From ee78bf2cb589a1bb52ed12fa4ad515c031ecb96c Mon Sep 17 00:00:00 2001 From: JoeSiu Date: Mon, 1 Dec 2025 12:36:01 +0800 Subject: [PATCH] feat: initial commit --- .gitattributes | 60 + .gitignore | 72 + .idea/.idea.UnityPackages/.idea/.gitignore | 15 + .idea/.idea.UnityPackages/.idea/encodings.xml | 4 + .../.idea.UnityPackages/.idea/indexLayout.xml | 8 + Assets/Common.meta | 8 + Assets/Common/Infrastructure.meta | 3 + Assets/Common/Infrastructure/.gitignore | 61 + Assets/Common/Infrastructure/CHANGELOG.md | 12 + .../Common/Infrastructure/CHANGELOG.md.meta | 3 + Assets/Common/Infrastructure/LICENSE.md | 21 + Assets/Common/Infrastructure/LICENSE.md.meta | 3 + Assets/Common/Infrastructure/README.md | 8 + Assets/Common/Infrastructure/README.md.meta | 3 + Assets/Common/Infrastructure/Runtime.meta | 3 + .../Runtime/DontDestroyOnLoad.cs | 12 + .../Runtime/DontDestroyOnLoad.cs.meta | 3 + .../JoeSiu.Common.Infrastructure.asmdef | 14 + .../JoeSiu.Common.Infrastructure.asmdef.meta | 3 + 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+*.controller merge=unityyamlmerge eol=lf + +## git-lfs ## + +*.asset filter=lfs diff=lfs merge=lfs -text + +#Image +*.jpg filter=lfs diff=lfs merge=lfs -text +*.jpeg filter=lfs diff=lfs merge=lfs -text +*.png filter=lfs diff=lfs merge=lfs -text +*.gif filter=lfs diff=lfs merge=lfs -text +*.psd filter=lfs diff=lfs merge=lfs -text +*.ai filter=lfs diff=lfs merge=lfs -text +*.tif filter=lfs diff=lfs merge=lfs -text + +#Audio +*.mp3 filter=lfs diff=lfs merge=lfs -text +*.wav filter=lfs diff=lfs merge=lfs -text +*.ogg filter=lfs diff=lfs merge=lfs -text + +#Video +*.mp4 filter=lfs diff=lfs merge=lfs -text +*.mov filter=lfs diff=lfs merge=lfs -text + +#3D Object +*.FBX filter=lfs diff=lfs merge=lfs -text +*.fbx filter=lfs diff=lfs merge=lfs -text +*.blend filter=lfs diff=lfs merge=lfs -text +*.obj filter=lfs diff=lfs merge=lfs -text + +#ETC +*.a filter=lfs diff=lfs merge=lfs -text +*.exr filter=lfs diff=lfs merge=lfs -text +*.tga filter=lfs diff=lfs merge=lfs -text +*.tgz filter=lfs diff=lfs merge=lfs -text +*.pdf filter=lfs diff=lfs merge=lfs -text +*.zip filter=lfs diff=lfs merge=lfs -text +*.dll filter=lfs diff=lfs merge=lfs -text +*.unitypackage filter=lfs diff=lfs merge=lfs -text +*.aif filter=lfs diff=lfs merge=lfs -text +*.ttf filter=lfs diff=lfs merge=lfs -text +*.rns filter=lfs diff=lfs merge=lfs -text +*.reason filter=lfs diff=lfs merge=lfs -text +*.lxo filter=lfs diff=lfs merge=lfs -text +*.wasm filter=lfs diff=lfs merge=lfs -text +*.br filter=lfs diff=lfs merge=lfs -text +*.rtf filter=lfs diff=lfs merge=lfs -text \ No newline at end of file diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..7a5cd83 --- /dev/null +++ b/.gitignore @@ -0,0 +1,72 @@ +# This .gitignore file should be placed at the root of your Unity project directory +# +# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore +# +/[Ll]ibrary/ +/[Tt]emp/ +/[Oo]bj/ +/[Bb]uild/ +/[Bb]uilds/ +/[Ll]ogs/ +/[Uu]ser[Ss]ettings/ + +# MemoryCaptures can get excessive in size. +# They also could contain extremely sensitive data +/[Mm]emoryCaptures/ + +# Recordings can get excessive in size +/[Rr]ecordings/ + +# Uncomment this line if you wish to ignore the asset store tools plugin +# /[Aa]ssets/AssetStoreTools* + +# Autogenerated Jetbrains Rider plugin +/[Aa]ssets/Plugins/Editor/JetBrains* + +# Visual Studio cache directory +.vs/ + +# Gradle cache directory +.gradle/ + +# Autogenerated VS/MD/Consulo solution and project files +ExportedObj/ +.consulo/ +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.mdb +*.opendb +*.VC.db + +# Unity3D generated meta files +*.pidb.meta +*.pdb.meta +*.mdb.meta + +# Unity3D generated file on crash reports +sysinfo.txt + +# Builds +*.apk +*.aab +*.unitypackage +*.app + +# Crashlytics generated file +crashlytics-build.properties + +# Packed Addressables +/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* + +# Temporary auto-generated Android Assets +/[Aa]ssets/[Ss]treamingAssets/aa.meta +/[Aa]ssets/[Ss]treamingAssets/aa/* \ No newline at end of file diff --git a/.idea/.idea.UnityPackages/.idea/.gitignore b/.idea/.idea.UnityPackages/.idea/.gitignore new file mode 100644 index 0000000..904be19 --- /dev/null +++ b/.idea/.idea.UnityPackages/.idea/.gitignore @@ -0,0 +1,15 @@ +# Default ignored files +/shelf/ +/workspace.xml +# Rider ignored files +/contentModel.xml +/modules.xml +/projectSettingsUpdater.xml +/.idea.UnityPackages.iml +# Ignored default folder with query files +/queries/ +# Datasource local storage ignored files +/dataSources/ +/dataSources.local.xml +# Editor-based HTTP Client requests +/httpRequests/ diff --git a/.idea/.idea.UnityPackages/.idea/encodings.xml b/.idea/.idea.UnityPackages/.idea/encodings.xml new file mode 100644 index 0000000..df87cf9 --- /dev/null +++ b/.idea/.idea.UnityPackages/.idea/encodings.xml @@ -0,0 +1,4 @@ + + + + \ No newline at end of file diff --git a/.idea/.idea.UnityPackages/.idea/indexLayout.xml b/.idea/.idea.UnityPackages/.idea/indexLayout.xml new file mode 100644 index 0000000..7b08163 --- /dev/null +++ b/.idea/.idea.UnityPackages/.idea/indexLayout.xml @@ -0,0 +1,8 @@ + + + + + + + + \ No newline at end of file diff --git a/Assets/Common.meta b/Assets/Common.meta new file mode 100644 index 0000000..ebd2dcb --- /dev/null +++ b/Assets/Common.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9e1df7120ddeadc4e94b14619dd59199 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Infrastructure.meta b/Assets/Common/Infrastructure.meta new file mode 100644 index 0000000..ccd9f5a --- /dev/null +++ b/Assets/Common/Infrastructure.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: f44b2cdebe2740b68f5b0015217c7c8d +timeCreated: 1763912104 \ No newline at end of file diff --git a/Assets/Common/Infrastructure/.gitignore b/Assets/Common/Infrastructure/.gitignore new file mode 100644 index 0000000..276a910 --- /dev/null +++ b/Assets/Common/Infrastructure/.gitignore @@ -0,0 +1,61 @@ +# This .gitignore file should be placed at the root of your Unity project directory +# +# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore +# +/[Ll]ibrary/ +/[Tt]emp/ +/[Oo]bj/ +/[Bb]uild/ +/[Bb]uilds/ +/[Ll]ogs/ +/[Mm]emoryCaptures/ + +# Asset meta data should only be ignored when the corresponding asset is also ignored +!/[Aa]ssets/**/*.meta + +# Uncomment this line if you wish to ignore the asset store tools plugin +# /[Aa]ssets/AssetStoreTools* + +# Autogenerated Jetbrains Rider plugin +[Aa]ssets/Plugins/Editor/JetBrains* + +# Visual Studio cache directory +.vs/ +.config + +# Gradle cache directory +.gradle/ + +# Autogenerated VS/MD/Consulo solution and project files +ExportedObj/ +.consulo/ +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.mdb +*.opendb +*.VC.db + +# Unity3D generated meta files +*.pidb.meta +*.pdb.meta +*.mdb.meta + +# Unity3D generated file on crash reports +sysinfo.txt + +# Builds +*.apk +*.unitypackage + +# Crashlytics generated file +crashlytics-build.properties + diff --git a/Assets/Common/Infrastructure/CHANGELOG.md b/Assets/Common/Infrastructure/CHANGELOG.md new file mode 100644 index 0000000..e779324 --- /dev/null +++ b/Assets/Common/Infrastructure/CHANGELOG.md @@ -0,0 +1,12 @@ +# Changelog + +All notable changes to this project will be documented in this file. + +The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/), +and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). + +## [1.0.0] - 20XX-XX-XX + +### Added + +- Initial release of the Unity package. diff --git a/Assets/Common/Infrastructure/CHANGELOG.md.meta b/Assets/Common/Infrastructure/CHANGELOG.md.meta new file mode 100644 index 0000000..bb3a688 --- /dev/null +++ b/Assets/Common/Infrastructure/CHANGELOG.md.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c45fd6fc3f2b416ca5f97e7d1603e504 +timeCreated: 1763912104 \ No newline at end of file diff --git a/Assets/Common/Infrastructure/LICENSE.md b/Assets/Common/Infrastructure/LICENSE.md new file mode 100644 index 0000000..a9e3980 --- /dev/null +++ b/Assets/Common/Infrastructure/LICENSE.md @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2025 Joe Siu + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. \ No newline at end of file diff --git a/Assets/Common/Infrastructure/LICENSE.md.meta b/Assets/Common/Infrastructure/LICENSE.md.meta new file mode 100644 index 0000000..862a570 --- /dev/null +++ b/Assets/Common/Infrastructure/LICENSE.md.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: af50d1333b664215ba84f17d6ce050d3 +timeCreated: 1763912104 \ No newline at end of file diff --git a/Assets/Common/Infrastructure/README.md b/Assets/Common/Infrastructure/README.md new file mode 100644 index 0000000..8b5d885 --- /dev/null +++ b/Assets/Common/Infrastructure/README.md @@ -0,0 +1,8 @@ +# com.joesiu.common.infrastructure + +## Installation + +1. Open `Package Manager` +2. Click `+` +3. Select `Add package from git URL...` +4. Paste `https://github.com/JoeSiu/UnityPackages.git?path=Assets/Common/Infrastructure` diff --git a/Assets/Common/Infrastructure/README.md.meta b/Assets/Common/Infrastructure/README.md.meta new file mode 100644 index 0000000..71da7c5 --- /dev/null +++ b/Assets/Common/Infrastructure/README.md.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c83dd7f87dd941cc9eaac8240b529a90 +timeCreated: 1763912104 \ No newline at end of file diff --git a/Assets/Common/Infrastructure/Runtime.meta b/Assets/Common/Infrastructure/Runtime.meta new file mode 100644 index 0000000..17b4161 --- /dev/null +++ b/Assets/Common/Infrastructure/Runtime.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: bd1d08d357a7453ea2c6973bf965d749 +timeCreated: 1763912104 \ No newline at end of file diff --git a/Assets/Common/Infrastructure/Runtime/DontDestroyOnLoad.cs b/Assets/Common/Infrastructure/Runtime/DontDestroyOnLoad.cs new file mode 100644 index 0000000..ecdb5c4 --- /dev/null +++ b/Assets/Common/Infrastructure/Runtime/DontDestroyOnLoad.cs @@ -0,0 +1,12 @@ +using UnityEngine; + +namespace JoeSiu.Common.Infrastructure.Runtime +{ + public class DontDestroyOnLoad : MonoBehaviour + { + private void Awake() + { + DontDestroyOnLoad(gameObject); + } + } +} \ No newline at end of file diff --git a/Assets/Common/Infrastructure/Runtime/DontDestroyOnLoad.cs.meta b/Assets/Common/Infrastructure/Runtime/DontDestroyOnLoad.cs.meta new file mode 100644 index 0000000..d30fee1 --- /dev/null +++ b/Assets/Common/Infrastructure/Runtime/DontDestroyOnLoad.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e6bbe0c45eed41ba9edaeb03c27d1af7 +timeCreated: 1763915394 \ No newline at end of file diff --git a/Assets/Common/Infrastructure/Runtime/JoeSiu.Common.Infrastructure.asmdef b/Assets/Common/Infrastructure/Runtime/JoeSiu.Common.Infrastructure.asmdef new file mode 100644 index 0000000..dd99e73 --- /dev/null +++ b/Assets/Common/Infrastructure/Runtime/JoeSiu.Common.Infrastructure.asmdef @@ -0,0 +1,14 @@ +{ + "name": "Common.Infrastructure.Runtime", + "rootNamespace": "JoeSiu", + "references": [], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Common/Infrastructure/Runtime/JoeSiu.Common.Infrastructure.asmdef.meta b/Assets/Common/Infrastructure/Runtime/JoeSiu.Common.Infrastructure.asmdef.meta new file mode 100644 index 0000000..58a4fef --- /dev/null +++ b/Assets/Common/Infrastructure/Runtime/JoeSiu.Common.Infrastructure.asmdef.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 70e478b7eb804446bc79813af716d369 +timeCreated: 1763912104 \ No newline at end of file diff --git a/Assets/Common/Infrastructure/Runtime/MonoSingleton.cs b/Assets/Common/Infrastructure/Runtime/MonoSingleton.cs new file mode 100644 index 0000000..6feeeb6 --- /dev/null +++ b/Assets/Common/Infrastructure/Runtime/MonoSingleton.cs @@ -0,0 +1,87 @@ +using UnityEngine; + +namespace JoeSiu.Common.Infrastructure.Runtime +{ + public abstract class MonoSingleton : MonoBehaviour where T : MonoSingleton + { + private static T _instance; + public static T Instance + { + get + { + if (_instance) return _instance; + + var objs = FindObjectsByType(FindObjectsSortMode.None); + + if (objs.Length > 0) + { + AssignInstance(objs[0]); + } + + if (objs.Length > 1) + { + for (var index = 1; index < objs.Length; index++) + { + var obj = objs[index]; + DestroyDuplicate(obj); + } + } + + if (!_instance) + { + Debug.LogWarning( + $"[MonoSingleton] No instance of type '{typeof(T).Name}' is found, make sure to add it in the scene!"); + } + + return _instance; + } + } + + public static T GetInstance() => _instance; + + public static void CreateInstance(bool dontDestroyOnLoad = true) + { + var go = new GameObject(typeof(T).Name); + var instance = go.AddComponent(); + if (dontDestroyOnLoad) DontDestroyOnLoad(go); + Debug.Log( + $"[MonoSingleton] Created game object '{go.name}' {(dontDestroyOnLoad ? "(DontDestroyOnLoad)" : "")} for type '{typeof(T).Name}'", + go); + AssignInstance(instance); + } + + [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] + public static void RemoveInstance() + { + _instance = null; + Debug.Log($"[MonoSingleton] Removed instance of type '{typeof(T).Name}'"); + } + + protected virtual void Awake() + { + if (!_instance) AssignInstance(this as T); + else if (_instance != this) DestroyDuplicate(this as T); + } + + private static void AssignInstance(T instance) + { + if (!instance) return; + _instance = instance; + Debug.Log($"[MonoSingleton] Assigned instance of type '{typeof(T).Name}' to object '{instance.gameObject.name}'", + instance.gameObject); + } + + private static void DestroyDuplicate(T instance) + { + if (!_instance) return; + if (!instance) return; + + Debug.LogError( + $"[MonoSingleton] Instance of type '{typeof(T).Name}' is already assigned to object '{_instance.gameObject.name}', destroying duplicate instance '{instance.gameObject.name}'...", + instance.gameObject); + + if (Application.isPlaying) Destroy(instance); + else DestroyImmediate(instance); + } + } +} \ No newline at end of file diff --git a/Assets/Common/Infrastructure/Runtime/MonoSingleton.cs.meta b/Assets/Common/Infrastructure/Runtime/MonoSingleton.cs.meta new file mode 100644 index 0000000..2bfcda7 --- /dev/null +++ b/Assets/Common/Infrastructure/Runtime/MonoSingleton.