: 0
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m_Pivot: {x: 0, y: 0, z: 0}
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m_Pivot: {x: 0, y: 0, z: 0}
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m_Flip: {x: 0, y: 0, z: 0}
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m_Flip: {x: 0, y: 0, z: 0}
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m_UseCustomVertexStreams: 1
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m_EnableGPUInstancing: 1
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m_ApplyActiveColorSpace: 1
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m_ApplyActiveColorSpace: 1
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m_AllowRoll: 1
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m_FreeformStretching: 0
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m_FreeformStretching: 0
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m_UseCustomVertexStreams: 1
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m_VertexStreams: 000304
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m_VertexStreams: 000304
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m_Mesh2: {fileID: 0}
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m_Mesh2: {fileID: 0}
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m_lineSpacingMax: 0
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m_paragraphSpacing: 0
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m_paragraphSpacing: 0
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m_charWidthMaxAdj: 0
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m_charWidthMaxAdj: 0
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m_enableWordWrapping: 0
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m_TextWrappingMode: 0
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m_wordWrappingRatios: 0.4
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m_parseCtrlCharacters: 1
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m_isOrthographic: 1
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m_isOrthographic: 1
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m_isCullingEnabled: 0
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m_isCullingEnabled: 0
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m_Children: []
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m_Father: {fileID: 1092362465489143445}
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m_Father: {fileID: 1092362465489143445}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchoredPosition: {x: 250, y: -90}
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m_SizeDelta: {x: 480, y: 0}
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m_SizeDelta: {x: 480, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &7483120163415344176
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--- !u!1 &7483120163415344176
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serializedVersion: 3
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serializedVersion: 3
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m_TransformParent: {fileID: 4029620109630900202}
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m_TransformParent: {fileID: 4029620109630900202}
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m_Modifications:
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m_Modifications:
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- target: {fileID: 3034368942645999326, guid: c0021857f236ae341a3c917b9da4dfaf,
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type: 3}
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propertyPath: m_LocalPosition.y
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value: 0.07
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objectReference: {fileID: 0}
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- target: {fileID: 3284961431740112554, guid: c0021857f236ae341a3c917b9da4dfaf,
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type: 3}
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type: 3}
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propertyPath: m_Name
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propertyPath: m_Name
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@@ -9046,15 +9092,17 @@ MonoBehaviour:
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m_lineSpacingMax: 0
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m_lineSpacingMax: 0
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m_paragraphSpacing: 0
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m_paragraphSpacing: 0
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m_wordWrappingRatios: 0.4
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parentLinkedComponent: {fileID: 0}
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m_ActiveFontFeatures: 6e72656b
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checkPaddingRequired: 0
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checkPaddingRequired: 0
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m_isRichText: 1
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m_isRichText: 1
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m_EmojiFallbackSupport: 1
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m_parseCtrlCharacters: 1
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m_parseCtrlCharacters: 1
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m_isOrthographic: 1
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m_isOrthographic: 1
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m_isCullingEnabled: 0
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m_isCullingEnabled: 0
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@@ -1,24 +1,169 @@
|
|||||||
using Cinemachine;
|
using Cinemachine;
|
||||||
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class CameraSystem : MonoBehaviour
|
public class CameraSystem : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private CinemachineVirtualCamera _playerCamera;
|
private CinemachineVirtualCamera _camera;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private CinemachineVirtualCamera _cityMapCamera;
|
private float _fieldOfViewMax = 60f;
|
||||||
|
[SerializeField]
|
||||||
|
private float _fieldOfViewMin = 10f;
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||||||
|
[SerializeField]
|
||||||
|
private float _followOffsetMin = 0.1f;
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||||||
|
[SerializeField]
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||||||
|
private float _followOffsetMax = 10f;
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||||||
|
[SerializeField]
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||||||
|
private float _followOffsetMinY = 1f;
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||||||
|
[SerializeField]
|
||||||
|
private float _followOffsetMaxY = 10f;
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||||||
|
[SerializeField]
|
||||||
|
private bool _useEdgeScrolling;
|
||||||
|
[SerializeField]
|
||||||
|
private bool _useMouseDrag;
|
||||||
|
|
||||||
private void Start()
|
private Vector3 _followOffset;
|
||||||
|
private float _rotateSpeed = 100f;
|
||||||
|
private float _moveSpeed = 25f;
|
||||||
|
private int _edgeScrollSize = 20;
|
||||||
|
private bool _dragPanMoveActive = false;
|
||||||
|
private float _dragPanSpeed = 2f;
|
||||||
|
private float _zoomSpeed = 2f;
|
||||||
|
private float _zoomAmount = 3f;
|
||||||
|
private Vector2 _lastMousePosition;
|
||||||
|
private float _targetFieldOfView = 60f;
|
||||||
|
private CinemachineTransposer _cinemachineTransposer;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
{
|
{
|
||||||
_playerCamera.LookAt = Player.Instance.transform;
|
_cinemachineTransposer = _camera.GetCinemachineComponent<CinemachineTransposer>();
|
||||||
_playerCamera.Follow = Player.Instance.transform;
|
_followOffset = _cinemachineTransposer.m_FollowOffset;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
if (Input.GetKey(KeyCode.M))
|
HandleCameraMovement();
|
||||||
{
|
HandleCameraRotation();
|
||||||
//change camera
|
|
||||||
|
//HandleCameraZoom_FOV();
|
||||||
|
//HandleCameraZoom_MoveForward();
|
||||||
|
HandleCameraZoom_MoveY();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void HandleCameraZoom_MoveForward()
|
||||||
|
{
|
||||||
|
Vector3 zoomDir = _followOffset.normalized;
|
||||||
|
if (Input.mouseScrollDelta.y > 0)
|
||||||
|
_followOffset -= zoomDir * _zoomAmount;
|
||||||
|
if (Input.mouseScrollDelta.y < 0)
|
||||||
|
_followOffset += zoomDir * _zoomAmount;
|
||||||
|
|
||||||
|
if (_followOffset.magnitude < _followOffsetMin)
|
||||||
|
_followOffset = zoomDir * _followOffsetMin;
|
||||||
|
|
||||||
|
if (_followOffset.magnitude > _followOffsetMax)
|
||||||
|
_followOffset = zoomDir * _followOffsetMax;
|
||||||
|
|
||||||
|
Vector3.Lerp(_cinemachineTransposer.m_FollowOffset, _followOffset, Time.deltaTime * _zoomSpeed);
|
||||||
|
|
||||||
|
_cinemachineTransposer.m_FollowOffset = _followOffset;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleCameraZoom_MoveY()
|
||||||
|
{
|
||||||
|
if (Input.mouseScrollDelta.y > 0)
|
||||||
|
_followOffset.y -= _zoomAmount;
|
||||||
|
if (Input.mouseScrollDelta.y < 0)
|
||||||
|
_followOffset.y += _zoomAmount;
|
||||||
|
|
||||||
|
_followOffset.y = Mathf.Clamp(_followOffset.y, _followOffsetMinY, _followOffsetMaxY);
|
||||||
|
|
||||||
|
if (_followOffset.magnitude < _followOffsetMin)
|
||||||
|
_followOffset.y = _zoomAmount * _followOffsetMin;
|
||||||
|
|
||||||
|
if (_followOffset.magnitude > _followOffsetMax)
|
||||||
|
_followOffset.y = _zoomAmount * _followOffsetMax;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Vector3.Lerp(_cinemachineTransposer.m_FollowOffset, _followOffset, Time.deltaTime * _zoomSpeed);
|
||||||
|
|
||||||
|
_cinemachineTransposer.m_FollowOffset = _followOffset;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleCameraZoom_FOV()
|
||||||
|
{
|
||||||
|
if (Input.mouseScrollDelta.y > 0)
|
||||||
|
_targetFieldOfView -= 5;
|
||||||
|
if (Input.mouseScrollDelta.y < 0)
|
||||||
|
_targetFieldOfView += 5;
|
||||||
|
_targetFieldOfView = Mathf.Clamp(_targetFieldOfView, _fieldOfViewMin, _fieldOfViewMax);
|
||||||
|
|
||||||
|
Mathf.Lerp(_camera.m_Lens.FieldOfView, _targetFieldOfView, Time.deltaTime * _zoomSpeed);
|
||||||
|
_camera.m_Lens.FieldOfView = _targetFieldOfView;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleCameraMovement()
|
||||||
|
{
|
||||||
|
var inputDir = Vector3.zero;
|
||||||
|
|
||||||
|
if (Input.GetKey(KeyCode.W)) inputDir.z = 1f;
|
||||||
|
if (Input.GetKey(KeyCode.S)) inputDir.z = -1f;
|
||||||
|
if (Input.GetKey(KeyCode.A)) inputDir.x = -1f;
|
||||||
|
if (Input.GetKey(KeyCode.D)) inputDir.x = 1f;
|
||||||
|
|
||||||
|
if (_useEdgeScrolling)
|
||||||
|
{
|
||||||
|
inputDir = EdgeScrollingMovement(inputDir);
|
||||||
|
}
|
||||||
|
if (_useMouseDrag)
|
||||||
|
{
|
||||||
|
inputDir = MousePanMovement(inputDir);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 moveDir = transform.forward * inputDir.z + transform.right * inputDir.x;
|
||||||
|
transform.position += moveDir * _moveSpeed * Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
private Vector3 MousePanMovement(Vector3 inputDir)
|
||||||
|
{
|
||||||
|
if (Input.GetMouseButtonDown(1))
|
||||||
|
{
|
||||||
|
_dragPanMoveActive = true;
|
||||||
|
_lastMousePosition = Input.mousePosition;
|
||||||
|
}
|
||||||
|
if (Input.GetMouseButtonUp(1)) { _dragPanMoveActive = false; }
|
||||||
|
|
||||||
|
if (_dragPanMoveActive)
|
||||||
|
{
|
||||||
|
Vector2 mouseMovementDelta = ((Vector2)Input.mousePosition - _lastMousePosition) * _dragPanSpeed;
|
||||||
|
inputDir.x = mouseMovementDelta.x;
|
||||||
|
inputDir.z = mouseMovementDelta.y;
|
||||||
|
|
||||||
|
_lastMousePosition = Input.mousePosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
return inputDir;
|
||||||
|
}
|
||||||
|
|
||||||
|
private Vector3 EdgeScrollingMovement(Vector3 inputDir)
|
||||||
|
{
|
||||||
|
if (Input.mousePosition.x < _edgeScrollSize) inputDir.x = -1f;
|
||||||
|
if (Input.mousePosition.y < _edgeScrollSize) inputDir.z = -1f;
