update to unity 6 and fix line breaker

Main
Arneth 1 year ago
parent 2b79f78b43
commit 01adfad8f5

@ -13,22 +13,9 @@ MonoBehaviour:
m_Name: Built In Data
m_EditorClassIdentifier:
m_GroupName: Built In Data
m_Data:
m_SerializedData: []
m_GUID: b1a8e20ded21e18458198849e29714fc
m_SerializeEntries:
- m_GUID: Resources
m_Address: Resources
m_ReadOnly: 1
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: EditorSceneList
m_Address: EditorSceneList
m_ReadOnly: 1
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
m_SerializeEntries: []
m_ReadOnly: 1
m_Settings: {fileID: 11400000, guid: 74fc54aeb73016d4d95a119ff400ef04, type: 2}
m_SchemaSet:
m_Schemas:
- {fileID: 11400000, guid: aaa2bcc7be37bf7488ad0dd2fe1f139c, type: 2}
m_Schemas: []

@ -13,8 +13,6 @@ MonoBehaviour:
m_Name: Localization-Assets-Shared
m_EditorClassIdentifier:
m_GroupName: Localization-Assets-Shared
m_Data:
m_SerializedData: []
m_GUID: bdbeb34473c4bcb48bf9b9f4c1dfe72b
m_SerializeEntries:
- m_GUID: 2f7f770d0d2f1a04b9a7ad51a07915a8

@ -13,18 +13,16 @@ MonoBehaviour:
m_Name: Localization-Locales
m_EditorClassIdentifier:
m_GroupName: Localization-Locales
m_Data:
m_SerializedData: []
m_GUID: 9998d385f7da20448b55e525cb7fa83b
m_SerializeEntries:
- m_GUID: a7863a41ddf3a1341b3961b7199da6f3
m_Address: Japanese (ja)
- m_GUID: 77920ad91ee5c644fb80183eda831609
m_Address: English (en)
m_ReadOnly: 1
m_SerializedLabels:
- Locale
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 77920ad91ee5c644fb80183eda831609
m_Address: English (en)
- m_GUID: a7863a41ddf3a1341b3961b7199da6f3
m_Address: Japanese (ja)
m_ReadOnly: 1
m_SerializedLabels:
- Locale

@ -13,8 +13,6 @@ MonoBehaviour:
m_Name: Localization-String-Tables-English (en)
m_EditorClassIdentifier:
m_GroupName: Localization-String-Tables-English (en)
m_Data:
m_SerializedData: []
m_GUID: fc7792c5b2ea6bc4cb8b14b593e852fe
m_SerializeEntries:
- m_GUID: 72ee23495b163c743a31d37994baf1a6

@ -13,8 +13,6 @@ MonoBehaviour:
m_Name: Localization-String-Tables-Japanese (ja)
m_EditorClassIdentifier:
m_GroupName: Localization-String-Tables-Japanese (ja)
m_Data:
m_SerializedData: []
m_GUID: a9edf7ffef93ee24e94adabaa6c970d6
m_SerializeEntries:
- m_GUID: fe06d7042882120498b8ae137f76a51a

@ -172,17 +172,17 @@ public class CMessageText
this.m_LineTop.bFlag = false;
this.m_isOver = false;
this.m_KeyCursor.Reset(true);
this.testWidth = 0;
}
// Token: 0x06000533 RID: 1331 RVA: 0x00014174 File Offset: 0x00012374
public void AddMessage(string szMsg, Color32 color, MSGFONTSIZE nFontType = MSGFONTSIZE.NORMAL, int nKeywordNo = -1)
{
int testWidth = 0;
// formatting for non-Japanese languages
if (UnityApp.Instance.locale != LocaleEnum.Japanese)
{
CMessageText.m_isHyphenation = true;
CMessageText.m_isHyphenation = false;
for (int i = 0; i < szMsg.Length; i++)
{
@ -197,20 +197,20 @@ public class CMessageText
int nSize = FontDef.GetFontInfo(nFontType).nSize;
float num = (float)glyph.advance / (float)this.font.Font.charSize;
int num2 = (int)((float)nSize * num);
int num3 = (int)((float)nSize * ((float)glyph.height / (float)this.font.Font.charSize));
//int num3 = (int)((float)nSize * ((float)glyph.height / (float)this.font.Font.charSize));
num2 = (int)((float)num2 * FontDef.GetFontInfo(nFontType).fStretch);
num3 = (int)((float)num3 * FontDef.GetFontInfo(nFontType).fStretch);
//num3 = (int)((float)num3 * FontDef.GetFontInfo(nFontType).fStretch);
//Increase line width with each character added
testWidth += num2;
this.testWidth += num2;
//If there is a line break reset count
if (szMsg[i] == '\n')
{
testWidth = 0;
this.testWidth = 0;
}
if (testWidth > this.m_Clip.nCx)
if (this.testWidth > this.m_Clip.nCx)
{
for (int j = i; j >= 0; j--)
{
@ -218,7 +218,7 @@ public class CMessageText
{
szMsg = szMsg.Remove(j, 1).Insert(j, "\n");
i = j;
testWidth = 0;
this.testWidth = 0;
break;
@ -516,9 +516,9 @@ public class CMessageText
int nSize = FontDef.GetFontInfo(nFontType).nSize;
float num = (float)glyph.advance / (float)this.font.Font.charSize;
int num2 = (int)((float)nSize * num);
int num3 = (int)((float)nSize * ((float)glyph.height / (float)this.font.Font.charSize));
//int num3 = (int)((float)nSize * ((float)glyph.height / (float)this.font.Font.charSize));
num2 = (int)((float)num2 * FontDef.GetFontInfo(nFontType).fStretch);
num3 = (int)((float)num3 * FontDef.GetFontInfo(nFontType).fStretch);
//num3 = (int)((float)num3 * FontDef.GetFontInfo(nFontType).fStretch);
if (this.m_CurPos.nY >= this.m_ChNum.nCy)
{
this.m_isOver = true;
@ -848,8 +848,10 @@ public class CMessageText
// Token: 0x040003ED RID: 1005
private static bool m_isHyphenation;
// Token: 0x020000B3 RID: 179
private struct INT_POS
private int testWidth = 0;
// Token: 0x020000B3 RID: 179
private struct INT_POS
{
// Token: 0x06000556 RID: 1366 RVA: 0x00015154 File Offset: 0x00013354
public void SetPos(int x, int y)