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7fdcac9d0a5a415c8fb702b32809e649 +timeCreated: 1763913277 \ No newline at end of file diff --git a/Assets/Common/Infrastructure/Runtime/ScriptableObjectSingleton.cs b/Assets/Common/Infrastructure/Runtime/ScriptableObjectSingleton.cs new file mode 100644 index 0000000..9213d41 --- /dev/null +++ b/Assets/Common/Infrastructure/Runtime/ScriptableObjectSingleton.cs @@ -0,0 +1,57 @@ +using UnityEngine; + +namespace JoeSiu.Common.Infrastructure.Runtime +{ + /// + /// + /// + /// + public abstract class ScriptableObjectSingleton : ScriptableObject where T : ScriptableObjectSingleton + { + private static T _instance; + public static T Instance + { + get + { + if (_instance != null) return _instance; + + var assets = Resources.LoadAll(""); + + if (assets.Length > 0) + { + AssignInstance(assets[0]); + } + + if (assets.Length > 1) + { + Debug.LogError( + $"[ScriptableObjectSingleton] More than 1 instance of Singleton Scriptable Object of type: {typeof(T)} found"); + } + + if (!_instance) + { + Debug.LogWarning( + $"[ScriptableObjectSingleton] No instance of type '{typeof(T).Name}' is found, make sure to add it to the Resources folder!"); + } + + return _instance; + } + } + + public static T GetInstance() => _instance; + + [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] + public static void RemoveInstance() + { + _instance = null; + Debug.Log($"[ScriptableObjectSingleton] Removed instance of type '{typeof(T).Name}'"); + } + + private static void AssignInstance(T instance) + { + if (!instance) return; + _instance = instance; + Debug.Log($"[ScriptableObjectSingleton] Assigned instance of type '{typeof(T).Name}' to object '{instance.name}'", instance); + } + } +} \ No newline at end of file diff --git a/Assets/Common/Infrastructure/Runtime/ScriptableObjectSingleton.cs.meta b/Assets/Common/Infrastructure/Runtime/ScriptableObjectSingleton.cs.meta new file mode 100644 index 0000000..aa69f81 --- /dev/null +++ b/Assets/Common/Infrastructure/Runtime/ScriptableObjectSingleton.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e2616e8d08c645498cb1486552014786 +timeCreated: 1763915451 \ No newline at end of file diff --git a/Assets/Common/Infrastructure/package.json b/Assets/Common/Infrastructure/package.json new file mode 100644 index 0000000..3c06fd7 --- /dev/null +++ b/Assets/Common/Infrastructure/package.json @@ -0,0 +1,16 @@ +{ + "name": "com.joesiu.common.infrastructure", + "version": "1.0.0", + "description": "Common scripts for core infrastructure.", + "displayName": "Infrastructure", + "unity": "2019.4", + "author": { + "name": "Joe Siu", + "url": "https://github.com/JoeSiu" + }, + "changelogUrl": "https://github.com/JoeSiu/UnityPackages/blob/main/CHANGELOG.md", + "dependencies": {}, + "documentationUrl": "https://github.com/JoeSiu/UnityPackages/", + "keywords": [], + "licensesUrl": "https://github.com/JoeSiu/UnityPackages/blob/main/LICENSE.md" +} \ No newline at end of file diff --git a/Assets/Common/Infrastructure/package.json.meta b/Assets/Common/Infrastructure/package.json.meta new file mode 100644 index 0000000..2127d69 --- /dev/null +++ b/Assets/Common/Infrastructure/package.json.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c0c0741ec91f4e83b31c3346f9ba5e6a +timeCreated: 1763912104 \ No newline at end of file diff --git a/Assets/Common/Serialization.meta b/Assets/Common/Serialization.meta new file mode 100644 index 0000000..8f6f5c3 --- /dev/null +++ b/Assets/Common/Serialization.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b29cafa929b60184fa189b4cb045828b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Serialization/.gitignore b/Assets/Common/Serialization/.gitignore new file mode 100644 index 0000000..276a910 --- /dev/null +++ b/Assets/Common/Serialization/.gitignore @@ -0,0 +1,61 @@ +# This .gitignore file should be placed at the root of your Unity project directory +# +# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore +# +/[Ll]ibrary/ +/[Tt]emp/ +/[Oo]bj/ +/[Bb]uild/ +/[Bb]uilds/ +/[Ll]ogs/ +/[Mm]emoryCaptures/ + +# Asset meta data should only be ignored when the corresponding asset is also ignored +!/[Aa]ssets/**/*.meta + +# Uncomment this line if you wish to ignore the asset store tools plugin +# /[Aa]ssets/AssetStoreTools* + +# Autogenerated Jetbrains Rider plugin +[Aa]ssets/Plugins/Editor/JetBrains* + +# Visual Studio cache directory +.vs/ +.config + +# Gradle cache directory +.gradle/ + +# Autogenerated VS/MD/Consulo solution and project files +ExportedObj/ +.consulo/ +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.mdb +*.opendb +*.VC.db + +# Unity3D generated meta files +*.pidb.meta +*.pdb.meta +*.mdb.meta + +# Unity3D generated file on crash reports +sysinfo.txt + +# Builds +*.apk +*.unitypackage + +# Crashlytics generated file +crashlytics-build.properties + diff --git a/Assets/Common/Serialization/CHANGELOG.md b/Assets/Common/Serialization/CHANGELOG.md new file mode 100644 index 0000000..59117b4 --- /dev/null +++ b/Assets/Common/Serialization/CHANGELOG.md @@ -0,0 +1,12 @@ +# Changelog + +All notable changes to this project will be documented in this file. + +The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/), +and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). + +## [1.0.0] - 2025-11-24 + +### Added + +- Initial release of the Unity package. diff --git a/Assets/Common/Serialization/CHANGELOG.md.meta b/Assets/Common/Serialization/CHANGELOG.md.meta new file mode 100644 index 0000000..5b1410a --- /dev/null +++ b/Assets/Common/Serialization/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6aab4fa9da7c1124a96e9c0838a1b12e +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Serialization/LICENSE.md b/Assets/Common/Serialization/LICENSE.md new file mode 100644 index 0000000..a9e3980 --- /dev/null +++ b/Assets/Common/Serialization/LICENSE.md @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2025 Joe Siu + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. \ No newline at end of file diff --git a/Assets/Common/Serialization/LICENSE.md.meta b/Assets/Common/Serialization/LICENSE.md.meta new file mode 100644 index 0000000..41b35bc --- /dev/null +++ b/Assets/Common/Serialization/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6333dc7bfd551ae4c82c1586a89dbc41 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Serialization/README.md b/Assets/Common/Serialization/README.md new file mode 100644 index 0000000..50b385c --- /dev/null +++ b/Assets/Common/Serialization/README.md @@ -0,0 +1,8 @@ +# com.joesiu.common.serialization + +## Installation + +1. Open `Package Manager` +2. Click `+` +3. Select `Add package from git URL...` +4. Paste `https://github.com/JoeSiu/UnityPackages.git?path=Assets/Common/Serialization` diff --git a/Assets/Common/Serialization/README.md.meta b/Assets/Common/Serialization/README.md.meta new file mode 100644 index 0000000..a97392b --- /dev/null +++ b/Assets/Common/Serialization/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9396f0bf3b325ff48ba7029d107c30fa +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Serialization/Runtime.meta b/Assets/Common/Serialization/Runtime.meta new file mode 100644 index 0000000..93bc93b --- /dev/null +++ b/Assets/Common/Serialization/Runtime.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 98bbeb42106339546b8f985f042e2a8f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Serialization/Runtime/JoeSiu.Common.Serialization.asmdef b/Assets/Common/Serialization/Runtime/JoeSiu.Common.Serialization.asmdef new file mode 100644 index 0000000..5625896 --- /dev/null +++ b/Assets/Common/Serialization/Runtime/JoeSiu.Common.Serialization.asmdef @@ -0,0 +1,14 @@ +{ + "name": "Common.Serialization.Runtime", + "rootNamespace": "JoeSiu", + "references": [], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Common/Serialization/Runtime/JoeSiu.Common.Serialization.asmdef.meta b/Assets/Common/Serialization/Runtime/JoeSiu.Common.Serialization.asmdef.meta new file mode 100644 index 0000000..d2b85ef --- /dev/null +++ b/Assets/Common/Serialization/Runtime/JoeSiu.Common.Serialization.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d7f6647327e7fa54faec2c8e2a49621d +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Serialization/Runtime/SerializableInterface.cs b/Assets/Common/Serialization/Runtime/SerializableInterface.cs new file mode 100644 index 0000000..ef9f98d --- /dev/null +++ b/Assets/Common/Serialization/Runtime/SerializableInterface.cs @@ -0,0 +1,138 @@ +#region License and Information + +/***** + * Provides a serializable wrapper that allows you to store a reference to + * a serialized UnityEngine.Object that implement a certain interface. + * The "Instance" property provides direct easy access to the serialized reference. + * This should work with Components as well as ScriptableObjects. + * It ships with a convenient property drawer that should streamline the usage. + * + * Copyright (c) 2023 Bunny83 + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to + * deal in the Software without restriction, including without limitation the + * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or + * sell copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS + * IN THE SOFTWARE. + * + *****/ + +#endregion License and Information + +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace JoeSiu.Common.Serialization.Runtime +{ + [Serializable] + public class SerializableInterface where T : class + { + [SerializeField] + private Object _obj; + private T _value; + + public SerializableInterface() + { + } + + public SerializableInterface(T value) + { + SetValue(value); + } + + public T Value + { + get => GetValue(); + set => SetValue(value); + } + + public T GetValue() + { + if (_value != null && (object)_value == _obj) return _value; + if (_obj == null) SetValue(null); + else if (_obj is T inst || _obj is GameObject go && go.TryGetComponent(out inst)) _value = inst; + else SetValue(null); + + return _value; + } + + private void SetValue(T value) + { + _value = value; + _obj = _value as Object; + } + } + +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof(SerializableInterface<>), true)] + public class SerializableInterfacePropertyDrawer : PropertyDrawer + { + private Type _genericType; + private readonly List _list = new(); + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + if (_genericType == null) + { + var fieldType = fieldInfo.FieldType; + if (fieldType.IsGenericType && fieldType.GetGenericTypeDefinition() == typeof(List<>)) + // when used in a List<>, grab the actual type from the generic argument of the List + fieldType = fieldInfo.FieldType.GetGenericArguments()[0]; + else if (fieldType.IsArray) + // when used in an array, grab the actual type from the element type. + fieldType = fieldType.GetElementType(); + + var types = fieldType?.GetGenericArguments(); + if (types is { Length: 1 }) _genericType = types[0]; + } + + var obj = property.FindPropertyRelative("_obj"); + EditorGUI.BeginChangeCheck(); + var newObj = EditorGUI.ObjectField(position, label, obj.objectReferenceValue, typeof(Object), true); + if (!EditorGUI.EndChangeCheck()) return; + if (newObj == null) obj.objectReferenceValue = null; + else if (_genericType != null && _genericType.IsAssignableFrom(newObj.GetType())) obj.objectReferenceValue = newObj; + else if (newObj is GameObject go) + { + _list.Clear(); + go.GetComponents(_genericType, _list); + if (_list.Count == 1) + { + obj.objectReferenceValue = _list[0]; + } + else + { + var m = new GenericMenu(); + var n = 1; + foreach (var item in _list) + m.AddItem(new GUIContent(n++ + " " + item.GetType().Name), false, a => + { + obj.objectReferenceValue = (Object)a; + obj.serializedObject.ApplyModifiedProperties(); + }, item); + m.ShowAsContext(); + } + } + else + { + Debug.LogWarning("Dragged object is not compatible with " + _genericType?.Name); + } + } + } +#endif +} \ No newline at end of file diff --git a/Assets/Common/Serialization/Runtime/SerializableInterface.cs.meta b/Assets/Common/Serialization/Runtime/SerializableInterface.cs.meta new file mode 100644 index 0000000..3c44e0f --- /dev/null +++ b/Assets/Common/Serialization/Runtime/SerializableInterface.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c8df361f2765f214eba36fc0fb21a063 \ No newline at end of file diff --git a/Assets/Common/Serialization/package.json b/Assets/Common/Serialization/package.json new file mode 100644 index 0000000..03cf9db --- /dev/null +++ b/Assets/Common/Serialization/package.json @@ -0,0 +1,16 @@ +{ + "name": "com.joesiu.common.serialization", + "version": "1.0.0", + "description": "Common scripts for serialization.", + "displayName": "Serialization", + "unity": "2019.4", + "author": { + "name": "Joe Siu", + "url": "https://github.com/JoeSiu" + }, + "changelogUrl": "https://github.com/JoeSiu/UnityPackages/blob/main/CHANGELOG.md", + "dependencies": {}, + "documentationUrl": "https://github.com/JoeSiu/UnityPackages/", + "keywords": [], + "licensesUrl": "https://github.com/JoeSiu/UnityPackages/blob/main/LICENSE.md" +} \ No newline at end of file diff --git a/Assets/Common/Serialization/package.json.meta b/Assets/Common/Serialization/package.json.meta new file mode 100644 index 0000000..e8c5b06 --- /dev/null +++ b/Assets/Common/Serialization/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 10f90d0d9e83df748a3118d0fd3a1560 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Timer.meta b/Assets/Common/Timer.meta new file mode 100644 index 0000000..08da9a0 --- /dev/null +++ b/Assets/Common/Timer.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9337a80e883c06b43bb8045f50ce8fc8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Timer/.gitignore b/Assets/Common/Timer/.gitignore new file mode 100644 index 0000000..276a910 --- /dev/null +++ b/Assets/Common/Timer/.gitignore @@ -0,0 +1,61 @@ +# This .gitignore file should be placed at the root of your Unity project directory +# +# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore +# +/[Ll]ibrary/ +/[Tt]emp/ +/[Oo]bj/ +/[Bb]uild/ +/[Bb]uilds/ +/[Ll]ogs/ +/[Mm]emoryCaptures/ + +# Asset meta data should only be ignored when the corresponding asset is also ignored +!