|
||||||
|
if (Input.mousePosition.x > Screen.width - _edgeScrollSize) inputDir.x = 1f;
|
||||||
|
if (Input.mousePosition.y > Screen.height - _edgeScrollSize) inputDir.z = 1f;
|
||||||
|
return inputDir;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleCameraRotation()
|
||||||
|
{
|
||||||
|
float rotateDir = 0f;
|
||||||
|
|
||||||
|
if (Input.GetKey(KeyCode.E)) rotateDir = 1f;
|
||||||
|
if (Input.GetKey(KeyCode.Q)) rotateDir = -1f;
|
||||||
|
|
||||||
|
|
||||||
|
transform.eulerAngles += new Vector3(0, rotateDir * _rotateSpeed * Time.deltaTime, 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
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@@ -12,8 +12,8 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3}
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m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3}
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m_Name: URP-HighFidelity
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m_Name: URP-HighFidelity
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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k_AssetVersion: 11
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k_AssetVersion: 12
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k_AssetPreviousVersion: 11
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k_AssetPreviousVersion: 12
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m_RendererType: 1
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m_RendererType: 1
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m_RendererData: {fileID: 0}
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m_RendererData: {fileID: 0}
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m_RendererDataList:
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m_RendererDataList:
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m_FsrSharpness: 0.92
|
m_FsrSharpness: 0.92
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m_EnableLODCrossFade: 1
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m_EnableLODCrossFade: 1
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m_LODCrossFadeDitheringType: 1
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m_LODCrossFadeDitheringType: 1
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m_ShEvalMode: 0
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m_LightProbeSystem: 0
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m_ProbeVolumeMemoryBudget: 1024
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m_SupportProbeVolumeStreaming: 0
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m_ProbeVolumeSHBands: 1
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m_MainLightRenderingMode: 1
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m_MainLightRenderingMode: 1
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m_MainLightShadowsSupported: 1
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m_MainLightShadowsSupported: 1
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m_MainLightShadowmapResolution: 4096
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m_MainLightShadowmapResolution: 4096
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@@ -71,14 +76,57 @@ MonoBehaviour:
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m_ColorGradingMode: 0
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m_ColorGradingMode: 0
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m_ColorGradingLutSize: 32
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m_ColorGradingLutSize: 32
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m_UseFastSRGBLinearConversion: 0
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m_SupportDataDrivenLensFlare: 1
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m_SupportScreenSpaceLensFlare: 1
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m_ShadowType: 1
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m_ShadowType: 1
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m_LocalShadowsSupported: 0
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m_LocalShadowsSupported: 0
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m_LocalShadowsAtlasResolution: 256
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m_LocalShadowsAtlasResolution: 256
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m_MaxPixelLights: 0
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m_MaxPixelLights: 0
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m_ShadowAtlasResolution: 256
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m_ShadowAtlasResolution: 256
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m_Textures:
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void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
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{
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||||||
|
//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||||
|
|
||||||
|
color = float4(col, faceColor.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add custom function to handle time in HDRP
|
||||||
|
|
||||||
|
|
||||||
|
//
|
||||||
|
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
|
||||||
|
{
|
||||||
|
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
|
||||||
|
{
|
||||||
|
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
|
||||||
|
{
|
||||||
|
float2 pixelSize = position.w;
|
||||||
|
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
|
||||||
|
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
|
||||||
|
}
|
||||||
|
|
||||||
|
// UV : Texture coordinate of the source distance field texture
|
||||||
|
// TextureSize : Size of the source distance field texture
|
||||||
|
// Filter : Enable perspective filter (soften)
|
||||||
|
void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
|
||||||
|
{
|
||||||
|
if(Filter)
|
||||||
|
{
|
||||||
|
float2 a = float2(ddx(UV.x), ddy(UV.x));
|
||||||
|
float2 b = float2(ddx(UV.y), ddy(UV.y));
|
||||||
|
float s = lerp(dot(a,a), dot(b,b), 0.5);
|
||||||
|
SSR = rsqrt(s) / TextureSize;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
|
||||||
|
SSR = s / TextureSize;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// SSR : Screen Space Ratio
|
||||||
|
// SD : Signed Distance (encoded : Distance / SDR + .5)
|
||||||
|
// SDR : Signed Distance Ratio
|
||||||
|
//
|
||||||
|
// IsoPerimeter : Dilate / Contract the shape
|
||||||
|
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
|
||||||
|
{
|
||||||
|
softness *= SSR * SDR;
|
||||||
|
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
|
||||||
|
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
|
||||||
|
}
|
||||||
|
|
||||||
|
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
|
||||||
|
{
|
||||||
|
softness *= SSR * SDR;
|
||||||
|
float d = (SD - 0.5f) * SDR;
|
||||||
|
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||||
|
}
|
||||||
|
|
||||||
|
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
|
||||||
|
{
|
||||||
|
softness *= SSR * SDR;
|
||||||
|
float d = (SD - 0.5f) * SDR;
|
||||||
|
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||||
|
}
|
||||||
|
|
||||||
|
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
|
||||||
|
{
|
||||||
|
softness *= SSR * SDR;
|
||||||
|
float4 d = (SD - 0.5f) * SDR;
|
||||||
|
if(outline) d.w = max(max(d.x, d.y), d.z);
|
||||||
|
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||||
|
}
|
||||||
|
|
||||||
|
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
|
||||||
|
{
|
||||||
|
outColor = BlendARGB(overlying, underlying);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Face only
|
||||||
|
void Layer1_float(float alpha, float4 color0, out float4 outColor)
|
||||||
|
{
|
||||||
|
color0.a *= alpha;
|
||||||
|
outColor = color0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Face + 1 Outline
|
||||||
|
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
|
||||||
|
{
|
||||||
|
color1.a *= alpha.y;
|
||||||
|
color0.rgb *= color0.a; color1.rgb *= color1.a;
|
||||||
|
outColor = lerp(color1, color0, alpha.x);
|
||||||
|
outColor.rgb /= outColor.a;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Face + 3 Outline
|
||||||
|
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
|
||||||
|
{
|
||||||
|
color3.a *= alpha.w;
|
||||||
|
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
|
||||||
|
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
|
||||||
|
outColor.rgb /= outColor.a;
|
||||||
|
}
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 96de908384869cd409c75efa351d5edf
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
preprocessorOverride: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -3,24 +3,24 @@ Shader "TextMeshPro/Bitmap Custom Atlas" {
|
|||||||
Properties {
|
Properties {
|
||||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
_FaceTex ("Font Texture", 2D) = "white" {}
|
_FaceTex ("Font Texture", 2D) = "white" {}
|
||||||
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
|
_FaceColor ("Text Color", Color) = (1,1,1,1)
|
||||||
|
|
||||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
|
||||||
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
_Padding ("Padding", float) = 0
|
_Padding ("Padding", float) = 0
|
||||||
|
|
||||||
_StencilComp("Stencil Comparison", Float) = 8
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
_Stencil("Stencil ID", Float) = 0
|
_Stencil ("Stencil ID", Float) = 0
|
||||||
_StencilOp("Stencil Operation", Float) = 0
|
_StencilOp ("Stencil Operation", Float) = 0
|
||||||
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
_StencilReadMask("Stencil Read Mask", Float) = 255
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
_CullMode("Cull Mode", Float) = 0
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
_ColorMask("Color Mask", Float) = 15
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader{
|
SubShader{
|
||||||
@@ -55,15 +55,18 @@ SubShader{
|
|||||||
|
|
||||||
|
|
||||||
#include "UnityCG.cginc"
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
|
||||||
struct appdata_t {
|
struct appdata_t
|
||||||
|
{
|
||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float4 texcoord0 : TEXCOORD0;
|
||||||
float2 texcoord1 : TEXCOORD1;
|
float2 texcoord1 : TEXCOORD1;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct v2f {
|
struct v2f
|
||||||
|
{
|
||||||
float4 vertex : SV_POSITION;
|
float4 vertex : SV_POSITION;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float2 texcoord0 : TEXCOORD0;
|
||||||
@@ -81,15 +84,9 @@ SubShader{
|
|||||||
uniform float4 _ClipRect;
|
uniform float4 _ClipRect;
|
||||||
uniform float _MaskSoftnessX;
|
uniform float _MaskSoftnessX;
|
||||||
uniform float _MaskSoftnessY;
|
uniform float _MaskSoftnessY;
|
||||||
|
uniform float _UIMaskSoftnessX;
|
||||||
float2 UnpackUV(float uv)
|
uniform float _UIMaskSoftnessY;
|
||||||
{
|
uniform int _UIVertexColorAlwaysGammaSpace;
|
||||||
float2 output;
|
|
||||||
output.x = floor(uv / 4096);
|
|
||||||
output.y = uv - 4096 * output.x;
|
|
||||||
|
|
||||||
return output * 0.001953125;
|
|
||||||
}
|
|
||||||
|
|
||||||
v2f vert (appdata_t v)
|
v2f vert (appdata_t v)
|
||||||
{
|
{
|
||||||
@@ -101,6 +98,10 @@ SubShader{
|
|||||||
|
|
||||||
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||||
|
|
||||||
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||||
|
{
|
||||||
|
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
||||||
|
}
|
||||||
fixed4 faceColor = v.color;
|
fixed4 faceColor = v.color;
|
||||||
faceColor *= _FaceColor;
|
faceColor *= _FaceColor;
|
||||||
|
|
||||||
@@ -108,13 +109,14 @@ SubShader{
|
|||||||
OUT.vertex = vPosition;
|
OUT.vertex = vPosition;
|
||||||
OUT.color = faceColor;
|
OUT.color = faceColor;
|
||||||
OUT.texcoord0 = v.texcoord0;
|
OUT.texcoord0 = v.texcoord0;
|
||||||
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
|
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
|
||||||
float2 pixelSize = vPosition.w;
|
float2 pixelSize = vPosition.w;
|
||||||
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
||||||
|
|
||||||
// Clamp _ClipRect to 16bit.
|
// Clamp _ClipRect to 16bit.