@ -278,7 +278,7 @@ public class EffectManager : MonoBehaviour
}
//byte[] data = System.IO.File.ReadAllBytes(path + ".png");
Texture2D tex = new Texture2D(0, 0, TextureFormat.RGBA32, false, true);
Texture2D tex = new Texture2D(1, 1, TextureFormat.RGBA32, false, true);
tex.LoadImage(data);
tex.wrapMode = TextureWrapMode.Clamp;
EffectManager.Instance.PatternTexture = tex;

@ -17,7 +17,7 @@ public class ManTexture : MonoBehaviour
this.array[name].IncCount();
return this.array[name];
}
Texture2D texture_ = new Texture2D(0, 0, TextureFormat.ARGB32, false, false);
Texture2D texture_ = new Texture2D(1, 1, TextureFormat.ARGB32, false, false);
UnityFile file = Singleton<UnityFileLoader>.Instance.LoadImageFile(name);
SizeF size = DirScaleTable.GetSize(Nmb.GetFileInfo(name).DirName);
this.array.Add(name, new UnityTexture(name, texture_, file, size));
@ -33,7 +33,7 @@ public class ManTexture : MonoBehaviour
this.array[name].IncCount();
return this.array[name];
}
Texture2D texture_ = new Texture2D(0, 0, TextureFormat.ARGB32, false, false);
Texture2D texture_ = new Texture2D(1, 1, TextureFormat.ARGB32, false, false);
this.array.Add(name, new UnityTexture(name, texture_, data, null));
return this.array[name];
}

@ -313,7 +313,7 @@ public class MsgWnd : Singleton<MsgWnd>
// Token: 0x06000572 RID: 1394 RVA: 0x00015998 File Offset: 0x00013B98
public void AddMessage(string msg)
{
this.m_MsgText.AddMessage(msg, this.m_Color, this.m_Size, -1);
this.m_MsgText.AddMessage(msg, this.m_Color, this.m_Size, -1);
this.m_Phase = MsgWnd.MSG_PHASE.MESANIM;
this.m_nAutoSkipTime = 0;
}
@ -381,7 +381,14 @@ public class MsgWnd : Singleton<MsgWnd>
case MSGWND_STYLE.KYARA:
case MSGWND_STYLE.HEROINE:
case MSGWND_STYLE.MONOLOGUE:
this.m_MsgText.EnableLineTopProc(true);
if (UnityApp.instance.locale != Assets.Scripts.LocaleEnum.Japanese)
{
this.m_MsgText.EnableLineTopProc(false);
}
else
{
this.m_MsgText.EnableLineTopProc(true);
}
goto IL_236;
}
this.m_MsgText.EnableLineTopProc(false);
@ -598,8 +605,8 @@ public class MsgWnd : Singleton<MsgWnd>
// Token: 0x0400040C RID: 1036
public static bool g_isAnimPosOuter = true;
// Token: 0x020000B9 RID: 185
private enum MSG_PHASE
// Token: 0x020000B9 RID: 185
private enum MSG_PHASE
{
// Token: 0x04000411 RID: 1041
NULL,

@ -42,7 +42,7 @@ public class effect_sample_main : MonoBehaviour
yield return www;
AssetBundle ab = www.assetBundle;
TextAsset ta = ab.mainAsset as TextAsset;
Texture2D tex = new Texture2D(0, 0, TextureFormat.RGBA32, false, true);
Texture2D tex = new Texture2D(1, 1, TextureFormat.RGBA32, false, true);
tex.LoadImage(ta.bytes);
tex.wrapMode = TextureWrapMode.Clamp;
ab.Unload(true);

@ -2,24 +2,20 @@
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2180264
Material:
serializedVersion: 8
serializedVersion: 6
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: LiberationSans SDF Material
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_ShaderKeywords:
m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@ -71,7 +67,6 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _Ambient: 0.5
- _Bevel: 0.5
@ -112,9 +107,9 @@ Material:
- _Parallax: 0.02
- _PerspectiveFilter: 0.875
- _Reflectivity: 10
- _ScaleRatioA: 0.9
- _ScaleRatioA: 0.90909094
- _ScaleRatioB: 0.73125
- _ScaleRatioC: 0.73125
- _ScaleRatioC: 0.7386364
- _ScaleX: 1
- _ScaleY: 1
- _ShaderFlags: 0
@ -153,7 +148,6 @@ Material:
- _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
m_BuildTextureStacks: []
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
@ -166,22 +160,18 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 71c1514a6bd24e1e882cebbe1904ce04, type: 3}
m_Name: LiberationSans SDF - Fallback
m_EditorClassIdentifier:
hashCode: -1699145518
material: {fileID: 2180264}
materialHashCode: 462855346
m_Version: 1.1.0
m_Material: {fileID: 2180264}
m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
m_SourceFontFile_EditorRef: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75,
type: 3}
m_SourceFontFile: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3}
m_AtlasPopulationMode: 1
InternalDynamicOS: 0
m_FaceInfo:
m_FaceIndex: 0
m_FamilyName: Liberation Sans
m_StyleName: Regular
m_PointSize: 86
m_Scale: 1
m_UnitsPerEM: 0
m_LineHeight: 98.8916
m_AscentLine: 77.853516
m_CapLine: 59
@ -202,7 +192,7 @@ MonoBehaviour:
m_AtlasTextures:
- {fileID: 28268798066460806}
m_AtlasTextureIndex: 0
m_IsMultiAtlasTexturesEnabled: 0
m_IsMultiAtlasTexturesEnabled: 1
m_ClearDynamicDataOnBuild: 1
m_UsedGlyphRects: []
m_FreeGlyphRects:
@ -241,15 +231,21 @@ MonoBehaviour:
m_KerningTable:
kerningPairs: []
m_FontFeatureTable:
m_MultipleSubstitutionRecords: []
m_LigatureSubstitutionRecords: []
m_GlyphPairAdjustmentRecords: []
m_MarkToBaseAdjustmentRecords: []
m_MarkToMarkAdjustmentRecords: []
fallbackFontAssets: []
m_FallbackFontAssetTable: []
m_CreationSettings:
sourceFontFileName:
sourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
faceIndex: 0
pointSizeSamplingMode: 0
pointSize: 86
padding: 9
paddingMode: 0
packingMode: 4
atlasWidth: 512
atlasHeight: 512
@ -321,21 +317,15 @@ Texture2D:
Hash: 00000000000000000000000000000000
m_ForcedFallbackFormat: 4
m_DownscaleFallback: 0
m_IsAlphaChannelOptional: 0
serializedVersion: 2
m_Width: 0
m_Height: 0
m_CompleteImageSize: 0
m_MipsStripped: 0
m_TextureFormat: 1
m_MipCount: 1
m_IsReadable: 1
m_IsPreProcessed: 0
m_IgnoreMipmapLimit: 0
m_MipmapLimitGroupName:
m_StreamingMipmaps: 0
m_StreamingMipmapsPriority: 0
m_VTOnly: 0
m_AlphaIsTransparency: 0
m_ImageCount: 1
m_TextureDimension: 2
@ -349,11 +339,9 @@ Texture2D:
m_WrapW: 0
m_LightmapFormat: 0
m_ColorSpace: 0
m_PlatformBlob:
image data: 0
_typelessdata:
m_StreamData:
serializedVersion: 2
offset: 0
size: 0
path:

