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8
AGENTS.md
Normal file
8
AGENTS.md
Normal file
@@ -0,0 +1,8 @@
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168
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168
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m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
@@ -100,7 +104,7 @@ Material:
|
||||
- _AlphaClip: 0
|
||||
- _AlphaToMask: 0
|
||||
- _Blend: 0
|
||||
- _BlendModePreserveSpecular: 1
|
||||
- _BlendModePreserveSpecular: 0
|
||||
- _BumpScale: 1
|
||||
- _ClearCoatMask: 0
|
||||
- _ClearCoatSmoothness: 0
|
||||
@@ -108,8 +112,8 @@ Material:
|
||||
- _Cutoff: 0.5
|
||||
- _DetailAlbedoMapScale: 1
|
||||
- _DetailNormalMapScale: 1
|
||||
- _DstBlend: 0
|
||||
- _DstBlendAlpha: 0
|
||||
- _DstBlend: 10
|
||||
- _DstBlendAlpha: 10
|
||||
- _EnvironmentReflections: 1
|
||||
- _GlossMapScale: 0
|
||||
- _Glossiness: 0
|
||||
@@ -122,15 +126,15 @@ Material:
|
||||
- _Smoothness: 0.5
|
||||
- _SmoothnessTextureChannel: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SrcBlend: 1
|
||||
- _SrcBlend: 5
|
||||
- _SrcBlendAlpha: 1
|
||||
- _Surface: 0
|
||||
- _WorkflowMode: 1
|
||||
- _Surface: 1
|
||||
- _WorkflowMode: 0
|
||||
- _XRMotionVectorsPass: 1
|
||||
- _ZWrite: 1
|
||||
- _ZWrite: 0
|
||||
m_Colors:
|
||||
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _BaseColor: {r: 1, g: 0, b: 0, a: 0.6862745}
|
||||
- _Color: {r: 1, g: 0, b: 0, a: 0.6862745}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e2ff028127aed49898d5db254c679ffa
|
||||
guid: 51588d9f6325eb54eaa0c67389672860
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
@@ -1,189 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class ButtonSequenceDoorPuzzle : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
[Tooltip("All available buttons for this puzzle.")]
|
||||
[SerializeField] private WallInteractButton[] buttons;
|
||||
|
||||
[Tooltip("Door to open when the sequence is correct.")]
|
||||
[SerializeField] private SlidingDoor targetDoor;
|
||||
|
||||
[Tooltip("Optional blocks controlled by this puzzle (reset with SetOff on start/wrong input).")]
|
||||
[SerializeField] private TestBlock[] puzzleBlocks;
|
||||
|
||||
[Header("Sequence")]
|
||||
[Tooltip("Button indices (from the buttons array) that must be pressed in order. Example: 2,0,3")]
|
||||
[SerializeField] private int[] requiredSequence = { 0, 1, 2 };
|
||||
|
||||
[Tooltip("If true, wrong input resets progress back to 0.")]
|
||||
[SerializeField] private bool resetOnWrongPress = true;
|
||||
|
||||
[Tooltip("If true, puzzle can only be solved once.")]