|
||||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||||
|
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||||
|
|
||||||
return OUT;
|
return OUT;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,24 +2,24 @@ Shader "TextMeshPro/Mobile/Bitmap" {
|
|||||||
|
|
||||||
Properties {
|
Properties {
|
||||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
[HDR]_Color ("Text Color", Color) = (1,1,1,1)
|
_Color ("Text Color", Color) = (1,1,1,1)
|
||||||
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
|
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
|
||||||
|
|
||||||
_VertexOffsetX("Vertex OffsetX", float) = 0
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
_VertexOffsetY("Vertex OffsetY", float) = 0
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
_MaskSoftnessX("Mask SoftnessX", float) = 0
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
_MaskSoftnessY("Mask SoftnessY", float) = 0
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
|
||||||
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
|
||||||
_StencilComp("Stencil Comparison", Float) = 8
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
_Stencil("Stencil ID", Float) = 0
|
_Stencil ("Stencil ID", Float) = 0
|
||||||
_StencilOp("Stencil Operation", Float) = 0
|
_StencilOp ("Stencil Operation", Float) = 0
|
||||||
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
_StencilReadMask("Stencil Read Mask", Float) = 255
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
_CullMode("Cull Mode", Float) = 0
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
_ColorMask("Color Mask", Float) = 15
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader {
|
SubShader {
|
||||||
@@ -55,15 +55,18 @@ SubShader {
|
|||||||
|
|
||||||
|
|
||||||
#include "UnityCG.cginc"
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
|
||||||
struct appdata_t {
|
struct appdata_t
|
||||||
|
{
|
||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float2 texcoord0 : TEXCOORD0;
|
||||||
float2 texcoord1 : TEXCOORD1;
|
float2 texcoord1 : TEXCOORD1;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct v2f {
|
struct v2f
|
||||||
|
{
|
||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float2 texcoord0 : TEXCOORD0;
|
||||||
@@ -79,6 +82,9 @@ SubShader {
|
|||||||
uniform float4 _ClipRect;
|
uniform float4 _ClipRect;
|
||||||
uniform float _MaskSoftnessX;
|
uniform float _MaskSoftnessX;
|
||||||
uniform float _MaskSoftnessY;
|
uniform float _MaskSoftnessY;
|
||||||
|
uniform float _UIMaskSoftnessX;
|
||||||
|
uniform float _UIMaskSoftnessY;
|
||||||
|
uniform int _UIVertexColorAlwaysGammaSpace;
|
||||||
|
|
||||||
v2f vert (appdata_t v)
|
v2f vert (appdata_t v)
|
||||||
{
|
{
|
||||||
@@ -88,7 +94,10 @@ SubShader {
|
|||||||
vert.y += _VertexOffsetY;
|
vert.y += _VertexOffsetY;
|
||||||
|
|
||||||
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
||||||
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||||
|
{
|
||||||
|
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
||||||
|
}
|
||||||
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
|
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||||
OUT.color = v.color;
|
OUT.color = v.color;
|
||||||
OUT.color *= _Color;
|
OUT.color *= _Color;
|
||||||
@@ -99,8 +108,9 @@ SubShader {
|
|||||||
//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
||||||
|
|
||||||
// Clamp _ClipRect to 16bit.
|
// Clamp _ClipRect to 16bit.
|
||||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||||
|
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||||
|
|
||||||
return OUT;
|
return OUT;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,23 +3,23 @@ Shader "TextMeshPro/Bitmap" {
|
|||||||
Properties {
|
Properties {
|
||||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
_FaceTex ("Font Texture", 2D) = "white" {}
|
_FaceTex ("Font Texture", 2D) = "white" {}
|
||||||
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
|
_FaceColor ("Text Color", Color) = (1,1,1,1)
|
||||||
|
|
||||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
|
||||||
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
|
||||||
_StencilComp("Stencil Comparison", Float) = 8
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
_Stencil("Stencil ID", Float) = 0
|
_Stencil ("Stencil ID", Float) = 0
|
||||||
_StencilOp("Stencil Operation", Float) = 0
|
_StencilOp ("Stencil Operation", Float) = 0
|
||||||
_StencilWriteMask("Stencil Write Mask", Float) = 255
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
_StencilReadMask("Stencil Read Mask", Float) = 255
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
_CullMode("Cull Mode", Float) = 0
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
_ColorMask("Color Mask", Float) = 15
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader{
|
SubShader{
|
||||||
@@ -54,15 +54,18 @@ SubShader{
|
|||||||
|
|
||||||
|
|
||||||
#include "UnityCG.cginc"
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
|
||||||
struct appdata_t {
|
struct appdata_t
|
||||||
|
{
|
||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float4 texcoord0 : TEXCOORD0;
|
||||||
float2 texcoord1 : TEXCOORD1;
|
float2 texcoord1 : TEXCOORD1;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct v2f {
|
struct v2f
|
||||||
|
{
|
||||||
float4 vertex : SV_POSITION;
|
float4 vertex : SV_POSITION;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float2 texcoord0 : TEXCOORD0;
|
||||||
@@ -80,15 +83,9 @@ SubShader{
|
|||||||
uniform float4 _ClipRect;
|
uniform float4 _ClipRect;
|
||||||
uniform float _MaskSoftnessX;
|
uniform float _MaskSoftnessX;
|
||||||
uniform float _MaskSoftnessY;
|
uniform float _MaskSoftnessY;
|
||||||
|
uniform float _UIMaskSoftnessX;
|
||||||
float2 UnpackUV(float uv)
|
uniform float _UIMaskSoftnessY;
|
||||||
{
|
uniform int _UIVertexColorAlwaysGammaSpace;
|
||||||
float2 output;
|
|
||||||
output.x = floor(uv / 4096);
|
|
||||||
output.y = uv - 4096 * output.x;
|
|
||||||
|
|
||||||
return output * 0.001953125;
|
|
||||||
}
|
|
||||||
|
|
||||||
v2f vert (appdata_t v)
|
v2f vert (appdata_t v)
|
||||||
{
|
{
|
||||||
@@ -100,6 +97,10 @@ SubShader{
|
|||||||
|
|
||||||
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
||||||
|
|
||||||
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||||
|
{
|
||||||
|
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
||||||
|
}
|
||||||
fixed4 faceColor = v.color;
|
fixed4 faceColor = v.color;
|
||||||
faceColor *= _FaceColor;
|
faceColor *= _FaceColor;
|
||||||
|
|
||||||
@@ -107,13 +108,14 @@ SubShader{
|
|||||||
OUT.vertex = vPosition;
|
OUT.vertex = vPosition;
|
||||||
OUT.color = faceColor;
|
OUT.color = faceColor;
|
||||||
OUT.texcoord0 = v.texcoord0;
|
OUT.texcoord0 = v.texcoord0;
|
||||||
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
|
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
|
||||||
float2 pixelSize = vPosition.w;
|
float2 pixelSize = vPosition.w;
|
||||||
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
||||||
|
|
||||||
// Clamp _ClipRect to 16bit.
|
// Clamp _ClipRect to 16bit.
|
||||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||||
|
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||||
|
|
||||||
return OUT;
|
return OUT;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,10 +4,10 @@ Properties {
|
|||||||
_FaceTex ("Face Texture", 2D) = "white" {}
|
_FaceTex ("Face Texture", 2D) = "white" {}
|
||||||
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||||
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||||
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
||||||
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
@@ -21,7 +21,7 @@ Properties {
|
|||||||
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
||||||
|
|
||||||
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
||||||
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
|
_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||||
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
||||||
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
||||||
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
||||||
@@ -37,13 +37,13 @@ Properties {
|
|||||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||||
|
|
||||||
|
|
||||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
||||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||||
_GlowOffset ("Offset", Range(-1,1)) = 0
|
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||||
_GlowInner ("Inner", Range(0,1)) = 0.05
|
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||||
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||||
@@ -127,17 +127,18 @@ SubShader {
|
|||||||
#include "TMPro_Properties.cginc"
|
#include "TMPro_Properties.cginc"
|
||||||
#include "TMPro.cginc"
|
#include "TMPro.cginc"
|
||||||
|
|
||||||
struct vertex_t {
|
struct vertex_t
|
||||||
|
{
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
float4 position : POSITION;
|
float4 position : POSITION;
|
||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float4 texcoord0 : TEXCOORD0;
|
||||||
float2 texcoord1 : TEXCOORD1;
|
float2 texcoord1 : TEXCOORD1;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct pixel_t
|
||||||
struct pixel_t {
|
{
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
UNITY_VERTEX_OUTPUT_STEREO
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
float4 position : SV_POSITION;
|
float4 position : SV_POSITION;
|
||||||
@@ -151,12 +152,16 @@ SubShader {
|
|||||||
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
|
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
|
||||||
fixed4 underlayColor : COLOR1;
|
fixed4 underlayColor : COLOR1;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
float4 textures : TEXCOORD5;
|
float4 textures : TEXCOORD5;
|
||||||
};
|
};
|
||||||
|
|
||||||
// Used by Unity internally to handle Texture Tiling and Offset.
|
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||||
float4 _FaceTex_ST;
|
uniform float4 _FaceTex_ST;
|
||||||
float4 _OutlineTex_ST;
|
uniform float4 _OutlineTex_ST;
|
||||||
|
uniform float _UIMaskSoftnessX;
|
||||||
|
uniform float _UIMaskSoftnessY;
|
||||||
|
uniform int _UIVertexColorAlwaysGammaSpace;
|
||||||
|
|
||||||
pixel_t VertShader(vertex_t input)
|
pixel_t VertShader(vertex_t input)
|
||||||
{
|
{
|
||||||
@@ -167,7 +172,7 @@ SubShader {
|
|||||||
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
||||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
float bold = step(input.texcoord1.y, 0);
|
float bold = step(input.texcoord0.w, 0);
|
||||||
|
|
||||||
float4 vert = input.position;
|
float4 vert = input.position;
|
||||||
vert.x += _VertexOffsetX;
|
vert.x += _VertexOffsetX;
|
||||||
@@ -178,7 +183,7 @@ SubShader {
|
|||||||
float2 pixelSize = vPosition.w;
|
float2 pixelSize = vPosition.w;
|
||||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
||||||
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||||
|
|
||||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
@@ -212,16 +217,21 @@ SubShader {
|
|||||||
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||||
|
|
||||||
// Support for texture tiling and offset
|
// Support for texture tiling and offset
|
||||||
float2 textureUV = UnpackUV(input.texcoord1.x);
|
float2 textureUV = input.texcoord1;
|
||||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||||
|
|
||||||
|
|
||||||
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||||
|
{
|
||||||
|
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||||
|
}
|
||||||
output.position = vPosition;
|
output.position = vPosition;
|
||||||
output.color = input.color;
|
output.color = input.color;
|
||||||
output.atlas = input.texcoord0;
|
output.atlas = input.texcoord0;
|
||||||
output.param = float4(alphaClip, scale, bias, weight);
|
output.param = float4(alphaClip, scale, bias, weight);
|
||||||
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||||
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
|
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
|
||||||
@@ -307,7 +317,6 @@ SubShader {
|
|||||||
|
|
||||||
return faceColor * input.color.a;
|
return faceColor * input.color.a;
|
||||||
}
|
}
|
||||||
|
|
||||||
ENDCG
|
ENDCG
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,10 +4,10 @@ Properties {
|
|||||||
_FaceTex ("Face Texture", 2D) = "white" {}
|
_FaceTex ("Face Texture", 2D) = "white" {}
|
||||||
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||||
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||||
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
||||||
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
@@ -21,7 +21,7 @@ Properties {
|
|||||||
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
||||||
|
|
||||||
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
||||||
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
|
_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||||
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
||||||
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
||||||
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
||||||
@@ -37,13 +37,13 @@ Properties {
|
|||||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||||
|
|
||||||
|
|
||||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
||||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||||
_GlowOffset ("Offset", Range(-1,1)) = 0
|
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||||
_GlowInner ("Inner", Range(0,1)) = 0.05
|
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||||
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||||
@@ -109,7 +109,8 @@ SubShader {
|
|||||||
Blend One OneMinusSrcAlpha
|
Blend One OneMinusSrcAlpha
|
||||||
ColorMask[_ColorMask]
|
ColorMask[_ColorMask]
|
||||||
|
|
||||||
Pass {
|
Pass
|
||||||
|
{
|
||||||
CGPROGRAM
|
CGPROGRAM
|
||||||
#pragma target 3.0
|
#pragma target 3.0
|
||||||
#pragma vertex VertShader
|
#pragma vertex VertShader
|
||||||
@@ -127,17 +128,18 @@ SubShader {
|
|||||||
#include "TMPro_Properties.cginc"
|
#include "TMPro_Properties.cginc"
|
||||||
#include "TMPro.cginc"
|
#include "TMPro.cginc"
|
||||||
|
|
||||||
struct vertex_t {
|
struct vertex_t
|
||||||
|
{
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
float4 position : POSITION;
|
float4 position : POSITION;
|
||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
float4 color : COLOR;
|
float4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float4 texcoord0 : TEXCOORD0;
|
||||||
float2 texcoord1 : TEXCOORD1;
|
float2 texcoord1 : TEXCOORD1;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct pixel_t
|
||||||
struct pixel_t {
|
{
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
UNITY_VERTEX_OUTPUT_STEREO
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
float4 position : SV_POSITION;
|
float4 position : SV_POSITION;
|
||||||
@@ -151,14 +153,19 @@ SubShader {
|
|||||||
float2 texcoord2 : TEXCOORD4;
|
float2 texcoord2 : TEXCOORD4;
|
||||||
float4 underlayColor : COLOR1;
|
float4 underlayColor : COLOR1;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
float4 textures : TEXCOORD5;
|
float4 textures : TEXCOORD5;
|
||||||
};
|
};
|
||||||
|
|
||||||
// Used by Unity internally to handle Texture Tiling and Offset.
