From 19951035be06f0ea6a4c259a1a055408ab9f689a Mon Sep 17 00:00:00 2001 From: unknown <john.schihada@hotmail.com> Date: Thu, 6 Feb 2020 20:43:21 +0100 Subject: [PATCH] Removed TMP-git-ignore AND prevented from Creating the Same Distance-/Angle-Fact twice except Pushout-Facts --- .gitignore | 2 +- Assets/FactManager.cs | 66 +- Assets/Materials/LiberationSans SDF.mat | 62 -- Assets/Resources/Prefabs/Angle.prefab | 2 +- Assets/Shaders/TMP_Front_Shader.shader | 239 ------- .../Documentation.meta} | 6 +- .../TextMesh Pro User Guide 2016.pdf | 3 + .../TextMesh Pro User Guide 2016.pdf.meta | 7 + Assets/TextMesh Pro/Fonts.meta | 8 + .../Fonts/LiberationSans - OFL.txt | 46 ++ .../Fonts/LiberationSans - OFL.txt.meta | 8 + Assets/TextMesh Pro/Fonts/LiberationSans.ttf | 3 + .../Fonts/LiberationSans.ttf.meta | 19 + Assets/TextMesh Pro/Resources.meta | 8 + .../Resources/Fonts & Materials.meta | 9 + .../LiberationSans SDF - Drop Shadow.mat | 106 +++ .../LiberationSans SDF - Drop Shadow.mat.meta | 8 + .../LiberationSans SDF - Fallback.asset | 337 +++++++++ .../LiberationSans SDF - Fallback.asset.meta | 8 + .../LiberationSans SDF - Outline.mat | 104 +++ .../LiberationSans SDF - Outline.mat.meta | 8 + .../LiberationSans SDF.asset | 2 +- .../LiberationSans SDF.asset.meta | 6 +- .../LineBreaking Following Characters.txt | 1 + ...LineBreaking Following Characters.txt.meta | 8 + .../LineBreaking Leading Characters.txt | 1 + .../LineBreaking Leading Characters.txt.meta | 8 + Assets/TextMesh Pro/Resources/Shaders.meta | 9 + .../Shaders/TMP_Bitmap-Custom-Atlas.shader | 142 ++++ .../TMP_Bitmap-Custom-Atlas.shader.meta} | 4 +- .../Shaders/TMP_Bitmap-Mobile.shader | 144 ++++ .../Shaders/TMP_Bitmap-Mobile.shader.meta | 7 + .../Resources/Shaders/TMP_Bitmap.shader | 142 ++++ .../Resources/Shaders/TMP_Bitmap.shader.meta | 7 + .../Resources/Shaders/TMP_SDF Overlay.shader | 316 +++++++++ .../Shaders/TMP_SDF Overlay.shader.meta | 7 + .../Shaders/TMP_SDF-Mobile Masking.shader | 246 +++++++ .../TMP_SDF-Mobile Masking.shader.meta | 9 + .../Shaders/TMP_SDF-Mobile Overlay.shader | 239 +++++++ .../TMP_SDF-Mobile Overlay.shader.meta | 7 + .../Resources/Shaders/TMP_SDF-Mobile.shader | 239 +++++++ .../Shaders/TMP_SDF-Mobile.shader.meta | 7 + .../Shaders/TMP_SDF-Surface-Mobile.shader | 137 ++++ .../TMP_SDF-Surface-Mobile.shader.meta | 7 + .../Resources/Shaders/TMP_SDF-Surface.shader | 156 +++++ .../Shaders/TMP_SDF-Surface.shader.meta | 7 + .../Resources/Shaders/TMP_SDF.shader | 316 +++++++++ .../Resources/Shaders/TMP_SDF.shader.meta | 7 + .../Resources/Shaders/TMP_Sprite.shader | 113 ++++ .../Resources/Shaders/TMP_Sprite.shader.meta | 9 + .../Resources/Shaders/TMPro.cginc | 84 +++ .../Resources/Shaders/TMPro.cginc.meta | 7 + .../Resources}/Shaders/TMPro_Properties.cginc | 0 .../Shaders/TMPro_Properties.cginc.meta | 4 +- .../Resources/Shaders/TMPro_Surface.cginc | 115 ++++ .../Shaders/TMPro_Surface.cginc.meta | 7 + .../TextMesh Pro/Resources/Sprite Assets.meta | 9 + .../Resources/Sprite Assets/EmojiOne.asset | 638 ++++++++++++++++++ .../Sprite Assets/EmojiOne.asset.meta | 8 + .../TextMesh Pro/Resources/Style Sheets.meta | 9 + .../Style Sheets/Default Style Sheet.asset | 68 ++ .../Default Style Sheet.asset.meta | 8 + .../TextMesh Pro/Resources/TMP Settings.asset | 43 ++ .../Resources/TMP Settings.asset.meta | 8 + Assets/TextMesh Pro/Sprites.meta | 8 + .../Sprites/EmojiOne Attribution.txt | 3 + .../Sprites/EmojiOne Attribution.txt.meta | 7 + Assets/TextMesh Pro/Sprites/EmojiOne.json | 156 +++++ .../TextMesh Pro/Sprites/EmojiOne.json.meta | 8 + Assets/TextMesh Pro/Sprites/EmojiOne.png | 3 + Assets/TextMesh Pro/Sprites/EmojiOne.png.meta | 431 ++++++++++++ 71 files changed, 4655 insertions(+), 331 deletions(-) delete mode 100644 Assets/Materials/LiberationSans SDF.mat delete mode 100644 Assets/Shaders/TMP_Front_Shader.shader rename Assets/{Materials/LiberationSans SDF.mat.meta => TextMesh Pro/Documentation.meta} (52%) create mode 100644 Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf create mode 100644 Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta create mode 100644 Assets/TextMesh Pro/Fonts.meta create mode 100644 Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt create mode 100644 Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta create mode 100644 Assets/TextMesh Pro/Fonts/LiberationSans.ttf create mode 100644 Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta create mode 100644 Assets/TextMesh Pro/Resources.meta create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials.meta create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset.meta create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat create mode 100644 Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta rename Assets/{Materials => TextMesh Pro/Resources/Fonts & Materials}/LiberationSans SDF.asset (99%) rename Assets/{Materials => TextMesh Pro/Resources/Fonts & Materials}/LiberationSans SDF.asset.meta (54%) create mode 100644 Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt create mode 100644 Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta create mode 100644 Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt create mode 100644 Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt.meta create mode 100644 Assets/TextMesh Pro/Resources/Shaders.meta create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader rename Assets/{Shaders/TMP_Front_Shader.shader.meta => TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta} (56%) create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader.meta create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta rename Assets/{ => TextMesh Pro/Resources}/Shaders/TMPro_Properties.cginc (100%) rename Assets/{ => TextMesh Pro/Resources}/Shaders/TMPro_Properties.cginc.meta (56%) create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc create mode 100644 Assets/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc.meta create mode 100644 Assets/TextMesh Pro/Resources/Sprite Assets.meta create mode 100644 Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset create mode 100644 Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta create mode 100644 Assets/TextMesh Pro/Resources/Style Sheets.meta create mode 100644 Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset create mode 100644 Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta create mode 100644 Assets/TextMesh Pro/Resources/TMP Settings.asset create mode 100644 Assets/TextMesh Pro/Resources/TMP Settings.asset.meta create mode 100644 Assets/TextMesh Pro/Sprites.meta create mode 100644 Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt create mode 100644 Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta create mode 100644 Assets/TextMesh Pro/Sprites/EmojiOne.json create mode 100644 Assets/TextMesh Pro/Sprites/EmojiOne.json.meta create mode 100644 Assets/TextMesh Pro/Sprites/EmojiOne.png create mode 100644 Assets/TextMesh Pro/Sprites/EmojiOne.png.meta diff --git a/.gitignore b/.gitignore index 57a3cf0a..bbf307cd 100644 --- a/.gitignore +++ b/.gitignore @@ -17,7 +17,7 @@ # /[Aa]ssets/AssetStoreTools* # TextMesh Pro files -[Aa]ssets/TextMesh*Pro/ +# [Aa]ssets/TextMesh*Pro/ # ProBuilder/ProGrid files [Aa]ssets/ProCore/ diff --git a/Assets/FactManager.cs b/Assets/FactManager.cs index a3bd16ed..6df34bbf 100644 --- a/Assets/FactManager.cs +++ b/Assets/FactManager.cs @@ -7,7 +7,7 @@ public class FactManager : MonoBehaviour { public GameObject SmartMenu; - private List<int> NextEmpties= new List<int>(); + private List<int> NextEmpties = new List<int>(); //Variables for LineMode distinction public bool lineModeIsFirstPointSelected = false; @@ -24,13 +24,13 @@ void Start() { CommunicationEvents.ToolModeChangedEvent.AddListener(OnToolModeChanged); CommunicationEvents.TriggerEvent.AddListener(OnHit); - // CommunicationEvents.SnapEvent.AddListener(Rocket); + // CommunicationEvents.SnapEvent.AddListener(Rocket); //We dont want to have this here anymore... //CommunicationEvents.RemoveFactEvent.AddListener(DeleteFact); NextEmpties.Add(0); - + } // Update is called once per frame @@ -47,14 +47,14 @@ PointFact AddPointFact(RaycastHit hit, int id) LineFact AddLineFact(int pid1, int pid2, int id) { - Facts.Insert(id, new LineFact(id,pid1,pid2)); + Facts.Insert(id, new LineFact(id, pid1, pid2)); return Facts.Find(x => x.Id == id) as LineFact; } AngleFact AddAngleFact(int pid1, int pid2, int pid3, int id) { - Facts.Insert(id, new AngleFact(id,pid1,pid2,pid3)); + Facts.Insert(id, new AngleFact(id, pid1, pid2, pid3)); return Facts.Find(x => x.Id == id) as AngleFact; } @@ -86,7 +86,7 @@ public int GetFirstEmptyID() NextEmpties.Add(id + 1); Debug.Log("place fact at " + id); - + return id; @@ -104,8 +104,8 @@ public void OnToolModeChanged(ToolMode ActiveToolMode) //everywhere, independent of already existing facts foreach (Fact fact in Facts) { - GameObject gO = fact.Representation; - gO.GetComponentInChildren<Collider>().enabled = false; + GameObject gO = fact.Representation; + gO.GetComponentInChildren<Collider>().enabled = false; } break; case ToolMode.CreateLineMode: @@ -195,14 +195,14 @@ public void Rocket(RaycastHit hit) CommunicationEvents.AddFactEvent.Invoke(this.AddLineFact(idA, idC, this.GetFirstEmptyID())); //90degree angle - CommunicationEvents.AddFactEvent.Invoke(this.AddAngleFact(idB,idA,idC, GetFirstEmptyID())); + CommunicationEvents.AddFactEvent.Invoke(this.AddAngleFact(idB, idA, idC, GetFirstEmptyID())); } //Creating 90-degree Angles - public void SmallRocket(RaycastHit hit, int idA) + public void SmallRocket(RaycastHit hit, int idA) { //enable collider to measure angle