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feat/throw
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8
AGENTS.md
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8
AGENTS.md
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@@ -0,0 +1,8 @@
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<!-- UNITY CODE ASSIST INSTRUCTIONS START -->
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||||||
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- Project name: HeadlessHazard
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- Unity version: Unity 6000.3.10f1
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- Active game object:
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- Name: Head
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- Tag: Player
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- Layer: Default
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<!-- UNITY CODE ASSIST INSTRUCTIONS END -->
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@@ -1,189 +0,0 @@
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|||||||
using System;
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using UnityEngine;
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using UnityEngine.Events;
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||||||
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||||||
public class ButtonSequenceDoorPuzzle : MonoBehaviour
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||||||
{
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||||||
[Header("References")]
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||||||
[Tooltip("All available buttons for this puzzle.")]
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||||||
[SerializeField] private WallInteractButton[] buttons;
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||||||
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||||||
[Tooltip("Door to open when the sequence is correct.")]
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||||||
[SerializeField] private SlidingDoor targetDoor;
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||||||
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||||||
[Tooltip("Optional blocks controlled by this puzzle (reset with SetOff on start/wrong input).")]
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||||||
[SerializeField] private TestBlock[] puzzleBlocks;
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||||||
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||||||
[Header("Sequence")]
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||||||
[Tooltip("Button indices (from the buttons array) that must be pressed in order. Example: 2,0,3")]
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||||||
[SerializeField] private int[] requiredSequence = { 0, 1, 2 };
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||||||
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||||||
[Tooltip("If true, wrong input resets progress back to 0.")]
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||||||
[SerializeField] private bool resetOnWrongPress = true;
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||||||
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||||||
[Tooltip("If true, puzzle can only be solved once.")]
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||||||
[SerializeField] private bool lockAfterSolved = true;
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||||||
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||||||
[Header("Debug")]
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||||||
[SerializeField] private bool enableDebugLogs = true;
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||||||
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||||||
private int m_progress;
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||||||
private bool m_isSolved;
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||||||
private UnityAction[] m_cachedListeners;
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||||||
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||||||
private void OnEnable()
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||||||
{
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||||||
SetAllBlocksOff();
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||||||
RegisterAllButtons();
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||||||
}
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||||||
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||||||
private void OnDisable()
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||||||
{
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||||||
UnregisterAllButtons();
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||||||
}
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||||||
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||||||
private void RegisterAllButtons()
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||||||
{
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||||||
if (buttons == null)
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||||||
return;
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||||||
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||||||
m_cachedListeners = new UnityAction[buttons.Length];
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||||||
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||||||
for (int i = 0; i < buttons.Length; i++)
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||||||
{
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||||||
WallInteractButton button = buttons[i];
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||||||
if (button == null)
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||||||
continue;
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||||||
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||||||
int buttonIndex = i;
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||||||
UnityAction action = () => OnButtonPressed(buttonIndex);
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||||||
m_cachedListeners[i] = action;
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||||||
button.OnInteract.AddListener(action);
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||||||
}
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||||||
}
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||||||
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||||||
private void UnregisterAllButtons()
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||||||
{
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||||||
if (buttons == null)
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||||||
return;
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||||||
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||||||
for (int i = 0; i < buttons.Length; i++)
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||||||
{
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||||||
WallInteractButton button = buttons[i];
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||||||
if (button == null)
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||||||
continue;
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||||||
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||||||
if (m_cachedListeners != null && i < m_cachedListeners.Length && m_cachedListeners[i] != null)
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||||||
button.OnInteract.RemoveListener(m_cachedListeners[i]);
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||||||
}
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||||||
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||||||
m_cachedListeners = null;
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||||||
m_progress = 0;
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||||||
}
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||||||
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||||||
private void OnButtonPressed(int buttonIndex)
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||||||
{
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||||||
Log($"Button pressed: index {buttonIndex}");
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||||||
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||||||
if (m_isSolved && lockAfterSolved)
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||||||
{
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||||||
Log("Puzzle already solved and locked.");
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||||||
return;
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||||||
}
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||||||
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||||||
if (!IsSequenceValid())
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||||||
{
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||||||
Log("Invalid sequence configuration.");
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||||||
return;
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||||||
}
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||||||
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||||||
int expectedIndex = requiredSequence[m_progress];
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||||||
Log($"Expected button index: {expectedIndex} (step {m_progress + 1}/{requiredSequence.Length})");
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||||||
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||||||
if (buttonIndex == expectedIndex)
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||||||
{
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||||||
m_progress++;
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||||||
Log($"Correct input. Progress: {m_progress}/{requiredSequence.Length}");
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||||||
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||||||
if (m_progress >= requiredSequence.Length)
|
|
||||||
{
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|
||||||
SolvePuzzle();
|
|
||||||
}
|
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||||||
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|
||||||
return;
|
|
||||||
}
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||||||
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||||||
if (resetOnWrongPress)
|
|
||||||
{
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|
||||||
Log("Wrong input. Resetting sequence and turning puzzle blocks OFF.");
|
|
||||||
m_progress = 0;
|
|
||||||
SetAllBlocksOff();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
Log("Wrong input, but resetOnWrongPress is disabled.");
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool IsSequenceValid()
|
|
||||||
{
|
|
||||||
if (requiredSequence == null || requiredSequence.Length == 0)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
if (buttons == null || buttons.Length == 0)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
for (int i = 0; i < requiredSequence.Length; i++)
|
|
||||||
{
|
|
||||||
int index = requiredSequence[i];
|
|
||||||
if (index < 0 || index >= buttons.Length)
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SolvePuzzle()
|
|
||||||
{
|
|
||||||
m_isSolved = true;
|
|
||||||
m_progress = 0;
|
|
||||||
Log("Sequence completed. Opening door.");
|
|
||||||
|
|
||||||
if (targetDoor != null)
|
|
||||||
targetDoor.Open();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SetAllBlocksOff()
|
|
||||||
{
|
|
||||||
if (puzzleBlocks == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
for (int i = 0; i < puzzleBlocks.Length; i++)
|
|
||||||
{
|
|
||||||
if (puzzleBlocks[i] == null)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
puzzleBlocks[i].SetOff();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Log(string message)
|
|
||||||
{
|
|
||||||
if (!enableDebugLogs)
|
|
||||||
return;
|
|
||||||
|
|
||||||
Debug.Log($"[{nameof(ButtonSequenceDoorPuzzle)}] {message}", this);
|
|
||||||