@ -3,8 +3,9 @@
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
@ -12,6 +13,12 @@ MonoBehaviour:
m_Name: Default Style Sheet
m_EditorClassIdentifier:
m_StyleList:
- m_Name: Normal
m_HashCode: -1183493901
m_OpeningDefinition:
m_ClosingDefinition:
m_OpeningTagArray:
m_ClosingTagArray:
- m_Name: H1
m_HashCode: 2425
m_OpeningDefinition: <size=2em><b><#40ff80>*
@ -19,19 +26,25 @@ MonoBehaviour:
m_OpeningTagArray: 3c00000073000000690000007a000000650000003d00000032000000650000006d0000003e0000003c000000620000003e0000003c000000230000003400000030000000660000006600000038000000300000003e0000002a000000
m_ClosingTagArray: 2a0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f000000620000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000
- m_Name: Quote
m_HashCode: 92254330
m_HashCode: 93368250
m_OpeningDefinition: <i><size=75%><margin=10%>
m_ClosingDefinition: </i></size></width></margin>
m_OpeningTagArray: 3c000000690000003e0000003c00000073000000690000007a000000650000003d0000003700000035000000250000003e0000003c0000006d000000610000007200000067000000690000006e0000003d0000003100000030000000250000003e000000
m_ClosingTagArray: 3c0000002f000000690000003e0000003c0000002f00000073000000690000007a000000650000003e0000003c0000002f00000077000000690000006400000074000000680000003e0000003c0000002f0000006d000000610000007200000067000000690000006e0000003e000000
- m_Name: A
m_HashCode: 65
m_OpeningDefinition: <color=#40a0ff><u>
m_ClosingDefinition: </u></color>
m_OpeningTagArray: 3c000000630000006f0000006c0000006f000000720000003d000000230000003400000030000000610000003000000066000000660000003e0000003c000000750000003e000000
m_ClosingTagArray: 3c0000002f000000750000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e000000
- m_Name: Link
m_HashCode: 2687968
m_HashCode: 2656128
m_OpeningDefinition: <u><#40a0ff><link="ID_01">
m_ClosingDefinition: </u></color></link>
m_OpeningTagArray: 3c000000750000003e0000003c000000230000003400000030000000610000003000000066000000660000003e0000003c0000006c000000690000006e0000006b0000003d0000002200000049000000440000005f0000003000000031000000220000003e000000
m_ClosingTagArray: 3c0000002f000000750000003e0000003c0000002f000000630000006f0000006c0000006f000000720000003e0000003c0000002f0000006c000000690000006e0000006b0000003e000000
- m_Name: Title
m_HashCode: 98732960
m_HashCode: 97690656
m_OpeningDefinition: <size=125%><b><align=center>
m_ClosingDefinition: </size></b></align>
m_OpeningTagArray: 3c00000073000000690000007a000000650000003d000000310000003200000035000000250000003e0000003c000000620000003e0000003c000000610000006c00000069000000670000006e0000003d00000063000000650000006e0000007400000065000000720000003e000000

@ -12,14 +12,17 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 2705215ac5b84b70bacc50632be6e391, type: 3}
m_Name: TMP Settings
m_EditorClassIdentifier:
m_enableWordWrapping: 1
assetVersion: 2
m_TextWrappingMode: 1
m_enableKerning: 1
m_ActiveFontFeatures: 00000000
m_enableExtraPadding: 0
m_enableTintAllSprites: 0
m_enableParseEscapeCharacters: 1
m_EnableRaycastTarget: 1
m_GetFontFeaturesAtRuntime: 1
m_missingGlyphCharacter: 0
m_ClearDynamicDataOnBuild: 1
m_warningsDisabled: 0
m_defaultFontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_defaultFontAssetPath: Fonts & Materials/
@ -29,13 +32,16 @@ MonoBehaviour:
m_defaultTextMeshProTextContainerSize: {x: 20, y: 5}
m_defaultTextMeshProUITextContainerSize: {x: 200, y: 50}
m_autoSizeTextContainer: 0
m_IsTextObjectScaleStatic: 0
m_fallbackFontAssets: []
m_matchMaterialPreset: 1
m_HideSubTextObjects: 1
m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45,
type: 2}
m_defaultSpriteAssetPath: Sprite Assets/
m_enableEmojiSupport: 1
m_MissingCharacterSpriteUnicode: 0
m_EmojiFallbackTextAssets: []
m_defaultColorGradientPresetsPath: Color Gradient Presets/
m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e,
type: 2}

@ -0,0 +1,178 @@
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096.0);
output.y = uv - 4096.0 * output.x;
return output * 0.001953125;
}
float4 BlendARGB(float4 overlying, float4 underlying)
{
overlying.rgb *= overlying.a;
underlying.rgb *= underlying.a;
float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
float alpha = underlying.a + (1 - underlying.a) * overlying.a;
return float4(blended / alpha, alpha);
}
float3 GetSpecular(float3 n, float3 l)
{
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
return _SpecularColor.rgb * spec * _SpecularPower;
}
void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
{
float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
// Read "height field"
float4 h = float4(
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
bool raisedBevel = _BevelType;
h += _BevelOffset;
float bevelWidth = max(.01, _BevelWidth);
// Track outline
h -= .5;
h /= bevelWidth;
h = saturate(h + .5);
if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
float3 f = float3(1, 1, 1);
if (isFront) f = float3(1, 1, -1);
nornmal = cross(va, vb) * f;
}
void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
{
n.z = abs(n.z);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
//faceColor.rgb += col * faceColor.a;
col *= 1 - (dot(n, light) * _Diffuse);
col *= lerp(_Ambient, 1, n.z * n.z);
//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
color = float4(col, faceColor.a);
}
// Add custom function to handle time in HDRP
//
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
{
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
}
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
{
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
}
void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
{
float2 pixelSize = position.w;
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
}
// UV : Texture coordinate of the source distance field texture
// TextureSize : Size of the source distance field texture
// Filter : Enable perspective filter (soften)
void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
{
if(Filter)
{
float2 a = float2(ddx(UV.x), ddy(UV.x));
float2 b = float2(ddx(UV.y), ddy(UV.y));
float s = lerp(dot(a,a), dot(b,b), 0.5);
SSR = rsqrt(s) / TextureSize;
}
else
{
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
SSR = s / TextureSize;
}
}
// SSR : Screen Space Ratio
// SD : Signed Distance (encoded : Distance / SDR + .5)
// SDR : Signed Distance Ratio
//
// IsoPerimeter : Dilate / Contract the shape
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
}
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5f) * SDR;
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5f) * SDR;
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
{
softness *= SSR * SDR;
float4 d = (SD - 0.5f) * SDR;
if(outline) d.w = max(max(d.x, d.y), d.z);
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
{
outColor = BlendARGB(overlying, underlying);
}
// Face only
void Layer1_float(float alpha, float4 color0, out float4 outColor)
{
color0.a *= alpha;
outColor = color0;
}
// Face + 1 Outline
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
{
color1.a *= alpha.y;
color0.rgb *= color0.a; color1.rgb *= color1.a;
outColor = lerp(color1, color0, alpha.x);
outColor.rgb /= outColor.a;
}
// Face + 3 Outline
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
{
color3.a *= alpha.w;
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
outColor.rgb /= outColor.a;
}