to the treetop - + int idB = this.GetFirstEmptyID(); @@ -212,7 +212,7 @@ public void SmallRocket(RaycastHit hit, int idA) //third point with unknown height int idC = this.GetFirstEmptyID(); var skyHit = hit; - skyHit.point = (Facts[idA] as PointFact).Point+ Vector3.up * 20; + skyHit.point = (Facts[idA] as PointFact).Point + Vector3.up * 20; CommunicationEvents.AddFactEvent.Invoke(this.AddPointFact(skyHit, idC)); //lines @@ -224,7 +224,39 @@ public void SmallRocket(RaycastHit hit, int idA) CommunicationEvents.AddFactEvent.Invoke(this.AddAngleFact(idB, idA, idC, GetFirstEmptyID())); } - + public Boolean factAlreadyExists(int[] ids) { + switch (ActiveToolMode) { + case ToolMode.CreateLineMode: + foreach (Fact fact in Facts) + { + if (typeof(LineFact).IsInstanceOfType(fact)) + { + LineFact line = (LineFact)fact; + if (line.Pid1 == ids[0] && line.Pid2 == ids[1]) + { + return true; + } + } + } + return false; + case ToolMode.CreateAngleMode: + foreach (Fact fact in Facts) + { + if (typeof(AngleFact).IsInstanceOfType(fact)) + { + AngleFact angle = (AngleFact)fact; + if (angle.Pid1 == ids[0] && angle.Pid2 == ids[1] && angle.Pid3 == ids[2]) + { + return true; + } + } + } + return false; + default: + return false; + } + return false; + } public void OnHit(RaycastHit hit) { @@ -247,7 +279,9 @@ public void OnHit(RaycastHit hit) //Event for end of line-drawing in "ShinyThings" CommunicationEvents.StopLineDrawingEvent.Invoke(null); //Create LineFact - CommunicationEvents.AddFactEvent.Invoke(this.AddLineFact(this.lineModeFirstPointSelected.Id, tempFact.Id, this.GetFirstEmptyID())); + //Check if exactle the same line/distance already exists + if(!factAlreadyExists(new int[] { this.lineModeFirstPointSelected.Id, tempFact.Id })) + CommunicationEvents.AddFactEvent.Invoke(this.AddLineFact(this.lineModeFirstPointSelected.Id, tempFact.Id, this.GetFirstEmptyID())); this.lineModeIsFirstPointSelected = false; this.lineModeFirstPointSelected = null; } @@ -333,7 +367,9 @@ public void OnHit(RaycastHit hit) //Check if new Point is equal to one of the previous points -> if true -> cancel if (!(angleModeFirstPointSelected.Id == tempFact.Id || angleModeSecondPointSelected.Id == tempFact.Id)) { - CommunicationEvents.AddFactEvent.Invoke(this.AddAngleFact(((PointFact)angleModeFirstPointSelected).Id, ((PointFact)angleModeSecondPointSelected).Id, ((PointFact)tempFact).Id, GetFirstEmptyID())); + //Check if exactly the same angle already exists + if (!factAlreadyExists(new int[] { ((PointFact)angleModeFirstPointSelected).Id, ((PointFact)angleModeSecondPointSelected).Id, ((PointFact)tempFact).Id })) + CommunicationEvents.AddFactEvent.Invoke(this.AddAngleFact(((PointFact)angleModeFirstPointSelected).Id, ((PointFact)angleModeSecondPointSelected).Id, ((PointFact)tempFact).Id, GetFirstEmptyID())); } this.angleModeIsFirstPointSelected = false; diff --git a/Assets/Materials/LiberationSans SDF.mat b/Assets/Materials/LiberationSans SDF.mat deleted file mode 100644 index 4e9b784d..00000000 --- a/Assets/Materials/LiberationSans SDF.mat +++ /dev/null @@ -1,62 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!21 &2100000 -Material: - serializedVersion: 6 - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_Name: LiberationSans SDF - m_Shader: {fileID: 4800000, guid: e34db9d3f28517949bddb60fd4c0dbb9, type: 3} - m_ShaderKeywords: - m_LightmapFlags: 1 - m_EnableInstancingVariants: 0 - m_DoubleSidedGI: 0 - m_CustomRenderQueue: -1 - stringTagMap: {} - disabledShaderPasses: [] - m_SavedProperties: - serializedVersion: 3 - m_TexEnvs: - - _MainTex: - m_Texture: {fileID: 28684132378477856, guid: 8f586378b4e144a9851e7b34d9b748ee, - type: 2} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - m_Floats: - - _ColorMask: 15 - - _FaceDilate: 0 - - _GradientScale: 10 - - _MaskSoftnessX: 0 - - _MaskSoftnessY: 0 - - _OutlineSoftness: 0 - - _OutlineWidth: 0 - - _PerspectiveFilter: 0.875 - - _ScaleRatioA: 0.9 - - _ScaleRatioB: 1 - - _ScaleRatioC: 0.73125 - - _ScaleX: 1 - - _ScaleY: 1 - - _ShaderFlags: 0 - - _Sharpness: 0 - - _Stencil: 0 - - _StencilComp: 8 - - _StencilOp: 0 - - _StencilReadMask: 255 - - _StencilWriteMask: 255 - - _TextureHeight: 1024 - - _TextureWidth: 1024 - - _UnderlayDilate: 0 - - _UnderlayOffsetX: 0 - - _UnderlayOffsetY: 0 - - _UnderlaySoftness: 0 - - _VertexOffsetX: 0 - - _VertexOffsetY: 0 - - _WeightBold: 0.75 - - _WeightNormal: 0 - m_Colors: - - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} - - _FaceColor: {r: 1, g: 1, b: 1, a: 1} - - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} - - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} diff --git a/Assets/Resources/Prefabs/Angle.prefab b/Assets/Resources/Prefabs/Angle.prefab index 2e2df538..881acac5 100644 --- a/Assets/Resources/Prefabs/Angle.prefab +++ b/Assets/Resources/Prefabs/Angle.prefab @@ -113,7 +113,7 @@ MonoBehaviour: m_text: Test m_isRightToLeft: 0 m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} - m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} + m_sharedMaterial: {fileID: 2100000, guid: f6bea2473bdeaa2488a1fe2390bfbd88, type: 2} m_fontSharedMaterials: [] m_fontMaterial: {fileID: 0} m_fontMaterials: [] diff --git a/Assets/Shaders/TMP_Front_Shader.shader b/Assets/Shaders/TMP_Front_Shader.shader deleted file mode 100644 index 6e5ca7d2..00000000 --- a/Assets/Shaders/TMP_Front_Shader.shader +++ /dev/null @@ -1,239 +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 "Custom/TMP_Mobile_Distance_Field_Front" { - - Properties{ - _FaceColor("Face Color", Color) = (1,1,1,1) - _FaceDilate("Face Dilate", Range(-1,1)) = 0 - - _OutlineColor("Outline Color", Color) = (0,0,0,1) - _OutlineWidth("Outline Thickness", Range(0,1)) = 0 - _OutlineSoftness("Outline Softness", Range(0,1)) = 0 - - _UnderlayColor("Border Color", Color) = (0,0,0,.5) - _UnderlayOffsetX("Border OffsetX", Range(-1,1)) = 0 - _UnderlayOffsetY("Border OffsetY", Range(-1,1)) = 0 - _UnderlayDilate("Border Dilate", Range(-1,1)) = 0 - _UnderlaySoftness("Border Softness", Range(0,1)) = 0 - - _WeightNormal("Weight Normal", float) = 0 - _WeightBold("Weight Bold", float) = .5 - - _ShaderFlags("Flags", float) = 0 - _ScaleRatioA("Scale RatioA", float) = 1 - _ScaleRatioB("Scale RatioB", float) = 1 - _ScaleRatioC("Scale RatioC", float) = 1 - - _MainTex("Font Atlas", 2D) = "white" {} - _TextureWidth("Texture Width", float) = 512 - _TextureHeight("Texture Height", float) = 512 - _GradientScale("Gradient Scale", float) = 5 - _ScaleX("Scale X", float) = 1 - _ScaleY("Scale Y", float) = 1 - _PerspectiveFilter("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX("Vertex OffsetX", float) = 0 - _VertexOffsetY("Vertex OffsetY", float) = 0 - - _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _MaskSoftnessX("Mask SoftnessX", float) = 0 - _MaskSoftnessY("Mask SoftnessY", float) = 0 - - _StencilComp("Stencil Comparison", Float) = 8 - _Stencil("Stencil ID", Float) = 0 - _StencilOp("Stencil Operation", Float) = 0 - _StencilWriteMask("Stencil Write Mask", Float) = 255 - _StencilReadMask("Stencil Read Mask", Float) = 255 - - _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 Back - ZWrite Off - Lighting Off - Fog { Mode Off } - ZTest[unity_GUIZTestMode] - Blend One OneMinusSrcAlpha - ColorMask[_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex VertShader - #pragma fragment PixShader - #pragma shader_feature __ OUTLINE_ON - #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "TMPro_Properties.cginc" - - struct vertex_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - float4 vertex : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct pixel_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - float4 vertex : SV_POSITION; - fixed4 faceColor : COLOR; - fixed4 outlineColor : COLOR1; - float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV - half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) - half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) - #if (UNDERLAY_ON | UNDERLAY_INNER) - float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved - half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif - }; - - - 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.texcoord1.y, 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.texcoord1.y) * _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; - - float opacity = input.color.a; - #if (UNDERLAY_ON | UNDERLAY_INNER) - opacity = 1.0; - #endif - - fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; - faceColor.rgb *= faceColor.a; - - fixed4 outlineColor = _OutlineColor; - outlineColor.a *= opacity; - outlineColor.rgb *= outlineColor.a; - outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); - - #if (UNDERLAY_ON | UNDERLAY_INNER) - layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); - float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); - - float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; - float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; - float2 layerOffset = float2(x, y); - #endif - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - - // Populate structure for pixel shader - output.vertex = vPosition; - output.faceColor = faceColor; - output.outlineColor = outlineColor; - output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); - output.param = half4(scale, bias - outline, bias + outline, bias); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - #if (UNDERLAY_ON || UNDERLAY_INNER) - output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); - output.underlayParam = half2(layerScale, layerBias); - #endif - - return output; - } - - - // PIXEL SHADER - fixed4 PixShader(pixel_t