}
|
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
private void OnValidate()
|
|
||||||
{
|
|
||||||
if (requiredSequence == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
for (int i = 0; i < requiredSequence.Length; i++)
|
|
||||||
{
|
|
||||||
requiredSequence[i] = Math.Max(0, requiredSequence[i]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 920802292ba9a49d2bee3519a905717d
|
|
||||||
@@ -1,262 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Reusable subtitle player that renders and plays subtitle lines loaded from JSON.
|
|
||||||
/// </summary>
|
|
||||||
public class SubtitleSequencePlayer : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Serializable]
|
|
||||||
private struct SubtitleLine
|
|
||||||
{
|
|
||||||
public string speaker;
|
|
||||||
public string text;
|
|
||||||
public float duration;
|
|
||||||
}
|
|
||||||
|
|
||||||
[Serializable]
|
|
||||||
private struct SubtitleFile
|
|
||||||
{
|
|
||||||
public SubtitleLine[] lines;
|
|
||||||
}
|
|
||||||
|
|
||||||
[Header("Optional Default Data")]
|
|
||||||
[Tooltip("Used only if trigger zone calls PlayDefault().")]
|
|
||||||
[SerializeField] private TextAsset defaultSubtitleJson;
|
|
||||||
|
|
||||||
[SerializeField] private float typewriterCharsPerSecond = 40f;
|
|
||||||
[SerializeField] private float fadeDuration = 0.2f;
|
|
||||||
[SerializeField] private float gapBetweenLines = 0.15f;
|
|
||||||
|
|
||||||
[Header("Visual")]
|
|
||||||
[SerializeField] private int fontSize = 28;
|
|
||||||
[SerializeField] private int speakerFontSize = 18;
|
|
||||||
[SerializeField] private float horizontalPadding = 28f;
|
|
||||||
[SerializeField] private float bottomOffset = 56f;
|
|
||||||
[SerializeField] private Color textColor = new Color(1f, 1f, 1f, 1f);
|
|
||||||
[SerializeField] private Color speakerColor = new Color(1f, 0.85f, 0.35f, 1f);
|
|
||||||
[SerializeField] private Color backgroundColor = new Color(0f, 0f, 0f, 0.62f);
|
|
||||||
|
|
||||||
private string m_currentSpeaker;
|
|
||||||
private string m_currentText;
|
|
||||||
private GUIStyle m_textStyle;
|
|
||||||
private GUIStyle m_speakerStyle;
|
|
||||||
private Texture2D m_background;
|
|
||||||
private bool m_isShowing;
|
|
||||||
private bool m_isPlaying;
|
|
||||||
private float m_alpha;
|
|
||||||
private SubtitleLine[] m_runtimeLines = Array.Empty<SubtitleLine>();
|
|
||||||
|
|
||||||
public bool IsPlaying => m_isPlaying;
|
|
||||||
|
|
||||||
public bool TryPlay(TextAsset subtitleJson, float initialDelay = 0f)
|
|
||||||
{
|
|
||||||
if (m_isPlaying)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
if (!TryReadLinesFromJson(subtitleJson, out SubtitleLine[] parsedLines))
|
|
||||||
return false;
|
|
||||||
|
|
||||||
m_runtimeLines = parsedLines;
|
|
||||||
StartCoroutine(PlaySequence(initialDelay));
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool PlayDefault(float initialDelay = 0f)
|
|
||||||
{
|
|
||||||
return TryPlay(defaultSubtitleJson, initialDelay);
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator PlaySequence(float initialDelay)
|
|
||||||
{
|
|
||||||
m_isPlaying = true;
|
|
||||||
|
|
||||||
if (m_runtimeLines == null || m_runtimeLines.Length == 0)
|
|
||||||
{
|
|
||||||
m_isPlaying = false;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (initialDelay > 0f)
|
|
||||||
yield return new WaitForSeconds(initialDelay);
|
|
||||||
|
|
||||||
for (int i = 0; i < m_runtimeLines.Length; i++)
|
|
||||||
{
|
|
||||||
if (string.IsNullOrWhiteSpace(m_runtimeLines[i].text) || m_runtimeLines[i].duration <= 0f)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
yield return StartCoroutine(ShowLine(m_runtimeLines[i]));
|
|
||||||
|
|
||||||
if (gapBetweenLines > 0f)
|
|
||||||
yield return new WaitForSeconds(gapBetweenLines);
|
|
||||||
}
|
|
||||||
|
|
||||||
m_currentSpeaker = string.Empty;
|
|
||||||
m_currentText = string.Empty;
|
|
||||||
m_isPlaying = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool TryReadLinesFromJson(TextAsset subtitleJson, out SubtitleLine[] parsedLines)
|
|
||||||
{
|
|
||||||
parsedLines = Array.Empty<SubtitleLine>();
|
|
||||||
|
|
||||||
if (subtitleJson == null || string.IsNullOrWhiteSpace(subtitleJson.text))
|
|
||||||
return false;
|
|
||||||
|
|
||||||
SubtitleFile file;
|
|
||||||
try
|
|
||||||
{
|
|
||||||
file = JsonUtility.FromJson<SubtitleFile>(subtitleJson.text);
|
|
||||||
}
|
|
||||||
catch
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (file.lines == null || file.lines.Length == 0)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
parsedLines = file.lines;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator ShowLine(SubtitleLine line)
|
|
||||||
{
|
|
||||||
m_currentSpeaker = line.speaker;
|
|
||||||
m_currentText = string.Empty;
|
|
||||||
m_isShowing = true;
|
|
||||||
|
|
||||||
if (fadeDuration > 0f)
|
|
||||||
{
|
|
||||||
float fadeIn = 0f;
|
|
||||||
while (fadeIn < fadeDuration)
|
|
||||||
{
|
|
||||||
fadeIn += Time.deltaTime;
|
|
||||||
m_alpha = Mathf.Clamp01(fadeIn / fadeDuration);
|
|
||||||
yield return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
m_alpha = 1f;
|
|
||||||
}
|
|
||||||
|
|
||||||
float typeTime = 0f;
|
|
||||||
int totalChars = line.text.Length;
|
|
||||||
if (typewriterCharsPerSecond > 0f)
|
|
||||||
{
|
|
||||||
while (m_currentText.Length < totalChars)
|
|
||||||
{
|
|
||||||
typeTime += Time.deltaTime;
|
|
||||||
int visibleChars = Mathf.Clamp(Mathf.FloorToInt(typeTime * typewriterCharsPerSecond), 0, totalChars);
|
|
||||||
m_currentText = line.text.Substring(0, visibleChars);
|
|
||||||
yield return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
m_currentText = line.text;
|
|
||||||
}
|
|
||||||
|
|
||||||
float holdDuration = Mathf.Max(0f, line.duration - (typewriterCharsPerSecond > 0f ? typeTime : 0f));
|
|
||||||
if (holdDuration > 0f)
|
|
||||||
yield return new WaitForSeconds(holdDuration);
|
|
||||||
|
|
||||||
if (fadeDuration > 0f)
|
|
||||||
{
|
|
||||||
float fadeOut = fadeDuration;
|
|
||||||
while (fadeOut > 0f)
|
|
||||||
{
|
|
||||||
fadeOut -= Time.deltaTime;
|
|
||||||
m_alpha = Mathf.Clamp01(fadeOut / fadeDuration);
|
|
||||||
yield return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
m_alpha = 0f;
|
|
||||||
m_isShowing = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnGUI()
|
|
||||||
{
|
|
||||||
if (!m_isShowing || string.IsNullOrEmpty(m_currentText))
|
|
||||||
return;
|
|
||||||
|
|
||||||
EnsureStyles();
|
|
||||||
|
|
||||||
float maxWidth = Mathf.Min(Screen.width - 24f, 940f);
|
|
||||||
float textWidth = maxWidth - horizontalPadding * 2f;
|
|
||||||
float speakerHeight = string.IsNullOrEmpty(m_currentSpeaker)
|
|
||||||
? 0f
|
|
||||||
: m_speakerStyle.CalcHeight(new GUIContent(m_currentSpeaker), textWidth);
|
|
||||||
float textHeight = m_textStyle.CalcHeight(new GUIContent(string.IsNullOrEmpty(m_currentText) ? " " : m_currentText), textWidth);
|
|
||||||
|
|
||||||
float boxWidth = maxWidth;
|
|
||||||
float boxHeight = speakerHeight + textHeight + 28f;
|
|
||||||
float boxX = (Screen.width - boxWidth) * 0.5f;
|
|
||||||
float boxY = Screen.height - bottomOffset - boxHeight;
|
|
||||||
|
|
||||||
Rect boxRect = new Rect(boxX, boxY, boxWidth, boxHeight);
|
|
||||||
Color previousColor = GUI.color;
|
|
||||||
GUI.color = new Color(1f, 1f, 1f, m_alpha);
|
|
||||||
GUI.DrawTexture(boxRect, m_background);
|
|
||||||
|
|
||||||
float yOffset = boxRect.y + 10f;
|
|
||||||
if (!string.IsNullOrEmpty(m_currentSpeaker))
|
|
||||||
{
|
|
||||||
Rect speakerRect = new Rect(
|
|
||||||
boxRect.x + horizontalPadding,
|
|
||||||
yOffset,
|
|
||||||
textWidth,
|
|
||||||
speakerHeight);
|
|
||||||
GUI.Label(speakerRect, m_currentSpeaker, m_speakerStyle);
|
|
||||||
yOffset += speakerHeight + 2f;
|
|
||||||
}
|
|
||||||
|
|
||||||
Rect textRect = new Rect(
|
|
||||||
boxRect.x + horizontalPadding,
|
|
||||||
yOffset,
|
|
||||||
textWidth,
|
|
||||||
textHeight);
|
|
||||||
|
|
||||||
GUI.Label(textRect, m_currentText, m_textStyle);
|
|
||||||
GUI.color = previousColor;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void EnsureStyles()
|
|
||||||
{
|
|
||||||
if (m_textStyle != null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
m_background = new Texture2D(1, 1);
|
|
||||||
m_background.SetPixel(0, 0, backgroundColor);
|
|
||||||
m_background.Apply();
|
|
||||||
|
|
||||||
m_textStyle = new GUIStyle(GUI.skin.label)
|
|
||||||
{
|
|
||||||
alignment = TextAnchor.MiddleCenter,
|
|
||||||
fontSize = fontSize,
|
|
||||||
wordWrap = true,
|
|
||||||
richText = false,
|
|
||||||
clipping = TextClipping.Clip,
|
|
||||||
};
|
|
||||||
m_textStyle.normal.textColor = textColor;
|
|
||||||
|
|
||||||
m_speakerStyle = new GUIStyle(GUI.skin.label)
|
|
||||||
{
|
|
||||||
alignment = TextAnchor.MiddleCenter,
|
|
||||||
fontSize = speakerFontSize,
|
|
||||||
fontStyle = FontStyle.Bold,
|
|
||||||
wordWrap = false,
|
|
||||||
clipping = TextClipping.Clip,
|
|
||||||
};
|
|
||||||
m_speakerStyle.normal.textColor = speakerColor;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnDestroy()
|
|
||||||
{
|
|
||||||
if (m_background != null)
|
|
||||||
Destroy(m_background);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 4947743d7bc9b4589b9932d429517d3a
|
|
||||||
@@ -1,51 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Trigger zone that starts a subtitle JSON sequence on a linked SubtitleSequencePlayer.
|
|
||||||
/// Put this on the zone collider object, and link the player on your empty object.
|
|
||||||
/// </summary>
|
|
||||||
[RequireComponent(typeof(Collider))]
|
|
||||||
public class SubtitleTriggerZone : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("References")]
|
|
||||||
[SerializeField] private SubtitleSequencePlayer subtitlePlayer;
|
|
||||||
[SerializeField] private TextAsset subtitleJson;
|
|
||||||
|
|
||||||
[Header("Playback")]
|
|
||||||
[SerializeField] private float initialDelay = 0f;
|
|
||||||
[SerializeField] private bool oneShot = true;
|
|
||||||
|
|
||||||
private bool m_hasPlayed;
|
|
||||||
|
|
||||||
private void Reset()
|
|
||||||
{
|
|
||||||
Collider col = GetComponent<Collider>();
|
|
||||||
col.isTrigger = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnTriggerEnter(Collider other)
|
|
||||||
{
|
|
||||||
if (!IsPlayer(other))
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (oneShot && m_hasPlayed)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (subtitlePlayer == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (subtitlePlayer.TryPlay(subtitleJson, initialDelay))
|
|
||||||
m_hasPlayed = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool IsPlayer(Collider other)
|
|
||||||
{
|
|
||||||
if (other.CompareTag("Player"))
|
|
||||||
return true;
|
|
||||||
|
|
||||||
if (other.GetComponentInParent<PlayerMovement>() != null)
|
|
||||||
return true;
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 33a33c65f75e2443383c2e29bd6bf5f1
|
|
||||||
@@ -25,7 +25,7 @@
|
|||||||
"initialStateCheck": true
|
"initialStateCheck": true
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "Pickup",
|
"name": "HeadInteract",
|
||||||
"type": "Button",
|
"type": "Button",
|
||||||
"id": "5a0c555a-8fc4-4188-9eed-401eb8f017b5",
|
"id": "5a0c555a-8fc4-4188-9eed-401eb8f017b5",
|
||||||
"expectedControlType": "",
|
"expectedControlType": "",
|
||||||
@@ -100,7 +100,16 @@
|
|||||||
"name": "Sprint",
|
"name": "Sprint",
|
||||||
"type": "Button",
|
"type": "Button",
|
||||||
"id": "641cd816-40e6-41b4-8c3d-04687c349290",
|
"id": "641cd816-40e6-41b4-8c3d-04687c349290",
|
||||||
"expectedControlType": "Button",
|
"expectedControlType": "",
|
||||||
|
"processors": "",
|
||||||
|
"interactions": "",
|
||||||
|
"initialStateCheck": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "Shift",
|
||||||
|
"type": "Button",
|
||||||
|
"id": "082f2b53-d4e1-4cc7-b174-c2975cd57d3f",
|
||||||
|
"expectedControlType": "",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"interactions": "",
|
"interactions": "",
|
||||||
"initialStateCheck": false
|
"initialStateCheck": false