|
||||
[SerializeField] private bool lockAfterSolved = true;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool enableDebugLogs = true;
|
||||
|
||||
private int m_progress;
|
||||
private bool m_isSolved;
|
||||
private UnityAction[] m_cachedListeners;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
SetAllBlocksOff();
|
||||
RegisterAllButtons();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
UnregisterAllButtons();
|
||||
}
|
||||
|
||||
private void RegisterAllButtons()
|
||||
{
|
||||
if (buttons == null)
|
||||
return;
|
||||
|
||||
m_cachedListeners = new UnityAction[buttons.Length];
|
||||
|
||||
for (int i = 0; i < buttons.Length; i++)
|
||||
{
|
||||
WallInteractButton button = buttons[i];
|
||||
if (button == null)
|
||||
continue;
|
||||
|
||||
int buttonIndex = i;
|
||||
UnityAction action = () => OnButtonPressed(buttonIndex);
|
||||
m_cachedListeners[i] = action;
|
||||
button.OnInteract.AddListener(action);
|
||||
}
|
||||
}
|
||||
|
||||
private void UnregisterAllButtons()
|
||||
{
|
||||
if (buttons == null)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < buttons.Length; i++)
|
||||
{
|
||||
WallInteractButton button = buttons[i];
|
||||
if (button == null)
|
||||
continue;
|
||||
|
||||
if (m_cachedListeners != null && i < m_cachedListeners.Length && m_cachedListeners[i] != null)
|
||||
button.OnInteract.RemoveListener(m_cachedListeners[i]);
|
||||
}
|
||||
|
||||
m_cachedListeners = null;
|
||||
m_progress = 0;
|
||||
}
|
||||
|
||||
private void OnButtonPressed(int buttonIndex)
|
||||
{
|
||||
Log($"Button pressed: index {buttonIndex}");
|
||||
|
||||
if (m_isSolved && lockAfterSolved)
|
||||
{
|
||||
Log("Puzzle already solved and locked.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!IsSequenceValid())
|
||||
{
|
||||
Log("Invalid sequence configuration.");
|
||||
return;
|
||||
}
|
||||
|
||||
int expectedIndex = requiredSequence[m_progress];
|
||||
Log($"Expected button index: {expectedIndex} (step {m_progress + 1}/{requiredSequence.Length})");
|
||||
|
||||
if (buttonIndex == expectedIndex)
|
||||
{
|
||||
m_progress++;
|
||||
Log($"Correct input. Progress: {m_progress}/{requiredSequence.Length}");
|
||||
|
||||
if (m_progress >= requiredSequence.Length)
|
||||
{
|
||||
SolvePuzzle();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (resetOnWrongPress)
|
||||
{
|
||||
Log("Wrong input. Resetting sequence and turning puzzle blocks OFF.");
|
||||
m_progress = 0;
|
||||
SetAllBlocksOff();
|
||||
return;
|
||||
}
|
||||
|
||||
Log("Wrong input, but resetOnWrongPress is disabled.");
|
||||
}
|
||||
|
||||
private bool IsSequenceValid()
|
||||
{
|
||||
if (requiredSequence == null || requiredSequence.Length == 0)
|
||||
return false;
|
||||
|
||||
if (buttons == null || buttons.Length == 0)
|
||||
return false;
|
||||
|
||||
for (int i = 0; i < requiredSequence.Length; i++)
|
||||
{
|
||||
int index = requiredSequence[i];
|
||||
if (index < 0 || index >= buttons.Length)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void SolvePuzzle()
|
||||
{
|
||||
m_isSolved = true;
|
||||
m_progress = 0;
|
||||
Log("Sequence completed. Opening door.");
|
||||
|
||||
if (targetDoor != null)
|
||||
targetDoor.Open();
|
||||
}
|
||||
|
||||
private void SetAllBlocksOff()
|
||||
{
|
||||
if (puzzleBlocks == null)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < puzzleBlocks.Length; i++)
|
||||
{
|
||||
if (puzzleBlocks[i] == null)
|
||||
continue;
|
||||
|
||||
puzzleBlocks[i].SetOff();
|
||||
}
|
||||
}
|
||||
|
||||
private void Log(string message)
|
||||
{
|
||||
if (!enableDebugLogs)
|
||||
return;
|
||||
|
||||
Debug.Log($"[{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
|
||||
},
|
||||
{
|
||||
"name": "Pickup",
|
||||
"name": "HeadInteract",
|
||||
"type": "Button",
|
||||
"id": "5a0c555a-8fc4-4188-9eed-401eb8f017b5",
|
||||
"expectedControlType": "",
|
||||
@@ -100,7 +100,16 @@
|
||||
"name": "Sprint",
|
||||
"type": "Button",
|
||||
"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": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
@@ -495,7 +504,7 @@
|
||||
{
|
||||
"name": "",
|
||||
"id": "05a519b8-f991-4f43-a438-fbe3db38625b",
|
||||
"path": "<Mouse>/rightButton",
|
