new CameraSystem to control the camera

increased unity version
This commit is contained in:
2023-12-05 23:00:42 +02:00
parent cfda553540
commit 7629980ae3
103 changed files with 49942 additions and 816 deletions
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@@ -135,3 +136,4 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
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@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
--- !u!21 &2100000 --- !u!21 &2100000
Material: Material:
serializedVersion: 8 serializedVersion: 8
@@ -36,7 +36,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -135,3 +136,4 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
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@@ -23,7 +23,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -122,6 +123,7 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &704537088372966425 --- !u!114 &704537088372966425
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 11 m_ObjectHideFlags: 11
@@ -134,4 +136,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
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@@ -23,7 +23,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -122,6 +123,7 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &8141732387047592402 --- !u!114 &8141732387047592402
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 11 m_ObjectHideFlags: 11
@@ -134,4 +136,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
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@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
--- !u!21 &2100000 --- !u!21 &2100000
Material: Material:
serializedVersion: 8 serializedVersion: 8
@@ -36,7 +36,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -135,3 +136,4 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
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@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
--- !u!21 &2100000 --- !u!21 &2100000
Material: Material:
serializedVersion: 8 serializedVersion: 8
@@ -35,7 +35,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -134,3 +135,4 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
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@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
--- !u!21 &2100000 --- !u!21 &2100000
Material: Material:
serializedVersion: 8 serializedVersion: 8
@@ -36,7 +36,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -135,3 +136,4 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
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@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
--- !u!21 &2100000 --- !u!21 &2100000
Material: Material:
serializedVersion: 8 serializedVersion: 8
@@ -32,7 +32,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -131,3 +132,4 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
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@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
--- !u!21 &2100000 --- !u!21 &2100000
Material: Material:
serializedVersion: 8 serializedVersion: 8
@@ -32,7 +32,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -131,3 +132,4 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
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@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
--- !u!21 &2100000 --- !u!21 &2100000
Material: Material:
serializedVersion: 8 serializedVersion: 8
@@ -32,7 +32,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -131,3 +132,4 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
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@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
--- !u!21 &2100000 --- !u!21 &2100000
Material: Material:
serializedVersion: 8 serializedVersion: 8
@@ -32,7 +32,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -131,3 +132,4 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
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@@ -38,6 +38,7 @@ Material:
disabledShaderPasses: disabledShaderPasses:
- DepthOnly - DepthOnly
- SHADOWCASTER - SHADOWCASTER
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -100,6 +101,7 @@ Material:
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Ints: [] m_Ints: []
m_Floats: m_Floats:
- _AddPrecomputedVelocity: 0
- _AlphaClip: 0 - _AlphaClip: 0
- _AlphaToMask: 0 - _AlphaToMask: 0
- _Blend: 0 - _Blend: 0
@@ -138,3 +140,4 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
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@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
--- !u!21 &2100000 --- !u!21 &2100000
Material: Material:
serializedVersion: 8 serializedVersion: 8
@@ -32,7 +32,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -133,3 +134,4 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
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@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
--- !u!21 &2100000 --- !u!21 &2100000
Material: Material:
serializedVersion: 8 serializedVersion: 8
@@ -33,7 +33,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -134,3 +135,4 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