|
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||||
float4 _FaceTex_ST;
|
float4 _FaceTex_ST;
|
||||||
float4 _OutlineTex_ST;
|
float4 _OutlineTex_ST;
|
||||||
|
float _UIMaskSoftnessX;
|
||||||
|
float _UIMaskSoftnessY;
|
||||||
|
int _UIVertexColorAlwaysGammaSpace;
|
||||||
|
|
||||||
float4 SRGBToLinear(float4 rgba) {
|
float4 SRGBToLinear(float4 rgba)
|
||||||
|
{
|
||||||
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
|
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -171,7 +178,7 @@ SubShader {
|
|||||||
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
||||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
float bold = step(input.texcoord1.y, 0);
|
float bold = step(input.texcoord0.w, 0);
|
||||||
|
|
||||||
float4 vert = input.position;
|
float4 vert = input.position;
|
||||||
vert.x += _VertexOffsetX;
|
vert.x += _VertexOffsetX;
|
||||||
@@ -195,10 +202,14 @@ SubShader {
|
|||||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
|
||||||
// Support for texture tiling and offset
|
// Support for texture tiling and offset
|
||||||
float2 textureUV = UnpackUV(input.texcoord1.x);
|
float2 textureUV = input.texcoord1;
|
||||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||||
|
|
||||||
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||||
|
{
|
||||||
|
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||||
|
}
|
||||||
float4 color = input.color;
|
float4 color = input.color;
|
||||||
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
|
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
|
||||||
color = SRGBToLinear(input.color);
|
color = SRGBToLinear(input.color);
|
||||||
@@ -226,9 +237,9 @@ SubShader {
|
|||||||
|
|
||||||
float c = tex2D(_MainTex, input.atlas).a;
|
float c = tex2D(_MainTex, input.atlas).a;
|
||||||
|
|
||||||
float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
|
float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y));
|
||||||
pixelSize *= _TextureWidth * .75;
|
pixelSize *= _TextureHeight * 0.75;
|
||||||
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
|
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
|
||||||
|
|
||||||
float weight = input.weight;
|
float weight = input.weight;
|
||||||
float bias = (.5 - weight) + (.5 / scale);
|
float bias = (.5 - weight) + (.5 / scale);
|
||||||
@@ -289,7 +300,8 @@ SubShader {
|
|||||||
|
|
||||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
#if UNITY_UI_CLIP_RECT
|
#if UNITY_UI_CLIP_RECT
|
||||||
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
|
half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||||
|
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
|
||||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
|
||||||
faceColor *= m.x * m.y;
|
faceColor *= m.x * m.y;
|
||||||
#endif
|
#endif
|
||||||
@@ -300,7 +312,6 @@ SubShader {
|
|||||||
|
|
||||||
return faceColor * input.color.a;
|
return faceColor * input.color.a;
|
||||||
}
|
}
|
||||||
|
|
||||||
ENDCG
|
ENDCG
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ca2ed216f98028c4dae6c5224a952b3c
|
||||||
|
ScriptedImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f63d574838ccfb44f84acc05fed0af48
|
||||||
|
ScriptedImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||||
@@ -6,14 +6,14 @@
|
|||||||
Shader "TextMeshPro/Mobile/Distance Field - Masking" {
|
Shader "TextMeshPro/Mobile/Distance Field - Masking" {
|
||||||
|
|
||||||
Properties {
|
Properties {
|
||||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
@@ -99,21 +99,24 @@ SubShader {
|
|||||||
#include "UnityUI.cginc"
|
#include "UnityUI.cginc"
|
||||||
#include "TMPro_Properties.cginc"
|
#include "TMPro_Properties.cginc"
|
||||||
|
|
||||||
struct vertex_t {
|
struct vertex_t
|
||||||
|
{
|
||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float4 texcoord0 : TEXCOORD0;
|
||||||
float2 texcoord1 : TEXCOORD1;
|
float2 texcoord1 : TEXCOORD1;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct pixel_t {
|
struct pixel_t
|
||||||
|
{
|
||||||
float4 vertex : SV_POSITION;
|
float4 vertex : SV_POSITION;
|
||||||
fixed4 faceColor : COLOR;
|
fixed4 faceColor : COLOR;
|
||||||
fixed4 outlineColor : COLOR1;
|
fixed4 outlineColor : COLOR1;
|
||||||
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||||
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||||
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||||
|
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
||||||
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
||||||
@@ -124,10 +127,13 @@ SubShader {
|
|||||||
float _MaskEdgeSoftness;
|
float _MaskEdgeSoftness;
|
||||||
fixed4 _MaskEdgeColor;
|
fixed4 _MaskEdgeColor;
|
||||||
bool _MaskInverse;
|
bool _MaskInverse;
|
||||||
|
float _UIMaskSoftnessX;
|
||||||
|
float _UIMaskSoftnessY;
|
||||||
|
int _UIVertexColorAlwaysGammaSpace;
|
||||||
|
|
||||||
pixel_t VertShader(vertex_t input)
|
pixel_t VertShader(vertex_t input)
|
||||||
{
|
{
|
||||||
float bold = step(input.texcoord1.y, 0);
|
float bold = step(input.texcoord0.w, 0);
|
||||||
|
|
||||||
float4 vert = input.vertex;
|
float4 vert = input.vertex;
|
||||||
vert.x += _VertexOffsetX;
|
vert.x += _VertexOffsetX;
|
||||||
@@ -138,7 +144,7 @@ SubShader {
|
|||||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
|
|
||||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
||||||
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||||
|
|
||||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
@@ -150,6 +156,10 @@ SubShader {
|
|||||||
float bias = (0.5 - weight) * scale - 0.5;
|
float bias = (0.5 - weight) * scale - 0.5;
|
||||||
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||||
|
|
||||||
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||||
|
{
|
||||||
|
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||||
|
}
|
||||||
float opacity = input.color.a;
|
float opacity = input.color.a;
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
opacity = 1.0;
|
opacity = 1.0;
|
||||||
@@ -176,6 +186,7 @@ SubShader {
|
|||||||
// Generate UV for the Masking Texture
|
// Generate UV for the Masking Texture
|
||||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||||
|
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||||
|
|
||||||
// Structure for pixel shader
|
// Structure for pixel shader
|
||||||
pixel_t output = {
|
pixel_t output = {
|
||||||
@@ -184,7 +195,7 @@ SubShader {
|
|||||||
outlineColor,
|
outlineColor,
|
||||||
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
|
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
|
||||||
half4(scale, bias - outline, bias + outline, bias),
|
half4(scale, bias - outline, bias + outline, bias),
|
||||||
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
|
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)),
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
float4(input.texcoord0 + layerOffset, input.color.a, 0),
|
float4(input.texcoord0 + layerOffset, input.color.a, 0),
|
||||||
half2(layerScale, layerBias),
|
half2(layerScale, layerBias),
|
||||||
|
|||||||
@@ -6,14 +6,14 @@
|
|||||||
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
|
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
|
||||||
|
|
||||||
Properties {
|
Properties {
|
||||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
@@ -93,16 +93,18 @@ SubShader {
|
|||||||
#include "UnityUI.cginc"
|
#include "UnityUI.cginc"
|
||||||
#include "TMPro_Properties.cginc"
|
#include "TMPro_Properties.cginc"
|
||||||
|
|
||||||
struct vertex_t {
|
struct vertex_t
|
||||||
|
{
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float4 texcoord0 : TEXCOORD0;
|
||||||
float2 texcoord1 : TEXCOORD1;
|
float2 texcoord1 : TEXCOORD1;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct pixel_t {
|
struct pixel_t
|
||||||
|
{
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
UNITY_VERTEX_OUTPUT_STEREO
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
float4 vertex : SV_POSITION;
|
float4 vertex : SV_POSITION;
|
||||||
@@ -111,12 +113,17 @@ SubShader {
|
|||||||
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||||
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||||
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||||
|
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
||||||
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
||||||
#endif
|
#endif
|
||||||
};
|
};
|
||||||
|
|
||||||
|
float _UIMaskSoftnessX;
|
||||||
|
float _UIMaskSoftnessY;
|
||||||
|
int _UIVertexColorAlwaysGammaSpace;
|
||||||
|
|
||||||
|
|
||||||
pixel_t VertShader(vertex_t input)
|
pixel_t VertShader(vertex_t input)
|
||||||
{
|
{
|
||||||
@@ -127,7 +134,7 @@ SubShader {
|
|||||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
float bold = step(input.texcoord1.y, 0);
|
float bold = step(input.texcoord0.w, 0);
|
||||||
|
|
||||||
float4 vert = input.vertex;
|
float4 vert = input.vertex;
|
||||||
vert.x += _VertexOffsetX;
|
vert.x += _VertexOffsetX;
|
||||||
@@ -138,7 +145,7 @@ SubShader {
|
|||||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
|
|
||||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
||||||
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||||
|
|
||||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
@@ -150,6 +157,10 @@ SubShader {
|
|||||||
float bias = (0.5 - weight) * scale - 0.5;
|
float bias = (0.5 - weight) * scale - 0.5;
|
||||||
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||||
|
|
||||||
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||||
|
{
|
||||||
|
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||||
|
}
|
||||||
float opacity = input.color.a;
|
float opacity = input.color.a;
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
opacity = 1.0;
|
opacity = 1.0;
|
||||||
@@ -182,7 +193,8 @@ SubShader {
|
|||||||
output.outlineColor = outlineColor;
|
output.outlineColor = outlineColor;
|
||||||
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||||
output.param = half4(scale, bias - outline, bias + outline, bias);
|
output.param = half4(scale, bias - outline, bias + outline, bias);
|
||||||
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
||||||
output.underlayParam = half2(layerScale, layerBias);
|
output.underlayParam = half2(layerScale, layerBias);
|
||||||
|
|||||||
@@ -6,14 +6,14 @@
|
|||||||
Shader "TextMeshPro/Mobile/Distance Field SSD" {
|
Shader "TextMeshPro/Mobile/Distance Field SSD" {
|
||||||
|
|
||||||
Properties {
|
Properties {
|
||||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
|
|||||||
