52 Commits

Author SHA1 Message Date
Antoine Papillon
187c4fbf61 fix: debug cube for sliding door 2026-03-15 20:52:01 +01:00
Thibault Pouch
935b4c089a refactor : modify the box colider for invisible wall 2026-03-13 13:48:15 +01:00
timote koenig
bf80659d7b fix: center head / player 2026-03-13 13:19:35 +01:00
timote koenig
4f19d135df fix: can't interact with head and roof 2026-03-13 13:11:23 +01:00
Thibault Pouch
7d7b288b4f chore : remove arrow 2026-03-13 10:25:23 +01:00
Thibault Pouch
e1d520e9fb build : remove the build files 2026-03-13 10:17:13 +01:00
Thibault Pouch
efea27a503 build : add build file 2026-03-13 09:56:41 +01:00
Thibault Pouch
4c9436ae74 refactor : add no_frixtion for bottom shelf 2026-03-13 09:54:56 +01:00
Thibault Pouch
0892ac9de3 refactor : add wall for door 2026-03-13 09:36:36 +01:00
Thibault Pouch
18a12a11a5 refactor : modify the wall 2026-03-13 09:33:46 +01:00
Thibault Pouch
7daba4cb56 Refactor : remake the prefab 2026-03-13 09:31:27 +01:00
timote koenig
46c1094b7f feat: clement image and smaller pedestal 2026-03-13 09:12:53 +01:00
timote koenig
43792c347e feat: Antoine Image 2026-03-12 18:56:22 +01:00
timote koenig
ee621dfc24 feat: end room with Crowmate 2026-03-12 18:46:17 +01:00
timote koenig
09acac00c7 fix: save the scene 2026-03-12 16:57:48 +01:00
timote koenig
e506bce879 fix: strange raction with head, and bigger pressure plate 2026-03-12 16:55:03 +01:00
Thibault Pouch
08b051de1c feat : create prefab of each room 2026-03-12 15:14:48 +01:00
Thibault Pouch
8ed3a97669 chore : remove final scene and rename work scene 2026-03-12 15:04:14 +01:00
Thibault Pouch
4d5af9b60f refactor : modify startup game 2026-03-12 14:51:42 +01:00
Thibault Pouch
66a8ca6e49 refactor : make the player slitly bigger 2026-03-12 14:04:56 +01:00
Thibault Pouch
fb76786cf9 feat : add new player 2026-03-12 13:34:48 +01:00
Thibault Pouch
a28f6287be git : Merge branch 'Prototype' into feat/level/create-level-1 2026-03-12 13:27:55 +01:00
Thibault Pouch
c3c487999d refactor : move room 3 2026-03-12 13:20:56 +01:00
7a281dcb6c git : Merge pull request 'feat/DropHead' (#4) from feat/throwingArc into Prototype
Reviewed-on: #4
Reviewed-by: BoxOfPandor <thibault.pouch@crowmate.fr>
Reviewed-by: Pierre1901 <pierre.ryssen@crowmate.fr>
Reviewed-by: clement <clement.augustinowick@crowmate.fr>
2026-03-12 13:19:47 +01:00
Thibault Pouch
eee022fa5f refactor : modify the shelf 2026-03-12 10:09:56 +01:00
Thibault Pouch
bf59556985 feat : add text for the code order of button 2026-03-12 09:40:49 +01:00
Thibault Pouch
4593b3714c refactor : add number of each button 2026-03-12 09:36:26 +01:00
Thibault Pouch