/[Aa]ssets/**/*.meta + +# Uncomment this line if you wish to ignore the asset store tools plugin +# /[Aa]ssets/AssetStoreTools* + +# Autogenerated Jetbrains Rider plugin +[Aa]ssets/Plugins/Editor/JetBrains* + +# Visual Studio cache directory +.vs/ +.config + +# Gradle cache directory +.gradle/ + +# Autogenerated VS/MD/Consulo solution and project files +ExportedObj/ +.consulo/ +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.mdb +*.opendb +*.VC.db + +# Unity3D generated meta files +*.pidb.meta +*.pdb.meta +*.mdb.meta + +# Unity3D generated file on crash reports +sysinfo.txt + +# Builds +*.apk +*.unitypackage + +# Crashlytics generated file +crashlytics-build.properties + diff --git a/Assets/Common/Timer/CHANGELOG.md b/Assets/Common/Timer/CHANGELOG.md new file mode 100644 index 0000000..59117b4 --- /dev/null +++ b/Assets/Common/Timer/CHANGELOG.md @@ -0,0 +1,12 @@ +# Changelog + +All notable changes to this project will be documented in this file. + +The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/), +and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). + +## [1.0.0] - 2025-11-24 + +### Added + +- Initial release of the Unity package. diff --git a/Assets/Common/Timer/CHANGELOG.md.meta b/Assets/Common/Timer/CHANGELOG.md.meta new file mode 100644 index 0000000..c061d69 --- /dev/null +++ b/Assets/Common/Timer/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b59e8b83170e79e49bb382cbd8bb2e47 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Timer/Documentation~/common.timer.md b/Assets/Common/Timer/Documentation~/common.timer.md new file mode 100644 index 0000000..e69de29 diff --git a/Assets/Common/Timer/LICENSE.md b/Assets/Common/Timer/LICENSE.md new file mode 100644 index 0000000..a9e3980 --- /dev/null +++ b/Assets/Common/Timer/LICENSE.md @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2025 Joe Siu + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. \ No newline at end of file diff --git a/Assets/Common/Timer/LICENSE.md.meta b/Assets/Common/Timer/LICENSE.md.meta new file mode 100644 index 0000000..0986e8f --- /dev/null +++ b/Assets/Common/Timer/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 26de4860f9f29e146a42655c17acb7a8 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Timer/README.md b/Assets/Common/Timer/README.md new file mode 100644 index 0000000..97c43ba --- /dev/null +++ b/Assets/Common/Timer/README.md @@ -0,0 +1,8 @@ +# com.joesiu.common.timer + +## Installation + +1. Open `Package Manager` +2. Click `+` +3. Select `Add package from git URL...` +4. Paste `https://github.com/JoeSiu/UnityPackages.git?path=Assets/Common/Timer` diff --git a/Assets/Common/Timer/README.md.meta b/Assets/Common/Timer/README.md.meta new file mode 100644 index 0000000..efae315 --- /dev/null +++ b/Assets/Common/Timer/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5ba592ce62241954c91a14eb83c32366 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Timer/Runtime.meta b/Assets/Common/Timer/Runtime.meta new file mode 100644 index 0000000..304ed73 --- /dev/null +++ b/Assets/Common/Timer/Runtime.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2fab66aac1f04504db2f990f40887a73 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Timer/Runtime/IStopwatch.cs b/Assets/Common/Timer/Runtime/IStopwatch.cs new file mode 100644 index 0000000..80c14dd --- /dev/null +++ b/Assets/Common/Timer/Runtime/IStopwatch.cs @@ -0,0 +1,20 @@ +using System; + +namespace Common.Timer.Runtime +{ + public interface IStopwatch : ITimer + { + public float Duration { get; set; } + public bool DeactivateOnTimeReached { get; set; } + public float RemainingTime { get; set; } + public float Progress { get; set; } + public bool IsTimeReached => CurrentTime >= Duration; + + public event Action OnTimeReached; + + public void SetDuration(float value); + public void SetRemainingTime(float value); + public void SetProgress(float value); + public void EndTime(); + } +} \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/IStopwatch.cs.meta b/Assets/Common/Timer/Runtime/IStopwatch.cs.meta new file mode 100644 index 0000000..1476d12 --- /dev/null +++ b/Assets/Common/Timer/Runtime/IStopwatch.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7d400d4cccd55e94088df52dfd4cbb96 \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/ITimer.cs b/Assets/Common/Timer/Runtime/ITimer.cs new file mode 100644 index 0000000..34f1b09 --- /dev/null +++ b/Assets/Common/Timer/Runtime/ITimer.cs @@ -0,0 +1,23 @@ +using System; + +namespace Common.Timer.Runtime +{ + public interface ITimer + { + public bool IsActive { get; } + public float CurrentTime { get; set; } + public float DeltaTime { get; } + + public void Tick(); + public void Activate(bool resetTime = false); + public void Deactivate(); + public void ResetTime(); + + public void SetTime(float value); + + public event Action OnTick; + public event Action OnActivate; + public event Action OnDeactivate; + public event Action OnTimeReset; + } +} \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/ITimer.cs.meta b/Assets/Common/Timer/Runtime/ITimer.cs.meta new file mode 100644 index 0000000..4c865bf --- /dev/null +++ b/Assets/Common/Timer/Runtime/ITimer.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 166ad9d07eff7ce409885714f6cddd55 \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/JoeSiu.Common.Timer.asmdef b/Assets/Common/Timer/Runtime/JoeSiu.Common.Timer.asmdef new file mode 100644 index 0000000..a74c88a --- /dev/null +++ b/Assets/Common/Timer/Runtime/JoeSiu.Common.Timer.asmdef @@ -0,0 +1,20 @@ +{ + "name": "Common.Timer.Runtime", + "rootNamespace": "JoeSiu", + "references": [ + "GUID:75469ad4d38634e559750d17036d5f7c", + "GUID:6055be8ebefd69e48b49212b09b47b2f", + "GUID:324caed91501a9c47a04ebfd87b68794", + "GUID:d7f6647327e7fa54faec2c8e2a49621d", + "GUID:70e478b7eb804446bc79813af716d369" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/JoeSiu.Common.Timer.asmdef.meta b/Assets/Common/Timer/Runtime/JoeSiu.Common.Timer.asmdef.meta new file mode 100644 index 0000000..1bd7b12 --- /dev/null +++ b/Assets/Common/Timer/Runtime/JoeSiu.Common.Timer.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4867374f8b89f5b4587d9170bed9e856 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Timer/Runtime/MonoStopwatch.cs b/Assets/Common/Timer/Runtime/MonoStopwatch.cs new file mode 100644 index 0000000..6814451 --- /dev/null +++ b/Assets/Common/Timer/Runtime/MonoStopwatch.cs @@ -0,0 +1,104 @@ +using System; +using TriInspector; +using UnityEngine; + +namespace Common.Timer.Runtime +{ + public class MonoStopwatch : MonoTimer, IStopwatch + { + public override float CurrentTime + { + get + { + currentTime = Mathf.Clamp(currentTime, 0f, Duration); + return currentTime; + } + set => currentTime = Mathf.Clamp(value, 0f, Duration); + } + + [Title("Settings (Stopwatch)")] + [SerializeField] + protected float duration; + [Group("Internal"), ShowInInspector, DisableInEditMode] + public virtual float Duration + { + get + { + duration = Mathf.Max(0.001f, duration); + return duration; + } + set => duration = Mathf.Max(0.001f, value); + } + [SerializeField] + protected bool deactivateOnTimeReached; + public bool DeactivateOnTimeReached + { + get => deactivateOnTimeReached; + set => deactivateOnTimeReached = value; + } + + [Group("Internal"), ShowInInspector, DisableInEditMode] + public virtual float RemainingTime + { + get => Mathf.Clamp(Duration - CurrentTime, 0f, Duration); + set => CurrentTime = Mathf.Clamp(Duration - value, 0f, Duration); + } + [Group("Internal"), ShowInInspector, DisableInEditMode] + public virtual float Progress + { + get => Duration == 0f ? 0f : Mathf.Clamp(CurrentTime / Duration, 0f, 1f); + set => CurrentTime = Mathf.Clamp(Duration * value, 0f, Duration); + } + [Group("Internal"), ReadOnly, ShowInInspector, DisableInEditMode] + public virtual bool IsTimeReached => CurrentTime >= Duration; + + public event Action OnTimeReached; + + public override void Tick() + { + if (IsTimeReached) return; + + base.Tick(); + if (!IsActive) return; + + if (CurrentTime >= Duration) EndTime(); + } + + public virtual void SetDuration(float value) + { + Duration = value; + if (IsTimeReached) EndTime(); + } + + public virtual void SetRemainingTime(float value) + { + RemainingTime = value; + if (IsTimeReached) EndTime(); + } + + public virtual void SetProgress(float value) + { + Progress = value; + if (IsTimeReached) EndTime(); + } + + public virtual void EndTime() + { + currentTime = Duration; + InvokeOnTimeReached(); + if (DeactivateOnTimeReached) Deactivate(); + } + + protected virtual void InvokeOnTimeReached() + { + OnTimeReached?.Invoke(); + } + +#if UNITY_EDITOR + + [Group("Debug"), Button("End Time"), HideInEditMode] + private void EndTimer_Editor() => EndTime(); + +#endif + } +} \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/MonoStopwatch.cs.meta b/Assets/Common/Timer/Runtime/MonoStopwatch.cs.meta new file mode 100644 index 0000000..7b12287 --- /dev/null +++ b/Assets/Common/Timer/Runtime/MonoStopwatch.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7152de60fabb33c41aebca0a58b2096b \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/MonoTimer.cs b/Assets/Common/Timer/Runtime/MonoTimer.cs new file mode 100644 index 0000000..9ed9ce3 --- /dev/null +++ b/Assets/Common/Timer/Runtime/MonoTimer.cs @@ -0,0 +1,109 @@ +using System; +using TriInspector; +using UnityEngine; + +namespace Common.Timer.Runtime +{ + [DeclareBoxGroup("Debug")] + [DeclareBoxGroup("Internal")] + // TODO: Create a MonoTimerBase similar to TimerBaseSO instead + public class MonoTimer : MonoBehaviour, ITimer + { + [Title("Settings")] + [SerializeField] + protected bool isActive; + public virtual bool IsActive + { + get => isActive; + protected set => isActive = value; + } + + protected float currentTime; + [Group("Internal"), ShowInInspector, DisableInEditMode] + public virtual float CurrentTime + { + get + { + currentTime = Mathf.Max(currentTime, 0f); + return currentTime; + } + set => currentTime = Mathf.Max(value, 0f); + } + [Group("Internal"), ShowInInspector, DisableInEditMode] + public virtual float DeltaTime => Time.deltaTime; + + public event Action OnTick; + public event Action OnActivate; + public event Action OnDeactivate; + public event Action OnTimeReset; + + protected virtual void Update() + { + Tick(); + } + + #region Public Methods + + public virtual void Tick() + { + if (!IsActive) return; + + CurrentTime += DeltaTime; + InvokeOnTick(); + } + + public virtual void Activate(bool resetTime = false) + { + IsActive = true; + InvokeOnActivate(); + if (resetTime) ResetTime(); + } + + public virtual void Deactivate() + { + IsActive = false; + InvokeOnDeactivate(); + } + + public virtual void ResetTime() + { + CurrentTime = 0f; + InvokeOnTimeReset(); + } + + public virtual void SetTime(float value) + { + CurrentTime = value; + } + + #endregion + + #region Protected Methods + + protected virtual void InvokeOnTick() => OnTick?.Invoke(); + protected virtual void InvokeOnActivate() => OnActivate?.Invoke(); + protected virtual void InvokeOnDeactivate() => OnDeactivate?.Invoke(); + protected virtual void InvokeOnTimeReset() => OnTimeReset?.Invoke(); + + #endregion + +#if UNITY_EDITOR + + [Group("Debug"), Button("Activate"), HideInEditMode] + private void Activate_Editor() => Activate(false); + + [Group("Debug"), Button("Activate (Reset Time)"), HideInEditMode] + private void ActivateResetTime_Editor() => Activate(true); + + [Group("Debug"), Button("Deactivate"), HideInEditMode] + private void Deactivate_Editor() => Deactivate(); + + [Group("Debug"), Button("Tick"), HideInEditMode] + private void Tick_Editor() => Tick(); + + [Group("Debug"), Button("Reset Time"), HideInEditMode] + private void ResetTime_Editor() => ResetTime(); + +#endif + } +} \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/MonoTimer.cs.meta b/Assets/Common/Timer/Runtime/MonoTimer.cs.meta new file mode 100644 index 0000000..1179146 --- /dev/null +++ b/Assets/Common/Timer/Runtime/MonoTimer.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 34fac720fb4287843aea355b0594eda1 \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/ScriptableObjects.meta b/Assets/Common/Timer/Runtime/ScriptableObjects.meta new file mode 100644 index 0000000..e4635ff --- /dev/null +++ b/Assets/Common/Timer/Runtime/ScriptableObjects.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 84762aa781ebe084290160322bc621e3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Timer/Runtime/ScriptableObjects/StopwatchSO.cs b/Assets/Common/Timer/Runtime/ScriptableObjects/StopwatchSO.cs new file mode 100644 index 0000000..7596d0a --- /dev/null +++ b/Assets/Common/Timer/Runtime/ScriptableObjects/StopwatchSO.cs @@ -0,0 +1,62 @@ +using System; +using TriInspector; +using UnityEngine; + +namespace Common.Timer.Runtime.ScriptableObjects +{ + [CreateAssetMenu(fileName = "Stopwatch", menuName = "JoeSiu/Common/Stopwatch")] + public class StopwatchSO : TimerBaseSO, IStopwatch + { + protected override ITimer Timer => _stopwatch; + + [SerializeField, InlineProperty, HideLabel] + [InfoBox("The stopwatch in ScriptableObject will be deactivated by default")] + private Stopwatch _stopwatch = new(false, 10f); + + public float Duration + { + get => _stopwatch.Duration; + set => _stopwatch.Duration = value; + } + public float RemainingTime + { + get => _stopwatch.RemainingTime; + set => _stopwatch.RemainingTime = value; + } + public float Progress + { + get => _stopwatch.Progress; + set => _stopwatch.Progress = value; + } + public bool IsTimeReached => _stopwatch.IsTimeReached; + public bool DeactivateOnTimeReached + { + get => _stopwatch.DeactivateOnTimeReached; + set => _stopwatch.DeactivateOnTimeReached = value; + } + + public event Action OnTimeReached + { + add => _stopwatch.OnTimeReached += value; + remove => _stopwatch.OnTimeReached -= value; + } + + protected override void Activate_Internal(bool resetTime = false) + { + _stopwatch.Activate(resetTime); + } + + public virtual void SetDuration(float value) => _stopwatch.SetDuration(value); + + public virtual void SetRemainingTime(float value) => _stopwatch.SetRemainingTime(value); + + public virtual void SetProgress(float value) => _stopwatch.SetProgress(value); + + public void EndTime() => _stopwatch.EndTime(); + + public override void Reinitialize() + { + _stopwatch = new(false, _stopwatch.Duration); + } + } +} \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/ScriptableObjects/StopwatchSO.cs.meta b/Assets/Common/Timer/Runtime/ScriptableObjects/StopwatchSO.cs.meta new file mode 100644 index 0000000..38e79eb --- /dev/null +++ b/Assets/Common/Timer/Runtime/ScriptableObjects/StopwatchSO.