|
||||||
@@ -495,7 +504,7 @@
|
|||||||
{
|
{
|
||||||
"name": "",
|
"name": "",
|
||||||
"id": "05a519b8-f991-4f43-a438-fbe3db38625b",
|
"id": "05a519b8-f991-4f43-a438-fbe3db38625b",
|
||||||
"path": "<Mouse>/rightButton",
|
"path": "<Mouse>/leftButton",
|
||||||
"interactions": "",
|
"interactions": "",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"groups": ";Keyboard&Mouse",
|
"groups": ";Keyboard&Mouse",
|
||||||
@@ -510,7 +519,18 @@
|
|||||||
"interactions": "",
|
"interactions": "",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"groups": ";Keyboard&Mouse",
|
"groups": ";Keyboard&Mouse",
|
||||||
"action": "Pickup",
|
"action": "HeadInteract",
|
||||||
|
"isComposite": false,
|
||||||
|
"isPartOfComposite": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "",
|
||||||
|
"id": "768d31fb-914a-42c1-900b-45ff3725e46c",
|
||||||
|
"path": "<Keyboard>/shift",
|
||||||
|
"interactions": "",
|
||||||
|
"processors": "",
|
||||||
|
"groups": ";Touch;Keyboard&Mouse",
|
||||||
|
"action": "Shift",
|
||||||
"isComposite": false,
|
"isComposite": false,
|
||||||
"isPartOfComposite": false
|
"isPartOfComposite": false
|
||||||
}
|
}
|
||||||
|
|||||||
110
Assets/Code/Scripts/Player/PlayerHeadControll.cs
Normal file
110
Assets/Code/Scripts/Player/PlayerHeadControll.cs
Normal file
@@ -0,0 +1,110 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PlayerHeadController : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Transform Head;
|
||||||
|
public Transform CameraTransform;
|
||||||
|
|
||||||
|
public float ThrowForce = 10f;
|
||||||
|
public float PickupDistance = 3f;
|
||||||
|
|
||||||
|
public bool isHoldingHead = true;
|
||||||
|
|
||||||
|
private Rigidbody m_headRigidbody;
|
||||||
|
|
||||||
|
private Vector3 m_headInitialLocalPos;
|
||||||
|
private Quaternion m_headInitialLocalRot;
|
||||||
|
|
||||||
|
private Animator animator;
|
||||||
|
private PlayerInputController input;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
animator = GetComponent<Animator>();
|
||||||
|
input = GetComponent<PlayerInputController>();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
|
|
||||||
|
m_headInitialLocalPos = Head.localPosition;
|
||||||
|
m_headInitialLocalRot = Head.localRotation;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (input.HeadInteractionPressed)
|
||||||
|
{
|
||||||
|
InteractHead();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (input.ThrowPressed)
|
||||||
|
{
|
||||||
|
ThrowHead();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void InteractHead()
|
||||||
|
{
|
||||||
|
if (!isHoldingHead)
|
||||||
|
TryPickupHead();
|
||||||
|
else
|
||||||
|
DropHead();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DropHead()
|
||||||
|
{
|
||||||
|
animator.SetTrigger("Throw");
|
||||||
|
|
||||||
|
isHoldingHead = false;
|
||||||
|
|
||||||
|
Head.SetParent(null);
|
||||||
|
|
||||||
|
m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
|
||||||
|
m_headRigidbody.mass = 1f;
|
||||||
|
|
||||||
|
m_headRigidbody.constraints =
|
||||||
|
RigidbodyConstraints.FreezeRotationX |
|
||||||
|
RigidbodyConstraints.FreezeRotationZ |
|
||||||
|
RigidbodyConstraints.FreezeRotationY;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ThrowHead()
|
||||||
|
{
|
||||||
|
if (!isHoldingHead)
|
||||||
|
return;
|
||||||
|
|
||||||
|
DropHead();
|
||||||
|
|
||||||
|
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void TryPickupHead()
|
||||||
|
{
|
||||||
|
if (isHoldingHead)
|
||||||
|
return;
|
||||||
|
|
||||||
|
float distance = Vector3.Distance(transform.position, Head.position);
|
||||||
|
|
||||||
|
if (distance <= PickupDistance)
|
||||||
|
{
|
||||||
|
PickupHead();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void PickupHead()
|
||||||
|
{
|
||||||
|
isHoldingHead = true;
|
||||||
|
|
||||||
|
if (m_headRigidbody != null)
|
||||||
|
{
|
||||||
|
Destroy(m_headRigidbody);
|
||||||
|
}
|
||||||
|
|
||||||
|
Head.SetParent(transform);
|
||||||
|
|
||||||
|
Head.localPosition = m_headInitialLocalPos;
|
||||||
|
Head.localRotation = m_headInitialLocalRot;
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Code/Scripts/Player/PlayerHeadControll.cs.meta
Normal file
2
Assets/Code/Scripts/Player/PlayerHeadControll.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2da51dfecccc45b469912e3bb3f1953b
|
||||||
55
Assets/Code/Scripts/Player/PlayerInputHandler.cs
Normal file
55
Assets/Code/Scripts/Player/PlayerInputHandler.cs
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
public class PlayerInputController : MonoBehaviour
|
||||||
|
{
|
||||||
|
public InputActionAsset InputActions;
|
||||||
|
|
||||||
|
private InputAction m_moveAction;
|
||||||
|
private InputAction m_lookAction;
|
||||||
|
private InputAction m_jumpAction;
|
||||||
|
private InputAction m_throwAction;
|
||||||
|
private InputAction m_shiftAction;
|
||||||
|
private InputAction m_headInteractAction;
|
||||||
|
|
||||||
|
public Vector2 MoveAmount { get; private set; }
|
||||||
|
public Vector2 LookAmount { get; private set; }
|
||||||
|
|
||||||
|
public bool JumpPressed { get; private set; }
|
||||||
|
public bool ShiftPressed { get; private set; }
|
||||||
|
public bool ThrowPressed { get; private set; }
|
||||||
|
public bool HeadInteractionPressed { get; private set; }
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
var map = InputActions.FindActionMap("Player");
|
||||||
|
|
||||||
|
m_moveAction = map.FindAction("Move");
|
||||||
|
m_lookAction = map.FindAction("Look");
|
||||||
|
m_jumpAction = map.FindAction("Jump");
|
||||||
|
m_shiftAction = map.FindAction("Shift");
|
||||||
|
m_throwAction = map.FindAction("Throw");
|
||||||
|
m_headInteractAction = map.FindAction("HeadInteract");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
InputActions.FindActionMap("Player").Enable();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
InputActions.FindActionMap("Player").Disable();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
MoveAmount = m_moveAction.ReadValue<Vector2>();
|
||||||
|
LookAmount = m_lookAction.ReadValue<Vector2>();
|
||||||
|
|
||||||
|
ShiftPressed = m_shiftAction.IsPressed();
|
||||||
|
JumpPressed = m_jumpAction.WasPressedThisFrame();
|
||||||
|
ThrowPressed = m_throwAction.WasPressedThisFrame();
|
||||||
|
HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Code/Scripts/Player/PlayerInputHandler.cs.meta
Normal file
2
Assets/Code/Scripts/Player/PlayerInputHandler.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1d8f349ed7dc088a4a6e2690ee87094a
|
||||||
34
Assets/Code/Scripts/Player/PlayerJump.cs
Normal file
34
Assets/Code/Scripts/Player/PlayerJump.cs
Normal file
@@ -0,0 +1,34 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PlayerJump : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float JumpForce = 5;
|
||||||
|
|
||||||
|
public Transform GroundCheck;
|
||||||
|
public float GroundCheckRadius = 0.2f;
|
||||||
|
|
||||||
|
private Rigidbody m_rigidbody;
|
||||||
|
private PlayerInputController input;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
m_rigidbody = GetComponent<Rigidbody>();
|
||||||
|
input = GetComponent<PlayerInputController>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (input.JumpPressed)
|
||||||
|
{
|
||||||
|
Jump();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Jump()
|
||||||
|
{
|
||||||
|
if (Physics.CheckSphere(GroundCheck.position, GroundCheckRadius, LayerMask.GetMask("Ground")))
|
||||||
|
{
|
||||||
|
m_rigidbody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Code/Scripts/Player/PlayerJump.cs.meta
Normal file
2
Assets/Code/Scripts/Player/PlayerJump.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9c524d12bc1668e42a00cbd8050107f6
|
||||||
57
Assets/Code/Scripts/Player/PlayerLook.cs
Normal file
57
Assets/Code/Scripts/Player/PlayerLook.cs
Normal file
@@ -0,0 +1,57 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PlayerLook : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Transform CameraTransform;
|
||||||
|
public Transform Head;
|
||||||
|
|
||||||
|
public float RotateSpeed = 5;
|
||||||
|
public float MaxLookAngle = 90f;
|
||||||
|
|
||||||
|
private float m_verticalRotation = 0f;
|
||||||
|
|
||||||
|
private Rigidbody m_rigidbody;
|
||||||
|
private PlayerInputController input;
|
||||||
|
private PlayerHeadController headController;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
m_rigidbody = GetComponent<Rigidbody>();
|
||||||
|
input = GetComponent<PlayerInputController>();
|
||||||
|
headController = GetComponent<PlayerHeadController>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
Vector2 m_lookAmt = input.LookAmount;
|
||||||
|
|
||||||
|
if (m_lookAmt.magnitude <= 0.01f)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (!headController.isHoldingHead || input.ShiftPressed && headController.isHoldingHead)
|
||||||
|
{
|
||||||
|
float headRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
||||||
|
Head.Rotate(0, headRotation, 0);
|
||||||
|
|
||||||
|
if (CameraTransform != null)
|
||||||
|
{
|
||||||
|
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
||||||
|
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
||||||
|
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float horizontalRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
||||||
|
Quaternion deltaRotation = Quaternion.Euler(0, horizontalRotation, 0);
|
||||||
|
m_rigidbody.MoveRotation(m_rigidbody.rotation * deltaRotation);
|
||||||
|
|
||||||
|
if (CameraTransform != null)
|
||||||
|
{
|
||||||
|
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
||||||
|
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
||||||
|
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Code/Scripts/Player/PlayerLook.cs.meta
Normal file
2
Assets/Code/Scripts/Player/PlayerLook.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6c1ddada0161b8c4783806ef6775348a
|
||||||
@@ -1,216 +1,74 @@
|
|||||||
using TMPro;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.InputSystem;
|
|
||||||
|
|
||||||
public class PlayerMovement : MonoBehaviour
|
public class PlayerMovement : MonoBehaviour
|
||||||
{
|
{
|
||||||
public InputActionAsset InputActions;
|
|
||||||
|
|
||||||
private InputAction m_moveAction;
|
|
||||||
private InputAction m_lookAction;
|
|
||||||
private InputAction m_jumpAction;
|
|
||||||
private InputAction m_throwAction;
|
|
||||||
private InputAction m_pickupAction;
|
|
||||||
|
|
||||||
private Vector2 m_moveAmt;
|
|
||||||
private Vector2 m_lookAmt;
|
|
||||||
|
|
||||||
private Rigidbody m_rigidbody;
|
|
||||||
|
|
||||||
[Header("Camera/Head")]
|
|
||||||
public Transform CameraTransform;
|
|
||||||
public float MaxLookAngle = 90f;
|
|
||||||
|
|
||||||
private float m_verticalRotation = 0f;
|
|
||||||
|
|
||||||
public float WalkSpeed = 10;
|
public float WalkSpeed = 10;
|
||||||
public float RotateSpeed = 5;
|
public float rotationSpeed = 10f;
|
||||||
public float JumpForce = 5;
|
|
||||||
|
|
||||||
public Transform GroundCheck;
|
|
||||||
public float GroundCheckRadius = 0.2f;
|
|
||||||
|
|
||||||
public Animator animator;
|
public Animator animator;
|
||||||
|
public Transform cameraTransform;
|
||||||
|
|
||||||
[Header("Head Settings")]
|
private Rigidbody m_rigidbody;
|
||||||
public Transform Head;
|
private PlayerInputController input;
|
||||||
public float ThrowForce = 10f;
|
private PlayerHeadController headController;
|
||||||
public float PickupDistance = 3f;
|
|
||||||
|
|
||||||
private bool m_isHeadThrown = false;
|
private Vector3 moveDirection;
|
||||||
private Rigidbody m_headRigidbody;
|
|
||||||
|
|
||||||
private Vector3 m_headInitialLocalPos;
|
|
||||||
private Quaternion m_headInitialLocalRot;
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
var map = InputActions.FindActionMap("Player");
|
|
||||||
|
|
||||||
m_moveAction = map.FindAction("Move");
|
|
||||||
m_lookAction = map.FindAction("Look");
|
|
||||||
m_jumpAction = map.FindAction("Jump");
|
|
||||||
// Support both old and new action names without breaking the scene setup.