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 96de908384869cd409c75efa351d5edf
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

@ -1,26 +1,26 @@
Shader "TextMeshPro/Bitmap Custom Atlas" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_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
_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{
@ -55,15 +55,18 @@ SubShader{
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t {
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
@ -81,15 +84,9 @@ SubShader{
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
v2f vert (appdata_t v)
{
@ -101,6 +98,10 @@ SubShader{
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
fixed4 faceColor = v.color;
faceColor *= _FaceColor;
@ -108,13 +109,14 @@ SubShader{
OUT.vertex = vPosition;
OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
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.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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;
}

@ -1,25 +1,25 @@
Shader "TextMeshPro/Mobile/Bitmap" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
[HDR]_Color ("Text Color", Color) = (1,1,1,1)
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
_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
_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)
_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
_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
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
@ -55,15 +55,18 @@ SubShader {
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t {
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
struct v2f
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
@ -79,6 +82,9 @@ SubShader {
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
v2f vert (appdata_t v)
{
@ -88,8 +94,11 @@ SubShader {
vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
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;
@ -99,8 +108,9 @@ SubShader {
//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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;
}

@ -1,25 +1,25 @@
Shader "TextMeshPro/Bitmap" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
_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
_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)
_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
_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
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader{
@ -54,15 +54,18 @@ SubShader{
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t {
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
@ -80,15 +83,9 @@ SubShader{
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
v2f vert (appdata_t v)
{
@ -100,6 +97,10 @@ SubShader{
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
fixed4 faceColor = v.color;
faceColor *= _FaceColor;
@ -107,13 +108,14 @@ SubShader{
OUT.vertex = vPosition;
OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
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.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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;
}

@ -4,10 +4,10 @@ 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
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_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
@ -21,7 +21,7 @@ Properties {
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_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
@ -37,13 +37,13 @@ Properties {
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_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
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_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
@ -127,17 +127,18 @@ SubShader {
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
@ -147,16 +148,20 @@ SubShader {
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
#endif
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
uniform float4 _FaceTex_ST;
uniform float4 _OutlineTex_ST;
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
@ -167,7 +172,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
@ -178,7 +183,7 @@ SubShader {
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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;
@ -188,13 +193,13 @@ SubShader {
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
#if GLOW_ON
#if GLOW_ON
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
#endif
#endif
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
#if (UNDERLAY_ON || UNDERLAY_INNER)
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
@ -205,23 +210,28 @@ SubShader {
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y);
#endif
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 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);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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);
@ -239,9 +249,9 @@ SubShader {
float c = tex2D(_MainTex, input.atlas).a;
#ifndef UNDERLAY_ON
#ifndef UNDERLAY_ON
clip(c - input.param.x);
#endif
#endif
float scale = input.param.y;
float bias = input.param.z;
@ -261,7 +271,7 @@ SubShader {
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON
#if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
@ -278,36 +288,35 @@ SubShader {
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
#endif
#if UNDERLAY_ON
#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
#endif
#if UNDERLAY_INNER
#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
#endif
#if GLOW_ON
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a;
#endif
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
// 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
#endif
#if UNITY_UI_ALPHACLIP
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
#endif
return faceColor * input.color.a;
}
ENDCG
}
}

@ -4,10 +4,10 @@ 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
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_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
@ -21,7 +21,7 @@ Properties {
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_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
@ -37,13 +37,13 @@ Properties {
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_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
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_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
@ -109,7 +109,8 @@ SubShader {
Blend One OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex VertShader
@ -127,17 +128,18 @@ SubShader {
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
@ -147,18 +149,23 @@ SubShader {
float2 mask : TEXCOORD2; // Position in object space(xy)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
#if (UNDERLAY_ON || UNDERLAY_INNER)
float2 texcoord2 : TEXCOORD4;
float4 underlayColor : COLOR1;
#endif
#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) {
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);
}
@ -171,7 +178,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
@ -182,27 +189,31 @@ SubShader {
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
#if (UNDERLAY_ON || UNDERLAY_INNER)
#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
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
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)
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
#endif
#endif
output.position = vPosition;
output.color = color;
@ -210,10 +221,10 @@ SubShader {
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)
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = input.texcoord0 + bOffset;
output.underlayColor = underlayColor;
#endif
#endif
output.textures = float4(faceUV, outlineUV);
return output;
@ -226,9 +237,9 @@ SubShader {
float c = tex2D(_MainTex, input.atlas).a;
float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
pixelSize *= _TextureWidth * .75;
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
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);
@ -247,7 +258,7 @@ SubShader {
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON
#if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
@ -264,45 +275,45 @@ SubShader {
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
#endif
#if (UNDERLAY_ON || UNDERLAY_INNER)
#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
#endif
#if UNDERLAY_ON
#if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
#endif
#endif
#if UNDERLAY_INNER
#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
#endif
#if GLOW_ON
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a;
#endif
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
#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
#endif
#if UNITY_UI_ALPHACLIP
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
#endif
return faceColor * input.color.a;
}
ENDCG
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field"

File diff suppressed because it is too large Load Diff

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: ca2ed216f98028c4dae6c5224a952b3c
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}