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: bef3fff7f3888464aab61a599e9a460a \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/ScriptableObjects/TimerBaseSO.cs b/Assets/Common/Timer/Runtime/ScriptableObjects/TimerBaseSO.cs new file mode 100644 index 0000000..16fd313 --- /dev/null +++ b/Assets/Common/Timer/Runtime/ScriptableObjects/TimerBaseSO.cs @@ -0,0 +1,113 @@ +using System; +using TriInspector; +using UnityEditor; +using UnityEngine; + +namespace Common.Timer.Runtime.ScriptableObjects +{ + public abstract class TimerBaseSO : ScriptableObject, ITimer + { + protected abstract ITimer Timer { get; } + + public bool IsActive => Timer.IsActive; + public float CurrentTime + { + get => Timer.CurrentTime; + set => Timer.CurrentTime = value; + } + public float DeltaTime => Timer.DeltaTime; + + public void Tick() => Timer.Tick(); + + public void Activate(bool resetTime = false) + { + AddToManager(); + Activate_Internal(resetTime); + } + + public void Deactivate() => Timer.Deactivate(); + + public void ResetTime() => Timer.ResetTime(); + + public virtual void SetTime(float value) + { + CurrentTime = value; + } + + public event Action OnTick + { + add => Timer.OnTick += value; + remove => Timer.OnTick -= value; + } + public event Action OnActivate + { + add => Timer.OnActivate += value; + remove => Timer.OnActivate -= value; + } + public event Action OnDeactivate + { + add => Timer.OnDeactivate += value; + remove => Timer.OnDeactivate -= value; + } + public event Action OnTimeReset + { + add => Timer.OnTimeReset += value; + remove => Timer.OnTimeReset -= value; + } + + protected abstract void Activate_Internal(bool resetTime = false); + + private void AddToManager() + { + if (!TimerManager.GetInstance()) TimerManager.CreateInstance(); + TimerManager.Instance.Add(this); + } + + private void RemoveFromManager() + { + if (!TimerManager.GetInstance()) return; + TimerManager.Instance.Remove(this); + } + +#if UNITY_EDITOR + protected virtual void OnPlayModeStateChanged(PlayModeStateChange state) + { + if (state == PlayModeStateChange.ExitingPlayMode) + { + Reinitialize(); + } + } +#endif + +#if UNITY_EDITOR + protected virtual void OnValidate() + { + if (!EditorApplication.isPlaying) Timer.Deactivate(); + } +#endif + + protected virtual void OnEnable() + { +#if UNITY_EDITOR + EditorApplication.playModeStateChanged += OnPlayModeStateChanged; +#endif + } + + protected virtual void OnDisable() + { +#if UNITY_EDITOR + EditorApplication.playModeStateChanged -= OnPlayModeStateChanged; +#endif + } + + protected virtual void OnDestroy() + { +#if UNITY_EDITOR + Reinitialize(); +#endif + } + + [Button] + public abstract void Reinitialize(); + } +} \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/ScriptableObjects/TimerBaseSO.cs.meta b/Assets/Common/Timer/Runtime/ScriptableObjects/TimerBaseSO.cs.meta new file mode 100644 index 0000000..dd6d6a6 --- /dev/null +++ b/Assets/Common/Timer/Runtime/ScriptableObjects/TimerBaseSO.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 312c8c00ee578df428063b28e6322aed \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/ScriptableObjects/TimerSO.cs b/Assets/Common/Timer/Runtime/ScriptableObjects/TimerSO.cs new file mode 100644 index 0000000..12e69d5 --- /dev/null +++ b/Assets/Common/Timer/Runtime/ScriptableObjects/TimerSO.cs @@ -0,0 +1,25 @@ +using TriInspector; +using UnityEngine; + +namespace Common.Timer.Runtime.ScriptableObjects +{ + [CreateAssetMenu(fileName = "Timer", menuName = "JoeSiu/Common/Timer")] + public class TimerSO : TimerBaseSO + { + protected override ITimer Timer => _timer; + + [SerializeField, InlineProperty, HideLabel] + [InfoBox("The timer in ScriptableObject will be deactivated by default")] + private Timer _timer = new(false); + + protected override void Activate_Internal(bool resetTime = false) + { + _timer.Activate(resetTime); + } + + public override void Reinitialize() + { + _timer = new(false); + } + } +} \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/ScriptableObjects/TimerSO.cs.meta b/Assets/Common/Timer/Runtime/ScriptableObjects/TimerSO.cs.meta new file mode 100644 index 0000000..397b9aa --- /dev/null +++ b/Assets/Common/Timer/Runtime/ScriptableObjects/TimerSO.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cc4e8df518cd7244dbdfc3464c604bed \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/Stopwatch.cs b/Assets/Common/Timer/Runtime/Stopwatch.cs new file mode 100644 index 0000000..eac9a06 --- /dev/null +++ b/Assets/Common/Timer/Runtime/Stopwatch.cs @@ -0,0 +1,120 @@ +using System; +using TriInspector; +using UnityEngine; +using UnityEngine.Serialization; + +namespace Common.Timer.Runtime +{ + [Serializable] + public class Stopwatch : Timer, IStopwatch + { + public override float CurrentTime + { + get + { + currentTime = Mathf.Clamp(currentTime, 0f, Duration); + return currentTime; + } + set => currentTime = Mathf.Clamp(value, 0f, Duration); + } + + [Title("Settings (Stopwatch)")] + [SerializeField] + [FormerlySerializedAs("_duration")] + protected float duration; + [Group("Internal"), ShowInInspector, DisableInEditMode] + public virtual float Duration + { + get + { + duration = Mathf.Max(0.001f, duration); + return duration; + } + set => duration = Mathf.Max(0.001f, value); + } + [SerializeField] + [FormerlySerializedAs("_deactivateOnTimeReached")] + protected bool deactivateOnTimeReached; + public bool DeactivateOnTimeReached + { + get => deactivateOnTimeReached; + set => deactivateOnTimeReached = value; + } + + [Group("Internal"), ShowInInspector, DisableInEditMode] + public virtual float RemainingTime + { + get => Mathf.Clamp(Duration - CurrentTime, 0f, Duration); + set => CurrentTime = Mathf.Clamp(Duration - value, 0f, Duration); + } + [Group("Internal"), ShowInInspector, DisableInEditMode] + public virtual float Progress + { + get => Duration == 0f ? 0f : Mathf.Clamp(CurrentTime / Duration, 0f, 1f); + set => CurrentTime = Mathf.Clamp(Duration * value, 0f, Duration); + } + [Group("Internal"), ReadOnly, ShowInInspector, DisableInEditMode] + public virtual bool IsTimeReached => CurrentTime >= Duration; + + public event Action OnTimeReached; + + public Stopwatch(bool isActive, float duration, bool deactivateOnTimeReached = false) : base(isActive) + { + this.duration = duration; + this.deactivateOnTimeReached = deactivateOnTimeReached; + } + + public override void Tick() + { + if (IsTimeReached) return; + + base.Tick(); + if (!IsActive) return; + + if (IsTimeReached) EndTime(); + } + + public override void SetTime(float value) + { + CurrentTime = value; + if (IsTimeReached) EndTime(); + } + + public virtual void SetDuration(float value) + { + Duration = value; + if (IsTimeReached) EndTime(); + } + + public virtual void SetRemainingTime(float value) + { + RemainingTime = value; + if (IsTimeReached) EndTime(); + } + + public virtual void SetProgress(float value) + { + Progress = value; + if (IsTimeReached) EndTime(); + } + + public virtual void EndTime() + { + currentTime = Duration; + InvokeOnTimeReached(); + if (DeactivateOnTimeReached) Deactivate(); + } + + protected virtual void InvokeOnTimeReached() + { + OnTimeReached?.Invoke(); + } + +#if UNITY_EDITOR + + [Group("Debug"), Button("End Time"), HideInEditMode] + private void EndTimer_Editor() => EndTime(); + +#endif + } +} \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/Stopwatch.cs.meta b/Assets/Common/Timer/Runtime/Stopwatch.cs.meta new file mode 100644 index 0000000..0da6e33 --- /dev/null +++ b/Assets/Common/Timer/Runtime/Stopwatch.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: deafc70d1d6a826429baf2f506837603 \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/Timer.cs b/Assets/Common/Timer/Runtime/Timer.cs new file mode 100644 index 0000000..9dc0621 --- /dev/null +++ b/Assets/Common/Timer/Runtime/Timer.cs @@ -0,0 +1,114 @@ +using System; +using TriInspector; +using UnityEngine; +using UnityEngine.Serialization; + +namespace Common.Timer.Runtime +{ + /// + /// C# implementation of a timer. Remember to call Tick() on this Timer object via script! + /// + [Serializable] + [DeclareBoxGroup("Debug")] + [DeclareBoxGroup("Internal")] + public class Timer : ITimer + { + [Title("Settings")] + [SerializeField] + [FormerlySerializedAs("_isActive")] + protected bool isActive; + public virtual bool IsActive + { + get => isActive; + protected set => isActive = value; + } + + protected float currentTime; + [Group("Internal"), ShowInInspector, DisableInEditMode] + public virtual float CurrentTime + { + get + { + currentTime = Mathf.Max(currentTime, 0f); + return currentTime; + } + set => currentTime = Mathf.Max(value, 0f); + } + [Group("Internal"), ShowInInspector, DisableInEditMode] + public virtual float DeltaTime => Time.deltaTime; + + public event Action OnTick; + public event Action OnActivate; + public event Action OnDeactivate; + public event Action OnTimeReset; + + public Timer(bool isActive) + { + this.isActive = isActive; + } + + #region Public Methods + + public virtual void Tick() + { + if (!IsActive) return; + + CurrentTime += DeltaTime; + InvokeOnTick(); + } + + public virtual void Activate(bool resetTime = false) + { + IsActive = true; + InvokeOnActivate(); + if (resetTime) ResetTime(); + } + + public virtual void Deactivate() + { + IsActive = false; + InvokeOnDeactivate(); + } + + public virtual void ResetTime() + { + CurrentTime = 0f; + InvokeOnTimeReset(); + } + + public virtual void SetTime(float value) + { + CurrentTime = value; + } + + #endregion + + #region Protected Methods + + protected virtual void InvokeOnTick() => OnTick?.Invoke(); + protected virtual void InvokeOnActivate() => OnActivate?.Invoke(); + protected virtual void InvokeOnDeactivate() => OnDeactivate?.Invoke(); + protected virtual void InvokeOnTimeReset() => OnTimeReset?.Invoke(); + + #endregion + +#if UNITY_EDITOR + + [Group("Debug"), Button("Activate"), HideInEditMode] + private void Activate_Editor() => Activate(false); + + [Group("Debug"), Button("Activate (Reset Time)"), HideInEditMode] + private void ActivateResetTime_Editor() => Activate(true); + + [Group("Debug"), Button("Deactivate"), HideInEditMode] + private void Deactivate_Editor() => Deactivate(); + + [Group("Debug"), Button("Tick"), HideInEditMode] + private void Tick_Editor() => Tick(); + + [Group("Debug"), Button("Reset Time"), HideInEditMode] + private void ResetTime_Editor() => ResetTime(); + +#endif + } +} \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/Timer.cs.meta b/Assets/Common/Timer/Runtime/Timer.cs.meta new file mode 100644 index 0000000..d346bb8 --- /dev/null +++ b/Assets/Common/Timer/Runtime/Timer.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 64b5ad6c3a3b3934892167377d2ff419 \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/TimerManager.cs b/Assets/Common/Timer/Runtime/TimerManager.cs new file mode 100644 index 0000000..a959f16 --- /dev/null +++ b/Assets/Common/Timer/Runtime/TimerManager.cs @@ -0,0 +1,41 @@ +using System.Collections.Generic; +using Common.Timer.Runtime.ScriptableObjects; +using JoeSiu.Common.Infrastructure.Runtime; +using TriInspector; +using UnityEngine; + +namespace Common.Timer.Runtime +{ + public class TimerManager : MonoSingleton + { + [InfoBox("As ScriptableObject doesn't have Update() function, use this class to control the ScriptableObject timer's tick")] + [SerializeField] + private List _timerSOs = new(); + public IReadOnlyList TimerSOs => _timerSOs.AsReadOnly(); + + protected override void Awake() + { + base.Awake(); + DontDestroyOnLoad(this); + } + + private void Update() + { + _timerSOs.ForEach(so => so?.Tick()); + } + + public void Add(TimerBaseSO timerBaseSO) + { + if (_timerSOs.Contains(timerBaseSO)) return; + _timerSOs.Add(timerBaseSO); + Debug.Log($"Added TimerBaseSO '{timerBaseSO.name}' to {nameof(TimerManager)}", this); + } + + public void Remove(TimerBaseSO timerBaseSO) + { + if (!_timerSOs.Contains(timerBaseSO)) return; + _timerSOs.Remove(timerBaseSO); + Debug.Log( $"Removed TimerBaseSO '{timerBaseSO.name}' from {nameof(TimerManager)}", this); + } + } +} \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/TimerManager.cs.meta b/Assets/Common/Timer/Runtime/TimerManager.cs.meta new file mode 100644 index 0000000..bef71c1 --- /dev/null +++ b/Assets/Common/Timer/Runtime/TimerManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 477f0034741527640a767bbcb0c42a01 \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/UI.meta b/Assets/Common/Timer/Runtime/UI.meta new file mode 100644 index 0000000..8d360ac --- /dev/null +++ b/Assets/Common/Timer/Runtime/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6346ab71a8da1784c84e99bf10a88384 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/Timer/Runtime/UI/TimerDebugText.cs b/Assets/Common/Timer/Runtime/UI/TimerDebugText.cs new file mode 100644 index 0000000..66b8b65 --- /dev/null +++ b/Assets/Common/Timer/Runtime/UI/TimerDebugText.cs @@ -0,0 +1,68 @@ +using System; +using JoeSiu.Common.Serialization.Runtime; +using TMPro; +using UnityEditor; +using UnityEngine; + +namespace Common.Timer.Runtime.UI +{ + public class TimerDebugText : MonoBehaviour + { + [SerializeField] + private SerializableInterface _timer = new(); + public TMP_Text text; + public string prefix; + public int decimalPlaces = 2; + + public ITimer Timer + { + get => _timer.Value; + set => _timer.Value = value; + } + + private void Reset() + { + text = GetComponent(); + } + + private void OnValidate() + { +#if UNITY_EDITOR + if (!EditorApplication.isPlaying && Selection.Contains(gameObject)) UpdateText(Timer); +#endif + } + + private void Update() + { + UpdateText(Timer); + } + + public void UpdateText(ITimer timer) + { + if (!text) return; + if (timer == null) return; + + var format = $"F{decimalPlaces}"; + var info = string.IsNullOrEmpty(prefix) ? "" : $"{prefix}\n"; + if (timer is Behaviour behaviour) info += $"enabled: {behaviour.enabled}\n"; + info += $"active: {timer.IsActive}\n"; + + switch (timer) + { + // Check if timer implements IStopwatch + case IStopwatch stopwatch: + info += $"isTimeReached: {stopwatch.IsTimeReached}\n"; + info += $"{Math.Round(stopwatch.CurrentTime, decimalPlaces).ToString(format)}s / " + + $"{Math.Round(stopwatch.Duration, decimalPlaces).ToString(format)}s " + + $"(remain: {Math.Round(stopwatch.RemainingTime, decimalPlaces).ToString(format)}s)\n"; + break; + // Fallback for base Timer class + default: + info += $"{Math.Round(timer.CurrentTime, decimalPlaces).ToString(format)}s\n"; + break; + } + + text.text = info; + } + } +} \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/UI/TimerDebugText.cs.meta b/Assets/Common/Timer/Runtime/UI/TimerDebugText.cs.meta new file mode 100644 index 0000000..d3a08e4 --- /dev/null +++ b/Assets/Common/Timer/Runtime/UI/TimerDebugText.