@@ -0,0 +1,389 @@
|
|||||||
|
// Simplified SDF shader:
|
||||||
|
// - No Shading Option (bevel / bump / env map)
|
||||||
|
// - No Glow Option
|
||||||
|
// - Softness is applied on both side of the outline
|
||||||
|
|
||||||
|
Shader "TextMeshPro/Mobile/Distance Field - 2 Pass" {
|
||||||
|
|
||||||
|
Properties {
|
||||||
|
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||||
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||||
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
|
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
|
_WeightNormal ("Weight Normal", float) = 0
|
||||||
|
_WeightBold ("Weight Bold", float) = .5
|
||||||
|
|
||||||
|
_ShaderFlags ("Flags", float) = 0
|
||||||
|
_ScaleRatioA ("Scale RatioA", float) = 1
|
||||||
|
_ScaleRatioB ("Scale RatioB", float) = 1
|
||||||
|
_ScaleRatioC ("Scale RatioC", float) = 1
|
||||||
|
|
||||||
|
_MainTex ("Font Atlas", 2D) = "white" {}
|
||||||
|
_TextureWidth ("Texture Width", float) = 512
|
||||||
|
_TextureHeight ("Texture Height", float) = 512
|
||||||
|
_GradientScale ("Gradient Scale", float) = 5
|
||||||
|
_ScaleX ("Scale X", float) = 1
|
||||||
|
_ScaleY ("Scale Y", float) = 1
|
||||||
|
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
||||||
|
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
||||||
|
|
||||||
|
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
||||||
|
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
||||||
|
|
||||||
|
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
||||||
|
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
||||||
|
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
||||||
|
|
||||||
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
|
_Stencil ("Stencil ID", Float) = 0
|
||||||
|
_StencilOp ("Stencil Operation", Float) = 0
|
||||||
|
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||||
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
|
_CullMode ("Cull Mode", Float) = 0
|
||||||
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
|
||||||
|
// Draw Outline and Underlay
|
||||||
|
Name "Outline"
|
||||||
|
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"Queue"="Transparent"
|
||||||
|
"IgnoreProjector"="True"
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref [_Stencil]
|
||||||
|
Comp [_StencilComp]
|
||||||
|
Pass [_StencilOp]
|
||||||
|
ReadMask [_StencilReadMask]
|
||||||
|
WriteMask [_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
Cull [_CullMode]
|
||||||
|
ZWrite Off
|
||||||
|
Lighting Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
ZTest [unity_GUIZTestMode]
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ColorMask [_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex VertShader
|
||||||
|
#pragma fragment PixShader
|
||||||
|
#pragma shader_feature __ OUTLINE_ON
|
||||||
|
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
|
||||||
|
struct vertex_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float4 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
fixed4 faceColor : COLOR;
|
||||||
|
fixed4 outlineColor : COLOR1;
|
||||||
|
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||||
|
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||||
|
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
|
||||||
|
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
|
||||||
|
#endif
|
||||||
|
};
|
||||||
|
|
||||||
|
float _UIMaskSoftnessX;
|
||||||
|
float _UIMaskSoftnessY;
|
||||||
|
|
||||||
|
pixel_t VertShader(vertex_t input)
|
||||||
|
{
|
||||||
|
pixel_t output;
|
||||||
|
|
||||||
|
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
|
const float bold = step(input.texcoord0.w, 0);
|
||||||
|
|
||||||
|
float4 vert = input.vertex;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
float4 vPosition = UnityObjectToClipPos(vert);
|
||||||
|
|
||||||
|
float2 pixelSize = vPosition.w;
|
||||||
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
|
|
||||||
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
|
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
||||||
|
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||||
|
|
||||||
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
|
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||||
|
|
||||||
|
float layerScale = scale;
|
||||||
|
|
||||||
|
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||||
|
float bias = (0.5 - weight) * scale - 0.5;
|
||||||
|
const float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||||
|
|
||||||
|
float opacity = input.color.a;
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
opacity = 1.0;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||||
|
faceColor.rgb *= faceColor.a;
|
||||||
|
|
||||||
|
fixed4 outlineColor = _OutlineColor;
|
||||||
|
outlineColor.a *= opacity;
|
||||||
|
outlineColor.rgb *= outlineColor.a;
|
||||||
|
//outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, outline * 2)));
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
|
||||||
|
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
|
||||||
|
|
||||||
|
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
||||||
|
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
||||||
|
float2 layerOffset = float2(x, y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Generate UV for the Masking Texture
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||||
|
|
||||||
|
// Populate structure for pixel shader
|
||||||
|
output.vertex = vPosition;
|
||||||
|
output.faceColor = faceColor;
|
||||||
|
output.outlineColor = outlineColor;
|
||||||
|
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||||
|
output.param = half4(scale, bias - outline, bias + outline, bias);
|
||||||
|
|
||||||
|
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||||
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
|
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
||||||
|
output.underlayParam = half2(layerScale, layerBias);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// PIXEL SHADER
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||||
|
half4 c = half4(0, 0, 0, 0);
|
||||||
|
|
||||||
|
#if OUTLINE_ON
|
||||||
|
c = input.outlineColor * saturate(d - input.param.y);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_ON
|
||||||
|
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||||
|
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNDERLAY_INNER
|
||||||
|
half sd = saturate(d - input.param.z);
|
||||||
|
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
|
||||||
|
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
|
#if UNITY_UI_CLIP_RECT
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||||
|
c *= m.x * m.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
|
c *= input.texcoord1.z;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP
|
||||||
|
clip(c.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Draw face
|
||||||
|
Name "Face"
|
||||||
|
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"Queue"="Transparent"
|
||||||
|
"IgnoreProjector"="True"
|
||||||
|
"RenderType"="Transparent"
|
||||||
|
}
|
||||||
|
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref [_Stencil]
|
||||||
|
Comp [_StencilComp]
|
||||||
|
Pass [_StencilOp]
|
||||||
|
ReadMask [_StencilReadMask]
|
||||||
|
WriteMask [_StencilWriteMask]
|
||||||
|
}
|
||||||
|
|
||||||
|
Cull [_CullMode]
|
||||||
|
ZWrite Off
|
||||||
|
Lighting Off
|
||||||
|
Fog { Mode Off }
|
||||||
|
ZTest [unity_GUIZTestMode]
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ColorMask [_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex VertShader
|
||||||
|
#pragma fragment PixShader
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
#include "TMPro_Properties.cginc"
|
||||||
|
|
||||||
|
struct vertex_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float4 texcoord0 : TEXCOORD0;
|
||||||
|
float2 texcoord1 : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct pixel_t {
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
fixed4 faceColor : COLOR;
|
||||||
|
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
|
||||||
|
half2 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
|
||||||
|
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
|
||||||
|
};
|
||||||
|
|
||||||
|
float _UIMaskSoftnessX;
|
||||||
|
float _UIMaskSoftnessY;
|
||||||
|
int _UIVertexColorAlwaysGammaSpace;
|
||||||
|
|
||||||
|
|
||||||
|
pixel_t VertShader(vertex_t input)
|
||||||
|
{
|
||||||
|
pixel_t output;
|
||||||
|
|
||||||
|
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
|
const float bold = step(input.texcoord0.w, 0);
|
||||||
|
|
||||||
|
float4 vert = input.vertex;
|
||||||
|
vert.x += _VertexOffsetX;
|
||||||
|
vert.y += _VertexOffsetY;
|
||||||
|
float4 vPosition = UnityObjectToClipPos(vert);
|
||||||
|
|
||||||
|
float2 pixelSize = vPosition.w;
|
||||||
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
|
|
||||||
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
|
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
||||||
|
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||||
|
|
||||||
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
|
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
||||||
|
|
||||||
|
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
|
||||||
|
float bias = (0.5 - weight) * scale - 0.5;
|
||||||
|
|
||||||
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||||
|
{
|
||||||
|
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||||
|
}
|
||||||
|
float opacity = input.color.a;
|
||||||
|
|
||||||
|
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
|
||||||
|
faceColor.rgb *= faceColor.a;
|
||||||
|
|
||||||
|
// Generate UV for the Masking Texture
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
|
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||||
|
|
||||||
|
// Populate structure for pixel shader
|
||||||
|
output.vertex = vPosition;
|
||||||
|
output.faceColor = faceColor;
|
||||||
|
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||||
|
output.param = half2(scale, bias);
|
||||||
|
|
||||||
|
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// PIXEL SHADER
|
||||||
|
fixed4 PixShader(pixel_t input) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
|
||||||
|
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
||||||
|
half4 c = input.faceColor * saturate(d - input.param.y);
|
||||||
|
|
||||||
|
// Alternative implementation to UnityGet2DClipping with support for softness.