File diff suppressed because it is too large Load Diff

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: f63d574838ccfb44f84acc05fed0af48
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field - Masking" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_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
@ -99,35 +99,41 @@ SubShader {
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
struct vertex_t
{
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
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)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
#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.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
@ -138,7 +144,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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;
@ -150,6 +156,10 @@ SubShader {
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;
@ -163,7 +173,7 @@ SubShader {
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
@ -171,11 +181,12 @@ SubShader {
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
#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 = {
@ -184,11 +195,11 @@ SubShader {
outlineColor,
float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
half4(scale, bias - outline, bias + outline, bias),
half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
#if (UNDERLAY_ON | UNDERLAY_INNER)
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
#endif
};
return output;
@ -201,41 +212,41 @@ SubShader {
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#endif
#if UNDERLAY_ON
#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
#endif
#if UNDERLAY_INNER
#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
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
//#if UNITY_UI_CLIP_RECT
// 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
//#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;
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)
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#endif
#if UNITY_UI_ALPHACLIP
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
#endif
return c;
}

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_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
@ -93,16 +93,18 @@ SubShader {
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
@ -111,12 +113,17 @@ SubShader {
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)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
#endif
};
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
@ -127,7 +134,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
@ -138,7 +145,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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;
@ -150,10 +157,14 @@ SubShader {
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)
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
#endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
@ -163,14 +174,14 @@ SubShader {
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
#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
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
@ -182,7 +193,8 @@ SubShader {
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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);
@ -200,35 +212,35 @@ SubShader {
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#endif
#if UNDERLAY_ON
#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
#endif
#if UNDERLAY_INNER
#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
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
// 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
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#endif
#if UNITY_UI_ALPHACLIP
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
#endif
return c;
}

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field SSD" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_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

@ -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"
}

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 0178fcb869bafef4690d177d31d17db8
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_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
@ -81,6 +81,7 @@ SubShader {
Pass {
CGPROGRAM
#pragma enable_d3d11_debug_symbols
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
@ -98,7 +99,7 @@ SubShader {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
@ -117,6 +118,9 @@ SubShader {
#endif
};
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
@ -127,7 +131,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
@ -138,7 +142,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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;
@ -150,7 +154,11 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
@ -182,7 +190,9 @@ SubShader {
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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);

@ -7,15 +7,15 @@ Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
Properties {
_FaceTex ("Fill Texture", 2D) = "white" {}
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_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
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_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
@ -99,7 +99,8 @@ SubShader {
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
struct v2f
{
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3;

@ -4,10 +4,10 @@ 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
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_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
@ -28,12 +28,12 @@ Properties {
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
_SpecColor ("Specular Color", Color) = (0,0,0,1)
_FaceShininess ("Face Shininess", Range(0,1)) = 0
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_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
@ -118,7 +118,8 @@ SubShader {
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
struct v2f
{
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
float2 uv2 : TEXCOORD3;

File diff suppressed because it is too large Load Diff

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: a3d800b099a06e0478fb790c5e79057a
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}

File diff suppressed because it is too large Load Diff

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 124c112a6e8f1a54e8b0870e881b56d8
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}

@ -4,10 +4,10 @@ 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
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_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
@ -21,7 +21,7 @@ Properties {
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_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
@ -37,13 +37,13 @@ Properties {
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_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
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_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
@ -127,17 +127,18 @@ SubShader {
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
struct pixel_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
@ -147,16 +148,20 @@ SubShader {
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
#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)
{
@ -167,7 +172,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
@ -178,7 +183,7 @@ SubShader {
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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;
@ -188,13 +193,13 @@ SubShader {
float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
#if GLOW_ON
#if GLOW_ON
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
#endif
#endif
alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
#if (UNDERLAY_ON || UNDERLAY_INNER)
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
@ -205,23 +210,28 @@ SubShader {
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y);
#endif
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 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);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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);
@ -239,9 +249,9 @@ SubShader {
float c = tex2D(_MainTex, input.atlas).a;
#ifndef UNDERLAY_ON
#ifndef UNDERLAY_ON
clip(c - input.param.x);
#endif
#endif
float scale = input.param.y;
float bias = input.param.z;
@ -261,7 +271,7 @@ SubShader {
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON
#if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
@ -278,36 +288,35 @@ SubShader {
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
#endif
#if UNDERLAY_ON
#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
#endif
#if UNDERLAY_INNER
#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
#endif
#if GLOW_ON
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a;
#endif
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
#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
#endif
#if UNITY_UI_ALPHACLIP
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
#endif
return faceColor * input.color.a;
return faceColor * input.color.a;
}
ENDCG
}
}

@ -2,18 +2,18 @@ Shader "TextMeshPro/Sprite"
{
Properties
{
[PerRendererData] _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)
_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
}
@ -21,19 +21,19 @@ Shader "TextMeshPro/Sprite"
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
@ -58,7 +58,7 @@ Shader "TextMeshPro/Sprite"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
@ -69,29 +69,43 @@ Shader "TextMeshPro/Sprite"
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
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);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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;
}
@ -99,9 +113,10 @@ Shader "TextMeshPro/Sprite"
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#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
@ -110,7 +125,7 @@ Shader "TextMeshPro/Sprite"
return color;
}
ENDCG
ENDCG
}
}
}

@ -4,6 +4,6 @@ ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
userData: Version 2.0
assetBundleName:
assetBundleVariant:

@ -1,20 +1,22 @@
struct vertex_t {
struct vertex_t
{
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
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; // weight, scaleRatio
float4 param : TEXCOORD1; // x = weight, y = no longer used
float2 mask : TEXCOORD2;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD3;
@ -22,10 +24,14 @@ struct pixel_t {
#endif
};
float4 SRGBToLinear(float4 rgba) {
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;
@ -35,7 +41,7 @@ pixel_t VertShader(vertex_t input)
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
@ -71,7 +77,7 @@ pixel_t VertShader(vertex_t input)
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
output.param = float4(0.5 - weight, 0, _OutlineWidth * _ScaleRatioA * 0.5, 0);
float2 mask = float2(0, 0);
#if UNITY_UI_CLIP_RECT
@ -99,8 +105,9 @@ float4 PixShader(pixel_t input) : SV_Target
float d = tex2D(_MainTex, input.texcoord0.xy).a;
float2 UV = input.texcoord0.xy;
float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
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;
@ -112,7 +119,7 @@ float4 PixShader(pixel_t input) : SV_Target
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
#ifdef OUTLINE_ON
#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);
@ -130,7 +137,7 @@ float4 PixShader(pixel_t input) : SV_Target
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
#endif
#ifdef MASKING
#if MASKING
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness);
@ -140,7 +147,8 @@ float4 PixShader(pixel_t input) : SV_Target
// Alternative implementation to UnityGet2DClipping with support for softness
#if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
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