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9449292013eda4945bf3f8bc3ba3b52d \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/UI/TimerDurationText.cs b/Assets/Common/Timer/Runtime/UI/TimerDurationText.cs new file mode 100644 index 0000000..9727c7f --- /dev/null +++ b/Assets/Common/Timer/Runtime/UI/TimerDurationText.cs @@ -0,0 +1,79 @@ +using System; +using JoeSiu.Common.Serialization.Runtime; +using TMPro; +using TriInspector; +using UnityEditor; +using UnityEngine; + +namespace Common.Timer.Runtime.UI +{ + [ExecuteAlways] + public class TimerDurationText : MonoBehaviour + { + public TMP_Text text; + [SerializeField] + private SerializableInterface _timer = new(); +#if UNITY_EDITOR + [ShowIf(nameof(IsStopwatch))] +#endif + public bool useRemainingTimeForStopwatch = true; + [Range(0, 15)] + public int precision = 0; + [Range(0, 15)] + public int padLeft = 0; + [Range(0, 15)] + public int padRight = 0; + +#if UNITY_EDITOR + private bool IsStopwatch => Timer is IStopwatch; +#endif + + public ITimer Timer + { + get => _timer?.Value; + set => _timer.Value = value; + } + + private void Reset() + { + text = GetComponent(); + } + + private void OnValidate() + { +#if UNITY_EDITOR + if (!EditorApplication.isPlaying && Selection.Contains(gameObject)) UpdateText(Timer); +#endif + } + + private void Update() + { + UpdateText(Timer); + } + + public void UpdateText(ITimer timer) + { + if (!text) return; + if (timer == null) return; + + float time; + + if (useRemainingTimeForStopwatch && timer is IStopwatch stopwatch) + { + time = stopwatch.RemainingTime; + } + else + { + time = timer.CurrentTime; + } + + time = (float)Math.Round(time, precision); + var timeString = time.ToString(); + // TODO: PadLeft / PadRight doesn't work in all cases (e.g., given time of 1, it can't turn into 01.00) + // TODO: Use a custom user defined formatter instead? + if (padLeft > 0) timeString = timeString.PadLeft(padLeft, '0'); + if (padRight > 0) timeString = timeString.PadRight(padRight, '0'); + text.SetText(timeString); + } + } +} \ No newline at end of file diff --git a/Assets/Common/Timer/Runtime/UI/TimerDurationText.cs.meta b/Assets/Common/Timer/Runtime/UI/TimerDurationText.cs.meta new file mode 100644 index 0000000..9ff7b6e --- /dev/null +++ b/Assets/Common/Timer/Runtime/UI/TimerDurationText.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a872f72d4d5d8e94895cff23a747e3f0 \ No newline at end of file diff --git a/Assets/Common/Timer/package.json b/Assets/Common/Timer/package.json new file mode 100644 index 0000000..35c73c8 --- /dev/null +++ b/Assets/Common/Timer/package.json @@ -0,0 +1,20 @@ +{ + "name": "com.joesiu.common.timer", + "version": "1.0.0", + "description": "Set of timer and stopwatch components.", + "displayName": "Timer", + "unity": "2019.4", + "author": { + "name": "Joe Siu", + "url": "https://github.com/JoeSiu" + }, + "changelogUrl": "https://github.com/JoeSiu/UnityPackages/blob/main/CHANGELOG.md", + "dependencies": { + "com.codewriter.triinspector": "https://github.com/codewriter-packages/Tri-Inspector.git", + "com.joesiu.common.infrastructure": "https://github.com/JoeSiu/UnityPackages.git?path=Assets/Common/Infrastructure", + "com.joesiu.common.serialization": "https://github.com/JoeSiu/UnityPackages.git?path=Assets/Common/Serialization" + }, + "documentationUrl": "https://github.com/JoeSiu/UnityPackages/", + "keywords": [], + "licensesUrl": "https://github.com/JoeSiu/UnityPackages/blob/main/LICENSE.md" +} \ No newline at end of file diff --git a/Assets/Common/Timer/package.json.meta b/Assets/Common/Timer/package.json.meta new file mode 100644 index 0000000..1a5216a --- /dev/null +++ b/Assets/Common/Timer/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: cb89a7fa74c613b41b84b47ad22e88aa +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Common/update-template.bat~ b/Assets/Common/update-template.bat~ new file mode 100644 index 0000000..8c13b48 --- /dev/null +++ b/Assets/Common/update-template.bat~ @@ -0,0 +1,61 @@ +@echo off +setlocal enabledelayedexpansion + +:: Default values +set "company_name=joesiu" +set "package_name=common.package-name" +set "package_display_name=Package Display Name" +set "package_description=This is an example package description." +set "git_url=https://github.com/JoeSiu/UnityPackages" +set "package_path=Assets/Common/" +set "author_name=Joe Siu" +set "author_url=https://github.com/JoeSiu" + +:: Get user input with defaults +echo. +set /p "input_company_name=Enter company_name [%company_name%]: " +if not "!input_company_name!"=="" set "company_name=!input_company_name!" + +echo. +set /p "input_package_name=Enter package_name [%package_name%]: " +if not "!input_package_name!"=="" set "package_name=!input_package_name!" + +echo. +set /p "input_package_display_name=Enter package_display_name [%package_display_name%]: " +if not "!input_package_display_name!"=="" set "package_display_name=!input_package_display_name!" + +echo. +set /p "input_package_description=Enter package_description [%package_description%]: " +if not "!input_package_description!"=="" set "package_description=!input_package_description!" + +echo. +set /p "input_git_url=Enter git_url [%git_url%]: " +if not "!input_git_url!"=="" set "git_url=!input_git_url!" + +echo. +set /p "input_package_path=Enter package_path [%package_path%]: " +if not "!input_package_path!"=="" set "package_path=!input_package_path!" + +echo. +set /p "input_author_name=Enter author_name [%author_name%]: " +if not "!input_author_name!"=="" set "author_name=!input_author_name!" + +echo. +set /p "input_author_url=Enter author_url [%author_url%]: " +if not "!input_author_url!"=="" set "author_url=!input_author_url!" + +:: Update files +echo. +echo Updating variables ^& filenames... + +:: Use PowerShell to update file contents (excluding .git folder and batch files) +powershell -Command "$companyName='%company_name%'; $packageName='%package_name%'; $displayName='%package_display_name%'; $description='%package_description%'; $gitUrl='%git_url%'; $packagePath='%package_path%'; $authorName='%author_name%'; $authorUrl='%author_url%'; Get-ChildItem -Recurse -File | Where-Object { $_.FullName -notmatch '\\.git' -and $_.Extension -ne '.bat' } | ForEach-Object { $content = [System.IO.File]::ReadAllText($_.FullName); $content = $content -replace '\[company-name\]', $companyName -replace '\[package-name\]', $packageName -replace '\[package-display-name\]', $displayName -replace '\[package-description\]', $description -replace '\[git-url\]', $gitUrl -replace '\[package-path\]', $packagePath -replace '\[author-name\]', $authorName -replace '\[author_name\]', $authorName -replace '\[author-url\]', $authorUrl; [System.IO.File]::WriteAllText($_.FullName, $content) }" + +:: Rename files (excluding .git folder and batch files) +powershell -Command "$companyName='%company_name%'; $packageName='%package_name%'; Get-ChildItem -Recurse -File | Where-Object { $_.FullName -notmatch '\\.git' -and $_.Extension -ne '.bat' -and ($_.Name -match '\[company-name\]\.\[package-name\]' -or $_.Name -match '^\[package-name\]') } | ForEach-Object { $dir = $_.DirectoryName; $newName = $_.Name -replace '\[company-name\]\.\[package-name\]', ($companyName + '.' + $packageName) -replace '^\[package-name\]', $packageName; Rename-Item -LiteralPath $_.FullName -NewName $newName }" + +echo. +echo DONE! +echo. + +pause diff --git a/Assets/InputSystem_Actions.inputactions b/Assets/InputSystem_Actions.inputactions new file mode 100644 index 0000000..1a12cb9 --- /dev/null +++ b/Assets/InputSystem_Actions.inputactions @@ -0,0 +1,1057 @@ +{ + "name": "InputSystem_Actions", + "maps": [ + { + "name": "Player", + "id": "df70fa95-8a34-4494-b137-73ab6b9c7d37", + "actions": [ + { + "name": "Move", + "type": "Value", + "id": "351f2ccd-1f9f-44bf-9bec-d62ac5c5f408", + "expectedControlType": "Vector2", + "processors": "", + "interactions": "", + "initialStateCheck": true + }, + { + "name": "Look", + "type": "Value", + "id": "6b444451-8a00-4d00-a97e-f47457f736a8", + "expectedControlType": "Vector2", + "processors": "", + "interactions": "", + "initialStateCheck": true + }, + { + "name": "Attack", + "type": "Button", + "id": "6c2ab1b8-8984-453a-af3d-a3c78ae1679a", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Interact", + "type": "Button", + "id": "852140f2-7766-474d-8707-702459ba45f3", + "expectedControlType": "Button", + "processors": "", + "interactions": "Hold", + "initialStateCheck": false + }, + { + "name": "Crouch", + "type": "Button", + "id": "27c5f898-bc57-4ee1-8800-db469aca5fe3", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Jump", + "type": "Button", + "id": "f1ba0d36-48eb-4cd5-b651-1c94a6531f70", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Previous", + "type": "Button", + "id": "2776c80d-3c14-4091-8c56-d04ced07a2b0", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Next", + "type": "Button", + "id": "b7230bb6-fc9b-4f52-8b25-f5e19cb2c2ba", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Sprint", + "type": "Button", + "id": "641cd816-40e6-41b4-8c3d-04687c349290", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + } + ], + "bindings": [ + { + "name": "", + "id": "978bfe49-cc26-4a3d-ab7b-7d7a29327403", + "path": "/leftStick", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Move", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "WASD", + "id": "00ca640b-d935-4593-8157-c05846ea39b3", + "path": "Dpad", + "interactions": "", + "processors": "", + "groups": "", + "action": "Move", + "isComposite": true, + "isPartOfComposite": false + }, + { + "name": "up", + "id": "e2062cb9-1b15-46a2-838c-2f8d72a0bdd9", + "path": "/w", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "up", + "id": "8180e8bd-4097-4f4e-ab88-4523101a6ce9", + "path": "/upArrow", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "down", + "id": "320bffee-a40b-4347-ac70-c210eb8bc73a", + "path": "/s", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "down", + "id": "1c5327b5-f71c-4f60-99c7-4e737386f1d1", + "path": "/downArrow", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "left", + "id": "d2581a9b-1d11-4566-b27d-b92aff5fabbc", + "path": "/a", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "left", + "id": "2e46982e-44cc-431b-9f0b-c11910bf467a", + "path": "/leftArrow", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "right", + "id": "fcfe95b8-67b9-4526-84b5-5d0bc98d6400", + "path": "/d", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "right", + "id": "77bff152-3580-4b21-b6de-dcd0c7e41164", + "path": "/rightArrow", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Move", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "", + "id": "1635d3fe-58b6-4ba9-a4e2-f4b964f6b5c8", + "path": "/{Primary2DAxis}", + "interactions": "", + "processors": "", + "groups": "XR", + "action": "Move", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "3ea4d645-4504-4529-b061-ab81934c3752", + "path": "/stick", + "interactions": "", + "processors": "", + "groups": "Joystick", + "action": "Move", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "c1f7a91b-d0fd-4a62-997e-7fb9b69bf235", + "path": "/rightStick", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Look", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "8c8e490b-c610-4785-884f-f04217b23ca4", + "path": "/delta", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse;Touch", + "action": "Look", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "3e5f5442-8668-4b27-a940-df99bad7e831", + "path": "/{Hatswitch}", + "interactions": "", + "processors": "", + "groups": "Joystick", + "action": "Look", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "143bb1cd-cc10-4eca-a2f0-a3664166fe91", + "path": "/buttonWest", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Attack", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "05f6913d-c316-48b2-a6bb-e225f14c7960", + "path": "/leftButton", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Attack", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "886e731e-7071-4ae4-95c0-e61739dad6fd", + "path": "/primaryTouch/tap", + "interactions": "", + "processors": "", + "groups": ";Touch", + "action": "Attack", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "ee3d0cd2-254e-47a7-a8cb-bc94d9658c54", + "path": "/trigger", + "interactions": "", + "processors": "", + "groups": "Joystick", + "action": "Attack", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "8255d333-5683-4943-a58a-ccb207ff1dce", + "path": "/{PrimaryAction}", + "interactions": "", + "processors": "", + "groups": "XR", + "action": "Attack", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "b3c1c7f0-bd20-4ee7-a0f1-899b24bca6d7", + "path": "/enter", + "interactions": "", + "processors": "", + "groups": "Keyboard&Mouse", + "action": "Attack", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "cbac6039-9c09-46a1-b5f2-4e5124ccb5ed", + "path": "/2", + "interactions": "", + "processors": "", + "groups": "Keyboard&Mouse", + "action": "Next", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "e15ca19d-e649-4852-97d5-7fe8ccc44e94", + "path": "/dpad/right", + "interactions": "", + "processors": "", + "groups": "Gamepad", + "action": "Next", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "f2e9ba44-c423-42a7-ad56-f20975884794", + "path": "/leftShift", + "interactions": "", + "processors": "", + "groups": "Keyboard&Mouse", + "action": "Sprint", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "8cbb2f4b-a784-49cc-8d5e-c010b8c7f4e6", + "path": "/leftStickPress", + "interactions": "", + "processors": "", + "groups": "Gamepad", + "action": "Sprint", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "d8bf24bf-3f2f-4160-a97c-38ec1eb520ba", + "path": "/trigger", + "interactions": "", + "processors": "", + "groups": "XR", + "action": "Sprint", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "eb40bb66-4559-4dfa-9a2f-820438abb426", + "path": "/space", + "interactions": "", + "processors": "", + "groups": "Keyboard&Mouse", + "action": "Jump", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "daba33a1-ad0c-4742-a909-43ad1cdfbeb6", + "path": "/buttonSouth", + "interactions": "", + "processors": "", + "groups": "Gamepad", + "action": "Jump", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "603f3daf-40bd-4854-8724-93e8017f59e3", + "path": "/secondaryButton", + "interactions": "", + "processors": "", + "groups": "XR", + "action": "Jump", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "1534dc16-a6aa-499d-9c3a-22b47347b52a", + "path": "/1", + "interactions": "", + "processors": "", + "groups": "Keyboard&Mouse", + "action": "Previous", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "25060bbd-a3a6-476e-8fba-45ae484aad05", + "path": "/dpad/left", + "interactions": "", + "processors": "", + "groups": "Gamepad", + "action": "Previous", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "1c04ea5f-b012-41d1-a6f7-02e963b52893", + "path": "/e", + "interactions": "", + "processors": "", + "groups": "Keyboard&Mouse", + "action": "Interact", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "b3f66d0b-7751-423f-908b-a11c5bd95930", + "path": "/buttonNorth", + "interactions": "", + "processors": "", + "groups": "Gamepad", + "action": "Interact", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "4f4649ac-64a8-4a73-af11-b3faef356a4d", + "path": "/buttonEast", + "interactions": "", + "processors": "", + "groups": "Gamepad", + "action": "Crouch", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "36e52cba-0905-478e-a818-f4bfcb9f3b9a", + "path": "/c", + "interactions": "", + "processors": "", + "groups": "Keyboard&Mouse", + "action": "Crouch", + "isComposite": false, + "isPartOfComposite": false + } + ] + }, + { + "name": "UI", + "id": "272f6d14-89ba-496f-b7ff-215263d3219f", + "actions": [ + { + "name": "Navigate", + "type": "PassThrough", + "id": "c95b2375-e6d9-4b88-9c4c-c5e76515df4b", + "expectedControlType": "Vector2", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Submit", + "type": "Button", + "id": "7607c7b6-cd76-4816-beef-bd0341cfe950", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Cancel", + "type": "Button", + "id": "15cef263-9014-4fd5-94d9-4e4a6234a6ef", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Point", + "type": "PassThrough", + "id": "32b35790-4ed0-4e9a-aa41-69ac6d629449", + "expectedControlType": "Vector2", + "processors": "", + "interactions": "", + "initialStateCheck": true + }, + { + "name": "Click", + "type": "PassThrough", + "id": "3c7022bf-7922-4f7c-a998-c437916075ad", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": true + }, + { + "name": "RightClick", + "type": "PassThrough", + "id": "44b200b1-1557-4083-816c-b22cbdf77ddf", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "MiddleClick", + "type": "PassThrough", + "id": "dad70c86-b58c-4b17-88ad-f5e53adf419e", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "ScrollWheel", + "type": "PassThrough", + "id": "0489e84a-4833-4c40-bfae-cea84b696689", + "expectedControlType": "Vector2", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "TrackedDevicePosition", + "type": "PassThrough", + "id": "24908448-c609-4bc3-a128-ea258674378a", + "expectedControlType": "Vector3", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "TrackedDeviceOrientation", + "type": "PassThrough", + "id": "9caa3d8a-6b2f-4e8e-8bad-6ede561bd9be", + "expectedControlType": "Quaternion", + "processors": "", + "interactions": "", + "initialStateCheck": false + } + ], + "bindings": [ + { + "name": "Gamepad", + "id": "809f371f-c5e2-4e7a-83a1-d867598f40dd", + "path": "2DVector", + "interactions": "", + "processors": "", + "groups": "", + "action": "Navigate", + "isComposite": true, + "isPartOfComposite": false + }, + { + "name": "up", + "id": "14a5d6e8-4aaf-4119-a9ef-34b8c2c548bf", + "path": "/leftStick/up", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "up", + "id": "9144cbe6-05e1-4687-a6d7-24f99d23dd81", + "path": "/rightStick/up", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "down", + "id": "2db08d65-c5fb-421b-983f-c71163608d67", + "path": "/leftStick/down", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "down", + "id": "58748904-2ea9-4a80-8579-b500e6a76df8", + "path": "/rightStick/down", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "left", + "id": "8ba04515-75aa-45de-966d-393d9bbd1c14", + "path": "/leftStick/left", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "left", + "id": "712e721c-bdfb-4b23-a86c-a0d9fcfea921", + "path": "/rightStick/left", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "right", + "id": "fcd248ae-a788-4676-a12e-f4d81205600b", + "path": "/leftStick/right", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "right", + "id": "1f04d9bc-c50b-41a1-bfcc-afb75475ec20", + "path": "/rightStick/right", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "", + "id": "fb8277d4-c5cd-4663-9dc7-ee3f0b506d90", + "path": "/dpad", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "Joystick", + "id": "e25d9774-381c-4a61-b47c-7b6b299ad9f9", + "path": "2DVector", + "interactions": "", + "processors": "", + "groups": "", + "action": "Navigate", + "isComposite": true, + "isPartOfComposite": false + }, + { + "name": "up", + "id": "3db53b26-6601-41be-9887-63ac74e79d19", + "path": "/stick/up", + "interactions": "", + "processors": "", + "groups": "Joystick", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "down", + "id": "0cb3e13e-3d90-4178-8ae6-d9c5501d653f", + "path": "/stick/down", + "interactions": "", + "processors": "", + "groups": "Joystick", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "left", + "id": "0392d399-f6dd-4c82-8062-c1e9c0d34835", + "path": "/stick/left", + "interactions": "", + "processors": "", + "groups": "Joystick", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "right", + "id": "942a66d9-d42f-43d6-8d70-ecb4ba5363bc", + "path": "/stick/right", + "interactions": "", + "processors": "", + "groups": "Joystick", + "action": "Navigate", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "Keyboard", + "id": 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assetBundleVariant: diff --git a/Assets/Template~.meta b/Assets/Template~.meta new file mode 100644 index 0000000..df85ff0 --- /dev/null +++ b/Assets/Template~.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d981e3a6563acd84f9b592f0a9184199 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Template~/.gitignore b/Assets/Template~/.gitignore new file mode 100644 index 0000000..276a910 --- /dev/null +++ b/Assets/Template~/.gitignore @@ -0,0 +1,61 @@ +# This .gitignore file should be placed at the root of your Unity project directory +# +# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore +# +/[Ll]ibrary/ +/[Tt]emp/ +/[Oo]bj/ +/[Bb]uild/ +/[Bb]uilds/ +/[Ll]ogs/ +/[Mm]emoryCaptures/ + +# Asset meta data should only be ignored when the corresponding asset is also ignored +!/[Aa]ssets/**/*.meta + +# Uncomment this line if you wish to ignore the asset store tools plugin +# /[Aa]ssets/AssetStoreTools* + +# Autogenerated Jetbrains Rider plugin +[Aa]ssets/Plugins/Editor/JetBrains* + +# Visual Studio cache directory +.vs/ +.config + +# Gradle cache directory +.gradle/ + +# Autogenerated VS/MD/Consulo solution and project files +ExportedObj/ +.consulo/ +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.mdb +*.opendb +*.VC.db + +# Unity3D generated meta files +*.pidb.meta +*.pdb.meta +*.mdb.meta + +# Unity3D generated file on crash reports +sysinfo.txt + +# Builds +*.apk +*.unitypackage + +# Crashlytics generated file +crashlytics-build.properties + diff --git a/Assets/Template~/CHANGELOG.md b/Assets/Template~/CHANGELOG.md new file mode 100644 index 0000000..e779324 --- /dev/null +++ b/Assets/Template~/CHANGELOG.md @@ -0,0 +1,12 @@ +# Changelog + +All notable changes to this project will be documented in this file. + +The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/), +and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). + +## [1.0.0] - 20XX-XX-XX + +### Added + +- Initial release of the Unity package. diff --git a/Assets/Template~/Documentation~/[package-name].md b/Assets/Template~/Documentation~/[package-name].md new file mode 100644 index 0000000..e69de29 diff --git a/Assets/Template~/Editor/[CompanyName].[PackageName].Editor.asmdef b/Assets/Template~/Editor/[CompanyName].[PackageName].Editor.asmdef new file mode 100644 index 0000000..3ed6007 --- /dev/null +++ b/Assets/Template~/Editor/[CompanyName].[PackageName].Editor.asmdef @@ -0,0 +1,16 @@ +{ + "name": "[PackageName].Editor", + "rootNamespace": "[root-namespace]", + "references": [], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Template~/LICENSE.md b/Assets/Template~/LICENSE.md new file mode 100644 index 0000000..203f177 --- /dev/null +++ b/Assets/Template~/LICENSE.md @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2025 [author_name] + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. \ No newline at end of file diff --git a/Assets/Template~/README.md b/Assets/Template~/README.md new file mode 100644 index 0000000..99e27a6 --- /dev/null +++ b/Assets/Template~/README.md @@ -0,0 +1,8 @@ +# com.[company-name].[package-name] + +## Installation + +1. Open `Package Manager` +2. Click `+` +3. Select `Add package from git URL...` +4. Paste `[git-url].git?path=[package-path]` diff --git a/Assets/Template~/Runtime/[CompanyName].[PackageName].asmdef b/Assets/Template~/Runtime/[CompanyName].[PackageName].asmdef new file mode 100644 index 0000000..1d901bc --- /dev/null +++ b/Assets/Template~/Runtime/[CompanyName].[PackageName].asmdef @@ -0,0 +1,16 @@ +{ + "name": "[PackageName].Runtime", + "rootNamespace": "[root-namespace]", + "references": [ + "GUID:75469ad4d38634e559750d17036d5f7c" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Template~/Tests/Editor/[company-name].[package-name].Editor.asmdef b/Assets/Template~/Tests/Editor/[company-name].[package-name].Editor.asmdef new file mode 100644 index 0000000..8d827d6 --- /dev/null +++ b/Assets/Template~/Tests/Editor/[company-name].[package-name].Editor.asmdef @@ -0,0 +1,11 @@ +{ + "name": "[company-name].[package-name].Editor", + "references": [ + "UnityEngine.TestRunner", + "UnityEditor.TestRunner" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [] +} \ No newline at end of file diff --git a/Assets/Template~/Tests/RunTime/[company-name].[package-name].RunTime.asmdef b/Assets/Template~/Tests/RunTime/[company-name].[package-name].RunTime.asmdef new file mode 100644 index 0000000..7dee8ab --- /dev/null +++ b/Assets/Template~/Tests/RunTime/[company-name].[package-name].RunTime.asmdef @@ -0,0 +1,11 @@ +{ + "name": "[company-name].[package-name].RunTime", + "references": [ + "UnityEngine.TestRunner", + "UnityEditor.TestRunner" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [] +} \ No newline at end of file diff --git a/Assets/Template~/package.json b/Assets/Template~/package.json new file mode 100644 index 0000000..6f1da8e --- /dev/null +++ b/Assets/Template~/package.json @@ -0,0 +1,23 @@ +{ + "name": "com.[company-name].[package-name]", + "version": "1.0.0", + "description": "[package-description]", + "displayName": "[package-display-name]", + "unity": "2019.4", + "author": { + "name": "[author-name]", + "url": "[author-url]" + }, + "changelogUrl": "[git-url]/blob/main/CHANGELOG.md", + "dependencies": {}, + "documentationUrl": "[git-url]/", + "keywords": [], + "licensesUrl": "[git-url]/blob/main/LICENSE.md", + "samples": [ + { + "displayName": "Samples SampleFolder1", + "description": "Contains samples from SampleFolder1", + "path": "Samples~/SampleFolder1" + } + ] +} \ No newline at end of file diff --git a/Assets/Template~/update-template.bat b/Assets/Template~/update-template.bat new file mode 100644 index 0000000..060fbf7 --- /dev/null +++ b/Assets/Template~/update-template.bat @@ -0,0 +1,76 @@ +@echo off +setlocal enabledelayedexpansion + +:: Default values +set "company_name=company-name" +set "package_name=package-name" +set "CompanyName=CompanyName" +set "PackageName=PackageName" +set "root_namespace=" +set "package_display_name=Package Display Name" +set "package_description=This is an example package description." +set "git_url=https://github.com/your-username/your-project-name" +set "package_path=Assets/FolderName" +set "author_name=Your Name" +set "author_url=https://github.com/your-username" + +:: Get user input with defaults +echo. +set /p "input_company_name=Enter company_name [%company_name%]: " +if not "!input_company_name!"=="" set "company_name=!input_company_name!" + +echo. +set /p "input_package_name=Enter package_name [%package_name%]: " +if not "!input_package_name!"=="" set "package_name=!input_package_name!" + +echo. +set /p "input_CompanyName=Enter CompanyName [%CompanyName%]: " +if not "!input_CompanyName!"=="" set "CompanyName=!input_CompanyName!" + +echo. +set /p "input_PackageName=Enter PackageName [%PackageName%]: " +if not "!input_PackageName!"=="" set "PackageName=!input_PackageName!" + +echo. +set /p "input_root_namespace=Enter root_namespace [%root_namespace%]: " +if not "!input_root_namespace!"=="" set "root_namespace=!input_root_namespace!" + +echo. +set /p "input_package_display_name=Enter package_display_name [%package_display_name%]: " +if not "!input_package_display_name!"=="" set "package_display_name=!input_package_display_name!" + +echo. +set /p "input_package_description=Enter package_description [%package_description%]: " +if not "!input_package_description!"=="" set "package_description=!input_package_description!" + +echo. +set /p "input_git_url=Enter git_url [%git_url%]: " +if not "!input_git_url!"=="" set "git_url=!input_git_url!" + +echo. +set /p "input_package_path=Enter package_path [%package_path%]: " +if not "!input_package_path!"=="" set "package_path=!input_package_path!" + +echo. +set /p "input_author_name=Enter author_name [%author_name%]: " +if not "!input_author_name!"=="" set "author_name=!input_author_name!" + +echo. +set /p "input_author_url=Enter author_url [%author_url%]: " +if not "!input_author_url!"