--- !u!21 &2100000 --- !u!21 &2100000
Material: Material:
serializedVersion: 8 serializedVersion: 8
@@ -32,7 +32,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -133,3 +134,4 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
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@@ -20,7 +20,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -121,6 +122,7 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &8370001256713556502 --- !u!114 &8370001256713556502
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 11 m_ObjectHideFlags: 11
@@ -133,4 +135,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
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@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
--- !u!21 &2100000 --- !u!21 &2100000
Material: Material:
serializedVersion: 8 serializedVersion: 8
@@ -32,7 +32,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -133,3 +134,4 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
@@ -19,7 +19,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -120,6 +121,7 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &6092727772274048252 --- !u!114 &6092727772274048252
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 11 m_ObjectHideFlags: 11
@@ -132,4 +134,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
version: 7 version: 9
--- !u!21 &2100000 --- !u!21 &2100000
Material: Material:
serializedVersion: 8 serializedVersion: 8
@@ -32,7 +32,8 @@ Material:
m_CustomRenderQueue: -1 m_CustomRenderQueue: -1
stringTagMap: stringTagMap:
RenderType: Opaque RenderType: Opaque
disabledShaderPasses: [] disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
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@@ -8470,9 +8511,9 @@ RectTransform:
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m_AnchorMax: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 1}
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propertyPath: m_Name propertyPath: m_Name
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m_EmojiFallbackSupport: 1
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+152 -7
View File
@@ -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;
[SerializeField]
private float _followOffsetMin = 0.1f;
[SerializeField]
private float _followOffsetMax = 10f;
[SerializeField]
private float _followOffsetMinY = 1f;
[SerializeField]
private float _followOffsetMaxY = 10f;
[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();
//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)
{ {
//change camera 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);
} }
} }
+50 -2
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m_EditorClassIdentifier: m_EditorClassIdentifier:
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k_AssetPreviousVersion: 11 k_AssetPreviousVersion: 12
m_RendererType: 1 m_RendererType: 1
m_RendererData: {fileID: 0} m_RendererData: {fileID: 0}
m_RendererDataList: m_RendererDataList:
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m_EnableLODCrossFade: 1 m_EnableLODCrossFade: 1
m_LODCrossFadeDitheringType: 1 m_LODCrossFadeDitheringType: 1
m_ShEvalMode: 0
m_LightProbeSystem: 0
m_ProbeVolumeMemoryBudget: 1024
m_SupportProbeVolumeStreaming: 0
m_ProbeVolumeSHBands: 1
m_MainLightRenderingMode: 1 m_MainLightRenderingMode: 1
m_MainLightShadowsSupported: 1 m_MainLightShadowsSupported: 1
m_MainLightShadowmapResolution: 4096 m_MainLightShadowmapResolution: 4096
@@ -71,14 +76,57 @@ MonoBehaviour:
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m_ColorGradingLutSize: 32 m_ColorGradingLutSize: 32
m_UseFastSRGBLinearConversion: 0 m_UseFastSRGBLinearConversion: 0
m_SupportDataDrivenLensFlare: 1
m_SupportScreenSpaceLensFlare: 1
m_ShadowType: 1 m_ShadowType: 1
m_LocalShadowsSupported: 0 m_LocalShadowsSupported: 0
m_LocalShadowsAtlasResolution: 256 m_LocalShadowsAtlasResolution: 256
m_MaxPixelLights: 0 m_MaxPixelLights: 0
m_ShadowAtlasResolution: 256 m_ShadowAtlasResolution: 256
m_VolumeFrameworkUpdateMode: 0 m_VolumeFrameworkUpdateMode: 0
m_VolumeProfile: {fileID: 0}
m_Textures: m_Textures:
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apvScenesData:
m_ObsoleteSerializedBakingSets: []
sceneToBakingSet:
m_Keys: []
m_Values: []
bakingSets: []
sceneBounds:
m_Keys: []
m_Values: []
hasProbeVolumes:
m_Keys: []
m_Values:
m_PrefilteringModeMainLightShadows: 1
m_PrefilteringModeAdditionalLight: 4
m_PrefilteringModeAdditionalLightShadows: 1
m_PrefilterXRKeywords: 0
m_PrefilteringModeForwardPlus: 1
m_PrefilteringModeDeferredRendering: 1
m_PrefilteringModeScreenSpaceOcclusion: 1
m_PrefilterDebugKeywords: 0
m_PrefilterWriteRenderingLayers: 0
m_PrefilterHDROutput: 0
m_PrefilterSSAODepthNormals: 0
m_PrefilterSSAOSourceDepthLow: 0
m_PrefilterSSAOSourceDepthMedium: 0
m_PrefilterSSAOSourceDepthHigh: 0
m_PrefilterSSAOInterleaved: 0
m_PrefilterSSAOBlueNoise: 0
m_PrefilterSSAOSampleCountLow: 0
m_PrefilterSSAOSampleCountMedium: 0
m_PrefilterSSAOSampleCountHigh: 0
m_PrefilterDBufferMRT1: 0
m_PrefilterDBufferMRT2: 0
m_PrefilterDBufferMRT3: 0