@ -66,11 +66,6 @@ uniform float _MaskID;
uniform sampler2D _MaskTex;
uniform float4 _MaskCoord;
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
//uniform float _MaskWipeControl;
//uniform float _MaskEdgeSoftness;
//uniform fixed4 _MaskEdgeColor;
//uniform bool _MaskInverse;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;

@ -5,7 +5,7 @@ void VertShader(inout appdata_full v, out Input data)
UNITY_INITIALIZE_OUTPUT(Input, data);
float bold = step(v.texcoord1.y, 0);
float bold = step(v.texcoord.w, 0);
// Generate normal for backface
float3 view = ObjSpaceViewDir(v.vertex);
@ -20,14 +20,12 @@ void VertShader(inout appdata_full v, out Input data)
pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
scale *= 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; //
v.texcoord1.xy = UnpackUV(v.texcoord1.x);
data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
}
@ -82,7 +80,7 @@ void PixShader(Input input, inout SurfaceOutput o)
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;

@ -1,15 +1,16 @@
{
"dependencies": {
"com.unity.ai.navigation": "1.1.5",
"com.unity.ide.rider": "3.0.28",
"com.unity.ai.navigation": "2.0.4",
"com.unity.ide.rider": "3.0.31",
"com.unity.ide.visualstudio": "2.0.22",
"com.unity.ide.vscode": "1.2.5",
"com.unity.localization": "1.4.4",
"com.unity.test-framework": "1.1.33",
"com.unity.textmeshpro": "3.0.6",
"com.unity.timeline": "1.7.6",
"com.unity.toolchain.win-x86_64-linux-x86_64": "2.0.4",
"com.unity.ugui": "1.0.0",
"com.unity.localization": "1.5.2",
"com.unity.multiplayer.center": "1.0.0",
"com.unity.test-framework": "1.4.5",
"com.unity.timeline": "1.8.7",
"com.unity.toolchain.win-x86_64-linux-x86_64": "2.0.10",
"com.unity.ugui": "2.0.0",
"com.unity.modules.accessibility": "1.0.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",

@ -1,21 +1,22 @@
{
"dependencies": {
"com.unity.addressables": {
"version": "1.21.19",
"version": "2.2.2",
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.scriptablebuildpipeline": "1.21.21",
"com.unity.scriptablebuildpipeline": "2.1.4",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0"
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.profiling.core": "1.0.2"
},
"url": "https://packages.unity.com"
},
"com.unity.ai.navigation": {
"version": "1.1.5",
"version": "2.0.4",
"depth": 0,
"source": "registry",
"dependencies": {
@ -24,14 +25,14 @@
"url": "https://packages.unity.com"
},
"com.unity.ext.nunit": {
"version": "1.0.6",
"version": "2.0.5",
"depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.ide.rider": {
"version": "3.0.28",
"version": "3.0.31",
"depth": 0,
"source": "registry",
"dependencies": {
@ -56,15 +57,23 @@
"url": "https://packages.unity.com"
},
"com.unity.localization": {
"version": "1.4.4",
"version": "1.5.2",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.addressables": "1.21.8",
"com.unity.addressables": "1.21.9",
"com.unity.nuget.newtonsoft-json": "3.0.2"
},
"url": "https://packages.unity.com"
},
"com.unity.multiplayer.center": {
"version": "1.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {
"com.unity.modules.uielements": "1.0.0"
}
},
"com.unity.nuget.newtonsoft-json": {
"version": "3.2.1",
"depth": 1,
@ -72,51 +81,49 @@
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.profiling.core": {
"version": "1.0.2",
"depth": 2,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.scriptablebuildpipeline": {
"version": "1.21.21",
"version": "2.1.4",
"depth": 2,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.sysroot": {
"version": "2.0.5",
"version": "2.0.10",
"depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.sysroot.linux-x86_64": {
"version": "2.0.4",
"version": "2.0.9",
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.sysroot": "2.0.5"
"com.unity.sysroot": "2.0.10"
},
"url": "https://packages.unity.com"
},
"com.unity.test-framework": {
"version": "1.1.33",
"version": "1.4.5",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.ext.nunit": "1.0.6",
"com.unity.ext.nunit": "2.0.3",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.textmeshpro": {
"version": "3.0.6",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.ugui": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.timeline": {
"version": "1.7.6",
"version": "1.8.7",
"depth": 0,
"source": "registry",
"dependencies": {
@ -128,17 +135,17 @@
"url": "https://packages.unity.com"
},
"com.unity.toolchain.win-x86_64-linux-x86_64": {
"version": "2.0.4",
"version": "2.0.10",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.sysroot": "2.0.5",
"com.unity.sysroot.linux-x86_64": "2.0.4"
"com.unity.sysroot": "2.0.10",
"com.unity.sysroot.linux-x86_64": "2.0.9"
},
"url": "https://packages.unity.com"
},
"com.unity.ugui": {
"version": "1.0.0",
"version": "2.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {
@ -146,6 +153,12 @@
"com.unity.modules.imgui": "1.0.0"
}
},
"com.unity.modules.accessibility": {
"version": "1.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {}
},
"com.unity.modules.ai": {
"version": "1.0.0",
"depth": 0,
@ -193,6 +206,12 @@
"com.unity.modules.animation": "1.0.0"
}
},
"com.unity.modules.hierarchycore": {
"version": "1.0.0",
"depth": 1,
"source": "builtin",
"dependencies": {}
},
"com.unity.modules.imageconversion": {
"version": "1.0.0",
"depth": 0,
@ -281,7 +300,8 @@
"dependencies": {
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0"
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.hierarchycore": "1.0.0"
}
},
"com.unity.modules.umbra": {

@ -0,0 +1,7 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!655991488 &1
MultiplayerManager:
m_ObjectHideFlags: 0
m_EnableMultiplayerRoles: 0
m_StrippingTypes: {}