|
|
||||||
m_throwAction = map.FindAction("Throw") ?? map.FindAction("Attack");
|
|
||||||
m_pickupAction = map.FindAction("Pickup") ?? map.FindAction("Interact");
|
|
||||||
|
|
||||||
m_rigidbody = GetComponent<Rigidbody>();
|
m_rigidbody = GetComponent<Rigidbody>();
|
||||||
|
input = GetComponent<PlayerInputController>();
|
||||||
animator = GetComponent<Animator>();
|
animator = GetComponent<Animator>();
|
||||||
}
|
headController = GetComponent<PlayerHeadController>();
|
||||||
|
|
||||||
private void OnEnable()
|
if (m_rigidbody != null)
|
||||||
{
|
|
||||||
InputActions.FindActionMap("Player").Enable();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnDisable()
|
|
||||||
{
|
|
||||||
InputActions.FindActionMap("Player").Disable();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
Cursor.lockState = CursorLockMode.Locked;
|
|
||||||
m_headInitialLocalPos = Head.localPosition;
|
|
||||||
m_headInitialLocalRot = Head.localRotation;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
m_moveAmt = m_moveAction != null ? m_moveAction.ReadValue<Vector2>() : Vector2.zero;
|
|
||||||
m_lookAmt = m_lookAction != null ? m_lookAction.ReadValue<Vector2>() : Vector2.zero;
|
|
||||||
|
|
||||||
if (m_jumpAction != null && m_jumpAction.WasPressedThisFrame())
|
|
||||||
{
|
{
|
||||||
Jump();
|
m_rigidbody.freezeRotation = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (m_throwAction != null && m_throwAction.WasPressedThisFrame())
|
|
||||||
{
|
|
||||||
ThrowHead();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (m_pickupAction != null && (m_pickupAction.WasPressedThisFrame() || m_pickupAction.WasPerformedThisFrame()))
|
|
||||||
{
|
|
||||||
TryPickupHead();
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
Walking();
|
Vector2 m_moveAmt = input.MoveAmount;
|
||||||
Rotating();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Walking()
|
float horizontal = m_moveAmt.x;
|
||||||
{
|
float vertical = m_moveAmt.y;
|
||||||
Vector3 move =
|
|
||||||
transform.forward * m_moveAmt.y +
|
|
||||||
transform.right * m_moveAmt.x;
|
|
||||||
|
|
||||||
m_rigidbody.MovePosition(
|
Vector3 cameraForward = cameraTransform.forward;
|
||||||
m_rigidbody.position + move * WalkSpeed * Time.deltaTime
|
Vector3 cameraRight = cameraTransform.right;
|
||||||
);
|
|
||||||
|
cameraForward.y = 0f;
|
||||||
|
cameraRight.y = 0f;
|
||||||
|
|
||||||
|
cameraForward.Normalize();
|
||||||
|
cameraRight.Normalize();
|
||||||
|
|
||||||
|
moveDirection = (cameraForward * vertical + cameraRight * horizontal).normalized;
|
||||||
|
|
||||||
|
if (headController.isHoldingHead)
|
||||||
|
{
|
||||||
|
m_rigidbody.MovePosition(
|
||||||
|
m_rigidbody.position + Time.deltaTime * WalkSpeed * moveDirection
|
||||||
|
);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (moveDirection.magnitude >= 0.1f)
|
||||||
|
{
|
||||||
|
m_rigidbody.MovePosition(
|
||||||
|
m_rigidbody.position + Time.deltaTime * WalkSpeed * moveDirection
|
||||||
|
);
|
||||||
|
|
||||||
|
Quaternion targetRotation = Quaternion.LookRotation(moveDirection);
|
||||||
|
transform.rotation = Quaternion.Slerp(
|
||||||
|
transform.rotation,
|
||||||
|
targetRotation,
|
||||||
|
rotationSpeed * Time.deltaTime
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
bool isMoving = m_moveAmt.magnitude > 0.1f;
|
bool isMoving = m_moveAmt.magnitude > 0.1f;
|
||||||
animator.SetBool("isWalking", isMoving);
|
animator.SetBool("isWalking", isMoving);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
private void Rotating()
|
|
||||||
{
|
|
||||||
if (m_lookAmt.magnitude <= 0.01f)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (!m_isHeadThrown)
|
|
||||||
{
|
|
||||||
// NORMAL BODY ROTATION
|
|
||||||
float horizontalRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
|
||||||
Quaternion deltaRotation = Quaternion.Euler(0, horizontalRotation, 0);
|
|
||||||
m_rigidbody.MoveRotation(m_rigidbody.rotation * deltaRotation);
|
|
||||||
|
|
||||||
if (CameraTransform != null)
|
|
||||||
{
|
|
||||||
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
|
||||||
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
|
||||||
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// HEAD ROTATION ON GROUND
|
|
||||||
float headRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
|
||||||
Head.Rotate(0, headRotation, 0);
|
|
||||||
|
|
||||||
// Add vertical camera rotation when head is on ground
|
|
||||||
if (CameraTransform != null)
|
|
||||||
{
|
|
||||||
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
|
||||||
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
|
||||||
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Jump()
|
|
||||||
{
|
|
||||||
if (Physics.CheckSphere(GroundCheck.position, GroundCheckRadius, LayerMask.GetMask("Ground"))) {
|
|
||||||
m_rigidbody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ThrowHead()
|
|
||||||
{
|
|
||||||
if (m_isHeadThrown)
|
|
||||||
return;
|
|
||||||
|
|
||||||
animator.SetTrigger("Throw");
|
|
||||||
|
|
||||||
m_isHeadThrown = true;
|
|
||||||
|
|
||||||
Head.SetParent(null);
|
|
||||||
|
|
||||||
m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
|
|
||||||
m_headRigidbody.mass = 1f;
|
|
||||||
|
|
||||||
m_headRigidbody.constraints =
|
|
||||||
RigidbodyConstraints.FreezeRotationX |
|
|
||||||
RigidbodyConstraints.FreezeRotationZ;
|
|
||||||
|
|
||||||
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void TryPickupHead()
|
|
||||||
{
|
|
||||||
if (!m_isHeadThrown)
|
|
||||||
return;
|
|
||||||
|
|
||||||
float distance = Vector3.Distance(transform.position, Head.position);
|
|
||||||
|
|
||||||
if (distance <= PickupDistance)
|
|
||||||
{
|
|
||||||
PickupHead();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void PickupHead()
|
|
||||||
{
|
|
||||||
m_isHeadThrown = false;
|
|
||||||
|
|
||||||
// Remove Rigidbody
|
|
||||||
if (m_headRigidbody != null)
|
|
||||||
{
|
|
||||||
Destroy(m_headRigidbody);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Reattach to player
|
|
||||||
Head.SetParent(transform);
|
|
||||||
|
|
||||||
// Reset position & rotation
|
|
||||||
Head.localPosition = m_headInitialLocalPos;
|
|
||||||
Head.localRotation = m_headInitialLocalRot;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -1,2 +1,2 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 1d8f349ed7dc088a4a6e2690ee87094a
|
guid: 7f91586e8c2742341aa8f6925e597bf1
|
||||||
216
Assets/Code/Scripts/Player/test.cs
Normal file
216
Assets/Code/Scripts/Player/test.cs
Normal file
@@ -0,0 +1,216 @@
|
|||||||
|
//using TMPro;
|
||||||
|
//using UnityEngine;
|
||||||
|
//using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
//public class PlayerMovement : MonoBehaviour
|
||||||
|
//{
|
||||||
|
// public InputActionAsset InputActions;
|
||||||
|
|
||||||
|
// private InputAction m_moveAction;
|
||||||
|
// private InputAction m_lookAction;
|
||||||
|
// private InputAction m_jumpAction;
|
||||||
|
// private InputAction m_throwAction;
|
||||||
|
// private InputAction m_pickupAction;
|
||||||
|
|
||||||
|
// private Vector2 m_moveAmt;
|
||||||
|
// private Vector2 m_lookAmt;
|
||||||
|
|
||||||
|
// private Rigidbody m_rigidbody;
|
||||||
|
|
||||||
|
// [Header("Camera/Head")]
|
||||||
|
// public Transform CameraTransform;
|
||||||
|
// public float MaxLookAngle = 90f;
|
||||||
|
|
||||||
|
// private float m_verticalRotation = 0f;
|
||||||
|
|
||||||
|
// public float WalkSpeed = 10;
|
||||||
|
// public float RotateSpeed = 5;
|
||||||
|
// public float JumpForce = 5;
|
||||||
|
|
||||||
|
// public Transform GroundCheck;
|
||||||
|
// public float GroundCheckRadius = 0.2f;
|
||||||
|
|
||||||
|
// public Animator animator;
|
||||||
|
|
||||||
|
// [Header("Head Settings")]
|
||||||
|
// public Transform Head;
|
||||||
|
// public float ThrowForce = 10f;
|
||||||
|
// public float PickupDistance = 3f;
|
||||||
|
|
||||||
|
// private bool m_isHeadThrown = false;
|
||||||
|
// private Rigidbody m_headRigidbody;
|
||||||
|
|
||||||
|
// private Vector3 m_headInitialLocalPos;
|
||||||
|
// private Quaternion m_headInitialLocalRot;
|
||||||
|
|
||||||
|
// private void Awake()
|
||||||
|
// {
|
||||||
|
// var map = InputActions.FindActionMap("Player");
|
||||||
|
|
||||||
|
// m_moveAction = map.FindAction("Move");
|
||||||
|
// m_lookAction = map.FindAction("Look");
|
||||||
|
// m_jumpAction = map.FindAction("Jump");
|
||||||
|
// m_throwAction = map.FindAction("Throw");
|
||||||
|
// m_pickupAction = map.FindAction("Pickup");
|
||||||
|
|
||||||
|
// m_rigidbody = GetComponent<Rigidbody>();
|
||||||
|
// animator = GetComponent<Animator>();
|
||||||
|
// }
|
||||||
|
|
||||||
|
// private void OnEnable()
|
||||||
|
// {
|
||||||
|
// InputActions.FindActionMap("Player").Enable();
|
||||||
|
// }
|
||||||
|
|
||||||
|
// private void OnDisable()
|
||||||
|
// {
|
||||||
|
// InputActions.FindActionMap("Player").Disable();
|
||||||
|
// }
|
||||||
|
|
||||||
|
// void Start()
|
||||||
|
// {
|
||||||
|
// Cursor.lockState = CursorLockMode.Locked;
|
||||||
|
// m_headInitialLocalPos = Head.localPosition;
|
||||||
|
// m_headInitialLocalRot = Head.localRotation;
|
||||||
|
// }
|
||||||
|
|
||||||
|
// private void Update()
|
||||||
|
// {
|
||||||
|
// m_moveAmt = m_moveAction.ReadValue<Vector2>();
|
||||||
|
// m_lookAmt = m_lookAction.ReadValue<Vector2>();
|
||||||
|
|
||||||
|
// if (m_jumpAction.WasPressedThisFrame())
|
||||||
|
// {
|
||||||
|
// Jump();
|
||||||
|
// }
|
||||||
|
|
||||||
|