m_PrefilterSoftShadowsQualityLow: 0
m_PrefilterSoftShadowsQualityMedium: 0
m_PrefilterSoftShadowsQualityHigh: 0
m_PrefilterSoftShadows: 0
m_PrefilterScreenCoord: 0
m_PrefilterNativeRenderPass: 0
m_ShaderVariantLogLevel: 0 m_ShaderVariantLogLevel: 0
m_ShadowCascades: 1 m_ShadowCascades: 1
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m_Name: LiberationSans SDF - Fallback m_Name: LiberationSans SDF - Fallback
m_EditorClassIdentifier: m_EditorClassIdentifier:
hashCode: -1699145518
material: {fileID: 2180264}
materialHashCode: 462855346
m_Version: 1.1.0 m_Version: 1.1.0
m_Material: {fileID: 2180264}
m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75 m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
m_SourceFontFile_EditorRef: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75,
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m_SourceFontFile: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3} m_SourceFontFile: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3}
m_AtlasPopulationMode: 1 m_AtlasPopulationMode: 1
InternalDynamicOS: 0
m_FaceInfo: m_FaceInfo:
m_FaceIndex: 0
m_FamilyName: Liberation Sans m_FamilyName: Liberation Sans
m_StyleName: Regular m_StyleName: Regular
m_PointSize: 86 m_PointSize: 86
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m_AtlasTextures: m_AtlasTextures:
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m_AtlasTextureIndex: 0 m_AtlasTextureIndex: 0
m_IsMultiAtlasTexturesEnabled: 0 m_IsMultiAtlasTexturesEnabled: 1
m_ClearDynamicDataOnBuild: 1 m_ClearDynamicDataOnBuild: 1
m_UsedGlyphRects: [] m_UsedGlyphRects: []
m_FreeGlyphRects: m_FreeGlyphRects:
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kerningPairs: [] kerningPairs: []
m_FontFeatureTable: m_FontFeatureTable:
m_MultipleSubstitutionRecords: []
m_LigatureSubstitutionRecords: []
m_GlyphPairAdjustmentRecords: [] m_GlyphPairAdjustmentRecords: []
m_MarkToBaseAdjustmentRecords: []
m_MarkToMarkAdjustmentRecords: []
fallbackFontAssets: [] fallbackFontAssets: []
m_FallbackFontAssetTable: [] m_FallbackFontAssetTable: []
m_CreationSettings: m_CreationSettings:
sourceFontFileName: sourceFontFileName:
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pointSizeSamplingMode: 0 pointSizeSamplingMode: 0
pointSize: 86 pointSize: 86
padding: 9 padding: 9
paddingMode: 0
packingMode: 4 packingMode: 4
atlasWidth: 512 atlasWidth: 512
atlasHeight: 512 atlasHeight: 512
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MonoBehaviour: MonoBehaviour:
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m_PrefabParentObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInternal: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0} m_GameObject: {fileID: 0}
m_Enabled: 1 m_Enabled: 1
m_EditorHideFlags: 0 m_EditorHideFlags: 0
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m_EditorClassIdentifier: m_EditorClassIdentifier:
m_StyleList: m_StyleList:
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m_HashCode: -1183493901
m_OpeningDefinition:
m_ClosingDefinition:
m_OpeningTagArray:
m_ClosingTagArray:
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m_HashCode: 2425 m_HashCode: 2425
m_OpeningDefinition: <size=2em><b><#40ff80>* m_OpeningDefinition: <size=2em><b><#40ff80>*
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- m_Name: Quote - m_Name: Quote
m_HashCode: 92254330 m_HashCode: 93368250
m_OpeningDefinition: <i><size=75%><margin=10%> m_OpeningDefinition: <i><size=75%><margin=10%>
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m_OpeningDefinition: <color=#40a0ff><u>
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m_OpeningDefinition: <u><#40a0ff><link="ID_01"> m_OpeningDefinition: <u><#40a0ff><link="ID_01">
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m_HashCode: 98732960 m_HashCode: 97690656
m_OpeningDefinition: <size=125%><b><align=center> m_OpeningDefinition: <size=125%><b><align=center>
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float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096.0);
output.y = uv - 4096.0 * output.x;
return output * 0.001953125;
}
float4 BlendARGB(float4 overlying, float4 underlying)
{
overlying.rgb *= overlying.a;
underlying.rgb *= underlying.a;
float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
float alpha = underlying.a + (1 - underlying.a) * overlying.a;
return float4(blended / alpha, alpha);
}
float3 GetSpecular(float3 n, float3 l)
{
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
return _SpecularColor.rgb * spec * _SpecularPower;
}
void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
{
float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
// Read "height field"
float4 h = float4(
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
bool raisedBevel = _BevelType;
h += _BevelOffset;
float bevelWidth = max(.01, _BevelWidth);
// Track outline
h -= .5;
h /= bevelWidth;
h = saturate(h + .5);
if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
float3 f = float3(1, 1, 1);
if (isFront) f = float3(1, 1, -1);
nornmal = cross(va, vb) * f;
}