=="" set "author_url=!input_author_url!" + +:: Update files +echo. +echo Updating variables ^& filenames... + +:: Use PowerShell to update file contents (excluding .git folder and batch files) +powershell -Command "$companyName='%company_name%'; $packageName='%package_name%'; $CompanyName='%CompanyName%'; $PackageName='%PackageName%'; $rootNamespace='%root_namespace%'; $displayName='%package_display_name%'; $description='%package_description%'; $gitUrl='%git_url%'; $packagePath='%package_path%'; $authorName='%author_name%'; $authorUrl='%author_url%'; Get-ChildItem -Recurse -File | Where-Object { $_.FullName -notmatch '\\.git' -and $_.Extension -ne '.bat' } | ForEach-Object { $content = [System.IO.File]::ReadAllText($_.FullName); $content = $content -replace '\[company-name\]', $companyName -replace '\[package-name\]', $packageName -replace '\[CompanyName\]', $CompanyName -replace '\[PackageName\]', $PackageName -replace '\[root-namespace\]', $rootNamespace -replace '\[package-display-name\]', $displayName -replace '\[package-description\]', $description -replace '\[git-url\]', $gitUrl -replace '\[package-path\]', $packagePath -replace '\[author-name\]', $authorName -replace '\[author_name\]', $authorName -replace '\[author-url\]', $authorUrl; [System.IO.File]::WriteAllText($_.FullName, $content) }" + +:: Rename files (excluding .git folder and batch files) +powershell -Command "$companyName='%company_name%'; $packageName='%package_name%'; $CompanyName='%CompanyName%'; $PackageName='%PackageName%'; Get-ChildItem -Recurse -File | Where-Object { $_.FullName -notmatch '\\.git' -and $_.Extension -ne '.bat' -and ($_.Name -match '\[company-name\]\.\[package-name\]' -or $_.Name -match '\[CompanyName\]\.\[PackageName\]' -or $_.Name -match '^\[package-name\]' -or $_.Name -match '^\[PackageName\]') } | ForEach-Object { $dir = $_.DirectoryName; $newName = $_.Name -replace '\[company-name\]\.\[package-name\]', ($companyName + '.' + $packageName) -replace '\[CompanyName\]\.\[PackageName\]', ($CompanyName + '.' + $PackageName) -replace '^\[package-name\]', $packageName -replace '^\[PackageName\]', $PackageName; Rename-Item -LiteralPath $_.FullName -NewName $newName }" + +echo. +echo DONE! +echo. + +pause diff --git a/Assets/TextMesh Pro.meta b/Assets/TextMesh Pro.meta new file mode 100644 index 0000000..f9da8b5 --- /dev/null +++ b/Assets/TextMesh Pro.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f54d1bd14bd3ca042bd867b519fee8cc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts.meta b/Assets/TextMesh Pro/Fonts.meta new file mode 100644 index 0000000..f0c2972 --- /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 0000000..f2473f9 --- /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 0000000..fa60cea --- /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 0000000..0d896af --- /dev/null +++ b/Assets/TextMesh 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underlying.rgb *= underlying.a; + float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb); + float alpha = underlying.a + (1 - underlying.a) * overlying.a; + return float4(blended / alpha, alpha); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal) +{ + float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0); + + // Read "height field" + float4 h = float4( + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a, + SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a); + + bool raisedBevel = _BevelType; + + h += _BevelOffset; + + float bevelWidth = max(.01, _BevelWidth); + + // Track outline + h -= .5; + h /= bevelWidth; + h = saturate(h + .5); + + if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0); + h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness)); + h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp)); + h *= _BevelAmount * bevelWidth * _GradientScale * -2.0; + + float3 va = normalize(float3(-1.0, 0.0, h.y - h.x)); + float3 vb = normalize(float3(0.0, 1.0, h.w - h.z)); + + float3 f = float3(1, 1, 1); + if (isFront) f = float3(1, 1, -1); + nornmal = cross(va, vb) * f; +} + +void EvaluateLight_float(float4 faceColor, float3 n, out float4 color) +{ + n.z = abs(n.z); + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0)); + + float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a; + //faceColor.rgb += col * faceColor.a; + col *= 1 - (dot(n, light) * _Diffuse); + col *= lerp(_Ambient, 1, n.z * n.z); + + //fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + //faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + + color = float4(col, faceColor.a); +} + +// Add custom function to handle time in HDRP + + +// +void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV) +{ + outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y); +} + +void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset) +{ + uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight); +} + +void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR) +{ + float2 pixelSize = position.w; + pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight))); + SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale; +} + +// UV : Texture coordinate of the source distance field texture +// TextureSize : Size of the source distance field texture +// Filter : Enable perspective filter (soften) +void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR) +{ + if(Filter) + { + float2 a = float2(ddx(UV.x), ddy(UV.x)); + float2 b = float2(ddx(UV.y), ddy(UV.y)); + float s = lerp(dot(a,a), dot(b,b), 0.5); + SSR = rsqrt(s) / TextureSize; + } + else + { + float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))); + SSR = s / TextureSize; + } +} + +// SSR : Screen Space Ratio +// SD : Signed Distance (encoded : Distance / SDR + .5) +// SDR : Signed Distance Ratio +// +// IsoPerimeter : Dilate / Contract the shape +void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space + outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha) +} + +void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5f) * SDR; + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha) +{ + softness *= SSR * SDR; + float d = (SD - 0.5f) * SDR; + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha) +{ + softness *= SSR * SDR; + float4 d = (SD - 0.5f) * SDR; + if(outline) d.w = max(max(d.x, d.y), d.z); + outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); +} + +void Composite_float(float4 overlying, float4 underlying, out float4 outColor) +{ + outColor = BlendARGB(overlying, underlying); +} + +// Face only +void Layer1_float(float alpha, float4 color0, out float4 outColor) +{ + color0.a *= alpha; + outColor = color0; +} + +// Face + 1 Outline +void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor) +{ + color1.a *= alpha.y; + color0.rgb *= color0.a; color1.rgb *= color1.a; + outColor = lerp(color1, color0, alpha.x); + outColor.rgb /= outColor.a; +} + +// Face + 3 Outline +void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor) +{ + color3.a *= alpha.w; + color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a; + outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x); + outColor.rgb /= outColor.a; +} diff --git a/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta new file mode 100644 index 0000000..001b14e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/SDFFunctions.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 96de908384869cd409c75efa351d5edf +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader new file mode 100644 index 0000000..7e0f35c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -0,0 +1,145 @@ +Shader "TextMeshPro/Bitmap Custom Atlas" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _Padding ("Padding", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta new file mode 100644 index 0000000..0a416c8 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 48bb5f55d8670e349b6e614913f9d910 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader new file mode 100644 index 0000000..b89e267 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader @@ -0,0 +1,155 @@ +Shader "TextMeshPro/Mobile/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _Color ("Text Color", Color) = (1,1,1,1) + _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float4 mask : TEXCOORD2; + }; + + sampler2D _MainTex; + fixed4 _Color; + float _DiffusePower; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + v2f vert (appdata_t v) + { + v2f OUT; + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); + OUT.color = v.color; + OUT.color *= _Color; + OUT.color.rgb *= _DiffusePower; + OUT.texcoord0 = v.texcoord0; + + float2 pixelSize = OUT.vertex.w; + //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : COLOR + { + fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + +SubShader { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + BindChannels { + Bind "Color", color + Bind "Vertex", vertex + Bind "TexCoord", texcoord0 + } + Pass { + SetTexture [_MainTex] { + constantColor [_Color] combine constant * primary, constant * texture + } + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta new file mode 100644 index 0000000..d5fb125 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1e3b057af24249748ff873be7fafee47 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader new file mode 100644 index 0000000..caa527f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader @@ -0,0 +1,145 @@ +Shader "TextMeshPro/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0); + color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta new file mode 100644 index 0000000..7eb1870 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 128e987d567d4e2c824d754223b3f3b0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader new file mode 100644 index 0000000..757a617 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader @@ -0,0 +1,326 @@ +Shader "TextMeshPro/Distance Field Overlay" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + uniform float4 _FaceTex_ST; + uniform float4 _OutlineTex_ST; + uniform float _UIMaskSoftnessX; + uniform float _UIMaskSoftnessY; + uniform int _UIVertexColorAlwaysGammaSpace; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = input.texcoord1; + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta new file mode 100644 index 0000000..56284e9 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dd89cf5b9246416f84610a006f916af7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader new file mode 100644 index 0000000..27c14bc --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader @@ -0,0 +1,321 @@ +Shader "TextMeshPro/Distance Field SSD" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue" = "Transparent" + "IgnoreProjector" = "True" + "RenderType" = "Transparent" + } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + Cull[_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest[unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass + { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + #pragma shader_feature __ FORCE_LINEAR + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 color : COLOR; + float2 atlas : TEXCOORD0; + float weight : TEXCOORD1; + float2 mask : TEXCOORD2; // Position in object space(xy) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float2 texcoord2 : TEXCOORD4; + float4 underlayColor : COLOR1; + #endif + + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + float4 SRGBToLinear(float4 rgba) + { + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); + } + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + + // Support for texture tiling and offset + float2 textureUV = input.texcoord1; + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + output.position = vPosition; + output.color = color; + output.atlas = input.texcoord0; + output.weight = weight; + output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = input.texcoord0 + bOffset; + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + float pixelSize = abs(ddx(input.atlas.y)) + abs(ddy(input.atlas.y)); + pixelSize *= _TextureHeight * 0.75; + float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); + + float weight = input.weight; + float bias = (.5 - weight) + (.5 / scale); + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n - bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col * faceColor.a; + faceColor.rgb *= 1 - (dot(n, light) * _Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale); + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + ENDCG + } +} + 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+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f63d574838ccfb44f84acc05fed0af48 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader new file mode 100644 index 0000000..603df2c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader @@ -0,0 +1,258 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field - Masking" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t + { + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t + { + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _MaskWipeControl; + float _MaskEdgeSoftness; + fixed4 _MaskEdgeColor; + bool _MaskInverse; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + pixel_t VertShader(vertex_t input) + { + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + + // Structure for pixel shader + pixel_t output = { + vPosition, + faceColor, + outlineColor, + float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), + half4(scale, bias - outline, bias + outline, bias), + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)), + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4(input.texcoord0 + layerOffset, input.color.a, 0), + half2(layerScale, layerBias), + #endif + }; + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + //#if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + //#endif + + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); + c *= a; + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta new file mode 100644 index 0000000..3cbdbbb --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bc1ede39bf3643ee8e493720e4259791 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader new file mode 100644 index 0000000..3edca76 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader @@ -0,0 +1,252 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field Overlay" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta new file mode 100644 index 0000000..e6b149e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a02a7d8c237544f1962732b55a9aebf1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader new file mode 100644 index 0000000..43b317d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader @@ -0,0 +1,106 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field SSD" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + #include "TMPro_Mobile.cginc" + + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta new file mode 100644 index 0000000..9b84c13 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c8d12adcee749c344b8117cf7c7eb912 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader new file mode 100644 index 0000000..2c8e8da --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader @@ -0,0 +1,389 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field - 2 Pass" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + // Draw Outline and Underlay + Name "Outline" + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + const float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + const float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + //outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, outline * 2))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = half4(0, 0, 0, 0); + + #if OUTLINE_ON + c = input.outlineColor * saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } + + + // Draw face + Name "Face" + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half2 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + const float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half2(scale, bias); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.y); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } + +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta new file mode 100644 index 0000000..75bd98d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0178fcb869bafef4690d177d31d17db8 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader new file mode 100644 index 0000000..b899d6e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader @@ -0,0 +1,250 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma enable_d3d11_debug_symbols + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta new file mode 100644 index 0000000..2ac6e76 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fe393ace9b354375a9cb14cdbbc28be4 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader new file mode 100644 index 0000000..68d0dfa --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader @@ -0,0 +1,139 @@ +// 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 + + _CullMode ("Cull Mode", 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/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta new file mode 100644 index 0000000..bff8b7a --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 85187c2149c549c5b33f0cdb02836b17 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader new file mode 100644 index 0000000..281e60d --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader @@ -0,0 +1,159 @@ +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 + + _CullMode ("Cull Mode", 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/Shaders/TMP_SDF-Surface.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta new file mode 100644 index 0000000..26e814c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f7ada0af4f174f0694ca6a487b8f543d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh 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("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t + { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = input.texcoord1; + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + input.color.rgb = UIGammaToLinear(input.color.rgb); + } + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta new file mode 100644 index 0000000..e1cf3f3 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 68e6db2ebdc24f95958faec2be5558d6 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader new file mode 100644 index 0000000..4012a08 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader @@ -0,0 +1,131 @@ +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 + + _CullMode ("Cull Mode", Float) = 0 + _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 [_CullMode] + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "Default" + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #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; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + float4 mask : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + float4 _MainTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + int _UIVertexColorAlwaysGammaSpace; + + v2f vert(appdata_t v) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + float4 vPosition = UnityObjectToClipPos(v.vertex); + OUT.worldPosition = v.vertex; + OUT.vertex = vPosition; + + float2 pixelSize = vPosition.w; + pixelSize /= abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + OUT.mask = half4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); + + if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) + { + v.color.rgb = UIGammaToLinear(v.color.rgb); + } + OUT.color = v.color * _Color; + return OUT; + } + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #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 + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta new file mode 100644 index 0000000..50ba195 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cf81c85f95fe47e1a27f6ae460cf182c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc b/Assets/TextMesh Pro/Shaders/TMPro.cginc new file mode 100644 index 0000000..5898130 --- /dev/null +++ b/Assets/TextMesh Pro/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/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta new file mode 100644 index 0000000..f21163e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 407bc68d299748449bbf7f48ee690f8d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: Version 2.0 + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc new file mode 100644 index 0000000..d145a77 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc @@ -0,0 +1,165 @@ +struct vertex_t +{ + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float4 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; +}; + +struct pixel_t +{ + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 faceColor : COLOR; + float4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; + float4 param : TEXCOORD1; // x = weight, y = no longer used + float2 mask : TEXCOORD2; + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD3; + float4 underlayColor : COLOR2; + #endif +}; + +float4 SRGBToLinear(float4 rgba) +{ + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); +} + +float _UIMaskSoftnessX; +float _UIMaskSoftnessY; + +pixel_t VertShader(vertex_t input) +{ + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord0.w, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + float opacity = color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + float4 faceColor = float4(color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + float4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + + output.position = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); + output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0); + + float2 mask = float2(0, 0); + #if UNITY_UI_CLIP_RECT + mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; + #endif + output.mask = mask; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + + output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); + output.underlayColor = underlayColor; + #endif + + return output; +} + +float4 PixShader(pixel_t input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + + float d = tex2D(_MainTex, input.texcoord0.xy).a; + + float pixelSize = abs(ddx(input.texcoord0.y)) + abs(ddy(input.texcoord0.y)); + pixelSize *= _TextureHeight * 0.75; + float scale = 1 / pixelSize * _GradientScale * (_Sharpness + 1); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + float layerScale = scale; + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + #endif + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + + float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); + + #if OUTLINE_ON + float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); + faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); + faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float bias = input.param.x * scale - 0.5; + float sd = saturate(d * scale - bias - input.param.z); + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); + #endif + + #if MASKING + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); + faceColor *= a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness + #if UNITY_UI_CLIP_RECT + half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); + float2 maskZW = 0.25 / (0.25 * maskSoftness + 1 / scale); + float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); + faceColor *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + faceColor *= input.texcoord2.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor; +} diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta new file mode 100644 index 0000000..4415e50 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c334973cef89a9840b0b0c507e0377ab +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc new file mode 100644 index 0000000..b806b4f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc @@ -0,0 +1,80 @@ +// UI Editable properties +uniform sampler2D _FaceTex; // Alpha : Signed Distance +uniform float _FaceUVSpeedX; +uniform float _FaceUVSpeedY; +uniform fixed4 _FaceColor; // RGBA : Color + Opacity +uniform float _FaceDilate; // v[ 0, 1] +uniform float _OutlineSoftness; // v[ 0, 1] + +uniform sampler2D _OutlineTex; // RGBA : Color + Opacity +uniform float _OutlineUVSpeedX; +uniform float _OutlineUVSpeedY; +uniform fixed4 _OutlineColor; // RGBA : Color + Opacity +uniform float _OutlineWidth; // v[ 0, 1] + +uniform float _Bevel; // v[ 0, 1] +uniform float _BevelOffset; // v[-1, 1] +uniform float _BevelWidth; // v[-1, 1] +uniform float _BevelClamp; // v[ 0, 1] +uniform float _BevelRoundness; // v[ 0, 1] + +uniform sampler2D _BumpMap; // Normal map +uniform float _BumpOutline; // v[ 0, 1] +uniform float _BumpFace; // v[ 0, 1] + +uniform samplerCUBE _Cube; // Cube / sphere map +uniform fixed4 _ReflectFaceColor; // RGB intensity +uniform fixed4 _ReflectOutlineColor; +//uniform float _EnvTiltX; // v[-1, 1] +//uniform float _EnvTiltY; // v[-1, 1] +uniform float3 _EnvMatrixRotation; +uniform float4x4 _EnvMatrix; + +uniform fixed4 _SpecularColor; // RGB intensity +uniform float _LightAngle; // v[ 0,Tau] +uniform float _SpecularPower; // v[ 0, 1] +uniform float _Reflectivity; // v[ 5, 15] +uniform float _Diffuse; // v[ 0, 1] +uniform float _Ambient; // v[ 0, 1] + +uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity +uniform float _UnderlayOffsetX; // v[-1, 1] +uniform float _UnderlayOffsetY; // v[-1, 1] +uniform float _UnderlayDilate; // v[-1, 1] +uniform float _UnderlaySoftness; // v[ 0, 1] + +uniform fixed4 _GlowColor; // RGBA : Color + Intesity +uniform float _GlowOffset; // v[-1, 1] +uniform float _GlowOuter; // v[ 0, 1] +uniform float _GlowInner; // v[ 0, 1] +uniform float _GlowPower; // v[ 1, 1/(1+4*4)] + +// API Editable properties +uniform float _ShaderFlags; +uniform float _WeightNormal; +uniform float _WeightBold; + +uniform float _ScaleRatioA; +uniform float _ScaleRatioB; +uniform float _ScaleRatioC; + +uniform float _VertexOffsetX; +uniform float _VertexOffsetY; + +//uniform float _UseClipRect; +uniform float _MaskID; +uniform sampler2D _MaskTex; +uniform float4 _MaskCoord; +uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) +uniform float _MaskSoftnessX; +uniform float _MaskSoftnessY; + +// Font Atlas properties +uniform sampler2D _MainTex; +uniform float _TextureWidth; +uniform float _TextureHeight; +uniform float _GradientScale; +uniform float _ScaleX; +uniform float _ScaleY; +uniform float _PerspectiveFilter; +uniform float _Sharpness; diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta new file mode 100644 index 0000000..7b37f2f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3997e2241185407d80309a82f9148466 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc new file mode 100644 index 0000000..2153a9a --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc @@ -0,0 +1,99 @@ +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.texcoord.w, 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.texcoord.w) * _GradientScale * (_Sharpness + 1); + scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + data.param.y = scale; +#endif + + data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // + data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); +} + +void PixShader(Input input, inout SurfaceOutput o) +{ + +#if USE_DERIVATIVE + float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); +#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, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); + outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + faceColor.rgb /= max(faceColor.a, 0.0001); + +#if 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 }; + + // Face Normal + float3 n = GetSurfaceNormal(smp4x, input.param.x); + + // Bumpmap + float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + bump = lerp(float3(0, 0, 1), bump, faceColor.a); + n = normalize(n - bump); + + // Cubemap reflection + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); + float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; +#else + float3 n = float3(0, 0, -1); + float3 emission = float3(0, 0, 0); +#endif + +#if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + glowColor.a *= input.color.a; + emission += glowColor.rgb*glowColor.a; + faceColor = BlendARGB(glowColor, faceColor); + faceColor.rgb /= max(faceColor.a, 0.0001); +#endif + + // Set Standard output structure + o.Albedo = faceColor.rgb; + o.Normal = -n; + o.Emission = emission; + o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); + o.Gloss = 1; + o.Alpha = faceColor.a; +} diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta new file mode 100644 index 0000000..41ef4b1 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d930090c0cd643c7b55f19a38538c162 +ShaderImporter: + 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