||||
"path": "<Mouse>/leftButton",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Keyboard&Mouse",
|
||||
@@ -510,7 +519,18 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"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,
|
||||
"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.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 float rotationSpeed = 10f;
|
||||
|
||||
public Animator animator;
|
||||
public Transform cameraTransform;
|
||||
|
||||
[Header("Head Settings")]
|
||||
public Transform Head;
|
||||
public float ThrowForce = 10f;
|
||||
public float PickupDistance = 3f;
|
||||
private Rigidbody m_rigidbody;
|
||||
private PlayerInputController input;
|
||||
private PlayerHeadController headController;
|
||||
|
||||
private bool m_isHeadThrown = false;
|
||||
private Rigidbody m_headRigidbody;
|
||||
|
||||
private Vector3 m_headInitialLocalPos;
|
||||
private Quaternion m_headInitialLocalRot;
|
||||
private Vector3 moveDirection;
|
||||
|
||||
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>();
|
||||
input = GetComponent<PlayerInputController>();
|
||||
animator = GetComponent<Animator>();
|
||||
}
|
||||
headController = GetComponent<PlayerHeadController>();
|
||||
|
||||
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 != 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())
|
||||
if (m_rigidbody != null)
|
||||
{
|
||||
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()
|
||||
{
|
||||
Walking();
|
||||
Rotating();
|
||||
}
|
||||
Vector2 m_moveAmt = input.MoveAmount;
|
||||
|
||||
private void Walking()
|
||||
{
|
||||
Vector3 move =
|
||||
transform.forward * m_moveAmt.y +
|
||||
transform.right * m_moveAmt.x;
|
||||
float horizontal = m_moveAmt.x;
|
||||
float vertical = m_moveAmt.y;
|
||||
|
||||
m_rigidbody.MovePosition(
|
||||
m_rigidbody.position + move * WalkSpeed * Time.deltaTime
|
||||
);
|
||||
Vector3 cameraForward = cameraTransform.forward;
|
||||
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;
|
||||
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
|
||||
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
|
||||
},
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "Now that you understand you can launch your head, use your head to see at a different angle.",
|
||||
"duration": 5
|
||||
},
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "You lift your head and look around, for that use \"R\".",
|
||||
"duration": 3
|
||||
},
|
||||
{
|
||||
"speaker": "SYSTEME",
|
||||
"text": "Use this to find the code for the door.",
|
||||
"duration": 4.5
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -25,7 +25,7 @@
|
||||
"initialStateCheck": true
|
||||
},
|
||||
{
|
||||
"name": "Attack",
|
||||
"name": "Throw",
|
||||
"type": "Button",
|
||||
"id": "6c2ab1b8-8984-453a-af3d-a3c78ae1679a",
|
||||
"expectedControlType": "",
|
||||
@@ -261,7 +261,7 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Gamepad",
|
||||
"action": "Attack",
|
||||
"action": "Throw",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
@@ -272,7 +272,7 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Keyboard&Mouse",
|
||||
"action": "Attack",
|
||||
"action": "Throw",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
@@ -283,7 +283,7 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Touch",
|
||||
"action": "Attack",
|
||||
"action": "Throw",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
@@ -294,7 +294,7 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "Joystick",
|
||||
"action": "Attack",
|
||||
"action": "Throw",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
@@ -305,7 +305,7 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "XR",
|
||||
"action": "Attack",
|
||||
"action": "Throw",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
@@ -316,7 +316,7 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "Keyboard&Mouse",
|
||||
"action": "Attack",
|
||||
"action": "Throw",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
|
||||
@@ -13,6 +13,7 @@ GameObject:
|
||||
- component: {fileID: 489735366413190748}
|
||||
- component: {fileID: 6101101176935368636}
|
||||
- component: {fileID: 6700426716916120764}
|
||||
- component: {fileID: 5678899781269647745}