input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - - half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; - half4 c = input.faceColor * saturate(d - input.param.w); - - #ifdef 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} - ENDCG - } - } - - CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/Assets/Materials/LiberationSans SDF.mat.meta b/Assets/TextMesh Pro/Documentation.meta similarity index 52% rename from Assets/Materials/LiberationSans SDF.mat.meta rename to Assets/TextMesh Pro/Documentation.meta index 23593230..afa527ac 100644 --- a/Assets/Materials/LiberationSans SDF.mat.meta +++ b/Assets/TextMesh Pro/Documentation.meta @@ -1,8 +1,8 @@ fileFormatVersion: 2 -guid: f6bea2473bdeaa2488a1fe2390bfbd88 -NativeFormatImporter: +guid: 8e7e8f5a82a3a134e91c54efd2274ea9 +folderAsset: yes +DefaultImporter: externalObjects: {} - mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: diff --git a/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf new file mode 100644 index 00000000..1db4e05f --- /dev/null +++ b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:93d6d3ca8a7d8423b01faacd00fa3921fe055fb2187873653a925e4cc1af85c0 +size 694398 diff --git a/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta new file mode 100644 index 00000000..e4afeef8 --- /dev/null +++ b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1b8d251f9af63b746bf2f7ffe00ebb9b +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts.meta b/Assets/TextMesh Pro/Fonts.meta new file mode 100644 index 00000000..f0c29724 --- /dev/null +++ b/Assets/TextMesh Pro/Fonts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6ab70aee4d56447429c680537fbf93ed +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt new file mode 100644 index 00000000..f2473f9c --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt @@ -0,0 +1,46 @@ +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. \ No newline at end of file diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta new file mode 100644 index 00000000..fa60cea1 --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6e59c59b81ab47f9b6ec5781fa725d2c +timeCreated: 1484171296 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans.ttf b/Assets/TextMesh Pro/Fonts/LiberationSans.ttf new file mode 100644 index 00000000..0d896af6 --- /dev/null +++ b/Assets/TextMesh 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file mode 100644 index 00000000..88d63348 --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 79459efec17a4d00a321bdcc27bbc385 +timeCreated: 1484172856 +licenseType: Pro +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Materials/LiberationSans SDF.asset b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset similarity index 99% rename from Assets/Materials/LiberationSans SDF.asset rename to Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset index 3ee9289c..c7b0771e 100644 --- a/Assets/Materials/LiberationSans SDF.asset +++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: LiberationSans SDF Material - m_Shader: {fileID: 4800000, guid: e34db9d3f28517949bddb60fd4c0dbb9, type: 3} + 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99f836c9cb9345dba2e72c4a1f2d0695 +folderAsset: yes +timeCreated: 1436068007 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader new file mode 100644 index 00000000..c130a166 --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -0,0 +1,142 @@ +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 + + _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" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 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; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + 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)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(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. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + 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" +} diff --git a/Assets/Shaders/TMP_Front_Shader.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta similarity index 56% rename from Assets/Shaders/TMP_Front_Shader.shader.meta rename to Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta index 3b39c455..ffea03c2 100644 --- a/Assets/Shaders/TMP_Front_Shader.shader.meta +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta @@ -1,9 +1,7 @@ fileFormatVersion: 2 -guid: e34db9d3f28517949bddb60fd4c0dbb9 +guid: 48bb5f55d8670e349b6e614913f9d910 ShaderImporter: - externalObjects: {} defaultTextures: [] - nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader new file mode 100644 index 00000000..1517a122 --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader @@ -0,0 +1,144 @@ +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 + + _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 Off + 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" + + 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; + + 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; + + 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. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + 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" +} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta new file mode 100644 index 00000000..8d516c0b --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1e3b057af24249748ff873be7fafee47 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader new file mode 100644 index 00000000..f4e324ad --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader @@ -0,0 +1,142 @@ +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 + + _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" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 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; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + 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)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(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. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + 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" +} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta new file mode 100644 index 00000000..2d5438f6 --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 128e987d567d4e2c824d754223b3f3b0 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader new file mode 100644 index 00000000..b5406b46 --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader @@ -0,0 +1,316 @@ +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 + + _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; + float2 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. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + 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.texcoord1.y, 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.texcoord1.y) * _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 = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + 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" +} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta new file mode 100644 index 00000000..6c8679f4 --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: dd89cf5b9246416f84610a006f916af7 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader new file mode 100644 index 00000000..9147630b --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader @@ -0,0 +1,246 @@ +// 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 + + _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; + float2 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; + + pixel_t VertShader(vertex_t input) + { + float bold = step(input.texcoord1.y, 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.texcoord1.y) * _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; + + 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); + + // 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 * half2(_MaskSoftnessX, _MaskSoftnessY) + 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" +} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta new file mode 100644 index 00000000..dbfc71af --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bc1ede39bf3643ee8e493720e4259791 +timeCreated: 1463704911 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader new file mode 100644 index 00000000..028d2986 --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader @@ -0,0 +1,239 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field Overlay" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + 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.texcoord1.y, 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.texcoord1.y) * _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; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta new file mode 100644 index 00000000..29cbfccd --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a02a7d8c237544f1962732b55a9aebf1 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader new file mode 100644 index 00000000..2daed6bc --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader @@ -0,0 +1,239 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _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 Back + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + 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.texcoord1.y, 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.texcoord1.y) * _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; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta new file mode 100644 index 00000000..3db6338b --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: fe393ace9b354375a9cb14cdbbc28be4 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader new file mode 100644 index 