|
||||||
|
#if UNITY_UI_CLIP_RECT
|
||||||
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
|
||||||
|
c *= m.x * m.y;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_UI_ALPHACLIP
|
||||||
|
clip(c.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return c;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
||||||
|
}
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0178fcb869bafef4690d177d31d17db8
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -6,14 +6,14 @@
|
|||||||
Shader "TextMeshPro/Mobile/Distance Field" {
|
Shader "TextMeshPro/Mobile/Distance Field" {
|
||||||
|
|
||||||
Properties {
|
Properties {
|
||||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
|
||||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
|
||||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
@@ -81,6 +81,7 @@ SubShader {
|
|||||||
|
|
||||||
Pass {
|
Pass {
|
||||||
CGPROGRAM
|
CGPROGRAM
|
||||||
|
#pragma enable_d3d11_debug_symbols
|
||||||
#pragma vertex VertShader
|
#pragma vertex VertShader
|
||||||
#pragma fragment PixShader
|
#pragma fragment PixShader
|
||||||
#pragma shader_feature __ OUTLINE_ON
|
#pragma shader_feature __ OUTLINE_ON
|
||||||
@@ -98,7 +99,7 @@ SubShader {
|
|||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float4 texcoord0 : TEXCOORD0;
|
||||||
float2 texcoord1 : TEXCOORD1;
|
float2 texcoord1 : TEXCOORD1;
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -117,6 +118,9 @@ SubShader {
|
|||||||
#endif
|
#endif
|
||||||
};
|
};
|
||||||
|
|
||||||
|
float _UIMaskSoftnessX;
|
||||||
|
float _UIMaskSoftnessY;
|
||||||
|
int _UIVertexColorAlwaysGammaSpace;
|
||||||
|
|
||||||
pixel_t VertShader(vertex_t input)
|
pixel_t VertShader(vertex_t input)
|
||||||
{
|
{
|
||||||
@@ -127,7 +131,7 @@ SubShader {
|
|||||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
float bold = step(input.texcoord1.y, 0);
|
float bold = step(input.texcoord0.w, 0);
|
||||||
|
|
||||||
float4 vert = input.vertex;
|
float4 vert = input.vertex;
|
||||||
vert.x += _VertexOffsetX;
|
vert.x += _VertexOffsetX;
|
||||||
@@ -138,7 +142,7 @@ SubShader {
|
|||||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
|
|
||||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
||||||
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||||
|
|
||||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
@@ -150,6 +154,10 @@ SubShader {
|
|||||||
float bias = (0.5 - weight) * scale - 0.5;
|
float bias = (0.5 - weight) * scale - 0.5;
|
||||||
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
||||||
|
|
||||||
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||||
|
{
|
||||||
|
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||||
|
}
|
||||||
float opacity = input.color.a;
|
float opacity = input.color.a;
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
opacity = 1.0;
|
opacity = 1.0;
|
||||||
@@ -182,7 +190,9 @@ SubShader {
|
|||||||
output.outlineColor = outlineColor;
|
output.outlineColor = outlineColor;
|
||||||
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
|
||||||
output.param = half4(scale, bias - outline, bias + outline, bias);
|
output.param = half4(scale, bias - outline, bias + outline, bias);
|
||||||
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
|
||||||
|
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
|
||||||
output.underlayParam = half2(layerScale, layerBias);
|
output.underlayParam = half2(layerScale, layerBias);
|
||||||
|
|||||||
@@ -7,15 +7,15 @@ Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
|
|||||||
|
|
||||||
Properties {
|
Properties {
|
||||||
_FaceTex ("Fill Texture", 2D) = "white" {}
|
_FaceTex ("Fill Texture", 2D) = "white" {}
|
||||||
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
|
_FaceColor ("Fill Color", Color) = (1,1,1,1)
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||||
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
||||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||||
_GlowOffset ("Offset", Range(-1,1)) = 0
|
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||||
_GlowInner ("Inner", Range(0,1)) = 0.05
|
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||||
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||||
@@ -99,7 +99,8 @@ SubShader {
|
|||||||
#pragma multi_compile_shadowcaster
|
#pragma multi_compile_shadowcaster
|
||||||
#include "UnityCG.cginc"
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
struct v2f {
|
struct v2f
|
||||||
|
{
|
||||||
V2F_SHADOW_CASTER;
|
V2F_SHADOW_CASTER;
|
||||||
float2 uv : TEXCOORD1;
|
float2 uv : TEXCOORD1;
|
||||||
float2 uv2 : TEXCOORD3;
|
float2 uv2 : TEXCOORD3;
|
||||||
|
|||||||
@@ -4,10 +4,10 @@ Properties {
|
|||||||
_FaceTex ("Fill Texture", 2D) = "white" {}
|
_FaceTex ("Fill Texture", 2D) = "white" {}
|
||||||
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||||
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
|
_FaceColor ("Fill Color", Color) = (1,1,1,1)
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||||
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
||||||
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
@@ -28,12 +28,12 @@ Properties {
|
|||||||
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
|
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
|
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
|
||||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||||
[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
|
_SpecColor ("Specular Color", Color) = (0,0,0,1)
|
||||||
|
|
||||||
_FaceShininess ("Face Shininess", Range(0,1)) = 0
|
_FaceShininess ("Face Shininess", Range(0,1)) = 0
|
||||||
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0
|
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0
|
||||||
|
|
||||||
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||||
_GlowOffset ("Offset", Range(-1,1)) = 0
|
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||||
_GlowInner ("Inner", Range(0,1)) = 0.05
|
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||||
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||||
@@ -118,7 +118,8 @@ SubShader {
|
|||||||
#pragma multi_compile_shadowcaster
|
#pragma multi_compile_shadowcaster
|
||||||
#include "UnityCG.cginc"
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
struct v2f {
|
struct v2f
|
||||||
|
{
|
||||||
V2F_SHADOW_CASTER;
|
V2F_SHADOW_CASTER;
|
||||||
float2 uv : TEXCOORD1;
|
float2 uv : TEXCOORD1;
|
||||||
float2 uv2 : TEXCOORD3;
|
float2 uv2 : TEXCOORD3;
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a3d800b099a06e0478fb790c5e79057a
|
||||||
|
ScriptedImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 124c112a6e8f1a54e8b0870e881b56d8
|
||||||
|
ScriptedImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||||
@@ -4,10 +4,10 @@ Properties {
|
|||||||
_FaceTex ("Face Texture", 2D) = "white" {}
|
_FaceTex ("Face Texture", 2D) = "white" {}
|
||||||
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
||||||
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
|
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
||||||
|
|
||||||
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
||||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
||||||
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
||||||
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
||||||
@@ -21,7 +21,7 @@ Properties {
|
|||||||
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
||||||
|
|
||||||
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
||||||
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
|
_SpecularColor ("Specular", Color) = (1,1,1,1)
|
||||||
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
||||||
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
||||||
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
||||||
@@ -37,13 +37,13 @@ Properties {
|
|||||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
||||||
|
|
||||||
|
|
||||||
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
|
||||||
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
|
||||||
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
|
||||||
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
|
||||||
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
|
||||||
|
|
||||||
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
||||||
_GlowOffset ("Offset", Range(-1,1)) = 0
|
_GlowOffset ("Offset", Range(-1,1)) = 0
|
||||||
_GlowInner ("Inner", Range(0,1)) = 0.05
|
_GlowInner ("Inner", Range(0,1)) = 0.05
|
||||||
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
||||||
@@ -127,17 +127,18 @@ SubShader {
|
|||||||
#include "TMPro_Properties.cginc"
|
#include "TMPro_Properties.cginc"
|
||||||
#include "TMPro.cginc"
|
#include "TMPro.cginc"
|
||||||
|
|
||||||
struct vertex_t {
|
struct vertex_t
|
||||||
|
{
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
float4 position : POSITION;
|
float4 position : POSITION;
|
||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float4 texcoord0 : TEXCOORD0;
|
||||||
float2 texcoord1 : TEXCOORD1;
|
float2 texcoord1 : TEXCOORD1;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct pixel_t
|
||||||
struct pixel_t {
|
{
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
UNITY_VERTEX_OUTPUT_STEREO
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
float4 position : SV_POSITION;
|
float4 position : SV_POSITION;
|
||||||
@@ -151,12 +152,16 @@ SubShader {
|
|||||||
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
|
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
|
||||||
fixed4 underlayColor : COLOR1;
|
fixed4 underlayColor : COLOR1;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
float4 textures : TEXCOORD5;
|
float4 textures : TEXCOORD5;
|
||||||
};
|
};
|
||||||
|
|
||||||
// Used by Unity internally to handle Texture Tiling and Offset.
|
// Used by Unity internally to handle Texture Tiling and Offset.
|
||||||
float4 _FaceTex_ST;
|
float4 _FaceTex_ST;
|
||||||
float4 _OutlineTex_ST;
|
float4 _OutlineTex_ST;
|
||||||
|
float _UIMaskSoftnessX;
|
||||||
|
float _UIMaskSoftnessY;
|
||||||
|
int _UIVertexColorAlwaysGammaSpace;
|
||||||
|
|
||||||
pixel_t VertShader(vertex_t input)
|
pixel_t VertShader(vertex_t input)
|
||||||
{
|
{
|
||||||
@@ -167,7 +172,7 @@ SubShader {
|
|||||||
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
UNITY_TRANSFER_INSTANCE_ID(input,output);
|
||||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
float bold = step(input.texcoord1.y, 0);
|
float bold = step(input.texcoord0.w, 0);
|
||||||
|
|
||||||
float4 vert = input.position;
|
float4 vert = input.position;
|
||||||
vert.x += _VertexOffsetX;
|
vert.x += _VertexOffsetX;
|
||||||
@@ -178,7 +183,7 @@ SubShader {
|
|||||||
float2 pixelSize = vPosition.w;
|
float2 pixelSize = vPosition.w;
|
||||||
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
|
||||||
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||||
|
|
||||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
||||||
@@ -212,16 +217,21 @@ SubShader {
|
|||||||
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
|
||||||
|
|
||||||
// Support for texture tiling and offset
|
// Support for texture tiling and offset
|
||||||
float2 textureUV = UnpackUV(input.texcoord1.x);