void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
{
n.z = abs(n.z);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
//faceColor.rgb += col * faceColor.a;
col *= 1 - (dot(n, light) * _Diffuse);
col *= lerp(_Ambient, 1, n.z * n.z);
//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
//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:
@@ -1,26 +1,26 @@
Shader "TextMeshPro/Bitmap Custom Atlas" { 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;
} }
@@ -1,25 +1,25 @@
Shader "TextMeshPro/Mobile/Bitmap" { 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)
{ {
@@ -88,8 +94,11 @@ 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())
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); {
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
OUT.color = v.color; OUT.color = v.color;
OUT.color *= _Color; OUT.color *= _Color;
OUT.color.rgb *= _DiffusePower; OUT.color.rgb *= _DiffusePower;
@@ -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;
} }
+32 -30
View File
@@ -1,25 +1,25 @@
Shader "TextMeshPro/Bitmap" { 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;
@@ -147,16 +148,20 @@ SubShader {
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
float3 viewDir : TEXCOORD3; float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
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;
@@ -188,13 +193,13 @@ SubShader {
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
#if GLOW_ON #if GLOW_ON
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
#endif #endif
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor; float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a; underlayColor.rgb *= underlayColor.a;
@@ -205,23 +210,28 @@ SubShader {
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y); float2 bOffset = float2(x, y);
#endif #endif
// 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);
// 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);
@@ -239,9 +249,9 @@ SubShader {
float c = tex2D(_MainTex, input.atlas).a; float c = tex2D(_MainTex, input.atlas).a;
#ifndef UNDERLAY_ON #ifndef UNDERLAY_ON
clip(c - input.param.x); clip(c - input.param.x);
#endif #endif
float scale = input.param.y; float scale = input.param.y;
float bias = input.param.z; float bias = input.param.z;
@@ -261,7 +271,7 @@ SubShader {
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON #if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy); float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
@@ -278,36 +288,35 @@ SubShader {
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif #endif
#if UNDERLAY_ON #if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
#endif #endif
#if UNDERLAY_INNER #if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
#endif #endif
#if GLOW_ON #if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale); float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a; faceColor.rgb += glowColor.rgb * glowColor.a;
#endif #endif
// 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
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
faceColor *= m.x * m.y; faceColor *= m.x * m.y;
#endif #endif
#if UNITY_UI_ALPHACLIP #if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001); clip(faceColor.a - 0.001);
#endif #endif
return faceColor * input.color.a; return faceColor * input.color.a;
} }
ENDCG ENDCG
} }
} }
+53 -42
View File
@@ -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;
@@ -147,18 +149,23 @@ SubShader {
float2 mask : TEXCOORD2; // Position in object space(xy) float2 mask : TEXCOORD2; // Position in object space(xy)
float3 viewDir : TEXCOORD3; float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
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;
@@ -182,27 +189,31 @@ SubShader {
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor; float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a; underlayColor.rgb *= underlayColor.a;
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y); float2 bOffset = float2(x, y);
#endif #endif
// Generate UV for the Masking Texture // Generate UV for the Masking Texture
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);
#endif #endif
output.position = vPosition; output.position = vPosition;
output.color = color; output.color = color;
@@ -210,10 +221,10 @@ SubShader {
output.weight = weight; output.weight = weight;
output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
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 = input.texcoord0 + bOffset; output.texcoord2 = input.texcoord0 + bOffset;
output.underlayColor = underlayColor; output.underlayColor = underlayColor;
#endif #endif
output.textures = float4(faceUV, outlineUV); output.textures = float4(faceUV, outlineUV);
return output; return output;
@@ -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);
@@ -247,7 +258,7 @@ SubShader {
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON #if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy); float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
@@ -264,45 +275,45 @@ SubShader {
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif #endif