|
||||
- component: {fileID: 7552511637356990312}
|
||||
m_Layer: 0
|
||||
m_Name: TestBlock
|
||||
@@ -334,6 +335,28 @@ MeshFilter:
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 2408983304096713058}
|
||||
m_Mesh: {fileID: 0}
|
||||
--- !u!64 &5678899781269647745
|
||||
MeshCollider:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 2408983304096713058}
|
||||
m_Material: {fileID: 0}
|
||||
m_IncludeLayers:
|
||||
serializedVersion: 2
|
||||
m_Bits: 0
|
||||
m_ExcludeLayers:
|
||||
serializedVersion: 2
|
||||
m_Bits: 0
|
||||
m_LayerOverridePriority: 0
|
||||
m_IsTrigger: 0
|
||||
m_ProvidesContacts: 0
|
||||
m_Enabled: 1
|
||||
serializedVersion: 5
|
||||
m_Convex: 0
|
||||
m_CookingOptions: 30
|
||||
m_Mesh: {fileID: 0}
|
||||
--- !u!114 &7552511637356990312
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -13,10 +13,10 @@ GameObject:
|
||||
- component: {fileID: 3884605895522482221}
|
||||
- component: {fileID: 16871832050785725}
|
||||
- component: {fileID: 8512140229507148937}
|
||||
- component: {fileID: 6734862024670495346}
|
||||
- component: {fileID: 6921400718617286756}
|
||||
- component: {fileID: 7987102888823411772}
|
||||
m_Layer: 0
|
||||
m_Name: BigDoor
|
||||
m_Name: Door
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
@@ -30,7 +30,7 @@ Transform:
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 6922175388650039756}
|
||||
serializedVersion: 2
|
||||
m_LocalRotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068}
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m_StyleSheetsResourcePath:
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m_leadingCharacters: {fileID: 4900000, guid: d82c1b31c7e74239bff1220585707d2b, type: 3}
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m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b,
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type: 3}
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m_UseModernHangulLineBreakingRules: 0
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fileFormatVersion: 2
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guid: 3f5b5dff67a942289a9defa416b206f3
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timeCreated: 1436653997
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licenseType: Pro
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NativeFormatImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: e9f693669af91aa45ad615fc681ed29f
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
|
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assetBundleVariant:
|
||||
@@ -1,178 +0,0 @@
|
||||
float2 UnpackUV(float uv)
|
||||
{
|
||||
float2 output;
|
||||
output.x = floor(uv / 4096.0);
|
||||
output.y = uv - 4096.0 * output.x;
|
||||
|
||||
return output * 0.001953125;
|
||||
}
|
||||
|
||||
float4 BlendARGB(float4 overlying, float4 underlying)
|
||||
{
|
||||
overlying.rgb *= overlying.a;
|
||||
underlying.rgb *= underlying.a;
|
||||
float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
|
||||
float alpha = underlying.a + (1 - underlying.a) * overlying.a;
|
||||
return float4(blended / alpha, alpha);
|
||||
}
|
||||
|
||||
float3 GetSpecular(float3 n, float3 l)
|
||||
{
|
||||
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
|
||||
return _SpecularColor.rgb * spec * _SpecularPower;
|
||||
}
|
||||
|
||||
void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
|
||||
{
|
||||
float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
|
||||
|
||||
// Read "height field"
|
||||
float4 h = float4(
|
||||
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
|
||||
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
|
||||
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
|
||||
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
|
||||
|
||||
bool raisedBevel = _BevelType;
|
||||
|
||||
h += _BevelOffset;
|
||||
|
||||
float bevelWidth = max(.01, _BevelWidth);
|
||||
|
||||
// Track outline
|
||||
h -= .5;
|
||||
h /= bevelWidth;
|
||||
h = saturate(h + .5);
|
||||
|
||||
if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
|
||||
h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
|
||||
h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
|