|
float2 textureUV = input.texcoord1;
|
||||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
||||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
||||||
|
|
||||||
|
|
||||||
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||||
|
{
|
||||||
|
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
||||||
|
}
|
||||||
output.position = vPosition;
|
output.position = vPosition;
|
||||||
output.color = input.color;
|
output.color = input.color;
|
||||||
output.atlas = input.texcoord0;
|
output.atlas = input.texcoord0;
|
||||||
output.param = float4(alphaClip, scale, bias, weight);
|
output.param = float4(alphaClip, scale, bias, weight);
|
||||||
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
|
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||||
|
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
|
||||||
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
|
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
|
||||||
@@ -307,7 +317,6 @@ SubShader {
|
|||||||
|
|
||||||
return faceColor * input.color.a;
|
return faceColor * input.color.a;
|
||||||
}
|
}
|
||||||
|
|
||||||
ENDCG
|
ENDCG
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,7 +2,7 @@ Shader "TextMeshPro/Sprite"
|
|||||||
{
|
{
|
||||||
Properties
|
Properties
|
||||||
{
|
{
|
||||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
_MainTex ("Sprite Texture", 2D) = "white" {}
|
||||||
_Color ("Tint", Color) = (1,1,1,1)
|
_Color ("Tint", Color) = (1,1,1,1)
|
||||||
|
|
||||||
_StencilComp ("Stencil Comparison", Float) = 8
|
_StencilComp ("Stencil Comparison", Float) = 8
|
||||||
@@ -73,6 +73,7 @@ Shader "TextMeshPro/Sprite"
|
|||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float2 texcoord : TEXCOORD0;
|
float2 texcoord : TEXCOORD0;
|
||||||
float4 worldPosition : TEXCOORD1;
|
float4 worldPosition : TEXCOORD1;
|
||||||
|
float4 mask : TEXCOORD2;
|
||||||
UNITY_VERTEX_OUTPUT_STEREO
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -81,17 +82,30 @@ Shader "TextMeshPro/Sprite"
|
|||||||
fixed4 _TextureSampleAdd;
|
fixed4 _TextureSampleAdd;
|
||||||
float4 _ClipRect;
|
float4 _ClipRect;
|
||||||
float4 _MainTex_ST;
|
float4 _MainTex_ST;
|
||||||
|
float _UIMaskSoftnessX;
|
||||||
|
float _UIMaskSoftnessY;
|
||||||
|
int _UIVertexColorAlwaysGammaSpace;
|
||||||
|
|
||||||
v2f vert(appdata_t v)
|
v2f vert(appdata_t v)
|
||||||
{
|
{
|
||||||
v2f OUT;
|
v2f OUT;
|
||||||
UNITY_SETUP_INSTANCE_ID(v);
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||||
|
float4 vPosition = UnityObjectToClipPos(v.vertex);
|
||||||
OUT.worldPosition = v.vertex;
|
OUT.worldPosition = v.vertex;
|
||||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
OUT.vertex = vPosition;
|
||||||
|
|
||||||
|
float2 pixelSize = vPosition.w;
|
||||||
|
pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
|
||||||
|
|
||||||
|
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
||||||
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||||
|
OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
|
||||||
|
|
||||||
|
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
||||||
|
{
|
||||||
|
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
||||||
|
}
|
||||||
OUT.color = v.color * _Color;
|
OUT.color = v.color * _Color;
|
||||||
return OUT;
|
return OUT;
|
||||||
}
|
}
|
||||||
@@ -100,8 +114,9 @@ Shader "TextMeshPro/Sprite"
|
|||||||
{
|
{
|
||||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||||
|
|
||||||
#ifdef UNITY_UI_CLIP_RECT
|
#if UNITY_UI_CLIP_RECT
|
||||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
||||||
|
color *= m.x * m.y;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef UNITY_UI_ALPHACLIP
|
#ifdef UNITY_UI_ALPHACLIP
|
||||||
|
|||||||
@@ -4,6 +4,6 @@ ShaderImporter:
|
|||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
defaultTextures: []
|
defaultTextures: []
|
||||||
nonModifiableTextures: []
|
nonModifiableTextures: []
|
||||||
userData:
|
userData: Version 2.0
|
||||||
assetBundleName:
|
assetBundleName:
|
||||||
assetBundleVariant:
|
assetBundleVariant:
|
||||||
|
|||||||
@@ -1,20 +1,22 @@
|
|||||||
struct vertex_t {
|
struct vertex_t
|
||||||
|
{
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
float4 position : POSITION;
|
float4 position : POSITION;
|
||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
float4 color : COLOR;
|
float4 color : COLOR;
|
||||||
float2 texcoord0 : TEXCOORD0;
|
float4 texcoord0 : TEXCOORD0;
|
||||||
float2 texcoord1 : TEXCOORD1;
|
float2 texcoord1 : TEXCOORD1;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct pixel_t {
|
struct pixel_t
|
||||||
|
{
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
UNITY_VERTEX_OUTPUT_STEREO
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
float4 position : SV_POSITION;
|
float4 position : SV_POSITION;
|
||||||
float4 faceColor : COLOR;
|
float4 faceColor : COLOR;
|
||||||
float4 outlineColor : COLOR1;
|
float4 outlineColor : COLOR1;
|
||||||
float4 texcoord0 : TEXCOORD0;
|
float4 texcoord0 : TEXCOORD0;
|
||||||
float4 param : TEXCOORD1; // weight, scaleRatio
|
float4 param : TEXCOORD1; // x = weight, y = no longer used
|
||||||
float2 mask : TEXCOORD2;
|
float2 mask : TEXCOORD2;
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
||||||
float4 texcoord2 : TEXCOORD3;
|
float4 texcoord2 : TEXCOORD3;
|
||||||
@@ -22,10 +24,14 @@ struct pixel_t {
|
|||||||
#endif
|
#endif
|
||||||
};
|
};
|
||||||
|
|
||||||
float4 SRGBToLinear(float4 rgba) {
|
float4 SRGBToLinear(float4 rgba)
|
||||||
|
{
|
||||||
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
|
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float _UIMaskSoftnessX;
|
||||||
|
float _UIMaskSoftnessY;
|
||||||
|
|
||||||
pixel_t VertShader(vertex_t input)
|
pixel_t VertShader(vertex_t input)
|
||||||
{
|
{
|
||||||
pixel_t output;
|
pixel_t output;
|
||||||
@@ -35,7 +41,7 @@ pixel_t VertShader(vertex_t input)
|
|||||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
float bold = step(input.texcoord1.y, 0);
|
float bold = step(input.texcoord0.w, 0);
|
||||||
|
|
||||||
float4 vert = input.position;
|
float4 vert = input.position;
|
||||||
vert.x += _VertexOffsetX;
|
vert.x += _VertexOffsetX;
|
||||||
@@ -71,7 +77,7 @@ pixel_t VertShader(vertex_t input)
|
|||||||
output.faceColor = faceColor;
|
output.faceColor = faceColor;
|
||||||
output.outlineColor = outlineColor;
|
output.outlineColor = outlineColor;
|
||||||
output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
|
output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
|
||||||
output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
|
output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0);
|
||||||
|
|
||||||
float2 mask = float2(0, 0);
|
float2 mask = float2(0, 0);
|
||||||
#if UNITY_UI_CLIP_RECT
|
#if UNITY_UI_CLIP_RECT
|
||||||
@@ -99,8 +105,9 @@ float4 PixShader(pixel_t input) : SV_Target
|
|||||||
|
|
||||||
float d = tex2D(_MainTex, input.texcoord0.xy).a;
|
float d = tex2D(_MainTex, input.texcoord0.xy).a;
|
||||||
|
|
||||||
float2 UV = input.texcoord0.xy;
|
float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y));
|
||||||
float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
|
pixelSize *= _TextureHeight * 0.75;
|
||||||
|
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
|
||||||
|
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
||||||
float layerScale = scale;
|
float layerScale = scale;
|
||||||
@@ -112,7 +119,7 @@ float4 PixShader(pixel_t input) : SV_Target
|
|||||||
|
|
||||||
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
|
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
|
||||||
|
|
||||||
#ifdef OUTLINE_ON
|
#if OUTLINE_ON
|
||||||
float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
|
float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
|
||||||
faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
|
faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
|
||||||
faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
|
faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
|
||||||
@@ -130,7 +137,7 @@ float4 PixShader(pixel_t input) : SV_Target
|
|||||||
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
|
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef MASKING
|
#if MASKING
|
||||||
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
|
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
|
||||||
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
|
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
|
||||||
a = saturate(t / _MaskEdgeSoftness);
|
a = saturate(t / _MaskEdgeSoftness);
|
||||||
@@ -140,7 +147,8 @@ float4 PixShader(pixel_t input) : SV_Target
|
|||||||
|
|
||||||
// Alternative implementation to UnityGet2DClipping with support for softness
|
// Alternative implementation to UnityGet2DClipping with support for softness
|
||||||
#if UNITY_UI_CLIP_RECT
|
#if UNITY_UI_CLIP_RECT
|
||||||
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
|
half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
||||||
|
float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale);
|
||||||
float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
|
float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
|
||||||
faceColor *= m.x * m.y;
|
faceColor *= m.x * m.y;
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -66,11 +66,6 @@ uniform float _MaskID;
|
|||||||
uniform sampler2D _MaskTex;
|
uniform sampler2D _MaskTex;
|
||||||
uniform float4 _MaskCoord;
|
uniform float4 _MaskCoord;
|
||||||
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
|
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
|
||||||
//uniform float _MaskWipeControl;
|
|
||||||
//uniform float _MaskEdgeSoftness;
|
|
||||||
//uniform fixed4 _MaskEdgeColor;
|
|
||||||
//uniform bool _MaskInverse;
|
|
||||||
|
|
||||||
uniform float _MaskSoftnessX;
|
uniform float _MaskSoftnessX;
|
||||||
uniform float _MaskSoftnessY;
|
uniform float _MaskSoftnessY;
|
||||||
|
|
||||||
|
|||||||
@@ -5,7 +5,7 @@ void VertShader(inout appdata_full v, out Input data)
|
|||||||
|
|
||||||
UNITY_INITIALIZE_OUTPUT(Input, data);
|
UNITY_INITIALIZE_OUTPUT(Input, data);
|
||||||
|
|
||||||
float bold = step(v.texcoord1.y, 0);
|
float bold = step(v.texcoord.w, 0);
|
||||||
|
|
||||||
// Generate normal for backface
|
// Generate normal for backface
|
||||||
float3 view = ObjSpaceViewDir(v.vertex);
|
float3 view = ObjSpaceViewDir(v.vertex);
|
||||||
@@ -20,14 +20,12 @@ void VertShader(inout appdata_full v, out Input data)
|
|||||||
|
|
||||||
pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
|
pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
|
||||||
float scale = rsqrt(dot(pixelSize, pixelSize));
|
float scale = rsqrt(dot(pixelSize, pixelSize));
|
||||||
scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
|
scale *= abs(v.texcoord.w) * _GradientScale * (_Sharpness + 1);
|
||||||
scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
|
||||||
data.param.y = scale;
|
data.param.y = scale;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
|
data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
|
||||||
|
|
||||||
v.texcoord1.xy = UnpackUV(v.texcoord1.x);
|
|
||||||