530e9e0bd2 feat : add TextMeshPro 2026-03-12 09:36:02 +01:00
Thibault Pouch
47dc0b3886 feat : add subtilte for the room 1 and 2 2026-03-12 09:21:02 +01:00
Thibault Pouch
e92cbe1f4b refactor : update scene 2026-03-11 14:59:28 +01:00
Thibault Pouch
421df26822 feat : add a pedestal 2026-03-11 14:57:54 +01:00
Thibault Pouch
467dabc2f6 feat : add button and puzzle logic 2026-03-11 14:48:16 +01:00
Thibault Pouch
f4137c8b04 feat: add BigDoor prefab and update references in Level01_Work scene 2026-03-11 14:10:03 +01:00
Thibault Pouch
ffe6d73a50 fix : all box coliders 2026-03-11 10:59:35 +01:00
Thibault Pouch
303866fa6d chroe : add layer to wall and floor 2026-03-11 10:41:39 +01:00
Thibault Pouch
30085123c2 refactor : simplify the scene 2026-03-11 10:34:24 +01:00
Thibault Pouch
e6bd28ec1c fix : error of history 2026-03-11 09:50:06 +01:00
Thibault Pouch
a7320b5ec6 fix : make all object a boxcolider instead of mesh 2026-03-10 21:18:33 +01:00
Thibault Pouch
fb9e02efd6 refactor: Update prefabs for Door, TileFloor, TileGlass, and TileWall with new components and adjustments 2026-03-10 21:16:49 +01:00
Thibault Pouch
d7474f6d4a chore : move scene to approprate folder and create scenne final 2026-03-10 21:06:16 +01:00
Thibault Pouch
fbdfe808cc feat : Add Level.fbx file for model import settings and configurations 2026-03-10 21:05:41 +01:00
Thibault Pouch
3f69369438 feat : add com.unity.formats.fbx dependency to manifest and packages-lock 2026-03-10 21:03:29 +01:00
Thibault Pouch
4c6c87f0b3 chore : rename file to Level01_Work 2026-03-10 21:02:04 +01:00
Thibault Pouch
b418333d67 feat : add SubtitleSequencePlayer and SubtitleTriggerZone for managing subtitle playback 2026-03-10 14:41:42 +01:00
Thibault Pouch
6dd1c5efb8 feat : add Level01IntroSubtitles script for intro subtitle sequence 2026-03-10 13:57:51 +01:00
Thibault Pouch
4b4066fbcc feat : add door and arch shape configurations to ShapeBuilder 2026-03-10 11:11:35 +01:00
Thibault Pouch
55f71245b5 refactor : add shelf for futur puzzul in room 2 2026-03-10 11:10:14 +01:00
Thibault Pouch
4c6f8f0768 refactor : add sliding door for room 3 2026-03-10 10:34:01 +01:00
Thibault Pouch
c20993a512 refactor : add slinding door and pressure plate for room 1 2026-03-10 10:30:01 +01:00
Thibault Pouch
4a3811f72e refactor : structure for improved readability and maintainability 2026-03-10 10:23:26 +01:00
Thibault Pouch
da530e2083 feat : Add Dev_trans_grey material and its meta file 2026-03-10 09:49:41 +01:00
Thibault Pouch
f8ef2c1c0e feat : Add Level01 scene meta file to project 2026-03-10 09:49:36 +01:00
149 changed files with 100603 additions and 7863 deletions