00000000..8eaba650 --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader @@ -0,0 +1,137 @@ +// Simplified version of the SDF Surface shader : +// - No support for Bevel, Bump or envmap +// - Diffuse only lighting +// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. + +Shader "TextMeshPro/Mobile/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceColor ("Fill 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" {} + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline 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 + + // Should not be directly exposed to the user + _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 Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On ZTest LEqual Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta new file mode 100644 index 00000000..d559598d --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 85187c2149c549c5b33f0cdb02836b17 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader new file mode 100644 index 00000000..7657aeda --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader @@ -0,0 +1,156 @@ +Shader "TextMeshPro/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Fill 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 + + _BumpMap ("Normalmap", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 + _BumpFace ("Bump Face", Range(0,1)) = 0.5 + + _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) + _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + _SpecColor ("Specular Color", Color) = (0,0,0,1) + + _FaceShininess ("Face Shininess", Range(0,1)) = 0 + _OutlineShininess ("Outline Shininess", 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 + + // Should not be directly exposed to the user + _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 Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + #pragma glsl + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + + #define BEVEL_ON 1 + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On + ZTest LEqual + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} + diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader.meta new file mode 100644 index 00000000..bc7933f9 --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f7ada0af4f174f0694ca6a487b8f543d +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader new file mode 100644 index 00000000..5ebf4a7d --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader @@ -0,0 +1,316 @@ +Shader "TextMeshPro/Distance Field" { + +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 + + _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 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; + float2 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. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + 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.texcoord1.y, 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.texcoord1.y) * _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 = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + 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" +} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta new file mode 100644 index 00000000..e3431366 --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 68e6db2ebdc24f95958faec2be5558d6 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader new file mode 100644 index 00000000..f90467d6 --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader @@ -0,0 +1,113 @@ +Shader "TextMeshPro/Sprite" +{ + Properties + { + _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _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 + + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + half2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + }; + + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + + v2f vert(appdata_t IN) + { + v2f OUT; + OUT.worldPosition = IN.vertex; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + + OUT.texcoord = IN.texcoord; + + #ifdef UNITY_HALF_TEXEL_OFFSET + OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); + #endif + + OUT.color = IN.color * _Color; + return OUT; + } + + sampler2D _MainTex; + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #if UNITY_UI_CLIP_RECT + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta new file mode 100644 index 00000000..f3e9cc9b --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cf81c85f95fe47e1a27f6ae460cf182c +timeCreated: 1450517184 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc b/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc new file mode 100644 index 00000000..58981304 --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc @@ -0,0 +1,84 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; +} + +fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) +{ + half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); + half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); + + faceColor.rgb *= faceColor.a; + outlineColor.rgb *= outlineColor.a; + + faceColor = lerp(faceColor, outlineColor, outlineAlpha); + + faceColor *= faceAlpha; + + return faceColor; +} + +float3 GetSurfaceNormal(float4 h, float bias) +{ + bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); + + h += bias+_BevelOffset; + + float bevelWidth = max(.01, _OutlineWidth+_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), _BevelRoundness); + h = min(h, 1.0-_BevelClamp); + h *= _Bevel * 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)); + + return cross(va, vb); +} + +float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) +{ + // Read "height field" + float4 h = {tex2D(_MainTex, uv - delta.xz).a, + tex2D(_MainTex, uv + delta.xz).a, + tex2D(_MainTex, uv - delta.zy).a, + tex2D(_MainTex, uv + delta.zy).a}; + + return GetSurfaceNormal(h, bias); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +float4 GetGlowColor(float d, float scale) +{ + float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; + float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; + glow = saturate(abs(glow/(1.0 + t))); + glow = 1.0-pow(glow, _GlowPower); + glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel + return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); +} + +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); +} + diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta new file mode 100644 index 00000000..f633f580 --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 407bc68d299748449bbf7f48ee690f8d +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc similarity index 100% rename from Assets/Shaders/TMPro_Properties.cginc rename to Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc diff --git a/Assets/Shaders/TMPro_Properties.cginc.meta b/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc.meta similarity index 56% rename from Assets/Shaders/TMPro_Properties.cginc.meta rename to Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc.meta index ee5f2e06..24f0f8fc 100644 --- a/Assets/Shaders/TMPro_Properties.cginc.meta +++ b/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc.meta @@ -1,9 +1,7 @@ fileFormatVersion: 2 -guid: 655665a57671f6242be1e242b20ad5f9 +guid: 3997e2241185407d80309a82f9148466 ShaderImporter: - externalObjects: {} defaultTextures: [] - nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc new file mode 100644 index 00000000..9a58aef2 --- /dev/null +++ b/Assets/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc @@ -0,0 +1,115 @@ +void VertShader(inout appdata_full v, out Input data) +{ + v.vertex.x += _VertexOffsetX; + v.vertex.y += _VertexOffsetY; + + UNITY_INITIALIZE_OUTPUT(Input, data); + + float bold = step(v.texcoord1.y, 0); + + // Generate normal for backface + float3 view = ObjSpaceViewDir(v.vertex); + v.normal *= sign(dot(v.normal, view)); + +#if USE_DERIVATIVE + data.param.y = 1; +#else + float4 vert = v.vertex; + float4 vPosition = UnityObjectToClipPos(vert); + float2 pixelSize = vPosition.w; + + pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + data.param.y = scale; +#endif + + //float opacity = v.color.a; + + data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // + + v.texcoord1.xy = UnpackUV(v.texcoord1.x); + data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); +} + +void PixShader(Input input, inout SurfaceOutput o) +{ + +#if USE_DERIVATIVE | BEVEL_ON + float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); + + float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a, + tex2D(_MainTex, input.uv_MainTex + delta.xz).a, + tex2D(_MainTex, input.uv_MainTex - delta.zy).a, + tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; +#endif + +#if USE_DERIVATIVE + // Screen space scaling reciprocal with anisotropic correction + float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w)); + float2 res = float2(_TextureWidth * input.param.y, _TextureHeight); + float2 tdx = ddx(input.uv_MainTex)*res; + float2 tdy = ddy(input.uv_MainTex)*res; + float lx = length(tdx); + float ly = length(tdy); + float s = sqrt(min(lx, ly) / max(lx, ly)); + s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal))); + float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s; +#else + float scale = input.param.y; +#endif + + // Signed distance + float c = tex2D(_MainTex, input.uv_MainTex).a; + float sd = (.5 - c - input.param.x) * scale + .5; + float outline = _OutlineWidth*_ScaleRatioA * scale; + float softness = _OutlineSoftness*_ScaleRatioA * scale; + + // Color & Alpha + float4 faceColor = _FaceColor; + float4 outlineColor = _OutlineColor; + faceColor *= input.color; + outlineColor.a *= input.color.a; + faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, 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