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float bScale = scale; float bScale = scale;
bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
#endif #endif
#if UNDERLAY_ON #if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
#endif #endif
#if UNDERLAY_INNER #if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a); faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
#endif #endif
#if GLOW_ON #if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale); float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a; faceColor.rgb += glowColor.rgb * glowColor.a;
#endif #endif
// 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
#if UNITY_UI_ALPHACLIP #if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001); clip(faceColor.a - 0.001);
#endif #endif
return faceColor * input.color.a; return faceColor * input.color.a;
}
ENDCG
} }
ENDCG
}
} }
Fallback "TextMeshPro/Mobile/Distance Field" Fallback "TextMeshPro/Mobile/Distance Field"
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
@@ -99,35 +99,41 @@ 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)
#endif #endif
}; };
float _MaskWipeControl; float _MaskWipeControl;
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;
@@ -163,7 +173,7 @@ SubShader {
outlineColor.rgb *= outlineColor.a; outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
@@ -171,11 +181,12 @@ SubShader {
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y); float2 layerOffset = float2(x, y);
#endif #endif
// 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 = {
@@ -184,11 +195,11 @@ 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),
#endif #endif
}; };
return output; return output;
@@ -201,41 +212,41 @@ SubShader {
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w); half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON #ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y); c *= saturate(d - input.param.y);
#endif #endif
#if UNDERLAY_ON #if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 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); c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif #endif
#if UNDERLAY_INNER #if UNDERLAY_INNER
half sd = saturate(d - input.param.z); half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 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); c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif #endif
// 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
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y; c *= m.x * m.y;
//#endif //#endif
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);
c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
c *= a; c *= a;
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z; c *= input.texcoord1.z;
#endif #endif
#if UNITY_UI_ALPHACLIP #if UNITY_UI_ALPHACLIP
clip(c.a - 0.001); clip(c.a - 0.001);
#endif #endif
return c; return c;
} }
@@ -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;
@@ -150,10 +157,14 @@ 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;
#endif #endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a; faceColor.rgb *= faceColor.a;
@@ -163,14 +174,14 @@ SubShader {
outlineColor.rgb *= outlineColor.a; outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y); float2 layerOffset = float2(x, y);
#endif #endif
// Generate UV for the Masking Texture // Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
@@ -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);
@@ -200,35 +212,35 @@ SubShader {
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w); half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON #ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y); c *= saturate(d - input.param.y);
#endif #endif
#if UNDERLAY_ON #if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 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); c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif #endif
#if UNDERLAY_INNER #if UNDERLAY_INNER
half sd = saturate(d - input.param.z); half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; 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); c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif #endif
// 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
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y; c *= m.x * m.y;
#endif #endif
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z; c *= input.texcoord1.z;
#endif #endif
#if UNITY_UI_ALPHACLIP #if UNITY_UI_ALPHACLIP
clip(c.a - 0.001); clip(c.a - 0.001);
#endif #endif
return c; return c;
} }
@@ -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;
@@ -150,7 +154,11 @@ 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;
float opacity = input.color.a; if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER) #if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0; opacity = 1.0;
#endif #endif
@@ -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}
+45 -36
View File
@@ -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;
@@ -147,16 +148,20 @@ SubShader {
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