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- Project name: HeadlessHazard
- Unity version: Unity 6000.3.10f1
- Active game object:
- Name: Head
- Tag: Player
- Name: Button_3
- Tag: Untagged
- Layer: Default
<!-- UNITY CODE ASSIST INSTRUCTIONS END -->

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@@ -0,0 +1,189 @@
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
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 920802292ba9a49d2bee3519a905717d

View File

@@ -32,6 +32,8 @@ public class WallInteractButton : MonoBehaviour
private Vector3 m_buttonPressedPos;
private bool m_isVisuallyPressed;
public PlayerHeadController headController;
private void Reset()
{
Collider col = GetComponent<Collider>();
@@ -49,7 +51,7 @@ public class WallInteractButton : MonoBehaviour
private void Update()
{
if (m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
if (!headController.isHoldingHead && m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
{
TryInteract();
}

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@@ -0,0 +1,262 @@
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);
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4947743d7bc9b4589b9932d429517d3a

View File

@@ -0,0 +1,51 @@
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;
}
}

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View File

@@ -5,10 +5,12 @@ public class PlayerHeadController : MonoBehaviour
public Transform Head;
public Transform CameraTransform;
public float ThrowForce = 10f;
public float PickupDistance = 3f;
public Transform BodyTransform;
public bool isHoldingHead = true;
public float ThrowForce;
public float PickupDistance;
public bool isHoldingHead;
private Rigidbody m_headRigidbody;
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{
Cursor.lockState = CursorLockMode.Locked;
m_headInitialLocalPos = Head.localPosition;
m_headInitialLocalRot = Head.localRotation;
Vector3 offset = new Vector3(0f, -0.5f, 0.5f);
m_headInitialLocalPos = BodyTransform.localPosition + offset;
m_headInitialLocalRot = BodyTransform.localRotation;
m_headRigidbody = Head.GetComponent<Rigidbody>();
Head.SetParent(null);
}
void Update()
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private void DropHead()
{
Debug.Log("DropHead");
animator.SetTrigger("Throw");
isHoldingHead = false;
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private void ThrowHead()
{
Debug.Log("ThrowHead");
if (!isHoldingHead)
return;
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private void PickupHead()
{
Debug.Log("PickupHead");
isHoldingHead = true;
if (m_headRigidbody != null)

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"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
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{
"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
},
{
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"speaker": "SYSTEME",
"text": "Good job, UNIT SB-3954. You have successfully completed the first test.",
"duration": 4.5
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{
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"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.",
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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096.0);
output.y = uv - 4096.0 * output.x;
return output * 0.001953125;
}
float4 BlendARGB(float4 overlying, float4 underlying)
{
overlying.rgb *= overlying.a;
underlying.rgb *= underlying.a;
float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
float alpha = underlying.a + (1 - underlying.a) * overlying.a;
return float4(blended / alpha, alpha);
}
float3 GetSpecular(float3 n, float3 l)
{
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
return _SpecularColor.rgb * spec * _SpecularPower;
}
void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
{
float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
// Read "height field"
float4 h = float4(
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
bool raisedBevel = _BevelType;
h += _BevelOffset;
float bevelWidth = max(.01, _BevelWidth);
// Track outline
h -= .5;
h /= bevelWidth;
h = saturate(h + .5);
if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
float3 f = float3(1, 1, 1);
if (isFront) f = float3(1, 1, -1);
nornmal = cross(va, vb) * f;
}
void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
{
n.z = abs(n.z);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
//faceColor.rgb += col * faceColor.a;
col *= 1 - (dot(n, light) * _Diffuse);
col *= lerp(_Ambient, 1, n.z * n.z);
//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
color = float4(col, faceColor.a);
}
// Add custom function to handle time in HDRP
//
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
{
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
}
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
{
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
}
void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
{
float2 pixelSize = position.w;
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
}
// UV : Texture coordinate of the source distance field texture
// TextureSize : Size of the source distance field texture
// Filter : Enable perspective filter (soften)
void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
{
if(Filter)
{
float2 a = float2(ddx(UV.x), ddy(UV.x));
float2 b = float2(ddx(UV.y), ddy(UV.y));
float s = lerp(dot(a,a), dot(b,b), 0.5);
SSR = rsqrt(s) / TextureSize;
}
else
{
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
SSR = s / TextureSize;
}
}
// SSR : Screen Space Ratio
// SD : Signed Distance (encoded : Distance / SDR + .5)
// SDR : Signed Distance Ratio
//
// IsoPerimeter : Dilate / Contract the shape
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
}
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5f) * SDR;
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5f) * SDR;
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
{
softness *= SSR * SDR;
float4 d = (SD - 0.5f) * SDR;
if(outline) d.w = max(max(d.x, d.y), d.z);
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
{
outColor = BlendARGB(overlying, underlying);
}
// Face only
void Layer1_float(float alpha, float4 color0, out float4 outColor)
{
color0.a *= alpha;
outColor = color0;
}
// Face + 1 Outline
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
{
color1.a *= alpha.y;
color0.rgb *= color0.a; color1.rgb *= color1.a;
outColor = lerp(color1, color0, alpha.x);
outColor.rgb /= outColor.a;
}
// Face + 3 Outline
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
{
color3.a *= alpha.w;
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
outColor.rgb /= outColor.a;
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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"
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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"
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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"
}

View File

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fileFormatVersion: 2
guid: 128e987d567d4e2c824d754223b3f3b0
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

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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"
}

View File

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fileFormatVersion: 2
guid: dd89cf5b9246416f84610a006f916af7
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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