@ -3,7 +3,7 @@
--- !u!129 &1
PlayerSettings:
m_ObjectHideFlags: 0
serializedVersion: 26
serializedVersion: 28
productGUID: 6d7568ad7b2e84f42a559290ff4d211a
AndroidProfiler: 0
AndroidFilterTouchesWhenObscured: 0
@ -16,10 +16,10 @@ PlayerSettings:
productName: Shinsouban Heart no Kuni no Alice
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
m_SplashScreenBackgroundColor: {r: 1, g: 1, b: 1, a: 1}
m_ShowUnitySplashScreen: 1
m_ShowUnitySplashLogo: 1
m_SplashScreenOverlayOpacity: 0.5
m_ShowUnitySplashLogo: 0
m_SplashScreenOverlayOpacity: 0
m_SplashScreenAnimation: 2
m_SplashScreenLogoStyle: 1
m_SplashScreenDrawMode: 1
@ -39,11 +39,7 @@ PlayerSettings:
y: 0
width: 1
height: 1
m_SplashScreenLogos:
- logo: {fileID: 10404, guid: 0000000000000000f000000000000000, type: 0}
duration: 2
- logo: {fileID: 0}
duration: 2
m_SplashScreenLogos: []
m_VirtualRealitySplashScreen: {fileID: 0}
m_HolographicTrackingLossScreen: {fileID: 0}
defaultScreenWidth: 1024
@ -53,6 +49,7 @@ PlayerSettings:
m_StereoRenderingPath: 0
m_ActiveColorSpace: 0
unsupportedMSAAFallback: 0
m_SpriteBatchMaxVertexCount: 65535
m_SpriteBatchVertexThreshold: 300
m_MTRendering: 1
mipStripping: 0
@ -74,17 +71,18 @@ PlayerSettings:
androidRenderOutsideSafeArea: 1
androidUseSwappy: 0
androidBlitType: 0
androidResizableWindow: 0
androidResizeableActivity: 0
androidDefaultWindowWidth: 1920
androidDefaultWindowHeight: 1080
androidMinimumWindowWidth: 400
androidMinimumWindowHeight: 300
androidFullscreenMode: 1
androidAutoRotationBehavior: 1
androidPredictiveBackSupport: 0
androidApplicationEntry: 1
defaultIsNativeResolution: 1
macRetinaSupport: 1
runInBackground: 0
captureSingleScreen: 0
muteOtherAudioSources: 0
Prepare IOS For Recording: 0
Force IOS Speakers When Recording: 0
@ -100,6 +98,7 @@ PlayerSettings:
useMacAppStoreValidation: 0
macAppStoreCategory: public.app-category.games
gpuSkinning: 0
meshDeformation: 0
xboxPIXTextureCapture: 0
xboxEnableAvatar: 0
xboxEnableKinect: 0
@ -131,10 +130,8 @@ PlayerSettings:
switchAllowGpuScratchShrinking: 0
switchNVNMaxPublicTextureIDCount: 0
switchNVNMaxPublicSamplerIDCount: 0
switchNVNGraphicsFirmwareMemory: 32
switchMaxWorkerMultiple: 8
stadiaPresentMode: 0
stadiaTargetFramerate: 0
switchNVNGraphicsFirmwareMemory: 32
vulkanNumSwapchainBuffers: 3
vulkanEnableSetSRGBWrite: 0
vulkanEnablePreTransform: 0
@ -165,8 +162,9 @@ PlayerSettings:
resetResolutionOnWindowResize: 0
androidSupportedAspectRatio: 0
androidMaxAspectRatio: 2.1
androidMinAspectRatio: 1
applicationIdentifier:
Android: com.ArnethMyndraavn.ShinsoubanHeart
Android: com.ArnethMyndraavn.ShinsoubanHeartnoKuninoAlice
Standalone: unity.ArnethMyndraavn.Shinsouban Heart no Kuni no Alice
Tizen:
iPhone: com.Company.ProductName
@ -178,9 +176,9 @@ PlayerSettings:
tvOS: 0
overrideDefaultApplicationIdentifier: 1
AndroidBundleVersionCode: 1
AndroidMinSdkVersion: 22
AndroidMinSdkVersion: 23
AndroidTargetSdkVersion: 35
AndroidPreferredInstallLocation: 1
AndroidPreferredInstallLocation: 2
aotOptions:
stripEngineCode: 1
iPhoneStrippingLevel: 0
@ -188,16 +186,18 @@ PlayerSettings:
ForceInternetPermission: 0
ForceSDCardPermission: 0
CreateWallpaper: 0
APKExpansionFiles: 0
androidSplitApplicationBinary: 0
keepLoadedShadersAlive: 0
StripUnusedMeshComponents: 0
strictShaderVariantMatching: 0
VertexChannelCompressionMask: 214
iPhoneSdkVersion: 988
iOSTargetOSVersionString: 12.0
iOSSimulatorArchitecture: 0
iOSTargetOSVersionString: 13.0
tvOSSdkVersion: 0
tvOSSimulatorArchitecture: 0
tvOSRequireExtendedGameController: 0
tvOSTargetOSVersionString: 12.0
tvOSTargetOSVersionString: 13.0
VisionOSSdkVersion: 0
VisionOSTargetOSVersionString: 1.0
uIPrerenderedIcon: 0
@ -224,7 +224,6 @@ PlayerSettings:
rgba: 0
iOSLaunchScreenFillPct: 100
iOSLaunchScreenSize: 100
iOSLaunchScreenCustomXibPath:
iOSLaunchScreeniPadType: 0
iOSLaunchScreeniPadImage: {fileID: 0}
iOSLaunchScreeniPadBackgroundColor:
@ -232,7 +231,6 @@ PlayerSettings:
rgba: 0
iOSLaunchScreeniPadFillPct: 100
iOSLaunchScreeniPadSize: 100
iOSLaunchScreeniPadCustomXibPath:
iOSLaunchScreenCustomStoryboardPath:
iOSLaunchScreeniPadCustomStoryboardPath:
iOSDeviceRequirements: []
@ -242,6 +240,7 @@ PlayerSettings:
iOSMetalForceHardShadows: 0
metalEditorSupport: 1
metalAPIValidation: 1
metalCompileShaderBinary: 0
iOSRenderExtraFrameOnPause: 1
iosCopyPluginsCodeInsteadOfSymlink: 0
appleDeveloperTeamID:
@ -267,13 +266,13 @@ PlayerSettings:
useCustomGradlePropertiesTemplate: 0
useCustomGradleSettingsTemplate: 0
useCustomProguardFile: 0
AndroidTargetArchitectures: 1
AndroidTargetDevices: 0
AndroidTargetArchitectures: 3
AndroidSplashScreenScale: 0
androidSplashScreen: {fileID: 0}
AndroidKeystoreName: '{inproject}: '
AndroidKeyaliasName:
AndroidEnableArmv9SecurityFeatures: 0
AndroidEnableArm64MTE: 0
AndroidBuildApkPerCpuArchitecture: 0
AndroidTVCompatibility: 1