float3 viewDir : TEXCOORD3; float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
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;
@@ -188,13 +193,13 @@ SubShader {
float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
#if GLOW_ON #if GLOW_ON
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
#endif #endif
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
#if (UNDERLAY_ON || UNDERLAY_INNER) #if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor; float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a; underlayColor.rgb *= underlayColor.a;
@@ -205,23 +210,28 @@ SubShader {
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y); float2 bOffset = float2(x, y);
#endif #endif
// 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);
// 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);
@@ -239,9 +249,9 @@ SubShader {
float c = tex2D(_MainTex, input.atlas).a; float c = tex2D(_MainTex, input.atlas).a;
#ifndef UNDERLAY_ON #ifndef UNDERLAY_ON
clip(c - input.param.x); clip(c - input.param.x);
#endif #endif
float scale = input.param.y; float scale = input.param.y;
float bias = input.param.z; float bias = input.param.z;
@@ -261,7 +271,7 @@ SubShader {
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON #if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy); float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
@@ -278,36 +288,35 @@ SubShader {
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif #endif
#if UNDERLAY_ON #if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
#endif #endif
#if UNDERLAY_INNER #if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
#endif #endif
#if GLOW_ON #if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale); float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a; faceColor.rgb += glowColor.rgb * glowColor.a;
#endif #endif
// 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
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
faceColor *= m.x * m.y; faceColor *= m.x * m.y;
#endif #endif
#if UNITY_UI_ALPHACLIP #if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001); clip(faceColor.a - 0.001);
#endif #endif
return faceColor * input.color.a; return faceColor * input.color.a;
} }
ENDCG ENDCG
} }
} }
+46 -31
View File
@@ -2,18 +2,18 @@ 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
_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
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
} }
@@ -21,19 +21,19 @@ Shader "TextMeshPro/Sprite"
SubShader SubShader
{ {
Tags Tags
{ {
"Queue"="Transparent" "Queue"="Transparent"
"IgnoreProjector"="True" "IgnoreProjector"="True"
"RenderType"="Transparent" "RenderType"="Transparent"
"PreviewType"="Plane" "PreviewType"="Plane"
"CanUseSpriteAtlas"="True" "CanUseSpriteAtlas"="True"
} }
Stencil Stencil
{ {
Ref [_Stencil] Ref [_Stencil]
Comp [_StencilComp] Comp [_StencilComp]
Pass [_StencilOp] Pass [_StencilOp]
ReadMask [_StencilReadMask] ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask] WriteMask [_StencilWriteMask]
} }
@@ -58,7 +58,7 @@ Shader "TextMeshPro/Sprite"
#pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP #pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t struct appdata_t
{ {
float4 vertex : POSITION; float4 vertex : POSITION;
@@ -69,29 +69,43 @@ Shader "TextMeshPro/Sprite"
struct v2f struct v2f
{ {
float4 vertex : SV_POSITION; float4 vertex : SV_POSITION;
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
}; };
sampler2D _MainTex; sampler2D _MainTex;
fixed4 _Color; fixed4 _Color;
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);
OUT.worldPosition = v.vertex; float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.worldPosition = v.vertex;
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;
} }
@@ -99,9 +113,10 @@ Shader "TextMeshPro/Sprite"
fixed4 frag(v2f IN) : SV_Target fixed4 frag(v2f IN) : SV_Target
{ {
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
@@ -110,7 +125,7 @@ Shader "TextMeshPro/Sprite"
return color; return color;
} }
ENDCG ENDCG
} }
} }
} }
+1 -1
View File
@@ -4,6 +4,6 @@ ShaderImporter:
externalObjects: {} externalObjects: {}
defaultTextures: [] defaultTextures: []
nonModifiableTextures: [] nonModifiableTextures: []
userData: userData: Version 2.0
assetBundleName: assetBundleName:
assetBundleVariant: assetBundleVariant:
+20 -12
View File
@@ -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));
} }
@@ -82,7 +80,7 @@ void PixShader(Input input, inout SurfaceOutput o)
float3 n = float3(0, 0, -1); float3 n = float3(0, 0, -1);
float3 emission = float3(0, 0, 0); float3 emission = float3(0, 0, 0);
#endif #endif
#if GLOW_ON #if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale); float4 glowColor = GetGlowColor(sd, scale);
glowColor.a *= input.color.a; glowColor.a *= input.color.a;
@@ -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
View File
@@ -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
View File
@@ -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": {

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