// if (m_throwAction.WasPressedThisFrame())
|
||||||
|
// {
|
||||||
|
// ThrowHead();
|
||||||
|
// }
|
||||||
|
|
||||||
|
// if (m_pickupAction.WasPressedThisFrame())
|
||||||
|
// {
|
||||||
|
// TryPickupHead();
|
||||||
|
// }
|
||||||
|
|
||||||
|
// }
|
||||||
|
|
||||||
|
// private void FixedUpdate()
|
||||||
|
// {
|
||||||
|
// Walking();
|
||||||
|
// Rotating();
|
||||||
|
// }
|
||||||
|
|
||||||
|
// private void Walking()
|
||||||
|
// {
|
||||||
|
// Vector3 move =
|
||||||
|
// transform.forward * m_moveAmt.y +
|
||||||
|
// transform.right * m_moveAmt.x;
|
||||||
|
|
||||||
|
// m_rigidbody.MovePosition(
|
||||||
|
// m_rigidbody.position + move * WalkSpeed * Time.deltaTime
|
||||||
|
// );
|
||||||
|
|
||||||
|
// bool isMoving = m_moveAmt.magnitude > 0.1f;
|
||||||
|
// animator.SetBool("isWalking", isMoving);
|
||||||
|
// }
|
||||||
|
|
||||||
|
|
||||||
|
// private void Rotating()
|
||||||
|
// {
|
||||||
|
// if (m_lookAmt.magnitude <= 0.01f)
|
||||||
|
// return;
|
||||||
|
|
||||||
|
// if (!m_isHeadThrown)
|
||||||
|
// {
|
||||||
|
// NORMAL BODY ROTATION
|
||||||
|
// float horizontalRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
||||||
|
// Quaternion deltaRotation = Quaternion.Euler(0, horizontalRotation, 0);
|
||||||
|
// m_rigidbody.MoveRotation(m_rigidbody.rotation * deltaRotation);
|
||||||
|
|
||||||
|
// if (CameraTransform != null)
|
||||||
|
// {
|
||||||
|
// m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
||||||
|
// m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
||||||
|
// CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// else
|
||||||
|
// {
|
||||||
|
// HEAD ROTATION ON GROUND
|
||||||
|
// float headRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
||||||
|
// Head.Rotate(0, headRotation, 0);
|
||||||
|
|
||||||
|
// Add vertical camera rotation when head is on ground
|
||||||
|
// if (CameraTransform != null)
|
||||||
|
// {
|
||||||
|
// m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
||||||
|
// m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
||||||
|
// CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
|
// public void Jump()
|
||||||
|
// {
|
||||||
|
// if (Physics.CheckSphere(GroundCheck.position, GroundCheckRadius, LayerMask.GetMask("Ground")))
|
||||||
|
// {
|
||||||
|
// m_rigidbody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
|
// private void ThrowHead()
|
||||||
|
// {
|
||||||
|
// if (m_isHeadThrown)
|
||||||
|
// return;
|
||||||
|
|
||||||
|
// animator.SetTrigger("Throw");
|
||||||
|
|
||||||
|
// m_isHeadThrown = true;
|
||||||
|
|
||||||
|
// Head.SetParent(null);
|
||||||
|
|
||||||
|
// m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
|
||||||
|
// m_headRigidbody.mass = 1f;
|
||||||
|
|
||||||
|
// m_headRigidbody.constraints =
|
||||||
|
// RigidbodyConstraints.FreezeRotationX |
|
||||||
|
// RigidbodyConstraints.FreezeRotationZ;
|
||||||
|
|
||||||
|
// m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
|
||||||
|
// }
|
||||||
|
|
||||||
|
// private void TryPickupHead()
|
||||||
|
// {
|
||||||
|
// if (!m_isHeadThrown)
|
||||||
|
// return;
|
||||||
|
|
||||||
|
// float distance = Vector3.Distance(transform.position, Head.position);
|
||||||
|
|
||||||
|
// if (distance <= PickupDistance)
|
||||||
|
// {
|
||||||
|
// PickupHead();
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
|
// private void PickupHead()
|
||||||
|
// {
|
||||||
|
// m_isHeadThrown = false;
|
||||||
|
|
||||||
|
// Remove Rigidbody
|
||||||
|
// if (m_headRigidbody != null)
|
||||||
|
// {
|
||||||
|
// Destroy(m_headRigidbody);
|
||||||
|
// }
|
||||||
|
|
||||||
|
// Reattach to player
|
||||||
|
// Head.SetParent(transform);
|
||||||
|
|
||||||
|
// Reset position & rotation
|
||||||
|
// Head.localPosition = m_headInitialLocalPos;
|
||||||
|
// Head.localRotation = m_headInitialLocalRot;
|
||||||
|
// }
|
||||||
|
|
||||||
|
|
||||||
|
//}
|
||||||
2
Assets/Code/Scripts/Player/test.cs.meta
Normal file
2
Assets/Code/Scripts/Player/test.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 85fce5e45a2682243a133de9ba0a4324
|
||||||
@@ -1,29 +0,0 @@
|
|||||||
{
|
|
||||||
"lines": [
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "Hello, UNIT SB-3954. You are in a simulation for testing your ability to move and interact.",
|
|
||||||
"duration": 6.5
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "Your goal is to prove that your system is working and that you can move and interact with the environment.",
|
|
||||||
"duration": 5
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "To move, use ZQSD. To interact with objects, use \"E\".",
|
|
||||||
"duration": 5
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "You can also use the mouse to look around, and use Left Click to launch your head.",
|
|
||||||
"duration": 3
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "Good luck, UNIT SB-3954.",
|
|
||||||
"duration": 3
|
|
||||||
}
|
|
||||||
]
|
|
||||||
}
|
|
||||||
@@ -1,29 +0,0 @@
|
|||||||
{
|
|
||||||
"lines": [
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "Good job, UNIT SB-3954. You have successfully completed the first test.",
|
|
||||||
"duration": 4.5
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "I see that your module of ejection of your head is still working.",
|
|
||||||
"duration": 4
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-----------------------------------------------------------
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-----------------------------------------------------------
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5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
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|
|
||||||
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
@@ -1,10 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 96de908384869cd409c75efa351d5edf
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
preprocessorOverride: 0
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,145 +0,0 @@
|
|||||||
Shader "TextMeshPro/Bitmap Custom Atlas" {
|
|
||||||
|
|
||||||
Properties {
|
|
||||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
|
||||||
_FaceTex ("Font Texture", 2D) = "white" {}
|
|
||||||
_FaceColor ("Text Color", Color) = (1,1,1,1)
|
|
||||||
|
|
||||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
|
||||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
|
||||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
|
||||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
|
||||||
|
|
||||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
|
||||||
_Padding ("Padding", 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{
|
|
||||||
|
|
||||||
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
|
|
||||||
|
|
||||||
Stencil
|
|
||||||
{
|
|
||||||
Ref[_Stencil]
|
|
||||||
Comp[_StencilComp]
|
|
||||||
Pass[_StencilOp]
|
|
||||||
ReadMask[_StencilReadMask]
|
|
||||||
WriteMask[_StencilWriteMask]
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
Lighting Off
|
|
||||||
Cull [_CullMode]
|
|
||||||
ZTest [unity_GUIZTestMode]
|
|
||||||
ZWrite Off
|
|
||||||
Fog { Mode Off }
|
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
|
||||||
ColorMask[_ColorMask]
|
|
||||||
|
|
||||||
Pass {
|
|
||||||
CGPROGRAM
|
|
||||||
#pragma vertex vert
|
|
||||||
#pragma fragment frag
|
|
||||||
|
|
||||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
|
||||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
|
||||||
|
|
||||||
|
|
||||||
#include "UnityCG.cginc"
|
|
||||||
#include "UnityUI.cginc"
|
|
||||||
|
|
||||||
struct appdata_t
|
|
||||||
{
|
|
||||||
float4 vertex : POSITION;
|
|
||||||
fixed4 color : COLOR;
|
|
||||||
float4 texcoord0 : TEXCOORD0;
|
|
||||||
float2 texcoord1 : TEXCOORD1;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct v2f
|
|
||||||
{
|
|
||||||
float4 vertex : SV_POSITION;
|
|
||||||
fixed4 color : COLOR;
|
|
||||||
float2 texcoord0 : TEXCOORD0;
|
|
||||||
float2 texcoord1 : TEXCOORD1;
|
|
||||||
float4 mask : TEXCOORD2;
|
|
||||||
};
|
|
||||||
|
|
||||||
uniform sampler2D _MainTex;
|
|
||||||
uniform sampler2D _FaceTex;
|
|
||||||
uniform float4 _FaceTex_ST;
|
|
||||||
uniform fixed4 _FaceColor;
|
|
||||||
|
|
||||||
uniform float _VertexOffsetX;
|
|
||||||
uniform float _VertexOffsetY;
|
|
||||||
uniform float4 _ClipRect;
|
|
||||||
uniform float _MaskSoftnessX;
|
|
||||||
uniform float _MaskSoftnessY;
|
|
||||||
uniform float _UIMaskSoftnessX;
|
|
||||||
uniform float _UIMaskSoftnessY;
|
|
||||||
uniform int _UIVertexColorAlwaysGammaSpace;
|
|
||||||
|
|
||||||
v2f vert (appdata_t v)
|
|
||||||
{
|
|
||||||
float4 vert = v.vertex;
|
|
||||||
vert.x += _VertexOffsetX;
|
|
||||||
vert.y += _VertexOffsetY;
|
|
||||||
|
|
||||||
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
|
||||||
|
|
||||||
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
|
||||||
|
|
||||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
||||||
{
|
|
||||||
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
|
||||||
}
|
|
||||||
fixed4 faceColor = v.color;
|
|
||||||
faceColor *= _FaceColor;
|
|
||||||
|
|
||||||
v2f OUT;
|
|
||||||
OUT.vertex = vPosition;
|
|
||||||
OUT.color = faceColor;
|
|
||||||
OUT.texcoord0 = v.texcoord0;
|
|
||||||
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
|
|
||||||
float2 pixelSize = vPosition.w;
|
|
||||||
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
|
||||||
|
|
||||||
// Clamp _ClipRect to 16bit.