data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
|
data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -12,7 +12,12 @@ MonoBehaviour:
|
|||||||
m_Script: {fileID: 11500000, guid: 2ec995e51a6e251468d2a3fd8a686257, type: 3}
|
m_Script: {fileID: 11500000, guid: 2ec995e51a6e251468d2a3fd8a686257, type: 3}
|
||||||
m_Name: UniversalRenderPipelineGlobalSettings
|
m_Name: UniversalRenderPipelineGlobalSettings
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
k_AssetVersion: 3
|
m_Settings:
|
||||||
|
m_SettingsList: []
|
||||||
|
m_RuntimeSettings: []
|
||||||
|
m_AssetVersion: 5
|
||||||
|
m_DefaultVolumeProfile: {fileID: 11400000, guid: 1bae68849367b904fadb640216f6a7cd,
|
||||||
|
type: 2}
|
||||||
m_RenderingLayerNames:
|
m_RenderingLayerNames:
|
||||||
- Light Layer default
|
- Light Layer default
|
||||||
- Light Layer 1
|
- Light Layer 1
|
||||||
@@ -31,11 +36,35 @@ MonoBehaviour:
|
|||||||
lightLayerName5: Light Layer 5
|
lightLayerName5: Light Layer 5
|
||||||
lightLayerName6: Light Layer 6
|
lightLayerName6: Light Layer 6
|
||||||
lightLayerName7: Light Layer 7
|
lightLayerName7: Light Layer 7
|
||||||
|
apvScenesData:
|
||||||
|
m_ObsoleteSerializedBakingSets: []
|
||||||
|
sceneToBakingSet:
|
||||||
|
m_Keys: []
|
||||||
|
m_Values: []
|
||||||
|
bakingSets: []
|
||||||
|
sceneBounds:
|
||||||
|
m_Keys: []
|
||||||
|
m_Values: []
|
||||||
|
hasProbeVolumes:
|
||||||
|
m_Keys: []
|
||||||
|
m_Values:
|
||||||
|
m_ShaderStrippingSetting:
|
||||||
|
m_Version: 0
|
||||||
|
m_ExportShaderVariants: 1
|
||||||
|
m_ShaderVariantLogLevel: 0
|
||||||
|
m_StripRuntimeDebugShaders: 1
|
||||||
|
m_URPShaderStrippingSetting:
|
||||||
|
m_Version: 0
|
||||||
|
m_StripUnusedPostProcessingVariants: 1
|
||||||
|
m_StripUnusedVariants: 1
|
||||||
|
m_StripScreenCoordOverrideVariants: 1
|
||||||
|
m_ShaderVariantLogLevel: 0
|
||||||
|
m_ExportShaderVariants: 1
|
||||||
m_StripDebugVariants: 1
|
m_StripDebugVariants: 1
|
||||||
m_StripUnusedPostProcessingVariants: 1
|
m_StripUnusedPostProcessingVariants: 1
|
||||||
m_StripUnusedVariants: 1
|
m_StripUnusedVariants: 1
|
||||||
m_StripUnusedLODCrossFadeVariants: 1
|
|
||||||
m_StripScreenCoordOverrideVariants: 1
|
m_StripScreenCoordOverrideVariants: 1
|
||||||
supportRuntimeDebugDisplay: 0
|
supportRuntimeDebugDisplay: 0
|
||||||
m_ShaderVariantLogLevel: 0
|
references:
|
||||||
m_ExportShaderVariants: 1
|
version: 2
|
||||||
|
RefIds: []
|
||||||
|
|||||||
+10
-10
@@ -1,18 +1,18 @@
|
|||||||
{
|
{
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.ai.navigation": "1.1.4",
|
"com.unity.ai.navigation": "2.0.0",
|
||||||
"com.unity.animation.rigging": "1.2.1",
|
"com.unity.animation.rigging": "1.3.0",
|
||||||
"com.unity.cinemachine": "2.9.5",
|
"com.unity.cinemachine": "2.9.5",
|
||||||
"com.unity.collab-proxy": "2.1.0",
|
"com.unity.collab-proxy": "2.2.0",
|
||||||
"com.unity.formats.fbx": "5.0.0",
|
"com.unity.formats.fbx": "5.1.0",
|
||||||
"com.unity.ide.rider": "3.0.24",
|
"com.unity.ide.rider": "3.0.26",
|
||||||
"com.unity.ide.visualstudio": "2.0.18",
|
"com.unity.ide.visualstudio": "2.0.22",
|
||||||
"com.unity.render-pipelines.universal": "15.0.6",
|
"com.unity.render-pipelines.universal": "16.0.4",
|
||||||
"com.unity.test-framework": "1.3.9",
|
"com.unity.test-framework": "1.3.9",
|
||||||
"com.unity.textmeshpro": "3.0.6",
|
"com.unity.timeline": "1.8.6",
|
||||||
"com.unity.timeline": "1.8.2",
|
"com.unity.ugui": "2.0.0",
|
||||||
"com.unity.ugui": "1.0.0",
|
|
||||||
"com.unity.visualscripting": "1.8.0",
|
"com.unity.visualscripting": "1.8.0",
|
||||||
|
"com.unity.modules.accessibility": "1.0.0",
|
||||||
"com.unity.modules.ai": "1.0.0",
|
"com.unity.modules.ai": "1.0.0",
|
||||||
"com.unity.modules.androidjni": "1.0.0",
|
"com.unity.modules.androidjni": "1.0.0",
|
||||||
"com.unity.modules.animation": "1.0.0",
|
"com.unity.modules.animation": "1.0.0",
|
||||||
|
|||||||
+64
-31
@@ -7,14 +7,14 @@
|
|||||||
"dependencies": {}
|
"dependencies": {}
|
||||||
},
|
},
|
||||||
"com.autodesk.fbx": {
|
"com.autodesk.fbx": {
|
||||||
"version": "5.0.0",
|
"version": "5.1.0",
|
||||||
"depth": 1,
|
"depth": 1,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.ai.navigation": {
|
"com.unity.ai.navigation": {
|
||||||
"version": "1.1.4",
|
"version": "2.0.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
@@ -23,7 +23,7 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.animation.rigging": {
|
"com.unity.animation.rigging": {
|
||||||
"version": "1.2.1",
|
"version": "1.3.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
@@ -33,7 +33,7 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.burst": {
|
"com.unity.burst": {
|
||||||
"version": "1.8.8",
|
"version": "1.8.11",
|
||||||
"depth": 1,
|
"depth": 1,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
@@ -51,31 +51,42 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.collab-proxy": {
|
"com.unity.collab-proxy": {
|
||||||
"version": "2.1.0",
|
"version": "2.2.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
|
"com.unity.collections": {
|
||||||
|
"version": "1.4.0",
|
||||||
|
"depth": 3,
|
||||||
|
"source": "registry",
|
||||||
|
"dependencies": {
|
||||||
|
"com.unity.burst": "1.6.6",
|
||||||
|
"com.unity.nuget.mono-cecil": "1.11.4",
|
||||||
|
"com.unity.test-framework": "1.1.31"
|
||||||
|
},
|
||||||
|
"url": "https://packages.unity.com"
|
||||||
|
},
|
||||||
"com.unity.ext.nunit": {
|
"com.unity.ext.nunit": {
|
||||||
"version": "2.0.3",
|
"version": "2.0.5",
|
||||||
"depth": 1,
|
"depth": 1,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.formats.fbx": {
|
"com.unity.formats.fbx": {
|
||||||
"version": "5.0.0",
|
"version": "5.1.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.timeline": "1.7.1",
|
"com.unity.timeline": "1.7.1",
|
||||||
"com.autodesk.fbx": "5.0.0"
|
"com.autodesk.fbx": "5.1.0"
|
||||||
},
|
},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.ide.rider": {
|
"com.unity.ide.rider": {
|
||||||
"version": "3.0.24",
|
"version": "3.0.26",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
@@ -84,7 +95,7 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.ide.visualstudio": {
|
"com.unity.ide.visualstudio": {
|
||||||
"version": "2.0.18",
|
"version": "2.0.22",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
@@ -99,27 +110,45 @@
|
|||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
|
"com.unity.nuget.mono-cecil": {
|
||||||
|
"version": "1.11.4",
|
||||||
|
"depth": 4,
|
||||||
|
"source": "registry",
|
||||||
|
"dependencies": {},
|
||||||
|
"url": "https://packages.unity.com"
|
||||||
|
},
|
||||||
"com.unity.render-pipelines.core": {
|
"com.unity.render-pipelines.core": {
|
||||||
"version": "15.0.6",
|
"version": "16.0.4",
|
||||||
"depth": 1,
|
"depth": 1,
|
||||||
"source": "builtin",
|
"source": "builtin",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.mathematics": "1.2.4",
|
"com.unity.mathematics": "1.2.4",
|
||||||
"com.unity.ugui": "1.0.0",
|
"com.unity.ugui": "2.0.0",
|
||||||
"com.unity.modules.physics": "1.0.0",
|
"com.unity.modules.physics": "1.0.0",
|
||||||
"com.unity.modules.terrain": "1.0.0",
|
"com.unity.modules.terrain": "1.0.0",
|
||||||
"com.unity.modules.jsonserialize": "1.0.0"
|
"com.unity.modules.jsonserialize": "1.0.0",
|
||||||
|
"com.unity.rendering.light-transport": "1.0.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"com.unity.render-pipelines.universal": {
|
"com.unity.render-pipelines.universal": {
|
||||||
"version": "15.0.6",
|
"version": "16.0.4",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "builtin",
|
"source": "builtin",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.mathematics": "1.2.1",
|
"com.unity.mathematics": "1.2.1",
|
||||||
"com.unity.burst": "1.8.4",
|
"com.unity.burst": "1.8.9",
|
||||||
"com.unity.render-pipelines.core": "15.0.6",
|
"com.unity.render-pipelines.core": "16.0.4",
|
||||||
"com.unity.shadergraph": "15.0.6"
|
"com.unity.shadergraph": "16.0.4"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"com.unity.rendering.light-transport": {
|
||||||
|
"version": "1.0.0",
|
||||||
|
"depth": 2,
|
||||||
|
"source": "builtin",
|
||||||
|
"dependencies": {
|
||||||
|
"com.unity.collections": "1.4.0",
|
||||||
|
"com.unity.mathematics": "1.2.4",
|
||||||
|
"com.unity.render-pipelines.core": "16.0.1"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"com.unity.searcher": {
|
"com.unity.searcher": {
|
||||||
@@ -130,11 +159,11 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.shadergraph": {
|
"com.unity.shadergraph": {
|
||||||
"version": "15.0.6",
|
"version": "16.0.4",
|
||||||
"depth": 1,
|
"depth": 1,
|
||||||
"source": "builtin",
|
"source": "builtin",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.render-pipelines.core": "15.0.6",
|
"com.unity.render-pipelines.core": "16.0.4",
|
||||||
"com.unity.searcher": "4.9.2"
|
"com.unity.searcher": "4.9.2"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
@@ -149,17 +178,8 @@
|
|||||||
},
|
},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.textmeshpro": {
|
|
||||||
"version": "3.0.6",
|
|
||||||
"depth": 0,
|
|
||||||
"source": "registry",
|
|
||||||
"dependencies": {
|
|
||||||
"com.unity.ugui": "1.0.0"
|
|
||||||
},
|
|
||||||
"url": "https://packages.unity.com"
|
|
||||||
},
|
|
||||||
"com.unity.timeline": {
|
"com.unity.timeline": {
|
||||||
"version": "1.8.2",
|
"version": "1.8.6",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
@@ -171,7 +191,7 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.ugui": {
|
"com.unity.ugui": {
|
||||||
"version": "1.0.0",
|
"version": "2.0.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "builtin",
|
"source": "builtin",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
@@ -189,6 +209,12 @@
|
|||||||
},
|
},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
|
"com.unity.modules.accessibility": {
|
||||||
|
"version": "1.0.0",
|
||||||
|
"depth": 0,
|
||||||
|
"source": "builtin",
|
||||||
|
"dependencies": {}
|
||||||
|
},
|
||||||
"com.unity.modules.ai": {
|
"com.unity.modules.ai": {
|
||||||
"version": "1.0.0",
|
"version": "1.0.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
@@ -236,6 +262,12 @@
|
|||||||
"com.unity.modules.animation": "1.0.0"
|
"com.unity.modules.animation": "1.0.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"com.unity.modules.hierarchycore": {
|
||||||
|
"version": "1.0.0",
|
||||||
|
"depth": 1,
|
||||||
|
"source": "builtin",
|
||||||
|
"dependencies": {}
|
||||||
|
},
|
||||||
"com.unity.modules.imageconversion": {
|
"com.unity.modules.imageconversion": {
|
||||||
"version": "1.0.0",
|
"version": "1.0.0",
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
@@ -324,7 +356,8 @@
|
|||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.modules.ui": "1.0.0",
|
"com.unity.modules.ui": "1.0.0",
|
||||||
"com.unity.modules.imgui": "1.0.0",
|
"com.unity.modules.imgui": "1.0.0",
|
||||||
"com.unity.modules.jsonserialize": "1.0.0"
|
"com.unity.modules.jsonserialize": "1.0.0",
|
||||||
|
"com.unity.modules.hierarchycore": "1.0.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"com.unity.modules.umbra": {
|
"com.unity.modules.umbra": {
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user