||||
h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
|
||||
|
||||
float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
|
||||
float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
|
||||
|
||||
float3 f = float3(1, 1, 1);
|
||||
if (isFront) f = float3(1, 1, -1);
|
||||
nornmal = cross(va, vb) * f;
|
||||
}
|
||||
|
||||
void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
|
||||
{
|
||||
n.z = abs(n.z);
|
||||
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
|
||||
|
||||
float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
|
||||
//faceColor.rgb += col * faceColor.a;
|
||||
col *= 1 - (dot(n, light) * _Diffuse);
|
||||
col *= lerp(_Ambient, 1, n.z * n.z);
|
||||
|
||||
//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
|
||||
//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
|
||||
|
||||
color = float4(col, faceColor.a);
|
||||
}
|
||||
|
||||
// Add custom function to handle time in HDRP
|
||||
|
||||
|
||||
//
|
||||
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
|
||||
{
|
||||
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
|
||||
}
|
||||
|
||||
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
|
||||
{
|
||||
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
|
||||
}
|
||||
|
||||
void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
|
||||
{
|
||||
float2 pixelSize = position.w;
|
||||
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
|
||||
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
|
||||
}
|
||||
|
||||
// UV : Texture coordinate of the source distance field texture
|
||||
// TextureSize : Size of the source distance field texture
|
||||
// Filter : Enable perspective filter (soften)
|
||||
void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
|
||||
{
|
||||
if(Filter)
|
||||
{
|
||||
float2 a = float2(ddx(UV.x), ddy(UV.x));
|
||||
float2 b = float2(ddx(UV.y), ddy(UV.y));
|
||||
float s = lerp(dot(a,a), dot(b,b), 0.5);
|
||||
SSR = rsqrt(s) / TextureSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
|
||||
SSR = s / TextureSize;
|
||||
}
|
||||
}
|
||||
|
||||
// SSR : Screen Space Ratio
|
||||
// SD : Signed Distance (encoded : Distance / SDR + .5)
|
||||
// SDR : Signed Distance Ratio
|
||||
//
|
||||
// IsoPerimeter : Dilate / Contract the shape
|
||||
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
|
||||
{
|
||||
softness *= SSR * SDR;
|
||||
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
|
||||
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
|
||||
}
|
||||
|
||||
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
|
||||
{
|
||||
softness *= SSR * SDR;
|
||||
float d = (SD - 0.5f) * SDR;
|
||||
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||
}
|
||||
|
||||
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
|
||||
{
|
||||
softness *= SSR * SDR;
|
||||
float d = (SD - 0.5f) * SDR;
|
||||
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||
}
|
||||
|
||||
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
|
||||
{
|
||||
softness *= SSR * SDR;
|
||||
float4 d = (SD - 0.5f) * SDR;
|
||||
if(outline) d.w = max(max(d.x, d.y), d.z);
|
||||
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
|
||||
}
|
||||
|
||||
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
|
||||
{
|
||||
outColor = BlendARGB(overlying, underlying);
|
||||
}
|
||||
|
||||
// Face only
|
||||
void Layer1_float(float alpha, float4 color0, out float4 outColor)
|
||||
{
|
||||
color0.a *= alpha;
|
||||
outColor = color0;
|
||||
}
|
||||
|
||||
// Face + 1 Outline
|
||||
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
|
||||
{
|
||||
color1.a *= alpha.y;
|
||||
color0.rgb *= color0.a; color1.rgb *= color1.a;
|
||||
outColor = lerp(color1, color0, alpha.x);
|
||||
outColor.rgb /= outColor.a;
|
||||
}
|
||||
|
||||
// Face + 3 Outline
|
||||
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
|
||||
{
|
||||
color3.a *= alpha.w;
|
||||
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
|
||||
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
|
||||
outColor.rgb /= outColor.a;
|
||||
}
|
||||
@@ -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"
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user