|
|
||||||
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
fixed4 frag (v2f IN) : SV_Target
|
|
||||||
{
|
|
||||||
fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
|
|
||||||
|
|
||||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
|
||||||
#if UNITY_UI_CLIP_RECT
|
|
||||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
|
||||||
color *= m.x * m.y;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if UNITY_UI_ALPHACLIP
|
|
||||||
clip(color.a - 0.001);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
return color;
|
|
||||||
}
|
|
||||||
ENDCG
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 48bb5f55d8670e349b6e614913f9d910
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,155 +0,0 @@
|
|||||||
Shader "TextMeshPro/Mobile/Bitmap" {
|
|
||||||
|
|
||||||
Properties {
|
|
||||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
|
||||||
_Color ("Text Color", Color) = (1,1,1,1)
|
|
||||||
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
|
|
||||||
|
|
||||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
|
||||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
|
||||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
|
||||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
|
||||||
|
|
||||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
|
||||||
|
|
||||||
_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 {
|
|
||||||
|
|
||||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
|
||||||
|
|
||||||
Stencil
|
|
||||||
{
|
|
||||||
Ref[_Stencil]
|
|
||||||
Comp[_StencilComp]
|
|
||||||
Pass[_StencilOp]
|
|
||||||
ReadMask[_StencilReadMask]
|
|
||||||
WriteMask[_StencilWriteMask]
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
Lighting Off
|
|
||||||
Cull [_CullMode]
|
|
||||||
ZTest [unity_GUIZTestMode]
|
|
||||||
ZWrite Off
|
|
||||||
Fog { Mode Off }
|
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
|
||||||
ColorMask[_ColorMask]
|
|
||||||
|
|
||||||
Pass {
|
|
||||||
CGPROGRAM
|
|
||||||
#pragma vertex vert
|
|
||||||
#pragma fragment frag
|
|
||||||
#pragma fragmentoption ARB_precision_hint_fastest
|
|
||||||
|
|
||||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
|
||||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
|
||||||
|
|
||||||
|
|
||||||
#include "UnityCG.cginc"
|
|
||||||
#include "UnityUI.cginc"
|
|
||||||
|
|
||||||
struct appdata_t
|
|
||||||
{
|
|
||||||
float4 vertex : POSITION;
|
|
||||||
fixed4 color : COLOR;
|
|
||||||
float2 texcoord0 : TEXCOORD0;
|
|
||||||
float2 texcoord1 : TEXCOORD1;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct v2f
|
|
||||||
{
|
|
||||||
float4 vertex : POSITION;
|
|
||||||
fixed4 color : COLOR;
|
|
||||||
float2 texcoord0 : TEXCOORD0;
|
|
||||||
float4 mask : TEXCOORD2;
|
|
||||||
};
|
|
||||||
|
|
||||||
sampler2D _MainTex;
|
|
||||||
fixed4 _Color;
|
|
||||||
float _DiffusePower;
|
|
||||||
|
|
||||||
uniform float _VertexOffsetX;
|
|
||||||
uniform float _VertexOffsetY;
|
|
||||||
uniform float4 _ClipRect;
|
|
||||||
uniform float _MaskSoftnessX;
|
|
||||||
uniform float _MaskSoftnessY;
|
|
||||||
uniform float _UIMaskSoftnessX;
|
|
||||||
uniform float _UIMaskSoftnessY;
|
|
||||||
uniform int _UIVertexColorAlwaysGammaSpace;
|
|
||||||
|
|
||||||
v2f vert (appdata_t v)
|
|
||||||
{
|
|
||||||
v2f OUT;
|
|
||||||
float4 vert = v.vertex;
|
|
||||||
vert.x += _VertexOffsetX;
|
|
||||||
vert.y += _VertexOffsetY;
|
|
||||||
|
|
||||||
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
|
||||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
||||||
{
|
|
||||||
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
|
||||||
}
|
|
||||||
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
|
|
||||||
OUT.color = v.color;
|
|
||||||
OUT.color *= _Color;
|
|
||||||
OUT.color.rgb *= _DiffusePower;
|
|
||||||
OUT.texcoord0 = v.texcoord0;
|
|
||||||
|
|
||||||
float2 pixelSize = OUT.vertex.w;
|
|
||||||
//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
|
||||||
|
|
||||||
// Clamp _ClipRect to 16bit.
|
|
||||||
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
fixed4 frag (v2f IN) : COLOR
|
|
||||||
{
|
|
||||||
fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
|
|
||||||
|
|
||||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
|
||||||
#if UNITY_UI_CLIP_RECT
|
|
||||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
|
||||||
color *= m.x * m.y;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if UNITY_UI_ALPHACLIP
|
|
||||||
clip(color.a - 0.001);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
return color;
|
|
||||||
}
|
|
||||||
ENDCG
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
SubShader {
|
|
||||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
|
||||||
Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
|
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
|
||||||
BindChannels {
|
|
||||||
Bind "Color", color
|
|
||||||
Bind "Vertex", vertex
|
|
||||||
Bind "TexCoord", texcoord0
|
|
||||||
}
|
|
||||||
Pass {
|
|
||||||
SetTexture [_MainTex] {
|
|
||||||
constantColor [_Color] combine constant * primary, constant * texture
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 1e3b057af24249748ff873be7fafee47
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,145 +0,0 @@
|
|||||||
Shader "TextMeshPro/Bitmap" {
|
|
||||||
|
|
||||||
Properties {
|
|
||||||
_MainTex ("Font Atlas", 2D) = "white" {}
|
|
||||||
_FaceTex ("Font Texture", 2D) = "white" {}
|
|
||||||
_FaceColor ("Text Color", Color) = (1,1,1,1)
|
|
||||||
|
|
||||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
|
||||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
|
||||||
_MaskSoftnessX ("Mask SoftnessX", float) = 0
|
|
||||||
_MaskSoftnessY ("Mask SoftnessY", float) = 0
|
|
||||||
|
|
||||||
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
|
|
||||||
|
|
||||||
_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{
|
|
||||||
|
|
||||||
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
|
|
||||||
|
|
||||||
Stencil
|
|
||||||
{
|
|
||||||
Ref[_Stencil]
|
|
||||||
Comp[_StencilComp]
|
|
||||||
Pass[_StencilOp]
|
|
||||||
ReadMask[_StencilReadMask]
|
|
||||||
WriteMask[_StencilWriteMask]
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
Lighting Off
|
|
||||||
Cull [_CullMode]
|
|
||||||
ZTest [unity_GUIZTestMode]
|
|
||||||
ZWrite Off
|
|
||||||
Fog { Mode Off }
|
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
|
||||||
ColorMask[_ColorMask]
|
|
||||||
|
|
||||||
Pass {
|
|
||||||
CGPROGRAM
|
|
||||||
#pragma vertex vert
|
|
||||||
#pragma fragment frag
|
|
||||||
|
|
||||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
|
||||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
|
||||||
|
|
||||||
|
|
||||||
#include "UnityCG.cginc"
|
|
||||||
#include "UnityUI.cginc"
|
|
||||||
|
|
||||||
struct appdata_t
|
|
||||||
{
|
|
||||||
float4 vertex : POSITION;
|
|
||||||
fixed4 color : COLOR;
|
|
||||||
float4 texcoord0 : TEXCOORD0;
|
|
||||||
float2 texcoord1 : TEXCOORD1;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct v2f
|
|
||||||
{
|
|
||||||
float4 vertex : SV_POSITION;
|
|
||||||
fixed4 color : COLOR;
|
|
||||||
float2 texcoord0 : TEXCOORD0;
|
|
||||||
float2 texcoord1 : TEXCOORD1;
|
|
||||||
float4 mask : TEXCOORD2;
|
|
||||||
};
|
|
||||||
|
|
||||||
uniform sampler2D _MainTex;
|
|
||||||
uniform sampler2D _FaceTex;
|
|
||||||
uniform float4 _FaceTex_ST;
|
|
||||||
uniform fixed4 _FaceColor;
|
|
||||||
|
|
||||||
uniform float _VertexOffsetX;
|
|
||||||
uniform float _VertexOffsetY;
|
|
||||||
uniform float4 _ClipRect;
|
|
||||||
uniform float _MaskSoftnessX;
|
|
||||||
uniform float _MaskSoftnessY;
|
|
||||||
uniform float _UIMaskSoftnessX;
|
|
||||||
uniform float _UIMaskSoftnessY;
|
|
||||||
uniform int _UIVertexColorAlwaysGammaSpace;
|
|
||||||
|
|
||||||
v2f vert (appdata_t v)
|
|
||||||
{
|
|
||||||
float4 vert = v.vertex;
|
|
||||||
vert.x += _VertexOffsetX;
|
|
||||||
vert.y += _VertexOffsetY;
|
|
||||||
|
|
||||||
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
|
|
||||||
|
|
||||||
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
|
|
||||||
|
|
||||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
||||||
{
|
|
||||||
v.color.rgb = UIGammaToLinear(v.color.rgb);
|
|
||||||
}
|
|
||||||
fixed4 faceColor = v.color;
|
|
||||||
faceColor *= _FaceColor;
|
|
||||||
|
|
||||||
v2f OUT;
|
|
||||||
OUT.vertex = vPosition;
|
|
||||||
OUT.color = faceColor;
|
|
||||||
OUT.texcoord0 = v.texcoord0;
|
|
||||||
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
|
|
||||||
float2 pixelSize = vPosition.w;
|
|
||||||
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
|
|
||||||
|
|
||||||
// Clamp _ClipRect to 16bit.