AndroidIsGame: 1
@ -286,11 +285,12 @@ PlayerSettings:
height: 180
banner: {fileID: 0}
androidGamepadSupportLevel: 0
chromeosInputEmulation: 1
AndroidMinifyRelease: 0
AndroidMinifyDebug: 0
AndroidValidateAppBundleSize: 1
AndroidAppBundleSizeToValidate: 150
AndroidReportGooglePlayAppDependencies: 1
androidSymbolsSizeThreshold: 800
m_BuildTargetIcons:
- m_BuildTarget:
m_Icons:
@ -539,7 +539,7 @@ PlayerSettings:
m_GraphicsJobMode: 0
m_BuildTargetGraphicsAPIs:
- m_BuildTarget: AndroidPlayer
m_APIs: 0b00000008000000
m_APIs: 0b000000
m_Automatic: 1
- m_BuildTarget: iOSSupport
m_APIs: 10000000
@ -555,34 +555,32 @@ PlayerSettings:
iPhone: 1
tvOS: 1
m_BuildTargetGroupLightmapEncodingQuality:
- m_BuildTarget: Standalone
- serializedVersion: 2
m_BuildTarget: Standalone
m_EncodingQuality: 1
- m_BuildTarget: XboxOne
- serializedVersion: 2
m_BuildTarget: XboxOne
m_EncodingQuality: 1
- m_BuildTarget: PS4
- serializedVersion: 2
m_BuildTarget: PS4
m_EncodingQuality: 1
- m_BuildTarget: GameCoreScarlett
- serializedVersion: 2
m_BuildTarget: GameCoreScarlett
m_EncodingQuality: 1
- m_BuildTarget: GameCoreXboxOne
- serializedVersion: 2
m_BuildTarget: GameCoreXboxOne
m_EncodingQuality: 1
m_BuildTargetGroupHDRCubemapEncodingQuality:
- m_BuildTarget: Standalone
m_EncodingQuality: 2
- m_BuildTarget: XboxOne
m_EncodingQuality: 2
- m_BuildTarget: PS4
m_EncodingQuality: 2
- m_BuildTarget: GameCoreScarlett
m_EncodingQuality: 2
- m_BuildTarget: GameCoreXboxOne
m_EncodingQuality: 2
m_BuildTargetGroupLightmapSettings: []
m_BuildTargetGroupLoadStoreDebugModeSettings: []
m_BuildTargetNormalMapEncoding: []
m_BuildTargetDefaultTextureCompressionFormat: []
m_BuildTargetDefaultTextureCompressionFormat:
- serializedVersion: 3
m_BuildTarget: Android
m_Formats: 01000000
playModeTestRunnerEnabled: 0
runPlayModeTestAsEditModeTest: 0
actionOnDotNetUnhandledException: 1
editorGfxJobOverride: 1
enableInternalProfiler: 0
logObjCUncaughtExceptions: 1
enableCrashReportAPI: 0
@ -590,7 +588,7 @@ PlayerSettings:
locationUsageDescription:
microphoneUsageDescription:
bluetoothUsageDescription:
macOSTargetOSVersion: 10.13.0
macOSTargetOSVersion: 11.0
switchNMETAOverride:
switchNetLibKey:
switchSocketMemoryPoolSize: 6144
@ -728,12 +726,14 @@ PlayerSettings:
switchSocketBufferEfficiency: 4
switchSocketInitializeEnabled: 1
switchNetworkInterfaceManagerInitializeEnabled: 1
switchDisableHTCSPlayerConnection: 0
switchUseNewStyleFilepaths: 0
switchUseLegacyFmodPriorities: 0
switchUseMicroSleepForYield: 1
switchEnableRamDiskSupport: 0
switchMicroSleepForYieldTime: 25
switchRamDiskSpaceSize: 12
switchUpgradedPlayerSettingsToNMETA: 0
ps4NPAgeRating: 12
ps4NPTitleSecret:
ps4NPTrophyPackPath:
@ -810,7 +810,8 @@ PlayerSettings:
ps4IncludedModules: []
ps4attribVROutputEnabled: 0
monoEnv:
splashScreenBackgroundSourceLandscape: {fileID: 0}
splashScreenBackgroundSourceLandscape: {fileID: 21300000, guid: 12771217c4afb7747b88f36afc9ea288,
type: 3}
splashScreenBackgroundSourcePortrait: {fileID: 0}
blurSplashScreenBackground: 0
spritePackerPolicy:
@ -836,14 +837,21 @@ PlayerSettings:
webGLMemoryLinearGrowthStep: 16
webGLMemoryGeometricGrowthStep: 0.2
webGLMemoryGeometricGrowthCap: 96
webGLEnableWebGPU: 0
webGLPowerPreference: 2
webGLWebAssemblyTable: 0
webGLWebAssemblyBigInt: 0
webGLCloseOnQuit: 0
webWasm2023: 0
scriptingDefineSymbols: {}
additionalCompilerArguments: {}
platformArchitecture: {}
scriptingBackend:
Android: 0
Standalone: 0
il2cppCompilerConfiguration: {}
il2cppCodeGeneration: {}
il2cppStacktraceInformation: {}
managedStrippingLevel: {}
incrementalIl2cppBuild: {}
suppressCommonWarnings: 1
@ -855,6 +863,7 @@ PlayerSettings:
gcWBarrierValidation: 0
apiCompatibilityLevelPerPlatform:
Standalone: 6
editorAssembliesCompatibilityLevel: 1
m_RenderingPath: 1
m_MobileRenderingPath: 1
metroPackageName: ShinsoubanHeartnoKuninoAlice
@ -878,6 +887,7 @@ PlayerSettings:
metroTileBackgroundColor: {r: 0, g: 0, b: 0, a: 1}
metroSplashScreenBackgroundColor: {r: 0, g: 0, b: 0, a: 1}
metroSplashScreenUseBackgroundColor: 0
syncCapabilities: 0
platformCapabilities: {}
metroTargetDeviceFamilies: {}
metroFTAName:
@ -934,9 +944,11 @@ PlayerSettings:
hmiPlayerDataPath:
hmiForceSRGBBlit: 1
embeddedLinuxEnableGamepadInput: 1
hmiLogStartupTiming: 0
hmiCpuConfiguration:
hmiLogStartupTiming: 0
qnxGraphicConfPath:
apiCompatibilityLevel: 6
captureStartupLogs: {}
activeInputHandler: 0
windowsGamepadBackendHint: 0
cloudProjectId:
@ -950,3 +962,5 @@ PlayerSettings:
platformRequiresReadableAssets: 0
virtualTexturingSupportEnabled: 0
insecureHttpOption: 0
androidVulkanDenyFilterList: []
androidVulkanAllowFilterList: []

@ -1,2 +1,2 @@
m_EditorVersion: 2022.3.22f1
m_EditorVersionWithRevision: 2022.3.22f1 (887be4894c44)
m_EditorVersion: 6000.0.26f1
m_EditorVersionWithRevision: 6000.0.26f1 (ccb7c73d2c02)

Loading…
Cancel
Save