|
|
||||||
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
fixed4 frag (v2f IN) : SV_Target
|
|
||||||
{
|
|
||||||
fixed4 color = tex2D(_MainTex, IN.texcoord0);
|
|
||||||
color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
|
|
||||||
|
|
||||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
|
||||||
#if UNITY_UI_CLIP_RECT
|
|
||||||
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
|
|
||||||
color *= m.x * m.y;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if UNITY_UI_ALPHACLIP
|
|
||||||
clip(color.a - 0.001);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
return color;
|
|
||||||
}
|
|
||||||
ENDCG
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 128e987d567d4e2c824d754223b3f3b0
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,326 +0,0 @@
|
|||||||
Shader "TextMeshPro/Distance Field Overlay" {
|
|
||||||
|
|
||||||
Properties {
|
|
||||||
_FaceTex ("Face Texture", 2D) = "white" {}
|
|
||||||
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
|
||||||
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
|
||||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
|
||||||
|
|
||||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
|
||||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
|
||||||
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
|
||||||
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
|
||||||
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
|
||||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
|
||||||
|
|
||||||
_Bevel ("Bevel", Range(0,1)) = 0.5
|
|
||||||
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
|
|
||||||
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
|
|
||||||
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
|
|
||||||
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
|
||||||
|
|
||||||
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
|
||||||
_SpecularColor ("Specular", Color) = (1,1,1,1)
|
|
||||||
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
|
||||||
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
|
||||||
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
|
||||||
_Ambient ("Ambient", Range(1,0)) = 0.5
|
|
||||||
|
|
||||||
_BumpMap ("Normal map", 2D) = "bump" {}
|
|
||||||
_BumpOutline ("Bump Outline", Range(0,1)) = 0
|
|
||||||
_BumpFace ("Bump Face", Range(0,1)) = 0
|
|
||||||
|
|
||||||
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
|
|
||||||
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
|
|
||||||
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
|
|
||||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
|
||||||
|
|
||||||
|
|
||||||
_UnderlayColor ("Border Color", Color) = (0,0,0, 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
|
|
||||||
|
|
||||||
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
|
||||||
_GlowOffset ("Offset", Range(-1,1)) = 0
|
|
||||||
_GlowInner ("Inner", Range(0,1)) = 0.05
|
|
||||||
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
|
||||||
_GlowPower ("Falloff", Range(1, 0)) = 0.75
|
|
||||||
|
|
||||||
_WeightNormal ("Weight Normal", float) = 0
|
|
||||||
_WeightBold ("Weight Bold", float) = 0.5
|
|
||||||
|
|
||||||
_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) = 5.0
|
|
||||||
_ScaleX ("Scale X", float) = 1.0
|
|
||||||
_ScaleY ("Scale Y", float) = 1.0
|
|
||||||
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
|
||||||
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
|
||||||
|
|
||||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
|
||||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
|
||||||
|
|
||||||
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
|
|
||||||
_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 {
|
|
||||||
|
|
||||||
Tags
|
|
||||||
{
|
|
||||||
"Queue"="Overlay"
|
|
||||||
"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 Always
|
|
||||||
Blend One OneMinusSrcAlpha
|
|
||||||
ColorMask [_ColorMask]
|
|
||||||
|
|
||||||
Pass {
|
|
||||||
CGPROGRAM
|
|
||||||
#pragma target 3.0
|
|
||||||
#pragma vertex VertShader
|
|
||||||
#pragma fragment PixShader
|
|
||||||
#pragma shader_feature __ BEVEL_ON
|
|
||||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
|
||||||
#pragma shader_feature __ GLOW_ON
|
|
||||||
|
|
||||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
|
||||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
|
||||||
|
|
||||||
#include "UnityCG.cginc"
|
|
||||||
#include "UnityUI.cginc"
|
|
||||||
#include "TMPro_Properties.cginc"
|
|
||||||
#include "TMPro.cginc"
|
|
||||||
|
|
||||||
struct vertex_t
|
|
||||||
{
|
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
||||||
float4 position : 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 position : SV_POSITION;
|
|
||||||
fixed4 color : COLOR;
|
|
||||||
float2 atlas : TEXCOORD0; // Atlas
|
|
||||||
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
|
|
||||||
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
|
|
||||||
float3 viewDir : TEXCOORD3;
|
|
||||||
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
|
||||||
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
|
|
||||||
fixed4 underlayColor : COLOR1;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
float4 textures : TEXCOORD5;
|
|
||||||
};
|
|
||||||
|
|
||||||
// Used by Unity internally to handle Texture Tiling and Offset.
|
|
||||||
uniform float4 _FaceTex_ST;
|
|
||||||
uniform float4 _OutlineTex_ST;
|
|
||||||
uniform float _UIMaskSoftnessX;
|
|
||||||
uniform float _UIMaskSoftnessY;
|
|
||||||
uniform 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);
|
|
||||||
|
|
||||||
float bold = step(input.texcoord0.w, 0);
|
|
||||||
|
|
||||||
float4 vert = input.position;
|
|
||||||
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 bias =(.5 - weight) + (.5 / scale);
|
|
||||||
|
|
||||||
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
|
|
||||||
|
|
||||||
#if GLOW_ON
|
|
||||||
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
|
|
||||||
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
|
||||||
float4 underlayColor = _UnderlayColor;
|
|
||||||
underlayColor.rgb *= underlayColor.a;
|
|
||||||
|
|
||||||
float bScale = scale;
|
|
||||||
bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
|
|
||||||
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
|
|
||||||
|
|
||||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
|
||||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
|
||||||
float2 bOffset = 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);
|
|
||||||
|
|
||||||
// Support for texture tiling and offset
|
|
||||||
float2 textureUV = input.texcoord1;
|
|
||||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
|
||||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
|
||||||
|
|
||||||
|
|
||||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
||||||
{
|
|
||||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
|
||||||
}
|
|
||||||
output.position = vPosition;
|
|
||||||
output.color = input.color;
|
|
||||||
output.atlas = input.texcoord0;
|
|
||||||
output.param = float4(alphaClip, scale, bias, weight);
|
|
||||||
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);
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
|
||||||
output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
|
|
||||||
output.underlayColor = underlayColor;
|
|
||||||
#endif
|
|
||||||
output.textures = float4(faceUV, outlineUV);
|
|
||||||
|
|
||||||
return output;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
fixed4 PixShader(pixel_t input) : SV_Target
|
|
||||||
{
|
|
||||||
UNITY_SETUP_INSTANCE_ID(input);
|
|
||||||
|
|
||||||
float c = tex2D(_MainTex, input.atlas).a;
|
|
||||||
|
|
||||||
#ifndef UNDERLAY_ON
|
|
||||||
clip(c - input.param.x);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
float scale = input.param.y;
|
|
||||||
float bias = input.param.z;
|
|
||||||
float weight = input.param.w;
|
|
||||||
float sd = (bias - c) * scale;
|
|
||||||
|
|
||||||
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
|
|
||||||
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
|
|
||||||
|
|
||||||
half4 faceColor = _FaceColor;
|
|
||||||
half4 outlineColor = _OutlineColor;
|
|
||||||
|
|
||||||
faceColor.rgb *= input.color.rgb;
|
|
||||||
|
|
||||||
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
|
|
||||||
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
|
|
||||||
|
|
||||||
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
|
||||||
|
|
||||||
#if BEVEL_ON
|
|
||||||
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
|
||||||
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
|
||||||
|
|
||||||
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
|
|
||||||
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
|
|
||||||
n = normalize(n- bump);
|
|
||||||
|
|
||||||
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
|
|
||||||
|
|
||||||
float3 col = GetSpecular(n, light);
|
|
||||||
faceColor.rgb += col*faceColor.a;
|
|
||||||
faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
|
|
||||||
faceColor.rgb *= 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;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if UNDERLAY_ON
|
|
||||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
|
|
||||||
faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if UNDERLAY_INNER
|
|
||||||
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);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if GLOW_ON
|
|
||||||
float4 glowColor = GetGlowColor(sd, scale);
|
|
||||||
faceColor.rgb += glowColor.rgb * glowColor.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);
|
|
||||||
faceColor *= m.x * m.y;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if UNITY_UI_ALPHACLIP
|
|
||||||
clip(faceColor.a - 0.001);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
return faceColor * input.color.a;
|
|
||||||
}
|
|
||||||
ENDCG
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Fallback "TextMeshPro/Mobile/Distance Field"
|
|
||||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: dd89cf5b9246416f84610a006f916af7
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,321 +0,0 @@
|
|||||||
Shader "TextMeshPro/Distance Field SSD" {
|
|
||||||
|
|
||||||
Properties {
|
|
||||||
_FaceTex ("Face Texture", 2D) = "white" {}
|
|
||||||
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
|
|
||||||
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
|
|
||||||
_FaceColor ("Face Color", Color) = (1,1,1,1)
|
|
||||||
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
|
|
||||||
|
|
||||||
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
|
|
||||||
_OutlineTex ("Outline Texture", 2D) = "white" {}
|
|
||||||
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
|
|
||||||
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
|
|
||||||
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
|
|
||||||
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
|
|
||||||
|
|
||||||
_Bevel ("Bevel", Range(0,1)) = 0.5
|
|
||||||
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
|
|
||||||
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
|
|
||||||
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
|
|
||||||
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
|
|
||||||
|
|
||||||
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
|
|
||||||
_SpecularColor ("Specular", Color) = (1,1,1,1)
|
|
||||||
_SpecularPower ("Specular", Range(0,4)) = 2.0
|
|
||||||
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
|
|
||||||
_Diffuse ("Diffuse", Range(0,1)) = 0.5
|
|
||||||
_Ambient ("Ambient", Range(1,0)) = 0.5
|
|
||||||
|
|
||||||
_BumpMap ("Normal map", 2D) = "bump" {}
|
|
||||||
_BumpOutline ("Bump Outline", Range(0,1)) = 0
|
|
||||||
_BumpFace ("Bump Face", Range(0,1)) = 0
|
|
||||||
|
|
||||||
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
|
|
||||||
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
|
|
||||||
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
|
|
||||||
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
|
|
||||||
|
|
||||||
|
|
||||||
_UnderlayColor ("Border Color", Color) = (0,0,0, 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
|
|
||||||
|
|
||||||
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
|
|
||||||
_GlowOffset ("Offset", Range(-1,1)) = 0
|
|
||||||
_GlowInner ("Inner", Range(0,1)) = 0.05
|
|
||||||
_GlowOuter ("Outer", Range(0,1)) = 0.05
|
|
||||||
_GlowPower ("Falloff", Range(1, 0)) = 0.75
|
|
||||||
|
|
||||||
_WeightNormal ("Weight Normal", float) = 0
|
|
||||||
_WeightBold ("Weight Bold", float) = 0.5
|
|
||||||
|
|
||||||
_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) = 5.0
|
|
||||||
_ScaleX ("Scale X", float) = 1.0
|
|
||||||
_ScaleY ("Scale Y", float) = 1.0
|
|
||||||
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
|
|
||||||
_Sharpness ("Sharpness", Range(-1,1)) = 0
|
|
||||||
|
|
||||||
_VertexOffsetX ("Vertex OffsetX", float) = 0
|
|
||||||
_VertexOffsetY ("Vertex OffsetY", float) = 0
|
|
||||||
|
|
||||||
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
|
|
||||||
_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 {
|
|
||||||
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 target 3.0
|
|
||||||
#pragma vertex VertShader
|
|
||||||
#pragma fragment PixShader
|
|
||||||
#pragma shader_feature __ BEVEL_ON
|
|
||||||
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
|
|
||||||
#pragma shader_feature __ GLOW_ON
|
|
||||||
#pragma shader_feature __ FORCE_LINEAR
|
|
||||||
|
|
||||||
#pragma multi_compile __ UNITY_UI_CLIP_RECT
|
|
||||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
|
||||||
|
|
||||||
#include "UnityCG.cginc"
|
|
||||||
#include "UnityUI.cginc"
|
|
||||||
#include "TMPro_Properties.cginc"
|
|
||||||
#include "TMPro.cginc"
|
|
||||||
|
|
||||||
struct vertex_t
|
|
||||||
{
|
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
||||||
float4 position : POSITION;
|
|
||||||
float3 normal : NORMAL;
|
|
||||||
float4 color : COLOR;
|
|
||||||
float4 texcoord0 : TEXCOORD0;
|
|
||||||
float2 texcoord1 : TEXCOORD1;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct pixel_t
|
|
||||||
{
|
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
||||||
UNITY_VERTEX_OUTPUT_STEREO
|
|
||||||
float4 position : SV_POSITION;
|
|
||||||
float4 color : COLOR;
|
|
||||||
float2 atlas : TEXCOORD0;
|
|
||||||
float weight : TEXCOORD1;
|
|
||||||
float2 mask : TEXCOORD2; // Position in object space(xy)
|
|
||||||
float3 viewDir : TEXCOORD3;
|
|
||||||
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
|
||||||
float2 texcoord2 : TEXCOORD4;
|
|
||||||
float4 underlayColor : COLOR1;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
float4 textures : TEXCOORD5;
|
|
||||||
};
|
|
||||||
|
|
||||||
// Used by Unity internally to handle Texture Tiling and Offset.
|
|
||||||
float4 _FaceTex_ST;
|
|
||||||
float4 _OutlineTex_ST;
|
|
||||||
float _UIMaskSoftnessX;
|
|
||||||
float _UIMaskSoftnessY;
|
|
||||||
int _UIVertexColorAlwaysGammaSpace;
|
|
||||||
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
float bold = step(input.texcoord0.w, 0);
|
|
||||||
|
|
||||||
float4 vert = input.position;
|
|
||||||
vert.x += _VertexOffsetX;
|
|
||||||
vert.y += _VertexOffsetY;
|
|
||||||
|
|
||||||
float4 vPosition = UnityObjectToClipPos(vert);
|
|
||||||
|
|
||||||
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
|
|
||||||
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
|
|
||||||
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
|
||||||
float4 underlayColor = _UnderlayColor;
|
|
||||||
underlayColor.rgb *= underlayColor.a;
|
|
||||||
|
|
||||||
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
|
|
||||||
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
|
|
||||||
float2 bOffset = float2(x, y);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// Generate UV for the Masking Texture
|
|
||||||
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
|
|
||||||
|
|
||||||
// Support for texture tiling and offset
|
|
||||||
float2 textureUV = input.texcoord1;
|
|
||||||
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
|
|
||||||
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
|
|
||||||
|
|
||||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
||||||
{
|
|
||||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
|
||||||
}
|
|
||||||
float4 color = input.color;
|
|
||||||
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
|
|
||||||
color = SRGBToLinear(input.color);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
output.position = vPosition;
|
|
||||||
output.color = color;
|
|
||||||
output.atlas = input.texcoord0;
|
|
||||||
output.weight = weight;
|
|
||||||
output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
|
|
||||||
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
|
||||||
output.texcoord2 = input.texcoord0 + bOffset;
|
|
||||||
output.underlayColor = underlayColor;
|
|
||||||
#endif
|
|
||||||
output.textures = float4(faceUV, outlineUV);
|
|
||||||
|
|
||||||
return output;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
fixed4 PixShader(pixel_t input) : SV_Target
|
|
||||||
{
|
|
||||||
UNITY_SETUP_INSTANCE_ID(input);
|
|
||||||
|
|
||||||
float c = tex2D(_MainTex, input.atlas).a;
|
|
||||||
|
|
||||||
float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y));
|
|
||||||
pixelSize *= _TextureHeight * 0.75;
|
|
||||||
float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1);
|
|
||||||
|
|
||||||
float weight = input.weight;
|
|
||||||
float bias = (.5 - weight) + (.5 / scale);
|
|
||||||
float sd = (bias - c) * scale;
|
|
||||||
|
|
||||||
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
|
|
||||||
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
|
|
||||||
|
|
||||||
half4 faceColor = _FaceColor;
|
|
||||||
half4 outlineColor = _OutlineColor;
|
|
||||||
|
|
||||||
faceColor.rgb *= input.color.rgb;
|
|
||||||
|
|
||||||
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
|
|
||||||
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
|
|
||||||
|
|
||||||
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
|
|
||||||
|
|
||||||
#if BEVEL_ON
|
|
||||||
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
|
|
||||||
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
|
|
||||||
|
|
||||||
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
|
|
||||||
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
|
|
||||||
n = normalize(n - bump);
|
|
||||||
|
|
||||||
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
|
|
||||||
|
|
||||||
float3 col = GetSpecular(n, light);
|
|
||||||
faceColor.rgb += col * faceColor.a;
|
|
||||||
faceColor.rgb *= 1 - (dot(n, light) * _Diffuse);
|
|
||||||
faceColor.rgb *= 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;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if (UNDERLAY_ON || UNDERLAY_INNER)
|
|
||||||
float bScale = scale;
|
|
||||||
bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
|
|
||||||
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if UNDERLAY_ON
|
|
||||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
|
|
||||||
faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if UNDERLAY_INNER
|
|
||||||
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
|
|
||||||
faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if GLOW_ON
|
|
||||||
float4 glowColor = GetGlowColor(sd, scale);
|
|
||||||
faceColor.rgb += glowColor.rgb * glowColor.a;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// Alternative implementation to UnityGet2DClipping with support for softness.
|
|
||||||
#if UNITY_UI_CLIP_RECT
|
|
||||||
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);
|
|
||||||
faceColor *= m.x * m.y;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if UNITY_UI_ALPHACLIP
|
|
||||||
clip(faceColor.a - 0.001);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
return faceColor * input.color.a;
|
|
||||||
}
|
|
||||||
ENDCG
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Fallback "TextMeshPro/Mobile/Distance Field"
|
|
||||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 14eb328de4b8eb245bb7cea29e4ac00b
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,10 +0,0 @@
|
|||||||
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
@@ -1,10 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: f63d574838ccfb44f84acc05fed0af48
|
|
||||||
ScriptedImporter:
|
|
||||||
internalIDToNameTable: []
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
|
||||||
@@ -1,258 +0,0 @@
|
|||||||
// 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 - Masking" {
|
|
||||||
|
|
||||||
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
|
|
||||||
_MaskTex ("Mask Texture", 2D) = "white" {}
|
|
||||||
_MaskInverse ("Inverse", float) = 0
|
|
||||||
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
|
|
||||||
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
|
|
||||||
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
|
|
||||||
|
|
||||||
_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 {
|
|
||||||
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
|
|
||||||
{
|
|
||||||
float4 vertex : POSITION;
|
|
||||||
float3 normal : NORMAL;
|
|
||||||
fixed4 color : COLOR;
|
|
||||||
float4 texcoord0 : TEXCOORD0;
|
|
||||||
float2 texcoord1 : TEXCOORD1;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct pixel_t
|
|
||||||
{
|
|
||||||
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 _MaskWipeControl;
|
|
||||||
float _MaskEdgeSoftness;
|
|
||||||
fixed4 _MaskEdgeColor;
|
|
||||||
bool _MaskInverse;
|
|
||||||
float _UIMaskSoftnessX;
|
|
||||||
float _UIMaskSoftnessY;
|
|
||||||
int _UIVertexColorAlwaysGammaSpace;
|
|
||||||
|
|
||||||
pixel_t VertShader(vertex_t input)
|
|
||||||
{
|
|
||||||
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;
|
|
||||||
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
|
||||||
|
|
||||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
||||||
{
|
|
||||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
|
||||||
}
|
|
||||||
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);
|
|
||||||
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
|
|
||||||
|
|
||||||
// Structure for pixel shader
|
|
||||||
pixel_t output = {
|
|
||||||
vPosition,
|
|
||||||
faceColor,
|
|
||||||
outlineColor,
|
|
||||||
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
|
|
||||||
half4(scale, bias - outline, bias + outline, bias),
|
|
||||||
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)),
|
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
|
||||||
float4(input.texcoord0 + layerOffset, input.color.a, 0),
|
|
||||||
half2(layerScale, layerBias),
|
|
||||||
#endif
|
|
||||||
};
|
|
||||||
|
|
||||||
return output;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// PIXEL SHADER
|
|
||||||
fixed4 PixShader(pixel_t input) : SV_Target
|
|
||||||
{
|
|
||||||
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
|
|
||||||
half4 c = input.faceColor * saturate(d - input.param.w);
|
|
||||||
|
|
||||||
#ifdef OUTLINE_ON
|
|
||||||
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
|
||||||
c *= 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
|
|
||||||
|
|
||||||
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
|
|
||||||
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
|
|
||||||
a = saturate(t / _MaskEdgeSoftness);
|
|
||||||
c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
|
|
||||||
c *= a;
|
|
||||||
|
|
||||||
#if (UNDERLAY_ON | UNDERLAY_INNER)
|
|
||||||
c *= input.texcoord1.z;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if UNITY_UI_ALPHACLIP
|
|
||||||
clip(c.a - 0.001);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
return c;
|
|
||||||
}
|
|
||||||
ENDCG
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bc1ede39bf3643ee8e493720e4259791
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,252 +0,0 @@
|
|||||||
// 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 Overlay" {
|
|
||||||
|
|
||||||
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 {
|
|
||||||
Tags
|
|
||||||
{
|
|
||||||
"Queue"="Overlay"
|
|
||||||
"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 Always
|
|
||||||
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;
|
|
||||||
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);
|
|
||||||
|
|
||||||
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;
|
|
||||||
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
|
||||||
|
|
||||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
||||||
{
|
|
||||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
|
||||||
}
|
|
||||||
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 = input.faceColor * saturate(d - input.param.w);
|
|
||||||
|
|
||||||
#ifdef OUTLINE_ON
|
|
||||||
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
|
||||||
c *= 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
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: a02a7d8c237544f1962732b55a9aebf1
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,106 +0,0 @@
|
|||||||
// 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 SSD" {
|
|
||||||
|
|
||||||
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
|
|
||||||
_MaskTex ("Mask Texture", 2D) = "white" {}
|
|
||||||
_MaskInverse ("Inverse", float) = 0
|
|
||||||
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
|
|
||||||
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
|
|
||||||
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
|
|
||||||
|
|
||||||
_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 {
|
|
||||||
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"
|
|
||||||
|
|
||||||
#include "TMPro_Mobile.cginc"
|
|
||||||
|
|
||||||
ENDCG
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: c8d12adcee749c344b8117cf7c7eb912
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,389 +0,0 @@
|
|||||||
// 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"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 0178fcb869bafef4690d177d31d17db8
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,250 +0,0 @@
|
|||||||
// 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" {
|
|
||||||
|
|
||||||
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 {
|
|
||||||
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 enable_d3d11_debug_symbols
|
|
||||||
#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;
|
|
||||||
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);
|
|
||||||
|
|
||||||
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;
|
|
||||||
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
|
|
||||||
|
|
||||||
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
|
|
||||||
{
|
|
||||||
input.color.rgb = UIGammaToLinear(input.color.rgb);
|
|
||||||
}
|
|
||||||
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 = input.faceColor * saturate(d - input.param.w);
|
|
||||||
|
|
||||||
#ifdef OUTLINE_ON
|
|
||||||
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
|
|
||||||
c *= 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
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
|
|
||||||
}
|
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: fe393ace9b354375a9cb14cdbbc28be4
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user